Amekage Tower
Dec 11, 2019 18:48:23 GMT -7
Post by Father 'Suke on Dec 11, 2019 18:48:23 GMT -7
Fūinjutsu (Passive)
‘Suke had made his point and the interests he had of his own time and dime. With such he kept a gaze to the current Amekage who spoke of the common interest most kage would certainly have. ‘Suke himself understood such importance and yet he also understood that this kage was offering quite a bit of aid for ‘Suke’s own project.. However he was getting a definite feel that this individual was certainly offering a lot, a lot that ‘Suke himself was never going to be capable of backing down. However with that outreached hand ‘Suke knew that this deal was very one sided in some aspect, and with that he looked from the hand and then back to the Kage as ‘Suke understood the commitment most deals possessed, especially thanks to venator training deals with demons or contracts as they are called, held dire consequences if broken upon by either side.
The deal’s wording was everything and as such ‘Suke held up a finger, a single solitary finger as he spoke, “I have a counter to some degree as your second point to that luxurious deal holds a loophole that could keep me from doing what I must. The ‘in turn build what needs built’ portion. I build what needs built is something I can live with, but if I am busy building every day for two years as an example, that sets the goals back far too long. So let's adjust that to, ‘For the funding of a maximum of ten million the crafter, this case myself, will build what is beneficial to the village hidden in the rain at the behest of the standing kage, that’s you, here in and up to one year where negotiations must begin again if terms are incomplete.'” ‘Suke wasn’t exactly a business man but he understood legality was essential for everything in the world. "After all, I have children to take care and cannot be away from them for all too long."
Byakugō no In: 004 charges
- Byakugō no In (Strength of a Hundred Seal)
Rank: "S"
Skill: Fūinjutsu
Effect: A seal that allows the user to channel a plethora of amount of Chakra within a single seal to be used for later purposes.
Special: ----
Drawback: If the user uses the Chakra within the Seal completely the user must re-perform the Strength of a Hundred Ritual.
Description: Picture By storing a vast amounts of chakra over an extended period of time into a specific point on their body — usually the forehead — the user creates this seal, which manifests in the form of a rhombus-like marking. Once the seal is formed, the user's already impressive chakra control allows them to perform techniques without any wasted energy. When released, the seal will either spread across the user's face (Yin Seal: Release) or wrap around their entire body (Strength of a Hundred Technique). The stored chakra is then released into their body, greatly amplifying their medical techniques by 1 Rank. A user may use a portion of the seal's chakra to maintain their youthful appearance. For every 5 posts a user makes the user may channel Chakra equal to Healing Hands (Moderate). User may store enough Chakra equal to 120 Healing Hands (Moderate) (600 Posts). If the user does not sacrifice Chakra within 5 posts they will lose Chakra equal to 10 Healing Hands (Moderate) until the Seal reaches 0 and the Seal disappears. Once the user reaches the 120 Healing Hands (Moderate) threshold the user no longer needs to sacrifice Chakra and the seal will hold the power for 1 full OOC year before dispersing 10 Healing Hands (Moderate) per 5 posts. (Yin Seal: Release) The user can also release any amount of chakra with this technique by dispersing the seal and pumping the stored chakra back into the user's body. The user of this technique can also transfer the chakra from their seal into another individual, with the Strength of a Hundred pattern spreading around the body of the recipient.
Limit: Must know Strength of a Hundred Ritual. - Chakra Stored: 134/600 posts (26/120 Healing Hands (Moderate))
Passive/Supplementary (Active)
- "Chakra Well"
Rank: B-ranked
Skill: Ninjutsu, Passive
Effect: Clan members gain a well of chakra to use.
Special: ---
Drawback: This reserve of chakra can only be used toward clan techniques, and is the first amount of chakra the user expends during battle. The user generates a “chakra well” once per day. Outside techniques, substances or buffs, such as “Solider Pills”, cannot be used to further increase this amount. This set amount, and will not stack with preceding days.
Description: With their unique body type, and constant use of chakra, the Masamune clan has adapted to the constraints of continuous chakra consumption. Known as a “Chakra Well” the Masamune clan is granted a reserve of chakra to be used for their techniques. This is an innate reserve of chakra dedicated to clan abilities, used to compensate for the continuous demand of chakra from said abilities. All clan members are granted the extra chakra based on their specialist type. This is a reflection on their body’s demands for spiritual energy; which gives them a set amount. The user is granted a single “S-ranked” amount of chakra PLUS an additional “B-ranked” amount of chakra if the user is a ninjutsu non-specialists, a “A-ranked” amount of chakra if the user is a ninjutsu specialists or a “S-ranked” amount of chakra if the user is a ninjutsu master. For example, a ninjutsu non-specialist is granted a single "B-ranked" plus a "S-ranked" amount of chakra. This reserve allows the user to last longer during fights, where their bodies would demand the extra amounts of chakra or be spend toward a single powerful attack, which will not end up devastating the user's chakra reserves completely.
Limit: Masamune Clan. Automatically gained by the user after 500tp within the clan. - Scent
Rank: "D", "C", "B", "A", "S"
Skill: TaiJutsu
Effect: This extraordinary special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Special: ---
Drawback: ---
Description: The creature can detect opponents within 10-meters by sense of smell. If the opponent is upwind, the range increases to 20-meters; if downwind, it drops to 5-meters. Strong scents, such as smoke or rotting garbage, can be detected at x2 the ranges noted above. Overpowering scents, such as skunk musk, can be detected at x3 normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a movement to note the direction of the scent. Whenever the creature comes within 2-meters of the source, the creature pinpoints the source’s location. When finding Herbs and Animals (random), Scent may improve searching for them (must have Scent of object previously before searching). Learning "D" Rank allows the user to search for Common things, while "S" for Nearly Impossible. Each rank user learns increases chance of finding by 2% for the Rank of Herb, and increases per Rank thereafter. Example: At "S" Rank User gains 10% increase chance in finding Common Herbs and Animals but only 2% Increase for Nearly Impossible Herbs and Animals.
Limit: Must be an Animal, Fey, Monster, or Vermin. Innate Animal Jutsu. - Great Fortitude
Rank: "C" Always 20 Training Points
Skill: Supplementary
Effect: User is tougher than normal.
Special: ---
Drawback: ---
Description: User gets a +2 bonus on all Fortitude Saves.
Limit: Must learn from Universal Miscellaneous. - Poison Healer
Rank: "C"
Skill: Supplementary
Effect: Poison is not always bad for the user.
Special: ---
Drawback: ---
Description: Any time the user succeeds on a Fortitude save against a poison, the user heals a number of Armour Points of damage equal to their Fortitude.
Limit: Must learn from Universal Miscellaneous. Must know Great Fortitude. - Healing Hands, Lay on Healing Hands
Rank: "B"
Skill: Supplementary
Effect: User is able to heal themselves more quickly than they can heal others.
Special: ---
Drawback: ---
Description: Once every round the user can perform a Healing Hands technique on themselves as if it were 1 Rank less than normal while still experiencing the full effects of the Jutsu.
Limit: Must be a Medical Doctor. Must know Healing Hands (Light). - Healing Hands, Shared Healing Hands
Rank: "B"
Skill: Supplementary
Effect: User has learned that sometimes, the healer needs to be healed too.
Special: ---
Drawback: ---
Description: When the user performs a Healing Hands technique, they may choose to gain any amount of the healing to themselves, rather than give it to the subject of the Jutsu. User may decide to do this after seeing how much damage they have healed on the creature.
Limit: Must be a Medical Doctor. Must know Healing Hands (Light). - Healing Hands, Reinforced Healing Hands
Rank: "B"
Skill: Supplementary
Effect: User can add a little extra heal to their Healing Hands technique.
Special: ---
Drawback: ---
Description: When the user performs a Healing Hands technique on a subject, the user may also affect the subject with any "D", or "C" Rank Jutsus they are currently able to perform that is a touch, range of touch, and a harmless effect. For example a Medical user is able to perform a Healing Hands technique while performing a Cleanse Paralysis, Cleanse Disease ("D", "C" Rank), Cleanse Fear, Cleanse Poison ("D", "C" Rank), Cleanse Blindness/Deafness, Cleanse Spirit, Lesser, or Etc.
Limit: Must be a Medical Doctor. Must know Healing Hands (Light). - Chakra Scalpel: Painless
Rank: "C"
Skill: Supplementary
Effect: Using the concept of Ease Pain, the user may make their Chakra Scalpel feel painless when cutting.
Special: ---
Drawback: ---
Description: A simple technique that allows the user to perform Chakra Scalpel without it causing pain to those the user cuts. This technique was developed for Field Medics who do not wish to inflict more pain on those they are trying to help.
Limit: Must be a Medical Doctor. Must know Chakra Scalpel. Must know Ease Pain. - Empower Healing
Rank: "B"
Skill: Supplementary
Effect: The user can perform Healing Jutsus to greater effect.
Special: ---
Drawback: ---
Description: A Jutsu that works like Empower Jutsu, however the user is only able to perform this technique while performing Healing Jutsus. This Jutsu does not make the user perform Healing Jutsus with higher Handseals count.
Limit: Must be a Medical Doctor. Must have Mastered the Medical Profession. - Bravery (Learned at A-class)
Rank: "C"
Skill: NinJutsu
Effect: User gains a bonus against Fear based attacks.
Special: ---
Drawback: ---
Description: When the user first learns this technique (if "D" Class) they will gain a +1 bonus on Saves against Fear based attacks. This bonus increases by +1 per Class Level.
Limit: Must be a Medical Doctor. - Slippery Mind
Rank: "B"
Skill: Supplementary
Effect: A user gains the ability to shrug off Chakra effects that would otherwise control or compel them.
Special: ---
Drawback: ---
Description: If a contemplative with Slippery Mind is affected by an Enchantment and fails their save, 1 round later the user can attempt their save again. The user only gets this 1 extra chance to succeed on their save.
Limit: Must be a Medical Doctor. - Field Healer
Rank: "B"
Skill: Supplementary
Effect: The user has become an adept at administering First Aid quickly and while under duress.
Special: ---
Drawback: ---
Description: User is able to make a First Aid: Healing check to provide First Aid in Half the Rate, instead of the Normal rate. Example: First Aid: Healing (Advanced) allows the user to perform critical care 4 minutes/wound. With this technique user may perform critical care 2 minutes/wound. Expert allows the user to perform critical care 3 minutes/wound, but with this technique the user may perform critical care 1.5 minutes/wound. The user will no longer be penalized by distractions or stress.
Limit: Must be a Medical Doctor. Must know First Aid: Healing (Advanced). - Trauma Care
Rank: "B"
Skill: Supplementary
Effect: User uses the First Aid: Healing ability to improve ability conditions.
Special: ---
Drawback: ---
Description: When the user first learns this technique the user must spend 1 minute on the patient using their First Aid: Healing skill. Afterwards the user is able to repair ability damage done to the target (Handseals Reduction, Movement Reduction, Saves Reduction) by 1d4. This also removes the fatigued condition and improves the exhausted condition to fatigued. When the user becomes "B" Class they are able to restore 1d8 instead of 1d4 against any sort of ability damage. It also allows for a new save versus a poison, or disease that does not count against the subject on a failed save. When the user becomes "A" Class the medic's trauma care restores all ability damage to a single type of Ability Damage, and removes the exhausted, nauseated, and stunned conditions.
Limit: Must be a Medical Doctor. Must know First Aid: Healing (Master). - Hippocratic Oath
Rank: "C"
Skill: Supplementary
Effect: Due to a sacred oath of saving lives, the Doctor is more determined to do just that.
Special: ---
Drawback: User loses effects if they take a life even in self defense.
Description: User gains a -20 in their Die Roll in determining any and all Medical Skills, Identify Poison, and Alchemy when creating restorative creations. The user's Healing Hands Techniques are reduced by 1 rank when determining Handseals. The Doctor loses this bonus for 1 year if they kill a human being. This includes killing a human in self-defense. This penalty does not apply to anything that is not a human. This includes Constructs, Animals, or other beasts of similar nature.
Limit: Must be a Medical Doctor. Must know First Aid: Healing (Master). - Quick Draw
Rank: "C"
Skill: TaiJutsu/Supplementary
Effect: User has learned how to draw their weapon without taking up a movement.
Special: ---
Drawback: ---
Description: The user can draw a weapon without a movement. The user can draw a hidden weapon (With Sleight of Hand) without taking a movement. A user who has this technique may draw a throwing weapon and hurl the weapon within 1 movement. Without this technique, the user may draw a weapon as a movement.
Limit: Must be a Venator. - Righteous Healing
Rank: "C" Always 30 Training Points
Skill: Supplementary
Effect: Any healing techniques are more potent when the Venator has a Judgment active.
Special: ---
Drawback: ---
Description: If a user performs a healing Jutsu while a judgment is active, the user treats their healing technique as 1 rank higher than normal (Healing Hands, Light becomes Healing Hands, Minor and so on).
Limit: Must be a Venator. Must know Judgment. - Judgment Focus [Accuracy]
Rank: "C"
Skill: Supplementary
Effect: User is an expert with 1 particular judgment.
Special: ---
Drawback: ---
Description: User Selects 1 judgment they know. The user is treated as if they are five 1 Class Level higher for the purposes of determining the bonus granted by this Judgment. This bonus does not stack with the bonus to effective Class Level granted by the Slayer or Greater Slayer. This Technique can be taken multiple times. Its effects do not stack. Each time it is taken, the user increases their effective level when determining the bonus of 1 specific judgment.
Limit: Must be a Venator. Must know Judgment. - Strong-Willed
Rank: "C" Always 30 TP
Skill: Supplementary
Effect: The Spellbreaker can gain 2 rolls for mind-affecting effects.
Special: ---
Drawback: ---
Description: A Spellbreaker is able to stand strong against Chakra effects that seek to control, compel, or persuade them. The Spellbreaker rolls twice and takes the best result when making a Will save against mind-affecting effect.
Limit: Must be a Venator. Must be a Spellbreaker. - Defense Against Chakra
Rank: "B"
Skill: Supplementary
Effect: A Spellbreaker gains defense against a type of Release or Perception.
Special: ---
Drawback: ---
Description: A Spellbreaker picks a single type of Release or Perception. If it is a Perception the user gains a +1 bonus on saves against them. If it is a Release technique the effective Jutsu is reduced by +10 Armour Points. For every Class Level the user may pick a new Perception or Release.- D-Class: Pattern
- C-Class: Figment
- B-Class: Enchantment
- A-Class: Charm
- S-Class: Compulsion
- D-Class: Pattern
- Trial of Pain
Rank: “A”
Skill: Supplementary
Effect: The user’s brain is rewired to where pain causes a reaction where the pleasure areas in the brain are stimulated. Due to diminishing returns of subsequent experiences of pain a strong addiction to pain is created. The user still experiences pain as every other person, bus also experiences a rush at the same time. Renders the user immune to damage and pain from Cult of Nenyana jutsu, meaning that jutsu from this religion only work on those who are not a part of the Cult.
Special: ---
Drawback: The longer the user goes without pain, the stronger the desire to experience it becomes. If the user goes without pain for six weeks (IC) they will go into a frenzy where self-harm will occur until the user has satisfied him or herself.
Description: This is the initiation to become a Follower of the Cult of Nenyana. The user meditates for a month (IC) at least at the Main Temple of the Cult. After this meditation the user is brought to the Mother of Torment where he or she receives a personal message and a bit of chakra from Nenyana herself. This induces a state of terrible pain for a while where the user has to bite through for a while as his body becomes attuned to the wiles of the Goddess.
From now on, whenever the user experiences pain the user will also experience a rush in addition to the pain. However, due to the diminishing return of these rushes the doses of pain need to be larger every time to approximate the previous rush, creating a severe addiction to pain.
This jutsu enhances the kidneys, which instead of adrenaline, will now produce a substitute of this hormone when the user experiences pain. It is this that causes the changed perception to pain. In addition, the kidneys also affect the chakra that flows through them, eventually changing all of it into a new variety of chakra that responds differently to the chakra from Cult of Nenyana techniques, absorbing it when it comes into contact with each other rather than be harmed by it.
Limit: Must have joined the religion as an acolyte to learn. Must be learned at the Main Temple of the Cult of Nenyana.