Skill System
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Mon Mar 07, 2016 11:09 am
Here on Shinobi Fables Untold we use a unique Skill system composed of tiers and a bit of stats for physical prowess. There are 7 categories or Skills into which you may train, mainly called Ninjutsu, Genjutsu, Taijutsu, Bukijutsu, Fuinjutsu, Kugujutsu and Medical Ninjutsu. In order to better your specs you'll have to accumulate points and distribute those points amongst your specs in which ever way you please. These points are called Skill Points
Starting Skill Points: These are the amount of skill points your character may start with, depending on their rank.
- D-rank: 8
- C-rank: 10
- B-rank: 12
- A-rank: 14
- S-rank/Clan Leader: 16
Bonus Skill Points:
- +1 Skill Point if you start with no clan.
- +1 Skill Point if you start without an element.
After a character's starting Skill Points have been distributed there are only two ways of acquiring more skill points: Ranking Up your character or Purchasing them.
- Ranking Up | After Ranking Up, a character will receive +2 Skill Points.
- If you start as D rank, your character will receive 3 points per rank up after graduating to B rank.
- Purchasing Skill Points: Each skill point is worth 5,000 Ryo, but only two (02) points can be purchased per character.
- Stacking Disclaimer:
Note: Bonuses to a single stat from a single skill do not stack, if your Ninjutsu is on 5, then you only gain +50 to your Chakra stat, and not all the other chakra bonuses from the previous levels as well. This counts for discounts as well.
Stacking: If you have more than one skill which gives stat boosts to a specific stat, such as Ninjutsu and Genjutsu which both give stats to Chakra, you are allowed to use the highest boost to that specific stat and then half of the boosts from the rest of the skills to that specific stat. What this means is: Example person has 5 in Ninjutsu, 4 in Genjutsu and 5 in Medical Ninjutsu. Example person does not receive 50 + 40 + 50 to Chakra, instead Example person receives 50 + 20 + 25 to Chakra. Only one skill's boosts to a specific stat may be taken fully, the others must be halved if they are boosting a specific stat which other skills also boost.
The following are the Skills in which you may distribute your Skill Points. The more skill points you distribute into a Skill, the better you will be at it.
Ninjutsu: Ninjutsu (忍術, Literally meaning: Ninja Techniques), is a term referring to almost any technique which allows the user to do something that they otherwise would be incapable of doing. More complex ninjutsu manipulate one's surroundings or utilise the elements, respectively serving such tasks as healing others or manipulating nature transformations. Ninjutsu, most of the time, relies on chakra and hand seals to be effective
- Unrefined Skill | You have no training in this Skill, you may only use E ranked ninjutsu which costs double the normal chakra cost.
- Novice | You have acquired some training in Ninjutsu and you're now able to use E and D rank Ninjutsu. With your chakra control having improved you no longer pay double the normal chakra but instead just pay the normal chakra amount for Ninjutsu techniques. You gain +10 to your Chakra stat.
- Apprentice | Your training in Ninjutsu has increased some more and you're now able to use E, D and C ranked Ninjutsu. With some more chakra control improvement you now pay 10% less chakra for Ninjutsu techniques. You gain +20 to your Chakra stat.
- Adept | Your skills in Ninjutsu have become noticeably strong with the amount of training you've put in so far. E, D, C, and B ranked Ninjutsu techniques are now available to you. With your better chakra control your Ninjutsu techniques now gain a 20% Chakra discount You gain +30 to your Chakra stat.
- Master | With this level of skill in Ninjutsu many know to fear you. By now you're able to use E, D, C, B and even A ranked techniques without a problem. In fact, with your great chakra control your Ninjutsu techniques gain a 30% Chakra discount. You gain +40 to your Chakra stat.
- God | Your Ninjutsu skills have reached their limit, some call you a God with your Ninjutsu Skill and fear you. You are able to use any ranked technique you wish, ranging from E-S. On top of that you gain a 50% Chakra discount on all Ninjutsu techniques except for the next gift given to the Ninjutsu Gods. Your next gift is your ability to use Limited Ninjutsu Techniques, found on the Limited List. These techniques gain no Chakra discount however, so use them wisely. You gain +50 to your Chakra stat.
Taijutsu: Taijutsu (体術, Literally meaning: Body Techniques) is a basic form of techniques and refers to any techniques involving the martial arts or the optimization of natural human abilities. It typically does not require chakra, though chakra may be used to enhance its techniques. Taijutsu generally requires no hand seals to perform, occasionally making use of certain stances or poses, and are far quicker to use than ninjutsu or genjutsu.
- Unrefined Skill | You have no training in this skill and can only use E ranked Taijutsu, which costs double the normal chakra cost to use.
- Novice | You have acquired some training in Taijutsu and you're now able to use E and D rank Taijutsu. With your chakra control with your body's prowess having improved you no longer pay double the normal chakra but instead just pay the normal chakra and Life force amount for Taijutsu techniques. You gain +10 stats which you can use on Speed, Strength or Endurance.
- Apprentice | Your training in Taijutsu has increased some more and you're now able to use E, D and C ranked Taijutsu. With some more chakra control improvement you now pay 10% less Life Force for Taijutsu techniques. You gain +20 stats which you can use on Speed, Strength or Endurance.
- Adept | You're skills in Taijutsu have become noticeably strong with the amount of training you've put in so far. E, D, C, and B ranked Taijutsu techniques are now available to you. With your better chakra control your Taijutsu techniques now gain a 20% Life Force discount. You gain +30 stats which you can use on Speed, Strength or Endurance.
- Master | With this level of skill in Taijutsu many know to fear you. By now you're able to use E, D, C, B and even A ranked Taijutsu techniques without a problem. In fact, with your great chakra control your Taijutsu techniques gain a 30% Life Force discount. You gain +40 stats which you can use on Speed, Strength or Endurance.
- God | Your Taijutsu skills have reached their limit, some call you a God with your Taijutsu Skill and fear you. You are able to use any ranked technique you wish, ranging from E-S. On top of that you gain a 50%Life Force discount on all Taijutsu techniques except for the next gift given to the Taijutsu Gods. Your next gift is your ability to use Limited Taijutsu Techniques, found on the Limited List. These techniques gain no chakra discount however, so use them wisely. You gain +50 stats which you can use on Speed, Strength or Endurance.
Genjutsu: Genjutsu (幻術, Literally meaning: Illusionary Techniques) are techniques that are employed in the same fashion as ninjutsu, requiring chakra and hand seals. However, the primary difference between the two is that the effects of genjutsu are illusory; instead of attacking the victim's body, like taijutsu or ninjutsu, genjutsu techniques manipulate the flow of chakra in the victim's brain, thus causing a disruption in their senses
- Unrefined Skill | You have no training in this skill and can only use E ranked Genjutsu, which costs double the normal chakra cost to use. You can only get out of Genjutsu up to your own rank through the use of Genjutsu: Kai.
- Novice | You have acquired some training in Genjutsu and you're now able to use E and D rank Genjutsu. With your chakra control having improved you no longer pay double the normal chakra but instead just pay the normal chakra amount for Genjutsu techniques. You can break out of Genjutsu up to 1 rank higher than your own through the use of Genjutsu Kai. You may only affect one sense through your Genjutsu. You gain +10 to your Chakra stat.
- Apprentice | Your training in Genjutsu has increased some more and you're now able to use E, D and C ranked Genjutsu. With some more chakra control improvement you now pay 10% less chakra for Genjutsu techniques. You can now break out of Genjutsu up to 1 rank higher than your own through the use of Genjutsu: Kai. You can affect 2 senses through your Genjutsu. You gain +20 to your Chakra stat.
- Adept | You're skills in Genjutsu have become noticeably strong with the amount of training you've put in so far. E, D, C, and B ranked Genjutsu techniques are now available to you. With your better chakra control your Genjutsu techniques now gain a 20% Chakra discount. You can now break out of Genjutsu up to 1 rank higher than your own through the use of Genjutsu: Kai. You can now stack 2 Genjutsu on top of each other. You can affect 3 senses through your Genjutsu. You gain +30 to your Chakra stat.
- Master | With this level of skill in Genjutsu many know to fear you. By now you're able to use E, D, C, B and even A ranked Genjutsu techniques without a problem. In fact, with your great chakra control your Genjutsu techniques gain a 30% Chakra discount. You can now break out of Genjutsu up to 1 ranks higher than your own through the use of Genjutsu: Kai. You can now stack 3 Genjutsu on top of each other. You can affect 4 senses through your Genjutsu. You gain +40 to your Chakra stat.
- God | Your Genjutsu skills have reached their limit, some call you a God with your Genjutsu Skill and fear you. You are able to use any ranked technique you wish, ranging from E-S. On top of that you gain a 50% Chakra Discount on all Genjutsu techniques except for the next gift given to the Genjutsu Gods. Your next gift is your ability to use Limited Genjutsu Techniques, found on the Limited List. These techniques gain no Chakra discount however, so use them wisely. You can now break out of Genjutsu up to 1 rank higher(Some Limited/Restricted) than your own through the use of Genjutsu: Kai. You can now stack 4 Genjutsu on top of each other. You can affect 5 senses through your Genjutsu. You gain +50 to your Chakra stat.
- Genjutsu Techniques between D & B-rank Cost 2x the amount of Chakra to perform.
- Genjutsu Techniques between A & S-rank Cost 1.5x the amount of Chakra to perform.
- Genjutsu Breakdown:
- Genjutsu users receive discounts on breaking other genjutsu according to their level of skill:
- Unrefined Skill | You pay double the technique's original cost to break out of it.
- Novice & Apprentice | You pay 25% more than the technique's original cost to break out of it.
- Adept | You pay equal amounts of chakra as the technique's original cost to break it.
- Master & God You pay 25% less than the technique's original cost to break out of it
- Unrefined Skill | You pay double the technique's original cost to break out of it.
Bukijutsu: Bukijutsu (武器術, Literally meaning: Weapon Techniques) are techniques that entail the use of any handheld weapons in combat, whether the users be shinobi or samurai.
- Unrefined Skill | You have no training in this skill and can only use E ranked Bukijutsu techniques, which costs double the normal chakra cost to use. Without any skill in Bukijutsu, these people are only allowed to utilize weapons up to D-rank and can only carry three kinds of weapons.
- Novice | You have acquired some training in Bukijutsu and you're now able to use E and D rank Bukijutsu. With your chakra control having improved you no longer pay double the normal chakra but instead just pay the normal chakra amount for Bukijutsu techniques. Can use weapons up to C-rank and can carry up to five kinds of weapons. You gain +10 stats which you can split between Speed or Strength.
- Apprentice | Your training in Bukijutsu has increased some more and you're now able to use E, D and C ranked Bukijutsu. With some more chakra control improvement you now pay 10% less chakra for Bukijutsu techniques. Can use B-rank weapons and carry six kinds of weapons. You gain +20 stats which you can split between Speed or Strength.
- Adept | You're skills in Bukijutsu have become noticeably strong with the amount of training you've put in so far. E, D, C, and B ranked Bukijutsu techniques are now available to you. With your better chakra control your Bukijutsu techniques now gain a 20% chakra discount. Can use A-rank weapons and carry seven kinds of weapons. You gain +30 stats which you can split between Speed or Strength.
- Master | With this level of skill in Bukijutsu many know to fear you. By now you're able to use E, D, C, B and even A ranked Bukijutsu techniques without a problem. In fact, with your great chakra control your Bukijutsu techniques gain a 30% chakra discount. Can use S-rank weapons and carry eight kinds of weapons. You gain +40 stats which you can split between Speed or Strength.
- God | Your Bukijutsu skills have reached their limit, some call you a God with your Bukijutsu Skill and fear you. You are able to use any ranked technique you wish, ranging from E-S. On top of that you gain a 50% chakra discount on all Bukijutsu techniques except for the next gift given to the Bukijutsu Gods. Your next gift is your ability to use Limited Bukijutsu Techniques, found on the Limited List as well as wield a SSM sword without strain such as only being able to use it at half the speed you normally would. These techniques gain no chakra discount however, so use them wisely. Can use S-rank weapons and carry ten kinds of weapons. You gain +50 stats which you can split between Speed or Strength.
- Bukijutsu Bonus:
- Novice | +500 Ryo to be used on Weapon(s),
- Apprentice | +1,000 Ryo to be used on Weapon(s), 15% off Weapon (Not Ability).
- Adept | +2,500 Ryo to be used on Weapon(s), 35% off Weapon (Not Ability).
- Master | +5,000 Ryo to be used on Weapon(s), 50% off Weapon (Not Ability).
- God | +7,500 Ryo to be used on Weapon(s), 65% off Weapon (Not Ability).
- Novice | +500 Ryo to be used on Weapon(s),
- Chakra Flow:
- Chakra Flow (チャクラ流し, Chakura Nagashi) refers to both the flowing of chakra through an object as well as any technique that increases the potency of a weapon by flowing chakra through it. Usually, elemental chakra is used to flow through bladed weapons in order to either dramatically increase their various pre-existing properties or to gain additional advantageous effects. The user must be touching the tool to initiate chakra flow, but direct contact with the weapon is not necessary to maintain chakra flow.
- Novice | +25
- Apprentice | +50
- Adept | +75
- Master | +100
- God | +125
- Earth Release Bonus | Stats are used for increasing Endurance, add an extra +50.
- Fire Release Bonus | Stats are used for Power, add an extra +50.
- Lightning Release Bonus | Stats are used for Power, add an extra +25. Area struck by weapon receives 1 Post stun damage.
- Wind Release Bonus | Stats are used for Power, add an extra +75.
- Novice | +25
Fūinjutsu : Fūinjutsu (封印術, Literally meaning: Sealing Techniques) are a type of jutsu that seal objects, living beings, chakra, along with a wide variety of other things within another object. Fūinjutsu can also be used to restrict movement or unseal objects either from within something or someone.
- Unrefined Skill | You have no training in this skill and can only use the Generic Sealing Method, which costs double the normal chakra.
- Novice | You have acquired some training in Fūinjutsu and you're now able to use E and D rank Fūinjutsu. With your chakra control having improved you no longer pay double the normal chakra but instead just pay the normal chakra amount for Fūinjutsu techniques. You can unseal Fuinjutsu up to D rank using an unsealing technique. You gain +10 to Chakra stat.
- Apprentice | Your training in Fūinjutsu has increased some more and you're now able to use E, D and C ranked Fūinjutsu. With some more chakra control improvement you now pay 10% less chakra for Fūinjutsu techniques. You can unseal Fuinjutsu up to C rank using an unsealing technique. You can now seal human beings. You gain +20 to Chakra stat.
- Adept | You're skills in Fūinjutsu have become noticeably strong with the amount of training you've put in so far. E, D, C, and B ranked Fūinjutsu techniques are now available to you. With your better chakra control your Fūinjutsu techniques now gain a 20% Chakra discount. You can unseal Fūinjutsu up to B rank using an unsealing technique. You can now seal bigger objects up to the size of a two-story house. You gain +30 to Chakra stat.
- Master | With this level of skill in Fūinjutsu many know to fear you. By now you're able to use E, D, C, B and even A ranked Fūinjutsu techniques without a problem. In fact, with your great chakra control your Fūinjutsu techniques gain a 30% Chakra discount. You can unseal Fūinjutsu up to A rank using an unsealing technique. You can now seal objects the size of Gamabunta, though Bijuu remain out of your control. You gain +40 to Chakra
- God | Your Fūinjutsu skills have reached their limit, some call you a God with your Fūinjutsu Skill and fear you. You are able to use any ranked technique you wish, ranging from E-S. On top of that you gain a 50% Chakra Discount on all Fūinjutsu techniques except for the next gift given to the Fuinjutsu Gods. Your next gift is your ability to use Limited Fūinjutsu Techniques, found on the Limited List. These techniques gain no Chakra discount however, so use them wisely. You can unseal Fuinjutsu up to S rank using an unsealing technique. You gain +50 to Chakra stat. You can now even seal Bijuu, as well as unseal Bijuu, if you use the correct technique(s).
- Fuuinjutsu Techniques also cost x1.5 Chakra to perform.
- Fūinjutsu Seal Breakdown:
- Note: The rank of a seal determines the complexity of forming the seal. Thus the higher the rank, the longer it would take to form the seal, no matter its size.
- D-Rank | Equals to forming 1 Handseal.
- C-Rank | Equals to forming 3 Handseals.
- B-Rank | Equals to forming 5 Handseals.
- A-Rank | Equals to forming 7 Handseals.
- S-Rank | Equals to forming 10 Handseals.
The rank of a seal also determines the size of an object and amount of chakra (which is sealed for later use) it can seal.- D-Rank | Small items such as kunai, shuriken etc.
50 Chakra. - C-Rank | Medium items such as 1m+ swords etc.
75 Chakra. - B-Rank | Human sized objects.
100 Chakra. - A-Rank | 2-Story building sized objects.
125 Chakra. - S-Rank | Bijuu sized objects, including Bijuu themselves.
150 Chakra.
The stated Chakra amounts do not determine the person/being it can seal based on their chakra, instead it determines the amount of chakra itself which can be stored for later access/usage. So, if you use a B rank seal which can seal humans, and your target has 200 chakra, you can still seal the target.
In order to break a seal, you must pay equivalent amounts of chakra which the seal is composed of. Meaning if I made a seal which cost me 50 chakra to place, you have to pay 50 chakra to break it, that is of course if you are able to break said rank of said seal. - D-Rank | Equals to forming 1 Handseal.
Puppetry/Kugujutsu: This uses chakra threads to control puppets like marionettes. The threads basically move the puppets by their joints, but can also activate any traps and hidden weapons. Any number of chakra threads can be used to control a puppet, but users with more skill can use fewer strings per puppet. Both Chiyo and Sasori demonstrated the ability to control entire puppets perfectly using just one thread.
- Unrefined Skill | You have no training in this skill and can only use E ranked puppets and one chakra string which costs double the normal chakra.
Novice | You have acquired some training in Kugujutsu and you're now able to use E and D rank puppets and Kugujutsu techniques. With your chakra control having improved you no longer pay double the normal chakra but instead just pay the normal chakra amount for Kugujutsu techniques. You can use two puppets at a time. Using these puppets, whether it be one or two at a time, they move at the same speed as your own. You gain +10 to Chakra stat. - Apprentice | Your training in Kugujutsu has increased some more and you're now able to use E, D and C ranked puppets and Kugujutsu techniques. With some more chakra control improvement you now pay 10% less chakra for Kugujutsu techniques. You can use 4 puppets at a time. Using up to two at a time means they move at your own Speed, using between 3 and 4 puppets at a time means they move at 75% of your Speed stat. You gain +20 to Chakra stat.
- Adept | You're skills in Kugujutsu have become noticeably strong with the amount of training you've put in so far. E, D, C, and B ranked puppets and Kugujutsu techniques are now available to you. With your better chakra control your Kugujutsu techniques now gain a 20% Chakra discount. You can use 6 puppets at a time. Using one puppet means it moves at +10% your Speed stat, using 2-4 means they move at your own Speed, using 5-6 puppets at a time means they move at 80% of your Speed stat. You gain +30 to Chakra stat.
- Master | With this level of skill in Kugujutsu many know to fear you. By now you're able to use E, D, C, B and even A ranked puppets and Kugujutsu techniques without a problem. In fact, with your great chakra control your Kugujutsu techniques gain a 30% Chakra discount. You can use 8 puppets at a time. Using 1-3 means they move at +10% your Speed. Using 4-6 Puppets at a time means they move at your own Speed. Using 7-8 Puppets at a time means they move at 80% of your Speed stat. You gain +40 to Chakra stat.
- God | Your Kugujutsu skills have reached their limit, some call you a God with your Puppetry Skill and fear you. You are able to use any ranked technique and puppet you wish, ranging from E-S. On top of that you gain a 50% Chakra Discount on all Kugujutsu techniques except for the next gift given to the Kugujutsu Gods. Your next gift is your ability to use Limited Kugujutsu Techniques, found on the Limited List. These techniques gain no Chakra discount however, so use them wisely. You can use 10 puppets at a time. Using 1-5 Puppets at a time means they move at +110% of your Speed stat. Using 6-8 means they move at your own Speed. Using 9-10 Puppets at a time means they move at 80% of your Speed stat. You gain +50 to Chakra stat. Puppet
- Kugujutsu Bonus:
- Novice | +500 Ryo to be used on Puppet(s) and Weapon Attachments.
- Apprentice | +1,000 Ryo to be used on Puppet(s) and Weapon Attachments, 15% off Weapon Attachments.
- Adept | +2,500 Ryo to be used on Puppet(s) and Weapon Attachments, 35% off Weapon Attachments.
- Master | +5,000 Ryo to be used on Puppet(s) and Weapon Attachments, 50% off Weapon Attachments.
- God | +7,500 Ryo to be used on Puppet(s) and Weapon Attachments, 65% off Weapon Attachments.
- Novice | +500 Ryo to be used on Puppet(s) and Weapon Attachments.
Medical Ninjutsu (医療忍術, Iryō Ninjutsu, Literally meaning: Medical Ninja Techniques) is a branch of ninjutsu associated with healing, as well as the manipulation of their own, or anothers' body, practised by shinobi categorised as "medical-nin". The use of medical ninjutsu requires very advanced chakra control, as well as extensive knowledge on such things as herbs, medicines, the human body and even poisons.
- Unrefined Skill | You have no training in this Skill, you may only use E ranked Medical Ninjutsu which costs double the normal chakra cost.
- Novice | You have acquired some training in Medical Ninjutsu and you're now able to use E and D rank Medical Ninjutsu techniques. With your chakra control having improved you no longer pay double the normal chakra but instead just pay the normal chakra amount for Medical Ninjutsu techniques. You can create and buy poisons up to D rank, though not the antidote. You gain +10 to Chakra stat.
- Apprentice | Your training in Medical Ninjutsu has increased some more and you're now able to use E, D and C ranked Medical Ninjutsu techniques. With some more chakra control improvement you now pay 10% less chakra for Medical Ninjutsu techniques. You can create and buy poisons up to C rank as well as the antidote to those poisons. You gain +20 to Chakra stat.
- Adept | You're skills in Medical Ninjutsu have become noticeably strong with the amount of training you've put in so far. E, D, C, and B ranked Medical Ninjutsu techniques are now available to you. With your better chakra control your Medical Ninjutsu techniques now gain a 20% Chakra discount. You can create and buy poisons up to B rank as well as the antidote to those poisons. You can perform surgery. When performing surgery you must use the diceroll, if you hit a 7 or lower then the patient will die. You gain +30 to Chakra stat.
Master | With this level of skill in Medical Ninjutsu many know to fear you. By now you're able to use E, D, C, B and even A ranked Medical Ninjutsu techniques without a problem. In fact, with your great chakra control your Medical Ninjutsu techniques gain a 30% Chakra discount. You can create and buy poisons up to A rank as well as the antidote to those poisons. Your surgical risk has been reduced, if you roll a four or lower then your patient dies. You gain +40 to Chakra stat. - God | Your Medical Ninjutsu skills have reached their limit, some call you a God with your Medical Skill and fear you. You are able to use any ranked technique you wish, ranging from E-S. On top of that you gain a 50% Chakra Discount on all Medical Ninjutsu techniques except for the next gift given to the Medical Ninjutsu Gods. Your next gift is your ability to use Limited Medical Ninjutsu Techniques, found on the Limited List. These techniques gain no Chakra discount however, so use them wisely. You can create and buy poisons up to S rank as well as the antidotes for those poisons. You've become a legendary surgeon, you have no need for a diceroll and each of your surgeries are a success. You gain +50 to Chakra stat.
Last edited by Everlasting on Wed May 25, 2016 3:25 pm; edited 1 time in total
Eververse
Admin |
Fri May 13, 2016 12:08 pm
Ninjutsu
Elements each have unique properties which give them an advantage over other elements. This system is put in place to ensure those advantages take effect. When pitting elements against each other, the dominant element will receive a 25% boost to the technique's power.
*Dominant Element = The element with an advantage over its opposing element.
The following is a list of elements and their counterpart which they have an advantage over.
Water Release: Dominant vs Fire Release.
Fire Release: Dominant vs Wind Release.
Wind Release: Dominant vs Lightning Release.
Lightning Release: Dominant vs Earth Release.
Earth Release: Dominant vs Water Release.
Here is a circular diagram of Basic Nature Transformations (Elements) and their Strengths and Weaknesses when facing each other, for a better understanding elements and their elemental advantages:
- Endurance: Not all Ninjutsu are used in an offensive manner, some augment the user's natural bodily conditions in a defensive manner. In the event that a technique has an Endurance Stat it may be replaced added into the Jutsu Template and the Stat points per rank can be distributed to it. OR you can have the endurance in the description.
- Ninjutsu techniques can be combined, however the chakra cost for the techniques stays teh same.
- Ninjutsu techniques can boost a stat a MAX of +100; and only ONE stat.
- Ninjutsu armor can increase strength or endurance +150 while the armor is active. It CANNOT boost Speed.
Elements each have unique properties which give them an advantage over other elements. This system is put in place to ensure those advantages take effect. When pitting elements against each other, the dominant element will receive a 25% boost to the technique's power.
*Dominant Element = The element with an advantage over its opposing element.
The following is a list of elements and their counterpart which they have an advantage over.
Water Release: Dominant vs Fire Release.
Fire Release: Dominant vs Wind Release.
Wind Release: Dominant vs Lightning Release.
Lightning Release: Dominant vs Earth Release.
Earth Release: Dominant vs Water Release.
Here is a circular diagram of Basic Nature Transformations (Elements) and their Strengths and Weaknesses when facing each other, for a better understanding elements and their elemental advantages:
Eververse
Admin |
Fri May 13, 2016 12:13 pm
Genjutsu
On SFU we have a comprehensive genjutsu system that holds fast the integrity of genjutsu as a combat style as well as allows for full function of its capabilities. For all gen users, please pay attention because for so unique a style we have had to add in sufficient stipulations to make sure this is not abused while at the same time allowing for the art to be in full form.
Basic Rules
- The "triggers" for gen can be whatever the person decides, but it needs to be described in the technique they make.
- Gen has no speed; it only has power, range, and the amount of people it can hit within that range.
- Gen will have stats just like nin and the other styles that are distributed among range and power.
- Every level of gen skill level gives you a higher amount of "Genjutsu Points". Genjutsu points work by allowing the user to use Gen Kai on a genjutsu they've been hit with that possesses equal or less than the number of gen points they have. Gen points are not "spent" when using Gen Kai, they just tell you what power level of gen you can always use Gen Kai on (power level, not rank). When using Gen Kai, you can pay the same amount of chakra as the rank of the technique in order to break a gen whose power level is equal or less than your gen points.
- EVERYONE starts with Gen Kai
- Genjutsu has a power cap of 500 MAX. Cannot go beyond this amount unless it's a Limited/Restricted Jutsu.
- Genjutsu Techniques between D & B-rank Cost 2x the amount of Chakra to perform.
- Genjutsu Techniques between A & S-rank Cost 3x the amount of Chakra to perform.
- Genjutsu Techniques that works over multiple turns requires an upkeep cost to maintain it. Jutsu are expected to have an established upkeep cost. In addition to those, for everyone person targeted In Character beyond the count of one, costs an extra 5 Chakra per extra person.
Genjutsu: Genjutsu (幻術, Literally meaning: Illusionary Techniques) are techniques that are employed in the same fashion as ninjutsu, requiring chakra and hand seals. However, the primary difference between the two is that the effects of genjutsu are illusory; instead of attacking the victim's body, like taijutsu or ninjutsu, genjutsu techniques manipulate the flow of chakra in the victim's brain, thus causing a disruption in their senses
Unrefined Skill| You have no training in this skill and can only use E ranked Genjutsu, which costs double the normal chakra cost to use. You can only get out of Genjutsu up to your own rank through the use of Genjutsu: Kai.
50 Genjutsu Points
Novice: | You have acquired some training in Genjutsu and you're now able to use E and D rank Genjutsu. With your chakra control having improved you no longer pay double the normal chakra but instead just pay the normal chakra amount for Genjutsu techniques. You can break out of Genjutsu up to 1 rank higher than your own through the use of Genjutsu Kai. You may only affect one sense through your Genjutsu. You gain +10 to your Chakra stat.
100 Genjutsu Points
Apprentice | Your training in Genjutsu has increased some more and you're now able to use E, D and C ranked Genjutsu. With some more chakra control improvement you now pay 10% less chakra for Genjutsu techniques. You can now break out of Genjutsu up to 1 rank higher than your own through the use of Genjutsu: Kai. You can affect 2 senses through your Genjutsu. You gain +20 to your Chakra stat.
200 Genjutsu Points
Adept | You're skills in Genjutsu have become noticeably strong with the amount of training you've put in so far. E, D, C, and B ranked Genjutsu techniques are now available to you. With your better chakra control your Genjutsu techniques now gain a 20% Chakra discount. You can now break out of Genjutsu up to 1 rank higher than your own through the use of Genjutsu: Kai. You can now stack 2 Genjutsu on top of each other. You can affect 3 senses through your Genjutsu. You gain +30 to your Chakra stat.
300 Genjutsu Points
Master | With this level of skill in Genjutsu many know to fear you. By now you're able to use E, D, C, B and even A ranked Genjutsu techniques without a problem. In fact, with your great chakra control your Genjutsu techniques gain a 30% Chakra discount. You can now break out of Genjutsu up to 1 ranks higher than your own through the use of Genjutsu: Kai. You can now stack 3 Genjutsu on top of each other. You can affect 4 senses through your Genjutsu. You gain +40 to your Chakra stat.
400 Genjutsu Points
God | Your Genjutsu skills have reached their limit, some call you a God with your Genjutsu Skill and fear you. You are able to use any ranked technique you wish, ranging from E-S. On top of that you gain a 50% Chakra Discount on all Genjutsu techniques except for the next gift given to the Genjutsu Gods. Your next gift is your ability to use Limited Genjutsu Techniques, found on the Limited List. These techniques gain no Chakra discount however, so use them wisely. You can now break out of Genjutsu up to 1 rank(Limited/Restricted) higher than your own through the use of Genjutsu: Kai. You can now stack 4 Genjutsu on top of each other. You can affect 5 senses through your Genjutsu. You gain +50 to your Chakra stat.
500 Genjutsu Points
We break down the power and limitations of gen in several ways: The difficulty to break, the amount of people it hits within its range, and lastly how long it affects a given person.
Power of Genjutsu
While you are able to distribute your stats for genjutsu however you please, we have a system called "Gen Points" that determines one of the major ways in which the power of gen is displayed. Gen points are a large part of how we determine the "power" of genjutsu. Here are the rules:
You get 100 "genjutsu" points per level of genjutsu skill mastery. Lvl 1-5. Depending on your amount of genjutsu points, is determined the power level of gen that you can Genjutsu Kai out of.
For example: If I am hit with a genjutsu of 300 power and I have 300 gen points in genjutsu, I can use gen kai to break out of it - IF I recognize IC that I am in the gen. It is not an auto-break of gen; but if I recognize I'm in gen, I can use that technique to do so. If the gen power is over 150pts higher than my GP, I am not able to use Gen Kai as a method to break the gen.
Genjutsu Kai
- Spoiler:
- Name: Genjutsu Kai
Rank: D-S
Cost: 0-X
Upkeep:N/A
Type: Genjutsu
Element: N/A
Range: Self - 50 meters.
Speed: N/A
Power: N/A
Handseals: N/A
Description: Genjutsu kai allows any person, no matter how skilled in genjutsu, to break free of genjutsu once they reasonably come to notice they are within its confines. Once this is done, the user may use this technique to stabalize their chakra and break out of gen in one turn. In accordance with the genjutsu system, a person has 100 genjutsu points per skill point in gen. So 3 skill points would mean 300 genjutsu points. To break free of a gen using genjutsu kai, a person must have an equal or greater amount of genjutsu points than the genjutsu does power. So if I have 300 genjutsu points, and the gen I am being hit with has 200, I may use gen kai to break free. However if I have 300 points and the gen has 500, I may not use gen kai to break free.
Once I realize that I can use this method to break free, I am able to pay in chakra equal to the rank of technique of gen. So If i were to break free from an S rank gen, I would pay 55 chakra to use this technique to do so.
Combination: N/A
Levels
0 - 50 GP
1 - 100 GP
2 - 200 GP
3 - 300 GP
4 - 400 GP
5 - 500 GP
Range of Genjutsu
The second way in which we determine the power of gen is its "range". Now, your stats per rank of technique are still distributed as you please, so you can determine range the same as you would with a ninjutsu technique. However, the amount of people affected in that range is determined by the POWER stat of gen.
*For every 100 points in your genjutsu power stat, 1 person can be affected within the range of your gen.
100 Power of Gen = 1 person hit by gen
EXAMPLE: if I have an S rank gen with 200 range and 500 power - My gen can affect up to 5 people within 200 meters.
Duration of Genjutsu
Depending on the power of the gen, determines how long it affects the user (not including if they break out of it ahead of time).
D - 4 turns
C - 6 turns
B - 8 turns
A - 10 turns
S - 15 - Until freed.
Note, this is providing the victim does not break out ahead of time or is not killed. Also, S ranks that keep a user in a gen longer than 15 turns will require the user pay a chakra amount of varying quantities to keep their victim in the genjutsu.
HOW TO BREAK GENJUTSU
- You break gen by using Genjutsu Kai in accordance with your gen points. Genjutsu kai allows you to pay the chakra amount equal amount to the rank of the technique that you are under. However you may only do this with techniques that are equal to or less than the amount of Gen Points you have. So I have 300 gen points, and I am hit with a B rank genjutsu that has 300 in power, I may use gen kai to overcome it by paying the amount of chakra for a B rank technique. If it is 150pts more than my Gen points, I cannot break it by this method.
*Everyone starts with Gen Kai. - The second way is by Pain. By inflicting varying amounts of pain to yourself, you may successfully break a gen. The stronger the gen, the more pain required to break it.
The following is the corresponding injury one has to endure to break out of differing power levels of gen.
100 - A cut by a kunai or some minor open wound inflicted. You should be bleeding or burned to the point of pain.
200 - Damage now that will require healing to the average person as it will now mean fully injured by a blow to a bone or serious cut to the flesh that is bleeding profusely.
300 - Here is where it gets dangerous. You must break a bone, stab the person to the point of a potentially fatal wound, burn them with second-degree burns, or electrocute them.
400+ - This requires risking the victim's life as they must sustain a near fatal injury by the breaking of a vital organ, electrocution to the point of incapacitation, third degree burn etc.
*Note: Some genjutsu have specific affects on the brain/nervous system that can make it harder in some ways to break a person out by pain. Subject to approval. - Can be broken out of a gen by the aid of another person. If someone else wants to use gen kai on you, they can do so and you can combine your Gen Points with theirs when they do in order to break you out of it.
- Can be broken via different methods that are deemed to be reasonable and at the approval of staff.
- Lastly, if the person who has you under gen is wounded, or their chakra falls below 25%, you can be freed of the gen automatically. This is situation and subject to approval in battle.
Eververse
Admin |
Fri May 13, 2016 12:14 pm
Fūinjutsu
Fūinjutsu (封印術, Literally meaning: Sealing Techniques) are a type of jutsu that seal objects, living beings, chakra, along with a wide variety of other things within another object. Fūinjutsu can also be used to restrict movement or unseal objects either from within something or someone.
We second that. On Shinobi Fables we seek to let all styles flourish fully as intended, and limit it respectively so that it is not used as an excuse to do any and all things under the name of a seal. With that being said, fuuin can do a multitude of different things, but we just want to label out a few key rules to how it works.
Fuuinjutsu Rules
Fūinjutsu (封印術, Literally meaning: Sealing Techniques) are a type of jutsu that seal objects, living beings, chakra, along with a wide variety of other things within another object. Fūinjutsu can also be used to restrict movement or unseal objects either from within something or someone.
We second that. On Shinobi Fables we seek to let all styles flourish fully as intended, and limit it respectively so that it is not used as an excuse to do any and all things under the name of a seal. With that being said, fuuin can do a multitude of different things, but we just want to label out a few key rules to how it works.
Fuuinjutsu Rules
- The power of fuuinjutsu differes from technique to technique and must be describes in regards to what all it does. However there is also a static power to fuuin and that is in the difficulty in breaking a seal.
For fuuinjutsu, you pay half the amount of chakra as the power stat of the technique in order to break it. - Fuuinjutsu seals CANNOT block A-S rank Sensory or ALL dojutsu. Fuuin seals must be S rank to block B rank sensory.
- Fuuinjutsu seals that seal bijuu or anything considered titanic, must be S rank.
- Fuuinjutsu seals cannot seal genjutsu or any other incorporeal jutsu, or auto-block those on a person. A seal cannot make you genjutsu proof.
- No custom FTG technique.
- Fuuin seals of S rank will generally cost more than normal techniques. I.e. S rank fuuin could easily cost 75-100 chakra, especially if it seals a larger object.
- Fuuin MUST be S rank if it uses space-time.
- Fuuin MUST be S rank if it uses Juuinjutsu or Sensory.
Eververse
Admin |
Sun May 29, 2016 7:59 am
TAIJUTSU
Taijutsu techniques are based on the boosts they give you to your speed, strength and sometimes endurance stats. That is what these techniques do, act accordingly. These techniques do not operate like Ninjutsu where you have a static speed and power stat; rather, show the boosts they give to your body via speed and power. These techniques will always require drawbacks as they usually push your body past its normal limits, and their duration will be usually smaller because of the tax on your body. The eight gates is typically the model people always look at for Taijutsu and rightly so; they basically work the same for the most part.
TAIJUTSU BOOST LIMITS:
Here is what the boost should be roughly per rank:
C rank - +25 - +75 (5 turns)/ One Stat/ -5 LF
B rank - +75 - +125 (4 turns)/ One Stat/ -10 LF
A rank - +125 - +175 (3 turns)/Two Stats/ -15 LF
S rank - +175 - +250 (2 turns)/Two Stats/ -20 LF
*There is only a life force take-away if the Taijutsu technique gives you a boost in align with these numbers.
Taijutsu Styles
Taijutsu styles are those particular styles of close-combat that when utilized give the user special abilities to do greater than normal damage via ability or even boost.
An example would be the Gentle Fist or the Strong Fist. The Gentle fist is an example of amplified damage via special ability. It allows the user to hit chakra points and do damage thus. The Strong fist on the other hand allows the user to make tai techniques in that genre that automatically give a +50 boost to the techniques in that genre, and a +100 to the S rank techniques; thus when using Strong Fist style the user has a greater boost than other tai fighting styles.
These specialized styles must be purchased as well as their corresponding techniques (which will cost more than normal techniques). To get the effects of these unique styles, you must have their fighting styles. You CANNOT make custom jutsu that utilize the affects of an already existing style. I.e. you cannot make a taijutsu technique that hits tenketsu points - you must purchase the Gentle Fist. Same with all other styles.
NOTE: Gentle Fist, as well as some other unique tai styles are CLAN SPECIFIC. Meaning that you would have to be taught them by someone in that clan to have them; you cannot simply purchase the Gentle Fist.
Strong Fist Style:
Strong Fist (剛拳, Gōken) is a Taijutsu fighting style. The purpose of which is to cause external damage and break bones. It is the exact opposite of Gentle Fist which is used mainly by the Otsutsuki Clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi. Due to the fact that Strong Fist styled shinobi's focus on breaking bones using strength, they get a bonus to Strength more than normal when using Technique's.
Cost: 3,000 Ryo/Must have 200 strength or more.
Silent Fist: The Silent Fist (無音の拳, Muon no Ken) is a fighting style that the user uses to render his/her movements completely silent by cloaking themselves in chakra. The silent fist is likened in its usage to the feathers of an owl, as the chakra cloak makes the user's movements virtually unpredictable to those untrained or unequipped to deal with this style.
Cost: 2,500 ryo
*****NOTE: You may NOT have ninjutsu techniques that boost your strength or speed stats more than +100; however they may do so with endurance from case to case. You MUST have tai to have any major boosts to your stats.
Taijutsu Techniques:
Strong Fist:
Taijutsu techniques are based on the boosts they give you to your speed, strength and sometimes endurance stats. That is what these techniques do, act accordingly. These techniques do not operate like Ninjutsu where you have a static speed and power stat; rather, show the boosts they give to your body via speed and power. These techniques will always require drawbacks as they usually push your body past its normal limits, and their duration will be usually smaller because of the tax on your body. The eight gates is typically the model people always look at for Taijutsu and rightly so; they basically work the same for the most part.
TAIJUTSU BOOST LIMITS:
Here is what the boost should be roughly per rank:
C rank - +25 - +75 (5 turns)/ One Stat/ -5 LF
B rank - +75 - +125 (4 turns)/ One Stat/ -10 LF
A rank - +125 - +175 (3 turns)/Two Stats/ -15 LF
S rank - +175 - +250 (2 turns)/Two Stats/ -20 LF
*There is only a life force take-away if the Taijutsu technique gives you a boost in align with these numbers.
Taijutsu Styles
Taijutsu styles are those particular styles of close-combat that when utilized give the user special abilities to do greater than normal damage via ability or even boost.
An example would be the Gentle Fist or the Strong Fist. The Gentle fist is an example of amplified damage via special ability. It allows the user to hit chakra points and do damage thus. The Strong fist on the other hand allows the user to make tai techniques in that genre that automatically give a +50 boost to the techniques in that genre, and a +100 to the S rank techniques; thus when using Strong Fist style the user has a greater boost than other tai fighting styles.
These specialized styles must be purchased as well as their corresponding techniques (which will cost more than normal techniques). To get the effects of these unique styles, you must have their fighting styles. You CANNOT make custom jutsu that utilize the affects of an already existing style. I.e. you cannot make a taijutsu technique that hits tenketsu points - you must purchase the Gentle Fist. Same with all other styles.
NOTE: Gentle Fist, as well as some other unique tai styles are CLAN SPECIFIC. Meaning that you would have to be taught them by someone in that clan to have them; you cannot simply purchase the Gentle Fist.
Strong Fist Style:
Strong Fist (剛拳, Gōken) is a Taijutsu fighting style. The purpose of which is to cause external damage and break bones. It is the exact opposite of Gentle Fist which is used mainly by the Otsutsuki Clan. This style of fighting involves smashing your opponent and is generally used only by extremely physically powerful and dominating shinobi. Due to the fact that Strong Fist styled shinobi's focus on breaking bones using strength, they get a bonus to Strength more than normal when using Technique's.
Cost: 3,000 Ryo/Must have 200 strength or more.
Silent Fist: The Silent Fist (無音の拳, Muon no Ken) is a fighting style that the user uses to render his/her movements completely silent by cloaking themselves in chakra. The silent fist is likened in its usage to the feathers of an owl, as the chakra cloak makes the user's movements virtually unpredictable to those untrained or unequipped to deal with this style.
Cost: 2,500 ryo
*****NOTE: You may NOT have ninjutsu techniques that boost your strength or speed stats more than +100; however they may do so with endurance from case to case. You MUST have tai to have any major boosts to your stats.
Taijutsu Techniques:
Strong Fist:
- D ranked:
- Name: Dynamic Entry
Rank: D
Cost: 5 Chakra
Type: Taijutsu
Element: None
Range: 0-10 Meters
Speed: 100
Power: 105
Handseals: None
Description: The technique is basically the user performing a jump kick into their opponent's face. The user will sometimes throw a weapon, such as a kunai, at the enemy to distract them while they takes advantage of their blind spot in order to land the blow. If used properly it can be difficult to counter.
Name: Leaf Gale
Rank: D
Cost: 5 Chakra
Type: Taijutsu
Element: N/A
Range: 0-5 Meters
Speed: 100
Power: 105
Handseals: None
Description: This technique is a good example of how even simple taijutsu can become a pre-eminently destructive, lethal technique. The attack is a simple rear spinning low kick, but a strong user can send the victim spinning away. The goal is to throw the enemy off balance, and deal damage to the lower half of their body, slowing them down and giving the user time for any other taijutsu finishers.
Name: Leaf Whirlwind
Rank: D
Cost: 5
Type: Taijutsu
Element: None
Range: 0-5 Meters
Speed: 100
Power: 85 1st Kick, 105 2nd Kick
Handseals: Almost all techniques require handseals!
Description: A taijutsu where one launches a succession of high kicks and low kicks. Firstly, the opponent's evasion margin is restrained upon seeing the high kick, thus augmenting the chances for the low kick to hit the mark. So originally the high kick is little more than a feint. The technique can also be used in the form of a spinning-roundhouse kick through the air, either alone or in unison with another user for more efficiency.
- C ranked:
- Name: Shadow of the Dancing Leaf
Rank: C-rank
Cost: 10
Type: Taijutsu
Element: None
Range: 0-5 Meters
Speed: 50
Power: 75
Handseals: NA
Description: A technique where a shinobi follows the opponent, closely matching his or her body's movement, just like a leaf that dances in the air is followed by its shadow. The technique is usually preceded by a swift upper kick that will launch the target into the air. It is mainly used to position an opponent into a vulnerable aerial position. This move by itself is harmless, but it is usable as a stepping stone for many powerful techniques like the Front Lotus and the Lion Combo. That being said, it also has a rather high degree of difficulty.
Name:Leaf Drop
Rank: C
Cost: 5LF
Type: Taijutsu
Element: N/A
Range: Short range
Speed:0
Power: 95
Handseals: N/A
Description: The user delivers a falling kick, strong enough to bring the environment to crumble down. (Boost lasts for 2 posts.)
Name:Leaf Great Violent Sky
Rank: C
Cost: 5LF
Type: Taijutsu
Element: N/A
Range: Short range
Speed:0
Power: 95
Handseals: N/A
Description:Rock Lee attacks the opponent and punch them to the sky, once on it, Lee performs a spinning attack head first and kicks his opponent into the ground. Finally, he poses by raising his arms and bringing his legs together. The kick is powerful enough to make an indention into the ground, breaking up stones and rocks around the enemies body. (Boost lasts for 2 posts.)
Name:Whirlwind Furious Feet
Rank: c
Cost: 5LF
Type: Taijutsu
Element: N/A
Range: Short range
Speed:0
Power: 95
Handseals: N/A
Description: The user dashes a considerable distance and performs a powerful kick, sending the opponent flying. (Boost lasts for 2 posts.)
Name: Leaf Rising Wind
Rank: C
Cost: 5LF
Type: Taijutsu
Element: N/A
Range: Short range
Speed: 0
Power: 100
Handseals: N/A
Description:This technique uses the entire body as a spring, by amassing power through taking a posture where the back of the body falls down. With this powerful taijutsu, the user kicks just above the head. Because the power of the kick from the ground is instantly converted into a blow, the enemy hit with this attack will be launched high into the sky. This technique can also be initiated while mid-air.(Boost lasts for 2 posts)
Name: Lion Combo
Rank: c
Cost: 5LF
Type: Taijutsu
Element: N/A
Range: Short range
Speed: 75
Power: 90
Handseals: N/A
Description:It is an ultra-fast combo attack that requires an advanced physical condition and a certain knack for it. The opponent is first kicked into the air and shadowed with the Shadow of the Dancing Leaf. Upon inflicting a blow, one takes advantage of said opponent's counterattack to spin around and rise again for further assaults. Since the fall is increased in velocity with each blow, the damage when one is eventually struck to the ground is inconceivable. All variations end with the opponent being thrown to the ground and kicked in the stomach. However, like with the Front Lotus, there is a drawback in which the user gets fatigued right after the technique is performed. Though, this drawback isn't as severe as with the Front Lotus. Also, it holds an advantage against Front Lotus as it does not require the user to perform the Eight Gates.(Boost lasts for 2 posts)
Name:Drunken Fist
Rank: C
Cost: 5LF
Type: Taijutsu
Element:
Range: Short range
Speed:50
Power: 65
Handseals:
Description:Drunken Fist is a unique style of combat where, according to Might Guy, "the more you drink, the drunker you get, and the stronger you become". It can not be learned, taught, nor refined through training and practice. Drunken Fist fighters are not simply drunk: they become human powerhouses who'll strike unpredictably with an explosive fury and without any second thoughts about their actions. Once drunk, the user will lose their ability to know friend from foe and attack whomever is in their vicinity. The user's ability to dodge enemy attacks is also seemingly enhanced.
The Drunken Fist is not a reliable option because the 'drunken frenzy' that alcohol induces does not hold for prolonged periods of time; Lee is easily awakened from Drunken Fist with a simple scratch from anything which draws blood, sobering him up almost immediately. If he has not overcome his adversary by that time, Lee may be left at their mercy, as shown in his fight against Kimimaro. Lee also seems to have no memory of what happened while he was drunk.. (Boost lasts for Two posts.)
- B ranked:
- Name: Leaf Rock-Destroying Rise
Rank: B
Cost: 10LF
Type: Taijutsu
Element: N/A
Range: Short range
Speed: 0
Power: 150
Handseals: N/A
Description: A taijutsu technique where the user smashes their elbow into their opponent using the other arm as support. It deals a powerful blow to the target and as the name suggests, it was even strong enough to destroy coral.(Boost lasts for 2 posts)
Name: Leaf Strong Whirlwind
Rank: B
Cost: 10LF
Type: Taijutsu
Element: N/A
Range: Short range
Speed: 0
Power: 200
Handseals: N/A
Description:A taijutsu using a combination of speed and power. The essence of this technique is concentrated in a spinning back kick, with such speed that not a single person can follow the user's movement, smashing his enemy with overwhelming strength. In the anime, it also creates a powerful whirlwind around the user which can be used to attack multiple opponents(Boost lasts for 2 posts)
Name:Front Lotus (Eight gates Limited)
Rank: B
Cost: 20 LF
Type: Taijutsu
Element:
Range: All Ranges
Speed:350
Power: 325
Handseals:
Description:The Front Lotus requires the opening of the first of the Eight Gates, giving the user five times their normal strength. The user kicks their opponent into the air and then uses Shadow of the Dancing Leaf. Once behind their opponent, the user restrains them and pile-drives them into the ground head first while rotating at a ferocious speed. Due to the power behind this technique, when the opponent hits the ground, it will usually leave a small crater in the ground. It is powerful enough to send enemies into stone and rocks and break them from the impact. Due to the use of one of the Eight Gates, the user is left extremely fatigued, making this technique a "double-edged sword". It may also be used on multiple people at once. (Boost lasts for 2 posts.)
- A ranked:
- Name:Hell Drop
Rank: A
Cost: 15LF
Type: Taijutsu
Element: N/A
Range: Short range
Speed:150
Power: 250
Handseals: N/A
Description: A grabs the opponent and uses his palm to push the opponent in the air, where A then smashes his elbow onto the opponent's head, smashing them into the ground. This technique is powerful enough to create a large crater into the ground, with the opponents body being the center.(Boost lasts for 2 posts.)
Name:Acceleration Method
Rank: A
Cost: 15LF
Type: Taijutsu
Element:
Range: All Ranges
Speed:160
Power: 225
Handseals:Ox → Ram → Boar → Tiger
Description: The user changes the way his chakra flows, allowing him to greatly enhance his speed, significantly decreasing his opponents' opportunities to react. By flowing the chakra through his heart, the user can increase its beating, increasing his chakra flow even more further increasing his speed. In his maximum speed, the user can also confuse his opponents with the afterimages created from his high velocity movement.. (Boost lasts for 2 posts.)
Name:Little Toe Attack (Eight Gates Required)
Rank: A
Cost: 8LF
Type: Taijutsu
Element:
Range: Short range
Speed:150
Power: 250
Handseals:
Description:After opening the Eight Gates, Guy attacks the opponent with a very powerful downwards kick. Guy used this attack against the Demonic Statue of the Outer Path to literally attack its little toe, the force of which sending the statue toppling over. This attack has enough power to shatter stones and boulders of large proportions. (Boost lasts for Three posts.)
Name:Wild Body Strike (Chakra Enhanced Strength)
Rank: A
Cost: 8LF
Type: Taijutsu
Element:
Range: Short range
Speed:
Power: 275
Handseals:
Description:The user concentrates their chakra into one point in their body. They use that point of their body to strike their opponent, causing severe damage. A chance of confusion also might be effected on their opponent because of the damage they have taken. If the user hits the ground with this technique, it's common for large portions of the ground to break apart as well as some to lift, and others to fall father into the ground. The effect seems to vary though. (Boost lasts for Three posts.)
Name: Silent Killing Technique
Rank: A-rank
Cost: 40 LF
Type: Taijutsu
Element: None
Range: 70 Meters
Speed: User Speed
Power: 400
Handseals: None
Description: As the name suggests, this technique is simply a very quiet method of killing an opponent, usually from behind with a blade. Additionally, because the user moves silently, the attack cannot be anticipated and defended against. The user will often slit their opponent's throat, preventing any cry that might give them away. There are Shinobi skilled enough with this technique that they can track their enemy by sound alone in order to sneak up on them. Some shinobi also opt to use a cover such as mist or even frost to rob their opponents of their field of vision and then attack them.
- S ranked:
Name: Leaf Dragon God
Rank: S
Cost: 10LF
Type: Taijutsu
Element: N/A
Range: 0-20 Meters
Speed: 180
Power: 325
Handseals: N/A
Description: This is the ultimate taijutsu technique created by the legendary taijutsu master Chen. It appears to be initiated by an upward spin kick at which point it quickly becomes a tornado. Forming into a dragon with long whiskers, it attacks the target aiming to swallow them, at which point they are cut by the razor sharp winds inside the attack. After initiating the attack, the user appears to remain shielded within the base of the tornado as the outward surface of the dragon seems to be solid enough for a person to impact and rebound off of, making the only way to enter the technique once it has been initiated is by being swallowed.
However, there is one distinct weakness to the technique. Since the Dragon God's true form is that of an ordinary tornado, its attack power is based on rotation. If one enters the attack's centre (Dragon's Eye) while rotating at high speed, such as Lee's One-Man Front Lotus, it can be dispersed without inflicting damage.(Boost lasts for 2 posts)
Name: Daytime Tiger (Eight gates Limited)
Rank: S
Cost: 10 LF
Type: Taijutsu
Element: N/A
Range: 0-25 Meters
Speed: 400
Power: 500
Handseals:The unique hand seal used in this technique resembles the "Tō" (闘) seal, also known as the "seal of the outer lion"
Description: After opening the seventh of the Eight Gates, the user places a palm facing forward in front of their face with one hand and then taps it with his other hand, formed into a fist, which creates a massive amount of air pressure. Next, the user forms a unique hand seal resembling a tiger. This launches the air pressure at the opponent in the shape of one by leaving a gigantic tiger-shaped impression into the initially built-up air pressure with the hand seal. The air pressure will condense as it's moving and be focused into a single point. The technique then explodes on command, releasing the built up air pressure in an instant. A massive explosion — one that dwarfs Island Turtle — is created which can be felt a significant distance away(Boost lasts for 2 posts)
Name:Evening Elephant (Eight gates Limited)
Rank: S
Cost: 10 LF
Type: Taijutsu
Element:
Range: Short range
Speed:450
Power: 650
Handseals:
Description:This technique is a continuous assault of five punches, with each "foot" — as they are referred to — being performed faster than the one before. It creates a cannon of pressurised air which bears the appearance of an elephant's leg, causing devastating damage to the opponent. The first punch alone was capable of creating a massive and deep tunnel in the ground. The final punch is strong enough to break through Madara Uchiha's chakra shell. The strength of several of these punches was enough to temporarily immobilise Madara Uchiha as the Ten-Tails' jinchūriki. (Boost lasts for Two posts.)
Eververse
Admin |
Tue May 31, 2016 2:43 pm
Kugutsu Guide
The Puppet Technique is a unique ninjutsu fighting style. A user of this technique is known as a puppeteer (傀儡使い, kugutsutsukai). This technique uses chakra threads to control puppets like marionettes. The threads basically move the puppets by their joints, but can also activate any traps and hidden weapons. Any number of chakra threads can be used to control a puppet, but users with more skill can use fewer strings per puppet.
Drawbacks: The Puppet Technique is a long range style, meaning that the puppeteers are weak against close range fighters. While controlling the puppet, the user is wide open if the opponent bypasses the puppet. For this reason, puppeteers avoid hand to hand battle, relying almost exclusively on their puppets instead. Since most puppeteer use their hands to manipulate the puppets, if their hands are disabled, then the technique can be neutralised. And because the puppet's movements are based on the mechanisms that were installed inside, interfering with said mechanisms can stall the puppet entirely. In the Anime/Manga This was demonstrated by Shino during his fight against Kankurō, where he used his bugs to infiltrate Karasu's joints, rendering the puppet immobile, and then again by Sasori, who used the Third Kazekage's Iron Sand to stall Chiyo's mechanical Chakra shields.
Each puppet costs a certain amount of Ryo based on the puppet's rank, which are as follows:
Puppets have their own stats for you to allocate.
Stats
D - 75
C - 150
B - 250
A - 400
S - 500
These are the max of the stats your weapons can have, and their stats DO NOT count as stat boosts to your puppet unless you specify in your description and put a + sign in their stat area i.e. +200 power/ +200 speed etc.
You may also choose to make weapons that have no stats and simply have abilities i.e. Like a rocket launcher whose only stats are in the rocket itself and not as a boost to your puppet. These are subject to approval. Anything that gives your puppet a boost, is subject to the rules above however.
The Puppet Technique is a unique ninjutsu fighting style. A user of this technique is known as a puppeteer (傀儡使い, kugutsutsukai). This technique uses chakra threads to control puppets like marionettes. The threads basically move the puppets by their joints, but can also activate any traps and hidden weapons. Any number of chakra threads can be used to control a puppet, but users with more skill can use fewer strings per puppet.
Drawbacks: The Puppet Technique is a long range style, meaning that the puppeteers are weak against close range fighters. While controlling the puppet, the user is wide open if the opponent bypasses the puppet. For this reason, puppeteers avoid hand to hand battle, relying almost exclusively on their puppets instead. Since most puppeteer use their hands to manipulate the puppets, if their hands are disabled, then the technique can be neutralised. And because the puppet's movements are based on the mechanisms that were installed inside, interfering with said mechanisms can stall the puppet entirely. In the Anime/Manga This was demonstrated by Shino during his fight against Kankurō, where he used his bugs to infiltrate Karasu's joints, rendering the puppet immobile, and then again by Sasori, who used the Third Kazekage's Iron Sand to stall Chiyo's mechanical Chakra shields.
PUPPETRY BASIC GUIDE
- Puppets when in use gets a static +10% speed boost that works inline with the users. As an example, if the user's own speed stat was 320 the puppet will of course move at 352. However, keep an eye on your level of skill with puppetry. The more puppets you use, the lower their speed will be.
- Puppet Upkeep Cost: C→B-rank costs 5 Chakra per turn. A rank Puppets costs 10 Chakra per turn. And S-rank Puppets costs 12 Chakra per turn to use.
- Repairing a Puppet cost 25% of the Original cost to repair it. That 25% covers all body repairs and modification.
PUPPETRY WEAPONRY RULES
- All weapon attachments to your puppets must be registered as Puppetry Weapons and are subject to the same rules.
- 10% of a Puppet's Stats must be in strength. S Rank = 70
- Your puppet may only receive a MAX TOTAL stat boost(s) of 125 via attached weapons. It can only be boosted a MAX of 125; and no other stats can be boosted. You cannot boost strength AND endurance 100; your TOTAL boost for your puppet can be no higher than 125.
- Puppets may have a MAX of FIVE ATTACHMENTS.
- Puppetry weapons are similar but slightly different from normal weapons, in that they are designed to be specifically attached to puppets.
Examples of puppet attachments:
Blades, wings, plates, fans, grenade launchers, needles, strings, cords, rockets, guns, etc.
Please know puppet attachments will be monitored, and the endurance and power of your puppet attachment does not AT ALL stack onto your puppets stats.
PUPPETRY STATS & COST
Each puppet costs a certain amount of Ryo based on the puppet's rank, which are as follows:
- D-Rank - 1,500 Ryo
- C-Rank - 2,000 Ryo
- B-Rank - 4,000 Ryo
- A-Rank - 8,000 Ryo
- S-Rank - 10,000 Ryo
Puppets have their own stats for you to allocate.
- D-rank: 250
- C-Rank: 400
- B-Rank: 500
- A-Rank: 600
- S-Rank: 750
Stats
D - 75
C - 150
B - 250
A - 400
S - 500
These are the max of the stats your weapons can have, and their stats DO NOT count as stat boosts to your puppet unless you specify in your description and put a + sign in their stat area i.e. +200 power/ +200 speed etc.
You may also choose to make weapons that have no stats and simply have abilities i.e. Like a rocket launcher whose only stats are in the rocket itself and not as a boost to your puppet. These are subject to approval. Anything that gives your puppet a boost, is subject to the rules above however.
Kurotsuchi
Ootsutsuki Clan Leader |
Posts : 1164 Join date : 2016-02-12 |
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