Posted: Sat Sep 27, 2008 8:55 pm Post subject: Archetypes(Updated 12.20.08)
Everyone can choose ONE archetype. First level is free, the ones after that have a prerequisite, and cost XP to train. You may choose your archetype whenever you wish, but once you choose it, or any of its possible options, thats it!
Level 1: Free
Level 2: Requires 2 Void, 30 XP
Level 3: Requires 3 Void, 45 XP
Level 4: Requires 4 Void, 60 XP
Level 5: Requires 5 Void, 75 XP
Example: To achieve Level 2 Uchiha, you must have a 2 in Void, and spend 30 XP in training to unlock it(2*15).
Additionally, you may give up 1 element slot for an extra archetype slot.
Uchiha:
Spoiler:
A clan rooted back to the foundings of the old Hidden Leaf, the Uchiha are renowned worldwide for abilities granted to them through their special eyes. The Sharingan, the core ability, gives heightened sight, the ability to copy nearly any technique it sees, all the way up to a deadly genjutsu that traps its enemy in an illusionary world that passes within seconds, but forces the target's mind to feel it has passed for day
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Option B:Copycat Effect: Take 1 raise and roll intuition against the action of a target. On success, you copy their action perfectly, interrupting them(though no damage is given), and lower all of their defenses by 2 for your very next action, which gains the bonus of 'hasted'. Useable once every other round, each failed attempt increases the number of raises needed to perform copycat on that target throughout the remainder of the combat.
Level 2 Requires 2 in Void
Sharingan Effect: +0.5 to sight based checks. Increases to +1 with a 4 in void(also doubles the cost).
Cost: per +0.5 increment: 8 CP to initiate, 4 CP/round to maintain. 1 MP to activate.
Level 3 Requires 3 in Void
Option A: Copy Effect: Roll Void against 3*jutsu rank attempting to copy. If sucessful, user gains jutsu at rank 1. Cannot be trained, bonuses of any type cannot be added to the jutsu unless actually purchased. User must have the jutsu's rating to be able to successfully copy. Can only copy primary elements, does not need the element to copy(but does need it to train and apply bonuses.)
Cost: 5% MAX CP per attempt. Sharingan must be activated.
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Option B: Hypnotic Suggestion Effect: Rolled as genjutsu with 1 raise, user makes eye contact with target. Upon success, user is able to place thoughts and actions in the opponent's head. Obvious things like Kill yourself, Kill your teammates, and other things that would be downright against basic logic of the situation won't work. However, influencing them to say or perform actions with consequences they may not foresee would be viable, such as using a fire jutsu in an area littered with hidden exploding notes. Discretion is advised when using H. Suggestion, active god-modding and meta-gaming will not be tolerated(I don't care how good you think you or your character is, everything is contested).
Cost:25 CP, MP use varies on situation. Sharingan must be activated.
Level 4 Requires 4 in Void
Option A:Mangekyou Sharingan Effect: +0.5 to Sharingan bonus. Sharingan must be active for 1 round before using Mangekyou.
Cost: 20 CP to initiate, 10/round to maintain(stacks with sharingan costs). 1 MP to activate.
Additionally, the Uchiha may now initiate a genjutsu they have mastered without the use of handseals, so long as excellent eye contact is made and user/target are no more than 30 feet away. Genjutsu gains surprise bonuses when cast in this fashion. Can be used a number of times equal to void in a day.
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Option B:Genjutsu Reversal Effect: With Sharingan active, user can roll genjutsu with sharingan bonuses to place an opponent in the illusionary genjutsu the user had become trapped in. Requires no handseals, only eye contact to be made and the user have the prerequisites of the jutsu. CP costs are 75%, MP costs are the same as the jutsu.
Additionally, the Uchiha may now initiate a genjutsu they have mastered without the use of handseals, so long as excellent eye contact is made and user/target are no more than 30 feet away. Genjutsu gains surprise bonuses when cast in this fashion. Can be used a number of times equal to void in a day.
Level 5 Requires 5 in Void
Option A:Tsukiyomi Effect:Creates a round within a round. Both user and opponent start with 100% HP/CP. User gains a number of extra actions equal to half their Void, rounded down. Lasts up to 3 rounds. When exiting Tsukiyomi, for both users, the chakra spent is quartered, the damage is halved and then subtracted from their real HP/CP. If the targets HP reaches 0 in Tsukuyomi, they exit Tsukuyomi and pass out in the real world.
Cost:: 70 CP, 4 MP
*note: User is under the status of 'blind' to attacks from the real world.
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Option B:Amataresu Effects:Fire jutsu may be combined with dark chakra to become 'dark jutsu'. Fire based ninjutsu have an additional +1 critical range(9's are considered as 10's for bonus damage), deal an additional 30% damage(stacks with Living flame bonus). Addtionally, when using Burning Soul to soak fire damage, they can absorb half the soaked damage as HP IF and only IF they are able to soak the entire source of damage. (If hit with a fire jutsu that deals 35 damage, and the user rolls 37, the user recieves 17 HP. If they had rolled a 34 or less, the HP gain would be negated.)
Hyuuga:
Spoiler:
The Hyuuga are a noble and prestigious clan, able to be easily recognized. Their core ability, Byakugan, leaves the iris and pupil of their eyes a pale pearl color. When awakened, veins pump extra blood through and around the eyes, giving them vision unmatched with telescopic and 360 degree viewing. With training, they are able to see chakra, and chakra coils. The clan has developed a fighting technique that takes advantage of this, and masters of this style are able to attack individual tenketsu, blocking the body's ability to mold and release chakra.
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Bonus Attribute: +1 Intuition or Reaction
Level 1 Requires 1 in Void
Option A:Jyuuken Effect: Adds void rating in chakra damage(minimum 2) to a basic unarmed attack. Requires 1 raise. Cost: CP=void rating per use. Penalty removed when Byakugan is activated.
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Option B:Rugged Coils Effect: Effects which inhibit, remove or destroy the player's chakra against their will are halved. Additionally, when need be, the user's HP to CP ratio becomes 1.5:1 instead of 2:1
Level 2 Requires 2 in Void
Byakugan Effect:Per void point, user can: Add +0.25 to any visual check, have telescopic vision of 500 ft, +7 ft radius of 360 degree vision, see through 5 ft of solid material or see chakra sources(the more dedicated to this, the higher the detail of chakra viewed, requires at least 2 points to see coils).
Cost: 15 CP to activate, 10/round to maintain. 1 MP to activate.
Level 3 Requires 3 in Void
Option A:Heavenly Spin Effect: Roll Void, add this to your Active Defense(AD). Those within 10 ft of the user are attacked using ninjutsu, dealing half the damage of the CP spent.
Cost: 4 MP, 20% Max CP
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Option B:Unyielding Chakra Effect: Effects which inhibit, remove or destroy the player's chakra against their will are negated completely. Additionally, when need be, the user's HP to CP ratio becomes 1:1, instead of 2:1. Requires Rugged Coils.
Level 4 Requires 4 in Void
Option A:Eight Trigrams: X Points Effect: User makes a series of attacks, each attack increasing by 1 MP. Seals off a portion of chakra for a number of rounds equal to MP used. Does not stack, but refreshes with each successful use. Once a level is succefully used on a target, user can only move to the next level. Must be able to see coils.
4 Points: 1 MP Seals off 5% Opponent's CP for 1 round.
8 Points: 2 MP. Seals off 10% Opponent's CP for 1 round.(Stacked: 15%, 2 rounds)
16 Points: 3 MP. Seals off 15% Opponent's CP for 1 round.(Stacked: 30%, 3 rounds)
32 Points: 4 MP. Seals off 20% Opponent's CP for 1 round. (Stacked: 50%, 4 rounds)
64 Points: 5 MP. Seals off 25% Opponent's CP for 1 round. (Stacked: 75%, 5 rounds)
128 Points: 7 MP. Seals off 30% Opponent's CP for 2 rounds. (Stacked: 105%, 7 rounds)
Cost: CP=3x MP used. % Sealed off is from the target's total CP.
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Option B:Twin Lance Effect: Deals-5% damage/round for a number of rounds equal to 2*void, hits at -2 accuracy. Negates armor, since it is not a physical attack. Costs 70 CP
Level 5 Requires 5 in Void
Overflow Effect: Hyuuga clansmen can now use X points to enhance chakra. When used, Chakra costs are raised by the percentage that would normally seal off. Jutsu potency is increased by the same percentage, minus 10%.(If 16 points were used, chakra costs would be +30%, damage would be +20%). Physical damage done is quartered.
Limits: Works up to 64 points on others, 32 points on self, lasts one round less than normal.Cannot enhance Archetype techniques/abilities, negates anything that lowers chakra costs.
Kaguya:
Spoiler:
Roots hidden deep in the old Kirigakure, the clan of Kaguya are said to be infused with the blood of demons. A genetic mutation allows for rapid and extreme growth of bone tissue within their body. In time, they are able to control this ability to become near legendary fighters. The legend of demon blood running through their veins comes from the super-human healing of small and moderate cuts, closing before one's eyes and theoretically never dying from loss of blood.
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Bonus Attribute: +1 Stamina or Willpower
Level 1 Requires 1 in Void
Option A:Blessing of Bone Effect: Negates slashing damage from each strike equal to void.
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Option B:Steel Structure Effect: User adds +1 damage to unarmed attacks. Additionally, if hit with an unarmed attack while actively defending, deals unarmed damage to opponent.
Level 2 Requires 2 in Void
Dead Bone Pulse Effect:can make weapons from bone:
Knife: +3 damage. Costs 2 MP, 15 CP
Epee: +4 damage. Costs 3 MP, 20 CP
Sword: +6 damage at -0.5 accuracy. Costs 4 MP, 30 CP
Polearm: +8 damage at -0.5 accuracy. Costs 5 MP, 40 CP
Weapon lasts for 1 IC day, retrieving weapon deals slashing damage to user, effected by Blessing of Bone.
Level 3 Requires 3 in Void
Option A:Bone Armor Effect:Roll as many d10 as equal to your Void level. This is how much physical damage you can soak for the round. At Chuunin Level, they can make the bones grow out of their body instead. If used outside body, bone armor receives 2 less dice, but the roll is added as damage to unarmed attacks.
Cost: 7 CP per Void point, 2 MP
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Option B:Bone Bullets Effect: Hits at +0.5 accuracy, dealing 30 damage. Armor ratings are halved against Bone bullets. 2 MP, 35 CP. Can be used as a Double attack(2 MP, 70 CP, +1 accuracy, 60 damage, armor ratings halved)
Level 4 Requires 4 in Void
Option A:Dance of the Larch Effect: Creates a perimeter 10 ft high bone spikes in a radius from the user. Per Void point used: +15 ft radius, +1 attack at -1 accuracy to each user in the affected area, dealing 20 damage per hit. Those in the effected area have movement speed and defense halved. User may bypass this for 30 CP/round.
Cost: 25 CP per point used, 5 MP
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Option B:Enduring Pain Effect:Damage and Effects of jutsu that last longer than one round are reduced by 30%(kicks in after the first round), includes the touch aspect of genjutsu.
Level 5 Requires 5 in Void
Spinal Tap Effect:Creates Heavy weapon that deals +10 damage at -5 accuracy. Costs 6 MP, 70 CP. Can change it into a whip that is 15 ft in length, dealing 8 damage at normal accuracy. Transforming costs 1 MP, 10 CP.
Haku:
Spoiler:
Brethren to Ice, the Haku are a noble clan who's history predates Hidden Mist. Their natural attunement to the world of cold allows them to manipulate wind and water in ways masters of those elements inidvidually cannot comprehend. As their power grows, they are able to align their bodies with the aeshtetic molecular structure of ice, passing through it with speeds that make them appear invincible.
Quote:
Bonus Attribute: User gains both the elements Wind and Water, and is able to create the Ice element. However, this uses up all element slots for the lifetime of the character(meaning they cannot use element slots to obtain extra archetype abilities).
Level 1 Requires 1 in Void
Option A:Chilling Touch Effect: Expend 5 CP to add +1 ice damage to all melee attacks for the round.
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Option B:Cold Bones: Effect: Mitigates 50% damage from ice/cold sources, and 25% damage from wind/water sources.
Level 2 Requires 2 in Void
Fluid Knowledge: Effect:The Haku Clansmen is able to take ONE Level 1 or Level 2 from Windwalker OR Oceanborn archetypes. Fluid Knowledge may be taken more than once.
Level 3 Requires 3 in Void
Option A:Arctic Affinity Effect: rank 2 Wind/Water jutsu transformed into Ice jutsu have the extra cost lowered by 10%, and the extra cost is negated completely when they are mastered.
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Option B:One Handed Seals Effect: User gains the ability One Handed Seals
Level 4 Requires 4 in Void
Option A:Snow Walker Effect: When using supplementary jutsu that the Haku's body directly interacts with, they may use its effects in the presence of Ice(Fang Pursuit, flickers, etc). Treated as bonuses from Icy Elements.
Additionally, user gains Ice Mirrors:
- Creates 4 Mirrors per Void Point. Each mirror has 20 HP, regenerating each round.
Treated as a trap, must make a binding escape roll to escape. Per mirror in play, adds -0.5 penalty to this check..
User gains +3 MP to use as simple actions within Ice Mirrors.
Gains a bonus +1 to PD per mirror in play(halved against area attacks)
Cannot use jutsu while Ice Mirrors are being maintained.
Cost: 15 CP per Void point to initiate, 7 CP per point, per round to maintain.
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Option B:Frostbite Effect: Ice jutsu deal +30% damage at the cost of +1 MP.
Level 5 Requires 5 in Void
Arctic Aura Effect: Starts with melee range(5 ft radius). User has 10 points to spend each round.
Unused points:
-Deal Ice damage to those within its radius
-Cut damage that involves any form of fire chakra by 10%
-Give a penalty to physical actions equal to those unused points for those within the Aura's range.'
-Deal half the unused points as Ice damage added to unarmed contact with the user.
Points can be spent to:
-Increase the area by 5 ft
-'blast' the area, covering those in the aura with Ice that deals -3 to physical penalties per point blasted, lasting for 2 rounds(replaces the normal penalty of unused points)
Cost:70 CP to initiate, 45/round to maintain.
Inuzuka:
Spoiler:
Attuned to the world of canines, the Inuzuka are a wild clan. As they grow, their bodies take on small characteristics of a canine, that can be enhanced with chakra. It is tradition in the clan that an Inuzuka at a very early age be paired with a pet, one that will grow and learn from its master, and vise versa. There are a handful of techniques they can perform with the pet, including changing the appearance of the pet, combining with the pet to create a large beast, or blurring the genetic lines between master and pet.
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Bonus: User gains 1 free canine pet as their familiar. Pet recieves +1 to its Discipline rating, not affected by the pet's normal cap, and cannot acquire any other canines without penalty, due to complications involving jealousy of pets.
Level 1 Requires 1 in Void
Option A:Beastly Attunement Effect: Unarmed hand attacks deal +1 damage, now considered slashing. Additionally, can make make checks involving smell as a dog would be able to.
Cost: 10 CP to initiate, 6/round to maintain. 1 MP.
User can also make raw stealth checks using smell, adding half their void rating as a bonus. Finally, Piercing Fang(when purchased) is considered 1 rank higher.
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Option B:Beastmaster Effect: User can automatically communicate with nearly any animal of the animal kingdom, excluding fish and insects. However, this does not mean the animal will 'auto-answer', and has a chance of freaking out and running off if not approached correctly. The higher the user's rank, the more likely they will succeed.
Level 2 Requires 2 in Void
Human Imitation Effect: Pet transforms into clone of user. Gains damage, defense and ratings user has, Rolls d8 instead of d6, and can perform taijutsu master knows(but cast at rank 1).
Cost: 20 CP to initiate, 10 CP/round to maintain. 2 MP
Level 3 Requires 3 in Void
Option A:Canine Tactics Effect: User and pet gain +1 every other round to apply to an action both perform at once.
Additionally, the pet can attempt to 'mark' a target at -1 accuracy. User and pets receive 3 free raises against the opponent when smell is involved. Marking with urine costs 15 CP to initiate, 5 CP/round to maintain.
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Option B:Joining the Pack Effect: User automatically signs the Dog Contract.
Level 4 Requires 4 in Void
Option A:Beastly Abomination Effect:Transformed User adds Void level to base damage, +1 PD, +25% Movement speed, and +10 rolls involving smell.
*Additionally, when attacking, user can make a second attack at -3 accuracy with the second head. In Beastly Abonimation mode, user is limited to applicable unarmed taijutsu, but if the jutsu hits, it deals +20% damage/knockback(minimum 10 ft knockback), and it can attempt to make a second attack for free at -4 accuracy.
Cost: 60 CP to initiate, 30/round to maintain. 4 MP
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Option B:Howling Pitch Effect: The Inuzuka releases a blast of sound, much like a howling Canine. Has a radius of 50 ft. Deals 50 damage at +2 accuracy and a penalty equal to half the user's void to all rolls and defenses by targets hit, penalties lasting 2 rounds, bypassing armor.
Level 5 Requires 5 in Void
Call of the Wild Effect:Effect: Pet becomes a clone of the master with 100% strength, now rolling d10. They are limited to taijutsu master knows. Both gain +2 slashing unarmed, +1 PD, +15% Movement Speed, +4 to smell rolls.
Cost: 80 CP to initiate, 40/round to maintain. 5 MP
Last edited by Kei on Fri Jan 16, 2009 1:55 am; edited 7 times in total
With minds as flexible as the shadows they control, Nara clan members are renowned for excelling in mental tactics and attacking with the abstract form of shadows. Their prime attack, Shadow Control, allows them to stretch their own shadow and connect it to the enemy, forcing their body to mimic any general action that the user does, an ability that requires a well developed thought process to fully take advantage of. Those who have tapped into the full potential of their bloodline are able to move with and through shadows, making them true masters of stealth.
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Bonus Attribute: +1 Any Mental Stat(Focus, Logic, Intuition, Willpower
Level 1 Requires 1 in Void
Option A:Shady Tactics Effect: Effects: Add +1 anytime shadows are involved in an action. Also, add +1 level to Genjutsu defense.
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Option B:Thinking Ahead Effect: Thinking Ahead After observing a target in battle, the player may spend an entire round with no offensive actions of any sort, contemplating their target's behaviors. In the next round, the Nara gains a cumulative +0.5 to each of their actions(+0.5 for the first action of the round, +1 for the second, +1.5 for the third, etc).
If the round is considered overall successful for the player, every round after that, the player has +0.5 against that opponent for the remainder of combat, unless the opponent drastically switches their combat behavior. Works against groups, provided the group follows the same rules.
Level 2 Requires 2 in Void
Shadow Binding Effect: Hits at -2.5 accuracy. Can attach to a number of targets equal to void level, up to 15 ft away per void level. Treated as a binding, User rolls Ninjutsu. Targets use raw willpower to try and break free. Bound targets mimic the user's physical actions.
Cost per target:7 CP to initiate, 5 CP/round to maintain, 2 MP
*per target after the first adds +0.5 to bound target's willpower rolls to escape.
Level 3 Requires 3 in Void
Option A:Dark Physics Effect: Controlled shadows are now tangible. Can grab/attack with shadows at -2 acc, rolling Ninjutsu. Deals unarmed damage, can be used to constrict a bound opponent.
Cost: 10 CP to initiate, 3 CP per action used(1 MP per action)
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Option B:Complex Simplicities Effect: Concepts and abilities that normally take persistent studying, training and time to comprehend and practice come almost naturally to the Nara. Nara are able to acquire jutsu and abilities that normally require special training or abilities. For village specialties, the Nara must clearly see them in battle before becoming eligible for them.
Level 4 Requires 4 in Void
Option A:Living Shadows Effect: Creates a number of 'vine' shadows that can attack and deal 10 damage each. If hit by 2 or more vines, target is considered bound, and each extra that hits adds -1 to escape checks. Makes a number of vines equal to void. User also gains +0.5 to defense checks per vine in play. Have same distance as Shadow Control, has a critical range of +1
Cost: 10 CP per vine to initiate, 8 CP per vine per round to maintain.
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Option B:Shadowed Ability Effect: Either a latent talent or ferverous studying, a Nara can show potential in an area that would not normally come to them. Like Raw Talent, the user is able select a level 1 ability from another archetype.
Level 5 Requires 5 in Void
Shadow Step Effect: User can replace the element of any jutsu involving movement with or through said element with shadows. +1 MP and +15% CP. Additionally, they may spend 1 MP and +15% CP cost to use their shadow techniques from another shadow in the environment not already connected to another living being, gaining surprise bonuses when doing so. Finally, the Nara receives another +1 to any mental stat of their choosing.
Sunahada:
Spoiler:
Summoners of the desert, the Sunahada have a grip on the sands of the world. With a mere thought, the oceans of sand becomes an unstoppable force for any in their way, also protecting its master from any foe worthy enough to bypass its attack. With intense concentration, the user is able to remove nearly every trace of water from the land with a mere touch, transforming it into the barren ocean their warrior side is so familiar with, able to even effect those standing on it.
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Bonus Attribute: User gains both the elements Wind and Earth, and is able to create the Sand element. However, this uses up all element slots for the lifetime of the character(meaning they cannot use element slots to obtain extra archetype abilities).
Level 1 Requires 1 in Void
Option A:Sould of Sand Effect: Can attack with sand as a weapon. Sand deals 1 damage, and per point in void: +1 damage, has a distance of 10 ft, controls 3 cubic feet. Roll Ninjutsu for Soul of Sand, treated as an unarmed weapon, costs 2 CP per MP used.
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Option B:Sand Conversion Effect: User does not need to train Earth/wind jutsu to mastery in order to make them sand jutsu. However, rank 2 sand jutsu have the extra CP cost reduced by -10%, and mastered sand jutsu have the extra cost negated completely.
Level 2 Requires 2 in Void
Shielding Sands Effect: Adds +1.5 to PD, doubled if using AD.
Cost: CP is always 10% lower.
Level 3 Requires 3 in Void
Option A:Sand Cloning Effect: Creates Sand clone that has clone rating equal to Void-1. Clone deals damage equal to void, had MP equal to void-1, and can take 10 damage before being considered destroyed. Reforms at the beginning of the next round, takes 2 rounds if the clone took 30 or more damage when destroyed.
Cost: 30 CP to initiate, 25/round to maintain, 3 MP to create. Can create a number of clones equal to half of void rating, rounded down.
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Option B:Sanctuary of Sand Effect: knockback damage and negative statuses inflicted on the user as a direct result of earth, wind or sand are negated. This includes blindness, binding, being knocked prone, etc. All other damage from earth, wind or sand sources is reduced by 20%.
Level 4 Requires 4 in Void
Option A:Dry Tides Effect: If the Sunahada has the water element, user can now use water jutsu and replace all instances of water with sand(rating, requirements, etc), however, jutsu must be trained to rank 2 or higher to take advantage of this.
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Option B:Desert Fortress Effect: User creates a sphere of sand that can absorb the most extreme punishment, Creating it in front of them or around them. Each round, Desert Fortress absorbs 30 damage per point in void.
Cost: 3 MP, 70 CP/round.
Level 5 Requires 5 in Void
Ground Death Effect: Covers a radius of (Void*25) feet from user. Turns the entire area into sand, removes water completely in 2-5 rounds(depending on amount of water), and deals 30 dehydration damage and -5 to physical checks each round to targets until they are re-hydrated(the debuff stacks up to half of void rating). All but target must make a roll with each action to not fall prone while within Ground Death's area.
Cost: 60 CP and 4 MP/round, requires 1 hand be on the ground.
Kidomaru:
Spoiler:
One of the most unique clans across the world, the Kidomaru are easily recognized by the extra arms they have. Directly related to the world of spiders, Kidomaru are able to infuse chakra with their mucus and sweat glands, secreting a web-like substance that goes between soft and sticky to solid, golden colored rock. Kidomaru have one minor setback with their arms. While their body is technically adapted, the mind is still somewhat un-touched, making controlling all those arms at the same time a bit...intense.
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Bonus Attribute: +1 Focus or Strength
Level 1 Requires 1 in Void
Option A:Arachnid Agility Effect:User wall-walks as if they were on normal ground, not needing to roll reaction to stay on the surface after taking a hit. Also, should they be on a wall, trees or large area(s) where vertical space(or at least perpendicular to a target's surface)easily allows the Kidomaru to step out the way of an attack, +2 defense. Negated if target is on same surface.
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Option B:Mucous Creation Effect: User can spit a web from their mouth. Treated as a chain weapon, web can bind at normal accuracy. Web deals damage equal to Void. Requires a void of 3 and 4 MP to completely cover a person. Roll raw Strength for all checks with Mucous Creation.
Cost: Void*5 CP to create, Void*2 CP/round to maintain. 1 MP.
Level 2 Requires 2 in Void
Appendage Abomination Effect:User grows an extra pair of arms. User can use extra arms to attack, but the penalty ups with each attack. Though they have the extra arms for nearly unlimited purposes, and can individually use each one like it was their main hand coordination to use all of them at once is a key function that is often overlooked to those without them:
1 arm: normal
2 arms: -2
3 arms: -3
4 arms: -4
*Uses above chart for initial grapple. Each EXTRA arm adds +0.5 to balance, fall prone, maintaining grapple checks, or any other checks where extra arms would be feasible.
*Additionally, Kidomaru is considered to have the ability 'dual wield'.
Level 3 Requires 3 in Void
Option A:Golden Gland Effect: can make weapons from Golden Web:
Knife: +1 damage. Costs 2 MP, 5 CP
Epee: +3 damage. Costs 3 MP, 10 CP
Bow: +6 damage. Costs 4 MP, 20 CP, 1 MP and 2 CP to make arrows(counts as loading time)
Armor: +1 armor point that only gives -0.5 armor penalty(max of 6 armor points). Negates damage to chakra. Costs 1 MP per per point to create, 8 CP per point, per round.
Weapon lasts for 1 IC day. Can create as many weapons as needed in the MP alotted(can make 4 knives for 20 CP, in 2 MP's worth of time.
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Option B:Fine Weaving Effect: Fine Weaving Mastered jutsu involving ninja wire can now replace the ninja wire for webbing at no additional cost. Set-up time using ninja wire is cut in half when replaced with webbing, since it is made as it is used. Finally, user can apply ninja wire/webbing to W. Technichian Chain, if they were to purchase it. Also, the Kidomaru may create a number of strands of ninja wire equal to void as a basic action(1 MP, 1 CP per wire)
Level 4 Requires 4 in Void
Option A:Spider Skill Effect:User grows annother extra pair of arms, 6 total.
5 arms: -5
6 arms: -6
User can now eject web from any point of exposed skin on their body at -2 accuracy.
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Option B:Venomous bite Effect: User's saliva glands are capable of producing a venom that can put people in a potentially fatal position. The venom's primary drawback is becoming neutralized when exposed to air for any length of time, so the most efficient way to deliver it is through a bite with teeth that have specially grown for such a purpose.
Bite:
Per bite given, venom causes the target to lose -0.5 MP and -15% Movement Speed, lasting 1 hour and has a limit equal to the Kidomaru's Void rating. Bites are done at -3 accuracy.
Weapon:
If 'placed' on a weapon or infused in a web creation, deals -0.25 MP and -10% Movement Speed. Poison has 2 rounds to be used before considered neutralized.
Level 5 Requires 5 in Void
Arachnid Mastery Effect:Spider Skill penalties are reduced by -1. Web and golden gland costs are reduced by 1 CP. Finally, add +0.75 instead of +0.5 to agility, climbing, balance and grappling/binding checks.
Shinteki:
Spoiler:
The word 'Shinteki' can describe things both mental and physical, a rather apt name for the clan. The abilities of the Shinteki are forged not in their blood, but in their minds. Through some weird twist of fate, the bodies of the Shinteki are the receptacles for two souls, and have been labeled Konpaku in the past to better describe them. The Shinteki are gifted with both a keen mind and an unfettered grace, and use both talents to their advantage. For all intents and purposes, this second soul shares an appearance with the user.
Konpaku - Although both 'Kon' and 'Haku' are words for 'Soul' ('Haku' is read 'Paku' after being merged with the root 'Kon'), their elements are different. 'Kon' stands for mental soul, which is separated from the body upon death and ascends to Heaven; 'Paku', on the other hand, represents physical soul, which remains in the body for a few days before returning to the Earth. 'Konpaku' is also one of many words to describe ghosts or apparitions.
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Bonus Attribute: +1 Logic or Agility
Level 1 Requires 1 in Void
Option A:Soul's Resovoir Effect: User gains a second CP pool equal to (Void*10). This is useable only for Genjutsu(including Shinteki), does not count toward exhaustion.
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Option B:Psychic Spare Effect: Should the user fall under a genjutsu, they may transfer their senses to the physical soul, Effectively ignoring the genjutsu. While doing so, the user is incapable of using genjutsu and all CP costs are increased by 20%, negating any bonuses that cut the costs, and the physical soul is sill capable of falling under other genjutsu. Takes 1 full round to initiate, treated as a free action.
Level 2 Requires 2 in Void
Mental Infiltration Effect: Roll Genjutsu. Success initiates Mind Link 1. Each round, as a free action, user can attempt to Increase Mind Link's level by 1, to a limit of 4(rolled). Can establish Mind Link with a number of targets equal to void. Failing this roll does not lower or cancel existing Mind Links
Mind Link: Allows telepathic communication(target must willingly allow communication), if user wills it, -0.75 GD per level of Mind Link. Can take raises to increase the number of levels Mind Link increases each round.
Mind Spy: Allows the user to pick up a % of a target's surface thoughts, depending on level. Mind Link gains additional bonuses, depending on level:
Mind Link 2 Targets suffer -0.5 penalty to accuracy rolls against you.
Mind Link 3 Targets suffer -2 PD/AD penalty against your attacks.
Mind Link 4 Penalties issued by Mindspy may now be utilized by any ally you share a Mind Link with.
Cost, per target: Mind Link: 4 CP to initiate, 2 CP per level, per round to maintain. 2 MP to activate
Mind Spy: Doubles CP costs, Initiation cost instead of maintenance when activated. 2 MP
*Mind Link Level cannot surpass Void rating.
Level 3 Requires 3 in Void
Option A:Thought Pulse Effect: Attacks all within[void rating+logic stat] feet of the user. Rolls Genjutsu. Deals damage equal to [Void Level*3], plus :
Under mind link 1: target suffers -2 PD/GD for 2 rounds
Under mind link 2: target suffers -0.5 on all rolls for 2 rounds.
Under mind link 3: target suffers -1 on all rolls for 2 round.
Cost, per target: 30 CP, 10 HP, 3 MP. Usable once every 3 rounds.
*Stacks with Mindspy penalties.
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Option B:Harmonized Effect: User may implant one of their souls into a clone. User may now treat the clone as if it were a living person, with the minds connected. Costs no additional CP, but the effect of other shinteki abilities are halved.
Level 4 Requires 4 in Void
Option A: Effect: Roll Logic rating+1, versus target's willpower rating. On success, Target:
-Loses MP equal to Level of Mind Link they are under.
-Deals 5 damage per level of mind link they are under.
-These effects last a number of rounds equal to level of mind link they are under.
User releases Shinteki all Shinteki abilities on all targets, except for Mind Spy and Mind Link on target of Psychic Schism. User cannot employ any other Shinteki abilities until 1 round after Pychic Schism has ended.
Cost: 50 CP, 4 MP
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Option B:Mental Ambush Effect: Should the player fall under someone's genjutsu, their mental soul may trace the link to the attacker's mind, and reverse the genjutsu. Treated as the Uchiha genjutsu reversal, other shinteki abilities cannot be used and/or are discontinued the round Mental ambush is put in play. User does not need to see their opponent to perform mental ambush, but they cannot use any genjutsu bonuses unless normal conditions are met.
Level 5 Requires 5 in Void
Shadow of Doubt Effect:Treat a mastered ninjutsu or taijutsu as a genjutsu(roll gen instead of nin or tai). Jutsu suffers +15% CP and -30% damage, +5% damage per level of mind link established. Shadow of Doubt can pull from the Shinteki's Genjutsu CP pool.Useable once every 3 times, limit of 3 times per day. Jutsu effects as many targets as it would normally effect.
Aburame:
Spoiler:
The Aburame clan have a signature trait which is commonly referred to as one of the wierdest or creepiest abilities around. At an early age, they develop a kinship with the kikai bug. Their body becomes a literal hive for these bugs, constantly nibbling away at parts of the Aburame's chakra. In return, they do the Aburame's bidding, from tracking and keeping watch, to attacking in swarms and draining chakra from opponents.
Quote:
Bonus Attribute: +1 Intuition or Reaction
Level 1 Requires 1 in Void
Option A:Inner World Guise Effect: User spends one round prepping in an area with bugs & insects. From then on, in that area, user adds half their void rating to stealth and stealth detection. Costs half of their MP. Also, they may 'attach' a bug to a target, and use this ability to track them up to Void*0.5 kilometers with another bug. Rolled as Ninjutsu.
Cost: 10 CP.
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Option B:Strained Coils Effect: Effects which inhibit, remove, destroy or effect the player's chakra in a negative fashion against their will are halved.
Level 2 Requires 2 in Void
Infantry Effect: Per point in Void, summons a swarm to attack. Can bite for 5 damage, sap 3 CP, or trip a target. When using multiple swarms for the same action, user must take a raise per extra swarm that can be summoned.
Cost: 1 MP per action through Infestation(regardless of number used), 5 CP per swarm, per round.
Level 3 Requires 3 in Void
Option A:Fly on the Wall Effect: Making a special link with a kikai bug, the Aburame may alter their optic nerves to connect with those of the chosen kikai bug, seeing what they see. User cannot see anything while this connection is made, and takes several seconds to de-link, meaning they cannot see with their own eyes each round this is used. Costs 10 CP to start, 5/round to maintain. Requires Inner World Guise.
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Option B:Guerilla Tactics Effect: Infantry attacks can now add poison that deals 1 damage and -2 to physical checks for 3 rounds for an extra 3 CP(8 CP total), or user can roll their void rating every 5 rounds to remove poison.
User can also create a clone of themselves from Kikai. Clone has 2 less in all ratings than the master, cannot use jutsu. Aburame abilities eminating from a Kikai clone fall under surprise checks. A Kikai Clone uses 2 of the user's total swarms, costs 15 CP per round, 3 MP to create. Deals damage equal to void -1, and must take 25 damage from an attack to be completely disrupted.
Level 4 Requires 4 in Void
Option A:Elite Forces Effect: Creates a mega Kikai the size of a dog. Mega Kikai are treated as maxed out pets that are 'intelligent', meaning they can take separate orders without fail. Mega-Kikai remove 2 swarms from the user for as long as they are in play.
Cost: 40 CP per Mega Kikai to summon. 4 MP to summon.
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Option B:Targeting Effect: Using Inner World Guise to mark a target, the Aburame creates an invisible connection of chakra between themselves and the kikai. This chakra connection acts as a guideline between them, allowing chakra-fueled ranged attacks to follow it, even if the target goes into hiding. Adds +2 to ranged ninjutsu attacks, bypassing stealth. Requires Inner World Guise, a marked opponent, increases cost of chakra by 15% for chosen jutsu(cannot be effected by effects which beneficially alter chakra costs).
Level 5 Requires 5 in Void
Legion Effect: Per swarm, Legion covers a 10 ft radius and adds to opponents -5 to all sight and sound checks, as well as 20 HP and 20 CP damage.
Cost: 10 CP per swarm each round(uses all swarms).
Last edited by Kei on Sat Dec 20, 2008 8:16 am; edited 1 time in total
The 'larger' of the clans in the shinobi world, Akimichi have an unusually 'big-boned' body size, giving them extra weight that can be unwanted in several social situations. With chakra, they have learned to control their body's mass, increasing its size in whole or in parts to deal extra damage. After toughening themselves up, the clan has a secret formula, when ingested, rapidly increases their metabolism to give a large boost in the output of power, at the cost of metabolizing part of their health as well.
Quote:
Bonus Attribute: +1 Stamina or Willpower
Level 1 Requires 1 in Void
Option A:Big Boned Effect: User adds +10 HP per Void rating they have. User also gains 1 bonus armor rating point without penalty.
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Option B:Forced Metabolism Effect: User is able to convert fat and chakra into health to repair damaged areas. For 1 MP, can convert 15 HP into 15 CP.
Level 2 Requires 2 in Void
Multisize Effect: Unarmed attacks are now considered Heavy Weapon attacks at -2 accuracy. Also, add +2 Armor points(with penalty). Akimichi gains the attack "Meat Tank", rolling at their target. Hits at -3 accuracy, no bonuses or free raises may be applied to this attack; regular raises may still be taken normally. On success, User adds void to their Heavy damage, and deals all remaining MP as hits(Including the MP to activate Meat Tank)
Cost:25 CP to initiate, 15/round to maintain. 2 MP
Meat Tank: CP=heavy damage, per MP used.
Level 3 Requires 3 in Void
Option A:Partial Multisize Effect: User's body part is now considered a Heavy Weapon at -1 accuracy. Per Void rating, user adds +0.5 damage(rounded up) and +2 accuracy, +1 to strength contested rolls with said body part. and 50% increase in body part's size.
Cost: Void*7 CP to initiate, 4 CP/round to maintain.
*Once initiated, once per round, user can switch which body part is under the effect of Partial multisize as a free action, costs 3 CP to do so.
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Option B:Enduring Pain Effect: Damage and Effects of jutsu that last longer than one round are reduced by 30%(kicks in after the first round), includes the touch aspect of genjutsu.
Level 4 Requires 4 in Void
Option A:Lump o' Meat Effect: When attacked in melee, user can make a contested taijutsu roll. On success, the attack 'sinks in' and is trapped by the user's 'body', and the attacking item is considered bound, whether a weapon or a limb. Cost is 35 CP per attempt, done at -3 accuracy against jutsu attacks. Maintaining the bind while performing actions that do not directly keep the bind requires a taijutsu check at -2 accuracy.
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Option B:Houren Pills Effect: User gains a number of Pill Points equal to (5*Void) for each pill taken. These points can be used as HP or CP. User loses 6 HP per round, for 5 rounds per pill taken. Additionally, gains bonuses when taking the pills. Pills MUST be taken in order, or user loses 8 HP per round instead of 6, only one pill can be taken per round(free action).
Also, per Void rating, user gains said effects:
-Green: User gains +1 unarmed damage and unarmed rating, +5% damage with taijutsu.
-Yellow: Partial Multisize statistics now have a base accuracy of 0, +2 involving strength contested rolls, and has a 100% increas in body part's size.
-Red: Double all positive bonuses under Multisize, negate accuracy penalties.
*These effects last for 3 rounds per pill taken.
Level 5 Requires 5 in Void
Achiever of Nirvana Fist Effect:User sacrifices all remaining pill points, multiplying them by 2, and adding them to an unarmed attack that hits at +5 accuracy. User now loses 5 HP per round until the pills run their course.
*Requires use of all 3 houren pills.
Hirameki:
Spoiler:
[i]Though the name is rarely found nowadays, descendants of the Hirameki make a name for themselves with speed. They are almost always the fastest around, comparable to those at least a rank above them in this aspect. Hirameki can expend chakra to move even faster, sometimes fast enough to cover several square feet of ground in the time it takes to blink.
Quote:
Bonus Attribute: +1 Reaction or Agility
Level 1 Requires 1 in Void
Option A:Graceful Footwork Effect: +1 to PD where speed can be applied. Additionally, Movement speed is increased by 25%.
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Option B:Quicker than the eye Effect: In battle, those making stealth rolls against the Hirameki must roll twice, taking the lower of the two rolls. At the same time, the Hirameki can roll twice for stealth rolls, taking the highest of the 2 rolls.
Level 2 Requires 2 in Void
Lightning Reflexes Effect: +1 MP. Additionally, user may spend 5% MAX CP to receive an additional MP for the round, up to half their normal MP(not including the bonus +1 MP from lightning reflexes), rounded down, minimum of 1. When items, jutsu, abilities, etc. refer to Normal MP as a base indicator, Lightning Reflexes is not included.
Level 3 Requires 3 in Void
Option A:Double Take Effect: User may now body switch with all clones, not just physical ones. Additionally, user gains +1 to actions performed from stealth checks that involve speed.
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Option B:Pace of Lightning Effect: Once per round, user may draw an item as a free action, or make an attack with speed that the user cannot actively defend against. Making such an attack increases the cost by 15% and +1 MP(Minimum+5 CP).
Level 4 Requires 4 in Void
Option A:Flash Step Effect: User recieves +3 to the very next action, which becomes hasted and cannot be actively defended against. This costs no MP, but can only be used once every 5 rounds. Can go as far as half the user's movement speed. Useable once every 3 rounds.
Cost: 70 CP, requires Shadow Dance
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Option B:The Imaginary Strike Effect: A basic action(not a jutsu) has 10x its normal results, no bonuses, treated as if it had 'never happened'.
Cost: 2 MP, 50 CP
Level 5 Requires 5 in Void
Speed of Thought Effect:User creates a 'round within a round.' in this round, they have their normal amount of MP, and no bonuses may be applied to any offensive actions taken within this round, but people cannot use any active forms of defense against the user, nor any defensive bonuses that are not barrier type already in play. Movement speed is doubled inside instant transmission. Useable twice per day.
Cost: 1 MP to activate. Inside Speed of Thought, Basic actions cost 9 CP, damage received and CP used from jutsu/abilities are increased by 25%.
Burning Passion:
Spoiler:
There are those in the world whose hearts are ablaze with spirit. Their chakra systems readily convert to fire energy, able to incinerate everything around them if they are not careful. With control and training, those of the Burning Passion are able to summon the black, inextinguishable flame of Heaven, Amataresu.
Quote:
Bonus Attribute: +1 Strength or Focus
*Requires the fire element.
Level 1 Requires 1 in Void
Option A:Fire Bending Effect: roll a d10, add it as fire damage to an unarmed attack, rolled after normal damage is calculated, non exploding.
Cost: 5 CP per attack added.
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Option B:Blinding Light Effect: Your fire burns brighter than most other shinobi. As a result, those in combat who actively witness your flame suffer a sight penalty equal to 2x your void rating for the remainder of the round, and half of that for the next round(Must be an actual fire jutsu).
Level 2 Requires 2 in Void
Living flame Effect: +1 Accuracy with fire jutsu. Additionally, fire-based ninjutsu are 15% stronger.
Level 3 Requires 3 in Void
Option A:Heated Soul Effect: Damage from fire jutsu is lowered by 30%. Increased to 40% with a void of 4 and 50% with a void of 5.
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Option B:Fire Mastery Effect: User can cast fire jutsu one rank higher than their current ninjutsu rank. These higher ranked fire jutsu cannot be trained or augmented with bonuses until their normal prereqs are met.
Level 4 Requires 4 in Void
Option A:Flame Control Effect: User is able to cast fire jutsu without handseals.
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Option B:Molding flame Effect: If the player has another element, they acquire the combination element of fire and said element(if the player has earth chakra, they would be able to use magma chakra, the combination of earth and fire). Requires Fire Mastery.
Level 5 Requires 5 in Void
Amataresu Effect: Fire jutsu may be combined with dark chakra to become 'dark jutsu'. Fire based ninjutsu have an additional +1 critical range(9's are considered as 10's for bonus damage), deal an additional 30% damage(stacks with Living flame bonus). Addtionally, if the user has Heated soul, 25% of the total damage is converted into CP for the user.
Oceanborn:
Spoiler:
The Oceanborn are at one with the waves of the water. Any time they find themselves at battle near any body of water, the fight has already shifted into their favor. And in cases where water doesn't exist, they will create it.
Quote:
Bonus Attribute: +1 Logic or Agility
*Requires the Water Element
Level 1 Requires 1 in Void
Option A:Water Bearer. Effect: Water jutsu is 20% cheaper in the presence of water. When little or none exists, user may cast water jutsu without water present, up to a number of times equal to their void rating.
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Option B:Life Giving Substance Effect: Each round the user fights in or on water or extremely wet conditions(such as rain), they gain back HP equal to void, as well as cutting physical penalties that are not refreshed/mantained, in half each round until gone. Water must be of a natural source, and not one created by abilities or jutsu.
Level 2 Requires 2 in Void
Source of Life Effect: Water jutsu heals 80% of its damage. Useable a number of times equal to void rating.
Does not stack with water bearer.
Level 3 Requires 3 in Void
Option A:Ocean Spirit Effect: Water clone can cast water jutsu user knows(casting is at rank 1), has +0.5 to actions. Additionally, user can use Water jutsu one rating higher than their ninjutsu, but without any bonuses added from Oceanborn, other than Water Bearer. Water Clones use the Oceanborn's CP to cast jutsu, do not have their own CP, however, mastered water clones can be sacrificed to fuel water attacks both in water and CP.
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Option B:Aquatic Warfare Effect: The Oceanborn may fight in or on water as if they were fighting on regular ground, no costs, penalties or extra checks.
Level 4 Requires 4 in Void
Option A:Tidal Surge Effect: For 1.5x CP costs, the user doubles the number of actions a single jutsu does(any/ all upkeep costs are normal, however). Useable a number of times equal to void rating, does not stack with water bearer gift.
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Option B:Body of Water Effect: User is able to turn their entire being and immediate clothing into water. Immune to physical attacks, -50% damage against all elemental attacks except lightning and ice, where they receive +20% damage. Additionally, Level 1 Oceanborn abilities are 50% stronger in effects while Body of water is used.
Cost: 15% Max CP/round.
Level 5 Requires 5 in Void
Sea Conjurer Effect: Water rises 1 foot per round, up to the user's void rating. All but user have -3 to all actions on the water, and water jutsu used while Sea Conjurer is in play are -50% costs, not stackable with Water Bearer.
Cost: 40 CP/round
Wind Walker:
Spoiler:
Ear always to the wind, Wind Walkers are always subconsciously communicating with the air around them. With the readily available element, they are able to attack and defend, and heal themselves all at once
Quote:
Bonus Attribute: +1 Reaction or Intuition
*Requires the Wind Element.
Level 1 Requires 1 in Void
Option A:Trade Winds Effect: All ranged attacks and ranged jutsu lower than the user's rank recieve -2 when thrown against the wind(usually against the user).
Cost: 10 CP/round.
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Option B:Stagnant Effect: For 15 CP/round, user causes the air in the area to become stagnant and unbreathable, causing 10 damage and -1 to all checks each round to everyone else within it. Effects are always 1 round behind the cost(If 15 CP is spent in round 2 for Stagnant Air, the effects will happen in round 3).
Level 2 Requires 2 in Void
Whispering Winds Effect: +1 to wind ninjutsu accuracy.
Level 3 Requires 3 in Void
Option A:Breath of Life Effect: User sacrifices 5% of their maximum chakra pool. Every round afterwards, user gains 2.5*void rating in HP, up to half their maximum HP. User must be at least 50% exposed to open air to take advantage of Breath of life(negated when underground, in water, or inside enclosed barrier type jutsu. Additionally, user may cast Wind ninjutsu one rating higher than their ninjutsu rating, but without bonuses from Windwalker.
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Option B:Gusty Gesture Effect: User can initiate wind jutsu without handseals.
Level 4 Requires 4 in Void
Option A:Teaching of Fuujin Effect: User can sacrifice 1 MP to add +20% damage OR -15% CP costs to a wind jutsu, stackable 3 times. Additionally, Whispering winds and Trade Winds increases to -3, and can be applied to stealth jutsu when in outdoors or anywhere wind is feasible.
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Option B:Razor Winds Effect: Taking one raise, a user can destroy a piece of normal armor with a C Rank or higher wind ninjutsu. May destroy a normal weapon with 2 raises.
Level 5 Requires 5 in Void
Cyclonic Armor Effect: Rolls against user are halved where applicable.
Cost: 10% Max CP per round.
Last edited by Kei on Mon Jan 19, 2009 6:37 am; edited 4 times in total
Masters of the ranged attack, the Sagittaire need only a bow and arrow to do their work. Developed by a one-eyed archer known as Hien, the Sagittaire archetype focuses on using the mind to level one's aim rather than the eyes.
Quote:
Bonus Attribute: +1 Reaction or Intuition
Level 1 Requires 1 in Void
Option A:Touch of Alacrity Effect: A Saggitaire's first action is considered 'hasted' if it involves a bow. Additionally, the Sagittaire receives a free action each round for drawing an arrow.
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Option B:The Steady Hand Effect: User may spend 1 MP to add a free raise to an action with a bow, up to half their void rating(minimum 1). Useable once every other round.
Level 2 Requires 2 in Void
The Swallow's Dive Effect: If the target of an attack is within the first range increment, all arrows deal an additional 5 damage.
Level 3 Requires 3 in Void
Option A:The Weight of Truth Effect: Once every other round, using half of their total MP as well as 20 CP, a Sagittaire may make an attack that negates all penalties to their attack. This includes any standard penalties due to range as well as any bonuses that increases a target's TN, with the exception of armor. If used in conjunction with 'The Mark of Hien', the Sagittaire ignores the MP cost for 'The Weight of Truth'.
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Option B:The Fury of Persistence Effect: As a free action, the user is able to draw out from their quiver and 'embed' arrows into the ground, a number equal to MP. From there, they may quick draw and fire one arrow per MP, no bonuses or abilities applied at all. Can be performed a number of times equal to stamina rating.
Level 4 Requires 4 in Void
Option A:Within the Eye Effect: A Sagittaire now applies 'The Swallow's Dive' to attacks in their second range increment, while attacks in the first range increment deal an additional 10 damage (replaces the normal +5 bonus), should the user have taken 'The Swallow's Dive'. All Sagittaire receive the Ranged Disarm ability for free even if they lack the prerequisites for it, and recieve a free raise on Disarm and Called Shot attempts. Finally, the Sagittaire adds +2 to their Defensive TNs against ranged attacks.
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Option B:My Bone is My Sword Effect: Creating an arrow of pure chakra and a touch of the user's life force, the Sagittaire shoots an arrow of ethreal creation. This arrow ignores all physical barriers, Dealing 30 CP damage and +20 HP damage to its target, as well as cancelling their chakra use for the entire round. Costs 4 MP, 50 CP and 10 HP
Level 5 Requires 5 in Void
The Mark of Hien
Effect: By spending 50 Chakra, the Sagittaire makes a single attack that consumes all MP for that round. This one attack gains ten free raises that may be split amongst accuracy and other combat options, however the user desires. 'The Mark of Hien' may only be used once every other round, and never in conjunction with jutsu.
Storm Spirit:
Spoiler:
Holders of the Storm Spirit find an attraction to the element of lightning. From the simplest to the most powerful, they find ease in the molding of lightning chakra, and able to freely control that which is already existing. In addition to controlling this element, Storm Spirit users are also able to absorb a limited amount of lightning energy without taking damage.
Quote:
Bonus Attribute: +1 Willpower or Stamina
*Requires the Lightning Element
Level 1 Requires 1 in Void
Option A:Charged Soul Effect: Common Lightning Jutsu are 25% cheaper in Chakra costs.
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Option B:Feeling the Pulse Effect: After hitting an opponent with a lightning attack, user is able to 'feel' their presence for 3 rounds afterwards. Additonally, they are able to detect all uses of lightning energy within the area, giving a +1 PD to lightning attacks.
Level 2 Requires 2 in Void
Shocking Aura Effect: Debuffs from user's lightning attacks are considered 25% higher than they already are, giving a -1 to defense for the round if no debuffs are naturally given.
Level 3 Requires 3 in Void
Option A:Dampener Effect: User is able to absorb 30% of Lightning damage given. Increases to 40% at rank 4, and 50% at rank 5. Additionally, if on the defense, user may make a contested ninjutsu roll against an incoming lightning attack. A successful roll negates the lightning damage. Takes 2 raises and 2 MP.
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Option B:Spark of Life Effect: User can infuse a void-based jutsu they have trained to rank 2 or higher with lightning chakra, adding 20% effects where lightning is applicable. If adding damage where damage did not exist before, use the original casting cost as damage. Costs +15% CP
Level 4 Requires 4 in Void
Option A:Blessing of Heaven Effect: user may cast lightning jutsu one rank higher than they already have, but without bonuses from Storm Spirit, and these jutsu cannot be trained until base prerequisites are met. Additionally, a user may cause a ranged lightning attack to manifest in an area and direction away from them, catching an opponent off guard. This is useable a number of times in combat equal to void Rating.
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Option B:Obedient Thunder Effect: User is able to cast lightning jutsu without handseals. Mastered lightning jutsu receive +0.5 accuracy.
Level 5 Requires 5 in Void
Lightning Hand Command Effect: Missed lightning attacks can attack again the next round at +2 accuracy, half their natural CP and MP costs, rounded down. useable a number of times equal to their void rating.
Beautiful Beast:
Spoiler:
Born without the body a shinobi should have, one cannot mold chakra outside of their bodies like others in the acadamy. Drawing on the fortitude of their willpower, The Beautiful Beast begins to excel in only Taijutsu, becoming a thorn in the side of even the greatest geniuses of the shinobi world.
Quote:
Bonus Attribute: +1 to any physical stat.
*Your character's Ninjutsu and Genjutsu Accuracy and Ratings are locked at a score equal to 0.5*Rank (.5 at Student, 1.0 at Genin, 1.5 at Chuunin, 2.0 at Jounin, and 2.5 at Jounin Elite).
Level 1 Requires 1 in Void
Option A:Adept Hands Effect: For some reason or another, your character's tenketsu inhibits their ability to externally mold chakra, which severely limits their ability to use both ninjutsu and genjutsu. In spite of this, Taijutsu has become a specialty of your character. All unarmed actions +0.5 accuracy.
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Option B:Dynamic Entry Effect: Instead of utilizing ninjutsu or genjutsu, your character practices the art of the surprise attack. When entering/re-entering combat from stealth or when successfully escaping a binding, user is able to call raises AFTER the roll has been made. Dynamic Entry cannot stack with any other free raises from any other source or ability.
Level 2 Requires 2 in Void
Pugilist Effect: As your character's studies in the arts of physical combat advance, so does their prowess in said arts. At the rank of genin, your character deals an additional +1 damage with unarmed strikes. They also gain a free raise when attacking in this manner. The free raise may only be used on feints, called shots, and attack rolls. Finally, they receive a free raise to defense while fighting an unarmed opponent (this free raise is negated if the opponent is also a 'Beautiful Beast').
Level 3 Requires 3 in Void
Option A:Fervent Studies Effect: Never ceasing in their training, your character has unlocked the true potential that only the most linear focus can yield. The attribute that you applied this archetype's bonus to is increased by one. All unarmed Taijutsu are treated as one rank higher than normal (those that are already mastered gain +0.5 acc). Finally, any armor penalties the user may have are negated by 1.
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Option B:Genius of Hard Work Effect: For weekly training, when writing double the Beautiful Beast's minimum word count, they will be rewarded with a bonus d4 roll. Not applicable for no-word or approved catch-up trainings.
Level 4 Requires 4 in Void
Option A:Blessings of the Elements Effect: As if apologizing for your character's malfunctioning tenketsu, the kami themselves have, at this point, augmented your character's abilities with a touch of the elements. At the rank of Jounin, a character using this archetype gains two of the following abilities (chosen upon achieving Jounin rank; once these are selected, they can not be changed)
-Repose: Character adds their Void rating to their HP modifier.
-Conflagration: Character adds their Void rating to their Strength when calculating base damage.
-Maelstrom: Character adds their Void rating to their movement speed modifier.
-Sturmwind: Character adds their Void rating to both their PD and AD values.
Finally, character may purchase Celestial Gates I without taking up an ability slot.
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Option B:Dynamic Finish Effect: Dynamic Finish By taking 3 raises to an attack that deals 35% damage or more of the target's max HP, You will knock them out. Dynamic finish cannot receive any free raises except for those given by Dynamic Entry
Level 5 Requires 5 in Void
Selective Gates Effect: At the rank of Jounin Elite, one may instantly open any of the Eight gates they need to, without having opened any of the prerequisite gates. Additionally, one can open 3 gates per round, instead of the limit of 2.
Sakashii:
Spoiler:
The Sakashii archetype bears a strong resemblance to the Nara clan, save for their lack of shadow manipulation. Their mental capacities are above average, leading to a wisdom that belies their years. With a keen eye for detail and pattern recognition, members of the Sakashii archetype often benefit just as much from watching a fight as they do from taking part in one.
Quote:
Bonus Attribute: +1 to any mental stat
Level 1 Requires 1 in Void
Option A:Think Fast Effect: Once per battle, the Sakashii may pm a battle mod before the moderation has been performed, changing ONE of their own actions after the opponent(s) have posted.
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Option B:Tides of Battle Effect: Despite your character's lack of combat experience, their quick mind and an intimate knowledge of even the most basic ploys grants them a great benefit in combat. For every two raises an opponent makes (free raises are still raises), you gain a free raise to defense. This free raise may be spent on any defensive combat option.
Level 2 Requires 2 in Void
Economizer Effect: Having studied the subtle relationship between the human body and the manipulation of chakra, those of the Sakashii archetype are able to maximize the efficiency of their techniques. Economizer reduces the chakra costs of jutsu by 10%. In addition, your character has their earth rating added to the CP formula.
Level 3 Requires 3 in Void
Option A: Strategic Equilibrium
Effect: At the rank of Chuunin, your character's mind has evolved into an ever-churning clockwork of strategy. Knowing everything your character's opponent has to offer has many benefits, but chiefly, the ability to avoid being at a disadvantage is the greatest. Opponents must raise twice to gain the benefits of a single raise against you. In addition, the attribute that you applied your starting bonus to is increased by one.
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Option B:Complex Simplicities Effect: Concepts and abilities that normally take persistent studying, training and time to comprehend and practice come almost naturally to the Sakashii. Sakashii are able to acquire jutsu and abilities that normally require special training or abilities. For village specialties, the Sakashii must clearly see them in battle before becoming eligible for them.
Level 4 Requires 4 in Void
Option A:Tactical Assault Effect: Every one of your actions in combat are coordinated, timed, and preemptive. Opponents must be at the top of their game to stand against you, and even then that isn't always enough.
Once every three rounds, you may make an opponent match the number of raises you take against them. This effect takes place on your opponents next round.
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Option B:Lapse of Judgement Effect: Sometimes it is better to bypass all that is logic and intelligence, and stick with the gut feeling. Each IC day, user gains a number of bonus points equal to raw intuition rating, able to add them to any action as they see fit Cannot be applied to raw logic rolls. Unused dice do not roll over to the next IC day.
Level 5 Requires 5 in Void
Scholar's Aptitude Effect: Through great dedication, those of the Sakashii finally become mediums of the Void itself. They gain a +0.5 Void Rating, and most importantly, they may substitute their Void Rating in place of any other elemental ratings for the purpose of using jutsu(but cannot train those jutsu until the natural elemental rating is met)
Kenmuri:
Spoiler:
In the Village of Hidden Mist, smoke bombs became rather pointless as people bearing this gift began to emerge. The chakra system of the Kemuri allows him to release a thick black smoke from his entire body that has a devastating effect on other shinobi. The gift, valued for its skill in not only stealth, but also assassinations, was prized in other villages and it quickly spread. Before long, shinobi that could create black chakra smoke from their bodies werent all that rare.
Quote:
Bonus Attribute: +1 Focus
*Requires the Fire element, user may ignore the void rating for ash jutsu.
Level 1 Requires 1 in Void
Option A:Smoke Emission Effect: Per point in Void, Smoke covers a 10 ft radius from user, and gives -1 to sight checks where the Smoke Emission is involved, Smoke Emission Covers 25 ft/round, up to its limit. The kemuri is immune to all gases, and penalties from smokes, mists, etc which hinder sight are halved for the kemuri.
Cost: 5 CP per point to initiate, 3 CP/round to maintain. 1 MP
*note: To make smog follow their every step, costs become 6 CP, 4/round to maintian instead of 5 CP, 3 CP/round
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Option B:Choking Air Effect: User treats wind ninjutsu as if it were ash ninjutsu. CP cost is +10%, effects are +15%.
Level 2 Requires 2 in Void
Soot Step Effect: gains +15% movement speed while inside smoke, also adding +2 PD.
Cost: 1 point removed from Smoke Emission each round until smoke is gone. Cloud cannot be rebuilt unless Soot Step is not used for at least one round.
Level 3 Requires 3 in Void
Option A:Smog Strike Effect: User can teleport within their smoke emission as if they were using rank 2 Shadow dance.
Cost: 2 points of smoke Emission, 30 CP. Useable a number of times a day equal to void.
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Option B:Double Body Switch Effect: once per round, user may initiate body switch with smoke that is within twice the distance of their rank of body switch. This is including, but not limited to, chakra smoke from the body switch jutsu(though should be immediate, since chakra smoke dissipates fairly quickly). CP costs are doubled for double body switch.
Level 4 Requires 4 in Void
Option A:Hope from the Ash Effect: User can re-absorb points from Smoke emission to gain back HP & CP equal to 40% of Chakra spent(both to initiate and maintain). Does not include points spent for Soot Step or Smog Strike. Useable twice per day.
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Option B:Kage Kemuri Effect: User is able to transform their body and immediate equipment into smoke, immune to all physical damage, +2 bonus to evade energy damage, but receive -2 dodge and +15% damage to wind attacks. Costs 1 MP to initiate, 10% CP/round.
Level 5 Requires 5 in Void
Smoke and Mirrors Effect: Targets become completely unaware of your genjutsu while inside your smoke, giving you +1 to genjutsu while both of you are inside of it, as well as 3 free raises to modify this genjutsu.
Additionally, abilities used to enhance detection are halved while kemuri is inside of the smoke emission.
Last edited by Kei on Sat Jan 03, 2009 9:50 am; edited 3 times in total
Drawing strength from the earth, the Yokudo archetype takes pride in embodying the stern spirit of the mountains they are so aptly named for. The Yokudo share a deep connection with the earth, and carry an intimate knowledge of its nuances that so few know.
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Bonus Attribute: +1 Stamina or Wilpower
*Requires the Earth Element
Level 1 Requires 1 in Void
Option A:Tremorsense Effect: Per void rating, covers a 15' radius, negates -2 accuracy/defense penalties from anything that oscilates on the ground. Adds +2 when making applicable checks to genjutsu and stealth detection. Rule of thumb: If its touching the ground, it probably counts. Additionally, user may 'pulse' tremorsense to detect enemies that aren't moving, once every 3 rounds, adding Void to stealth detection checks where applicable.
Cost: Void*5 to initiate, void*3/round to maintain, 1 MP to activate. Pulse is 2 MP, equals activation cost.
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Option B:Realm of Yomi Effect: User is able to see into earth and earthen like substances as if they were looking into a body of water. Can see 5 ft per point in void, doubled when using fang pursuit(though this encompasses their total vision when underground, not just what they can see in the earth).
Cost: Void*3 CP/round
Level 2 Requires 2 in Void
Earthen Embrace Effect: Offensive jutsu with the earth element receive +10' knockback. Defensive jutsu using earth receive a bonus amount of absorption, rolling half of void to determine this amount. User can now implement Mud clones in earth jutsu, subtracting the casting cost of the clone from the earth jutsu's casting cost. Some jutsu may require more than 1 clone because of the volume of earth needed, but the user can only subtract the cost of 1 clone.
Addtionally, User can roll void against knockback. If the roll surpasses the damage user received, knockback is negated. If not, knockback is halved.
Level 3 Requires 3 in Void
Option A:Subtlety of Soil Effect: Tapping into the innate strength of the earth, those of the Yokudo archetype quickly learn that the soil beneath their feet can be as fluid as water. Users may add their Void rating to all attack rolls and damage totals with earth-based jutsu (this includes taijutsu with an earth requirement). Additionally, the user may make raises with earth ninjutsu to apply combat options normally associated with melee attacks. Also, the attribute that you applied your starting bonus to is increased by one. Finally user may cast Earth ninjutsu one rating higher than their ninjutsu rating, but without bonuses from Yokudo.
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Option B:Holding Ground Effect: Once per round, at the user's whim, they are able to change the terrain in their immediate vicinity to not only best match their needs, but place opponents at a disadvantage. This includes giving themselves and others the high or low ground, forming crevasses, mud pits, gravel, or any other general earthen structure/terrain they can conceive. Covers a 5 ft radius per point in void user has, costs 10 CP, treated as a free action.
Level 4 Requires 4 in Void
Option A:Stone Warriors Effect: The Yokudo archetype grants access to the pinnacle of the elemental clone types. Made of clay encased in stone, these warriors present a very real threat to those who oppose their creator. All clones created with this technique have +5 to all rolls, 50 HP, and can emulate any earth ninjutsu that the user has (but casts them at rank 1, CP comes from the summoner's CP pool). The cost to create these clones 30 CP, with an upkeep cost of 15 CP. The user may create up to two clones.
(Special: Clones produced by the Stone Warriors may be sacrificed for use in an earth ninjutsu. As per the usual, they yield a +2 accuracy bonus, and their creation cost is subtracted from the jutsu's cost. However, being made of denser materials, jutsu created with a stone warrior deal an additional 20% damage.
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Option B:Soil is my Strength Effect: Mixing the element of earth with other jutsu(not actual combining of chakra types), the Yokudo harness the composition versatility advantage earth has over the other four elements.
Water Jutsu Mud Jutsu gain 10 ft knockback
Wind Jutsu Dust Jutsu add -3 sight checks for 2 rounds to those they hit
Fire Jutsu Coal Fire jutsu Cannot be actively blocked, as embers burn through all forms of defense.
Lightning Jutsu - Glass per 40 points of damage and the appropriate raise, destroys armor or a piece of regular equipment.
*Yokudo may add effects of both elements to secondary jutsu at +15% CP Costs.
Level 5 Requires 5 in Void
Yokudo Effect: Yokudo have come to understand the true power of Earthen chakra is that of push and pull, the force of gravity. Carefully channeling void chakra into the land itself, the Yokudo is able to manipulate the gravity within the area around them however they see fit. Area is equal to Tremorsense, effecting anything not directly bound to the ground.
Cost: 80 CP and 4 MP to initiate, 40/round to maintain.
Shikaku:
Spoiler:
Most often froma genetic defect, members of the Shikaku clan go blind at a very early age in childhood. While this would be a very, very big disadvantage for most people trying to become shinobi, this genetic defect doubles as an advantage, allowing the Shikaku to enhance their hearing past the point of any normal human level. The result is the ability to have their own personal 'sonar', combining sound with imagination to have an image of the immediate world around them. Fusing this ability with chakra, this immediate world doubles in reach, and lights up in a monochromatic tone, textures as crispness and clearness comparable to normal vision, if not surpassing it. Shikaku also carry another natural advantage, being unaffected by sight based hinderances such as genjutsu, smoke and darkness, since, well, they're blind.
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Bonus Attribute: +1 Reaction or Intuition
*Character may choose to be blind or still have their sight:
Sight: Ability to see, but bonuses involving sound through Shikaku are halved until 100% blind for 4 rounds or more.
Blind:Character is blind, meaning they are unaffected by penalties effects that debilitate site, however, genjutsu that involve a visual component have a -3 penalty (genjutsu that remove sight[such as darkness] altogether would be exempt from this rule).
Level 1 Requires 1 in Void
Option A:Echolocation Effect: Per void rating point, user can remove -1 from blind penalties, up to zero. User is able to 'see' 10 ft away per void point, able to combine sound with imagination to map out the world around them. Spending chakra, The blind penalty is halved and the distance is doubled, and the user is able to see a crisp, monocromatic sonar of their world. They may attempt 360 degree echolocation, rolling their void level against the radius(2 per 5 feet). Finally, +2 to hearing checks per point in void.
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Option B:The Color of Sound Effect: The user is able to 'see' soundwaves, subconsciously reversing the path which they traveled and what they resonated from/through. In short, they are able to recreate a mental representation of whatever sound they see or feel, such as seeing what is written by listening to a pen-stroke or 'hearing' what people say by looking at the surface of something vibrating with the voice, despite the fact that most people would not be able to see the vibrations to begin with. As well, +1 to dodging sound based attacks.
Level 2 Requires 2 in Void
Guidance of Echoes Effect: User gains 3 sound manipulative abilities:
Silence(General) - User can manipulate sound above or below the normal hertz rating of audible sounds in humans, creating sounds not registered by human ears(but also able to hear sounds not heard by human ears as well). Costs 5 CP
Impact(physical attacks) Add sound damage equal to void rating to an attack. Costs 5 CP, attack deasl 1.5x damage to inanimate objects.
Harmony(Genjutsu) Gains 1 free raise to genjutsu that have an auditory component added to them. Costs no CP.
Additionally, the Shikaku are fully capable of manipulating their vocal chords with extreme precision. A member of the Shikaku archetype may mimic any sound theyve heard in the past 72 hours.
Finally, User does not need the Wind element to utilize sound jutsu, but sound jutsu are 15% cheaper if Wind is selected.
Level 3 Requires 3 in Void
Option A:Subsonic Resonance Effect: User can choose to have a sound-attack suffer -30% damage. If hit, a target suffers a defense penalty equal to 2*jutsu rating of jutsu used, movement speed is quartered, and cannot use an active defense. Lasting a number of rounds equal to rating of jutsu. Should Echolocation be inactive, user has the ability of echolocation against the effected target, at the level of the jutsu used.
Finally, if user has the Wind element, they may perform a sound ninjutsu 1 level higher than their current ninjutsu rating. These jutsu cannot be trained until their natural prerequisites are met, nor can bonuses be applied to them.
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Option B:Deafening Whisper Effect: Spreading chakra thin through the area, the user amplifies several times its normal volume, making even the crack of the knuckles painful to the ears. All attacks that create sound deal 3 damage to all in the area, and sound jutsu used in the area have +15% effects. Cost is 25 CP/round. Area is equal to Echolocation's reach.
Level 4 Requires 4 in Void
Option A:Dreadful Contenance Effect: While using Echolocation, roll Genjutsu+void, keep genjtusu. Those hit will suffer an accuracy and defense penalty equal to user's void rating, and lose 1 MP. Effect is for half of the area covered, and user cannot employ anoy other techniques other than echolocation and guidance of echoes. User can exempt a number of targets equal to halve their void rating from the effects of Dreadful Contenance.
Cost: Doubles the costs of echolocation.
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Option B:Tone of Creation Effect: With the full potential of their vocal chords realized, the Shikaku becomes able to interact with the human mind as well as the physical structure of the world. User is able to cast genjutsu and sound-based ninjutsu musically, costing +1 MP but adding +1 accuracy and a free raise to casting upon multiple targets.
Additionally, taking two raises, user can attempt to break common weapons, equipment and items with sound attacks. Items must be 'shatterable', such as the voice of a singer shattering a glass.
Level 5 Requires 5 in Void
Dead Point Effect: Roll Genjutsu, has +2 accuracy. If successful, dead point forms as a small black dot covering the center of a targets vision, and by the next round, the targets vision is completely obscured. Despite its nature as a personal genjutsu, injury will not free a target of its effects, and even use of the Cancel technique simply allows the target to make another attempt at resistance (the user loses their +2 bonus to hit on this roll). Members of the Shikaku archetype may target up to two people with this ability at a -3 penalty to hit each. Uses 4 MP.
Cost: One target 50 CP to initiate, 30 CP/round to maintain
Two targets 80 CP to initiate, 60 CP/round to maintain
War Forged:
Spoiler:
You draw a sword, he draws a knife.
You disarm him, yet his coy grin remains.
Maybe he has a death wish...
...or is still very in control of the situation.
Quote:
Bonus Attribute: +1 +1 Strength or Focus
Level 1 Requires 1 in Void
Option A:Wired Reflexes Effect: Even in their youth, your character had a nearly precognitive sense for impending conflict, ensuring that they were rarely caught off guard. The character's reaction is added to their Agility for the purpose of determining initiative. In addition, your character may draw weapons for half of their standard MP cost. If only drawing 1 weapon in a round, treated as a free action.
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Option B:Reinforcement Effect: Add +1 of a basic aspect of a weapon or piece of equipment. Player can do this to a weapon a number of times equal to half their void. Can also be used to fix broken weapons/equipment.
Cost: 5% Max CP, takes 1 round.
Level 2 Requires 2 in Void
Natural Grip Effect: your character deals an additional 10% damage with weapons.
Level 3 Requires 3 in Void
Option A:Jack of All trades Effect: Weapon mastery now covers three classes of weapons instead of one per purchase. Additionally, regular slots that are filled by weapons(excluding ranged class weapons) can hold double the amount of weapons.
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Option B:Tracing Effect: Mentally recreates a replica of a weapon in the physical world. Takes 4 rounds to fully 'trace' the weapon, and one to call it into existence. Weapon deals 1 less damage(minimum 0), and has one ability less than the original(minimum 1 ability, rolled with the closest sized die to determine). User has a number of 'trace' slots equal to half their void. Cost is 20% Max CP to trace, 5% Max CP to call into existence.
Level 4 Requires 4 in Void
Option A:Ethereal Engagement Effect: User can 'mark' a number of points up to their MP's worth with blood. Your character may cause a weapon to strike at the enemy even when they are not holding it. A War-Forged can cause up to their MP in weapons to assault their target. The costs for weapons are as follows:
Light Projectiles-1 Point
Heavy Projectiles or Light Melee- 2 Points
Medium Melee- 3 Points
Heavy Melee- 4 Points
Weapons under the effects of Ethereal Engagement act as viable flankers, and the cost to use this ability is equal to 80% of the weapon's base damage value(rounded down). Weapons marked in blood automatically override any attempts at 'magical' control from outside sources. If an opponent's weapon has the blood of the user on it, they may attempt to 'mark' it with a sheer Ninjutsu roll vs. the opponent's strength, cost is 2x weapon's damage. Must maintian control of weapon for 3 consecutive rounds before considered 'marked'.
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Option B:Gate of Babylon Effect: Creates a translucent portal-like wall directly behind the player. User has access to one of every weapon in the weapons shop, as well as their own custom weapon(s) and any weapons memorized by the trace ability. Should the player move, the wall will almost instantly re-materialize behind their new position. Weapons dissipate 2 rounds after leaving the gate or the user's possesion. Cost is 5% Max CP/round.
Level 5 Requires 5 in Void
Phantom Blitz Effect: This ability functions like the Ethereal Engagement ability, except that the point limit is 3x your character's MP, and the cost to have a weapon assault your opponent is only 60% of the damage it deals. Phantom Blitz is a one-round attack, usable once every 3 rounds. Requires Ethereal engagement or Gate of Babylon to be in play.
Satetsu:
Spoiler:
Imitators that in one aspect rival the greatest of the Uchiha, the Satetsu are those who have learned to manipulate particles and shreds of metal as if it were sand, as if they were a member of the Sunahada. With a natural attunement to the world of metal and magnetism, Satetsu are almost always at an advantage when anything metal is brought within their presence. Villages with a high-ranking Satetsu are usually employed on the front-lines of battle, able to disarm and counter-attack a platoon of enemies in the time it takes to light a cigarette.
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Bonus Attribute: +1 Stamina or Willpower
*Requires the lightning element.
Level 1 Requires 1 in Void
Option A:Natural Compass Effect: Effects: Metallic objects that come within 5 ft of the user have -1 to melee attacks. This range goes up by 5 ft per rank, and can affect ranged projectiles at 15 ft, arrows at 20 ft. User can add their void rating to a Stealth detection roll if the opponent has metal on them, within double their range.
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Option B:Riddle of Steel Effect: Expending 3 CP, user can influence the swing of a light or normal weapon with magnetism, giving it base heavy damage instead of base normal
Level 2 Requires 2 in Void
Iron Sand Effect: User can create Iron Sand by gathering trace elements in the environment. Iron Sand Deals 2x void rating in damage per attack. Costs 4*void rating to create, 1.5*void rating/round to maintain. Creates 1 cubic foot of iron sand per point in void rating, has a natural accuracy penalty equal to natural void rating(not including points gained through abilities/archetype). Iron Sand is weak to water, instead of regular sand.
Level 3 Requires 3 in Void
Option A:Steel Tendancies Effect: User can use sand jutsu with iron sand, replacing the sand element with metal. Iron Sand jutsu can only be created from Earth or Wind jutsu trained to rank 2 or higher, taking on the effect of the sand element. Mastered earth or wind jutsu can also take on the bonus of +15% damage for an extra 10% CP cost.
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Option B:Iron Master Effect: User may roll ninjutsu against metallic attacks. On success, it is thrown back at the target(s) at -1 accuracy, no bonuses. Against metal projectile jutsu, user take one raise, thrown back at 50% damage. Cost is weapon's damage(minimum 3 CP), or half of a jutsu's CP cost, and the same amount of MP the attack itself costed. If user has field dominance, weapon(s) may become part of field dominance.
Level 4 Requires 4 in Void
Option A:Rust Man Effect: Each time a metal weapon touches you, its damage value is reduced by 1. User can make a ninjutsu roll with a raise to increase the value by 1 for the round, contested against the attack used.Cost is 5% Max CP/round.
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Option B:Field Dominance Effect: User can 'float' metallic objects via magnetism. Satetsu has 2x void rating in points to use for magnetising. Per point used in field dominance, user recieves -0.5 accuracy to all metal/magnetic checks(including Field Dominance). Cost is 60% of the weapon's base damage/round, and must stay within the half the user's Natural Compass radius. Points for magnetizing objects are as follows:
Light Projectiles-1 Point
Heavy Projectiles or Light Melee- 2 Points
Medium Melee- 3 Points
Heavy Melee- 4 Points
*User rolls Ninjutsu for Field dominance checks
Additionally, user can cast metal ninjutsu one rating higher than their ninjutsu rating, but without bonuses. These metal jutsu cannot be trained until their natural prerequisites are met.
Level 5 Requires 5 in Void
Hamon Effect: User treats their void rating as if it were one point higher when dealing with Satetsu abilities that depend upon it. Additionally, user can perform a "Field Warp". For one round, User can alter the magnetic field within the area to ten times the strength of gravity in any one direction. User rolls a pure void rating(each round used). All actions with metal must make a strength check against this metal check, or the action falls to the Field Warp. Actions involving metal that do pass the strength check recieve -4 to its roll. Cost is 10% Max CP/round. Has an area equal to Natural Compass's radius, lowers by -1 every 5 feet past it.
Inscriber:
Spoiler:
Inscribers are the artisans of the shinobi world, writing tales and legends of the greatest warriors, or painting and creating sculptures to symbolize historic events. Because of their natural talent in creativity, inscribers focus on kanji, charms, and sealing, more often than not having a job creating charms for their village. Furthering their studies in sealing, they eventually learn to cast jutsu through their seals, creating countless strategic possibilities at their disposal.
Quote:
Bonus Attribute: +1 Logic or Agility
Level 1 Requires 1 in Void
Option A:Artistic Intent Effect: Void rating is considered one point higher than normal when dealing with seals. Additionally, user learns to improvise with materials when sealing, not just specially prepared scrolls and ink(though they do help). Additionally, user gains a paintbrush as a weapon. Treated as a piercing knife, paintbrush has an ink compartment worth 15 uses before needing to refill.
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Option B:Scholar's Apprentice Effect: +1 MP each round when dealing with scrolls or sealing. Additionally, user receives a number of free point slots for sealing, equal to void.
Level 2 Requires 2 in Void
One Thousand Words Effect: User can cast illusionary genjutsu through seals. Uses double the MP to scribe, recieves a number of free raises to the jutsu equal to (Void/2), minimum 1. (At a Void of 6, user gains 3 free raises to genjutsu cast in this fashion)
Level 3 Requires 3 in Void
Option A:The Charm of Written Language Effect: User can create the kanji of charms on nearly any surface, complete with effects. Costs 1.25x the charm's CP activation cost to create(rounded up), but already considered 'set'. Treated as an Advanced Seal. Additionally, can use the Water Clone technique to create an ink clone with +X (pending jutsu's strength when made)
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Option B:Blood Etching Effect: Using a tiny amount of their blood to create a seal, the Inscriber is able to mark an object or person and track their position anywhere. If they have mastered the summoning technique, they may attempt to 'summon' a marked object(not a person) into their presence. Pass or fail, this attempt destroys the seal. Barriers, restraints, long distance or sheer willpower of a person in possession of the marked object can interfere with the Summoning attempt.
Level 4 Requires 4 in Void
Option A:Eternal Song Effect: The user no longer needs a brush to manipulate ink. Sealing jutsu can be created by merely touching the surface of what the seal will be created on(though the seal will need material to be made, such as ink, or in desparate cases, blood). User can also create these seals in soft and maleable surfaces like dirt or sand without using ink. This confers a bonus of -1 round to create seals, -2 MP to release them(Minimum the jutsu's normal MP level to create, minimum 1 MP to release). Finally, artistic intent expands to all applicable releasing and contested sealing of sealing jutsu(such as attempting to seal an incoming elemental jutsu). Takes 2 MP per point to paint.
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Option B:Dance of the Void Effect: User has a number of points equal to (Void rating+1) to make pets of ink/paper from. User can make as few or as many pets as they wish, dividing these points as the pet's 'discipline'. Costs 10 CP per point to create, 5 CP/round to maintain.(Example, a void rating of 5 would equal 6 points. User can create one pet with a six in discipline, or six pets with a 1 in discipline, which would cost 60 CP to create, 35/round to maintain.). Takes Artistic intent's bonus into account.
Level 5 Requires 5 in Void
Timeless Art Effect: User can now form Ninjutsu inside seals. Costs 100% to seal the jutsu, 10% to unseal it. Seal only lasts 2 hours, destroyed if seal is broken by outside source before use. Jutsu sealed in thei fashion fall under Artistic Intent's genjutsu bonus, plus any applicable stealth/surprise bonuses.
Cost: +1 MP to normal MP costs to seal, 2 MP to unseal.
Last edited by Kei on Wed Jan 21, 2009 8:58 pm; edited 8 times in total
Technicians of the most sophisticated weapon available to shinobi, Kairaishi are never fighting alone. With a twitch of the finger, anyone ambushing a Kairaishi find that they themselves were the ones being ambushed the whole time. From the smallest toy doll to the deadliest puppet, a master Kairaishi can take down unsuspecting villages in the blink of an eye.
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Bonus Attribute: +1Agility or Logic
*Requires the basic puppetry ability
Level 1 Requires 1 in Void
Option A:Threads of Fate Effect: User may add their void rating to their willpower when calculating Chakra(shorthand, multiply void rating*10 for bonus chakra).
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Option B:Pulling Strings Effect: +1 free raise to any action involving strings, rope, chains or anything that operates in a similar nature(chakra strings, ninja wire, etc)
Level 2 Requires 2 in Void
Adept Puppetry Effect: When purchasing Basic Puppetry, Puppeteer rating is now equal to Void rating, instead of (Void rating/2). Additionally, basic puppet actions are 2 CP isntead of 3
Level 3 Requires 3 in Void
Option A:Life Giving Hand Effect: Puppets can perform Taijutsu and ninjutsu(cast at rank 2 if user has it), with prerequisite ratings at -2 instead of -3 for both types. Additionally, user needs to barely move their fingers to efficiently control up to half their puppet quantity limit, aiding in surprise and stealth.
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Option B:Summoning Fake Effect: Player utilizes the summoning techniques associated with animal contracts to bring their dolls into combat, saving them the time, energy and space of carrying the dolls with them in any form. The downside to Summoning Fake is it only operates one way, meaning the user will be on their own with what to do with storing/transporting the dolls. This is only useable with dolls, because of their specific build to be operated with chakra. Treated as and requires advanced sealing, Costs 2 MP.
Level 4 Requires 4 in Void
Option A:Theater Effect: User doubles the amount of puppets they can control, but still fall under the same penalties(should the user run out of unkept dice, penalty starts removing from kept dice). Additionally, Basic Puppetry no longer takes up an ability slot.
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Option B:Improvised Doll Effect: User is able to connect chakra strings to a living person or clone, treating them as a doll one level lower than their void/clone rating. If this is against their will/against an enemy clone, it would be 2 levels lower. Costs are doubled, each action is a contested roll against the target's willpower rating.
Level 5 Requires 5 in Void
Human Puppet Effect: Can turn a dead PC into a puppet. PC must have been killed in a modded battle, and user must be in the thread during the death. PC's stats are reduced by 2, and can use any abilities, ninjutsu or taijutsu used in life. Treated as a Level 5 puppet. Should the puppet fall below 0 HP, it is considered destroyed.
Armed to the Teeth:
Spoiler:
In the heat of battle, she draws a single kunai against a group of experienced swordsmen. Before the swordsman can close enough distance to use their weapons, one falls with a kunai almost completely through him. Questioning their method of attack, the group understands that utter terror is the last thing they will feel in this world, as she fans out a plethora of shuriken in each hand, far more than all of them combined could hold.
Quote:
Bonus Attribute: +1 Reaction or Intuition
Level 1 Requires 1 in Void
Option A:Greedy Hand Effect: For every 4 in Reaction, user can add +1 to the maximum allowed projectiles thrown with one hand, minimum +1(meaning user won't have +2 until a Reaction of 8, and +3 with a Reaction of 12)
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Option B:Eye of the Needle Effect: User can spend 1 MP to add +1 accuracy to a projectile attack.
Level 2 Requires 2 in Void
Organized Packing Effect: User gains and can hold 50% more projectiles. Additionally, Void rating is considered one higher when sealing projectiles(but may not exceed its potential maximum, 7).
Level 3 Requires 3 in Void
Option A:Sealing Sheath Effect: User can pull from and throw projectiles from a scroll as a single action, but at -5 accuracy. Melee weapons may now be thrown as ranged, but with only half the bonuses ATTT may have for ranged (if applicable).
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Option B:Quick Draw Effect: Drawing small projectiles is treated as a free action, always.
Level 4 Requires 4 in Void
Option A:Rising Dragon Effect: User can have 2 scrolls prepared to be fully sealed without ATTT bonuses, regardless of void rating. User spends the entire round completely unsealing every item in the scroll and throwing it at -2 accuracy, no bonuses. All items must be purchased. At J. Elite level, user can spend double the CP to use both scrolls at once, but all attacks are at -5 accuracy instead of -2.
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Option B:Ghost Throw Effect: Once per round, user may roll and add stealth bonuses to a basic action involving projectiles.
Level 5 Requires 5 in Void
Precision Strike Effect: When throwing 2 projectiles at a time, add half of void to damage. When throwing one at a time, add void to damage. OR, when throwing 2 projectiles, receive 1 free raise, and when throwing only 1 projectile, receive 2 free raises.
Senju:
Spoiler:
Commanders of nature, the Senju clan are a unique people who hold an affinity with the plant world. At their will, forests grow in an instant and assault their enemies, able to drain them for everything they are worth. It is rumored that members of the Senju clan were called to create Hidden Leaf with their ability, and again to help create hidden Forest.
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Bonus Attribute: User gains both the Earth and Water elements, however, this uses up their first two element slots. User also gains access to the wood element, without needing to train earth or water jutsu first.
Level 1 Requires 1 in Void
Option A:Verdurous Loyalty Effect: User can manipulate or attack with existing plants, vines and shrubbery. Plant deals damage equal to (base unarmed+void rating) at -1 accuracy. Can control a number of plant objects at once equal to nature rating, buteach additional object adds -1 accuracy. Objects have an HP equal to (void Rating*2). At Level 3, user can control small trees(considered 3 objects' worth, Level 4 user can force planks of wood to attak from trees(considered 4 objects' worth). A single object is roughly considered 1 large vine, small branch, etc., or the equivalent of 5 square feet of shrubbery, vines, overgrowth, etc. Roll Ninjutsu for Verdurous loyalty.
Cost: 5 CP per object.
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Option B:Mother Nature's care Effect: when in areas of natrually abundant plant life, user is able to gain back 3 HP and 3 CP/round. This increases to 5 HP/CP if the user goes on absolute defense, taking no actions.
Level 2 Requires 2 in Void
Resilience of nature Effect: When creating wood jutsu, the extra cost associated is reduced by 15% for rank 2, and 30% for mastered.
Level 3 Requires 3 in Void
Option A:Lush Forestry Effect: User gains one free raise each round to wood jutsu and Senju techniques when existing plant life is abundant within the area. Additionally, if using wooden weapons, user can expend 5 CP to add +2 slashing damage for the round by making it grow thorns(user is immune to thorns).
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Option B:Botany Effect: User is able to grow nearly any type of plant life. Difficulty is determined by a number of factors, including environment, familiarity with specific type, and resources(Don't expect to make a cure for a poison using plants you've never encountered. Speaking of, user is able to make any plant-based toxin or antidote from the shops, provided they meet the RP criteria(see sentence beginning with 'Difficulty').
Level 4 Requires 4 in Void
Option A:Rampant Growth Effect: Per point in void rating, Rampant growth will cover a 10 ft radius from the user, reduces movement speed by 10%, adds -2 to PD, and Verdurous Loyalty gains +1 object limit inside Rampant Growth.
Cost: 20 CP per point used, User and allies known are not effected by 'Rampant Growth.'
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Option B:Essence of Nature Effect: Requires Mother Nature ability, increases the gain to +7 HP and CP/round in areas of naturally abundant plant life. Increases to 9 HP/CP/round when on absolute defense.
Level 5 Requires 5 in Void
Extortionous Roots Effect: Targets bound in a user's Nature jutsu can be sapped of HP and CP equal to void rating each round, per object point used to bind. User gains 1/3 of this, rounded down. Targets trapped in this trying to initiate or use currently in play jutsu must make a roll each round of their jutsu versus the Senju's Ninjutsu+void rating(Keeping ninjutsu), if success, the jutsu activates and can be used as normal(including penalties they may have). If fail, the jutsu fails to initate, and user loses half the chakra of the initiation cost.
Kenhebi:
Spoiler:
With every part of their body as pliable as rubber, clan members of the Kenhebi operate under the guise that there is no position or rule than cannot be bent to their advantage. With practice, they are able to stretch their body to not only have dangerously deceptive reach, but to hide items within their belly and reach/get through areas a normal human just could not fit through because of their natural size and build.
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Bonus Attribute: +1 Agility or Logic
Level 1 Requires 1 in Void
Option A:Pliability Effect: When activated, user can add their void rating to grapple/escape checks, as well as basic melee accuracy. Additionally, Bashing damage received is reduced by 20%, minimum 1.
Cost: 10 CP/round.
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Option B:Viper Sense(Requires Fire Element)
Effect: User is able to 'detect' heat signatures and sources of heat, able to make checks of detecting this heat at +1 accuracy where applicable(stealth detection, etc). Costs 10 CP/round.
Level 2 Requires 2 in Void
Serpent's Agility Effect: User's body/ body parts may stretch up to 2x their length, the torso 4x, and the tongue/neck can stretch up to 10x its normal length.
Cost: 5 CP per limb, per round.
Level 3 Requires 3 in Void
Option A:Bottomless Stomach Effect: User can store a number of small/medium items in their abdomen equal to their void rating in points. Additionally, user may constrict an opponent when they are bound with Serpent's Agility to half of unarmed damage, rounded up(per limb used)
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Option B:Pit of the Serpent Effect: User joins the Snake Summoning Contract automatically.
Level 4 Requires 4 in Void
Option A:Slithering Presence Effect: Serpent's Agility now has double its reach, but at 7 CP per limb, per round. Additionally, The user's Limbs are now classified as chain weapons when Serpent's Agility. Finally, user may add Kenhebi rank to Agility/Reaction when determining Movement Speed and Defense, but must pay 30 CP/round instead of 10 to take advantage of these two boosts. Requires Serpent's agility.
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Option B:Shedding Effect: User is able to instantly shed their skin, complete with appearance of clothing. Shedding this skin removes weak-moderate poisons, heals weak-moderate wounds, and can be used with body switch.
Cost: 15% Max CP
Level 5 Requires 5 in Void
Unseen Bite Effect: Each round, user receives 2 free raises to be used with any Kenhebi abilities. Additonally, Pliability is lowered to 8 CP around, increasing Bashing damage mitigation to 20%, minimum 2.
Cursed:
Spoiler:
From crossing a demon, or making a deal with an unholy entity, maybe even passed down from a parent, your chakra is wretched. You have an attunement with dark energy, fueled by a curse that wishes to consume your very being. It is up to you to determine your destiny of putting this curse in check, or to let it control whats left of your miserable life.
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Bonus Attribute: +1 Willpower or Stamina
Level 1 Requires 1 in Void
Option A:Acquaintance Effect: User gains a second chakra pool equal to 20% of what they have. Jutsu used from this CP are considered Dark jutsu and one rank higher. If mastered, jutsu gains an additional +2 accuracy. Jutsu fueled by Dark CP must be 100% fueled by it, or it cannot be used.
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Option B:Unholy Guidance Effect: User is able to make stealth detections based on detecting chakra actively being used. For every 10 CP expended by a target, add +0.5 to the roll to detect them.
Level 2 Requires 2 in Void
Attunement Effect: User can transfer points from Willpower or Focus into another stat as they see fit, points limited by their rank in Cursed, lasting up to a number of rounds equal to Cursed Level. Attunement may pass stat caps in this fashion, adding to HP where applicable. When Attunement's use ends, user loses bonus HP, and if drops below zero, user passes out.
Cost: 2 CP per point transferred, per round.
Level 3 Requires 3 in Void
Option A:Manifestation Effect: Using a clone jutsu fueled by Acquaintance to initiate, clone now has HP value equal to 30*jutsu rating to summon it. Clone can perform all jutsu user can(but cast at rank 1). Additionally, user can cast a Dark element jutsu one level higher than their ninjutsu rating, but without bonuses from this Archetype, nor can it be trained until reqular prerequisites are met.
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Option B:Eroding Soul Effect: Requires Acquaintance. Acquaintance's Dark CP pool jumps to 40%. Additonally, if the user has the water element, they may use CP from the Acquaintance pool to create the caustic element.
Level 4 Requires 4 in Void
Option A:Embodiment Effect: Once a day, the user can allow the curse to completely take them over. The user suffers damage of 40 HP to initiate and -10 HP per round to maintain, but for the remainder of combat, ALL of their attacks are increased 30% in damage and/or increase buffs/debuffs by 1 in the users favor.
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Option B:Corrosion of Humanity Effect: User is able to tap into the personal desires of the human soul, turning it on the user to gain partial control over their actions by forcing them to believe this desire will come true through following the Cursed user's commands. Treated as a genjutsu, takes 1 raise and a full round to take effect. Additional raises may be necessary depending on severity of commands opposing the target's personal morals, relationships, etc. Each failed or broken attempt adds -2 to the roll for that target for the combat. Lasts 5 rounds. Commands such as Kill Yourself or obvious suicidal commands won't work(fighting another person is not considered suicide, since you can instinctively fight back)
Cost: 70 CP, 4 MP, no handseals, but requires eye and vocal contact.
Level 5 Requires 5 in Void
Infusion Effect: User is able to temporarily 'inject' their curse into an opponent. Lasts 5 rounds, target loses Focus and Willpower equal to user's Void rating.
Cost: 15*Void rating to perform, rolls Ninjutsu.
Last edited by Kei on Wed Dec 31, 2008 6:31 am; edited 2 times in total
You stand there with a heavy breath, staring at your downed foe. You've just unleashed your biggest attack which ate up most of your energy, certainly putting normal men out of commission. Yet deep down, something doesn't feel right. Your fears are soon confirmed when he slowly picks himself up off the ground, with a smile and a crack of the neck, he comments about a good warm up. At this point, you're now questioning whether you are fighting something even human, someone with a fist-sized hole clear through their shoulder and not thinking twice about it.
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Bonus Attribute: +1 Stamina or Willpower
Level 1 Requires 1 in Void
Option A:Strengthened Core Effect: User may add their Void rating to Willpower when calculating HP(in short, add 10 HP per point in void rating).
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Option B:Indomitable Will Effect: +1 to genjutsu resistance. Additionally, genjutsu used against you is considered 1 rank lower in effects.
Level 2 Requires 2 in Void
Hardened Soul Effect: User halves all debuffs received from pain or genjutsu. Does not apply to 'real' debuffs that inhibit or cripple the senses.
Level 3 Requires 3 in Void
Option A:Inner Strength Effect: When at 15% or less Max HP, user may use their void rating in place of any rating on checks, should the original be lower than the void rating(If a user had a 2 in Taijutsu and a 3 in void rating, they would use the 3 instead)
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Option B:Enduring Pain Effect: Damage from jutsu that lasts longer than
1 round is reduced by 30%. Requires Indomitable Will.
Level 4 Requires 4 in Void
Option A:Undying Body Effect: User gains a free point to armor rating without penalty. This effect doubles when actively defending. Additionally, Defensive type jutsu are 20% stronger.
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Option B:Godly Resolve Effect: When the user hits 0 HP, they may choose to stay conscious by expending 5 CP per round. Any further damage received takes from the user's remaining CP instead of HP until they pass out.
Level 5 Requires 5 in Void
The Mountain's Perserverance Effect: When adopting Active Defense, Iron Will users can choose to roll a number of dice equal to Stamina Rating, and add the Stamina stat to this roll. This is the amount of damage they are able to soak for the round. Useable every other round, each use after the first adds a penalty of -5 to how much they can soak.
Cost: CP equal to half the actual damage soaked.
Meister:
Spoiler:
Training themselves in the art of a preferred weapon, Meisters take armed combat into territory unreached by others. Through their entire lifetime, a meister will never switch to a weapon that is not of their favored class, and it is rather common for meisters to not even change the weapon itself. Once they come to know its exact weight, handle, flaws, they no longer treat it like a weapon, but as a personal friend who will never let them down.
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Bonus: +1 Focus or Strength
Level 1 Requires 1 in Void
Option A:Lightning Reflexes Effect: The character's reaction is added to their Agility for the purpose of determining initiative. In addition, your character may draw weapons for half of their standard MP cost. If only drawing 1 weapon in a round, treated as a free action.
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Option B:Bodily Extension Effect: Your weapon is a part of you. For actions dealing with your weapon, ignore penalties imposed on you from opponents, up to half of your void rating.(If your void is 2, you can ignore -1 penalties dealing with your weapon from things like genjutsu, etc)
Level 2 Requires 2 in Void
Economy of Motion Effect: For every 2 basic attacks in a row the user makes, they can make a third, free attack, not augmented by any abilities. A dual wielded basic attack counts as one attack.
Level 3 Requires 3 in Void
Option A:Weapon Attunement Effect: Anyone attempting to explicitly inhibit or remove your ability to use your weapon must make an additional raise to do so(minimum 1). Includes: Binding weapon, disarming weapon, etc. You receive a free attack on that user(where applicable) that cannot be actively defended against if they fail to do so.
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Option B:Reciprocate Effect: User may 'attack' a ranged jutsu in-transit, no bonuses. On success, the jutsu is destroyed. Taking one raise, they may attempt to return it back at the target. Cost is 50% of the jutsu's normal CP cost, MP equal to the jutsu's usage.
Level 4 Requires 4 in Void
Option A:Penetrating Strike Effect:+1 Critical range with weapon.
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Option B:Guiding Hand Effect: Once every other round, the user can apply Guiding hand to an action with their weapon. Should that action miss, it is rerolled, no bonuses. Useable a number of times a day equal to void.
Level 5 Requires 5 in Void
Life Partner Effect: Your weapon is for all intensive purposes considered one of your closest friends or family members. Spending 1 MP and 7% MAX CP, you may increase the TOTAL amount of your bonuses from common abilities by 50% to an action with chosen weapon. Stackable twice, cannot be combined with any other archetype abilities.
Raw Talent:
Spoiler:
Noone is sure who or where you come from. Your natural abilities are either minor or too unique to fully understand, always leaving you as a questionable variable in any confrontation. However, one thing is certain: Your village considers you a vital asset, and your enemies a foe that can never be underestimated at any cost.
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Bonus Attribute: +2 divided amongst your attributes as seen fit.
At Each Level Receive one of the following
*An extra ability/style slot. (Maximum of 3)
*The level 1 ability of any archetype (Maximum of 2)
*Extra custom slot.
*+5 to maximum total attirbute points (Maximum of 1)
*A free raise each round to be put towards one type of action: Offensive or defensive ninjutsu, genjutsu, or taijutsu. (No more than 2 of an offensive action of each type, no more than 2 of a defensive action of each type.)
*+1 bonus element slot.(Maximum of 1)
*+1 second bonus element slot(this second bonus element slot would cost 2 slots instead of 1)(Maximum of 1)
Raw Talent bonuses currently in use: Raw talent allows the use of 31 different archetypes, totalling 62 different options. Therefore, there is no need for any two people to currently be sharing any Archetype L1 options. This is a list of Archetype options currently in use through raw talent. If its on this list, it is considered 'locked' to others who select the raw talent ability.
Below is a list of archetypes currently taken. Those marked with an asterisk are currently locked out because they have two or more active members using it.
Raw Talent Users
Because each build of Raw Talent potentially allows something uniquely different, for now, there is no limit to the quantity of how many people can select this archetype. However, Raw talent allows the use of 31 different archetypes, totaling 62 different options. Therefore, there is no need for any two people to currently be sharing any Archetype L1 options. This is a list of Archetype options currently in use through raw talent.
If its on this list, it is considered 'locked' to others who select the raw talent ability:
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