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A literate and semi-literate Naruto-based role playing guild. Active in 2024! 

Tags: Naruto, Roleplay, Boruto, Shinobi, Ninja 

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Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100
PostPosted: Tue May 03, 2022 8:33 pm
▰ Inventory System
RPC's can no longer start with as many items as they want. Instead, you can choose to have your character start with up to 2 bundles of Shuriken or Kunai, and a small or medium sized weapon, so long as they don't go over their inventory capacity.

Shinobi Revolution's inventory system assigns RPC's an inventory capacity dictated by their chosen classes. Rather than give items individual weights, the amount of space an item uses corresponds with their size. Inventory space is described as units.

Single Shuriken/Kunai: 1 unit
Small items and Light Armor: 5 units
Bundles of items (shuriken/kunai), 20 per bundle: 10 units
Medium items and Medium Armor: 10 units
Large items and Heavy Armor: 20 units


Additionally, custom and unique items do not take up any inventory space. Armors do not use inventory space while being worn.

Academy students have an inventory size of 10, and can start with either 1 bundle of Shuriken or Kunai, or a single small or medium sized weapon.

Below you can find a list of items commonly found and purchasable from any thread containing a shop.


▰ Common Market
    ▰ Weapons
    ▰ Small Basic Weapon [x1]
    300 ryo
    Using basic materials, the current smelter creates a small weapon for his customer. (Short sword, dagger, etc.) Material can any that the user desires.


    ▰ Medium Basic Weapon [x1]
    400 ryo
    Using basic materials, the smelter creates a medium sized custom weapon for his customer. (Katana, nodachi, etc.) Material can any that the user desires.


    ▰ Large Basic Weapon [x1]
    500 Ryo
    Using basic materials, the smelter creates a large sized custom weapon for his customer. (Great sword, naginata, etc.) Material can any that the user desires.


    ▰ Small Enchanted Weapon [x1]
    600 Ryo
    Using elemental materials, the smelter creates a small weapon for his customer. (Short sword, dagger, etc.) This weapon is made with as if coming from a master level enchanter, allowing the user to place one of the basic effects only on their weapon. Custom enchantment effects must be approved in the approval forum.


    ▰ Medium Enchanted Weapon [x1]
    800 Ryo
    Using elemental materials, the smelter creates a medium sized weapon for his customer. (Katana, nodachi, etc.) This weapon is made with as if coming from a master level enchanter, allowing the user to place one of the basic effects only on their weapon. Custom enchantment effects must be approved in the approval forum.


    ▰ Large Enchanted Weapon [x1]
    1100 Ryo
    Using elemental materials, the smelter creates a large sized weapon for his customer. (Great sword, naginata, etc.) This weapon is made with as if coming from a master level enchanter, allowing the user to place one of the basic effects only on their weapon. Custom enchantment effects must be approved in the approval forum.


    ▰ Metal Dummy [x1]
    700 Ryo
    An iron doll the size and shape of a fully-grown adult. It weighs roughly a ton and is used primarily for training due to its durability and weight. Can be made into your likeness for no extra charge, along different fun engravings (up to one) as well that may be activated later.


    ▰ Projectile Pack: Small [x1]
    200 Ryo
    A package of ten small projectiles. What you get in the package is up to you. (Shuriken, senbon, etc.) Paying the price of the small enchantments along with this allows for each individual projectile to be enchanted.


    ▰ Projectile Pack: Medium [x1]
    300 Ryo
    A package of ten medium sized projectiles. What you get in the package is up to you. (Kunai knives, thick needles, etc.) Paying the price of the medium enchantments along with this allows for each individual projectile to be enchanted.


    ▰ Projectile Pack: Large [x1]
    400 Ryo
    A package of three large projectiles. What you get in the package is up to you. (Fuma-shuriken, twin-sided kunai, etc.) Paying the price of the large enchantments along with this allows for each individual projectile to be enchanted.


    ▰ Custom Projectiles
    100 Ryo
    When purchasing projectile packs you may ask to see specially designed projectiles. At the cost of an additional 100 ryo, you may obtain these nifty looking items. (Ex. If you want 10 shuriken shaped like snowflakes, purchase Projectile Pack: Small, and pay the additional ryo.)


    ▰ Gun Powder [x1]
    500 RyoRequires Jounin or higher rank
    A large heavy barrel filled to the brim with the coarse black powder. Requires a three post set up time along with an explosive catalyst (one for each group of gunpowder), but each barrel provides an explosion equivalent to an A ranked bomb blast. This blast is calculated in resources cost, meaning that it can be stacked infinitely and set off all at once for a single activation.


    ▰ Explosive Catalyst [x3]
    100 Ryo
    Fuses, Wires, Chakra Nodes, etc. The selection comes in packs of three. Covers any trigger method the user could imagine, however no matter what, the user must be within the same topic as the detonation. One catalyst will detonate every explosive in a single group.


    ▰ Smoke Bombs [x3]
    100 Ryo
    A pack of 3 vision-obscuring bombs (any color that the user desires). While in a smoke cloud, Shinobi who have not trained in Juurai Toorima are denied their agility stat bonuses while they remain in the smoke.


    ▰ Explosive Notes [x6]
    150 RyoRequires 200 xp
    A set of explosive notes that are used in most ninja's arsenals. Only one may be used in a given post (unless otherwise stated, aka origami clan) provides up to a B ranked explosion for a flat [40] chakra cost and no activation. The backs of each paper are coated in a stick substance which allows them to be placed on nearly any solid surface.


    ▰ Highly Explosive Notes [x2]
    300 RyoRequires 200 xp
    A set of explosive notes that are used in most ninja's arsenals. Only one may be used in a given post (unless otherwise stated, aka origami clan) provides up to a A ranked explosion for a flat [80] chakra cost and no activation. The backs of each paper are coated in a stick substance which allows them to be placed on nearly any solid surface, along with a water proof coating for all those suiton users out there!


    ▰ Specialty Gourds [x1]
    200 Ryo
    A large gourd that can be used to hold many items, sand, or can even be converted for insect usage! Comes with a durable sash to hold it close to your body


    ▰ Wire [x1]
    100 Ryo
    A 10 yard length of flexible wire that is capable of being used for swinging around objects, being attached to places, & any other kind of rope-like activity.


    ▰ Pet's Specialty [x1]
    xxx ryo
    By adopting the cost of anything on this list the buyer may adapt it's use for pets. This includes ranged weapons, swords, etc. As long as the appropriate ryo and ranks are acquired that is.


    ▰ Armor
    ▰ Flak Jacket: Light [x1]
    250 RyoRequires 400xp
    Armor Type: Light.
    A standard warrior’s basic armored jacket with pockets for scrolls. It provides basic protection similar to a village genin’s jacket, and comes in a variety of colors.


    ▰ Flak Jacket: Medium [x1]
    500 RyoRequires 700xp
    Armor Type: Medium.
    A regular's jacket with pockets for weapons and scrolls. Provides decent protection for someone with the same sense of strength and leadership as a village’s chunin, and comes in a variety of shapes, styles, and colors.


    ▰ Flak Jacket: Heavy [x1]
    800 RyoRequires 1,100xp
    Armor Type: Heavy.
    An elite's jacket, on par with the quality of a hidden village’s Jounin, with pockets for weapons and scrolls. Provides decent protection for an elite warrior, and comes in a variety of shapes, styles, and colors.


    ▰ Steel-Reinforced Jacket [x1]
    1000 RyoRequires 800xp
    Armor Type: Medium. This intricates of this armor prevent it from being repaired while still in battle, even if the user is capable of fixing them with a jutsu.
    A flak jacket that has been reinforced with a layer of steel, adding to the strength and durability of this piece of armor. This style of armor is able to take one extra successful hit in it's durability before it degrades in rank.


    ▰ Bomber’s Trench Coat [x1]
    600 Ryo
    Armor Type: Light, Medium against any jutsu or item that involves explosions.
    A trench coat made of flimsy-wavey materials. Thanks to its design, it disperses shockwaves from blasts rather well.


    ▰ Stealth Hunter Jacket [x1]
    800 RyoRequires being a Oinin or Special Ops regular
    Armor Type: Light.
    Made to camouflage the user in any environment, this jacket is designed is made with a custom fit to the Onin and their chakra signature so that no others may use it. For a flat D ranked amount of chakra per post the user is has their physical presence remove from sight. This only applies to sight however, and not other sense's of detection or each doujutsu's special type of visual detection.


    ▰ Bulletproof Vest [x1]
    1100 Ryo
    Armor Type: Medium if by itself, Heavy when dealing non-chakra based projectiles.
    A padded vest that can be added to any unmodified piece of armor in order to increase it's perfection against non-ninjutsu based projectiles.
    When worn by itself it provides it's protection only to the chest area, however, this may be added to any of the bought flak jackets or custom armor. If added to custom armor this ability takes up a single ability slot. Additionally, when adding to armor that is already heavy tier the added protection allows for defensive techniques to be treated as overwhelming when interacting with the projectile.


    ▰ Vanguard's Plating [x1]
    1600 RyoFull Set
    Armor Type: Heavy if worn by itself, otherwise adopts the benefits and drawbacks of the armor it's being added to. If added to a custom armor this trait consumes an ability slot.
    An extremely durable scaled plated armor set that can either be worn on it's own or added/reinforced to any armor to make it more resistant to physical attacks. Any basic combat or simple based buki/tai has it's stat bonuses removed assuming that it hits the armor.


    ▰ Shock Absorbing Plating [x1]
    1500 RyoFull Set
    Armor Type: Heavy if worn by itself, otherwise adopts the benefits and drawbacks of the armor it's being added to. If added to a custom armor this trait consumes an ability slot.
    Traditional plating that resembles samurai plating when worn. Any effects that would change the classification of a technique that hits this armor (i.e. Simple being treated as Complex) are negated when striking the armor. Stat bonuses do not apply.


    ▰ Specialty Armor [x1]
    1500 RyoFull Set
    Armor Type: Varies
    A set of light, medium, or heavy armor built for a specific purpose. Examples include: steam armor (protects against steam/single bloodline element), mobility armor (less clunky and hindering, but slightly less durable), strength armor (superbly heavy, but offers the best protection), anti-weapon (protects very well against one type of weapon), insulated (protects against a single element), etc. Cannot be augmented with the armor platings bought in this store.


    ▰ Greasy Spandex Suit [x1]
    350 RyoFull Set
    Armor Type: Null
    Don't ask where the grease came from! This rubber suit is one of a kind and will come in any design or color that the user wishes. It's skin-tight but breathable design allows it's wearer go not only slip through cracks meant for half their size and weight, but is also coated is a slippery chakra coating that causes foriegn chakra to slide off of the body. Any non-projectile jutsu effect that makes contact with the wearers body now requires an additional amount of 1.5x the cost be paid or the foriegn chakra slides off. This effect does not stack with overwhelming and is overridden if the user's gains an overwhelming that would otherwise defend from the invading jutsu.


    ▰ Armor Enchantment [×1]
    900 ryo
    Nearly exactly like the weapon enchantment ability, the shopkeeper will enchant any armor of the users choosing as if it were being enchanted by a Master level craftsman. Effects added may chosen by the user but custom effects must still be approved in the approval thread.


    ▰ Pet's Specialty [x1]
    xxx ryo
    By adopting the cost of anything on this list the buyer may adapt it's use for pets. This includes armor, flak jackets, shields, etc. As long as the appropriate ryo and ranks are acquired that is.


    ▰ Thick Hide Gloves [x1]
    200 Ryo
    Armor Type: Light.
    Meant for use among heavy machinery, these gloves can continue to function under adverse conditions and are known for their incredible durability.


    ▰ Steel Hand Gloves [x1]
    550 Ryo
    Armor Type: Medium.
    A set of gloves with hard steel plate lining the palms. These plates are capable of withstanding a few direct hits from a heavy weapon.


    ▰ Steel Plated Gloves [x2]
    500 Ryo
    Armor Type: Heavy.
    A steel plate for the arm which is capable of protecting against most weaponry.


    ▰ Blast Away Shield [x1]
    200 Ryo
    Armor Type: Treated as Heavy armor with the overwhelming trait, but degrades after a single use. Max stack one.
    A flimsy arm shield capable of absorbing and dispersing attacks across it's surface. Because of it's design the shield will fall away after a single attack but will keep it's owner safe from harm while doing so.


    ▰ Chakra Dissonance Gloves [x1]
    3500 Ryo
    Armor Type: Light
    Allows the user to disperse any chakra that is made contact with. When coming into contact with any technique that involves the use of chakra it will be dispersed by paying the amount of chakra used in the technique must be twenty plus the equivalent of the power of the technique. ( If something is made with 100 chakra, 120 chakra must be used to disband it. ). Consumes an activation.


    ▰ Sealing Arm Brace [x1]
    1000 Ryo
    Armor Type: Heavy, but does not incur the typical armor penalties due to the above restrictions.
    A heavy brace that prevents the spread of infection, bodily or otherwise, through the area of the body surrounded by it. This effectively renders a limb immobile when placed on it. It is sealed shut by five locks, which are held in place by a one-time cost of 500 Chakra. While it is worn, all Taijutsu and Bukijutsu techniques cost 10 more Stamina to execute.


    ▰ Vambraces [x1]
    1000 Ryo
    Armor Type: Heavy. Wearers fully acclimated to these ignore up to a 2 stats worth of an opponent's fortitude, as well treat opponent armor as if it were on tier lighter when striking with the vambraces.
    A set of two very heavy braces to be used primarily in Taijutsu training. When worn, they cost the user 20 extra stamina for every Taijutsu or Bukijutsu technique executed, or a base of 5 Stamina per post of activity. After wearing them for 200 posts the extra cost disappears.


    ▰ Steel Toe Boots [x2]
    450 Ryo
    Armor Type: Light.
    A set of boots with hard steel plate lining in the toe. These plates reinforce the boot and give extra striking power to kicks but at the same time adding just a hair more weight to the leg.


    ▰ Steel Leg Guard [x2]
    500 Ryo
    Armor Type: Medium
    A steel plate for the legs which is capable of protecting against most weaponry, taijutsu and bukijutsu. Can also deliver a bit more damage in kicks due to the weight and strength of the steel.


    ▰ Chakra Rebound Boots [x2]
    3500 Ryo
    Armor Type: Light
    Allows the user to dispense a chakra based technique with a kick. The amount of chakra used to disperse the technique must be twenty plus the equivalent of the power of the technique. The boots draw the chakra from the user when they come into contact with a chakra based technique. ( If something is made with 100 chakra, 120 chakra must be used to launch it back. ). Consumes an activation.


    ▰ Iron Leg Braces [x2]
    1000 Ryo
    Armor Type: Heavy, but treated as not having the armor drawback after 200 posts.
    A set of two very heavy braces to be used primarily in Taijutsu training. When worn, they cost the user 20 Stamina extra for every Taijutsu or Bukijutsu technique executed, or a base of 5 Stamina per post of activity. After wearing them for 200 posts the cost remains but the user can now move as they normally would. When the braces are removed they receive a [1] speed increase to their stat.



    ▰ Scrolls & Books


    ▰ Medicine & Poisons


    ▰ Trade Goods


    ▰ Tools of the Trades
 
PostPosted: Tue May 03, 2022 8:34 pm
User Image


▰ Description:
Ninjutsu refers to any technique that utilizes chakra and allows the user to perform actions a normal person would otherwise be incapable of doing. The ninja of this class rely mainly on the use of chakra and handsigns to perform ninjutsu, in order to create a mass variety of offensive, defensive, and supportive results. This class is granted amazing control over the elements, as well as boasting the highest base chakra pool among any other classes.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• Maruton [ Null Release, ] and Fuuinjutsu [ Sealing Techniques ] are universal techniques. Everyone is capable of using them to an extent, and are both counted as the same element, in regards to technique mirroring.
• Maximum energy pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• The ninjutsu class mirrors it's slots between the two base elements of the user and Maruton techniques. Elements beyond the first and secondary element do not mirror unless you are have the Harsh Elementalist discipline.
• This class grants a cap of [4] per stat. If your other class grants a higher stat cap then that cap supersedes this.

Elemental Status
• Some ninjutsu techniques make use of special Elemental Statuses, these are applied to Base Elemental ninjutsu, the statuses corresponding with each element are as followed; Fire - Burn, Water - Drench, Earth - Petrification, Lightning - Paralyze, Wind - Vertigo
• Those with Ninjutsu class as a single class, may apply a weaker form of Elemental Status appropriate to the element used to all Base Elemental Ninjutsu. If single classed, use the following scale: Tier 1 E-C | Tier 2 B-S
• Those with Ninjutsu class as a specialization may apply the Elemental Status appropriate to the element used to all Base Elemental Ninjutsu. If Specialized, use the following scale: Tier 1 E-D | Tier 2 C | Tier 3 B-A | Tier 4 S-S+
• Ninjutsu Class chosen as part of the End Game system for a third class uses the Single Class scaling and cannot gain the Specialized scaling, even if the user has Ninjutsu already as a base class.
Ninjutsu Jutsu that have a preexisting status effect takes precedence and follows the scaling which is present in the technique. These are applied even if you are not of the Ninjutsu Class.


Quote:
▰ Disciplines:
Harsh Elementalist: The user starts with an additional element at D rank. In addition, at C rank and A rank, the user receives an additional element each. Ninjutsu class slots are mirrored per element, including maruton. The Elementalist's wide understanding of the elements reduces the cost of their elemental ninjutsu by [1] whole rank without losing their potency but elemental ninjutsu cannot be lowered in cost beyond this. Additionally, the user can choose [1] elemental status effect upon the character's creation that will cruelly apply at [1] tier higher than the rank of the technique at a maximum of the fourth tier on contact.

Elemental Mastery: The user's ninjutsu gains the ability to overwhelm techniques of the same rank. The overwhelming trait only applies to a single element at D rank, increasing to two at A rank. Overwhelming properties do not apply to techniques above S Rank. In addition, each rank that you gain an overwhelming property the user gains a free Element PA that allows the user to augment their ninjutsu that gained the property with an additional effect for no resource or action payment, allowing the user's ninjutsu to shine. You gain an additional 4 Ninjutsu per body rank that are dedicated to their primary element. Also, the user gains access to Augment Skill Lines for the cost of it's primary technique slot and is not required to pay additional slots for skills in this line. Finally, the user's two chosen overwhelming elements can be combined into [1] advanced nature kekkei genkai that counts as a free implant. This implant does not consume an implant slot but does have the restrictions of the implant system. The implant does not carry the overwhelming factor of its base elements through this discipline. This discipline cannot be taken with the Dual Ancestry discipline from Bloodline Class.

Genius Keystone: You may create a "keystone" technique; this technique is essentially a Ninjutsu ninja's signature move, with power, aesthetic flair and versatility as described in the Keystone Guideline. In addition, you are able to use your third action for any ninjutsu, whether it is offensive or defensive, once every two turns. This discipline may not be taken in conjunction with another Keystone Discipline. Finally, Genius Keystone Ninja have the ability to Korabo their ninjutsu for [1] action to boost the rank of the korabo'd technique by [1] up to S+ rank with varying cool downs depending on the rank of the techniques.
E-D - None
C-B - 1
A-S - 2
S+ - 3

    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
▱▰▱Inventory: 10
Base Jutsu Limits:
▱▰▱10 Ninjutsu slots.
▱▰▱5 Genjutsu slots.
▱▰▱1 Taijutsu Style.
▱▰▱OR
▱▰▱1 Bukijutsu Style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu Style.
▱▰▱OR
▱▰▱+1 Bukijutsu Style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100
PostPosted: Tue May 03, 2022 8:37 pm
User Image


▰ Description:
Genjutsu (Illusionary techniques) refers to any technique that utilizes chakra, requires hand signs, and has results that affect the target's mind in some way. The ninja of this class rely on creative and sneaky methods to apply their genjutsu to their opponent in order to inflict horrid mental and internal results. Genjutsu shinobi boast powerful techniques and a high chakra pool, but fall short in physical aspects.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• While all classes have some capacity for the Genjutsu arts, those of the Genjutsu Class make more liberal use of it. It is advised those who take this class to become familiar with the Genjutsu system in the first post. There are three kinds of primary genjutsu types with a supplementary fourth kind; these are Illusory, Enchantment, Instance and then finally Chain. Genjutsu also deals with two status systems known as Mental Stress and Insanity, which are all further described the in the Genjutsu technique listing.
• This class grants a cap of [4] per stat. If your other class grants a higher stat cap then that cap supersedes this.


Quote:
▰ Disciplines:
Lasting Hypnosis: The user's genjutsu prowess has achieved a heightened level of potency and lingers for longer. The primary sense of any genjutsu that was released using Kai lingers for [1] additional post. This residual effect is minor because the manipulation of the target with the technique has ended. For example, a complete darkness sight genjutsu that was dispelled may leave the lingering feeling that the world is still a bit darker than it is in reality. If a genjutsu used a mental status effect then it will linger for [1] post longer at one level below what it was before at a minimum of level one. Originally level one mental status effects are too weak to linger. The base duration of your genjutsu are increased by [1] post at E-C, [2] at B-A, and [3] at S and above. Instance genjutsu are not affected by an increase of duration but instead cannot be dispelled by kai and only by pain. Genjutsu upkeep lessens by [5] Chakra per body rank and non-Instant are applied with overwhelming up to S Rank, requiring lingering genjutsu to use [1.5x] the resource to Kai.

Master of Deception: With genjutsu, realism and the sensory ability of the target factor heavily into the ability of the victim to realize they are in a genjutsu. The illusionist chooses [1] Sense of Specialization that will render a genjutsu cost [1] rank less if the casted genjutsu's primary sense is their specialization. Genjutsu that use the illusionist's Sense of Specialization as the primary sense become resistant to the sensory powers of sages and non-Infinite Perception discipline scholars. This resistance means that the genjutsu will go unnoticed from these abilities. Since the illusionist has become so adept in their Sense of Specialization they may always weave it into genjutsu as an Additional Sense unless it would bring the illusion's sensory control above the [5] limit. The illusionist may also always select any Additional Sense that is not their Sense of Specialization to add to a genjutsu as long as it does not exceed the cap of [5] manipulated senses.

Sense of Specialization: [ Must be chosen and listed here on character creation. Requires a profile respec to change. ]

Unbreakable Mind: A genjutsu user must, at all times, learn what it takes to make one's illusions more believable. This expertise helps the user learn to identify that which others use and these shinobi build their mental fortitude to a laudable degree. Genjutsu cast upon shinobi of this discipline are easier to discern as fake and are treated as one rank lower to kai and as one tier lower for pain [ minimum of tier one and maximum of tier three ]. Furthermore, they are uniquely able to resist overwhelming instance genjutsu. These mentally strong individuals are also able to choose one sense of resistance. If a genjutsu uses that sense as the primary then they can release themselves at half the chakra cost.

Sense of Resistance: [ Must be chosen and listed here on character creation. Requires a profile respec to change. ]

    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
▱▰▱Inventory: 5
Base Jutsu Limits:
▱▰▱5 Ninjutsu slots.
▱▰▱10 Genjutsu slots.
▱▰▱1 Taijutsu Style.
▱▰▱OR
▱▰▱1 Bukijutsu Style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.
▱▰▱+1 Taijutsu Style.
▱▰▱OR
▱▰▱+1 Bukijutsu Style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 
PostPosted: Tue May 03, 2022 8:38 pm
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▰ Description:
Taijutsu ( Body techniques ) are basic forms of purely physical techniques, which typically require neither chakra nor handsigns. Taijutsu ninja attempt to deal outer damage in mass quantities, whether this is achieved by multiple strikes, or powerful single blows. However, unlike other methods of physical attack, the damage dealt is typically blunt and elementless; resulting in broken bones and exhausted opponents.
Although they have durable and swift bodies, the average taijutsu user has a rather low chakra pool.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• When you select this class you may choose [1] and only [1] Signature Style of taijutsu to be listed beneath your chosen discipline. The Signature Style is the martial art that the warrior relies on the most and thus [1] custom technique slot that is representative of the Signature Style is added per stage of the style mastered. Up to [6] Signature Style-based custom technique slots are added once all six stages have been mastered. The Signature Style can be changed at any time without a respec. Specialists can only choose [1] Signature Style. Place this code beneath the chosen Taijutsu discipline's description:
• This class grants a cap of [8] per stat. Take this stat cap even if your other class's cap is lower.

Signature Style: [ Insert the taijutsu style you use the most here ]


Quote:
▰ Disciplines:
Berserker: Your external training and devotion to taijutsu has allowed you to have a [+1] stat increases to Strength and Endurance. Your hardened body naturally is as protective as Heavy Tier armor without its drawbacks. Degradation of the user's natural defenses applies in the same manner as armor. Once depleted, any damage the user takes, no matter the rank of damage applied increases the user's strength and speed by 1 stat point each for two posts up to 9 points. Should the user take additional damage before the end of the second post, the increase stacks, refreshing it's active time.

Battlefield Presence: The user's powerful presence on the battlefield strikes terror into their foes. Opponents are able to sense the user's terrifying fighting spirit five feet from the user per body rank of the user through chakra sense. Those within range can have this radiating fearful aura become the trigger for genjutsu, allowing genjutsu to be cast by acknowledging the user. In addition, should an opponent be targeted by a melee technique that is greater in rank than the target's body rank that target has tier two paralysis applied to their legs, requiring it to be broken by Kai equal to the user's body rank, costing the target no action for that specific instance of kai.

Brawler: Your taijutsu is just one side of your skill, as you are also versed in utilizing ninjutsu as well. Your Speed and Agility are enhanced by [+1] and you gain an additional [4] ninjutsu slots per rank. Once every other post all three of your actions in a post can be used for offensive taijutsu. Additionally, the user gains a keystone technique and two additional custom slots for taijutsu. Refer to the Keystone Guideline for more information.

    ▰ D-Rank
Base Resource Pools:
▱▰▱175 chakra.
▱▰▱275 stamina.
▱▰▱Inventory: 10
Base Jutsu Limits:
▱▰▱5 Ninjutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+30 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+30 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+40 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
 

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100
PostPosted: Tue May 03, 2022 8:39 pm
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▰ Description:
Bukijutsu ( Weapon techniques ) are attacks that utilize various forms of powerful tools in order to achieve severe and swift results. Those of this class are often dedicated to their weapon of choice—acting as if it were a beloved member of the family. Through this love and devotion, the shinobi is able to carve his or herself into a lethal weapon all their own. Like taijutsu, most bukijutsu do not require hand signs or chakra, but rather than causing blunt physical damage; weapon techniques deliver morbid damage. Slashes, smashes, stabs, and skewers: the end result of a bukijutsu attack may depend on what kind of weapon is actually being used, but such results are always tremendous. Just as the weapons they wield, the shinobi of the bukijutsu class come in all shapes and sizes; one need only have a dedicated heart to follow this path.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• When you select this class you may choose [1] Signature Style of Bukijutsu to be listed beneath your chosen discipline. The Signature Style is the martial art that the warrior relies on the most and thus [1] custom technique slot that is representative of the Signature Style is added per stage of the style mastered. Up to [6] Signature Style-based custom technique slots are added once all six stages have been mastered. The Signature Style can be changed at any time without a respec. Specialists can only choose [1] Signature Style. Place this code beneath the chosen Bukijutsu discipline's description:
• This class grants a cap of [8] per stat. Take this stat cap even if your other class's cap is lower.

Signature Style: [ Insert the bukijutsu style you use the most here ]


Quote:
▰ Disciplines:
Juggernaut: The user suffers no restrictions of movement or drawbacks from any armor tier they wear. In addition, armor they are actively wearing are increased by two ranks in durability and techniques that are increased in effectiveness against armor do not gain that bonus against the user. The user gains a [+1] stats boost to strength and endurance. Once every three posts, the user is able to defend an attack without paying an action for the technique, instead spending it upon an offensive action if the user chooses.

Expert: The user has achieved a sense of mastery and focus unlike others and are known as an Expert, a dedicated focus over a weapon they use to near perfection. The shinobi can pick a single weapon, or two if dual wielding, to apply this focus toward with examples such as Katana, Spear, Bows or even Dual Daggers. They acquire a Keystone technique that is unique to them with an additional 2 Custom Techniques derived of this special ability. Refer to the Keystone Guideline for more information. They gain a [+1] boost to both speed and agility & techniques cost [5] less Chakra and/or Stamina per rank of the technique when wielding attacks with their specialized weapon in attack or defense. With a minimum of 5 chakra or stamina paid.

Mystic Hero: The user has become adept at blending their ninjutsu and bukijutsu. The user is able to cast ninjutsu from their weapon without the use of hand signs by making any flourish or deliberate movement to cast the technique in the direction the weapon is commanded. This requires the same amount of time as the forming of hand signs to cast ninjutsu. They are also able to Korabo 1 ninjutsu and 1 bukijutsu together with varying cool downs for a single action.
E-D - 0
C-B - 1
A-S - 2
S+ - 3

    ▰ D-Rank
Base Resource Pools:
▱▰▱175 chakra.
▱▰▱275 stamina.
▱▰▱Inventory: 10
Base Jutsu Limits:
▱▰▱5 Ninjutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+30 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+30 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+40 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Bukijutsu style.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+25 chakra.
▱▰▱+50 stamina.
▱▰▱+200 chakra/stamina upon first time
achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +30
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
 
PostPosted: Tue May 03, 2022 8:41 pm
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▰ Description:
Ever the specialists, scholar class shinobi are well-studied in the schools of sealing, sensory, and summoning. They are masters of these specialized fields of ninjutsu which lend well to a supportive role on the battlefield but scholars are still more than capable of standing on their own. Scholars can learn restricted sealing and sensory techniques, conjure animals to aid them with greater power than others, see through illusions, weaken enemies with debilitating seals, and much more.

▰ Notes:
• Allows you to have access to both sealing techniques which are not universal, as well as sensory techniques.
• Unless specified otherwise by a discipline, both sensory and sealing techniques are subtracted from your total ninjutsu count.
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• Scholars are focused on a niche set of abilities such as Fuuinjutsu and gain exclusive access to the Sensory techniques.
• Scholar characters may also want to pay close attention to the Summoning system as well as the unique Jamming Status and Hex Status located in the Poison & Status system.
• Scholars are automatically of the Veteran title for Scroll Crafting.
• Single-class scholars are entitled to learn one restricted technique from the fuuinjutsu listing; scholar specialists are entitled to learn all of them.
• This class grants a cap of [4] per stat. If your other class grants a higher stat cap then that cap supersedes this.
• Single Class Scholar's treat Large sized scrolls as Medium, and medium as Small for inventory purposes. Scholar Specialists treat all scrolls as small.


Quote:
▰ Disciplines:
Peerless Summoner: You are more specialized in summoning and sealing than sensory. You are allowed to have a mirrored amount of your total ninjutsu slots granted by this class exclusively reserved for sealing. In addition, all sealing techniques are considered overwhelming when in collision with other techniques of the same rank. This benefit only applies to techniques S-ranked and below. Finally, if you are able to summon any contract summon, including of a bloodline connection or a contract signature, you are able to summon beings at one rank lower than normally required and 50 chakra and stamina is granted to them per rank of the summoned creature starting at 50 for D-Rank and ending with 250 for the boss summon, or 300 if a mythical summon is contracted. The user's summoned creatures are able to use any ninjutsu the user has access to that they share an element for as well as any genjutsu, taijutsu, and bukijutsu. Your summoned creature's unique techniques are considered overwhelming at S-rank and below in collisions.

Infinite Perception: Your specialty is more in sensory than in sealing or summoning. You are able to discover things such as demon chakra, or the type of technique that is about to be active (Ninjutsu, Genjutsu, etc.), even specifics such as Bloodline type and rank from any active sensory technique. This discipline allows the user to be able to sense their enemy’s ninjutsu attacks and their composition, which grants a -2 rank reduction to dodging with the dodge mechanic X-ranked skill so long as it was used within the range of the user’s sensory abilities. You can release yourself from genjutsu at one rank lower in kai chakra release but with no benefit in pain release. In addition, the user's sensory abilities are extended fifty feet per rank of the technique. As a master tracker, you can advance in the ninja hunter and special ops careers for half as many Oinin Butai and ANBU missions completed. Upon reaching Initiate in Oinin Butai, you gain the Eagle Eye perk innately so you can choose one other Oinin perk as well. When you use a sensory technique with jamming you can double the jamming effect, this ability applies to one technique per three posts.

Erudite Academic: Instead of excelling at sensory or summoning abilities, you prefer pure sealing arts. The Academic's body is considered a scroll so seals can be used and stored on your direct body. Your body may be treated as three scrolls equal to your body rank. Fuuinjutsu and sensory skills do not require handseals and are one rank less in chakra cost (Following the one rank max reduction rules). All three of your actions can be used on fuuinjutsu and/or sensory for one post every three posts in combat. In addition, the duration of all sealing techniques and all sensory techniques are increased by two posts. Your expertise makes your seals innately intricate, meaning attempts to hijack your seals invoke a turn of neutralization where the seal is unusable to everyone before it falls under the hijacker's control. You automatically inflict one tier higher of Hex status (maximum of tier 4).

    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
▱▰▱Inventory: 5
Base Jutsu Limits:
▱▰▱10 Ninjutsu slots.
▱▰▱5 Genjutsu slots.
▱▰▱1 Taijutsu styles.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +5
Base Jutsu Limits:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu styles.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu styles.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100
PostPosted: Tue May 03, 2022 8:42 pm
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▰ Description:
Insert class description here.

▰ Notes:
• You can not select this class if you possess a bloodline. (You do not need to be of this class if you have do not have a bloodline, though.)
• You may receive Implants, However, All Bloodline Techniques will consume Ninjutsu slots due to the Jack's lack of Bloodline Affinity.
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• This class grants a cap of [6] per stat. [8] if specialized in the Jack class. If your other class grants a higher stat cap then that cap supersedes this. If your other class grants a lower stat cap then this class's cap takes priority.
• This class grants [1] PA from D-S rank and [2] PAs at S+ rank.
• Jack characters may not be able to apply a bloodline, but characters without a bloodline do still have exclusive access to Non-Bloodline PAs referenced below. A reminder that these are chosen at character creation and only one can be selected.
• Loyalty: Grants One Keystone, can be used to acquire Two Keystones even if the user has a Keystone granted by a Discipline. A second keystone acquired this way makes it so the user cannot ever use the Genetic Palette PA to acquire an additional implant. This additional keystone cannot be attained by Human Sages in anyway. Additionally, the user acquires +10 Techniques Slots or +1 Style of the user's preference. 50% XP is awarded from every specifically assigned missions completed at or below their body rank that is in service to their place of origin -- be it Hidden Village or Faction.

• Duty: The user acquires +2 PAs. They are able to claim S+ Ranked Techniques without Village or Faction leader permission. The user can also become a sage of a summoning contract even if the normal alloted sages are full, additionally the user gains +100 senjutsu to their natural energy pool, curse or sage mode applicable. Human Sage cannot be acquired in this manner.

• Respect: Grants +5 Custom Slots and +10 Jutsu Slots or +1 Style. The user receives one less paragraph count to each profession or mission per Body Rank with a minimum of one paragraph per mission. With crafted professions, the user may also make one additional of any item created below legendary; this can stack with Worker Class and Tinkering Teammates.

• Honor: Grants 1 PA and a +2 increase in any desired stat, this can exceed the normal class cap but this cannot boost a stat beyond 10 in any circumstance. The user is capable of also carrying an additional free custom (non-crafted) item (weapon or armor) of their choosing that does not count to their total.

• Selfless Service: Grants the user 2 PA and 5 custom points. Any ninja the user performs a profession or mission with is given an additional 50% XP for missions at or below the user's body rank. Additionally, the user is accustomed to teamwork and can utilize Korabo with one other Shinobi at no activation cost from the parner (clones, pet and summons do not count), the user must still utilize an activation themself to use the combined technique. This has a cooldown of 2 posts and cannot be stacked with another user's "Selfless Service" and can only be done with one other person at a time.

• Honor: Grants 1 PA and a +2 increase in any desired stat, this can exceed the normal class cap but this cannot boost a stat beyond 10 in any circumstance. The user is capable of also carrying an additional free custom (non-crafted) item (weapon or armor) of their choosing that does not count to their total.

• Integrity: Grants the user 2 PAs, +5 Technique slots and +25 Chakra and Stamina per Body Rank starting at D. They are able to reduce a single status effect excluding mental statuses and trauma by one tier, to a minimum of Tier 1. Additionally, the user can utilize the Block/Dodge system for one rank lower than a single incoming collision once every two posts - This does not stack with the Scholar's Discipline Infinite Perception and cannot be used at the same time as it unless used for a separate collision.

• Personal Courage: Grants +2 PA and +10 Technique slots or +1 Style. The user gains the option to make a single jutsu type the Overwhelming trait barring Bloodline, Genjutsu, Kugutsu and S+ abilities, the user must specify an element for elemental ninjutsu. Additionally gain +50 Chakra and Stamina per body rank starting at D.


Quote:
▰ Disciplines:
Master of None: You are versed in a wide variety of shinobi techniques. Because of your broad training, you can easily fill in roles that usually need a specific type of ninja. You gain access to one of the following technique groups, without needing the associated class, up to one rank below your body: Medical, Sealing, or Sensory. Additionally, you receive 5 slots every other rank for that restricted art. {D,B,S} If Specialized gains access to a second at A and the third at S+, additionally your slots are mirrored across all three restricted categories. The Jack is not treated as having access to techniques that require scholar specialist or the single restricted technique scholar class ninja get (unless taking scholar in addition to this class or is specialized in the Jack class). As a versatile discipline, a Master of None also receives +1 to any stat for every other body rank starting at body rank C. {C,A,S+}
Chosen Class Restricted Art: ( Medical, Sealing or Sensory )

Right Tool For The Job: At the beginning of each combat encounter, the Jack may select one type of technique. For the duration of that fight, techniques of that selected type have their costs reduced by a full rank. (Technique Types: Suiton, Doton, Fuuton, Maruton, Fuuin, Iryo, Sensory, etc) In addition, the user is able to carry an additional custom item or weapon that does not count towards their custom points. This custom item may have one additional ability without being considered a legendary item.

Mundane Master: Sure, you have an elemental affinity like every other ninja, but, for some reason, you've really taken a shine to Maruton techniques. If you take this Discipline, your Maruton techniques gain Overwhelming. You may cast Maruton through one-handed seals or somatic gestures.{The Overwhelming Trait does not apply to anything above S} In addition, the user may create a free PA that augments their maruton techniques in some form every other rank starting at D rank {D, B, S}, adding depth to them without costing additional chakra. A Mundane Master may also select one status effect for all of their Maruton to apply using the following scale use the following scale: Tier 1 E-C | Tier 2 B-S. If specialized in Jack, follow the following scale: Tier 1 E-D | Tier 2 C | Tier 3 B-A | Tier 4 S-S+.

    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
▱▰▱Inventory: 10
Base Jutsu Limits:
▱▰▱10 Ninjutsu slots.
▱▰▱5 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+10 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 
PostPosted: Tue May 03, 2022 8:43 pm
User Image


▰ Description:
Shinobi of this caliber are a rarity; they not only possess unique kekkei genkai—powers ingrained in their blood—but they also focus their training to fine tuning these blood bound techniques and abilities. Even an unseasoned bloodline user can be a bothersome foe for the unprepared or less experienced enemy; but shinobi of this class prove that thanks to their dedicated and focused training, their kekkei genkai is a more than ample toolbox for dispatching his or her targets.

▰ Notes:
• You cannot select this class if you do not possess a bloodline. (You do not need to be of this class if you have a bloodline, though.)
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• This class grants a cap of [6] per stat. If your other class grants a higher stat cap then that cap supersedes this. If your other class grants a lower stat cap then this class's cap takes priority.


Quote:
▰ Disciplines:
Heritage Keystone: You receive an additional 5 custom technique slots to be used only on bloodline and bloodline-related techniques. Additionally, you may create a "keystone" technique; this technique is essentially a Bloodline ninja's signature move, with power and versatility similar to a technique such as Kamui. This technique must be submitted as a custom jutsu and approved. It also does not take a custom jutsu slot. In addition, you are able to use your third action for any Bloodline Jutsu, whether it is offensive or defensive, once every two turns. This discipline may not be taken in conjunction with another Keystone Discipline. Refer to the Keystone Guideline for more information.

Dual Ancestry: Dual Ancestry allows you to have full access to two bloodlines upon creation including all techniques, abilities, and personal attributes associated with them. For biographical purposes, your secondary bloodline may be genetic or implanted at your discretion. This discipline gives you [4] bloodline PAs to be used only for the bloodline attributes of your dual bloodlines on top of the [2] personal attributes you receive at base for a total of [6]. If two elemental bloodlines are chosen then the primary bloodline's elemental affinities become your base elements and you gain full access to those elements while your secondary bloodline gives you locked elemental affinities that you cannot learn ninjutsu techniques from but you gain full access to the secondary bloodline. Locked elemental affinities can be unlocked through methods such as ninjutsu class or personal attributes. Elemental affinity personal attributes are automatically allotted to locked affinities. Jiongu users do not have access to Dual Ancestry nor can they be chosen as a secondary bloodline. Dual Ancestry users do not have access to the implant system including the Genetic Palette personal attribute. If you use multiple techniques from both of your bloodlines in the same post without Korabo then those techniques are increased in effectiveness by one rank. This discipline cannot be taken with the Elemental Mastery discipline from Ninjutsu Class.

Blood Knight: Your bloodline techniques possess greater power, allowing them to overwhelm techniques of the same rank and preventing them from succumbing to elemental weaknesses. You can cast bloodline techniques through one-handed seals. {The Overwhelming Trait does not apply to anything above S} In addition, Blood Knights are able to Korabo bloodline techniques at varying cool downs depending on the technique ranks for a single action.
E-D - 0
C-B - 1
A-S - 2
S+ - 3

    ▰ D-Rank
Base Resource Pools:
▱▰▱225 chakra.
▱▰▱225 stamina.
▱▰▱Inventory: 10
Base Jutsu Limits:
▱▰▱3 Ninjutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+3 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+3 Ninjutsu slots.
▱▰▱+3 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+6 Ninjutsu slots.
▱▰▱+6 Genjutsu slots.
 

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100
PostPosted: Tue May 03, 2022 8:44 pm
User Image


▰ Description:
Medical ninja, or Iryounin, are those who specialize in a sect of abilities known as Iryojutsu ( Medical techniques ). Iryojutsu are techniques which can be performed in order to cure ailments, stitch wounds, mend flesh, and soothe bones. However, this is just one aspect of Iryojutsu. The precision and chakra control developed by practicing these techniques has resulted in the creation of many offensive Iryojutsu as well.
As one would expect, performing Iryojutsu is a difficult feat which requires a concentrated and levelheaded attitude, in addition to intelligence and incredible chakra control. Because of this, the few medical ninja that do appear in the world are considered invaluable.

▰ Notes:
• Iryojutsu can be learned only by those of the Medical Class unless stated otherwise.
• Iryojutsu receive their own limitation numbers, displayed in each rank.
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• This class grants a cap of [6] per stat. If your other class grants a higher stat cap then that cap supersedes this. If your other class grants a lower stat cap then this class's cap takes priority.
• Members of the medical class naturally gain an additional branch in the medical career of their choosing, raising their branch limit from [1] to [2]. If a PA is selected then members of the medical class may have up to [3] medical career branches maximally. Additionally, advancing in the medical career is reduced by [2] missions per title meaning that achieving the doctor title would only take a total of 12 medical field missions.
• Medic class shinobi treat all Pharmaceuticals (medicine, poison, etc) and Medical tools as Small for inventory purposes.


Quote:
▰ Disciplines:
Maladies Physician: Shinobi of this discipline are experts in iryojutsu and are especially well-versed in afflictions. Their medical techniques cure all symptoms of status effects applied to the user, rather than where most of the techniques cure them one at a time. In addition, medical techniques which inflict a status may inflict three different applications of the status, rather than just one. The user's crafted poisons also carry this property. The shinobi also obtains 5 custom techniques for medical ninjutsu as well as a Medical Ninjutsu Keystone technique. Refer to the Keystone Guideline for more information.

Combat Medic: Shinobi of this discipline gain the ability to pay for their simple taijutsu as complex. This does not alter its strength in collisions in any way from a standard simple technique. The user's body is more attuned to adrenaline, which allows them to receive a benefit from their techniques which use them every other post versus every three post. In addition, the user gains a 1 point increase in a chosen stat per body rank but must utilize all increases in the same stat. The user's body is treated with the durability of medium armor without any drawbacks. The shinobi gains three tai slots, one at D rank, one at C rank, and then one at A-ranked. Finally, the user is able to augment their Genesis Rebirth Technique. Not only does this discipline allow the user to utilize the technique twice, but each time the user is restored of 250 chakra. The user also deals with trauma they receive at one rank less than other ninja.

Support Specialist: The user is capable of conferring a 1 point stat boost to any ally that they desire. This stat boost can be what ever the medic wishes, however it can only go on one ally for as long as the medic wishes. Additionally to this, the medic is able to use healing iryojutsu on an ally from a distance as opposed to having to touch them. The range for this is fifty [50] feet. Furthermore, the user gains an additional 25 chakra per body rank. Tenketsu regeneration is applied at twice the amount, while techniques which cause tenketsu rot or burnout on the user have their effects reduced by half. Tenketsu restored by those with this discipline gain chakra equal to the rank of the tenketsu rot / burn out they suffered. So if the target is healed of tenketsu rot / burnout which prohibited the use of A-ranked techniques, then the target will gain 80 chakra in addition to having their tenketsu points restored. Finally this discipline allows the user to apply twice the tenketsu rot and burnout on techniques which utilize them.

    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
▱▰▱Inventory: 10
Base Jutsu Limits:
▱▰▱10 Iryoutsu slots.
▱▰▱10 Ninjutsu slots.
▱▰▱3 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+10 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+10 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+10 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +25
Base Jutsu Limits:
▱▰▱+5 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +25
Base Jutsu Limits:
▱▰▱+5 Iryojutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 
PostPosted: Tue May 03, 2022 8:45 pm
User Image


▰ Description:
A resourceful, tactical, and versatile shinobi; the performer excels in putting on a show, which they then use to channel Genjutsu to a unique prospect. Talented, crafty, chic, and well-versed in chakra manipulation, a performer possesses various unique abilities which are often used to bewilder and blindside opponents. The typical build of the performer is slim yet fit, which they use to avoid attacks rather than defend against them. They are also second to none in the leading of squadrons.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• When you select this class, you must pick one performance type (i.e. violin, beatboxing, harp, singing, flamenco, etc.). This is the only type of performance to which your chosen discipline applies.
• Performers can cast their techniques from any location within the topic that their performance can reach. Performances can also replace usual requirements in jutsu depending on which discipline is chosen. Schemer can replace a trigger of a genjutsu, while therapist and grand performance can cast their abilities at a range other than their person.
• Performances replace handsigns.
• Performers rely much on the Squadron system. It is advised Performers become familiar with it.
• All song techniques are ninjutsu as well as genjutsu. Their effects provide tangible effects that can be defended against with the use of kai. The buff portion cannot be kai'd away by an opponent, however. Song techniques may also only benefit from one source of chakra reduction.
• All song techniques may be rewritten as a custom jutsu if desired. Doing so allows for a level of customization, somewhere between a normal custom and a keystone. Two abilities, or a max of three with a drawback added. This takes the place of the song technique that you would have received from one of the below disciplines but offers a method of creative process that is unique to your performance.
• As a performer, the squadron system plays a heavy part in class times and features. Squads provide benefits listed in each discipline, and as such, it is cheaper for performers to charm others into a following. Costs for a squadron are reduced by 10k each time this class is taken, with triple performer resulting in a 30k reduction to recruit a squad. However, the cost of a squadron cannot be reduced below 5k.
• As listed in each discipline below, a squad can have unique impacts on performers' specialized jutsu. However, it is possible to have another performer RPC take the place of these squads as required. More information on what benefits these grant can be found in the Song/Performance jutsu below each discipline.
• This class grants a cap of [4] per stat. If one of your other classes grants a higher stat cap, then that cap supersedes this.
• Members of the performer class have no limit on the amount of performances they can learn. However, either a PA or branch must be used to gain additional performances.
• Performers class RPC's ignore the rule of needing a certain branch in the performance career to alter their casting method. All of their jutsu may be cast through their selected performance type.
• Advancing in the performer career is reduced by [2] missions per title meaning that achieving the virtuoso title would only take a total of 12 performer missions.
• Performer instruments do not take inventory space.


Quote:
▰ Disciplines:
Sinister Schemer: These performers are masters of deception and have a flair for dramatics, they specialize in moving through courts unseen and are expert information gathers. Enemies won't know what hit them until they already have your dagger in their back. While they may not be as specialized as a genjutsu artist, the potency of their illusions is not to be underestimated. The Schemer is a master of misdirection, capable of replacing the senses affected by a genjutsu via the use of their performance. This can be done either before or during its duration without cost. The only requirement is that the RPC writes their performance into their post. Additionally, the Schemer may reapply any non-instanced genjutsu that has been kai'd immediately after it has been done so. This effect happens quickly enough that the target does not realize that they have not been returned to reality. Reapplying a genjutsu in this manner may only be done once per every casted gen, but also resets the duration of the jutsu. Finally, performers gain access to the song/performance technique below.

▰ Enchanting Performance [ Miwaku-tekina pafōmansu ] | Rank X | Ninjutsu [ Spiritual ]
Casting this jutsu by making use of their performance, a Sinister Schemer can evade all forms of sensory techniques, heightened senses, doujutsu, and even techniques, that are not traditionally categorized as sensory but provide similar effects; such as [Air Current Sense] from fuuton for three posts. This is done through the unique approach of removing themselves (not the jutsu they cast) from sensory effects without impeding the opponent's jutsu, as many times the simple brute force methods of jamming can cause more trouble than is desired. Additionally, the first two genjutsu performed during this jutsu's duration may be korabo'd together. This korabo follows the same rules as a normal korabo, melds both gen together for only a single activation, and gives that new genjutsu a duration equal to one post per rank of this jutsu. The exception to this rule is with instance genjutsu, where both gen instead adopts the single post duration, only benefiting from the rank increase. This korabo has a cooldown of three posts, meaning you can only korabo once per cast of this technique. However, by utilizing either your squad, or the assistance of other performers, or even yourself, this korabo’d gen may have its duration increased by one post each time that performance is written in their post. Doing so costs an activation (or all activations in the case of a squadron) but no chakra, and can only a maximum of one activation may be spent this way at a time. Performance assistance from multiple sources does provide more than a single post increase but does improve your chances for upkeep this effect uninterrupted.


Compositional Therapist: The most physical of the three disciplines, A compositional Therapist most commonly uses heavy beats to inspire bodies to move in rhythmic ways, healing the soul through captivating dances and wild acrobatics. This healing takes its form in raising stat caps ([4] to [6], [6] to [8], and [9] to [10]) of anyone listening (performer and allies), experiencing or taking part in whatever act the performer writes into their post. This, however, only breaks your stat caps and does not yet provide you with the points needed to reach these levels. Additionally, users gain access to the following to the song/performance technique below:

▰ Spirited Performance [ Genkina pafōmansu ] | Rank X | Ninjutsu [ Spiritual ]
The user makes use of their performance to inspire dance and movement in all. Allies capable of either seeing, hearing, or experiencing the user's performance will begin to feel empowered. Granting a total of [2] stat points at E-C Rank, [4] at B-A, and [6] stat points at S+ rank, to be distributed in any stat column that the user wishes. In addition, allies that join in the performer’s act will gain a chakra regen effect (even while in battle) at 1/3rd the cost of this jutsu for three posts. However, by utilizing either your squad, or the assistance of other class performers, or even yourself, this ability may have its duration increased by one post each time that performance is written in their post. Doing so costs an activation (or all activations in the case of a squadron) but no chakra, and can only a maximum of one activation may be spent this way at a time. Performance assistance from multiple sources doesn't provide more than a single post increase but does improve your chances for upkeep this effect uninterrupted.


Grand Illustrator: Performance can be more than just making a song or moving to beats. It is about telling a story that fills the imagination and inspires people. More than just simple bards, those of this discipline do not just recite limerick and spread history; no, characters of this discipline create history all their own, spreading tales of fantasy and adventure that embody the oldest and noblest of human tradition and traits. They are a storyteller, who has mastered the art of taking any tool at their disposal and using it them to create something never before seen. When taking this discipline, characters are allowed to korabo any type of jutsu with another, as opposed to the normal limitations of korabo. This leaves it possible to create things anything from imagination, such as a genjutsu that heals others and many other combinations. This ability is done for a single activation by paying the chakra cost for both abilities. The only restriction is that the korabo must be incorporated as part of the user's performance, not just used during it. An example of this would be using the explosion from katon jutsu as a firework. In addition, the user also gains access to the following song technique. The cooldown for this korabo is once every three posts.

▰ The Stage is Set [ Sutēji ga Settei ] | Rank X | Cost: Chakra
The cornerstone to set the ideal scene for the performer, this ability changes the entire thread it is used in, as prevents any other jutsu at the rank this was used at below from altering the thread once it has been laid. Similar to a keystone, this ability takes three effects of the user's choice to allow to the story. This could mean something like creating a swamp and then having that swamp has sticky properties to those that travel through it, requiring chakra paid to free oneself, whatever is desired. While being used this way, these effects may be korabo'd into the user's performance korabo for free, creating a three-way korabo between the jutsu. The limitations of this jutsu are listed below:

    • This jutsu must follow a storybook progression. Unlike a true keystone, this ability cannot have all of its effects active at one time. Instead, they must follow the progression order of a beginning, middle, and an end. When transferring to the next part of the story the previous part loses its power but can remain after, as an aesthetic effect if desired. Meaning once you reached the next part of your story, the swamp would lose its sticky power but could remain behind as a means to set the ‘scene’ without breaking the flow of the reading. Each separate effect cannot last more than [3] posts.

    • Storybook created items lack elemental properties that the performer does not possess when they interact with real-world items and beings. For instance, writing that a fireball falls from the sky will only deal blunt force trauma as opposed to burning, unless the performer possesses the fire element. Ninjutsu users may apply their enhanced element effects to these storybook creations as well.

    • Much the same as other custom effects, no storybook created effect may be written so that it is a direct auto-hit OR write the death of a character that isn’t initially part of the story. As in, you could not say: write that that their RPC starts out poisoned, but instead write they are traveling through a poisoned cloud.

    • Similar to other song jutsu, performers may utilize either your squad, or the assistance of other class performers, or even yourself, this ability may have its current effect duration increased by one post each time that performance is written in their post. Doing so costs an activation (or all activations in the case of a squadron) but no chakra, and can only a maximum of one activation may be spent this way at a time. Performance assistance from multiple sources does provide more than a single post increase but does improve your chances for upkeep this effect uninterrupted.

    • Kai may be used to free oneself from a storybook effect but does not end the use of the story jutsu itself. This freedom counts as immunity from all story effects for up to one post after the kai isu sed. After that, if the performance has been upkept, they are subject to its effects once more.

    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
▱▰▱Inventory: 10
Base Jutsu Limits:
▱▰▱10 Genjutsu slots.
▱▰▱10 Ninjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +5
Base Jutsu Limits:
▱▰▱+10 Genjutsu slots.
▱▰▱+10 Ninjutsu slots.
▱▰▱+1 Taijutsu style.
▱▰▱OR
▱▰▱+1 Bukijutsu style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100
PostPosted: Tue May 03, 2022 8:46 pm
User Image


▰ Description:
A puppet user, or puppeteer, is a shinobi who utilizes their chakra in order to form strings which are attached to advanced ninja tools known simply as puppets. These puppets are controlled by the strings connected to them, which results in the puppeteer having much more need for finger coordination and global focus than brute strength or elemental prowess. The shinobi of this class train day-in-day-out in order to master a sub-sect of ninjutsu known as kugutsu ( Puppet techniques ). It is these techniques which help them mold the abilities needed to become an effective and deadly puppeteer.
As the puppeteer delves further into their studies, they eventually become strong enough to manipulate their puppets with a single string without any loss in overall performance. As thus, a devoted puppeteer is able to use ten puppets at once ( one per finger ) in their prime.
One must never forget that puppeteers are deceptive and crafty; able to make use of poisons and tools hidden inside their puppets as well as on their person, and above all else, able to lead others into traps. It should also be noted that because puppetry is a fighting style that requires the user to keep their hands free, close range combat is something these shinobi should avoid.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• Learn more about puppets through the puppetry system.
Kugutsu can be learned only by those of the Puppeteer Class.
• Kugutsu receives their own limitation numbers, displayed in each rank.
• You start with one wooden training puppet without devices. Specializing does not grant two wooden training puppets. You do not start with complex puppets with devices.
• Create and submit puppets and mechanisms using the puppet approval topic.
• You can use the crafting system to create more powerful mechanisms. NOTE: Mechanisms/Puppets created with this branch are entirely optional. If it is not desired to craft them then it is absolutely okay to just slap your puppet with its lesser mechanisms up for approval!
• Those of this class get unlimited basic mechanisms.
• This class grants a cap of [4] per stat unless you are of the Melee Marionette discipline which raises your cap to [6]. If your other class grants a higher stat cap then that cap supersedes this.
• Members of the puppeteer class naturally gain access to the puppet theatre branch of the performer career, raising their branch limit from [1] to [2]. If a PA is selected then members of the puppeteer class may have up to [3] performer career branches maximally. Additionally, members of the puppeteer class gain double the amount of puppet points and mechanisms awarded by puppet theatre branch titles.
• Puppets not stored in scrolls or fuuin always take a medium amount of space in the inventory.


Quote:
▰ Disciplines:
Arcane Puppetmaster: You are most skilled with combining your puppets with chakra skills. Any spiritual kugutsu techniques gain overwhelming up to S-Rank. You can also cast any Ninjutsu and Genjutsu techniques that you know through your puppet without hand signs and instead with somatic hand movements. This takes the same amount of time to mold chakra as hand signs. Every other rank you gain [10] Ninjutsu or Genjutsu or mixed slots for a total of [30] slots (D, B, and S).

Melee Marionette: You are the puppeteer who takes the head-on approach with your creations fighting alongside you. Your puppet strings can manifest from your shoulders, knees, hips, arms, and legs so that your hands are free for physical or weapon attacks. Your puppet looks and moves like a "real boy" so you are able to use any Taijutsu and Bukijutsu through them. Any techniques used by the puppet carry the stats of the user. In addition, you gain [1] additional Taijutsu or Bukijutsu style every other rank for a total of [3], (D, B, and S). Your stats cap also increases to [6] rather than [4].

Master Mechinist: You have a fantastically creative mind, focusing your puppetry to make creations with highly unique characteristics. Your chakra-based mechanisms (for example, a puppet with a chakra shield) gain the overwhelming quality up to S-Rank. Each puppet has [3] unique mechanisms that do not count against the puppet’s mechanism limit. The mechanisms can be approved and used for other puppets but would otherwise not count toward the Puppeteer’s mechanism limit. The Puppeteer’s mechanisms push the limits of innovation, able to scale an additional rank. In addition, the user gets [2] more puppet points per rank, helping the user to better display his designs.

    ▰ D-Rank
Base Resource Pools:
▱▰▱275 chakra.
▱▰▱175 stamina.
▱▰▱Inventory: 15
Puppetry Benefits::
▱▰▱+8 Mechanisms
▱▰▱+3 Puppet Points
Base Jutsu Limits:
▱▰▱10 Kugutsu slots.
▱▰▱10 Ninjutsu slots.
▱▰▱5 Genjutsu slots.
▱▰▱1 Taijutsu style.
▱▰▱OR
▱▰▱1 Bukijutsu style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Puppetry Benefits::
▱▰▱+8 Mechanisms
▱▰▱+2 Puppet Points
Base Jutsu Limits:
▱▰▱+5 Kugutsu slots.
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu Style.
▱▰▱OR
▱▰▱+1 Bukijutsu Style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+25 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Puppetry Benefits::
▱▰▱+6 Mechanisms
▱▰▱+2 Puppet Points
▱▰▱+1 Puppetry or Poison PA
Base Jutsu Limits:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+40 chakra.
▱▰▱+25 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Puppetry Benefits::
▱▰▱+4 Mechanisms
▱▰▱+1 Puppet Point
▱▰▱+1 Puppetry or Poison PA
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Puppetry Benefits::
▱▰▱+4 Mechanisms
▱▰▱+1 Puppet Points
Base Jutsu Limits:
▱▰▱+10 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+25 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Puppetry Benefits::
▱▰▱+4 Mechanisms
▱▰▱+1 Puppet Points
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 
PostPosted: Tue May 03, 2022 8:47 pm
User Image


▰ Description:
A class which takes its basis from well-known clans, such as the canine training Inuzuka family. To put it blatantly, this class relies on the unification and cooperation of a human and an animal in order to unleash unique and powerful fighting styles. A guide to tamers can be found here.
The animal that cooperates with the shinobi is often one that has had an extremely lengthy amount of time shared with said shinobi. Be it a childhood pet, sickly animal nursed to health, or what have you. The partner animals most often seen are dogs and cats, though the possibility of using a bird or a monkey as a partner is ever present. The only true restriction to which animal can be selected as a partner is their own maneuverability. It's not very likely that a shinobi would use a fish or massive beast because they have very restricted movement.

▰ Notes:
• When you select this class, you must also pick exactly one of its disciplines. A discipline cannot be replaced or taken away.
• Maximum resource pool increases are cumulative. (They do not replace each other as you rank up; they are all added together.)
• Minimal required animals partners is one.
This class grants 2 tamer attribute points per body rank.
• If an academy student, then you may have one TA. That TA does not stack once you reach D-rank.
• Pets have any overwhelming properties the user has.
• Animals often grow to sizes much larger than their naturally occurring species. Small animals such as those like rodents and insects generally hit sizes of large predatory cats. Those of a medium size such as wolves, domestic animals, and some smaller like hares generally grow to sizes comparable to large bears or juvenile elephants. Larger animals such as bears, bovine, and deer can hit slightly larger sizes to those slightly similar to medium animals, if being still a bit larger.
• Pets have a body rank equal to the user's.
• Pets and tamers have automatic Korabo with one another.
• Tamers have exclusive access to the Tamer system that provide the use of TA, this is the fundamental element exclusive to your class and is mandatory to take heed to the system.
• This class grants a cap of [6] per stat. If your other class grants a higher stat cap then that cap supersedes this. If your other class grants a lower stat cap then this class's cap takes priority.
• Members of the tamer class naturally gain access to the monster tamer branch of the monster hunter career, raising their branch limit from [1] to [2]. Additionally, members of the tamer class gain double the amount of tamer points awarded by monster tamer.
• A pet with [4] or more TA points gains an inventory capacity equal to 1/4 the Tamer's capacity, rounded up.


Quote:
▰ Disciplines:
Synchronizing Schemers: You are and your pets are able to harmonize far easier than most tamers. Mirroring an element only takes a single tamer attribute instead of two, and mirroring one branch of the tamer’s taijutsu or bukijutsu only takes four tamer attribute points. Finally, it only takes three points to mirror one of the tamer’s genjutsu branches. In addition, korabo between tamer and pet for ninjutsu may only take one action either from the tamer or the pet at varying cool downs depending on the technique ranks for a single action. This cooldown applies to all pets.
E-D - 0
C-B - 1
A-S - 2
S+ - 3

Chance Encounter: You are allowed to have a pet with a mythological aspect to them. This branch requires the pet has a minimal of four TA points, (points may be borrowed from later in the class if a single class, as well as bypass that rule of TA per body rank until C-ranked). This pet may have one additional Tamer Attribute. In addition, this pet gains an additional 25 chakra and stamina per the body rank of the user. Finally, this pet may be summoned and dismissed either the summoning jutsu, or by any means of calling a pet, (whistling, shouting at the heavens, etc), as long as the means makes sense within roleplay. The chance encounter also blesses you with one of two options; either every other rank you gain [10] Ninjutsu or Genjutsu or mixed slots for a total of [30] slots (D, B, and S), or, you gain [1] additional Taijutsu or Bukijutsu style every other rank for a total of [3], (D, B, and S).

Perfect Breeding: Due to your training and breeding focused on your pet's strengths your pet is stronger than most other animals of it's kind and probably even stronger than you. Your pet's custom techniques gain the overwhelming quality up to S-Rank. When your pet has been allotted 6 TA, in addition to mirroring Taijutsu and Bukijutsu of the tamer your pet may gain [2] Points to 2 of their stats, which can bypass their tamer's stat cap up to 10. When they have been allotted 12 TA their remaining 2 stats also gain this benefit. In addition, the user gets [2] more tamer attribute points every other rank beginning at D-Rank. (D, B, S.)

    ▰ D-Rank
Base Resource Pools:
▱▰▱225 chakra.
▱▰▱225 stamina.
▱▰▱Inventory: 10
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu Style.
▱▰▱OR
▱▰▱+1 Bukijutsu Style.

    ▰ C-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+100 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +10
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu Style.
▱▰▱OR
▱▰▱+1 Bukijutsu Style.

    ▰ B-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+125 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
▱▰▱+1 Taijutsu Style.
▱▰▱OR
▱▰▱+1 Bukijutsu Style.

    ▰ A-Rank
Resource Pool Increases:
▱▰▱+30 chakra.
▱▰▱+30 stamina.
▱▰▱+150 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +15
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S-Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+175 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.

    ▰ S+ Rank
Resource Pool Increases:
▱▰▱+50 chakra.
▱▰▱+50 stamina.
▱▰▱+200 chakra/stamina upon first time achievement of body-rank. Benefit not granted with 3rd or 4th classes.
▱▰▱Inventory +20
Base Jutsu Limits:
▱▰▱+5 Ninjutsu slots.
▱▰▱+5 Genjutsu slots.
 

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100
PostPosted: Tue May 03, 2022 8:48 pm
Notes Post  
PostPosted: Tue May 03, 2022 8:52 pm
Extras  

Evil Toaster Yokai

Distinct Hunter

2,350 Points
  • Dressed Up 200
  • Hygienic 200
  • Treasure Hunter 100
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