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Paper Admin
Posts : 632 Join date : 2010-12-12 Age : 33 Location : Amongst your words
| Subject: Class Tue Jul 17, 2012 2:19 am | |
| SpecialtiesAll throughout the world, shinobi are not all the same in various respects. From the types of jutsu they utilize, to their methods of attacking their opponents based on the tradition within their villages. Along with that, there are many specialty classes of shinobi. With these specialty classes, shinobi focus on particular methods and strengthen that area of their ability entirely. Most Special Jounin have mastered one of these areas.
- Art Ninja:
Art Ninja A Special area of Shinobi utilizing various artistic ability in battle or to perform a special service. These nin hone their abilities to great heights often admired by everyone. Their abilities often revolve around bringing inanimate object to life through their work, and these objects have specific goals or bunshin like intelligence.
• Requirements to become a "Art Ninja" + 1500 Words of learning and honing your artistic skills + Must be a Genin Rank
NOTE You can only specialize in 1 area of are, so when picking up this class you must Note the type of Art you are going to be specializing in. The Most common practice for this specialty is known as Cartoonists [those whom draw pictures that are then animated with chakra and come to life *Example would be Sai*], Sculpters [Those whom sculptures things for various purposes *Example would be Deidara*], and Origami [the use of paper infused with ninjutsu for various purposes *Example would be Konan*]. However, it is not limited to those three things.
~ Note: The Type of art you use must be approved through permits upon gaining the class, or before gaining the class
• Creative Proficiency [ Roleplaying Session: 250 for +5% ] 000% - Cannot Express ones artwork immediately, taking 2 posts to create a single piece. *Basic Creations cannot cost more than 25 Chakra* 010% - Gain the ability to make one art-jutsu of E rank 020% - Can Express ones artwork a little faster, taking 1 posts to create a single piece. *Basic Creations cannot cost more than 50 Chakra* 030% - Gain the ability to make one art-jutsu of D rank 040% - Can Express ones artwork alot faster, taking 1 posts to create a two pieces. *Basic Creations cannot cost more than 75 Chakra* 050% - Gain the ability to make one art-jutsu of C rank 060% - Can Express ones artwork really faster, taking 1 posts to create a three pieces. *Basic Creations cannot cost more than 100 Chakra* 070% - Gain the ability to make one art-jutsu of B rank 080% - Can Express ones artwork in blurring speed, taking 1 posts to create a Four pieces. *Basic Creations cannot cost more than 125 Chakra* 090% - Gain the ability to make one art-jutsu of A rank 100% - Can Express ones artwork in Unseen speed, taking 1 posts to create a Five pieces. *Basic Creations cannot cost more than 150 Chakra*
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Master Craftsmen Those proving themselves to be Master at their specialty would gain the Title of Master Craftsmen. These Nins are wanted for their artwork by everyone and feared for their creations by their enemy. These Ninja's potential is almost unlimited, only being limited by one single aspect...ones imagination.
• Requirements to become a "Master Craftsmen" + 100% Creative Proficiency + Must be a Jounin + Must have permission from Kage to pursue such a higher level of Dangerous Art + 3000 Words on further honing ones creations to near perfection
• Craft Mastery [ Roleplaying Session: 500 for +5% ] 10%: Basic Creations cannot cost more than 300 Chakra 20%: Takes 1 posts to create a Six pieces 30%: Gain the ability to make one art-jutsu of A rank 40%: Basic Creations cannot cost more than 600 Chakra 50%: Gain the ability Elemental Infusion 60%: Gain the ability to make one "Master-Piece" of S rank 70%: Basic Creations cannot cost more than 1200 Chakra 80%: Takes 1 posts to create a Ten pieces 90%: Gain the ability to make another "Master-Piece" of S Rank 100% Basic Creations cannot cost more than 2400 Chakra
*Note: The damages of "Master-Pieces" = Costs 40% of Total Chakra + 960 Chakra x3 = Resulting dmg.
• Masterpiece Works Masterpiece are utilized in the most destructive/Effective manner to where they can cause great damage to the surrounding area. [Ex: Deidara of the Akatsuki being a True Artist, has one of his Masterpieces being the #18 which has the ability to destroy an entire village. Where his art lies within the creation of explosions] ** For Various reasons, Village Busters are not allowed normally though there may be special cases and must be permitted by ALL the Staff **
- Illusionist:
Illusionist Gen-Nin or otherwise known as Genjutsu-Nin, Are Shinobi who have taken up the path of the illusionist, capable of sending out chakra in various ways to enter the opponents body/mind and alter the very flow, causing the user minds to produce images or other things that afflict disorder upon the senses. They also possess the ability similar to Sensors to detect Genjutsus, but unlike sensors, these Nin can instantly dispell the genjutsu upon realizing it.
• Requirements to become a "Illusionist" + Must be a Chuunin + 5000 words to obtain rank of Illusionist
• Illusionary Proficiency [ Roleplaying Session: 250 for +5% ] 010% - Can Create a custom genjutsu of D Rank 020% - Can Instantly Detect when they are under a Genjutsu of D Rank 030% - Can Dispell Genjutsus they/others are under of D rank and below [Chak cost = Gen cost] 040% - Can Create a custom genjutsu of C Rank 050% - Can Instantly Detect when they are under a Genjutsu of C Rank 060% - Can Dispell Genjutsus they/others are under of C rank and below [Chak cost = Gen cost] 070% - Can Create a custom genjutsu of B Rank 080% - Can Instantly Detect when they are under a Genjutsu of B Rank 090% - Can Dispell Genjutsus they/others are under of B rank and below [Chak cost = Gen cost] 100% - Can Create a custom genjutsu of A Rank
• Notes: They are capable of Detecting and Stopping genjutsus from Various Doujutsus that casts them {IE. Sharingan}{Not Mangekyou Sharingan}
===================
Illusionary Master The true masters of the illusionary arts. The Sharingan is said to be the master of the Illusions, but a normal shinobi with fire and drive can push pass those with the Sharingan, becoming True masters of the art.
• Requirements to become a "Illusionary Master" + 100% Illusionary Proficiency + Must be a Jounin + Must have permission from Kage to pursue such a higher level of Dangerous Art + 10,000 Words on further honing ones genjutsus
• Illusionary Mastery [ Roleplaying Session: 500 for +5% ] 010% - Can Instantly Detect when they are under a Genjutsu of A Rank 020% - Can Dispell Genjutsus they/others are under of A rank and below [Chak cost = Gen cost] 030% - Can Create another custom genjutsu of A Rank 040% - Gain a 50% Cut in words needed to learn Genjutsus on the Site 050% - Can Learn "Reflecting Genjutsu" 060% - Can Learn "Gestures Influence" 070% - Can Learn "Verbal Influence" 080% - Can Learn "Kanashibari" 090% - Can Instantly Detect when they are under a Genjutsu of S Rank 100% - Can Create a custom genjutsu of S Rank
• Illusionary Master Abilities
Reflecting Genjutsu - A skill similar to that of the ability granted by the Sharingan. The Illusionary master aren't immune to genjutsus, but when casted within one, they are capable of manipulating their own chakra to merge with the foreign chakra, then cast it out back at the opponent. Effects: Reflects genjutsu back onto the opponent who casted it. Words: 2,500 - Drain: Chakra cost = Genjutsu Cost x1.5
Gestures Influence - A passive ability of the Illusionary Master to casts Genjutsus with mere hand gestures, making them more effective in tight situations where there are no time for making handseals. Effects: Can cast Genjutsu with mere hand gestures Words: 2,000 - Drain: x1.1 of Genjutsu Cost
Verbal Influence - A greater extent of being able to casts Genjutsus. This is tricky and most dangerous to the opponent as it often leave them lost, not knowing what happened. Using their mere words in midst conversation, the Illusionary master is capable of casting a genjutsu through their words. Effects: Can cast Genjutsu with mere Words Words: 4,000 - Drain: Chakra cost = Genjutsu Cost x1.1
Kanshibari Jutsu The ability, that is known to be one of the most feared Genjutsu Master Skills. Gaining the ability, to create various types of Body Binding Jutsus. These jutsu can have varied strength; dealing from halting body movement slightly, stopping particular body parts from moving, and even full body paralysis -Requirements: 100% Genjutsu Mastery -Words: 8,000
- Medic Ninja:
Medic Ninja A specialty that is admired by all. These Nins are what stands between life and death on any mission, as well as the survival of those within the village. Shinobi of this specialty utilizes advance arts to heal people or cause harm to their enemies.
• Requirements to become a "Medic Ninja" + Must be a Genin + 2000 Words to obtain rank of Medical-Nin
• Bonuses Exercising great chakra control, the medical practitioner receives a 10% reduction when utilizing chakra-based techniques.
• Medical Proficiency [ Roleplaying Session: 250 for +5% ] 010% - Can learn Skill of Antidote Making 020% - Can create an Basic type of poison curable by Antidote Making 030% - Can learn Mystical Hand Skill 040% - Can create your own Medical Jutsu [E-C] 050% - Can learn Chakra Scalpel 060% - Can create your own Medical Jutsu [C-B] 070% - Can learn Skill of Poison Extraction 080% - Can create your own Medical Jutsu [B-A] 090% - Can create another Basic type of poison curable by Antidote Making 100% - Can create your own Medical Jutsu [A-S]
• Medical Abilities Gedokuzai Meiku no Jutsu - A medical skill where the user can make antidotes based on the symptoms of a poison. - Handseals: None - Words: 500 - Effects: Can create a antidote from a poison found in order to heal an individual
Shousen no Jutsu - A basic medical jutsu used to heal another shinobi or the medical-nin after being inflicted a basic outer or internal injury - Handseals: None - Words: 500 - Effect: Heals both minor internal and external wounds // Chakra Drain 2% per 2% stamina healed for external injuries // Chakra Drain 2 per 1 stamina healed for internal injuries [Up to a maximum of 250 chakra per post]
Chakura no Mesu - A more advanced medical jutsu that is used as a blade during surgery, so the skin does not have to be cut, and surgery can be performed simply without having to wait for external wounds to heal after the procedure is over. - Handseals: None - Words: 2500 - Effects: USed for surgical procedures, however this can be used in battle as a deadly weapon // Chakra Drain 100% to initiate and 20 per turn // +20 taijutsu dmg+Advance dmgs
Saikan Chūshutsu no Jutsu - An advanced medical jutsu used when the user cannot make enough antidote to cope with a poison. This is used to extract a great deal of the poison from a body, and then the antidote can be adminstered. - Handseals: None - Words: 2000 - Effect: Can remove poison from the user or another // Chakra Drain 200 per post used to remove poison and 400 if used on self. ================
Master Medic Those shinobi who have proven themselves to be true Medical Ninja, dedicating their lives to the art and putting the lives of others before themselves. These Shinobi have reached a height of the Medical status where people of their respective village feel like they are able to cure almost anything, even unworldly things.
• Requirements to become a "Master Medic" + 100% Medical Proficiency + Must be a Chuunin + 3,000 Words on further honing Medical/Poison Skills + Must have at least 3000 Chakra
• Medicial Mastery [ Roleplaying Session: 500 for +5% ] 010% - Can create your own Medical Jutsu That effects multiple people [Up to 2] 020% - The user can gain the ability Herbal Poisons 030% - Can create an Advanced type of poison "NOT" curable by Antidote Making 040% - The user can gain the ability Bodily Poisons 050% - Exercising great chakra control, Get 20% chakra reduction off " All " Techs 060% - "Shousen no Jutsu" can now use up to 2500 Chakra per turn 070% - Can create your own Medical Jutsu That effects multiple people [Up to 5] 080% - Can create another Advanced type of poison "NOT" curable by Antidote Making 090% - Can create your own Medical Jutsu That effects multiple people [Up to 10] 100% - Can create A Forbidden Medical Jutsu of Dark/Light Nature [S+]
• Master Medic Abilities
Herbal Antidotes This ability is the basic knowledge of Herbal Antidotes. All poisons listed below and all poisons used not created by Poison Experts, can be created by the Expert Medic. However they must perform a task similar to create the poison [being the same words and that], to create the antidote. 1500 Words to Learn
Bodily Poison Another special technique known by Poison Specialist, in which the user can use their chakra in order to generate poison. Taking natural toxins from within the body, in order to create some of the basic poisons. *Listed Below*. Having it so that it can emerge from the body for use in battle (Usually out of the mouth) Chakra - 250% chakra per use 3000 Words to learn- Shinkan Poison:
The Shinkan Poison is known as the Silent Poison. This poison is adminstered either through the user of a ninjutsu [such as a katon, suiton, or fuuton jutsu] The poison seeps through the body slowly and begins to wear at the opponents stamina. Taking 5% off their stamina every post, if never removed it will drain 20% Stamina per day, until the user reaches 0 stamina and dies Requirements: Must search for the Mugon Herb in order to make this poison, must make a 100 word post to find the herb to make this poison. Only three poison vials per herb, one vial is used per ninjutsu it is utilized in.
- Buraindo Poison:
The Buraindo Poison is an optical poison. Which the user does not inhale it, as the poison travels through the air and gets into the eyes of the opponent. This then dilates the pupils making light come much easier into the eyes somewhat blinding the opponent as it also will cause a very itchy and stinging sensation in the eyes. Requirements: Must search for the Mekura Herb in order to make this post, must make a 150 word post to find the herb to make this poison. Only two poison vials per herb, half a vial is used when sending it as dust into the air to get in contact with the eyes.
- Dorai Poison:
The Dorai Poison is known as the 'dehydration poison'. This poison is adminstered through the use of the Doku Kiri No Jutsu [Poison Fog Skill] substituting its normal poison with this poison. When inhaled by the opponent, the poison works to absorb the water within the opponent. Slowly dehydrating the opponent, after ten posts of having this within the users body it will cause all their physical stats to be cut in a fourth, and another twenty posts after that it will cut their physical stats in half. Requirements: Must search for the Shio Herb in order to make this poison, must make a 200 word post to find the herb to make this poison. Only two poison vials per herb, one vial is used per use of the Doku Kiri skill.
- Gyou Poison:
The Gyou Poison is know as the 'paralyzing poison'. This poison is not inhaled, but sent on an acupuncture needle, where it is sent directly into muscle tissue. This poison then blocks the electrical signals of the brain to flow to that arm as well as it would, causing paralysis to flow over the muscles that the poison has seeped into Requirements: Must search for the Suji Herb in order to make this poison, must make a 250 word post to find the herb to make this poison. Only one poison vial per herb, one vial covers the tips of 10 acupuncture needles.
- Puppet Ninja:
PuppetSkills Puppet-Nins are Shinobi specializing in the art of Puppet making and utilizing them in combat. These Nins are often ranged fighters, allowing the puppets to do the fighting for them, though you have very few cases that would bring themselves in close combat to fight while manipulating their puppets. Every single puppet are different in their own way and utilized through the use of Kugutsu no Jutsu.
• Requirements to become a "Puppet-Nin" + Can be any Rank + Must be Taught by an Npc|Ipc|Rpc who is a Puppet-Nin + 1500 Words to obtain rank of Puppeteer [750 Words for Suna Shinobi]
• Kugutsu Proficiency [ Roleplaying Session: 250 for +5% ] 010% - The Puppet-Nin Can create 1 Custom Puppet [Can't move while using puppets] 020% - Can Wield 1 Puppet using all 10 fingers 030% - Can Wield 1 Puppet using only 5 fingers 040% - The Puppet-Nin Can create Another Custom Puppet 050% - Can create a Ninjutsu Using both Puppets or just one [E-C] 060% - The Puppet-Nin Can create Another Custom Puppet 070% - Can Wield 3 Puppet at the same time using all fingers 080% - Can create a Ninjutsu Using any of your puppets [E-B] 090% - The Puppet-Nin Can create 2 more Custom Puppet 100% - Can wield all 5 puppets with all fingers. Can create a Ninjutsu Using any of your puppets [E-A]
• Puppet Ninja Abilities
Kugutsu no Jutsu. - The Puppet Technique is a unique ninjutsu fighting style; this jutsu uses threads of chakra to control puppets like marionettes. Any number of chakra threads can be used to control a puppet, but users with more skill can use fewer strings per puppet. - Drain: 10% per chakra string to create, and 1% chakra per turn per chakra string - 500 Words to Learn
Speaking Puppet Skill - A skill used by puppeteers to throw their voice through their puppet to confuse their opponent. Advanced puppeteers can even change the tone and pitch of the voice - Drain: 10% Chakra per post - 250 Words to Learn
Sōen: Hitomi Gokū - A puppet performance technique where chakra threads are attached to various spots on a person's body; the head, torso, both arms, and both legs. The person being manipulated gains the ability to not only use their own techniques, but the skills of the puppeteer as well. The origins of this technique lie on the battlefield. When a puppet user's puppets were all destroyed, they would begin using corpses. To perform this technique with a living person would normally require both parties to cooperate with each other. - The person being Manipulated gain 1/10 of the Puppet-Nins stats - Drain: 75% Chakra per post. - 2000 Words to learn ======================
Puppet-Master A rank beyond that of Puppet-Nin. Puppet-Masters become well known for their artwork, being incredibly dangerous and fierce. The very nature seems dark, manipulating lifeless dolls to do their bidding no matter what it may be. Puppet masters push their abilities to where they can use more than just five puppets at a time, using deadlier jutsus, and then there are some Puppet-Masters who are just insane with their work.
• Requirements to become a "Puppet Master" + Must be a Puppeter-nin /w 100% Kugutsu Proficiency + Must have Permission from Kage to pursue such an area of Puppetry + Must be a Jounin 2000 Words on Advancing your puppet abilities [1000 for Suna Shinobi]
• Kugutsu Mastery [ Roleplaying Session: 500 for +5% ] 000% - The ability to use up to 5 puppets at a time [You Can move at 1/4 your original Spd/Agi while using Puppets] 010% - The Puppet-Master Can create Another Custom Puppet 020% - The Puppet-Master Can create Another Custom Puppet 030% - The Puppet-Master Can create Another Custom Puppet 040% - The Puppet-Master Can create Another Custom Puppet 050% - The Puppet-Master Can now use each puppet with a Single finger [You Can move at 1/2 your original Spd/Agi while using Puppets] 060% - The Puppet-Master can create a kinjutsu kugutsu [Example: Forbidden Puppet: Mother | Father] 070% - The Puppet-Master can create up to 2 Ninjutsus the forbidden puppet(s) can utilize 080% - The Puppet-Master Can now use more puppets at the same time* Through Special Means* [You Can move at your original Spd/Agi while using Puppets] 090% - The Puppet-Master has the ability to create a Hitokugutsu. Can also create an unlimited amount of normal puppets, though they all must be approved 100% - The ability to turn ones self into a Hitokugutsu [if the technique has been learned]
• Puppet-Master Abilities
Hitokugutsu Creation - A technique developed by Akasun Sasori,which allows Puppet-Masters to create puppets from human corpses. By removing the internal organs of a foe and preserving the body to prevent decomposition, as well as adding weapons and defenses, The Puppet-Master can make powerful human puppets. These puppets are different from normal ones, as they retain their use of chakra and any kekkei genkai that the human host once had. - 5000 Words to Learn - Requirement: 90% Kugutsu Mastery
Hitokugutsu Stats The human body goes through some alteration when transformed into a Hitokugutsu.
- END and STR stat is lost, it's based upon material make up.
- Original ATK is kept
- SPD and AGI = Users ATK
Turning Self into Hitokugutsu Stat Turning one's self into a hitokugutsu goes through a similar change in statistics.
- Original ATK, SPD and AGI stays the same
- END and STR based upon how the body is built
For all Hitokugutsus Ones max stamina gets added into Chakra.
Hitokugutsu Notes:
- Upon becoming a Hitokugutsu, several things happen to the puppet body. First, all of your stamina is added to your chakra increasing your chakra pool heavily. Along with this though, you also lose your Endurance stat, as you do not have a normal human body anymore. For every movement made within a post, it will cost 10% chakra. Along with having a chakra cost for movements, one can utilize their chakra in order to increase the power of their attacks. For every % chakra added to an attack, the amount of damage is increased by x2 that % of chakra
- High Power techniques cannot be used as that would destroy the puppet, i.e. Curse mark, gates, sage mode.
- It takes double the words to raise chakra amount once a Hitokugutsu
- Lose the ability to stat train.
- Jutsu's may be performed through the puppets themselves [i.e Their jutsus from when they were alive, or even your own]
====================== Kugutsu Rules
- Puppets SPD and AGI = User's ATK stat
- Every 10 puppets under wielders control reduces SPD and AGI by 5%
Example: Puppet user controlling 100 puppets suffers with a 50% reduction to puppets SPD and AGI. Though as their destroy the SPD and AGI raises back by 5% per puppet destroyed.
- Controlling Puppet = 10 chakra per post per puppet (+Kugutsu no jutsu technique)
- Using 30 or more puppets require a heavy use of concentration so the Puppet user mobility is severely limited, lest they risk losing control of their puppets.
Example: Puppet user controls ten puppets, chakra cost is 100 chakra per post (+Kugutsu no jutsu technique)
- Stationary Puppets cost only half the normal cost.
======================
Kugutsu Creation Puppets in order to be used would first off have to be created. The process of creation helps devise the puppet's abilities an statistics.
Complexity Rate The rating represents everything that is the puppet, statistics, traps, gadgets and more. The more proficient a Puppeteer is the higher the Complex rating is. Every puppet holds a maximum Complexity Rating of 100.
Complex Rating:
Skill/Complexity 10% Puppet Control - 15 Complexity 30% Puppet Control - 25 Complexity 60% Puppet Control - 40 Complexity 100% Puppet Control - 50 Complexity 30% Puppet Mastery - 60 Complexity 50% Puppet Mastery - 70 Complexity 80% Puppet Mastery - 80 Complexity 100% Puppet Mastery - 100 Complexity Default Body – Price: 100 Ryou
Parts A basic puppet body consisting of whatever the Puppet creator desires. Though using a puppet on default only consist of basic attacks and movements and nothing more.
Default Stats:
- STR and END consist of half the creators ATK at the time of creation
- Additionally bonuses all stack
- Puppets Durability stat (HP) = 50% of the builders total chakra.
so a puppet that has three 10% Strength bonuses would have 80% of the builder's Attack stat as Strength, rather than having its Strength increased by 10% three times. Same rules apply for speed altering devices.
Power Enhancers: Special components that increase a puppet’s strength by 10% of the Builder's attack stat. Max of five per puppet. Complexity: 5 Cost: 5 ryo
Armor Reinforcements: Armor for the puppet that increases a puppet’s Toughness by 10% of the Builder's attack stat. Max of five per puppet. Complexity: 5 Cost: 5 ryo
Skeletal Support: Internal reinforcements to allow the puppet to take more damage before breaking, increasing HP by 10% of the Builder's chakra amount. Max of five per puppet. Complexity: 3 Cost: 5 ryo
Extra Limb: Just in case you want to add more limbs. It’s… Another limb! Complexity: 0 Cost: 15 ryo
Kunai Launcher: Fires Kunai at the target at the puppet’s moving speed. Complexity: 1 Cost: 10 ryo
Hidden Blade: A retractable blade within the puppet that can pop out when activated. Complexity: 5 Cost: 10 ryo
Serrated Limb Blade: A serrated blade placed along a limb that can be retracted to conceal it. Complexity: 3 Cost: 5 ryo
Hidden Metal Wire: Hides a strand of metal wire within the puppet to be pulled out later for various purposes. Complexity: 2 Cost: 5 ryo
Chakra Panels: Can project a barrier of chakra to block incoming attacks. Equal in strength to a B rank jutsu, and cost chakra accordingly. Complexity: 5 Cost: 100 ryo
Summoning Seal: Can be used to perform a summoning jutsu to summon various items/puppet parts to the battlefield, following the summoning rules. Complexity: 5 Cost: 100 ryo
Armored Shell: A large, armored shell somewhere on the puppet’s body increases the puppet’s Toughness by 50% of the Builder's attack stat, but decreases the puppet’s moving speed and agility by 20%. One per puppet. Complexity: 10 Cost: 200 ryo
Independently Rotating Joints: Allows the puppet’s body and joint segments to rotate independently of each other. Complexity: 5 Cost: 25 ryo
Detachable Limbs: Allows the puppet limbs to break away from the body and reform at will. Complexity: 5 Cost: 10 ryo
Poison Gas Storage: Stores poison gas. You have to get your own poison though. Complexity: 5 Cost: 25 ryo
Scorpion Tail: A long, bladed tail ended with a dagger-like tip at the end. Very sharp, and very deadly. Complexity: 20 Cost: 200 ryo
Fire Jet: Shoots a jet of searing flames with the power of an A rank jutsu. Requires one fire scroll per shot. Complexity: 15 Cost: 150 ryo Scroll Cost: 25 ryo
Water Jet: Shoots a jet of high pressured water strong enough to slice through stone, with the power of an A rank jutsu. Requires one water scroll per shot. Complexity: 15 Cost: 150 ryo Scroll Cost: 25 ryo
Gatling Gun: Fires needles in a near constant stream, much like a machine gun. Complexity: 15 Cost: 150 ryo
Hollow Body: Can hold a person inside it to be used as either puppet armor or as a cage. Complexity: 20 Cost: 50 ryo
Three Buddhist Treasure Seal: Places a Buddhist seal on the puppet. When three puppets come together with this seal, they can perform the Three Buddhist Treasure Vacuum Destruction technique. Complexity: 5 Cost: 100 ryo
Lion Headed Kannon: An orb hidden inside a puppet or kept on hand. It is used to perform Sealing Technique: Lion Closing Roar. Must be bought again if used. Complexity: 20 Cost: 300 ryo
Custom Parts Want something not on the list? Make something up! Custom Trap: Make up something Complexity: Will be decided by admin Cost: Will be decided
Last edited by Paper on Tue Jul 17, 2012 2:22 am; edited 1 time in total | |
| | | Paper Admin
Posts : 632 Join date : 2010-12-12 Age : 33 Location : Amongst your words
| Subject: Re: Class Tue Jul 17, 2012 2:20 am | |
| - Tool Ninja:
Tool-Nin A classification of Special Shinobi that is related to the Puppet-Nin Special Shinobi Class. Special Tool-Nin are nin that specialize in the usage of strange and unusual weapons. These types of weapons include: Fans [Temari Type Fans], Large Swords [Neck-Slicing Cleaver, Samehada], Ninjutsu Swords [Sword of Raijin], and other weapons in this category. Special Tool-Nin utilize these weapons to best suit their fighting style. However, the tools that they use are not limited to weapons but can also be various items along with musical instruments
• Requirements to become a "Tool-Nin" + Must be a Genin + Note to Create your own special tool you must send idea and get it approved by management, and they will give you either a price for it or a word quest for it + Once attaining your special tool, Special Tool Nin is attained. + 1500 Words to obtain rank of Tool-Nin
• Special Tool Proficiency [ Roleplaying Session: 250 for +5% ] 010% - Start off with your Special Tool and a basic power, and have a Beginner knowledge of the Tool (Ex: Temari's fan has the basic power to create wind when swung) 020% - Create a kenjutsu utilizing your tool 030% - Have a greater understanding of your special tool, and have an Intermediate knowledge of it 040% - Create a kenjutsu utilizing your tool 050% - Have an increased understand of your tool, having an Advanced knowledge of it 060% - Create a kenjutsu utilizing your tool 00">070% - Create a defensive ability, so only you can use your tool 080% - Create a summon utilizing the power of your tool 090% - Create a kenjutsu utilizing your special tool 100% - Gain complete mastery of your Special tool and its jutsus
• Special Tool Skills // Weapon Variety
One Handed Weapon Wielding - The Kenjutsu in which allows one to wield all weapons in which one is proficient in with only one hand. With this skill, one will be able to use even the largest of weapons granted they have the strength with one hand - Training: 15 posts of 50 words - Drain: None
Weapon Release - A jutsu in which allows one to perform only one handseal that will automatically bring your weapon back to you. Whether your opponent is wielding it, or it is of in some storage area. - Training: 10 posts of 75 words - Drain: 15% Chakra
Shadow Weapon Skill - A jutsu in which allows one to create 'copies' of a weapon you are currently wielding. This can be used with any weapon, allowing to have multiples of the same weapon - Training: 20 posts of 50 words - Drains: 20% chakra for normal weapons, 2% chakra per Shuriken/Kunai/Senbon
• Special Tool Skills // Misc Variety[/b]
Tool Specialty Proficiency - A skill in which lowers the drains of the techniques utilized by a Special Tool - Training: 20 posts of 75 words - Drain: None - Effect: Lowers chakra drained by Special Tool techniques by 20% ====================
ToolMaster An ascension class stemming from the special shinobi known as the Special Tool-nin. After learning how to utilize their special weapon, the shinobi may continue their learning and extend their knowledge from their one special tool, to a mastery of most shinobi weaponry. With this mastery of weaponry, comes an even greater knowledge of their original weapon.
• Requirements to become a "Tool-Master" + Must be a Chuunin + Must have 100% Special Tool Proficiency + Must create 30 posts on the beginnings of the ascension to Tool Master + 2000 Words on Advancing your Tool abilities
• Tool Mastery [ Roleplaying Session: 500 for +5% ] 000% - Have complete mastery of your Special Tool and its jutsus 010% - The user gains the ability to create a secondary Special Tool [Must be approved] 020% - The user has the ability to learn Tool Forgery 030% - The user has an adept knowledge of their secondary Special Tool, and can create one jutsu for it 040% - The user has the ability to learn Long Range Proficiency 050% - The user has an advanced knowledge of their secondary Special Tool, and can create another jutsu for it 060% - The user gains the ability to have an intermediate knowledge of utilizing both of their special tool at the same time 070% - The user has obtained a mastered knowledge of their secondary Special Tool, and can create two jutsus for it 080% - The user gains the advanced knowledge of utilizing both of their special tool at the same time 090% - The user gains a mastered knowledge of utilizing both of their special tools at once, as well as their jutsus 100% - The user gains the ability Enfused Tool Forgery
• Master Tool Skills
Tool Forgery - The ability to search the world and mine out the various raw minerals within the earth. Taking those raw metals and using extreme skill in order to shape the molten metals into various weapons. This ability gives the user the power to create various shinobi tools on their own. First needing to search out for the raw materials, or taking materials they already have in order to create weapons. With enough metal, any sort of weapon can be created with the right materials. However, jutsu enfused tools cannot be made. Words - 750 to learn
Long Range Profieciency - The ability to be proficient in the use of long range projectile weapons. This technique ensure that one out of every three long range projectile weapons thrown towards the opponent will be a sure hit. However, this sure hit cannot be a critical hit. The only places this sure hit would apply to would be within the thigh, the shin, the upper arm, the shoulder, and the lower arm. Words - 1,250 to learn - Cost: Utilizing this per post takes 35% stamina
Enfused Tool Forgery - The pinnacle of ability that the weapon master can create. This is the ability to enfuse the power of a jutsu into a weapon during the creation of the weapon. Most jutsus can be mixed in with weapons, in order to generate an even powerful weapon. This gives the user the ability to channel chakra through the weapon, to use it as a medium instead of hand seals, and perform the jutsu with the weapon. Words - 1,750 to learn
- Summoner:
Summoner An special type of shinobi utilizing the lowest level of Space-Time manipulation, summoning creatures from a different realm through various methods to fight for them. Becoming a summoner is a relatively easy task, but the task of creating a bond with the creatures is another different story.
• Requirements to become a "Summoner" + Must perform a quest to seek out the Leader of the Animals in which you want to summon [NPC sensei] + 2500 to acquire a Contract as a Summoner
• Summoning [ Roleplaying Session: 250 for +5% ] 020% - Can Learn to summon The Underling Being of your familiars 040% - Can Learn to summon The Soldier Being of your familiars 060% - Can Learn to summon The Guardian Being of your familiars 080% - Can Learn to summon The Elite Being of your familiars 100% - Can Learn to summon The Leader Being of your familiars
• Levels of Summon Trainees [Lowest Level Summon] : Those with little training and of little power. Looking to increase their reputation they are generally always willing to work when summons Cost: 469 Chakra to summon Stamina/Chakra: 313 between stamina and chakra Stats: 313 Total *Starts with 100% Bonding*
Underlings [Low Level Summon] : Those that have mastered the basics and know combat. Looking for experience they seldomly turn down working with someone, unless going up against overwhelming odds Cost: 938 Chakra to summon Stamina/Chakra: 625 between stamina and chakra Stats: 625 Total *Starts with 80% Bonding*
Soldiers [Medium Level Summon] : Those that have an overall mastery of basics and have gained access to their affinities. Handling well in any battle situation, they wont turn down battle until the summoner dismisses them or escape Cost: 1,875 Chakra to summon Stamina/Chakra: 1,250 between stamina and chakra Stats: 1,250 Total *Starts with 60% Bonding*
Guardians [High Level Summon] : Those that have a great deal of experience and have been given a status of power amongst the clan. Will only help the user in battle if they are in grave danger, or sufficient training has been done. This level is always willing to protect lower leveled members of the clan. Cost: 3,750 Chakra to summon Stamina/Chakra: 2,500 between stamina and chakra Stats: 2,500 Total *Starts with 40% Bonding*
Elite [Very High Level Summon] : A great gap exists between guardians and those that are considered elite. Talented creatures whom have masted their craft making them deadly to combat against. Will only help a user if they have trained with them or have a way of satisfying them through bribery Cost: 7,500 Chakra to summon Stamina/Chakra: 5,000 between stamina and chakra Stats: 5,000 Total *Starts with 20% Bonding*
Leader [Boss Level Summon] : The strongest of the current generation, these leaders are assigned by the elders of the clan. Some of these leaders are very serious about their jobs, while others may not exactly care for it. They are not always willing to help out those whom summon them, until they have gained their respect Cost: 15,000 Chakra to summon Stamina/Chakra: 10,000 between stamina and chakra Stats: 10,000 Total *Starts with 0% Bonding* =========================
Spiritual Master The next level of the summoner, being the spiritual Master. These shinobi push themselves to the limits, not allowing anything get in their way of their Mastery over the spiritual arts. Spiritual Masters reach a level of coexistence with their summons to where the summons begin to become loyal to them, allowing them complete access to their power to achieve any goal even if it costs them their life.
• Requirements to become a "Spiritual Master" + 100% Summoning + Must Speak with Elder Summon and Hokage about becoming a Spiritual Master + Must make 2500 words to enhance your knowledge of enhancing the bond between your summons
• Bond When you become a summoner, at various levels you're capable of summoning different summons of higher tier. Doesn't mean that it will be a good Idea to immediately summon them because if you don't have a good bond with the summon, there is a high chance of disobeying you or acting on their own accords *Possibly even attacking you instead of the opponent*. Bonding can only be increased when the "Summoner" become a "Spiritual Master"
*NOTE: While a Bond is below 50%, A Staff must play the summon when ever its summoned* *NOTE2: In order to increase the Bond of a Higher Tier Summon, the one before it must be 100%*
• Bonding [ Roleplaying Session: 250 for +5% ] 10%: Can Create a Jutsu for The Familiar [D-C] 20%: Create a passive ability based on the contract 30%: Can Create a Jutsu for The Familiar [C-B] 40%: Create a passive ability based on the contract 50%: Gain control of own summons (Meaning you can RP them) 60%: Can create an alternate form of Summoning [IE: Orochimaru's Arm Tatoo] 80%: Create a passive ability based on the contract 90%: Can learn Reverse Summon ( 90% Bonding with Boss ) 100%: Can Create a Jutsu for The Familiar [A-S]
*Notes: Each Summon have their Own Bonding, meaning that:: - 20 Jutsus can be made from this as all five summons have 4 techniques - Only 3 Passive abilities as that is in regards to the contract as a whole - The alternative way of summon goes for all of the summons of that contract - Reverse Summon can only be obtained when the 90% Bonding with the boss Summon is obtained
• Master Summoner Abilities
Gyaku Kuchiyose [Reverse Summon] - A technique which is known to only those that have become an integrated part of their summoning clan. By channeling a large amount of their total chakra, the user can summon themselves to the realm where your summons reside. This technique costs 1/2 of your total chakra to use, and the user cannot immediately return for 72 hours. (Does not force the battle to end and is not considered a forfeit) Words: 8,000
- Tai-Nin:
Close Combat Expert Close Combat Experts are Shinobi who specialize in the art of Hand to Hand combat, or what could also be called "Taijutsu". This art Emphasize on Physical capability, Attack Speed, Speed, Agility, Strength, and Toughness to overwhelm their opponent. They face the most Dangers due to being on the frontlines in the battle field, but their capabilities and potential also makes them the Most Dangerous.
• Requirements to become a "Close Combat Expert" + Can be of Any Rank + Must have 2 Taijutsus with 100% Proficiency + 1500 Words to obtain rank of Close Combat Expert
• Combat Proficiency [ Roleplaying Session: 250 for +5% ] 010% - Can creates one Taijutsu [E] 020% - The words required to learn the gates are reduced. Can creates another Taijutsu [E-D] 030% - Can creates another Taijutsu [E-C] 040% - Can learn to use the Initial Lotus. Can creates another Taijutsu [E-B] 050% - Can learn how to perform the Primary Lotus. Can creates another Taijutsu [E-A] 060% - Can creates another Taijutsu [E-A] 070% - Can learn how to perform the Asaku Jaku. Can creates another Taijutsu [E-A] 080% - Can creates another Taijutsu [E-S] 090% - Can creates another Taijutsu [E-S] 100% - Can create one S+ Rank Kinjutsu that requires the use of the Gates 1-6 ==========================
Close Combat master The select few that were capable of surpassing their physical limits to reach a new tier of Taijutsu users. This guys have torn their muscles, broken down their mind to rebuild them in absolute confidence of their capabilities. The true prowess of the Shinobi will be displayed upon reaching the Tier of Combat Master.
• Requirements to become a "Close Combat Master" + 100% Combat Proficiency + Must be a Chuunin + Must have permission from Kage to pursue such a higher level of Dangerous Training + 3,000 Words on further honing the body + Must have at least 300 in all stats
• Close Combat Mastery [ Roleplaying Session: 500 for +5% ] 010% - Can create a two step taijutsu combo 020% - Can create a two step taijutsu combo 040% - Can create a three step taijutsu combo 040% - Can Learn " Non-Wasted Movement " 050% - Can create a three step taijutsu combo, and can Learn " Taijutsu Interception " 060% - Can create a three step taijutsu combo 070% - Can create a Four step taijutsu combo 080% - Can create (2) Four step taijutsu combos 090% - The user gets a bonus when fighting against an opponent close range, having all stats increase by 100, and can create a combo taijutsu that has up to four steps 100% - The user gains the ability, Gate Survival
*Combos: Combos are a combination of technique utilized in chains to deliver devastating results. Combos are consisting of More than one Taijutsu, but is considered 1 Attack, in order words, if the first hit of the Combo goes through, All other strikes within it goes through. Example:: Four Step Combo "Dragon Fang" = Cross punch + Cross Punch + Straight Jab + Driving Push. If Cross punch lands, then all 3 following attacks are an autohit. Of course the Taijutsu User is capable of stopping in the midst of any of those strikes to perform other actions.
***NOTE*** Taijutsu combos can consist of Site Taijutsus and/or Custom Taijutsus
Combo Cost: Total Chakra/Stam cost of all skills included in Combos / 2 Combo Dmg: Resulting Dmg of all of the skills included in Combo combined
• Close Combat Master Abilities
Non-Wasted Movement - A special skill that increases the skill of evasion. With this style, the user learns how to not waste even a single body movement. To get the truest and fastest movement that is the most efficient as well. This works by not fighting in an angular style, one that isn't as predictable as most angular styles. Word Cost - 5,000 Effect: Make use of every single movement the user utilize to the best of its abilities.
Taijutsu Interception - The pinnacle in which the user is capable of taking all the knowledge of taijutsu techniques or taijutsu combo and find it’s weakness and perfect moment to strike, utilizing knowledge of the body and lighting fast attacks in order to intercept a technique and destroy it, in other words attacking the weak point of the jutsu with an attack of the user’s own. - Effect: Nullifies and break’s combo and taijutsu attack by attacking the weak point of the techniques. [Must know the taijutsu or combo or have experienced it before, if the combo utilizes techniques that you either already know or have already experienced than that combo could be broken during those points. Word Cost - 1,000 Cost: Equivalent to the stamina of the technique intercepting.
Gate Survival - The most powerful of all taijutsu abilities. This technique utilizes one Chi to act as a special precaution when activating the gates. Offering up half of your chakra, it will be set aside within the body so that when the gates burn up all chakra that once they are closed the user can survive using that many gates. This technique, can only be used five times before it does not work anymore. Word Cost - 3,000
- Sage Ninja:
Senjutsu Senjutsu otherwise known as Sage Techniques refers to a specialized field of jutsu that allows the user to sense and then gather the natural energy around a person. Senjutsu practitioners can then learn to draw the energy of nature inside of them blending it with their own chakra created from spiritual and physical energy within the shinobi, adding a new dimension of power to the sage's chakra, resulting in the creation of "senjutsu chakra". This chakra cannot be seen (Nor detected VIA Sensors) by anyone other than those who have been trained in senjutsu. A long and secret art has been held to be a tradition amongst animal summoning clans, and that is the art of Senjutsu. Senjutsu brings a third component to match that of Chi and Cha. This third component is Natural Energy, otherwise known as Ki. By drawing in natural energy the user gains extra energy which can be used to create Nature Chakra.
• Requirements to become a "Sage" + Must have at least 12,500 chakra + Must be a "Spiritual Master" with "Bonding" with all summons at 100% + Must seek out Elder Summon of your Summons " 7500 Words " + Must Convince them to Teach you "2500 Words " Elders will be played by staff, and if we feel it's not exactly fitting of teaching you will be refunded all your words to be used for anything else. + Must have reached Lvl 100 Genin, Lvl 100 Chuunin, Lvl 50 Jounin, Lvl 25 High Jounin, or Lvl 0 Kage
• Limitations + Cannot be able to open up Gates + Cannot have additional chakra sources which enhance stats. Jinchuuriki are the only exception. + Cannot have a Curse Seal * None of the Training Methods can be done in Solo threads, must be with a staff that controls the Elder summon * *None of the trainings can be word pooled*
Sage Spots [3/3] - - -
NPC'd Failures - - - - - - - - - - ......
• The Training The training in order to utilize Senjutsu is one that is long and hard. There are many danger associated within the process of learning how to utilize the power of nature within their jutsu. Before even starting off this quest one must perform the quest to acquire an Elder Summon. Only an elder summon or a IPC Sage can teach you how to utilize Senjutsu. Various steps are associated with learning how to utilize Senjutsu.
- Step One: Aided Training This method of training is done with the help of an aid. Most animal summoning clans have a method which helps younger generations learn to sense and channel natural energy using this aid. This teaches the user how to begin gathering in natural energy and achieve a state of balance within their body. The con of the training comes from gathering natural energy and learning how to focus it. When not enough natural energy is drawn in it ends and is used for senjutsu it causes the technique to fail. When too much natural energy is drawn the user can end up transforming into a complete animal form if the chakra is not expelled. Word Cost: 5,000 // After completion the user can learn Fusion and can use base Sage Mode Note: Only 1000 words can be made per day in doing the Aided training. One can attempt to do over 1000 words in a single day, but at great risk. If anymore words are written for this purpose a day, it will be assured that the user will turn into the animal and be NPC'd. [ Each day the attempt over 1000 is done, the person will have a 100 sided Die rolled. If 50 or below, the char will be Npc'd ]
- Step Two: Become One with Nature The second step in learning how to harness the power of Senjutsu. This step is a combination of several smaller part. The first part is learning how to sense natural energy on your own. The second part is learning how see natural energy so it can be drawn in. The third part is learning how to draw in the natural energy without an aid. The fourth part is learning how to balance the natural energy without the use of the aid. The same danger as the previous training exists for this one Word Cost: 10,000 // After completion the user can learn Fusion and can use Mastered Sage Mode Note: Only 2000 words can be made per day in doing this portion. One can attept to do over 2000 words in a single day, but at great risk. For every 5 words, 1% chance is made into becoming a full animal. After the total percentage is calculated in a single day, a program is used to calculate a random number from 1 to 100. If the number acquired is less then the percentage, the user becomes that animal and become a summon of that contract and an NPC. If a number higher then that is calculated, the user succeeds in training correctly and does not transform
- Additional Step: Fusion A step which can be added into the concept of using Senjutsu is the power of fusion. In order to gather natural chakra one must remain completely still and gather natural energy. This is not something which can be done easily in battle without the heavy assistance from additional parties. The power of Fusion eliminates this problem, as the two or more joined units work together. As one is moving, the other is staying still and gathering natural energy. The Elder animal family is only able to supply the user with up to 500 nature chakra per post, and removes the post limit for use of Sage Mode. Word Cost: 15,000
• Transformation Upon gathering natural energy into the body, once the body reaches a certain amount of saturation of natural energy it enters a form which is known as Sage Mode. When in Sage Mode, there are various bonuses that accompany it depending upon the level of Sage Mode that has been achieved.
Base Sage Mode Base Sage Mode is the lowest form of Sage Mode, where the user takes on particular traits making them look somewhat like an animal from their animal familiar. This form lacks physical appeal due to the nature of the body gaining somewhat of a hybrid look in various places and various times while using Sage Mode depending upon where chakra is being gathered. The user will stay in this form for 10 posts or until they run out of Natural Energy. The user may hold up to X amount of Natural Chakra, where X equals 1/2 their total chakra. To Transform: Once the user is completely still they can begin to gather Natural Energy. Natural Energy is gained at a rate dependent on the area. Once the user has gained 2,500 natural energy they can transform into Sage Mode Pros: Taijutsu: The user gains 2000 stat points to distribute to all their stats. Amount in which one can lift (the percentile) is multiplied by 10. All physical damage taken is reduced by 25%. All physical attacks will have a great force behind them, capable of fracturing a bone in a single hit. Ninjutsu: Increases the Dmg of Ninjutsu by 50%. Half of the jutsu's cost must from from Natural Chakra. Genjutsu: All genjutsu used cannot be broken easily, requiring the method of what is needed to break a genjutsu of higher rank. Cons: Cannot attack or defend while gathering natural energy. Doing so disperses ALL Natural chakra gathered.
Mastered Sage Mode Mastered Sage Mode is a level in which many do not end up becoming due to the excessive training necessary and the level of diffuculty it takes. The user takes on the distinct markings of a sage from the animal clan while looking perfectly normal otherwise. This level of Sage Mode in comparison is much stronger then the previous stage. The user will stay in this form for 20 posts or until they run out of Natural Energy. The user may hold up to X amount of Natural Chakra, where X equals their total chakra. To Transform: Once the user is completely still they can begin to gather Natural Energy. Natural Energy is gained at a rate dependent on the area. Once the user has gained 5,000 natural energy they can transform into Sage Mode Pros: Taijutsu: The user gains 4000 stat points to distribute to all their stats. Amount in which one can lift (the percentile) is multiplied by 20. All physical damage taken is reduced by 50%. All physical attacks will have a great force behind them, capable of breaking a bone and causing advanced damage. Ninjutsu: Doubles the Dmg of Ninjutsu. Half of the jutsu's cost must from from Natural Chakra. Genjutsu: All B Rank genjutsu and above can cause mental fatigue [Similar to Tsukiyomi], doing damage to an opponents stamina. Cons: Cannot attack or defend while gathering natural energy. Doing so disperses ALL Natural chakra gathered
Natural Energy Gained Per post Forest/Ocean: 500 natural energy per Post Grassland/Marshes/Swamps/Lakes: 250 natural energy per Post Mountain/Village: 125 natural energy per Post Desert/Wasteland/Arctic: 50 natural energy per Post
- Samurai:
Samurai A classification of Special individuals that stems outside of "Shinobi" and that the guardians and military power of the Land of Iron. Little is known about them, although no shinobi would be foolish to challenge the military of the Land of Iron. The Land of Iron is the only power in the modern world which continues to use samurai, as few legendary individuals alluded to that in the past, even in their time they were being used less and less, being replaced by ninja, ninjutsu, and ninja villages.
• Requirements to become a "Samurai" + Can be of any Rank + Note to Create your own special Sword with one basic Ability/Special in which you must send the idea and get it approved by management, and they will give you either a price for it or a word quest for it. + Once attaining your special Sword, The Class "Samurai" is attained.
• Sword Proficiency [ Roleplaying Session: 250 for +5% ] 010% - Can Create a Sword Technique that doesn't use Chakra [D rank] 020% - Can Learn " Reflect " 030% - Can Create a Sword Technique that doesn't use Chakra [D-C rank] 040% - Can Learn " Channel " 050% - Can Create a Sword Technique that does use Chakra [D-B rank] 060% - Can Learn " Call " 070% - Can Learn " Pulse " 080% - Can Create a Special Sword Technique that does use Chakra [D-A rank] 090% - Can Learn " Diamond " 100% - Can Create a Sword Technique that does use Chakra [D-S rank]
• Samurai Skills
Reflect - The beginning of the passive skills possessed by samurai's, being good in the art of the sword. This is considered a Defensive skill utilizing the surface of the sword to block objects or cause metallic objects to ricochet off it. Those with high special awarness can use this to their advantage and in an offensive way, causing the object to ricochet off it's surface and in the direction that they want ( Except in the direction that it originally came from). - Drain: None [ Can reflect up to 10 objects per post ] - 1000 Words to learn
Channel - A skill that some would considered taking a step into Ninjutsu. This utilizes the use of Chakra through their blade, making it even more lethal than before. Most swordsmens use this to make their cuts lethal, but it has many uses, one of them being to allow one to channel their chakra nature through their sword, as well as casting Offensive Ninjutsu of their chakra nature with just a swing, negating the use for any handseals. - Drain: 50 Chakra || +100 damage to sword - 2000 Words to learn
Call - A supplementary skill possessed by Samurai who have learned how to channel their chakra through their special swords. At this point it's almost as if the sword itself have a life of it's own, capable of recognizing it's master's chakra and only it's masters. Channeling chakra through the palm of their hand, the sword will fly to them and land in their hand. This basically allows the samurai to retrieve their swords no matter what. - Drains: 50 Chakra per use - 500 Words to learn
Pulse - Another Defensive technique gained through becoming close with your special sword. The sword gain a trap mechanism in which is activated by the user just channeling chakra through it. In some way or form, the trap will activate and damage the opponent. This is done to prevent the opponent from ever using the sword itself. - Drains: 25% of total chakra + 250 || Damage = x2 of Chakra cost - 2500 Words to learn
Diamond - A Special Technique involving a spiritual connection between the Master and their Sword. through this connection, the condition of the sword is tied in with their master, making the sword almost indestructible. Nothing can break the sword, not even strongest of Ninjutsu, but when the Master dies, the sword completely shatters, turns into dust and blows away with the wind. - Drains: None - 3000 Words to learn ====================
Unrivaled Samurai An ascension class stemming from the special rank known as the Samurai. After learning how to utilize their special weapon, the Samurai may continue their learning and extend their knowledge from their one special Sword, to a mastery of most shinobi weaponry. With this mastery of weaponry, comes an even greater knowledge of their original weapon.
• Requirements to become a "Unrivaled Samurai" + Must be a Chuunin + Must have 100% Sword Proficiency + Must have all skills of previous rank [Samurai] + Must create 30 posts on the beginnings of the ascension to Unrivaled Samurai + 2000 Words on Advancing your Tool abilities
• Sword Mastery [ Roleplaying Session: 500 for +5% ] 000% - Have complete mastery of your Special Sword and its jutsus [ All sword Jutsus created from "Samurai" will have their Proficiency Maxed] 010% - Can create a powerful Sword technique using your chakra nature [B-A Rank] 020% - Can learn " Multiply " 030% - Can create a powerful Sword technique using Multipy [B-A Rank] 040% - Can learn " Control " 050% - Can create a powerful Sword technique using Control [B-A Rank] 060% - Can learn " Quick Draw " 070% - Can create a powerful Sword technique using Quick Draw [B-S Rank] 080% - Can learn " Split " 090% - Can create a powerful Sword technique using your chakra nature [B-S Rank] 100% - Can learn " Way of the Samurai "
• Unrivaled Skills
Multiply - A unique technique that goes off the basics of Bunshin no jutsu. Channeling chakra through the blade, the Master can create clones of the blade. The unique aspect of this is that the copies can either be real physical copies or just illusions, used to trick the opponent. This skill is most effective when used with " Control " - Drains: 50 Chakra per Illusionary copy || 100 Chakra per physical copy - 2000 Words to learn
Control - A powerful technique using chakra to levitate the sword and manipulate it in the air. This takes a certain form of concentration, but if done right, the user is capable of manipulating their swords and imitations of it. It doesnt work with any other object. Being hit with damage thats greater than a person can take without reacting will cause the manipulation to end. - Drains: 150 Chakra per Sword - 2000 Words to learn
Quick-Draw - Second to the most deadliest skills possessed by the Samurai. This skill is dreaded by most if not all Ninjutsu users that know of it as it can mean certain death to them. Ninja's in most cases require handseals, or at least a single handseal to perform a jutsu. Utilizing sheer speed of their draws, samurai's can interrupt the uses of handseals even if the opponent is in motion while performing the handseals ( Giving that they are in range ) These strikes are so fast that it often goes unseen even by Special doujutsus that can comprehend extremely fast movements. The only indication of this move is their hand being placed on their hilts and them moving into a stance. - Drains: 100 - 2000 Chakra/or Stamina || Dmg = x2 the cost + Advance damages || Must be within traveling range in order to use || Avoiding this type of technique negates the opponent use of techniques requiring handseals for the next post - 3000 Words to learn
Split - A Passive ability granted to the sword upon reaching this point. The sharpness of the blade increases, and is intuned with the users chakra nature, granting them the ability to cut through nearly all types of metals and chakra reinforced objects as well as split techniques that are weak to the Users chakra nature [ Example Water Trumps Fire], causing the technique to completely miss them by splitting in two. - Drains: None - 4000 Words to learn
Way of the Samurai - The Final skill of the Samurai, embracing the presence of death. The Samurai last resort move when faced with an opponent that they cannot kill. The Master channels their entire life force into the sword itself for a death strike at the opponent. This life force isn't released until it makes actual contact with the target (Not with clones or anything else). When the sword makes contact, even a Tiny slash, it's released in which kills both the User and the opponent. This force cannot be dispelled from outside of the sword by any chakra negation attacks, and nothing (No Forbidden Techniques) Can prevent the end result for the user. - Drains: All Chakra/Stamina/Soul Energy || Instant death to both user and Opponent || If opponent possess some sort of ability that allows them to continue living, then Dmg = All Chakra + All Stamina + All Soul Energy x2 to both Stamina and chakra of the opponent. - 5000 Words to learn *Note: Must have at least above 1/4 of your stamina before using this.
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