| | Special Characteristics | |
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Zap Fosho Admin
Posts : 47 Experience : 22 Join date : 2020-07-27
| Subject: Special Characteristics Mon Jul 27, 2020 11:57 pm | |
| Special characteristics are characteristics that you give to your character as they grow. This allows a character to grow and come into their own as a shinobi. The SC that you choose allow you to learn new jutsu and create jutsu of your own. You get so many for starting or an event (such as Academy Students graduating) as well as you gain experience for experience that you earn. Experience is earned by posting. One post in the RP boards (The Lands of Fire, Water, etc.) will net you 20 exp.
In addition, SCs are what determine your resource pool. For every SC that you have, you get 10 points in your resource pool. This counts towards Chakra and Stamina. Instead of counting them separately, we will count them together to make it easier. So if you have Fire, Ninjutsu 3, and Fuinjutsu 1, you would have a resource pool of 50.
Academy Students get 4 for graduating (One must be an element/yin/yang). You gain 1 SC at the following rate. 50 EXP, 100 EXP, 150 EXP, 200 EXP, 250 EXP, 300 EXP, 350 EXP, 400 EXP, 450 EXP, 500 EXP, 500 EXP, 500 EXP, 500 EXP, etc
Genin gets 3 at the start (One must be an element/yin/yang). You gain 1 SC at the following rate. 50 EXP, 100 EXP, 150 EXP, 200 EXP, 250 EXP, 300 EXP, 350 EXP, 400 EXP, 450 EXP, 500 EXP, 500 EXP, 500 EXP, 500 EXP, etc
Chuunin gets 5 at the start (One must be an element/yin/yang). You gain 1 SC at the following rate. 250 EXP, 300 EXP, 350 EXP, 400 EXP, 450 EXP, 500 EXP, 500 EXP, 500 EXP, 500 EXP, etc
Special Jounin gets 8 at the start (One must be an element/yin/yang). You gain 1 SC at the following rate. 500 EXP, 550 EXP, 550 EXP, 550 EXP, 550 EXP, 550 EXP, etc
Jounin gets 10 at the start (One must be an element/yin/yang). You gain 1 SC for every 600 Experience that you gain.
Last edited by Zap Fosho on Wed Aug 05, 2020 9:57 pm; edited 10 times in total | |
| | | Zap Fosho Admin
Posts : 47 Experience : 22 Join date : 2020-07-27
| Subject: Re: Special Characteristics Tue Jul 28, 2020 12:33 am | |
| Permanent Characteristics Require Staff Approval, each one after the first requires proof of use and advanced knowledge of the Characteristic in Question as well as long-term use and a well-designed Jutsu Tree. ALL KKG count as the first Permanent Characteristic the ninja gains. Hiden at V also counts as a Permanent Characteristic. While SCs may say that they grant certain techniques, they merely grant the ability to use them. You must still purchase them. FireGrants the Ninja the Change in Chakra Nature: Fire. Necessary for all Fire-related Jutsu. WindGrants the Ninja the Change in Chakra Nature: Wind. Necessary for all Wind-related Jutsu. WaterGrants the Ninja the Change in Chakra Nature: Water. Necessary for all Water-related Jutsu. EarthGrants the Ninja the Change in Chakra Nature: Earth. Necessary for all Earth-related Jutsu. LightningGrants the Ninja the Change in Chakra Nature: Lightning. Necessary for all Lightning-related Jutsu. YangThe Shinobi is able to use specialized Yang techniques. Necessary for all Yang-related Jutsu. YinThe Shinobi is able to use specialized Yin techniques. Necessary for all Yin-related Jutsu. - Ninjutsu and its Derivatives:
Ninjutsu - I Grants basic knowledge of chakra based jutsu manipulation, enabling the user to learn easily studied mixed(Ninjutsu + Element) Jutsu. (Example jutsu: Fireball Technique) Notes: Ninjutsu I counts as the prerequisite for the following SCs :: Bunshinjutsu II, Iryojutsu II, Summoning Jutsu II, Kugujutsu II
Ninjutsu - II Allows the use of basic Ninjutsu, enabling the user to learn intermediate chakra techniques and jutsu. This allows the learning of even more powerful Jutsu, and jutsu that requires advanced changes in chakra and hand seals. (Example Jutsu: Great Fireball Technique)
Ninjutsu - III Allows the creation of Ninjutsu, enabling the user to create intermediate chakra techniques and jutsu. This allows the learning of even more powerful Jutsu, and jutsu that requires advanced changes in chakra and hand seals. The user may now use non-derived ninjutsu with one hand. (Example Jutsu Great Flame Flower)
Ninjutsu - IV Allows the creation of Ninjutsu, enabling the user to create advanced chakra techniques and jutsu. This allows the learning of even more powerful Jutsu, and jutsu that requires advanced changes in chakra and hand seals. The user may now use derived ninjutsu with one hand. (Example Jutsu: Great Fire Annihilation)
Ninjutsu - V Allows the creation of all Ninjutsu, enabling the user to create advanced chakra techniques and jutsu. This allows the learning of even more powerful Jutsu, and jutsu that requires advanced changes in chakra and hand seals. The user may now use all ninjutsu with one hand. (Example Jutsu: Great Dragon Fire)
Bunshinjutsu - I See Ninjutsu I.
Bunshinjutsu - II Knowledge of Clone based Jutsu. This allows the user to mix clones with basic elements and create clones with specific functions or actions. These are not autonomous at this point, they can only perform basic functions.
Bunshinjutsu - III Advanced knowledge of Clone Based Jutsu. Allowing clones to cast jutsu that the owner has control of so long as the elemental nature is in sync with the clone in question. It also allows advanced functions of clones like exploding or creating feedback.
Bunshinjutsu - IV Highly-trained knowledge of clone-based jutsu. Allowing the user to summon additional clones more easily and do so with only one handed seals.
Bunshinjutsu - V Mastered knowledge of clone-based jutsu. All clones now deliver information to the user upon their destruction, and clones may be used for superior purposes and linked to more powerful jutsu. They may also ignore nature requirements for the user’s jutsu. (Counts as Permanent Characteristic)
Iryojutsu - I See Ninjutsu I
Iryojutsu - II Basic knowledge of medical techniques and grants the mystical palm technique, allowing the user to heal the most basic of wounds by accelerating the target's natural healing process.
Iryojutsu - III Intermediate knowledge of medical techniques, allowing the user to create more focused healing jutsu and inverse jutsu intended to harm using damage to the body’s inners.
Iryojutsu - IV Advanced medical technique knowledge allowing the user to perform advanced surgical jutsu and more advanced healing jutsu under the right conditions healing some of the most advanced wounds possible.
Iryojutsu - V Mastered knowledge of medical techniques, allowing chakra storage of the user’s own body. Controlled chakra transferences and even healing the most grievous and potentially fatal wounds seen. (Counts as Permanent Characteristic)
Kuchiyose - I See Ninjutsu I
Kuchiyose - II Allows the Ninja to form contracts with specific creatures or one specialized creature that grows alongside the ninja. Grants the Summoning Technique Jutsu for the creature or type of creature in question. (Examples Gamatatsu | Nue Chibi form)
Kuchiyose - III The basic knowledge of natural Chakra as used by creatures. Counts as Senjutsu I, and grants access to larger scale creatures or more power to the specialized summon of the user. Allows the contracted summons to summon the Jutsu user. (Gamaden | Nue Combat Form)
Kuchiyose - IV The advanced knowledge of creatures and summoning. Grants access to elite creatures, packs or the matured form of a specialized summon. (Gabatuna | Nue Monster Form)
Kuchiyose - V Mastered knowledge of creatures and summoning. Grants access to the contracted creature, pack or specialized summon in their own form of Senjutsu. (Nue Kaiju Form) (Counts as Permanent Characteristic)
Kugujutsu - I See Ninjutsu I
Kugujutsu - II Grants Chakra Threads and basic puppet knowledge, allowing control of puppets. Puppet jutsu is linked to the puppet, like a summon. Puppet maximum is based on the intricacy of the puppets in question. This allows puppet modification but not crafting.
Kugujutsu - III Intermediate knowledge of puppetry, allowing multiple puppet control or even the ability to hide within one’s own puppets. This also allows personal crafting of puppets.
Kugujutsu - IV Advanced knowledge of puppetry, granting access to the use of human puppets or more specialized puppetry such as massed weaponry. The user can now make virtually any normal puppet it sees fit.
Kugujutsu - V Mastered puppetry knowledge. This can also be used for weapon puppet users to stand as a one man army of weapons and combat techniques. (Counts as Permanent Characteristic)
Senjutsu - I See Kuchiyose III | Certain Clans | Certain Seals
Senjutsu - II Allows the user to begin learning Senjutsu. Without proper training(Required to be checked by staff) the user has a chance of failing their Senjutsu use. Which, in the case of a summoning Senjutsu, will turn the user into an animal and then petrify them. In the case of certain bloodlines and seals, will cause the user to go berserk or die. The user's senjutsu pool is 20% their chakra pool.
Senjutsu - III Basic Senjutsu Mode, granting slightly increased physical characteristics and 30% of the user’s chakra as a Senjutsu pool. Certain Seals and Bloodlines may transform limbs at will to expend the natural chakra they absorb.
Senjutsu - IV Advanced Senjutsu Mode, granting increased physical characteristics and 40% of the user’s chakra as a Senjutsu pool. Certain Seals and Bloodlines may transform limbs at will to expend the natural Chakra they absorb.
Senjutsu - V Mastered Senjutsu Mode, granting massively increased physical characteristics, and 50% of the user’s chakra as a Senjutsu pool. Certain Seals and Bloodlines may transform their entire body at will to expend the natural Chakra they absorb. (Note:: Jinchuriki May NOT learn Senjutsu V, certain KKG users may NOT learn Senjutsu V) (Counts as Permanent Characteristic)
- Genjutsu:
Genjutsu - I Allows the use of basic knowledge of Genjutsu, enabling the user to learn Genjutsu. Grants the following Academy Ninjutsu: Genjutsu Kai. This SC is needed for all Hiden or KKG that use Genjutsu like or genjutsu abilities.
Genjutsu - II More knowledge of Genjutsu, enabling the user to perform more advanced genjutsu. As the user learns more, Genjutsu used on the specialist seems to be harder to take hold of the shinobi.
Genjutsu - III Intermediate knowledge of Genjutsu, allowing the user to perform powerful genjutsu. As the user becomes more knowledgeable about reality it also allows the user to cast genjutsu with only one handed seals.
Genjutsu - IV Advanced knowledge of Genjutsu, allowing the user to perform advanced multi-sense genjutsu. At this point the user is very adept at noticing subtle details in advanced genjutsu as well, making single sensory genjutsu almost useless against the specialist.
Genjutsu - V Mastered knowledge of Genjutsu allows limited rewriting of reality just like the Mangekyo sharingan. Not many Genjutsu users ever manage to get this far. All non-KKG master genjutsu or non-reality bending genjutsu seem to have no effect on the specialist. This also allows the user to cast genjutsu on Biju. (Counts as Permanent Characteristic) (Jinchuriki may not take this skill, certain KKG users may not take this skill)
- Taijutsu and its Derivatives:
Taijutsu - I Grants basic knowledge of martial combat. Allowing the study of further Taijutsu as well Bukijutsu. Is the prerequisite to the Following SCs: Bukijutsu II
Taijutsu - II Grants knowledge of martial combat. Allowing the user to infuse their strikes with chakra, granting increased damage in taijutsu combat.
Taijutsu - III Grants increased knowledge of martial combat and body manipulation. At this point the ninja can begin training for the Gates provided enough knowledge of their effects.
Taijutsu - IV Grants advanced knowledge of martial combat and chakra-based body manipulation. Strikes can now be focused for speed or strength and elements channeled through the body with the right preparation.
Taijutsu - V Mastery of martial combat and chakra-based body manipulation. Strikes can damage even the toughest opponents and jutsu can be strung together with combos of furious fists. Even some weapons pale in comparison to your marital prowess. (Counts as Permanent Characteristic)
Bukijutsu - I See Taijutsu I
Bukijutsu - II Basic knowledge of weapons and their techniques. General but allows basic manipulation and techniques with most weaponry.
Bukijutsu - III At this point the weapon-user begins to learn more advanced techniques and focus on a specific weapon. Advanced techniques and specialized skills can be used by the weapon-user.
Bukijutsu - IV Advanced knowledge of weapon based jutsu and the ability to master even elemental infusion of weaponry. At this level not many can take the ninja in weapon combat and they act as though it is simply an extension of their body.
Bukijutsu - V Mastery of Weapon based Combat. The weapon is no longer even separate from the wielder and legendary weapons sing their names as they strike in combat. Advanced striking and precision are all part of an elegant dance of techniques as the weapon user dismantles their opponents. (Counts as Permanent Characteristic)
- Fuinjutsu and its Derivatives:
Fuinjutsu - I Grants knowledge of basic sealing and enclosing time and space. Grants the Enclosing Technique Academy level Jutsu. This SC is the prerequisite for Time Jutsu II, Space Jutsu II
Fuinjutsu - II Grants knowledge of sealing and enclosing Jutsu, allowing for storage of more advanced and impressive jutsu. Including storing elements for later use.
Fuinjutsu - III Grants intermediate knowledge of sealing and enclosing jutsu. Allows the user to potentially create or use jutsu to store jutsu itself or even block off certain abilities.
Fuinjutsu - IV Grants advanced knowledge of sealing and enclosing, all sealing jutsu may be done with one handed seals. Allows the user to potentially create jutsu to store even a Biju.
Fuinjutsu - V Grants mastered knowledge of sealing and eclosing. The specialist no longer even needs seals, just a single hand to manipulate seals and enclose items. This has extremely potent applications and potentially dangerous consequences. (Counts as Permanent Characteristic)
Time Jutsu - I See Fuinjutsu I
Time Jutsu - II Allows the manipulation of relative time in a small area with advanced knowledge and jutsu. These can mainly be small buffs or debuffs and cannot readily affect reality yet.
Time Jutsu - III Allows intermediate manipulation of relative time with advanced jutsu and knowledge. These jutsu are mediocre buffs for short periods and cannot readily affect reality yet.
Time Jutsu - IV Allows adept manipulation of subjective time with knowledge and jutsu. This allows small things like jutsu to move the relative time of a target forward or back or even manipulate more finer time constrictions. If you need to be somewhere yesterday or something. Warning, using advanced time jutsu can cause damage to users and potential disastrous consequences, use wisely.
Time Jutsu - V Allows manipulation of the time continuum on a large scale with advanced knowledge and jutsu. Warning, manipulating the time continuum can cause catastrophic damage to the world if used incorrectly. (Counts as Permanent Characteristic) Jinkuriki and certain KKG users may not learn Time Jutsu V
Space Jutsu - I See Fuinjutsu I
Space Jutsu - II Knowledge of basic spatial manipulation for advanced barrier jutsu or minor spatial manipulation.
Space Jutsu - III Knowledge of spatial distortions allows the user to create pocket dimensions and even store and pull items from them.
Space Jutsu - IV Allows advanced manipulation of pocket dimensions and changes in relative space. As well as connecting to specific spatial points and dimensions beyond the creation of the user.
Space Jutsu - V Allows manipulation of space and dimensional gating. Warning, manipulating spatial reality can cause devastating consequences. (Counts as Permanent Characteristic) Jinchurikki and certain KKG users may not learn Space Jutsu V
- Samurai SCs and Jutsu SCs:
Chakra Construction- I Grants basic knowledge of samurai chakra construction techniques. Grants the following Samurai Basic Jutsu: Genjutsu Retorte(Genjutsu Kai), Samurai Saber Technique, Utsusemi(Kawarimi), Floating Feet(Water Walking), Gripping Feet(Tree Climbing),
Chakra Construction - II Grants knowledge of samurai Chakra Construction Techniques. Grants the following Basic Samurai Jutsu :: Ninjutsu Counter, Shockwave Slash
Chakra Construction - III] Intermediate knowledge of Samurai Chakra Construction allowing the samurai to infuse constructs with elements.
Chakra Construction - IV Advanced knowledge of samurai chakra construction allows the samurai to make things not even centered around the design of a weapon with chakra constructs. Which allows them to be more like building blocks rather than simply infused abilities.
Chakra Construction - V Masters of Chakra Construction can build virtually anything they want out of their own chakra, or even flow into different elements with every swing of their blade. Samurai at this level are feared as beings as dangerous and any specialist ninja. (Counts as Permanent Characteristic)
Iado- I Grants basic knowledge of martial combat for samurai. Granting the following Samurai Training Jutsu: Step(Body Flicker), Presence Reduction Counts as :: Taijutsu I Bukijutsu I
Iado - II Grants knowledge of samurai Iado Techniques, grants the following Basic Samurai Jutsu: Iai.
Iado - III Intermediate knowledge of Iado allows faster techniques and interruptions of seals.
Iado - IV Advanced knowledge of samurai Iado allows more advanced control and purpose of each swing of the samurai’s weapon, allowing potential interruptions of even fast or one-handed seals.
Iado - V Masters of Iado have all but learned to keep their opponents on the back foot or winning fights in single swings of their weapons. Masters who may not be directly fast, but so skillful that no ninja will be given the time to get their techniques out. (Counts as Permanent Characteristic)
- Chakra SCs:
Reserves I-V Grants 20 chakra per point, (10+ 10 for the SC). This may be taken up to 5 Times.
Chakra Control I-V Chakra Control is the innate ability to manipulate fine tuned direct chakra. Each point reduces the cost of sustained abilities by 1 per post.
Seal Mastery Seal Mastery is the ability to use trained jutsu with less or more controlled seal use. Each point reduces the seal formation time of a specific type of jutsu. A second point will enable single seal casting if used on the same type of jutsu. You can only have a maximum of 5 points total in seal mastery.
Chakra Potency I-V Increases the direct damage or size of most ninjutsu, this means that the skill adds SC value to the damage, without adding the extra cost.
- Physical SCs:
Enhanced Strength I-V Your character is stronger than the average character. Each point grants even additional strength. With four points the ground can be shattered with punches, and with five you become a force of power all by yourself.
Enhanced Speed I-V Your character is faster than the average character, each point grants additional speed. At three points a 0 point character has trouble reacting. By four the 3 tomoe sharingan is meaningless and by 5 you’re like the wind. Don’t run into a tree at that speed.
Enhanced Durability I-V Your character is more durable than most characters, each point grants additional durability. At three points you shrug off most basic jutsu, at four a paragon of defense. By five points, you may be the immovable object.
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