[Universal] Kuchiyose / Senjutsu

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[Universal] Kuchiyose / Senjutsu

Post by N:RE DM Team on Thu May 12, 2016 7:14 pm

[Kuchiyose no Jutsu]

(Note: Summons and Sage mode count towards Token Cap)

Kuchiyose no Jutsu, the art of summoning an Animal or series of animals. Before a summon can be performed, a prospective summoner must first sign a contract with a given species.The contract can come in the form of a scroll or a tattoo. The summoner then signs the contract in their own blood. After this, they need only perform the hand seals, offer an additional donation of blood, and use the same hand they signed the contract with to summon the creature. The amount of chakra used during the summoning determines how big the summoned creature can be. It should be noted that anyone can summon the animal as long as they have the blood from someone who has made a contract, along with sufficient chakra of their own. Summoning is classified as a C-Rank Jutsu, however its levels and powers very.

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Note: Summons last for 2d4 Rounds, after this time is up the Summoner may drain 2 CP a Round to keep them active past this.
Note: All Summons Gain the Same Stat Bonuses as their Summoners.
Note: Normal Summoners May Only Summon 1 Summon at a Time. Sages may Summon 2 at a Time. Sages in Perfect Sage Mode may Summon 3 at a Time.
Note: All Summons have a Minor Trait of their Own. A Universal, and hten a Basic Trait that is upgraded by their Rank. (So for Bears, Universal is +10 Total HP, Rank One Gets +1 DR, and +1 Defense Rolls. Rank 2 Gets +2 DR, and +1 Defense Rolls, Rank 3 Gets +3 DR, and +1 Defense Rolls, ext.)

Genin: Rank 1-2 Summons.
Chuunin: Rank 1-4 Summons
Jounin: All Summon Ranks

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[Rank One]
The smallest of the Summons these are the summoning that are the youngest and weakest, most common amount new summoners, Genin, and chunin they are often used more for scouting and support then actual combat.

Summon Cost: 5 CP
HP/CP: 20/20
ATK/DEF: Highest Summoner Stat
Base Damage: Basic Taijutsu Damage

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[Rank Two]
The next to the smallest of the summons, these are slightly more advanced and strong as chakra and power is fueled into them now. They are slightly larger, around the size of a medium dog now, most used by Genin and Chunin still as well.

Summon Cost: 10 CP
HP/CP: 30/30
ATK/DEF: Highest Summoner Stat +1
Base Damage: Basic Small Weapon Damage, No Penalties.

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[Rank Three]
The next rank of the summons, this is most commonly seen in the Chunin of the shinobi world. They are extremely strong and fast compared to their predecessors and have the size of around a small house or buildings.

Summon Cost: 15 CP
HP/CP: 40/40
ATK/DEF: Highest Summoner Stat +2
Base Damage: Basic Medium Weapon Damage, No Penalties.

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[Rank Four]
The next rank of the summons, these are seen most commonly in Special Jounin, summons that are the size of large houses they are massive and often are retained in forms of combat such as weapons and the like, if they dont have any natural ones by themselves.

Summon Cost: 20 CP
HP/CP: 50/50
ATK/DEF: Highest Summoner Stat +3
Base Damage: Basic Large Weapon Damage, No Penalties.

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[Rank Five]
The next final rank of the summons, these are those whom are the oldest ad strongest, surprisingly they are not always massive. Infact at this stage many are the size of what would be called 'Elders'. They are those born not with massive size but the power of Snejutsu running through them, granting them insane levels of power and ability without the need for massive size.

Summon Cost: 25 CP
HP/CP: 60/60
ATK/DEF: Highest Summoner Stat +4
Base Damage: Basic Large Weapon Damage +1d4, No Penalties.

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[Sage & Natural Chakra]


Natural Chakra is the life-force of plants which has leaked into the air. Very few have harnessed this awesome power as many have died from it's dangerous overuse. Sages are the peak of this use of natural chakra by mixing Natural chakra into the machinations of their body. This greatly increases all the Ninja's attributes and has become known as a great equalizer in times of need. However, the secrets of Natural chakra are held only in the minds of the ninja animal clans there for all sages are inclined to be friendly with one of these clans. Almost all sages are deeply rooted in the lore of their chosen animal.

Note: Jounin is Required to Become a Sage
Note: DM-Team Approval is Required to Become a Sage

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[Sage of Animals]
The Sage is a master of training and gathering energy, their summons now ave a small amount of natural energy running through them that allows them to gain further strength then before. On top of this is the ability to have a far greater skillset then before, allowing massive amounts of power and chakra to their reserves with the advanced training of the Natural Energy.

Universal: Sages Gain a Passive +20 Total HP, +40 Total CP, and a Passive +2 to all Stat Rolls. All Summons that the Sage summons Gains a Extra +20 HP/CP, and Deal an Extra +1d10+1 Damage.
Special Note: If the Sages Total Ability Cap is 200 or Below, Not including Sage & Natural Chakra, then the +40 CP is replaced by a +80 CP instead. As well, the +2 to all Sat Rolls Becomes a +3 to all Stat Rolls Instead, and gains a Passive +1d4 to Damage Rolls.

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[Imperfect Sage Mode]
10 CP to Activate, 2 Sage CP Maintenance
Sage Mode is the result of using natural energy along with a ninja's normal chakra in perfect balance to drastically empower their abilities. When a sage was not able to properly balance his own chakra with natural energy, resulting in him using an imperfect form of Sage Mode. As a result of the imbalance (and the imperfect nature of his transformation), the sage will gain multiple physical imperfections, however these will allow the sage to also gain the animalistic qualities and powers of their specific animal.

Sage Chakra: The Sage has a Second Chakra Pool they may Dip into at Any Time. This chakra pool is Calculate in the Following Way: Sage Normal CP / 2 Rounded Up + 25. This second chakra pool is immune to CP Damage/Drain.
Sages Powers: +6 to Attack/Defense Rolls, +2d4+2 to all Damage Rolls, +12 DR vs HP Damage. (This Counts Toward Jutsu Max, Not Passive)

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[Perfect Sage Mode]
20 CP to Activate, 3 Sage CP Maintenance
Sage Mode is the result of using natural energy along with a ninja's normal chakra in perfect balance to drastically empower their abilities. When a sage was able to perfectly balance chakra and ability as one, they are able to manipulate, bond, and control their chakra on levels far beyond any other, Gaining only a minor trait of their animal in choice, such as the animals eyes, or a claws, fangs, or a tail and the like. This mode allows the Sage inhuman levels of sheer power and ability.

Perfected Sage Chakra: The Sage has a Second Chakra Pool they may Dip into at Any Time. This chakra pool is Calculate in the Following Way: Sage Normal CP / 2 Rounded Up + 50. This second chakra pool is immune to CP Damage/Drain.
Sages Powers: +12 to Attack/Defense Rolls, +4d4+4 to all Damage Rolls, +18 DR vs HP Damage. (This Counts Toward Jutsu Max, Not Passive)
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