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 KUCHIYOSE NO JUTSU (Summoning Technique)

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PostSubject: KUCHIYOSE NO JUTSU (Summoning Technique)   KUCHIYOSE NO JUTSU (Summoning Technique) Icon_minitimeWed Jan 30, 2013 6:49 pm

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KUCHIYOSE NO JUTSU
"Summoning Technique"

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BASIC SUMMONER

Quote :
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.

RULES:
- Takes 1 Ninja Focus (50 Tokens to Cap, + 25 Tokens per Rank Non-Cap)
- Summoning is regarded as a C-Rank, though Rank progression is limited:
Lvl 15) Rank 1 Available for Purchase
Lvl 25) Rank 2 Available for Purchase
Lvl 35) Rank 3 Available for Purchase
- Summon Jutsu are limited to the Summons ONLY. Same Jutsu cap as User: (At Genin cannot go beyond B-Rank)


Cost: 5 Cp x Rank # (IE: Rank 3 = 15 Cp), (x 1 Summoning per Battle, for each rank)
DURATION: 3d4 Rounds, Max. 1 Active (unless via Sage-dom)
DF: Custom Passive (Scales as Summon Ranks Increase), Atk / Def via Highest Stat
Rank 1) HP / CP: 10 + CON / CHA Mod, + 1 Atk / Def, 1d4 Rank Dmg

Rank 2) HP / CP: 15 + CON / CHA Mod, + 2 Atk / Def, 1d6 Rank Dmg

Rank 3) HP / CP: 20 + CON / CHA Mod, + 3 Atk / Def, 2d4 Rank Dmg

NOTE: HP is calculated via CON / CP is calculated via CHA. Only 1 Action Tech / Round useable in cases of numerous summons – The rest may Attack normally.

[SUMMON JUTSU]
(Accessible to Summon Only: x 2 D / x 2 C / x 2 B / x 1 A / x 1 S)


SAGEDOM

Quote :
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.

Natural Chakra: Entering Sage Mode the player has a second pool inwhich is used for the majority of their Sage Techniques and even basic techniques. But once this chakra is reduced to "0" your forced out of Sage Mode.

RULES:
- Takes Slot 5 (100 Tokens, Req. Basic Summoner & Rank 3 Summon)
- Secondary Pool (Sage Chakra = ½ Total Cp. Max 50 SP)
Imperfect Sage) Max. 2 Summon Active Limit
Perfect Sage) Max. 3 Summon Active Limit
- Summon Jutsu are limited to User & Summons.

NOTE I: Perfect Sage is limited to those with Non 300 Token Cap Slots 1 & 2.
NOTE II: Sp cannot be sealed or take Cp Dmg, can sub CP Costs. At 0 Sp - Sage mode is disabled.


[SAGE MODE]
8 Sp Activation + 3 Sp Maintenance
DF: Self-Buff (Free Action), See below for types of bonuses.
- Imperfect Sage) + 2 Atk / Def, + 4 Dr, + 1d4 Hp Dmg (Burst), May Reroll Atk or Def once per Round (- 2 Penalty)

- Perfect Sage) + 4 Atk / Def, + 6 Dr, + 2d4 Hp Dmg (Burst), May Reroll Atk or Def once per Round (- 2 Penalty)

NOTE: Sage Mode bonuses apply to Activation Cap.
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Chiyo

Chiyo


Posts : 1694
Join date : 2013-01-30

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PostSubject: Re: KUCHIYOSE NO JUTSU (Summoning Technique)   KUCHIYOSE NO JUTSU (Summoning Technique) Icon_minitimeTue May 07, 2013 9:54 pm

Bumpdate!
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» YOTON JUTSU (Light Techniques)

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