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> Advanced Ability Guide
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 Posted: Jan 10 2015, 11:16 PM
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Advanced Ability Guide


Ninja are warriors capable of fantastic feats. Their jutsu can let them breathe fire, walk on water, even heal from injury-but the most fantastic of their abilities are, without a doubt, Advanced Abilities.

Advanced Abilities are incredibly powerful abilities that typically require a great deal of a ninja's focus to develop. This results in a ninja being naturally limited in exactly how far he can develop his Advanced Abilities. However, even being limited, some ninja are known to possess more than one Advanced Ability. The following is a guide for how you may be able to gain Advanced Abilities, what those abilities are, and how it could be possible to gain multiples.

- Advanced Abilities cost Advanced Ability Points. Your character may possess any number of AA points they can afford. You may use these points upon rank up or whenever you see fit, but if your Advanced Ability requires training, you must complete that training BEFORE you will be allowed to use it.

- You may mix and match Advanced Abilities as you see fit-however, to reach one level of an Advanced Ability, you must possess all prior levels of that Advanced Ability unless the Advanced Ability specifically states otherwise-you can't have the 8th Gate, the highest level of your Bloodline, Sage Mode, and anything else you can think of before you have what came before.

For more information on the more complicated Advanced Abilities, please refer to the specific guide for that ability in the Advanced Guides section

Types of Advanced Abilities


Eight Celestial Gates - The Gates enhance the user's physical abilities by removing the body's natural limitations on how much of the user's power said individual is capable of using. While the power the Gates provide is tremendous, perhaps greater than any other type of Advanced Ability, the penalty for using these abilities is high-while the final, 8th Gate grants one the power to defeat almost any opponent, its use will incinerate the user's body from the inside out, painfully reducing the user to ash. - Variable Cost dependent upon Gate

Kekkei Genkai - Kekkei Genkai, or Bloodline Limits, are abilities passed down genetically through the blood. Kekkei Genkai are abilities that, typically, cannot be taught or learned, but rather, must be inherited. It is, however, possible to obtain Kekkei Genkai without inheriting them genetically, either by injection of blood or transplant of the organ the bloodline manifests in. The exact abilities of Kekkei Genkai vary as wildly as the number of Kekkei Genkai, from miraculous ocular abilities called Doujutsu, to controlling bone, to simply having an incredibly resilient body. A character may only be born with one of these Advanced Abilities, though it is possible to obtain more afterwards. Obtaining additional Kekkei Genkai that an individual was not born with often requires Transplant Costs, additional costs beyond what a natural user of the Kekkei Genkai would require. - Variable Cost dependent upon Kekkei Genkai and Stage

Kekkei Hen'i - Kekkei Hen'i, or Bloodline Variations, are abilities found within the DNA of a specific individual. These abilities are similar to bloodlines, but typically are much less varied in their abilities, usually only having a single "stage" as opposed to a bloodline, which may have multiple stages. The biggest difference, however, is simply rarity-it's unlikely that someone would ever meet two people with the same Kekkei Hen'i. Other than these factors, however, Kekkei Hen'i follow the same rules as Kekkei Genkai, in that many can be transplanted, they are things a person is born with, and their abilities vary wildly. A Kekkei Hen'i must be at least tangentially related to the individual's clan; an Uchiha might develop a rare variation on the Sharingan, but will not randomly develop a pair of wings. - Variable Cost dependent upon exact abilities

Advanced Chakra Nature - Technically, the ability to use an Advanced Chakra Nature is actually a Kekkei Genkai-however, these abilities are different, and can be inherited separately from other Kekkei Genkai; a character may even be born with multiple Advanced Chakra Natures. This is the ability to combine two elements to form a new material neither element creates on its own; for example, the ability to mix Earth and Water to create the Wood element. Additionally, there are Kekkei Touta, a combination of 3 elements to form a single, more powerful element. A third variation is the ability to use a more powerful variation of a base element. - 1 Advanced Ability Point to use an Improved Element; 2 Advanced Ability Points for the ability to mix 2 elements; 3 Advanced Ability Points for the ability to mix 3.

[Insert Improved Element] Mastery – Requires one of the five improved elements (Goukaton (Hellfire Release), Santon (Acid Release), Shouton (Crystal Release), Youkoton (Proton Release) or Taiton (Typhoon Release)). The user can utilize the chosen improved element instead when performing jutsu of the primary element (A Goukaton user could use hellfire, instead of normal fire, for an ordinary katon jutsu, for instance) - 2 Advanced Ability Points

Sage Mode - Sage Mode is the rare ability taught by summonings to absorb Nature Energy, which can be mixed with the user's own Physical and Spiritual Energies to form a new type of chakra-Sage Chakra. This process enhances the user and his jutsu in almost every way, but is very temporary. A Sage gains advanced sensory abilities, enhanced attributes, enhanced jutsu power, and various other boons-however, a Sage needs to gather that energy first, which makes it an unattractive choice in combat. - 2 Advanced Ability Points (Imperfect) ; 2 Advanced Ability Points (Perfect) ; Requires Kuchiyose Advanced Ability

Cursed Seal - Originally created by a Rogue Ninja, these seals have become more widespread. These seals, when dormant, passively absorb Natural Energy and mix it with the user's own chakra, thus creating a corrupted form of Sage Chakra. As with Sage Mode, this enhances the abilities of the user in many ways; unlike Sage Mode, those with Cursed Seals gain no sensory abilities, and they suffer a deterioration of their personalities, becoming progressively more corrupt as they continue to use their abilities. However, as the Cursed Seal passively absorbs Nature Energy, the user must only be concerned with a cool-down, rather than absorbing the Nature Energy themselves. - 2 Advanced Ability Points (Stage 1) ; 2 Advanced Ability Points (Stage 2)

Jinchuuriki - Jinchuuriki are humans whose bodies are host to entities of chakra known as Akuma, or Demons. These beasts are incredibly powerful and quite varied in form and ability; in general, however, each grants a great deal of chakra, greatly enhances the user's abilities, and gives access to very powerful techniques, as well as enhancing the techniques the user already possesses. - 1 Advanced Ability Point (Initial Jinchuuriki Form) ; 2 Advanced Ability Points (Jinchuuriki Version 1) ; 3 Advanced Ability Points (Jinchuuriki Version 2) ; 4 Advanced Ability Points (Demon Mode) ; 3 Advanced Ability Points (Akuma Chakra Mode) ; 1 Advanced Ability Point (Akuma Chakra Mode - Full Size)

Unique Weapons - These are weapons that have jutsu like abilities; weapons of this sort tend to have long, storied histories, as their creation is quite difficult. Possessing a weapon of this caliber and using it correctly requires a great deal of training, as the process of using a weapon like this, at least a few of which have a limited consciousness of their own, can be a complicated process-and it has happened before that a weapon like this has turned on its wielder. Using weapons like this, therefore, is not a decision to be made lightly. - 1 to 3 Advanced Ability Points

Chakra Sensing - The ability to sense chakra independently of any other Advanced Ability. This Advanced Ability only allows you to make the proper techniques to perform the sensing, it does not passively allow you to sense chakra. You do NOT need to take this Advanced Ability if you already possess an Advanced Ability that allows for this effect, but you are limited to that particular method without this Advanced Ability. - 2 Advanced Ability Points

Chakra Manipulation - The ability to absorb, nullify, or suppress chakra and energies analogous to chakra is called Chakra Manipulation. This Advanced Ability only allows you to make the proper techniques to absorb, nullify, or suppress chakra, it does not grant you the ability on its own. You do NOT need to take this Advanced Ability if you already possess an Advanced Ability that allows for one of these effects, but you are limited to that particular method without this Advanced Ability. - 2 Advanced Ability Points ; Each aspect of Chakra Manipulation requires 2 points.

Medical Ninjutsu - The ability to learn and use Medical Ninjutsu, techniques that can heal or directly attack the body. This Advanced Ability only allows you to make and learn the proper techniques to perform Medical Jutsu, it does not give you any sort of healing powers on its own. You do NOT need to take this Advanced Ability if you already possess an Advanced Ability that allows for this effect, but you are limited to that particular method without this Advanced Ability. - 2 Advanced Ability Points

Animal-Based - These Advanced Abilities allow individuals to use a variety of abilities related to animals. These abilities are varied between training pets to use ninja abilities, summoning living creatures to fight for you, or using specialized insects in combat. - Various (See Guide)

Space-Time - The ability to learn and use Space-Time Ninjutsu, techniques that allow one to manipulate the space-time continuum. This Advanced Ability only allows you to make and learn the proper techniques to perform Space-Time Jutsu, it does not give you any sort of related powers on its own. You do NOT need to take this Advanced Ability if you already possess an Advanced Ability that allows for this effect, but you are limited to that particular method without this Advanced Ability. - 2 Advanced Ability Points
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