Savannah
Posts : 1835 Join date : 2011-11-08
| Subject: Spell-craft Justu List (For Mages & Spell-craft learning Scholars) 7th March 2019, 12:29 pm | |
| Mana, Spell-craft & Mana Circuit BreakdownMana is generated passively overtime depending on the amount of Mana Circuit's specialized for gathering Natural Energy. Thus Mages start with no reserves in each topic and gain it over-time, however due to such a system they will never run out of reserves as long as they have enough time to gather more. Mana Circuits take both the place of a Mage's Potential Reserves but also their Jutsu Limit, thus it follows such restrictions in regards to what Mana Circuits can be specialized into. (For example a D-rank with no access to SS-ranks will not be able to have Mana Circuits granting the gathering of an SS-rank of Mana. However a S-rank with access to SSS-ranks can have Mana Circuits granting the gathering of as many SSS-ranks of Mana as they would have had in regards to that specific rank of chakra using Reserve Information.) - Mana/Prana/Anima:
Amount Gathered (D = 1 Circuit, SSS = 7 Circuits) Frequency of Gathering (D = 7 Turns but 1 Circuit, SSS = 1 Turn but 7 Circuits) Max Capacity (D = 1 Circuit, SSS = 7 Circuits) Retention Time (1 Turn = 1 Circuit, 7 Turns = 7 Circuits)
*Note: Retention time means if Mana is unused how long it can remain in the Mage's Mana Circuits before being dispersed back into the Natural World as Natural Energy. It works hand in hand with Max Capacity, if the unused Mana is less than half of one's Max Capacity then the Mana takes 2x as long to disperse, however if the unused Mana is more than the Max Capacity then any more is dispersed leaving them with only their max capacity. If it is equivalent, then it follows the Retention time after which all of the unused Mana is dispersed back into the Natural World as Natural Energy.
- Technique:
Includes all techniques including Tiers as well as those techniques made available due to Status, Element & Bloodline Mana Circuits. All techniques regardless of rank individually consume one slot, and they can only be made in accordance to the maximums of ones technique limit.
- Status:
Status is similar to Element in that those status effects tied to specific elements will cost more slots depending on the complexity of the element it is assigned to. Furthermore if one obtains a status effect not available to the element naturally (or through an effect) it costs double the amount of slots.
Primary = 2 Slots Specialized = 4 Slots Dual-Combination = 6 Slots Perfect = 8 Slots Tri-Combination = 10 Slots Complex = 12 Slots
- Element:
Primary = 4 Slots (No other Requirements) Specialized = 8 Slots (Must have High Primary) Dual-Combination = 12 Slots (Must have Composite Primaries) Perfect = 16 Slots (Must have Very High Primary) Tri-Combination = 20 Slots (Must have Composite Primaries) Complex = 24 Slots
*Note: In regards to Effects (i.e Yugure Effect) they universally cost Half the amount of Slots as the Element to obtain but are only available after the element has been slotted. If an Element is already in possession it costs Half the amount of Slots to obtain it again, for High & V. High Affinity. In addition if an Element belongs to a Bijuu it costs Double the Amount of Slots to obtain unless one is a Jinchuriki.
- Resistance:
Confers a resistance (damage mitigation) to specific choice which can be applied to techniques &/or Servants. Primary = 5 Slots (No other Requirements) Specialized = 10 Slots (Must have High Primary) Dual-Combination = 15 Slots (Must have Composite Primaries) Perfect = 20 Slots (Must have Very High Primary) Tri-Combination = 25 Slots (Must have Composite Primaries) Complex = 30 Slots Type = 35 Slots *Note: In regards to Type only Hybrid costs that amount of Slots, Physical, Mental &/or Chakra cost double the price (70) while Spiritual &/or Natural cost triple the price (105)
- Bloodline:
Allows for the activation, use & unlocking of KG, KH, KT &/or KM with Mana as well as it's alternates as a substitute. If not gained from birth, but through means such as transplant, genetic manipulation or other methods the Slot price is doubled. Mutation = 10 Kekkei Genkai = 20 Kekkai Hen'ho = 30 Kekkai Tota = 40 Kekkai Mora = 50
*Note: Bloodline Circuits are halved if the pre-requirements for the Bloodline have been met (for example possessing Wind & Fire Release for the Explosion Release Kekkei Genkai or possessing the Raidengan for the Mashin Raidengan). Alternatively the slot price for KG, KH, KT & KM include the Bloodline in addition to the pre-requirements unless Elemental Specialist Basic or Advanced is taken which halves the slot price in exchange for only giving the Mage the KG or KT.
- Servant:
Refers to a Mage being able to acquire a special familiar known as a Servant. All servants are historic Shinobi who had done great deeds in life causing them leave their mark in history, and due to the Phoenix stealing power from the Shinigami she gained ownership of such souls due to their actions in life granting them "immortality" in death. A servant differs from the original in the sense that they lack souls, merely being a copy of the original manifested courtesy of the Mage's power. Thus they can be weaker than the original and likewise are bound by their contract to serve and protect their master. Likewise they represent an aspect determined by the Mage by which said servant may or may not qualify for, this results in multiple servants capable of being acquired by different Mages yet being based from the same person in reality, each focusing on something different with the one caveat being that identical Servants can not be acquired by the same Mage nor share the same archetype if by different mages. In addition if their master is destroyed they will perish, and if they are slain in battle they can be materialized once more after a set time albeit as if they had just been contracted. Finally Servants can only be made out of deceased shinobi whose Souls have been claimed by The Phoenix (which includes anyone killed by a CM user, Pc's/Prodigy Npc's that have died through means other than Erasure or a Deity's direct influence). This makes them similar in a sense to clones which is one reason why Servants follow the clone limit to determine the maximum capable of being out at once (One is unable to have multiples of the same Servant however). However most typically have only 1 Servant due to the sheer cost in Mana Circuits that is required for just a single Servant of the weakest Rank, thus choosing to settle for the most powerful Servant they can afford to have without sacrificing too many Mana Circuits.
Jinchuriki are unique in that not only do they cost 2x the amount of Mana Circuits, regardless of what archetype they belong to they will not be able to use Full Tailed Beast Mode. In addition, if their Bijuu was mastered they can belong to other archetypes if it was never mastered however they all belong to the Monster archetype. Those who have obtained either Chaos or Order have the special archetype known as Ruler and cost 3x the amount of Mana Circuits, despite being the most expensive Ruler is known to be a generally more powerful Servant archetype.
D-rank = 15 Circuits C-rank = 30 Circuits B-rank = 45 Circuits A-rank = 60 Circuits S-rank = 75 Circuits "Z"-rank = 90 Circuits "X"-rank = 105 Circuits
There are 9 Archetypes which are listed below along with their best and Worst Parameters: Name of Archetype - Best/Worst Parameters (Tier, Type, Reserves, Limits) Saber - Average in All, Physical/Mental, Stamina/Nen, Love/Pride Lancer - Speed/Endurance, Average in All, Natural Energy/Blood, Joy/Greed Rider - Endurance/Barrier, Natural/Spiritual, Low in All, Disgust/Gluttony Ranger - Reaction/Strength, Average in All, Inverse, Surprise/Lust Berserker - Defense/Speed, Spiritual/Chakra, Blood/Chakra, Intimidation/Sanity Caster - Barrier/Defense, Chakra/Physical, Chakra/Stamina, Anger/Sloth Killer - Low in All, Hybrid/Natural, Nen/Natural Energy, Fear/Envy Avenger - Strength/Reaction, Mental/Hybrid, High in All, Sadness/Wrath Ruler - High in All, Low in All, Average in All, Inverse Monster - Varies, Varies, Varies, Varies
*Note: Inverse means any of the others in the same category albeit in reverse (for example a Ranger could have the inverse of a Caster's Reserves where Stamina is their Best Parameter while Chakra is their Worst Parameter)
Servants 1. A Servant's rank is determined by their final rank at their time of death, furthermore a servant will always follow an Archetype concurrent with their Type Specializations in order of hierarchy (Primary > Secondary etc) . However if this Archetype is not to one's liking they can try for an "Alter" which requires a Success Chance Dice Roll where they Roll for a specific value to determine the Archetype of their Servant (Alter). Specialization - Archetype (Dice Roll for "Alter") Stealth (Infiltration, Assassination) - Killer (1) Espionage (Trap, Torture) - Avenger (2) Support (Guerrilla, Communications) - Rider (3) Assault (Teaching, Tactics) - Saber (4) Counter-Assault (Enfeebling, Interrogation) - Lancer (5) Extraction (Combat, Field) - Berserker (6) Training (Companion, Communications) - Monster (7) Sealing (Medical, Demolition) - Caster (8) Recon (Ranged, Tracking) - Ranger (9) Chaos or Order Release Obtained - Ruler (N/A if you roll 10 then you can pick which Archetype for "Alter")
2. All Servants can appear in two forms an Immaterial Form in which they are invisible to those who lack Sages Senses or have access to the Natural World and likewise are intangible and unable to interact with anything not currently in the Natural World & a Material Form. The Material form is their combat form and exists on the physical plane allowing them to interact with others however each Servant has a constant Mana (Prana/Anima) cost each post (total) equivalent to their rank to maintain them on the field.
3. All Servants count as Elites, in regards to their Rank. Depending on their Parameters their Limits can be either Halved (Worst) or Doubled (Best). Furthermore once summoned they can not increase in rank however they can decrease in rank depending on their maintenance price when they choose to lower it if their Summoner is unable to pay it at the full price (excluding Ruler). Failure to pay the reduced price will result in death (Berserker, Killer, Avenger & Monster) or reversion into their Immaterial Form (Saber, Lancer, Rider, Ranger & Caster). Servants can also be Dismissed into their Immaterial Form free of charge, in exchange for being unable to enter their Material Form within the same topic.
4. All Servants reserves & techniques vary based on their Parameters. For reserves their Worst Parameter will use LOW ranking (Blood Limit uses Under 17), their Best Parameter will use Elite ranking (Blood Limit uses 2x Above 18), while all others use HIGH ranking (Blood Limit uses Above 18). In regards to techniques their Best Parameter will have the majority of their techniques in it's Type, their Worst Parameter will have the minority of their techniques in it's Type & finally all other techniques of other types will be in between these two.
5. All Servants possess 2x techniques to what is defined in the Alternate Character Rules + Their Slot Price & a Z-rank Technique which is known as a Noble Phantasm. Noble Phantasm's vary but all have the commonality of costing Twice (2x) as much as a normal Z-rank and if a servant is unable to pay it it will not only consume from the Mage's reserves but also dismiss the Servant for the rest of the topic after it is used (in the case of those with duration this dismissal occurs after the time-limit runs out).
6. All Servants possess Tiers equivalent to their Rank with their Parameters determining which is 1-rank Higher & 1-rank Lower free of charge. Any additional tiers will take up technique slots. All servants typically possess 3 Tiers all of which are at Samurai Levels (Tier+), each time a servant has 1 more tier the collective tier level goes down by 1 & the inverse applies to having 1 less tier. (I.e 2 Tier = Tier++, 4 Tiers = Base Tier).
7. Servants are both strong and weak against other servants. In a match-up between them the stronger servant's techniques are 2x Damaging (1-rank Above) while the weaker servants techniques are 1/2x Damaging (1-rank Below) when inflicting damage on the opposing Servant similar to the Size Chart in Injury & Recoil Information. This is based on a servants Alignment which is a Dice Roll of 10, with 1-9 determining their Alignment while 10 allows the Mage to be able to pick their Servants alignment. The various alignments and their weaknesses are as follows: Alignment - Weakness Lawful Good - Lawful Evil Neutral Good - Lawful Neutral Chaotic Good - Chaotic Evil Lawful Neutral - Neutral Evil True Neutral - True Neutral Chaotic Neutral - Neutral Good Lawful Evil - Chaotic Good Neutral Evil - Chaotic Neutral Chaotic Evil - Lawful Good
8. Servants can bleed, and process injuries as if they were alive, however their bodies are comprised of mana as such body parts can not be transplanted from/to Servants, one can not have children through a servant & finally one can not use a servant as a sacrifice be it for a Soul Price or any other sacrificial technique.
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