| | Summoning & Sage Mode Information | |
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Aurielle Admin
Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Summoning & Sage Mode Information 8th September 2013, 10:06 pm | |
| Summoning InformationSummoning is rather intricate on this forum and has it's own governing system and a life outside of the whims of the Shinobi World. All Summons exist in the summoning realm one of the only dimensions still intact from the events of the Juubi Arc. The Summoning Realm is a host to a myriad of creatures ranging from mythical to mundane however there are Twelve of which are currently the most powerful and are known as the Zodiac Contracts. Under these twelve are their natural allies two to each and are known as the Greater Contracts (24 Total), then there are 12 Corrupted Contracts which are said to rival the Zodiac in power, finally those not affiliated with any of these fall under the Unknown Contracts (~36 Total) & Tainted Contracts (~12). Originally there were another class of Contracts which are collectively known as the Lost there are 4 Lost in total rounding out the rest of the Summons to match how many constellations their are (88). Summons are closely aligned with the Zodiac Signs & Constellations and each region in the areas controlled by the Zodiac Contracts and their allies are named after one of the twelve with the Unknown contracts claiming all of the other Constellations. The Twelve Zodiac Contracts and the respective lands which they own along with their natural allies(Greater Contracts) are listed below. - Spoiler:
Name: Ram Element Association: Land Location: Aries Natural Allies: Deer, Boar Major Enemy: Goat
Name: Cow Element Association: Land Location: Taurus Natural Allies: Tapir, Elephant Major Enemy: Pelican
Name: Hawk Element Association: Air, Heat & Wind Land Location: Gemini Natural Allies: Phoenix, Vulture Major Enemy: Snake
Name: Crab Element Association: Land Location: Cancer Natural Allies: Spider, Tortoise Major Enemy: Scorpion
Name: Cat Element Association: Land Location: Leo Natural Allies: Owl, Bear Major Enemy: Horse
Name: Snake Element Association: Land Location: Virgo Natural Allies: Eel, Hydra Major Enemy: Hawk
Name: Chameleon Element Association: Land Location: Libra Natural Allies: Toad, Octopus Major Enemy: Shark
Name: Scorpion Element Association: Land Location: Scorpio Natural Allies: Beetle, Slug Major Enemy: Crab
Name: Horse Element Association: Land Location: Sagittarius Natural Allies: Giraffe, Dog Major Enemy: Cat
Name: Goat Element Association: Land Location: Capricorn Natural Allies: Capybara, Crocodile Major Enemy: Ram
Name: Pelican Element Association: Land Location: Aquarius Natural Allies: Heron, Raptor Major Enemy: Cow
Name: Shark Element Association: Land Location: Pisces Natural Allies: Piranha, Manta-Ray Major Enemy: Chameleon
The Twelve Corrupted Contracts and the respective borders which they roam along are listed below. - Spoiler:
Name: Antelope Emotion Association: Surprise, Awe, Zest & Hope Land Location: Capricorn Border Natural Allies: ???, ??? Major Enemy: Bison
Name: Bison Emotion Association: Anger, Torment, Scorn & Hate Land Location: Taurus Border Natural Allies: ???, ??? Major Enemy: Antelope
Name: Hippopotamus Emotion Association: Disgust & Fear Land Location: Pisces Border Natural Allies: ??? Major Enemy: Zebra
Name: Monkey Emotion Association: Apathy Land Location: Cancer Border Natural Allies: ???, ??? Major Enemy: Wyvern
Name: Tiger Emotion Association: Sadness, Guilt, Agony & Pity Land Location: Leo Border Natural Allies: ???, ??? Major Enemy: Wyrm
Name: Wyrm Emotion Association: Fear, Worry, Panic & Frustration Land Location: Virgo Border Natural Allies: ??? Major Enemy: Tiger
Name: Rat Emotion Association: Disgust, Contempt, Neglect & Envy Land Location: Libra Border Natural Allies: ???, ??? Major Enemy: Chicken
Name: Wyvern Emotion Association: Empathy Land Location: Aquarius Border Natural Allies: ???, ??? Major Enemy: Monkey
Name: Zebra Emotion Association: Surprise & Sadness Land Location: Sagittarius Border Natural Allies: ???, ??? Major Enemy: Tiger
Name: Chicken Emotion Association: Joy, Pride, Trust & Relief Land Location: Gemini Border Natural Allies: ???, ??? Major Enemy: Rat
Name: Wolf Emotion Association: Love, Lust, Passion & Affection Land Location: Scorpio Border Natural Allies: ???, ??? Major Enemy: Rabbit
Name: Rabbit Emotion Association: Joy, & Love Land Location: Aries Border Natural Allies: ???, ??? Major Enemy: Wolf
- Current Unknown Summoning Clans:
Name - Alignment - Status Salamander - Erlang - Familiarized Sea Serpent - Zakiyoshi - Familiarized Whale - None - Untainted - Unknown Worm - None - Untainted - Unknown Centipede - Hakagakure - Scrolled Dolphin - Dipugakure - Scrolled Crow - Kohaigakure - Scrolled Fox - Mahougakure - Scrolled
Summoning In Relation to Shinobi- Spoiler:
Once a summoning contract has been acquired a shinobi can summon for a price of either blood, chakra or a mixture of both the members of said contract. Each summoning contract possesses a different maximum number of summons and can be held by only 1 Master Summoner and their Apprentice if the Master so chooses to take one on. Once becomes the Master of the Summoning Contract Once they are able to summon the Boss Summon however they must wait until Elite B-rank or above to be able to take on an Apprentice.
On the other hand a Clan can adopt a Summoning Contract as a Clan Summon in this case it can be offered to each member of the clan but only 1 summon can be summoned per person and it has to be one of those in the list. These specific summons are known as familiars and typically will share a deep bond with their contractor. When each summon is contracted no other member of the clan can sign until a spot is free either due to death or passing on to another. Sage Mode is likewise restricted only to the clan head while Imperfect Sage Mode is restricted to the Clan Heir if capable, however any Elite (Rank) member of the clan can learn about Natural Energy sensing and utilization. Once a Summoning contract is bound to a clan they are loyal to them and then alone and will not accept any other summoners but those of the same bloodline of the clan until all of those within the clan are deceased. If an individual member of the clan does something the Summoning Contract doesn't agree with they can be banned from being able to summon a member of the contract.
In addition when a Summoning Contract has been adopted as Clan Summons the total number of starting techniques they have is doubled, with Small-Boss possessing 6 starting techniques while Elder & Colossus possess 10 starting techniques. When the either the Clan Head, Clan Heir or individual member of the clan gain access to Natural Energy then the following may happen; Clan Head = All Summons within the summoning contract are now able to learn double the additional techniques based on Sage Mode acquisition, Clan Heir = All Summons currently contracted to a member of the clan are now able to learn double the additional techniques based on Sage Mode acquisition, Individual Clan Member = their contracted summon can now learn double the additional techniques based on Sage Mode acquisition. None of these stack, it is simply more beneficial to the clan as a whole if their Clan Head or Heir obtain Sage Mode or Partial Transformation Sage Mode respectively. Finally in regards to the Contract Fighting Style only the Clan Head and Clan Heir can learn the style simply upon bonding with a Familiar, normal clan members obtain it either; after learning about natural energy (Zodiac), obtaining Partial Transformation (Greater) or attaining Sage Mode (Unknown).
Summons have personalities and desires. Some may require the token blood price to summon while others may require sacrifices or certain conditions to be present when they are summoned. For the last 2 types failure to meet these conditions may result in death as the summon can attack the summoner for not heeding to their demands, or will forbid the summoner from summoning them ever again.
Summons remain the same age & size until one of the members of the contract perishes if the max amount has been reached. However members of the contract who are crippled in battle can retire causing them to be no longer able to be summoned by the contract holder however one can still engage in topics with them if visiting the Summoning Realm. In addition if a Summoning Contract has had members who are tainted they are cast out and replaced with new members. Once an opening is made due to a summon dying or retiring another Summon will take its place following this chart: Baby Summon (I.e Kitten, Cubs etc) to Small/Humanoid to Medium to Large/Boss to Colossus/Elder. This can be bypassed if the following conditions are met. 1. Master Contract Holder has obtained Sage Mode 2. Summon in question has done at least 10 Topics (IC & Training Topics included) with Summoner. 3. Summon in question has learned at least 2 additional techniques thanks to Sage Mode possessing Contract Holder. 4. Summon in question possesses 5 Combination Jutsu with Summoner *Once any of those conditions are met Summon can go out of order to take the open space.
*Unknown Contracts can have a total of 20 Small Summons, 10 Medium Summons, 5 Large Summons, 3 Colossus Summons, 1 Elder Summon & 1 Boss Summon.
*Corrupted Contracts can have a total of 10 Small Summons, 10 Humanoid Summons, 10 Medium Summons, 4 Large Summons, 3 Colossus Summons, 2 Elder Summons & 1 Boss Summon.
*Greater Contracts can have a total of 20 Small Summons, 12 Humanoid Summons, 10 Medium Summons, 5 Large Summons, 3 Colossus Summons, 1 Elder Summon & 1 Boss Summon.
*Zodiac Contracts can have a total of 20 Small Summons, 15 Humanoid Summons, 10 Medium Summons, 5 Large Summons, 3 Colossus Summons, 2 Elder Summons & 1 Boss Summon.
*Lost Contracts can have 15 Small Summons, 10 Humanoid Summons, 10 Medium Summons, 4 Large Summons, 4 Colossus Summons, 2 Elder Summons & 1 Boss Summon. -Dragon is based on the model of Zodiac Contracts -Gryphon is based on the model of Corrupted Contracts -Cerberus is based on the model of Tainted Contracts -Chimera is based on the model of Greater & Unknown Contracts.
Summoning Classes- Spoiler:
There are multiple classes of summons all which affect the size, move pool, age, chakra and blood reserves of a summon. Each Summon size has its own amount of damage it can take before dying of injuries in the summon realm unless the summon explicitly states otherwise by means of a technique.
*Note: damage does stack up however it is only if directly hit by the certain rank technique that the injuries stay with the Summoning. The other ones simply vanish upon returning to the summon realm however the user must wait 1-5 topic's before being able to summon that particular summoning again if it was injured and sometimes permanent injuries can cripple the summon's combat effectiveness permanently. Summonings are able to get killed in battle however, usually when they receive enough damage they de-summon themselves back to the summoning realm.
Finally to remain summoned as Summoning Animals are not naturally from this realm and the Land of Constellations binds them to it, they constantly expend a chakra price each turn depending on their size. This is the reason Summons have such large chakra reserves as they must maintain themselves as well as fight when summoned.
Damage Sustained - Amount of Topics Req. Before Capable of being Summoned Again D - 1 (Permanent on Small Summons who aren't healed by Med Nin.) C - 1 (Permanent on Humanoid Summons who aren't healed by Med Nin.) B - 2 (Permanent on Medium Summons who aren't healed by Med Nin.) A - 3 (Permanent on Large Summons who aren't healed by Med Nin.) S - 4 (Permanent on Elder Summons who aren't healed by Med Nin.) SS - 5 (Permanent on Colossus Summons who aren't healed by Med Nin.) SSS: 6 (Permanent on Boss Summons who aren't healed by Med Nin.) Z+: If not killed by hit yet was damaged by it, the summon will never recover from injuries unless healed by a Med Nin.
Familiars are able to move up in size if their contracter has ranked up to an available size for them to grow to, however it requires a Weekly Training Topic in the perspective of the Summon or with the summon present. Word Count Req. - Rank of Contractor Req. (Size Growing to) 250 - D (Baby -> Small) 500 - C (Small ->Humanoid if Available to Contract) 750 - B (Small/Humanoid -> Medium) 1000 - A (Medium -> Large) 2000 - S (Large -> Colossus)
Summons are able to move up in size through the death of other Summons, however out of all the Beasts Summons have the slowest breeding with new summons not being born for quite some time. As such great care is taken to ensure death does not come to them as while they are long lived they do not replenish their numbers easily. Summon Death - Time to Replace - Replacements can come from Small - 1 Year (OOC) - N/A Humanoid - 10 Months (OOC) - Small Medium - 8 Months (OOC) - Humanoid or Small Large - 6 Months (OOC) - Humanoid or Medium Colossus - 4 Months (OOC) - Humanoid, Medium or Large Boss - 2 Months (OOC) - Large, Colossus or (if of the same lineage as boss that died) any other type. Elder - 1 Month (OOC) - Boss
1. Small = Are just as the name suggests small size summons which are typically young and juvenile summoning creatures. Possess: D-C rank jutsu with C+ rank combinations Chakra Natures: 1 of the Primary Six Number of Jutsu: 3 Resiliency: 10 D-ranks, up to 3 C-ranks and will die of injuries if lethally hit by a B-rank. Price to remain Summoned - D
2. Humanoid = Can range from being Small-Medium sized and differ in age. Possess: C-A rank jutsu with B+ rank combinations Chakra Natures: 1 of the Primary Six Number of Jutsu: 3 Resiliency: 20 D-ranks, up to 5 C-ranks, up to 3 B-ranks and will die of injuries if lethally hit by an A-rank. Price to remain Summoned - C
3. Medium = Are typically teenage to adult summons who have ceased growing. Possess: B-A rank jutsu with A+ rank combinations Chakra Natures: 1 of the Primary Six Number of Jutsu: 3 Resiliency: 40 D-ranks, up to 10 C-ranks, up to 5 B-ranks, up to 3 A-ranks and will die of injuries if lethally hit with an S-rank. Price to remain Summoned - B
4. Elder = Can range from Small - Colossus sized however all are old and are the only ones capable of teaching Summoner's about Natural Energy and Sage Mode. Possess: B-SSS rank jutsu with A+ rank combinations Chakra Natures: 3 of the Primary Six or 1 Dual Combination Chakra Nature. Number of Jutsu: 3 (+2 Passives) Resiliency: Any number of D-ranks, Up to 15 C-ranks, up to 5 B-ranks, up to 3 A-ranks and will die of injuries if lethally hit with an S-rank. Price to remain Summoned - S
5. Large = Are typically adult summons who have ceased growing and are generally the most powerful members of the contract which can be readily summoned. Possess: A-S rank jutsu with S+ rank combinations Chakra Natures: 2 of the Primary Six Number of Jutsu: 3 Resiliency: Any number of D-ranks, Up to 20 C-ranks, Up to 10 B-ranks, up to 5 A-ranks, up to 3 S-ranks and will die of injuries if lethally hit with an SS-rank Price to remain Summoned - A
6. Boss = There is only 1 active Boss of the summoning contract and they range from Large to Colossus in size. Possess: A-SSS rank jutsu with S+ rank combinations, Boss Summons are allowed to have 1 Z-rank Combination Technique with the Master of the Contract after they have obtained Sage Mode. Once Trained that becomes their only Z-rank technique and future summoners who wish to make use of it must possess the summoner's portion of techniques comprising the combo. Chakra Natures: 2 of the Primary Six or 1 Dual Combination Nature Number of Jutsu: 5 (+2 Passives if Large) or 3 (+2 Passives if Colossus) Resiliency: Any number of D-ranks, Up to 25 C-ranks, Up to 15 B-ranks, up to 10 A-ranks, up to 5 S-ranks and will die of injuries if lethally hit with a SS-rank Price to remain Summoned - SS
7. Colossus = These are adult summons who have reached the pinnacle of their size and are typically very powerful. Possess: S-SSS rank jutsu with SS+ rank combinations Chakra Nature: 3 of the Primary Six or 1 Dual Combination Nature Number of Jutsu: 3 (+2 Passives) Resiliency: Any number of C-ranks, up to 20 B-ranks, up to 15 A-ranks, up to 10 S-ranks, up to 5 SS-ranks and will die of injuries if lethally hit with an SSS-rank. Price to remain Summoned - SSS
8. Sacrifice = These vary in size and age but have the common requirement of providing an additional sacrifice to be summoned and are always more powerful than their non Sacrifice size variants. Possess: C-SSS rank jutsu with B+ rank combinations. Chakra Natures: Coincides with Size of the Summon. Number of Jutsu: Coincides with Size of the Summon. Resiliency: Double the Resilience of their Size. Price to remain Summoned - Varies Depending on Size but always 1-rank Higher than Normal. (Caps at SSS)
Summoning Chakra Reserves.- Spoiler:
Small: 9 C-ranks, 5 B-ranks, 3 A-ranks, 2 S-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Humanoid: 11 C-ranks, 7 B-ranks, 5 A-ranks, 5 S-ranks, 1 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Medium: 13 C-ranks 9 B-ranks, 7 A-ranks or 5 S-rank, 3 SS-rank and 1 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Large: 15 C-ranks, 11 B-ranks, 9 A-ranks, 7 S-ranks, 5 SS-ranks, and 3 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Second In Command: 17 C-ranks, 13 B-ranks, 11 A-ranks, 9 S-ranks, 7 SS-ranks, or 5 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Sacrifice: 18 C-ranks, 14 B-ranks, 12 A-ranks, 10 S-ranks, 8 SS-ranks, and 6 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Colossus: 19 C-ranks, 15 B-ranks, 13 A-ranks, 11 S-ranks, 9 SS-ranks, and 7 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Boss: 21 C-ranks, 17 B-ranks, 15 A-ranks, 13 S-ranks, 11 SS-ranks, and 9 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Elder: 23 C-ranks, 19 B-ranks, 17 A-ranks, 15 S-ranks, 13 SS-ranks, and 11 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Note: Creatures and Pets also use this, as a reference for how much Chakra they have, when in the wild they possess chakra equal to their size, upon being domesticated (tamed) they possess half as much as they would have in the wild due to wild creatures being stronger than domesticated pets albeit offset by the intelligence and training gained. -Sub-Species use Second in Command Reserves -Rare Species use Sacrifice Reserves -Titanic Creatures use Boss Reserves -God Beasts use Elder Reserves
- Spoiler:
Summons of the Corrupted Contracts, rather than having Chakra Reserves possess Nen Reserves, due to the warping of their physiology during the time within Cthulhu's Dimension. This change has resulted in their reserves not only changing, but lowering as well, one of the few downsides of their rather powerful change.
Small: 5 C-ranks, 3 B-ranks, 2 A-ranks, 1 S-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Humanoid: 7 C-ranks, 5 B-ranks, 4 A-ranks, 3 S-ranks, 1 SS-rank then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Medium: 9 C-ranks, 7 B-ranks, 6 A-ranks or 5 S-rank, 2 SS-rank and 1 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Large: 13 C-ranks, 9 B-ranks, 8 A-ranks, 7 S-ranks, 4 SS-ranks, and 2 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Second In Command: 15 C-ranks, 11 B-ranks, 10 A-ranks, 9 S-ranks, 6 SS-ranks, or 4 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Sacrifice: 16 C-ranks, 12 B-ranks, 11 A-ranks, 10 S-ranks, 7 SS-ranks, and 5 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Colossus: 17 C-ranks, 13 B-ranks, 12 A-ranks, 11 S-ranks, 8 SS-ranks, and 6 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Boss: 18 C-ranks, 14 B-ranks, 13 A-ranks, 12 S-ranks, 9 SS-ranks, and 7 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Elder: 19 C-ranks, 15 B-ranks, 14 A-ranks, 13 S-ranks, 10 SS-ranks, and 8 SSS-ranks then they are drained. If they use a technique exceeding the amount of ranked jutsu allocated to them even if the overall chakra facilitates said jutsu use, they are desummoned.
Blood Reserves- Spoiler:
Small - 1 A-rank (Same if Elder) Humanoid - 2 S-ranks (A if Elder) Medium - 4 S-ranks (A if Elder) Large - 6 SS-ranks (A if Elder) Colossus - 8 SSS-ranks. (A if Elder) *Note - Tainted Summons have their blood reserves doubled and converted to black blood. - Creatures also use these blood reserves however they possess double the reserves in comparison to Summons albeit sticking with reserves on par with their size. Sub-Species & Rare Species use 3x the blood reserves whereas God Beasts & Mythical God Beasts use 4x the blood reserves.
Summoning Price- Spoiler:
Small - 1 D-rank Blood or 1 C-rank Chakra or 1 D-rank Blood & 1 D-rank Chakra or 1 C-rank Nen or -1 Sanity or 1 D-rank Nen & -1 Sanity. Medium - 1 C-rank Blood or 1 B-rank Chakra or 3 D-rank Blood & 1 C-rank Chakra or 1 B-rank Nen or -2 Sanity or 1 C-rank Nen & -2 Sanity. Large - 1 B-rank Blood or 1 A-rank Chakra or 1 C-rank Blood and 1 B-rank Chakra or 1 A-rank Nen or -3 Sanity or 1 B-rank Nen & -3 Sanity. Colossus - 1 A-rank Blood or 1 S-rank Chakra or 1 B-rank Blood and 1 A-rank Chakra or 1 S-rank Nen or -4 Sanity or 1 A-rank Nen & -4 Sanity. Boss/Elder - 1 S-rank Blood or 1 SS-rank Chakra or 1 A-rank Blood and 1 S-rank Chakra or 1 SS-rank Nen or -5 Sanity or 1 S-rank Nen & -5 Sanity.
*Summoning Normal Animals of the same animal as the contract are also possible by summoning contracts however they are simply incorporated into normal techniques and don't count as combination techniques. The price for their summoning is included within the chakra cost of the technique they are involved in. *Lost Contracts require double the cost to summon.
Using Summons in Battle- Spoiler:
Once you have made a pact with a summoning contract you can not use another one unless you first break the pact with your current one and seek out another, failure to do so results in the loss of both contracts upon acquiring a second summoning contract. In addition the amount of summons of a specific size which can be out at one time varies with rank however the total amount of summons which can be out is completely dependent on if one can fulfill the summoning cost.
Summon Size Equivalence Summons can be brought to the field in various numbers however there remains a constant depending on the skill of the summoner and the size of the summons. To that end highly skilled individuals are capable of summoning more than those who are less skilled. Small S. take 1 Slot & are Available from the Start Humanoid S. take 2 Slots & become Available at C-rank or D-rank (Double Slot Price) Medium S. take 3 Slots & become Available at B-rank or C-rank (Double Slot Price) Large S. take 4 Slots & become Available at A-rank or B-rank (Double Slot Price) Boss S. take 5 Slots & become Available at S-rank (Low) or A-rank (Double Slot Price OR if NE Training has been completed) Colossus S. take 6 Slots & become Available at S-rank (High) or S-rank (Double Slot Price OR if Partial Trans. SM is acquired) Elder S. take 7 Slots & become Available at Elite S-rank or S-rank (Double Slot Price OR if SM is acquired)
Type of Character - Number of Slots (SM Modifier) Civilian - 0 (NE Training = +1) Academy Drop-Out - 1 (Imperfect/Partial Trans Sage Mode = +2) D-rank - 3 (Perfect/Nega/Anti Sage Mode = +3) Elite D-rank - 4 (True/False/Paradox = +4) C-rank (Low) - 5 (God/Titan/Primordial = +5) C-rank (High) - 7 Elite C-rank - 9 B-rank (Low) - 10 B-rank (High) - 12 Elite B-rank - 14 A-rank (Low) - 15 A-rank (High) - 17 Elite A-rank -19 S-rank (Low) - 20 S-rank (High) - 23 Elite S-rank - 25 "Z"-rank - 30 "X"-rank - 35
Natural Energy Senjutsu and Sage Mode Information- Spoiler:
Natural Energy is the ambient energy present in the natural environment, it is the energy comprising inanimate objects ranging from rocks, to water to lava flows and everything non-animate which naturally exists produces it constantly. The act of harnessing this natural energy allows a Shinobi to blend it with their own chakra giving rise to Senjutsu a powerful branch of techniques which focuses the raw natural energy into techniques. Natural Energy can not be seen nor detected by anyone other than those who have received training in the use of Senjutsu. There are three main ways of accessing Natural Energy, the first being a Xeres, the second by being an Alpha Dobutsu and the third being able to utilize Sage Mode which is only gained upon being taught from the Elder of a Summoning Contract. However not everyone is capable of becoming a Sage as one must likewise have the following requirements. 1. Have Large enough chakra pools, which restricts the obtainment of Sage Mode to those who are below A-rank. 2. Have a body sturdy enough to endure the strain of the energies on the user's body. This entails a dice roll depending on an individuals rank which they must succeed at in order to be compatible with Sage Mode. 3. Have a Contract Aligned to your Clan allowing one to bypass rolling for it, albeit not every member of the clan being capable of it at it's highest form. (Clan Heirs cap out at Partial Transformation & Clan Head Cap out at Sage Mode.). Those who wish to advance further must fulfill the Contract's Branching Mission. - Sage Mode Dice Rolls:
Rank - Dice Roll (Success Chance) B-rank (Low) - 100 (1 out of 100, must get 100) B-rank (High) - 100 (2 out of 100, must get 100 or 50) Elite B-rank - 100 (3 out of 100, must get either 100, 50 or 1) A-rank (Low) - 50 (1 out of 50, must get 50) A-rank (High) - 50 (2 out of 50, must get 50, or 25) Elite A-rank - 50 (3 out of 50, must get either 50, 25 or 1) S-rank (Low) - 10 (1 out of 10, must get 10) S-rank (High) - 10 (2 out of 10, must get 10 or 5) Elite S-rank - 5 (1 out of 5, must get 5) "Z"-rank - 5 (2 out of 5, must get 5 or 3) "X"-rank - 2 (1 out of 2, must get 2) 4. Those without a Clan (& have never belonged to one in the past of which using this roll also forfeits their ability to join one in the future) have the ability to Roll Twice, however Clan-less Ninja & Clan-less Civilians not only have the ability to roll twice but their Dice Rolls are likewise different B (50), A (10), S (5), "Z" (3), "X" (2). 5. For those who forfeit their awakening their Dice Rolls are different B (50), A (10), S (5), "Z" (2) & "X" (Automatic Success), however doing so does not only prevent them from ever awakening but likewise robs them of Regression Exclusives. 6. Depending on the Contract one may be able to try again, this is because the type of Contract determines their connection to Gaia and the purity of their Sage Mode. Zodiac Contracts have the strongest connection and the purest form of Sage Mode and as a result it can only be attempted once and if a summoner fails then they won't ever be able to utilize Sage Mode unless if they are able to complete the Sage Trial. Greater Contracts have a weaker connection on par with Corrupted and as a result a summoner can attempt it twice often most deciding to wait until a higher rank up as the larger the chakra reserves the easier it is for one to obtain Sage Mode unless they are able to complete the Sage Trial. Sage Mode obtained by those with Unknown Contracts however have the weakest connection to Gaia besides those who have Tainted their Summoning Contracts and as a result they can attempt to see if they possess the necessary connection up to 3 times unless they are able to complete the Sage Trial. Sage Mode obtained by those with Lost Contracts are interesting as the Dragon Contract only teaches those who attempt the Sage Trial whereas the Gryphon & Cerberus Contract despite being aligned to the Bishamon & Mikaboshi Clans still make them roll like normal with those who have passed both Rolls within the clan being able to roll only once, for those who have failed one roll within the clan they can roll twice & finally for those who fail both they can roll three times. The Chimera Contract doesn't teach Sage Mode at all which differentiates it from all other types. 7. The Sage Trial is a Branching Mission conducted by the Summoning Contract where the Individual who wishes to become a Sage is prevented from leaving the Summoning Realm until they become one with nature or forfeit their claim. Many have tried this method only to die in the process as it involves a potential Sage traveling to Draco Meteor in the center of the Land of Constellations and attempting to gain insight from the closest to Gaia namely...the members of the Dragon Contract. However it is very difficult, and they hold the highest standards for those who wish to harness Gaia's power, furthermore if this method is chosen one will be unable to unlock the most powerful forms of Sage Mode depending on how well one does or the nature of ones Contract: Contract Type = Highest Sage Mode Achievable Zodiac/Corrupted = True/False/Paradox Sage Mode Greater/Tainted = True/False/Paradox Partial Transformation* Unknown/Lost = Sage Mode *Note: True/False/Paradox Partial Transformation is a Sage Trial Exclusive version of Sage Mode which gives the tier boosts of the Perfected Variant however has the requirement of Contact with a Summon in addition to lower NE Replenishing as a result of that.
The Criteria of obtaining instruction in the gathering of Natural Energy Requires the Following if one is not a Xeres. #1 Non Jinchuriki as one's tailed beast interferes with the gathering of it Unless they are contained with a "Strong" seal. #2 Must possess a summoning Contract. #3 Persuade the Elder of the Summoning Contract to teach you about Natural Energy. # Must have a Non-Tainted & Non-Corrupted Summoning Contract (Those Summons which have been combined with Acolyte Demons/Emotion Titans are not able to harness Natural Energy anymore, instead possessing their natural abilities + that which tainted them. Once the Criteria have been met you must undergo the three part training to harness it which takes the place of your One Dual Training for the day. #1. One must Dual train along with their summon in the Summoning Realm to prove one's worth to the summon(15 posts required.) #2. One must Dual train along with their summon in their summon world to learn to sense and gather Natural Energy(20 Posts required.) #3. One must Dual train along with their summon in their summon world to learn to use Natural energy in combat(30 posts required.) After the Three Part Training is complete the user is now able to sense, gather and use Senjutsu up to A-rank. In addition if your contract is one of the Twelve Zodiac Contracts you may now learn the Contract's Fighting Style and Fighting Style techniques through dual training with any of your summons. Senjutsu tech draws off of Natural chakra built up during training or during battle. It does not draw off of one's chakra. During a solo training one builds up Natural energy the same way one would learn a simple ninjutsu. D-rank requires 100 words. C-rank requires 200 words. B-rank requires 400 words. A-rank requires 800 words. S-rank requires 1000 words. SS-rank requires 1500 words. SSS-rank requires 2000 words Built up Natural energy remains with the user untill it is used. Once used up the user has to rebuild their Natural Energy. IT DOES NOT RESET TO THE LAST TRAINING AFTER THE END OF A TOPIC. This training does take the place of the one a day normal training and one can only train at their rank level or lower. (i.e. Jonin can train at a high of A-rank a day & Kage Rank Sages can train up to an SS-rank a day, Jutsu Rewards can be used to in place of learning a technique to fuel Natural Energy) Natural Energy can be built up during a topic. SHADOW CLONES CAN NOT BE USED. For each turn survived the person will gain D-Rank amount of Natural Energy. NOTE: NATURAL ENERGY CAN ONLY BE GAINED BY REMAINING PERFECTLY STILLTypes of Sage Mode - Tier GainsPartial Transformation (Unknown) - 2 Partial Transformation (Nega) - 2 Partial Transformation (Greater) - 3 Partial Transformation (Anti) - 3 Partial Transformation (Lost) - 3 Partial Transformation (Zodiac) - 4 Nega Sage Mode - 4 Sage Mode (Unknown) - 4 Anti Sage Mode - 5 Sage Mode (Greater) - 5 Sage Mode (Lost) - 5 Sage Mode (Zodiac) - 6 Paradox Sage Mode - 6 False Sage Mode - 6 True Sage Mode - 7 Cosmic Sage Mode - 8 Primordial Sage Mode - 9 Titan Sage Mode - 7-8 God Sage Mode - 8-10 Sage ModeOnce one has grasped the concept of gathering Natural Energy they are able to enter a physical state named Sage Mode. When active, Sage Mode increases the user's physical abilities, as well as augments the power of their techniques by converting them into Senjutsu when one adds onto it with Natural Energy. This Balance of chakra and natural energy results in the drastic empowerment of a shinobi's latent abilities. There are two forms of Sage Mode available to those who possess an Animal Summoning Contract both of which must be learned in order. Partial Sage Mode- Spoiler:
The first form is the initial form when one has achieved Sage Mode and is called Partial Sage Mode. This Sage mode is incomplete and the traces of it are evident due to the Sage gaining traits of the summon they are contracted with, (I.E Hawk gaining Talons and their hair turning into feathers). In addition the user of this type of sage mode must maintain contact with their summon at all times to keep this mode active, if connection is broken then they lose the ability to utilize this mode and must regain contact to trigger it again. However because of this, this version of Sage Mode has no time limit so long as connection with the summon is retained. Required for Partial Transformation: #1. One must have at least C-Rank Natural Energy Pre-Battle #2. Have completed a 1000 word training #3. Make direct contact with one's summon (must remain in contact to maintain) & Jinchuriki are unable to harness this type of Sage Mode. Through Partial transformation one gains a "one-time-choice" in tiers (Either 4 if a Zodiac Contract, 3 if a Greater Contract or 2 if a Tainted Contract & Any tiers apply even those outside one's race). Once learned one can choose what ranks they will gain from then on when in Partial transformation. (i.e. 2 ranks strength 2 ranks speed) THIS CHOICE CAN NOT BE CHANGED LATER ON. Once this form has been attained one is able to gather a C-rank of Natural Chakra each post one survives standing still within a topic. In addition they gain the ability to sense, gather and use Natural Energy up to S-rank. In addition if your contract is one of the Twenty-Four Greater Contracts you may now learn the Contract's Fighting Style and Fighting Style techniques through dual training with any of your summons. One learned please use this template to mark down you choice of ranks and add it to your profile. - Code:
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[b]Name:[/b] Partial Transformation (Insert Contract Name) Sage Mode [b]Classification:[/b] Senjutsu [b]Rank:[/b] A [b]Class:[/b] Supp. [b]Range:[/b] Self
[b]Description:[/b] The user connects with their summon and begin drawing Natural energy from their summon. During this time the user gains [INSERT RANK CHOICE HERE] and develops [INSERT PHYSICAL FEATURES HERE]. During the duration of this tech the users summon can not move, except if carried by the user, or attack/defend. If the physical connection between the user and their summon is broken this tech is negated. During the time of this tech the user can use Senjutsu tech S-Rank or lower. The summon due to remaining absolutely still is what gathers sage mode for the user, gathering a C-rank amount of natural energy each post (total) in order to keep this version of sage mode active.
Sage Mode- Spoiler:
The second form is officially called Sage Mode. This transformation can be done without direct contact with one's summon. The user has obtained the highest level of Natural Energy use possible. Often times one does not change physically much at all in this transformation but usually have one or two out ward features giving them away. Sage Mode doesn't have a direct time limit but burns the user's Natural Energy off at a constant rate and one will revert out of Sage Mode when drained. (Burns C-Rank Natural Energy Each Post) Required for SAGE MODE: #1. Have mastered Partial Transformation #2. Have completed a 2000 word training #3. Have at least C-Rank Natural Energy built up Through Sage Mode one gains a "one-time-choice" of ranks of tiers (6 if Zodiac Contract, 5 if Greater Contract or 4 if Unknown Contract & any tiers apply even those outside one's race). Once learned on chooses what ranks they will gain from then on when in Sage Mode. (ie. 2 Ranks Strength 2 Ranks Speed 2 ranks Endurance) THIS CHOICE CAN NOT BE CHANGED LATER ON. Once this form has been attained one is able to gather a B-rank of Natural Chakra each post one survives standing still within a topic. In addition they gain the ability to sense, gather and use Natural Energy SSS-rank and below. In addition if your contract is one of the Unlimited Unknown Contracts you may now learn the Contract's Fighting Style and Fighting Style techniques through dual training with any of your summons. When one has achieved Sage Mode they are now able to teach their summons additional jutsu through the use of dual training or have them learn more on their own through the Shinobi's jutsu rewards that is not limited to Combination Jutsu. Small summons can be taught up to 5 additional jutsu Humanoid summons can be taught up to 5 additional jutsu Medium summons can be taught up to 7 additional jutsu Large summons can be taught up to 7 additional jutsu Colossus summons can be taught up to 9 additional jutsu Boss summons can be taught up to 9 additional jutsu Elder summons are unable to be taught new jutsu. One learned please use this template to mark down you choice of ranks and add it to your profile. - Code:
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[b]Name:[/b] (Insert Contract Name) Sage Mode [b]Classification:[/b] Senjutsu [b]Rank:[/b] S [b]Class:[/b] Supp. [b]Range:[/b] Self
[b]Description:[/b] The user mixes their Natural chakra into their body in the highest form of Senjutsu. During this time the user gains [INSER RANK CHOICE HERE]. This tech is near perfect but the can be noticed by the user developing [INSERT PHYSICAL FEATURE HERE]. This tech uses C-Rank Natural energy per post used. This tech ends when the user de-activates it or runs out of Natural Energy. During the time this tech is in use the User is able to use any rank of Senjutsu. In addition while in battle the user is capable of gathering natural energy by remaining absolutely still. When doing so they function similar to the summon in Partial Transformation Sage Mode allowing them to gather a B-rank of natural energy each post (total) as long as they can remain absolutely still as moving disrupts the connection and causes them to start burning through natural energy again.
Note: The Exclusive Summoning Contract Fighting Styles can be taught by the Master of the Summoning Contract to their chosen Apprentice upon the former completing: Zodiac Contract Holder: Signing the Contract Greater Contract Holder: Natural Energy Training Unknown Contract Holder: Partial Sage Mode Training
Note: Senjutsu technique use up Natural Energy not Chakra and must be built up before Senjutsu & Sage Mode are able to be used. In addition unlike chakra if one uses the built up Natural Energy they have it does not naturally replenish, and must be built up all over again.Nega & Anti Energy- Spoiler:
While sharing all similarities to Natural Energy, being present in the natural environment, Nega Energy is a quite darker aspect as it is the energy created for the express destruction of Natural Energy, the energy harnessed by Acolyte demons themselves. In comparison Anti Energy is merely the opposite aspect of Natural Energy, and as such while it is not able to be destroyed by Nega Energy it's interaction with Natural Energy results in both of them cancelling each other out. The techniques created through the blending of these two energies with their chakra continue to have the name Senjutsu. Tainted Summoning Contracts will always end up breaking away from the main summoning contract to side with their Summoner, as a result they are smaller than normal summoning contracts and the summoner in question is cast out from being able to summon any of the non-tainted members of the contract as well as being able to travel to the original dwelling place of the non-tainted members of the summoning contract. The summoning contract will be named something different often taking part of the species available to the original contract with themand each summon of the contract must be fused with an Acolyte Demon equivalent to their rank. This gives them any techniques the Acolyte Demon knows, Black Blood & adds Void Release to their elemental Affinities. Small - First Level Humanoid - Second Level Medium - Third Level Large - Giant Level Colossus - Fourth Level Boss & Elder - Greater Level Corrupted Summoning Contracts were once normal contracts which were then lost in Cthuhlu's domain becoming twisted versions of their original selves and bearing no similarities to that which they originated from. Rather than possess chakra they possess Nen, rather than possess elements they possess Emotions and rather than bequeath Sage Mode and teach the ability to harness Natural Energy they bequeath Anti Sage Mode and with it, the secrets of Anti Energy which exists in the borders between dimensions. *Tainted Contracts can have a total of 15 Small Summons, 10 Medium Summons, 3 Large Summons, 2 Colossus Summons, 1 Elder Summon & 1 Boss Summon. *There are two ways to access Nega Energy, one is being a Xeres who was born with Void Release, the second is only gained upon being taught by an Elder or Boss of a Summoning Contract which has been tainted by Acolyte Demons. *There is only one way to access Anti Energy, which is by being taught by an Elder or Boss of a Summoning Contract which has been traversed Cthuhlu's realm. Like Sage Mode not anyone can obtain Nega Sage Mode, the requirements are similar to Sage Mode's however due to Tainted Contracts having the weakest connection to Gaia they can attempt it 3 times, with the option of a 4th time if they possess one of the Acolyte Demon Princes as their Z-rank technique. Likewise not anyone can obtain Anti Sage Mode, which can be attempted 2 times, with the option of a 3rd time if they possess one of the Emotion Titans. The criteria of obtaining instruction in the gathering of Nega Energy requires the following if not a Xeres. 1. Non-Jinchuriki 2. Must possess summoning contract 3. Persuade Elder or Boss of Summoning contract to teach you about Nega Energy 4. Must have a Tainted Summoning Contract (Summon combined with Acolyte Demons) The criteria of obtaining instruction in the gathering of Anti Energy requires the following. 1. Non-Jinchuriki 2. Must possess summoning contract 3. Persuade Elder or Boss of Summoning contract to teach you about Anti Energy 4. Must have a Corrupted Summoning Contract. Further criteria remain the same as obtaining Natural Energy. In comparison to Sage Mode, Nega Sage mode is stronger in some ways but weaker in others, for one Nega Energy is dangerous against Natural Energy by virtue of the former's destruction by the latter. On the other hand due to it being a tainted form it is less potent resulting in those who take this path having a "one-time-choice" of 2-ranks of tiers while in Partial Transformation Nega Sage Mode or 4-ranks of Tiers while in Nega Sage Mode (Note any tiers apply even those outside one's race). - Code:
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[b]Name:[/b] Partial Transformation (Insert Contract Name) Nega Sage Mode [b]Classification:[/b] Senjutsu [b]Rank:[/b] A [b]Class:[/b] Supp. [b]Range:[/b] Self
[b]Description:[/b] The user connects with their summon and begin drawing Natural energy from their summon. During this time the user gains [INSERT RANK CHOICE HERE] and develops [INSERT PHYSICAL FEATURES HERE] in addition to their skin color becoming like charcoal due to the taint of the Acolyte Demons. During the duration of this tech the users summon can not move, except if carried by the user, or attack/defend. If the physical connection between the user and their summon is broken this tech is negated. During the time of this tech the user can use Senjutsu tech S-Rank or lower. The tainted summon due to remaining absolutely still is what gathers nega energy for the user, gathering a C-rank amount of nega energy each post (total) in order to keep this version of nega sage mode active.
[b]Name:[/b] (Insert Contract Name) Nega Sage Mode [b]Classification:[/b] Senjutsu/Demoniac Tech [b]Rank:[/b] S [b]Class:[/b] Supp. [b]Range:[/b] Self
[b]Description:[/b] The user mixes tainted Natural chakra into their body in the highest form of Senjutsu. During this time the user gains [INSERT RANK CHOICE HERE]. This tech is near perfect but the can be noticed by the user developing [INSERT PHYSICAL FEATURE HERE] in addition to their skin color becoming like charcoal due to the taint of the Acolyte Demons. This tech uses C-Rank Nega energy per post used. This tech ends when the user de-activates it or runs out of Nega Energy. During the time this tech is in use the User is able to use any rank of Senjutsu. In addition while in battle the user is capable of gathering Nega energy by remaining absolutely still. When doing so they function similar to the summon in Partial Transformation Sage Mode allowing them to gather a B-rank of Nega energy each post (total) as long as they can remain absolutely still as moving disrupts the connection and causes them to start burning through nega energy again.
Further criteria remain the same as obtaining Natural Energy. In comparison to Sage Mode, Anti Sage mode is stronger in some ways but weaker in others, for one Anti Energy is unable to be destroyed by Nega while being cancelled out by Natural Energy (& vice versa) due to being opposites. On the other hand due to it being a corrupted form it is less potent resulting in those who take this path having a "one-time-choice" of 3-ranks of tiers while in Partial Transformation Anti Sage Mode or 5-ranks of Tiers while in Anti Sage Mode (Note any tiers apply even those outside one's race). - Code:
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[b]Name:[/b] Partial Transformation (Insert Contract Name) Anti Sage Mode [b]Classification:[/b] Senjutsu [b]Rank:[/b] A [b]Class:[/b] Supp. [b]Range:[/b] Self
[b]Description:[/b] The user connects with their summon and begin drawing Natural energy from their summon. During this time the user gains [INSERT RANK CHOICE HERE] and develops [INSERT PHYSICAL FEATURES HERE] in addition to them losing their pupils while their eyes glow with the color of [INSERT EMOTION HERE] . During the duration of this tech the users summon can not move, except if carried by the user, or attack/defend. If the physical connection between the user and their summon is broken this tech is negated. During the time of this tech the user can use Senjutsu tech S-Rank or lower. The corrupted summon due to remaining absolutely still is what gathers anti energy for the user, gathering a C-rank amount of anti energy each post (total) in order to keep this version of anti sage mode active.
[b]Name:[/b] (Insert Contract Name) Anti Sage Mode [b]Classification:[/b] Senjutsu/Energy Tech [b]Rank:[/b] S [b]Class:[/b] Supp. [b]Range:[/b] Self
[b]Description:[/b] The user mixes corrupted Natural chakra into their body in the highest form of Senjutsu. During this time the user gains [INSERT RANK CHOICE HERE]. This tech is near perfect but the oddities can be noticed by the user developing [INSERT PHYSICAL FEATURE HERE] in addition to their eyes losing their pupils and their eyes glow with the color of [INSERT EMOTION HERE]. This tech uses C-Rank Anti energy per post used. This tech ends when the user de-activates it or runs out of Anti Energy. During the time this tech is in use the User is able to use any rank of Senjutsu. In addition while in battle the user is capable of gathering Anti energy by remaining absolutely still. When doing so they function similar to the summon in Partial Transformation Sage Mode allowing them to gather a B-rank of Anti energy each post (total) as long as they can remain absolutely still as moving disrupts the connection and causes them to start burning through anti energy again.
[/spoiler] *Note: Those Contracts which possess Animal Contract Curse Marks allows it to serve as a substitute for Sage Mode Training allowing the benefits in regards to learning the Summoning Signature Fighting Style, being able to train Summons to learn Additional techniques and the like. In addition once it has been signed as long as said individual comes from the lineage of the Summoning Contract Holder who first took the curse seal they are able to: 1. Learn the Signature Fighting Style of the Clan without either Learning about Sage Mode or obtaining the Curse Mark. 2. Upon losing the contract or having it fade out of usage upon making the seals they will be brought to the location of the Summons with the success chance for them being increased. Zodiac becomes a 1/10 Chance of Death, Greater becomes a 1/100 while Unknown will now have no chance of death when one is reverse summoned to the Summoning Realm after making the Summoning Contracts Hand Seals and not already being contracted to one. *Bishamon & Mikaboshi upon learning the Summoning Technique can reverse summon themselves to the Griffin Domain & the Cerberus Domain respectively. However they can not sign the contract immediately, depending on what Natures they have they will be allowed to sign the contract or instead be killed. Bishamon = Scorch/Paper (100), Scorch & Paper (50), Light (10), Light & Switch Control (5). Those with the Ryukamigan in addition to the last selection have a Dice Roll of 1/2. Mikaboshi = Shadow/Thread (100), Shadow & Thread (50), Dark (10), Dark & Extra Palm Markings (5). Those with an Amatsu in addition to the last selection have a Dice Roll of 1/2.
Last edited by Aurielle on 12th July 2021, 8:32 pm; edited 25 times in total | |
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Posts : 12617 Join date : 2010-06-13 Age : 32 Location : Lost in time...I guess?
| Subject: Re: Summoning & Sage Mode Information 13th September 2017, 5:22 pm | |
| Sage Mode & Curse Marks- Sage Mode:
- True/False/Paradox Sage Mode:
It was previously thought that simply obtaining instruction from a Summoning Contract was the only way to obtain Sage Mode, this was in fact not true as different variants exist. In actuality there are 3 additional types of Sage Mode which are listed below: - Types of Sage Mode:
Deity Sage Mode: Each of the Principle Deities have their own variant of Gaia's Sage Mode however due to being the originator of Natural Energy she maintains the closest connection to it, hence why the most common knowledge of Sage Mode comes from Summoning Contracts. However the others likewise have their own twists on the concept, with some altering the initial benefits in order to suit their own goals. Deity - Sage Mode Granted - Comparisons to Sage Mode Kami - Holy - Holy Attributed Natural Energy Datara - Void - Void Chakra capable of being converted from Natural Energy Shinigami - Grim - Immortality Gaia - Gaia - Most Efficient Natural Energy Gathering Cthulhu - Sanity - Psycho capable of being converted from Natural Energy Susanoo - Null - Null capable of being converted from Natural Energy
Ghost Sage Mode: It is said that those with massive chakra reserves are capable of becoming Sages, however where this rumor originated from is the Ghost awakening. Back when shinobi first arrived on the Origin Continent and were altered due to the properties of the Black Dome some emerged changed while others were able to tap into the unique chakra of the world they inhabited. This is only possible to due Ghost having a deeper connection to Datara than other Human awakenings yet being distant enough to not be tainted by It's presence and thus can still benefit from the close relationship between Datara and Gaia. The result is Ghost Sage Mode which utilizes the Bake as a bridge to mix Natural Energy with the Ghost's chakra.
Solar/Lunar Sage Mode: It has been known that the Mikaboshi & Bishamon Clans are perfect being unique enough to belong to their own "Race" so to speak. This extends even to Sage Mode as they are not able to sign contracts with any contracts other than those aligned with them (Gryphon for Bishamon & Cerberus for Mikaboshi). Their respective Sage Modes are capable of drawing on the energy of the Rift (Sol = Bishamon, Luna = Mikaboshi) to empower themselves with Natural Energy. It is interesting as the summons within their contracts actually do not make use of Natural Energy instead using Anti (Gryphon) & Nega (Ceberus) which forces them to rely on themselves more. As such they both lack the Partial Transformation stage of Sage Mode instead having Eclipse Transformation which is a modified partial transformation of which they can only gather their much needed Natural Energy during a Solar or Lunar Eclipse.
However it was discovered that Sage Mode was in fact a far cry from it's true power, which could only be obtained by mixing concepts from two types of Sage Mode, giving rise to True Sage Mode. This allows for a new level of power versus it's lesser variants allowing for an increased total of Tiers capable of being added while in True Sage Mode as well as incorporating the gathering capabilities of both of the Sage Mode's involved to increase the utility of it in battle. True Sages are very rare, simply due to the low chance of an individual being born with the ability to utilize Sage Mode in the first place. False Sages are the Nega Sage counterpart to a True Sage simply based on the concept that the tainted versions of a Sage are effective at combating their purer counterparts due to harnessing Nega Energy. Finally Paradox Sages are Anti-Sage counterpart to a True Sage simply based on the concept that the corrupted versions of a Sage cancel out their tainted counterparts albeit being canceled out by their Purer Counterparts due to harnessing Anti Energy. True Sage Mode - Components (Tiers Gained)True Animal Sage Mode - Animal Sage Mode + Deity Sage Mode (8 if Z, 7 if G, 6 if U) True Gaia Sage Mode - Gaia Sage Mode + Ghost Sage Mode (8) False Sage Mode - Component (Tiers Gained)False Sage Mode - Nega Sage Mode + Ghost/Void Sage Mode (6) Paradox Sage Mode - Component (Tiers Gained)Paradox Sage Mode - Anti Sage Mode + Sanity Sage Mode (7)
- Sage Transformation:
Sage Transformation is a way of attaining the usage and manipulation of Natural Energy using a bodily reaction exhibited by members of the Bachiatari who possess the organizations signature Curse Marks. By exposing their cursed body fluids to natural energy, they gain increased physical capabilities and the ability to perform various shape-shifting feats through further modifications of the marks which adorn their body. There are 5 different variants of Sage Transformation due to their being 5 Curse Marks bound to the Bachiatari, however all of them have a unique relationship with actual Sage Mode. This is because being a sage does actually naturally benefit those who possess Sage Transformation as it becomes more powerful than just it's basic state.
This refers to any type of Sage Transformation and what happens when Sage Mode is added to it. Sage Mode Add-on - Effect Partial Transformation: Shroud changes to specific animal motif but halves SM Tier Gains (Either +1/+2/+2 instead of +2/+3/+4) + In-Battle Training to gather NE is Halved when Summon is bound to user. Partial Transformation (Nega): Shroud is comprised of Nega Energy but halves SM Tier Gains (+1, instead of +2) + In-Battle Training to gather NE is Halved when Summon is bound to user. Partial Transformation (Anti): Shroud is comprised of Anti Energy but halves SM Tier Gains (+2, instead of +3) + In-Battle Training to gather NE is Halved when Summon is bound to user. Imperfect Sage Mode: +1 to Reserves depending on CM (Total becomes +4) Nega Sage Mode: Shroud is comprised of Nega Energy but halves SM Tier Gains (+2, instead of +4) + In-Battle Training to Gather NE is Quartered when Demon is bound to user. Anti Sage Mode: Shroud is comprised of Anti Energy but halves SM Tier Gains (+3, instead of +5) + In-Battle Training to Gather NE is Quartered when Summon is bound to user. Animal Sage Mode: Shroud changes to specific animal motif but halves SM Tier Gains (+2/+2/+3 instead of +4/+5/+6) + In-Battle Training to gather NE is Quartered when Summon is bound to user. Perfect Sage Mode: +2 to Reserves depending on CM (Total becomes +5) False Sage Transformation (Sage Transformation + Nega SM + Perfect/Deity SM): Shroud is comprised of Nega Energy in an animal motif, SM Tier Gains are +3 (instead of +6), +2 to Reserves depending on CM (Total becomes +5), In-Battle Training is Quartered when Summon/Other is bound to user or Halved when user stands still in order to gather Nega Energy. Paradox Sage Transformation (Sage Transformation + Anti SM + Deity SM): Shroud is comprised of Anti Energy in an animal motif, SM Tier Gains are +3 (Instead of +7), +2 to Reserves depending on CM (Total becomes +5), In-Battle Training is Quartered when Summon/Other is bound to the user or Halved when the user stands still in order to gather Anti Energy True Sage Transformation (Sage Transformation + 2 Types of Sage Mode): Shroud changes to animal/deity motif, SM Tier Gains are +3/+4/+4 (instead of +6/+7+8), +2 to Reserves depending on CM (Total becomes +5), In-Battle Training is Quartered went Summon/Other is bound to user or Halved when user stands still in order to gather NE.
*Note: This refers to a specific type of Sage Transformation and what happens when one of the Deity Sage Modes is mixed with it. Sage Transformation - Type of Sage Mode - Effect Hell - Void Sage Mode - Gains Chakra Tier S-rank while ST is Active Earth - Gaia Sage Mode - Gains Nature Tier S-rank while ST is active Limbo - Grim Sage Mode - Gains Spirit Tier S-rank while ST is Active Purgatory - Sanity Sage Mode - Unlocks Nen Reserves Heaven - Holy Sage Mode - All Sennika Techniques gain the Holy attribute. Any - Null Sage Mode - Nullifies Users benefits from Sage Transformation
- God/Titan/Primordial Sage Mode:
The Pinnacle of Sage Mode comes from not balancing ones Physical and Spiritual Energy with Natural Energy but, from blending ones Physical, Spiritual & Mental Energy with Natural Energy. For those who do not understand it is quite simple, Sage Mode as a whole teaches one to mix their stamina and chakra with NE in order to give rise to Sage Mode however their exists a fourth energy source that when added to the mix results in a more powerful expression of Sage Mode which transcends even that of True. It allows one to begin to reach the power of the Deities, hence the God, Titan or Primordial Title in the name which pertains towards Sage Mode, Nega Sage Mode or Anti Sage Mode respectively. Objectively speaking they are equivalent in power however while God Sage Mode results in more powerful physical prowess, Titan Sage Mode grants a more dangerous energy source for use with techniques & Anti Sage Mode balances physical prowess with an energy source which can counteract usual counters to Sage Mode. Depending on the Sage Mode one possessed initially however it can result in a stronger base, with the most powerful God/Titan/Primordial Sages being those who have the closest connection to Nature.
God Sage Mode = Tier Gains Zodiac Contract = 10 Greater Contract = 9 Unknown Contract = 8
Titan Sage Mode = Tier Gains Deity = 8 Ghost = 7
Primordial Sage Mode = Tier Gains Deity = 9
Alternatively their exists a Sage Mode exclusive to Apex Beings which is known as Cosmic Sage Mode. By combining the capabilities of Solar & Lunar Sage Mode it empowers the Apex Being to even higher heights while allowing them to draw from all Cosmic Phenomena such as Sol, Luna, Eclipses, Comets, Meteors & even distant Stars. Apex Beings have the power to rival Demi-Gods & Jinchuriki however with this they are able to surpass them cementing their place as the most powerful of mortal beings. Why the Shinigami allowed Bishamonten & Amatsu no Mikaboshi to much power and influence within the mortal realm is unknown however seeing as their clashes have brought nothing but death to the world it is only natural that He prefers to leave them unchecked. Cosmic Sage Mode = Tier Gains Lost = 8
- Six Paths Senjutsu:
Requires ??? & Either True, False or Paradox Sage Mode
??? Sacrificed - ??? Gain 1 - 1 2 - 2 3 - 3 4 - 4 5 - 5 6 - 6 7 - 7 8 - 8 9 - 9 10 - 10
- Curse Marks:
Curse Marks are a branch of Juinjutsu which involves the use of a curse seal which is able to passively synthesize Natural energy from the environment. It also secretes special bodily fluids that react to contact with Natural Energy, causing immediate physical alternations with further controlled shape-shifting quality to the user's body, along with greatly enhanced physical capabilities which is bound to an individual on a cellular level. Curse Marks as such are one of the few things in the world which are able to combat Senjutsu. However just like there are distinct types of Senjutsu due to what type of Sage one is so are their distinct types of Curse Marks and their relationship with Senjutsu. Curse Mark - Senjutsu - ResultAny - Natural Energy - Curse Mark Disperses Natural Energy back into environment. Any - Nega Energy - Curse Mark Blocks Nega Energy in exchange for a Stamina Price (Dependent on Contract) otherwise it will sustain damage normally. Any - Anti Energy - Curse Mark sustains damage from Anti Energy in addition to a Stamina Price (Dependent on Contract) otherwise it will sustain 2x damage normally. Curse Marks feature the following: 1. Time to Activate & Progress through Stages (All) 2. Stamina to maintain over-time (Animal) 3. Cool-Down till it's duration is over (Bachiatari) 4. Sanity Loss (Origin & Medically Triggered Extra Stages) 5. After deactivated victims take 2x Damage from Any Damage Type until they have recovered which requires a cool-down period equal to the duration that the curse mark was active. - Animal Curse Marks:
These are Curse Marks which are possessed by a select few Summoning Contracts and were created in ancient times to protect themselves against not only other contracts but likewise the growing rise of Sages in the world. Animal Curse Marks have the general use of being able to prevent one from ever being able to obtain Sage Mode in addition to cursing ones descendants from likewise lacking that ability in exchange for being able to combat other Sages in combat. Furthermore all animal curse marks do not have a time-limit however they consume set amounts of stamina over-time in their final stage. There is no limit to the members of a contract possessing an Animal CM however after the 1st wielder of this curse mark every other recipient has a 1/5 Chance of Success. However if an individual possesses Nature Tiers equivalent to their rank this raises to a 1/2 Chance of Success. It can only be medically transmitted to those outside of the contract albeit only a set amount however in this case it has a 1/10 Chance of Success (1/5 if target has Nature Tiers).
Animal Curse Mark List Contract - Curse Mark - Stamina Price - S. P. Multiplier for Nega E. Blocking/Anti Energy Damage Cat - Curse of the Werecat - 1 Every Turn - 1x Hawk - Curse of the Harpy - 1 Every Turn - 1x Hydra - Curse of the Scylla - 2 Every Turn - 2x Dolphin - Curse of the Mermaid - 3 Every Turn - 3x Spider - Curse of the Arachne - 2 Every Turn - 2x Scorpion - Curse of the Girtablilu - 1 Every Turn - 1x Horse - Curse of the Centaur - 1 Every Turn - 1x Antelope - Curse of the Yale - 2 Every Turn - 2x Goat - Curse of the Satyr - 1 Every Turn - 1x Cow - Curse of the Minotaur - 2 Every Turn - 2x Crow - Curse of the Tengu - 3 Every Turn - 3x Wolf - Curse of the Werewolf - 2 Every Turn - 2x
Animal Curse Marks have 2 Stages the first is able to be activated after 5 P.T and the second is able to be activated after 15 P.T. If transmitted to an individual outside of the Contract then they will have a Curse Mark with a single stage which is able to be activated after 10 P.T. If Medically induced a second (Non Contract) or third (Contract) stage is available which can be activated after 25 P.T however instead of stamina this particular stage consumes Sanity, only consuming stamina after the user's sanity limit is empty. Type of Contract (No. Non Contracted) - Sanity Depletion Each Turn Active (Non Contract) Corrupted (16) - 1 (2) Unknown (12) - 2 (4) Greater (8) - 3 (6) Zodiac (4) - 4 (8)
- Origin Curse Mark:
The Origin Curse Mark is the original curse mark which is a genetic mutation which arose through a now long extinct clan in the Era of Warring State. The Origin Curse Mark differs from all others merely due to the fact that it possesses the most stages (4), and that for the most part it is uncontrollable. As one progresses through the stages they will begin to lose reason and fighting against it will result in sanity loss, however if not progressed further each stage has a set duration. The Origin Curse Mark is incapable of being transmitted unless through medical experimentation, and upon doing so it has the highest case of lethality. For those not the same Race as the Origin Curse Mark user it has a 1/100 Chance of Success, for those not the same Class as the Origin Curse Mark user it has a 1/50 Chance of Success and finally for those who are genetically related to the Origin Curse Mark user it has a 1/10 Chance of Success. Similar to other Curse Marks these chances can be improved if the individual possesses Nature Tiers equal to their rank.
Stage - Effect on Behavior - Sanity Price to Resist Effect each Turn 1st - Will attack everyone but allies - 1 2nd - Will attack everyone but allies (as long as they don't get in the way) - 2 3rd - Will attack everyone but loved ones &/or family - 3 4th - Will attack everyone no exceptions - 4 Final Stage - Indiscriminate - 5 (Will Collect Each Turn as CM User is unable to control this form at all)
The Origin Curse Mark has 4 Stages, the first is able to be activated after 5 P.T, the second is capable of being activated after 10 P.T, the third is capable of being activated after 20 P.T & the final stage is capable of being activated after 25 P.T. Likewise they each have a set duration based on the user's rank if they do not progress their stage further. Finally if medically transmitted recipients are able to obtain up to the 3rd Stage, while both the original and the recipients can obtain an extra stage through medical experimentation which consumes sanity each turn & stamina each P.T it is active with it's end resulting in their death due to overexertion. Rank - 1st Stage - 2nd Stage - 3rd Stage - 4th Stage - Final Stage D - 15 P.T - 10 P.T - 5 P.T - 1 P.T - 7 Stamina Every P.T C - 20 P.T - 15 P.T - 10 P.T - 5 P.T - 6 Stamina Every P.T B - 25 P.T - 20 P.T - 15 P.T - 10 P.T - 5 Stamina Every P.T A - 30 P.T - 25 P.T - 20 P.T - 15 P.T - 4 Stamina Every P.T S - 35 P.T - 30 P.T - 25 P.T - 20 P.T - 3 Stamina Every P.T "Z" - 40 P.T - 35 P.T - 30 P.T - 25 P.T - 2 Stamina Every P.T "X" - 45 P.T - 40 P.T - 35 P.T - 30 P.T - 1 Stamina Every P.T
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