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 Eight Celestial Gates - 25 Tokens - Universal

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PostSubject: Eight Celestial Gates - 25 Tokens - Universal   Sat Feb 14, 2015 4:09 pm

[Eight Celestial Gates]
(25 Tokens per Gate)
(DM Team approval must be given before the Eight Gates can be purchased on a Character. RP must also be done via a Trainer and/or DM to unlock the secrets of the gates.)

The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.


The state of having all Eight Gates open is known as "Eight Gates Released Formation". Any shinobi who activates this state will temporarily gain powers greater than a Kage, but they will die because of the damage done to their body. Due to the immense amount of chakra flooding the body all at once, drastic changes can occur upon the user's body. The most common of these changes are the darkening of the skin, eruption of veins around the temples, and the eyes turning completely white, though this is not always the case. The recipient's voice also becomes deeper for the duration of the release.

[Gate Maximums]
Genin: 1-3
Advanced Genin: 1-4
Chunin: 1-6
Special Jounin: 1-7
Jounin: 1-8

Gates 1 and 2 stack to the passive cap of +6 to rolls.
Gates 3, 4, 5, 6, 7 and 8 count to the Jutsu cap to rolls.

______________________________________________________________

[Gate One: The Gate of Opening]
The Gate of Opening (開門, Kaimon), located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus.
Universal: This Lasts 1d4+1 Rounds, +1 to Dex/Str/Con Rolls, +1 to Taijutsu/Kenjutsu Damage Rolls, +1 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage (Bypassing DR) On-Activation. (Counts toward Passive Maxes, Free Action to Activate)

[Gate Two: The Gate of Healing]
The Gate of Healing (休門, Kyūmon; English TV "The Gate of Rest"), located in the brain. Forcibly increases one's physical strength and temporarily re-energises the body.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1's Duration, Replaces its Bonuses), +2 to Dex/Str/Con Rolls, +2 to Taijutsu/Kenjutsu Damage Rolls, +2 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage (Bypassing DR) On-Activation. (Counts toward Passive Maxes, Free Action to Activate)

[Gate Three: The Gate of Life]
The Gate of Life (生門, Seimon), located on the spinal cord. Allows the user to use the Reverse Lotus. The increased blood flow turns the skin red.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2's Duration, Replaces its Bonuses), +3 to Dex/Str/Con Rolls, +1d4 to Taijutsu/Kenjutsu Damage Rolls, +3 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage (Bypassing DR) On-Activation, 1 Cell Damage Point On-Activation (Counts toward Passive Maxes, Free Action to Activate)

[Gate Four: The Gate of Pain]
The Gate of Pain (傷門, Shōmon), located on the spinal cord. Increases the user's speed and power. May cause muscle tissue to tear on use.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3's Duration, Replaces its Bonuses), +4 to Dex/Str/Con Rolls, +1d4+1 to Taijutsu/Kenjutsu Damage Rolls, +4 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP Damage (Bypassing DR) On-Activation, 1 Cell Damage Point On-Activation. (Counts toward Passive Maxes, Free Action to Activate)

[Gate Five: The Gate of Limit]
The Gate of Limit (杜門, Tomon; English TV "The Gate of Closing"), located in the abdomen. Increases the user's speed and power.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4's Duration, Replaces its Bonuses), +5 to Dex/Str/Con Rolls, +1d4+2 to Taijutsu/Kenjutsu Damage Rolls, +5 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP Damage (Bypassing DR) On-Activation, 1 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

[Gate Six: The Gate of View]
The Gate of View (景門, Keimon; English TV "The Gate of Joy"), located in the stomach. Increases the user's speed and power. Allows the user to perform the Morning Peacock. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5's Duration, Replaces its Bonuses), +6 to Dex/Str/Con Rolls, +1d6+1 to Taijutsu/Kenjutsu Damage Rolls, +6 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP Damage (Bypassing DR) On-ACtivation, 1 Cell Damage Point Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

[Gate Seven: The Gate of Wonder]
The Gate of Wonder (驚門, Kyōmon; English TV "The Gate of Shock"), located below the stomach. Further increases the user's speed and power. Allows the user to perform the Daytime Tiger. Those who open this gate will pour glowing blue sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a blue chakra coating. Unfortunately, the side effects of opening the gate are that the user's muscle fibres are ripped to shreds, causing intense pain if anything or anyone touches them.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5/6's Duration, Replaces its Bonuses), +8 to Dex/Str/Con Rolls, +2d4+2 to Taijutsu/Kenjutsu Damage Rolls, +8 DR vs HP/CP Dmg, +4 CP Regen a Round. Take 1d8 HP Damage (Bypassing DR) On-Activation, 4 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

[Gate Eight: The Gate of Death]
The Gate of Death (死門, Shimon), located at the heart. Releasing this gate uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. Opening this gate gives the user power that is even beyond the five Kage, but comes at the expense of the user's death shortly after.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5/6/7's Duration, Replaces its Bonuses), +12 to Dex/Str/Con Rolls, +1d10+5 to Taijutsu/Kenjutsu Damage Rolls, +12 DR vs HP/CP Dmg, +8 CP Regen a Round. After the Duration Ends, Character is Perma-Dead. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

(Celestial Gate DR will go over DR Character Cap. User may choose which DR they apply to incoming attacks but may never go over the DR cap for their rank. E.G Special Jounin has 2 HP DR from Ability, 8 HP DR from gates and 8 CP DR from gates. They may choose which damage it applies to for a maximum of 16.)

______________________________________________________________

[Physical Mastery]
(50 Tokens - Enhanced Kinjutsu)

User of the Eight Gates has slowly mastered the true power of them, allowing them to constantly put their bodies through severe pain and training as a whole for their combat training, this allows their Physical Endurance and powers to be far more then normal, granting them endurance against the pain of using the gates.

Genin: +2 DR vs HP Dmg, +10 Total HP
Chunin: +3 DR vs HP Dmg, +15 Total HP
Jounin: +4 DR vs HP Dmg, +20 Total HP

______________________________________________________________

[Cell Damage Chart]
10 Cell Damage: -2 to Attack/Defense Rolls, -1 to Damage Rolls
20 Cell Damage: -4 to Attack/Defense Rolls, -3 to Damage Rolls
30 Cell Damage: -6 to Attack/Defense Rolls, -5 to Damage Rolls
40 Cell Damage: -10 to Attack/Defense Rolls, -10 to Damage Rolls
50 Cell Damage: Character is Instantly Perma-Killed if they Reach this Number of Cell Damage at any Time.


2 Cellular Damage Point may be removed every 48 hours (Maximum 6 per week, Week follows jutsu Learning)


Heal Mod 80+ Ninja can remove them (DM Approval / Present. Person with Cellular Damage cannot remove them) OR a DM must remove them, for a cost of 1 non refundable RP Token per 2 Cellular Damage, with an NPC . The Cellular Damage removal must be RP'd out so that the DM is happy with the amount of effort put in. (E.G Cannot just be "XXX places hand on XXX's body, pushing chakra in to heal the effects of using it").


Note: When the Cellular Damage is removed, Person who has the Cellular Damage removed and the person who is removing the Cellular Damage suffer -10 HP and CP (Due to the strain on the body from removing the CM Point) for 1 IRL hour.


(If removing only a single Cellular damage, you still have to pay 1 RP Token if a DM is removing it)


______________________________________________________________

[Celestial Heart]
(100 Tokens - Legendary Kinjutsu)

User of the Eight Gates has finally mastered it to its peak, no longer is the chakra able to overpower and harm their bodies, instead the user is on such a level that they no longer suffer the cellar damage, or even the risk of death when using the gates. However, at the cost that their bodies have adapted so perfectly to the Chakra use, that they cant handle any further advanced chakra natural alterations.

Universal: Gains +2 Extra DR vs HP/CP Dmg, +10 Total HP/CP, No longer takes HP Damage from Entering Gates, No Longer Suffers Cellular Damage from Entering the Gates 1-4, and No Longer suffers Perma from Entering the Eighth Gate. Instead, for Gate 7: You take 2 Cell Damage, Gate 8: You Take 5 Cell Damage.
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