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 Cursemarks - 100 Tokens - Universal

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PostSubject: Cursemarks - 100 Tokens - Universal   Sat Feb 14, 2015 4:10 pm

[Heaven Cursemark]
(100 Per Stage)
(DM Approval must be granted before a Cursemark is unlocked on a character. RP must also be provided to back up obtaining and/or unlocking the secrets.)
(Activating a Curse Mark Stage is considered a Free Action. You may never jump straight to Stage 2 but you can go to Partial Form)

The Cursed Seal of Heaven is one of the strongest of Orochimaru's Cursed Seals, the other being its counterpart, the Cursed Seal of Earth. The seal consists of three tomoe (the design known as mitsudomoe), similar to the Sharingan, which, when activated, spread flame-like markings across the user's body. Like all Cursed Seals, the user receives increased chakra levels and physical capabilities when the seal is active, to the point where with the second level, allowing the user to overpower a Jinchuriki in the one tailed form.

[Stage One]
10 HP to Activate, +1 HP to Maintain
The first stage of this seal allows the body to suddenly be coated in millions of flame like designs that coated the body in a perfect amount of chakra and energy, suddenly dark chakra burst upward in a whirlwind as their chakra thundered forward granting them a tremendous amount of chakra and endurance.

Universal: Grants +20 Temporary CP, +4 to Attack/Defense Rolls, +1d4 to Taijutsu/Ninjutsu/Kenjutsu Damage Rolls, and a -2 to CP Costs (Min of 1). (All Bonuses Count Toward the Jutsu Max, not the Passive Max) User's HP and CP regen is not applied during Curse Mark activation. (This includes all forms of HP and CP Regen, including jutsu)

User suffers 1 CM Point*

_____________________________________________________________


[Stage Two]
Further 10 HP to Activate, +2 HP to Maintain
The Second stage of the Cursemark, the users Chakra blasts upward in a huge level, granting them a sudden tremendous burst of pure chakra and energy, this form grants them a huge amount of offensive power and combat abilities, as well as a massive amount of chakra held within their reserves as wings burst from their backs, their skin turns a dark tone, and their physical appearance alters tot hat of the second Stage.

Universal: Grants +40 Temporary CP, +6 to Attack/Defense Rolls, +1d8 to Taijutsu/Ninjutsu/Kenjutsu Damage Rolls, and a -4 to CP Costs (Min of 1). (All Bonuses Count Toward the Jutsu Max, not the Passive Max) User's HP and CP regen is not applied during Curse Mark activation. (This includes all forms of HP and CP Regen, including jutsu)

User suffers 1 CM Point* (2 total if both forms used - 3 Total if going straight to Partial Form)

_____________________________________________________________


[Earth Cursemark]
(100 Per Stage)

This is one of the strongest of the cursed seals, the other being its counterpart: the Cursed Seal of Heaven. This cursed seal is particularly strong even amongst the other already powerful cursed seal. It consists of three slightly curved lines, which spread in a rip-like pattern.When the second level of the seal is active, the shinobi takes on a dinosaur-like appearance complete with a tail. Several large bones also protrude from his darkened skin. Like all cursed seals, the shinobi receives increased chakra levels and physical capabilities when the seal is active.

[Stage One]
10 HP to Activate, +1 HP to Maintain
The first stage of this seal allows the body to suddenly be coated in millions of dot like designs that coated the body in a perfect amount of chakra and energy, suddenly dark chakra burst upward in a whirlwind as their chakra thundered forward granting them a tremendous amount of chakra and endurance.

Universal: Grants +20 Temporary CP, +4 to Attack/Defense Rolls, +4 DR vs HP/CP Dmg, and a -2 to CP Costs (Min of 1). (All Bonuses Count Toward the Jutsu Max, not the Passive Max) User's HP and CP regen is not applied during Curse Mark activation. (This includes all forms of HP and CP Regen, including jutsu)

User suffers 1 CM Point*

_____________________________________________________________


[Stage Two]
Further 10 HP to Activate, +2 HP to Maintain
The Second stage of the Cursemark, the users Chakra blasts upward in a huge level, granting them a sudden tremendous burst of pure chakra and energy, this form grants them a huge amount of offensive power and combat abilities, as well as a massive amount of chakra held within their reserves as Bones and spines, as well as a tail ending in spikes burst from their backs, their skin turns a dark tone, and their physical appearance alters to that of the second Stage.

Universal: Grants +40 Temporary CP, +6 to Attack/Defense Rolls, +8 DR vs HP/CP Dmg, and a -4 to CP Costs (Min of 1). (All Bonuses Count Toward the Jutsu Max, not the Passive Max) User's HP and CP regen is not applied during Curse Mark activation. (This includes all forms of HP and CP Regen, including jutsu)

User suffers 1 CM Point* (2 total if both forms used - 3 Total if going straight to Partial Form)

_____________________________________________________________


[Cursemark Mastery]
(100 Tokens - Legendary Kinjtusu)
The user of the Cursemark has learned total Mastery of their Mark, allowing them to enter the partial form at will, as well as suddenly gain the power of suffering far less physical damage with their cursemark itself active, not a natural host, however extremely close, a mastery of the cursemark however takes time and training.

Universal: Gains Access to 'Partial Form'. First Stage Cursemark is now 5 HP to activate, and 1 hp a Round. Second Stage Cursemark is now 5 HP to activate, and 2 HP a round.
Genin: +10 Total HP/CP, +1 CP Regen a Round
Chunin: +15 Total HP/CP, +2 CP Regen a Round
Jounin: +20 Total HP/CP, +3 CP Regen a Round

_____________________________________________________________


[Partial Form - Earth]
5 HP to Activate, +1 HP to Maintain
This is gained with the Mastery of the Cursemark, allowing a part of their body to form. A wing, a arm, a bodypart of any sort is what allows this to take over, granting them a rapid burst of pure power, at the cost of suffering some minor internal damage and a far shorter period of a burst of a power.

Universal: +5 to Attack/Defense Rolls, +6 DR vs HP/CP Dmg, -3 to CP Costs (Min of 1) and has access to Stage Two's temporary CP. User's HP regen is not applied during Partial Form activation. (This includes all forms of HP Regen, including jutsu)

(When going into partial form, you may go straight into partial form but must still pay the HP activation for Stage 1 and Partial Form, and suffer 2 CM points instead of 1. If going from stage one to Partial, you suffer no extra CM point.)
_____________________________________________________________


[Partial Form - Heaven]
5 HP to Activate, +1 HP to Maintain
This is gained with the Mastery of the Cursemark, allowing a part of their body to form. A wing, a arm, a bodypart of any sort is what allows this to take over, granting them a rapid burst of pure power, at the cost of suffering some minor internal damage and a far shorter period of a burst of a power.

Universal: +5 to Attack/Defense Rolls, +6 DR vs HP/CP Dmg, +1d6 to Taijutsu/Ninjutsu/Kenjutsu Damage Rolls and has access to Stage Two's temporary CP. User's HP regen is not applied during Partial Form activation. (This includes all forms of HP Regen, including jutsu)

(When going into partial form, you may go straight into partial form but must still pay the HP activation for Stage 1 and Partial Form, and suffer 2 CM points instead of 1. If going from stage one to Partial, you suffer no extra CM point.)

_____________________________________________________________


Negatives from CM Points do NOT apply whilst you are using a CM Stage or Partial Form.

5 CM Points: -2 to Attack/Defense Rolls, -1 to Damage Rolls
10 CM Points: -4 to Attack/Defense Rolls, -3 to Damage Rolls
15 CM Points: -6 to Attack/Defense Rolls, -5 to Damage Rolls
20 CM Points: -8 to Attack/Defense Rolls, -10 to Damage Rolls
25 CM Points: -12 to Attack/Defense Rolls, -15 to Damage Rolls

1 CM Point may be removed every 48 hours (Maximum 3 per week, Week follows jutsu Learning)


Heal Mod 80+ Ninja can remove them (DM Approval / Present. Person with CM Points cannot remove them) OR a DM must remove them, for a cost of 1 non refundable RP Token, with an NPC . The CM point 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 curse mark, pushing chakra in to heal the effects of using it").


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