The Class System

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The Class System

Post by Insomnium on Wed Jun 13, 2012 1:27 pm

The Class System


In the class system here on Ninja Legends, you are allowed to choose one of the following. However, keep in mind, while you are only allowed one class, these classes can have multiple benefits that are increased over time as you progress. Choose wisely, as it can decide everything and there's no switch-ups!

In most cases, your class benefits and drawbacks are decided by the level of your chakra seal.

The Classes

The Sensor
The sensor is famous for his abilities as a tracking ninja. He has the ability to learn techniques which can sense and track heat, chakra, and other forms of energy or life. Those who choose to head down this path have unique benefits to their abilities, compared to others who choose to learn such techniques without a greater knowledge.

Advantages: All sensing jutsu utilized by a Sensor class ninja will be a % more effective based on the level of their chakra seal.

Level 6: 0% more effective.
Level 5: 10% more effective.
Level 4: 15% more effective.
Level 3: 20% more effective.
Level 2: 25% more effective.
Level 1: 30% more effective.

For example, let's say that I am at level 6 seal as a S-Rank Sensor. My technique allows me to sense heat up to 50 meters away. With this benefit, instead of my technique only covering 50 meters, it will cover 65 meters instead for the 30% increase.

Disadvantages:

Due to Sensor's increased capabilities with sensing techniques, they expend slightly more chakra when using the techniques based on how much chakra is available to them from their seal.

Level 6: 0 ranks higher.
Level 5: 0 ranks higher.
Level 4: 1 rank higher.
Level 3: 1 rank higher.
Level 2: 1 rank higher.
Level 1: 2 ranks higher.

In the event of using an SS-Rank sensing technique at level 1, it will cost an SS Rank plus the usage of an S-Rank. In the case of using an S-Rank at level 1, it will cost the use of an SS-Rank.

The Summoner

(Note that without this class you may still have 1 summon, which may use 1 technique of up to B-Rank in level.)

The summoner is a versatile and different type of ninja who brings about his allies to aide him or to do his bidding. The summoner is perhaps the only class that has a choice between two sub-classes, unlike other classes here in the list.

SUB-CLASS 1: The Companion

The Companion Summoner is a class which utilizes only one summon, but has the ability to give his/her summon more jutsu as they unlock seals, and can unlock seals for their summon in order to give them a total of 6 jutsu slots.

Here is how it will work:

Level 6: Summon can use 1 jutsu, default like character.
Level 5: Requires 300 W to unlock. An additional 300 W to get jutsu 2. After training is completed and approved, the summon can use 2 jutsu.
Level 4: Requires 350 W to unlock, an additional 300 W to get jutsu 3. After training is completed and approved, the summon can use 3 jutsu.
Level 3: Requires 400 W to unlock, an additional 350 W to get jutsu 4. After training is completed and approved, the summon can use 4 jutsu.
Level 2: Requires 500 W to unlock, an additional 400 W to get jutsu 5. After training is completed and approved, the summon can use 5 jutsu.
Level 1: Requires 1,000 W to unlock, an additional 500 W to get jutsu 6. After training is completed and approved, the summon can use 6 jutsu.

Your summons level cannot be higher than yours, and you still have to purchase its jutsu after unlocking the slot. This allows you to have one, well-rounded summon.

Disadvantages: Your summon does not apply to the 'Under the Radar' effect, and can only ever have as many jutsu as it unlocks via training. It does not have the scroll effect and may only ever have 6 jutsu.

SUB-CLASS 2: The Overlord

The Overlord may have up to 3 different species of summons.

The Overlord Summoner is one who utilizes many summons that have one base ability. Instead of a companion who can train to be a more powerful summon, he utilizes many one-effect summons that cannot be trained but rather unlocked.

It works like this:

Level 6: Summoner can summon one summon.
Level 5: 500 W to unlock summon 2. After this, the summoner can summon two different summons.
Level 4: 500 W to unlock summon 3. After this, the summoner can summon three different summons.
Level 3: 750 W to unlock summon 4. After this, the summoner can summon four different summons.
Level 2: 1,000 W to unlock summon 5. After this, the summoner can summon five different summons.
Level 1: 1,000 W to unlock summon 6. After this, the summoner can use six different summons.

After unlocking, you still have to go through the required process of obtaining each new summon, whether it be purchasing or training it.

Once reaching levels 2 and 1, the Summoner gains a passive effect where each summon counts as 0.5 of a jutsu slot. This jutsu slot is still consumed by the summon, but it means that two summons can be placed into one slot. That means, at level 1, you can fill three slots with two summons each so that you may utilize all six at once.

Disadvantages: You can only have two A-Rank Summons and the rest must be under this rank. You may not have S-Rank summons. Your summons may only have 1 jutsu each.

The Seal Master
The seal masters are those who excel in the art of sealing, whether it be chakra, items, or elements that they are sealing. They also have the unique ability of being able to numb the effects of others Chiyu seals, as well as make a difference in their own. They are considered to be some of the most powerful nin alive for their ability to directly defy the law of the Chiyu.

SUB-CLASS 1: Anti-Chiyu Operative

The Anti-Chiyu Operative Seal Master is someone who specializes specifically in the benefit of other users on the site. They are automatically given a jutsu titled the "Seal Suppressing Technique" and it does not count against their jutsu slots. By performing this jutsu on someone who is sealed, the user can remove 250 W from the count needed to unlock their next rank. This technique must be repeated as they level up.

Level 5: Drops 250, making the cost 250.
Level 4: Drops 250, making the cost 250.
Level 3: Drops 300, making the cost 700.
Level 2: Drops 350, making the cost 650.
Level 1: Drops 400, making the cost 600.

In exchange for your generosity to your people, you will be given 10 points for every person you use the Seal Suppressing Technique on.

Drawbacks: You cannot use the technique on someone who is on a higher level than you. Meaning a level 6 cannot drop the cost of a level 2's training. It must be rank-to-rank or rank-to-lower-rank. One person may only receive the effects of the Seal Suppression Technique two times. You cannot have access to other sealing techniques.

SUB-CLASS 2: Weapon Specialist

The subclass of weapon specialist seal masters are those who carry a large abundance of weapons on them at all times, and need an effective way to carry all of them. For each level you progress into, you will be allowed to seal a certain number of weapons into a scroll, and have more scrolls.

A bundle of five shuriken, kunai, or senbon count as 1 weapon.
In order to gain a second and third scroll, the specialist must do a 500 W training about gaining the next scroll. The 'weapons in scroll' upgrades are obtained automatically upon each level up.

Level 6: 1 Scroll; 10 Weapons in Scroll
Level 5: 1 Scroll; 15 Weapons in Scroll
Level 4: 1 Scroll; 20 Weapons in Scroll
Level 3: 2 Scrolls; 25 Weapons in each Scroll
Level 2: 2 Scrolls; 30 Weapons in each Scroll
Level 1: 3 Scrolls; 50 Weapons in each Scroll

Disadvantages: You may only have 1 element, whether it be your Primary element or your Clan element, as your advanced control and use of Weaponry becomes so natural to you it is like a second element.

SUB-CLASS 3: Element Specialist

The Element Specialist Seal Master is one who works specifically in the art of sealing nature transformations and techniques for the use of offense and defense. His way of fighting is rather unique and can be difficult to combat, as he can surprise enemies with preformed techniques.

The ability of the element specialist is his ability to seal either an amount of an element into a seal on his/her body or to seal a jutsu within their seal and then be able to use it upon release of the seal. Though some jutsu can not apply to this type of fighting, most can.

For example, one could pay the chakra cost of Fireball Jutsu and place it within their seal. Then instantly release it when they need it. The technique can even be carried over several topics and saved for the right time to be used, though the seal cannot be re-used until the current jutsu or element is released from it.

Level 6: 1 Seal; Can seal D-Rank amounts of elements or D-Rank Jutsu.
Level 5: 1 Seal; Can seal D-Rank amounts of elements or C-Rank Jutsu.
Level 4: 2 Seals; Can seal C-Rank amounts of elements or C-Rank Jutsu.
Level 3: 2 Seals; Can seal C-Rank amounts of elements or B-Rank jutsu.
Level 2: 3 Seals; Can seal B-Rank amounts of elements or B-Rank jutsu.
Level 1: 4 Seals; Can seal A-Rank amounts of elements or A-Rank jutsu.

Each additional seal requires a 750 W training.

Disadvantages: You cannot use SS-Rank techniques. You cannot seal clan elements being used on you, but you may seal your own clan element for use. This only applies to the five primary elements excepting the above statement.

The Medic

Mystical Palm Technique
Spoiler:

Code:

[size=15][b][u]Ninjutsu Technique[/b][/u][/size]
[b]Name:[/b] 掌仙術 [b]([/b]Shōsen Jutsu, [i]Mystical Palm Technique[/i][b])[/b]
[b]Rank:[/b] D-S
[b]Element:[/b] Chakra
[b]Range:[/b] Physical Contact
[b]Type:[/b] [i]Supplementary[/i]
[b]Description:[/b]

This medical ninjutsu allows the user to speed up the body's natural healing process by sending chakra from their hands into a wound or afflicted body part. This allows the user to heal a patient without the need for medical equipment or surgery, making it highly useful on the battlefield. It can be used to treat both external and internal injuries. It is vital to match the amount of chakra used to the severity of the affliction or injury. This requires a great amount of chakra control.

By sending an excess amount of chakra into the patient's body, the user can overload the patient's normal circulation, trapping them in a comatose state.

By mastering this technique (S-Rank Training), the user can demonstrate the ability to use it a short distance away from the target instead of through direct contact. (Max. 3 Feet)

[b]Duration:[/b] [i]See lengths in the desired class.[/i]
[b]Drawbacks:[/b] [i]-[/i]
[b]Cooldown:[/b] 1 Post after Usage (OMH), 2 Posts after Usage (Walking Life)
[b]Charge Posts:[/b] [i]0[/i]

SUB-CLASS 1: Walking Life
This class of Medic is a class that focuses only on healing their own wounds in contrast to healing others. While it may seem selfish, it is a very beneficial class to have. Although due to such a self-centered handicap, it takes somewhat longer to heal. This class grants access to the Mystical Palm healing technique and the ability to create custom techniques.

Level 6: Can heal light bruises, nicks, and small cuts.
Level 5: Previous and can heal moderate bruises and cuts.
Level 4: Previous and can heal heavy bruises, deep cuts, and mend muscle.
Level 3: Previous and can heal muscle damage and minor bone fracture.
Level 2: Previous and can heal severe bone fracture.
Level 1: Previous and can heal broken limbs/appendages except neck.

Level 6: Minor wounds take 1 full post to heal.
Level 5: Minor/moderate wounds take 1 full post to heal.
Level 4: Moderate/heavy wounds take 2 full posts to heal.
Level 3: Minor bone fracture takes 2 full posts to heal.
Level 2: Severe bone fracture takes 3 full posts to heal.
Level 1: Broken limbs/appendages and severe wounds take 4 full posts to heal.

Disadvantages: All healing techniques cost an additional 10 TP, and you are not allowed to heal anyone but yourself. Broken limb healing requires four posts of complete healing, meaning no interruptions, otherwise your chakra will not be able to seep into the bone and mend it. You may not use the Chakra Scalpel Technique.

SUB-CLASS 2: One Man Hospital

The one man hospital is the guy who heals everyone but himself. The life saver on the battlefield that sacrifices his military capabilities to save others. He works in a generous manner similar to the Anti-Chiyu operative, putting his skills forward to benefit the people instead of himself.

Level 6: Can heal moderate cuts and bruises.
Level 5: Can heal deep cuts and heavy bruises.
Level 4: Can mend minor muscle damage.
Level 3: Can mend severe muscle damage and minor fractures.
Level 2: Can mend severe bone fractures and broken limbs/appendages.
Level 1: Can mend fatal wounds, such as a broken neck, or perform an open-heart surgery, or transplant eyes and other serious medical work.

Level 6: Takes half a post to heal minor wounds and 1 full post for moderate.
Level 5: Takes no time to heal minor, half for moderate, and 1 for full.
Level 4: Takes half for moderate, 1 for full. 1 Post for minor muscle damage.
Level 3: Takes 1 full post to mend muscle damage, 1 post and a half for fractures.
Level 2: 1 post for minor fractures, 1 and a half for broken limbs.
Level 1: Takes 3 full posts to perform dangerous medical processes, moderate cuts and bruises heal instantly, heavy wounds and muscle damage/minor fractures take half a post, severe fractures and broken appendages take 1 post.

For each IC character you successfully and completely heal of their wounds so that they may escape the topic alive, you will receive a 5 TP award.

Benefits: All medical techniques cost 5 less TP and you can get the Chakra Scalpel technique for 10 less TP.

Disadvantages: You are not allowed to heal yourself, and your techniques require the full healing time to take place, otherwise they will only have half effect. (Including fatal surgeries. If you get interrupted, they may possibly die faster.)

SUB-CLASS 3: Life Saver

The Life Saver is a medical nin who goes a step beyond the other medical ninja. They are the ones who are able to push some of their own life force into a dying individual in order to save them from fatal injuries, and heal the inside of the body rather than the outside.

This class gets a permanent jutsu that takes up two slots and cannot be switched out which gives a portion of the user's life energy to a target in order to heal fatal wounds that would otherwise require reanimation or surgery.

Disadvantages: Two jutsu slots are permanently used up by this technique and cannot be switched out for another technique. The user can possibly die.

The Tactician

The tacticians are some of the smartest nin of the land, their capabilities on the battlefield ranging not only in their battle expertise but in their minds. They benefit from their overwhelming intelligence and have been known to outsmart even ninja prodigies.

Tacticians can deduce the advantages, weaknesses, and uses of techniques, as well as break out of Genjutsu one rank higher than them for the cost of their rank. For example, they can break out of a C-Rank Genjutsu for D-Rank Kai.

Level 6: Deduce D-Rank techniques in 2 post. Can break out of D-Rank Genjutsu for the cost of an E-Rank Kai.
Level 5: Deduce D-Rank Techniques in 1 post and C-Rank in 2 posts. Can break out of C-Rank Genjutsu for the cost of a D-Rank Kai.
Level 4: Deduce C-Rank Techniques in 1 post. Deduce B-Rank Techniques in 2 posts. Can break out of B-Rank Genjutsu for C-Rank Kai.
Level 3: Deduce B-Rank Techniques in 1 post and A-Rank in 2 posts. Can break out of A-Rank Genjutsu for B-Rank Kai.
Level 2: Deduce A-Rank Techniques in 1 Post and S-Rank in 2 posts. Can break out of S-Rank Genjutsu for A-Rank Kai.
Level 1: Deduce S-Rank techniques in 1 post and SS-Rank Techniques in 2 posts. Can break out of SS-Rank Genjutsu for S-Rank Kai.

Disadvantages: All jutsu/summons/weapons cost 10 points more. Chiyu seal training must be an additional 250 words to unlock each chakra level.

The Cleaner

The Cleaners are a very special class, having genetic mutations to their body which allows them to perform impossible feats, such as unhinging their jaw to consume entire bodies like a snake, or expansive stretching of limbs, neck or gullet, for slithering movement or the ability to store objects inside oneself.

Level 6: Very minimal changes to the body. One major change, such as jaw unhinging, or stretching of limbs. (10% Change to Body) (D-Rank)
Level 5: Minimal changes to the body. (25% Change to Body) (C-Rank)
Level 4: Moderate changes to the body. (40% Change to Body) (B-Rank)
Level 3: Extended changes to the body. (60% Change to Body) (A-Rank)
Level 2: Imperfect changes to the body. (80% Change to Body) (S-Rank)
Level 1: Perfect changes to the body. (100% Change to Body) (SS-Rank)

It's very difficult to classify a single mutation, so your specific mutation will have to be approved with your character. Please make sure one of the approval mods takes a careful look at your change and watches it progress over time.

Disadvantages: The Cleaners, due to their very unusual and unique nature, are especially susceptible to attacks from the five elements and will take all damage as 1 Rank higher than intended.

The Puppeteer

The Puppeteers plow through their enemies with the power of their puppets, focusing on making them extensions of their bodies and fighting fluidly with them as if they were their own fists or blades. Many have become legend with the power of the Puppets.

First puppet is free with the jutsu Chakra Threads and Generic Sealing Technique.

You may have one weapon and one jutsu sealed to your puppet, each additional puppet costs a 500 W training and the required level unlocked.

Level 6: 1 Puppet; 1 Weapon + 1 Jutsu
Level 5: 1 Puppet; 3 Weapons + 1 Jutsu
Level 4: 1 Puppet; 5 Weapons + 2 Jutsu
Level 3: 2 Puppets; 5 Weapons + 2 Jutsu
Level 2: 2 Puppets; 8 Weapons + 3 Jutsu
Level 1: 3 puppets; 10 Weapons + 4 Jutsu

All additional weapons and jutsu must be bought for your puppets, each one individually.

Disadvantages: Each puppet the Puppeteer acquires takes up one Jutsu Slot.

The Illusionist

The Illusionist is your basic genjutsu master, who can rule many through the powers of the mind and senses. Not much explanation is needed here.

The Illusionist's genjutsu will have the benefits of being more powerful, lasting longer, and being more difficult to break.

Level 6: D-Rank genjutsu has the power of C-Rank and lasts 1 post longer.
Level 5: D-Rank Genjutsu requires C-Rank Kai to break. C-Rank Genjutsu lasts 1 post longer.
Level 4: C-Rank Genjutsu has the power of B-Rank and requires B-Rank Kai to break.
Level 3: B-Rank Genjutsu lasts 1 post longer and requires A-Rank Kai to break.
Level 2: A-Rank Genjutsu lasts 1 post longer, C-Rank Genjutsu lasts 2 posts longer.
Level 1: A-Rank Genjutsu requires S-Rank Kai to break, S-Rank Genjutsu requires SS-Rank Kai to break, and SS-Rank is unbreakable for 1 post. A-Rank Genjutsu has the power of S-Rank Genjutsu and C-Rank and D-Rank Genjutsu lasts 3 posts longer.

Disadvantages: The Illusionist must pay one rank higher to use genjutsu. This class does not apply to clan techniques such as Sharingan's Tsukuyomi. All Genjutsu cost 10 points more to buy.

Melee Specialist

The melee specialist is the one who spends long hours persevering to improve his physical strengths and capabilities. As the character progresses, he/she may choose improvements to his/hers physical characteristics.

Each characteristic requires a 250 W training.

Level 6: 5% increase to Strength or Speed.
Level 5: 5% increase to Strength or Speed.
Level 4: 5% increase to Strength or Speed.
Level 3: 5% increase to Strength or Speed.
Level 2: 10% increase to Strength or Speed.
Level 1: 20% increase to Strength or Speed.

You can end up with a total of 50% in one or a mixture of %'s in both.

Disadvantages: Even with long hours of conditioning, the increased capabilities of the melee specialist cause his special attacks to be more physically taxing. All taijutsu techniques have an additional post added to their cooldown, and B, A, and S rank taijutsu techniques cost 1 Rank higher to perform.

The Weapon Master

The Weapon Master is a ninja who has spent all of his time mastering the use of a single weapon, to the point where he can use it almost as an extension of his own body. As time goes on, he can perform special actions through the use of his weapon, and even give it special attributes.

The weapon becomes a special, custom weapon which can have chakra channeled through it and has it's own jutsu slot. While there can be more than one jutsu available to the weapon, when a technique is added, the last one is discarded and must be re-purchased and re-applied to the weapon.

After time, the weapon can also have a passive attribute unlocked. Once made, the attribute is permanent but can be changed for 50 TP. When this happens the weapon must be re-approved.

Level 6: The wielder can channel their chakra into their weapon to perform a more devastating blow with it. Lasts for one strike. (D-Rank Chakra Cost)
Level 5: The wielder can channel their chakra for three strikes. (C-Rank)
Level 4: The wielder can channel their chakra for five strikes (B-Rank) and put their primary element into the blade. So you may cover your sword with lightning, fire, or your clan element, whatever it may be, ect.
Level 3: The wielder can channel their chakra for eight strikes. (A-Rank) The jutsu slot for the weapon is unlocked and the weapon may use up to A-Rank techniques.
Level 2: The wielder can channel their chakra for twelve strikes. (S-Rank) The passive slot is unlocked and the user may create their passive ability.
Level 1: All chakra channeling costs 1 less rank, and jutsu used through the weapon costs 1-less rank (Except for S and SS rank techniques.)

As a result,

1 Strike: E-Rank
3 Strikes: D-Rank
5 Strikes: C-Rank
8 Strikes: B-Rank
12 Strikes: A-Rank

The jutsu slot requires a 250 W training. The passive slot requires a 500 W training.

Your passive ability means your weapon can have a unique, always-happening effect. Such as how the Samehada will absorb chakra on each strike that makes contact with the target's skin, or how the Giant Cleaving Knife will take Iron from blood and repair itself.

The staff must have two approvals on your passive ability before it may be used and it is to be updated to your weapon application.

Disadvantages: Players who have this class may not use their tertiary element, as their weapon becomes so much of an extension to their body it is as useful and almost like a third element. This means clan members may only get their clan element and their primary element.

When you place a jutsu in your weapon's jutsu slot, you may not use it in your own jutsu slots, it can only be accessed through your weapon. So if you drop your weapon or get disarmed, that technique is unavailable to you until you retrieve your weapon.


Last edited by Kimura on Tue Jun 26, 2012 6:15 pm; edited 5 times in total

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Re: The Class System

Post by Insomnium on Mon Jun 18, 2012 6:22 pm

Updated rules for Summoner Class.

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Re: The Class System

Post by Insomnium on Mon Jun 18, 2012 9:56 pm

Medic class updated and now displays the given technique, Mystical Palm Technique.

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Re: The Class System

Post by Insomnium on Tue Jun 26, 2012 6:07 pm

Updated summoner information.

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