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Sage Mode:.

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.:Seijin Moodo:.

[sage Mode]

 

-Advanced System-

 

“Ninja techniques use the energy within you, but sage techniques use the energy surrounding you. Ninja techniques use chakra born of ‘spiritual energy’ and ‘physical energy’ inside of you. However, along with the chakra within you, sage techniques also add ‘natural energy’ from outside you, forming a new, stronger chakra. With this, the strength of your illusions, and even your physical attacks will drastically increase. Techniques which use the chakra born from the spiritual and physical energy within you, as well as the natural energy surrounding you, are called ‘Sage Techniques’.”

                                                                                                                 - Fukasaku, Toad Sennin of the Toad Clan, pg 239, Uzumaki Chronicles.

.:Requirements:.

  • Character in question MUST be at least level 80; A shinobi must have considerable experience in order to become a Sage.
  • Character must have been considered/accepted into Senninhood or have previous permission from the Kage (or equivalent) to take on the training; Due to tradition, newly initiated Sennin are sent off to learn Sage Mode in order to be enlightened in the ways of the world. The training, however, is exceedingly dangerous for unprepared students
  • Character must have at least ONE summoning contract, and in addition, must be regarded as a trusted ally of said summons; In order to become one with nature, the ninja must be taught under the children of mother nature herself, and to learn such a technique under them is an honor with no peer, so respect must be earned from the creatures.

.:Exceptions:.

  • Characters with either 'Path of the Wise' or 'Path of the Mystic' are required to write 5 posts less for each training session.
  • Characters with the hindering skills 'Chakra Burn', 'Chakra Leak, 'Poor Chakra Molding', 'Stamina Burn', and/or 'Poor Stamina Manipulation' must write an additional 5 posts for each of these hinderings they have.

.:Rules:.

  • The user must pay 10% of their chakra and stamina as an upkeep for Sage Mode every turn.
  • All advanced regen is halted while Sage Mode is active.
  • Sage Mode requires one full turn to activate, starting on the ninja’s setup phase. In this time, they cannot act in any way, shape, or form. This includes use of response phase techniques and other skills.
  • The user may choose to cancel the activation of Sage Mode at any time. If they do so, the user may act as normal. This does not count towards the activation limit of Sage Mode, and they may attempt to activate it again.
  • Once activated, Sage Mode only lasts three turns. Once those three turns are up, the ninja cannot use the mode again during the battle.
  • Once Sage Mode deactivates, the ninja is considered to be under the effects of ‘Tired’ for two turns.
  • When creating 'Senjutsu' specific techniques, you must tag the jutsu as [senjutsu]. These techniques cannot be used without the second stage mastery of Sage Mode.
  • 'Senjutsu' techniques must still have at least one base of Ninjutsu, Taijutsu, or Genjutsu.
  • Sealing techniques and Quarantine status effects cannot be applied on either 'Natural Energy' nor 'Senjutsu' themselves. They can, however, be applied to any of the base stats, in which case the user would reduce the respective mixed stat by however much the 'sealed' stat is worth.
  • Clones do not gain access to the 'Natural Energy' stat unless otherwise specified.
  • Sage Mode stages stack. The user has access to all 'Stage 1' abilities while they're in 'Stage 2'. When Sage Mode is active, the user may opt to only activate 'Stage 1' regardless of whether or not the user has access to 'Stage 2'.

Sage Mode Examples

 

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Origin Skills:.


To achieve Sage Mode is to forge lifelong bonds between a human and an animal family. Though the power of Natural Energy and Senjutsu are equal for all Sages no matter who their mentor is, the medium that is used to gain mastery over the natural forces will inevitably alter the user's physiology, granting them similar physical abilities and attributes of their mentor's species so long as Sage Mode is activated. Each Sage can only have an Origin Skill from the species in which they originally trained under for Sage Mode. The power of said Origin Skill will vary based on whether or not the user is in Stage 1 or Stage 2. Below is the Toad example.

 

Toad Hop:.
Species Origin: Legendary Toads
Effect: Once per battle, the user may choose to re-roll a single dodge roll against an incoming attack. If the user is in Stage 2, they may also add +10 to the result of their second dodge roll. Only useable when Sage Mode is active.
Description: Toad Sages are well known for possessing the strong legs of their mentors. They are capable of leaping incredible distances in a split second while even in Stage 1 of Sage Mode. Sages who achieve the 2nd Stage are capable of fantastic acrobatic feats, even possessing the potential to completely leap over the tallest mountains in the world in a single bound. Avoiding attacks is a Toad Sage's specialty, and the inherent sensor abilities that come with Sage Mode allow the user to even sense incoming Genjutsu before they work their way into the Sage's mind.
Cost: -2

Requirements: Stage 1 - Incomplete Sage Mode - Natural Energy Control

 

 

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.:Stage 1 – Incomplete Sage Mode - Natural Energy Control:.

 

“In order to take natural energy in, you have to be able to feel the energy and draw it to yourself. Then, once you become one with it, you‘ll be able to control where the energy enters and exits your body. So a concrete example of your training would be…don‘t move! It‘s all about balance. Spiritual Energy, Physical Energy, and Natural Energy. If you don‘t have them perfectly balanced, you can‘t create Sage Chakra! You‘re used to creating chakra with physical and spiritual energies, so those are balanced. But it‘s difficult to keep those balanced once you introduce Natural Energy as well. If there‘s too little, you can‘t create Sage Chakra. But if there‘s too much, the Natural Energy will overpower you.”

 

- Fukasaku, Toad Sennin of the Toad Clan, pg 664, Uzumaki Chronicles.

 

 
.:Training Description:.

The pupil of Sage Mode’s first task will to absorb natural energy into their body with means of a medium. This medium must heavily endowed with natural energy, to the point where there is risk of the pupil absorbing too much natural energy, and transforming into whatever animal is associated with said medium. This can range anywhere from toad oil to skunk gases, so long as it serves its purpose. The ninja must remain still during the entire length of their training, focusing on absorbing the energy, for if they become distracted for but a moment; they will inevitably be transformed into an animal. This training is usually accompanied by a fellow summon companion who will break the influence of natural energy if the ninja becomes too endowed with it. Once the pupil has managed to absorb natural energy with the assistance of the medium, they will then be tasked gathering the energy without the crutch of the medium. This is typically accomplished by forcing the pupil to remain completely still while surrounded by dangerous terrain that could injure them should they fail. The training is complete once the pupil is capable of gathering the natural energy necessary to fully activate Sage Mode. Once activated, the Sage will now have a vastly improved pool of energy to utilize in combat and will now be more resistant to elemental damage. However, while the pupil is now capable of activating Sage Mode, using it in combat still disrupts the form due to the fact that they have not yet trained in the art of Senjutsu yet. As such, the pupil will have somewhat mutated traits of the species of summon that they had learned the form from, such as a larger, wart-covered nose and dilated pupils (Toads), or hair that turns into feathers (Birds).
Training: Must complete 20-post training according to the training guidelines, under the supervision of an animal familiar of the summoner.

 
Effect: When Sage Mode is activated, the ninja gains an additional, separate tank stat called ‘Natural Energy’. Natural Energy’s value is equal to the combined total of the user’s Health, Chakra, and Stamina pool. Natural Energy can be used to pay for anything that would require Health, Chakra, or Stamina as a cost for techniques, skills, ect. If the user’s Natural Energy stat would ever deplete to 0, they immediately exit Sage mode. Also allows the user to purchase and utilize skills that require 'Stage 1 - Incomplete Sage Mode - Natural Energy Control'.
Cost: -2
 

Natural Energy Mastery Skills:.
 

Once the mysteries of Natural Energy have been unlocked by the Sage Pupil, they may eventually seek mastery over their new-found power. Mastery of Natural Energy is achieved once the pupil has learned how to successfully direct their power to take form in the physical world. Though learning these unique skills are not at all required in order to progress to the next stage of Sage Mode, they do grant the wise Sage with more power and utility at their fingertips in the long run.

 

 

Sage Cloak:.
Effect: While Sage Mode is activated, the user gains an item called ‘Sage Cloak’ with the following attributes; ‘Chakra Shield’ and ‘Elemental Shield- Fire, Water, Wind, Lightning, Earth’. If the Sage Cloak is destroyed, the item is not completely destroyed, but rather, stops functioning for one turn.
Description: When the initiate of Sage Arts draws Natural Energy into their body, it is not terribly uncommon for the pupil's clothes to have a strange reaction to the sudden infusion of the elements. It's also rather common that the first thing a Sage initiate will create from Natural Energy is a sort of protective 'cloak' that extends around their body to keep them safe from the elements. In both cases, the infused Natural Energy is capable of completely repelling chakra-laced elements, and even the illusive void chakra without much hassle. These cloaks are a staple of Sages worldwide.
Cost: -1

Requirements: Stage 1 - Incomplete Sage Mode - Natural Energy Control

 

Sage Aura:.
Effect: While Sage Mode is activated, all negative status effects inflicted on the user are reduced by a single turn. If this reduction would reduce a status effect down past one turn, it does not affect the user at all.
Description: Once Natural Energy is introduced into the Sage's tenketsu, the energy will then become part of the user's chakra aura. The Sage's chakra becomes visible, highlighted with a crisp viridian glow. The aura becomes thick from the Natural Energy surging through it, tearing off layers of chakra and reducing the impact of incoming attacks.
Cost: -1

Requirements: Stage 1 - Incomplete Sage Mode - Natural Energy Control

 

Natural Infusion:.
Effect: Whenever the user utilizes a technique that deals damage, they may use Natural Infusion to spend x points of Natural Energy for every x point of damage that they wish to add to the technique. X cannot exceed 250.

Description: The flexibility and power of Natural Energy allows for some truly awe-inspiring maneuvers in battle. One common application is the infusion of Natural Energy into a Sage's techniques, overloading the jutsu's size and power. The versatility of Natural Energy allows the power to be funneled into both normal techniques and Senjutsu techniques.
Cost: -1

Requirements: Stage 1 - Incomplete Sage Mode - Natural Energy Control

 
 
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.:Stage 2 - Complete Sage Mode – Senjutsu Control:.

“Now that you can enter Sage Mode, we can start the final step."
“Final step!? You mean there’s still more?”
“A fighting style that uses all of that Natural Energy you’ve learned to create. I’m going to personally pound the art of Senjutsu into you!”

- Uzumaki Naruto & Fukasaku, Toad Sennin of the Toad Clan, pg 689, Uzumaki Chronicles.



.:Training Description:.

The pupil of Sage Mode’s final task is to finally put the Natural Energy they’ve gathered to work. While in Sage Mode, the pupil is granted with remarkable strength and agility, all three realms of shinobi combat are opened to the wielder, and they even gain sensor capabilities for as long as it lasts. The brunt of this training consists of the ninja getting used to their Natural Energy in a combat scenario, as well as mastering taijutsu, genjutsu, and ninjutsu within the form. A shinobi that previously had no way of utilizing ninjutsu or genjutsu due to a chakra deficiency is now capable of overcoming that mountain. In addition, the pupil is capable of preforming ‘Senjutsu’ specific techniques that would otherwise be impossible without Natural Energy. Once the pupil is capable of balancing their new-found Natural Energies in combat, they no longer suffer from detrimental effects to their appearance and have earned complete mastery over the form. Some small animal traits remain over the ninja’s body, such as toad eyes or snake skin, but the ninja obviously has complete control over the form. The remnants of the animal are symbols of their maturity as a Sage rather than markings of their ineptitude.
Training: Must complete 20-post training according to the training guidelines, under the supervision of an animal familiar of the summoner.

Effect: When Sage Mode is activated, the ninja may pool their ‘Taijutsu’, ‘Ninjutsu’, and ‘Genjutsu into a single stat known as ‘Senjutsu’. For all intents and purposes, Senjutsu is considered to be all three stats at once, and as such, the user can utilize any and all techniques and attacks as though they had that many points in those stats naturally. If a hybrid jutsu is used, the ninja modifies the attack as though it was a normal technique.
Also allows the user to purchase and utilize skills that require 'Stage 2 - Complete Sage Mode - Senjutsu Control'.
Cost: -2 SP
 
 
Senjutsu Mastery Skills:.
 

Once the Sage initiate has finally matured and had their power come to fruition, the remaining doors to internal and external knowledge finally open.  The mortal, spiritual, and natural worlds no longer hold anymore secrets from the Sage, granting them the power to achieve mastery over their own body and spirit. Though a Sage who has learned both stages of Sage Mode has technically succeeded in their ultimate goal, they also accept that there is always more to learn, and seek to improve themselves for as long as they live.

 

 

Sage Armor:.
Effect: 'Sage Aura' now reduces the duration of negative status effects inflicted by two turns instead of one.
Cost: -1

Requirements: Sage Aura, Stage 2 - Complete Sage Mode - Senjutsu Control

 

Natural Overload:.
Effect: 'Natural Infusion'
now has a maximum of 500 natural energy spent/damage applied instead of 250.
Cost: -1

Requirements: Natural Infusion, Stage 2 - Complete Sage Mode - Senjutsu Control

 

Sage Of Mystic Mastery:.
Effect: When Sage Mode is activated, the user may spread Y stat points between their Senjutsu, Accuracy, and Concentration stats. Y is equal to the user's TXP/100. User is also considered to have the skill 'Aura Preminition: Chakra' while active. This skill cannot be chosen if 'Sage of Mortal Mastery' is chosen when Sage Mode is activated. Both Sage of Mystic Mastery and Sage of Mortal Mastery can be purchased together.
Description: A Sage who has mastered the realm of the mystical will find their spiritual limits shattered beyond what they could have possibly imagined once Sage Mode is activated. Their skill with techniques of all kinds become far more powerful and accurate, turning them into deadly warriors of the elements, the fist, and the mind. This mastery also awakens their dormant sensor potential, allowing them to sense the chakra levels and details of all those around them.
Cost: -2

Requirements: Stage 2 - Complete Sage Mode - Senjutsu Control

 

Sage Of Mortal Mastery:.
Effect: When Sage Mode is activated, the user may spread Y stat points between their Defense, Speed, and Evasion stats. Y is equal to the user's TXP/100. User is also considered to have the skill 'Aura Preminition: Stamina' while active.  This skill cannot be chosen if 'Sage of Mystic Mastery' is chosen when Sage Mode is activated. Both Sage of Mortal Mastery and Sage of Mystic Mastery can be purchased together.
Description: A Sage who has mastered the realm of the mortal will find their physical limits shattered beyond what they could have possibly imagined once Sage Mode is activated. All of their physical traits will become so acute and refined that the Sage will be able to move about in the blink of an eye, avoiding all attacks, speeding past their opponents, and shrugging off everything that would be thrown at them. This mastery also awakens their dormant sensor potential, allowing them to sense the unique 'essence' levels and details of all those around them.
Cost: -2

Requirements: Stage 2 - Complete Sage Mode - Senjutsu Control

Edited by Eechi-go
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Are there different ranks for Senjutsu techs and what rules do they follow as far as DP, Ratios, and Caps?

Further down the line, would there be skills that are only activated when in sage mode?

When all offensive stats are pooled together, is the mod calculated as if the pooled stats were only one. ie; Using a ninjutsu in sage mode, tai nin and gen would all be considered "nin" for this attack, and the same math is applied? Or is there a new formula?

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1) Senjutsu techniques run on the ratios that their base offensive style does. A ninjutsu Senjutsu technique runs on ninjutsu ratios and caps, and a taijutsu Senjutsu technique runs on taijutsu ratios and caps. Tagging a jutsu with 'Senjutsu' is merely labeling it as something that can only be used in Sage Mode that requires natural energy to use.

2) I did plan on making separate skills that only activate while in Sage Mode later on, yes. Anyone else is welcome to add to that and make their own.

3) Yes. More often then not, if you're a stacker and using the same type of offensive stat you always use, you won't be doing any extra damage. It's only if you've branched off into a hybrid build will you begin to deal some extra hurt. The positive for stackers is really the ability to use stats they normally are unable to.

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As you know, I like this idea a lot - and it's a useful coincidence (for me anyway) that you happened to round it off at just about the same time as I was making a clan based on the other side of natural energy manipulation! Anyway, here are my thoughts after another read through:

1) No doubt this is a powerful skill and it should be pricey but for my money I'm not sure about 8SP total - I think maybe you erred too much on the side of caution there? At the levels required for an average char here to learn this (without any other skills or whatever), this would take a serious amount of leveling up (20 levels in fact at lv50+ with nothing left over). Maybe see what the more experienced members have to say about it but I wouldn't have a huge problem you knocked a point or so off the cost of level 1 or something. To me, it just seems a bit too expensive for the effects it actually has - especially given it has a max usage of three turns per battle and a hefty post requirement too.

2) You already pointed this out but as far as advanced regen goes with level 1 of this skill, I'm still a little on the fence here but I think my stance has hardened a little bit since I asked you before. Personally, I would probably go down the route of saying 'no' to any advanced regen but allowing the standard base level of regen to continue (or at the very least capping it at something - 7.5% per turn?). I appreciate that there is an argument to be had both ways but I don't like the idea of someone coming out of this with more tank stats (particularly health) than they did when they entered it. Yeah, you take damage across all three and you have to cast from all three, but say you're a reasonably high level char and your combined tank stats are going on for 2-3000 points. With a bit of investment in a good regen skill you could be picking up 3-400 points per turn which is free casting of jounin/low-powered sennin techs if you don't get hit that turn (and there's no guarantee at all that you will). If you're fortunate, use decent chuunin/jounin level techs and your stats fall the right way you could come out of sage mode having not expended any net chakra/stamina at all and received a decent bit of healing for free as well over the three turns. Not so sure I'd be OK with it on that point ...

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Juno has hit one of my points. I feel like 5 skill points is too much for the first rank, especially with the 20 post restriction. In addition, this only lasts for three turns, in one battle. So I think knocking a point or two off would be beneficial, I would be completely okay with the first rank at 3 SP.

I think that dividing natural energy by 3 to get the amount in each is simple, but weird. You mention overflow, but what if the stat goes below 0? That's just awkward for everyone. I think what should happen is that the user has to convert their tank stats to percentages of a whole at their base and go from there.

For example:

Natural Energy: 1000 [Comprised of;]

Health: 500 [50%]

Chakra 400 [40%]

Stamina: 100 [10%]

In addition to juno's point, I want to add that it seems like there is a very strong idea of 'Balance' in sage mode, between natural energies, physical and spiritual ones. Advanced regen, I feel, throws off that balance. If a person is producing more stamina than chakra, I feel like activating sage mode would just give them a deformed body. Conversely, more chakra than stamina would make them leak chakra everywhere. And no one likes a leaky ninja.

Just a side note possibility, but wouldn't Path of the Mystic help out here? Maybe we should redo the path, or just add in the rules you can access Sage Mode earlier (10-15 levels?).

When you say requirement with elements, you should expand on that. Do they need 5 SE skills? Do they need 2 Element Specialties unlocked? 3? Can they use Sage Mode if any of their offensive stats are 0? What if they are sealed (hindering trait)? What if a character has a seal on them (from jutsu)? I feel like they may need to have their chakra and stamina above a certain threshold for their body to handle the natural energy, but that's me. I also think hindering traits on chakra or stamina would hinder the training.

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Admittedly I expected the knee-jerk reaction to these skills to be somewhere between 'wtf r u smokin' and 'no fuq u', so I tried to offset that reaction by cranking up the requirements and cost. So I'll ease up on the SP cost on the first one then.

Now then-

@Azure;

Well technically none of the tank stats should go below 0 when leaving Sage Mode unless for some godforsaken reason you have like 1 Natural Energy point left. I guess the only situation that would happen in is something like Second Wind, which would still activate because Natural Energy is still considered to be health. If Natural Energy goes past 0 entirely while still in Sage Mode...you're pretty much K/O'd regardless. Still, your idea is a bit smoother, so I'll go with that.

Thus far that's 2 people against a regen. I'll just wait for a few more opinions before completely ruling it out. I think both arguments are reasonable.

I'd say both Path of the Mystic and Path of the Sage could reduce the training requirement by about 5 posts or so. Likewise, hindering skills that you mention could potentially increase the training requirement by another 5 posts each...I'm also open to the idea of reducing the levels as well. I'd go with 10 levels, because that means at the absolute lowest, a level 30 Legendary could pick it up with either paths.

As far as getting a stat sealed or quarantined, I'm somewhat on the fence about that. I'd say the logical thing to do would be to remove the points in the sealed stat from the Natural Energy/Senjutsu total. I will say, however, that Natural Energy and Senjutsu on their own should be impossible to seal.

Not quite sure what you mean by requirements with the elements. I might be missing something I wrote here, but are you referring to the Elemental Resistances granted by rank 1? I mostly added that because we saw a significant durability increase to Naruto when he fell off the rock spire and went crashing down into the ground yet didn't feel a thing. I didn't want to just turn up the defense of the user as well, so I figured the resistances would work better.

And while I also toyed around with having a required number in chakra and stamina before learning the skill, I ultimately decided against it since mechanically, it pretty much makes it impossible to use outside of only hybrids, which is the opposite of what I wanted to do since I wanted to make it an open enough skill so a good number of people can benefit from it rather than...one. Also, if any of your offensive stats are 0 prior to being merged into Senjutsu, they merely provide the mixed stat with no bonus. So if someone has 500 ninjutsu and 0 taijutsu, they can still use taijutsu as though they had 500 points once mixed into Senjutsu.

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I say build in a minor regen skill in to the first rank.

In canon it's totally possible, but has a huge draw-back. So, if I were you, I would make it so that on any turn in which a character with Sage Mode active stands perfectly still (No actions in any phase) they have the duration of Sage Mode extended by 1 turn, and regenerate 5% of their Natural Energy.

This makes the regen less powerful than a flow skill, but it also leaves you open for instant attacks. You don't put out any damage, but you also don't waste your three turns of being a bad-ass. Essentially, the only boon you receive while regen'ing your Natty Energy is the defensive effects. I might also note that certain status effects would impair your ability to regen. Getting knocked prone, or moved against your will that is.

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First issue is the level reduction. I don't like the idea of a level 30 being able to learn this. I would make the death bonuses instead reduce by 5 levels and the path can stay at a 10 level reduction. That makes it at most a level 50 can learn this.

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This needs to be an advanced system.  At truthfully...I would be okay with 2 SP per rank since it's only 3 turns since a lot of training goes into this too.  BUT I think someone else needs to weigh in for that.  I personally am okay with it.

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Bump, changed some things!

 

1 ) Changed the fusing of the tank stats into the Natural Energy stat. Instead you get a separate tank stat for Natural Energy that is equal to your combined tank stats. The depletion of Natural Energy results in Sage Mode automatically turning off.

 

2) Added an actual upkeep in the rules section.

 

3) The ninja will also get stats equal to their TXP/1,000 to spread between either Senjutsu, Con and Accuracy, or Defense, Speed, and Evasion, to make the skill a little less underwhelming to stackers.

 

4) Added the ability for Natural Energy to be expended to increase the damage of techniques.

 

5) Turned the 'Sage Cloak' that the user gets into an actual item that can be broken temporarily to balance it out.

Edited by Eechi-go
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Seems weird that your upkeep pulls from Stamina and Chakra when your stats are all pooled into Natty Energy.

Also, is the upkeep part of balancing the new boosts to stats on top of the mixing all the offensive ones? Like, did you mean for it to have the upkeep, and also have the 3 turn limit on it?

Edited by Cellar Door
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Yeah, since I separated Natural Energy from the rest of the tank stats, I decided that it wouldn't be much of an upkeep if you lost the stat after the three turns were over and you lost the Natural Energy stat anyway.

 

And yes, I did. There was no negatives to using Sage Mode originally if you used it on your first turn, so I wanted to make it so there was at least some payment to balance it out.

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I'm not sure how I like the reduction for DB characters. 20 levels is a lot to get this early, on top of that 10 more levels if they are legendary and have one of the two paths. I feel like maybe the regular point of entry should be at 90, with 60 being the LOWEST POSSIBLE. That or keep it at 80 but make each DB -3 levels instead of 5. I feel like this at level 50 is a bit overwhelming and unneeded. Sage mode feels like something that required wisdom and experience, making it harder for characters with DB to cheese.

 

Whenever the user utilizes a technique that deals damage, they may spend x point of Natural Energy for every x point of damage that they wish to add to the technique. X cannot exceed 500.

Let's give this ability a name, a kick of flavor as to why the damage is being increased. "Natural Overload" or something, I don't have good ideas at the moment. I would also lower the X bonus damage to like 400 in this and have the second stage increase the X bonus damage to 500.

And speaking of the second stage, the two stages feel very disjointed. Like this is all one skill and you get two completely separate halves. Can we maybe morph some of these abilities so stage one stuff sets groundwork for stage two stuff? They don't feel like a natural progression at this point and it bugs me.

Overall I like it, its very simply, straight to the point and appealing to all characters (which I think is important for this). Something I would suggest adding however is maybe a -1 SP optional "twist" to the sage mode that would be approved and created for each summon set. That way if you learn Sage Mode from the Toads its different than Sage Mode from the Kodiak Bears.

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Alright, I think this is finished now, let's go over the changes I've made-

 

Death Bonus Reductions: Removed entirely.

 

Stage 1 and 2: Broken down into one main skill each (Sage Mode itself) and then added 'mastery skills' that were the other effects that Sage Mode granted the user, that way the user can pick and choose what additional powers they want Sage Mode to have.

 

Sage Aura/Armor: New ability added. Since Sage Mode can only be active for 3 turns, I figured that it would be fair to give the Sage some sort of defense against things that would basically completely shut them down for the three turns its active. Considering how they need to spend one whole turn to activate the mode, it would be a serious 'feel bad' scenario to get chained into the loss of ability to act without the opponent seriously spending chakra/stamina to do so.

 

Origin Skills: Added an example skill for the Toads and taking your idea for different species to get different abilities.

 

 

Aaaaand...I think this is it.

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"The user may choose to cancel the activation of Sage Mode at any time. If they do so, the user may act as normal. This does not count towards the activation limit of Sage Mode, and they may attempt to activate it again."

 

I know what you mean, but let's move this right underneath the portion about skipping a turn so that its more clear. The term "Activation" is not clear when you put it so far down. Some people might read it as activating Sage Mode.

 

 

How does this work if you have multiple summon contracts? Do you get an Origin Skill for each? Can you get multiple? Can you collect them all?

 

 

Sage of Mystic Mastery- "This skill cannot be chosen if 'Sage of Mystic Mastery'" Copy paste fail. 

 

Sage of Mystic/Mortal Mastery- TXP/1000.... I think you goofed the math. At max level this gives 69 stat points to divide about.Unless you wanted 23 stat points for each pool you might want to check your math.
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1st: Fixed.

 

2nd: It stats in the Origin Skill introduction that you can only own one origin skill, and it has to be from the summon family that they trained under to earn Sage Mode. You can't catch them all.

 

3rd: Fixed

 

4th: Yeah that was a derp, was supposed to be divided by 100. Fixed now.

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