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Renkinjutsu | 錬金術 | Alchemy

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Renkinjutsu | 錬金術 | Alchemy

 

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Renkinjutsu | 錬金術 | Alchemy
The use of Alchemy is not only a science to the Alchem clan, it is a bloodline which is passed from generation to generation. The Alchem can use their own bodies and chakra to manipulate the environment around them and change the composition of elements. The chakra of a full blood Alchem is golden and blue, swirling and mixing, yet each with a separate use. Blue chakra is the chakra of a normal ninja, able to be used and manipulate techniques and skills. The golden chakra though is a force of change. It is used in the transmutations that members of the Alchem clan take part of. This unique chakra has the ability to change any element or molecule it comes in contact with into the element or molecule of the member's thoughts.
Effect: The user may learn jutsu and skills that require the Alchem clan. May make use of Alchemy in Role Play.
Requirements: Alchem Clan | Must be taken at Character Creation
Cost: -1

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Renkinhenjutsu | 錬金変術 | Alchemic Transmutation

The manipulation of the basic building blocks of Ninjutsu is the heart and core of the Alchemic ninja. The ability to improvise and warp the battlefield to their advantage is the strongest aspect of the clan and the reason that they hold such a significant place in the Iwagakure no Sato hierarchy. Those that have met an Alchem on the battlefield have described the experience as both terrifying yet entrancing.

 

Linked Jutsu: Renkinjutsu Hen'i | 錬金術•変移 | Alchemy Technique; Transmutation

Limits: The character with this skill must own the required 'Subtle Element' or 'Combinatorial Element' skill associated with the element that are changing the jutsu to.

 

Transmutation Blocks: Transmutation Blocks are a type of points that are used to discover the difficulty of a transmutation. When a character with this skill attempts to use the jutsu 'Renkinjutsu Hen'i | 錬金術•変移' they will tally the Transmutation Blocks required which will then be used to determine if it is possible based on their rank in this skill and the cost required of the jutsu. Transmutation Blocks are added in three ways: Tier Changes, Added Elements, and Changed Elements.

 

• Tier Changes — Every tier change between elements costs two (2) Transmutation Blocks.

• Added Elements — Every basic element that is added costs one (1) Transmutation Block.

Removed Elements — Every basic element that is removed costs zero (0) Transmutation Blocks.

Changed Elements — Every basic element that is changed costs one (1) Transmutation Block per space required to move, based on the following chart. Existing elements must be changed before adding a new element.

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Renkinhenjutsu | Rank 1

Effect: The user may take the jutsu 'Renkinjutsu Hen'i' and may use up to one (1) Transmutation Block per transmutation.
Requirements: Renkinjutsu
Cost: -1 SP

 

Renkinhenjutsu | Rank 2

Effect: The user may take the jutsu 'Renkinjutsu Hen'i II' and may use up to three (3) Transmutation Block per transmutation.
Requirements: Renkinhenjutsu [Rank 1], Level 25
Cost: -1 SP

 

Renkinhenjutsu | Rank 3

Effect: The user may take the jutsu 'Renkinjutsu Hen'i III' and may use up to five (5) Transmutation Block per transmutation.
Requirements: Renkinhenjutsu [Rank 2], Level 50
Cost: -1 SP

 

Renkinhenjutsu | Rank 4

Effect: The user may take the jutsu 'Renkinjutsu Hen'i IV' and may use up to fifteen (15) Transmutation Block per transmutation.
Requirements: Renkinhenjutsu [Rank 3], Level 75
Cost: -1 SP

 

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Renkinsoujutsu | 錬金想術 | Alchemic Conception

Through manipulating their own chemical balances within their body a member of the Alchem Clan can increase their bodies abilities. Unlocking the triggers in their mind much like the Celestial Gates, the Alchem can surpass their own potential for a short time, using their chakra as a fuel. However, much like the Celestial Gates, unlocking these natural blockades will take a large toll on the body. At the highest ranks of this ability an Alchem will need to search out medical attention afterwards, even with their supernatural bodies. When this ability is activated the clan member's eye color will change to a dull golden color and the ink in their clan tattoo will react to the surge of chakra, glowing a bright crimson color to signal that the clan’s secret technique has been activated.

 

Cost: 5% Total Chakra per Turn

Activation: The user may choose to activate any rank they own, they do not replace each other.

Limits: This is an Advanced System. Advanced Regeneration is halted while active. 

 

Renkinsoujutsu | Rank 1

Effect: The user may increases a non-tank stat of their choice by 100 while active. 
Requirements: Renkinjutsu, Level 15
Cost: -1 SP

 

Renkinsoujutsu | Rank 2

Effect: The user may increase non-tank stat of their choice by 300 while active. Additions may only be spent in 100 stat increments. If the user is below level fifty five (55) they must spend 1,000 words recovering under medical treatment after using this skill.
Requirements: Renkinsoujutsu [Rank 1], Level 40
Cost: -1 SP

 

Renkinsoujutsu | Rank 3

Effect: The user may increase non-tank stat of their choice by 500 while active. Additions may only be spent in 100 stat increments. If the user is below level eighty (80) they must spend 1,500 words recovering under medical treatment before they can use this skill again. This rank may only be activated once per battle.
Requirements: Renkinsoujutsu 
[Rank 2], Level 65
Cost: -1 SP

 

Renkinsoujutsu | Rank 4

Effect: The user may increase non-tank stat of their choice by 800 while active. Additions may only be spent in 100 stat increments. If the user is below level one hundred and five (105) they must spend 2,000 words recovering under medical treatment after using this skill. This rank may only be activated once per battle.
Requirements: Renkinsoujutsu [Rank 3], Level 90
Cost: -2 SP

 

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Renkinshinjutsu | 錬金身術 | Alchemic Metamorphosis

Though the experimentation on humans has long been an outlawed taboo of the Alchem clan, modifications and enhancements of their own body through their abilities has been a means of advancement that has been tolerated by the clan and the village. Though massive modifications are often disallowed, small internal modifications can increase the resistance of their body or even in times of emergency replace the function of necessary organs. 

 

Renkinshinjutsu; Henge | 錬金身術•変化 | Alchemic Metamorphosis; Transformation

The alchemist is able to alter the physical appearance of their body, taking on the shape of others as they wish. Their use of Henge no Jutsu is massively amplified by this ability, but it also allows them to regrow lost limbs and adjust for the effects of old age. An Alchem with this ability lives approximately 50% longer than a normal human, but will die of natural causes eventually.

Effect: The users doubles the effects of 'Henge no Jutsu' on themselves and never take negatives for old age. In addition the ninja may regrow lost body parts at a rate of 123 - x days, where x is their level. Lastly, all changes made are physical modifications of the body rather than ninjutsu for purposes of role play.
Requirements: Renkinjutsu, Level 40
Cost: -1 SP

 

Renkinshinjutsu; Tsuihou | 錬金身術•追放 | Alchemic Metamorphosis; Purge

An extremely potent ability in combat, the alchemist can transmute their own body to cleanse themselves of toxins, stem blood loss through duplication of their own blood to make up the loss, or to directly oxygenate their body. They do not need to eat and may survive in the harshest of conditions as long as they have access to chakra.

Effect: As a Setup Phase action the user may pay x Chakra to reduce the damage of 'Poison', 'Bleeding' or 'Choking' afflicting them by x for one (1) turn. May only reduce the damage of one status effect per turn.
Requirements: Renkinjutsu, Level 60
Cost: -5 SP

 

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Designer Notes

• This is a resubmission of Alchemy.

• These updates are to bring the bloodline up to date with current design philosophy as well as to clean up the rules.

• Names have been updated. Thought is now Conception and Metabolism is now Metamorphosis.

• Alchemic Eye has been removed entirely and replaced with Alchemic Transmutation. This branch fits a lot more in with the flavor and expectation of the clan. The old defensive ability was really meta and extremely unfun to play with as it required PM'ing staff and secret information. Alchemic Transmutation should allow Alchemy to actually... Transmute. Which is cool!

• The SP costs of Alchemic Thought were brought down to be in line with Sharingan stat bonus branch. The total stats is much lower, and always has been, but the flexibility makes it (I believe) equally strong despite the lack of raw stat power. 

• Also adjusted the hospital mechanic. I really like how the bloodline plays with the top rank only being usable once per battle, but the old rules were a relic of the past, so they were updated.

• Adjusted the immunity effects that existed before the Bleed, Poison, and Drowning to be an active effect that requires the user to spend their Setup phase transmuting their body to combat the effects. This makes it a lot more interactive.

 

Transmutation Block Examples

• Fire → Lightning: 1 Transmutation Block

• Fire → Earth: 1 Transmutation Blocks
• Fire → Water: 2 Transmutation Blocks

• Sand [Earth+Wind] → Wood [Earth+Water]: 1 Transmutation Block

• Smoke [Fire+Wind] → Wood [Earth+Water]: 2 Transmutation Blocks

• Steel [Earth+Fire] → Glass [Earth+Fire+Wind]: 3 Transmutation Blocks

• Snow [Water+Wind] → Acid [Fire+Lightning+Water]: 5 Transmutation Blocks

• Fire → Dust [Earth+Fire+Wind]: 6 Transmutation Blocks

• Dust [Earth+Fire+Wind] → Fire: 4 Transmutation Blocks

• Water → Gravity [Earth+Lightning+Water+Wind]: 9 Transmutation Blocks

• Fire → Gravity [Earth+Lightning+Water+Wind]: 10 Transmutation Blocks

• Fire → Dark [Earth+Fire+Lightning+Water+Wind]: 12 Transmutation Blocks

• Steel [Earth+Fire] → Dark [Earth+Fire+Lightning+Water+Wind]: 9 Transmutation Blocks

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