Azure Posted August 20, 2010 Posted August 20, 2010 (edited) Vigilavi Mentem [Awakened Minds] (Advanced System) "Our awareness is all that is alive and maybe sacred in any of us. Everything else about us is dead machinery.” (Kurt Vonnegut Jr.) A genetic mutation that was almost branded to be thrown in to the categories of a severe case of mental disorders until a skeptic and scholar by the name of Hōhken Aiji took it upon his elderly self to investigate the matter thoroughly. The mutation hadn’t bore the typical fruit of a physical mutation or metamorphosis, but something internal, which made the case study even more rigorous to conduct. The only reported case of this phenomenon was discovered in one child while in his developmental stages of maturation. One hypothesis of the scholar revolved around the possibility that the dubbed disorder would fade as time progressed and the cognitive ability of his brain would overpower the deviation of the norm.The initial disorder touched branches on what would appear to be a classical definition of schizophrenia, bipolar syndrome and autism during unpredictable fits of an altered state of consciousness. Sometimes the swings were immensely stretched out or rapid that it was inconclusive which consciousness was the true dominate conscious. Once the child hit the concrete operational stage of cognitive development Aiji’s educated guess was tested and tried. He was terribly wrong. That’s when this case study turned in to dark shade, pointing evermore at a psychological disorder. At this time, Aiji turned instead to a research of this disorder, noting that the child in fact had a dominate psyche, one that would fit any typical child around his age group. Except, there were times when the child described a set of three distinct voices buzzing around in his head. One of the voices sought pleasure and darkness, while another asked for morality and goodness. The third voice proved to be the most powerful of the three, communicating to the child directly, as if it were an imaginary friend locked in his mind. During these times of altered consciousness it seemed random at which point one voice would take over and assume the outward representation of the child. When this phenomenon happened, his brain waves and chakra patterns would deviate from their typical homeostasis. What was even more interesting is that the child reported memory loss at certain times and was shocked once he realized that at certain times during his loss of consciousness that he had a nosebleed and the occasional random headache.When the child was introduced back in to a social setting of foster care, the adolescent child was often visited by his parents, rekindling the long lost connection between parents and child. This had spurred another occurrence over the course of time when the child entered into his psychosocial identity crisis stage. The symptoms of his disorder were too much on the boy at first, terrible actions were shown by the altered state of consciousness occurring more often than usual. However that stage reached its climax once the child reported that the strongest of the three voices disappeared but he had felt everything that the voice represented inside of him. Aiji came to the conclusion that child’s brain had severed part of the lock between the conscious and unconscious. The three part system of the unconscious activity spoke to the boy after he had reached a certain point of maturation and ego part of the unconscious had become his second conscious. Once his identity stage had hit, his ego combined with his primary conscious, allowing the two to become one. Except, the bridge between the conscious and unconscious remained opened and it was fascinatingly unknown what this meant to the child that could access the part of his brain that remained closed for humanity.Once the child began to express himself in the fields of basic shinobi teachings, the possibility of a genetic mutation was considered even more critically as compared to an unfortunate error in the hands of his creation. As the child augmented his basic abilities and control of his chakra, there appeared to be a very odd progression in his teachings. The child was progressing at the typical level of an average child in his age and education group, but at the instances that his consciousness was altered, he exceeding his peers.Passive Effect: Every time this character levels up, they gain an additional 5 stat points that will be placed in a separate reserved pool. When this ability is activated, the user may allocate those points to any of the stats designated by the state of mind that is in control. The stat bonus may never exceed 1.5x the base stat being allocated and points may not be allocated to tank stats. Upon Character creation, the character must have a predetermined Table of Distribution of where the points will go.Rank 1: When this ability is activated, the user rolls a d2. On the result of a 1, the ‘Superego’ becomes in control of the user; on the roll of a 2, the ‘Id’ is in control of the user. (-2)Rank 2: When this bloodline becomes active, the user must roll a d5. On the result of a 1 or 2, the ‘Superego’ becomes in control of the user. On the result of a 3 or 4, the ‘Id’ becomes in control of the user. On the result of a 5, the ‘Ego’ remains in control. (-1)Rank 3: When this bloodline becomes active, the user must roll a d7. On the result of a 1 or 2, the ‘Superego’ becomes in control of the user. On the result of a 3 or 4, the ‘Id’ becomes in control of the user. On the result of a 5-7, the ‘Ego’ remains in control. (-1)Rank 4: When this bloodline becomes active, the user must roll a d10. On the result of a 1 or 2, the ‘Superego’ becomes in control of the user. On the result of a 3 or 4, the ‘Id’ becomes in control of the user. On the result of 5-8, the ‘Ego’ remains in control of the user. On the result of a 9 or 10 the ‘Sum’ becomes in control of the user. (-1) Sample Table of DistributionSuperegoConcentration, Evasion, or Combination.IdGenjutsu, Speed or Combination.EgoGenjutsu; Concentration, Speed or Combination.SumGenjutsu, Concentration, Speed, Evasion or Combination. Penitus Cogo [internal Drive] On top of the odd progression of the child’s talents, the analysis tests of his chakra proved that there was an extra flow of chakra intermingling inside of his tenketsu. The occult energy was a substance of unusual properties. Aiji had later termed the anomaly ’measurable awareness’, 'physical will' or ‘psychic energy’. During the times of altered consciousness, the brain patterns and focus of the awareness changed. The ‘lost progression’ the boy exhibited suddenly appeared during these times in different forms, accommodating for the situation. Also occurring at the same time was the awareness was converted in to two distinct and separate categories. Whenever the ‘superego’ took hold of his consciousness, the physical will was focused bodily restoration, limited taxing and other promotions of ‘life’. This type of conversion would be referred to as ‘Eros’ or ‘life drive’. On the contrary, when the ‘id’ was in control of the child’s consciousness, thephysical will became concentrated on stimuli outside of the body, with a greater force put in to causing harm and augmenting his chakra output. This would be deemed ‘Thanatos’ or ‘Death drive’.Passive Effect: Every time this character levels up, they will gain 10 Awareness (AP) points that will be placed in a separate stat pool.Rank 1: Once the bloodline becomes active, if the resulting activation is that the ‘Superego’ is in control, the points are converted in to ‘Eros’ points. If the resulting activation yields that the ‘Id’ is in control, the points are converted in to ‘Thanatos’ points. (-2)Rank 2: If the resulting activation is that the ‘Ego’ remains in control, then the total Awareness points will be split in to half, one half will be ‘Eros’ points and one half will be ‘Thanatos’ points. (-1)Rank 3: If the resulting activation is that the ‘Ego’ remains in control, then the total Awareness points will be divided up as the user sees fit at the time of activation. (-1)Rank 4: If the resulting activation is that the ‘Sum’ becomes in control of the user, the Awareness points are not divided up, however the points are used as if they were both ‘Eros’ and ‘Thanatos’ points. (-1) Rules on depletion of AP. • Upon depleting the user's total amount of Awareness Points (AP) they will be inflicted with the status effect 'Tired' for four (4) turns. If the user does not choose to rest and end the status effect, they will fall under the status effect 'Asleep' for x amount of turns. X is defined by how many times the user has depleted their AP in the current battle. If the user falls asleep, they are given the option become 'Tired' for as many turns as they wish, gaining back 10% of the AP for each turn they choose to be 'Tired'. In addition, the user may pay 5% of their total chakra and stamina and 2y% of their total ghost health in order to restore y% of their AP in a Set-Up phase. The user must also refer back to the 'Cerebrum Finis' effect on the clause of spending AP. In addition, every time the user runs out of AP, they will take Health, Ghost Health, Stamina and Chakra damages equal to 20z%, whereas z% equals the number of times depletion has occurred. Arcus Volo [Arced Wish] During testing, the boy seemed to have one attribute that shot in the positive, more than the negative on his mental capacity. It seemed that in order to deal with the pain and torture he dealt with, his perception on the world has understandably become skewed. Consciously, he is unaware of the change, for he knows no better, but unconsciously his brain biology is able to expand the concept of Neuron Plasticity, which normally applies to brain tissue damage. These neurons in the boy are able to take incoming sensory information and distribute the information in several areas of the body. Tests involving hampering his ability for genjutsu have warranted conclusion that his aptitude in wielding illusions decreased slightly and he also took a hit to his agility. It appears as though his mind is able to create environments where certain instances do not happen relevant to the extra energy surrounding the boy. In creating these 'fantastical realms' the still unconscious part of his mind is able to dump the sensory input into unused schemes that soon fill filter out of the short term memory without ever reaching the neurons in his spinal cord, controlling pain.Rank 1: The user may negate 20% of stat subtractions targeted at them as well asdeter up to 1/4 of the stat subtraction to another stat after the negation and other calculations, rounded down. (-1)Rank 2: The user may negate status effects equal to 1/4 of their total AP. This may not be applied to terrain or climate effects. The amount of DP negated will be subtracted from the user's AP total. (-2)Rank 3:The user may negate 40% of stat subtractions targeted at them as well as deter up to 1/2 of the stat subtractions to another stat after the negation and other calculations, rounded down. This may not stack with Rank 1. (-1)Rank 4: The user may negate status effects equal to 1/2 of their total AP. This may not be applied to terrain or climate effects. The amount of DP negated will be subtracted from the user's AP total. This may not stack with Rank 2.(-2) Cerebrum Finis [brain Limit] It was shown that the brain’s capacity to handle the abnormal neurological waves only stretched so far before it forced its controlled body to shut off the phenomenon before the brain received critical and permanent damage. When the exhibited child entered the altered state of consciousness under shinobi conditions, he could only remain in the state for a few minutes before blood dripped out of his nostrils, a sign that the brain was being overworked. On a few occasions, if the boy persisted he would fall unconscious, although at times it had varied at how long he could last in the altered state. The brain would also start shutting down whenever his Awareness energies were consumed in a substantial amount too quickly. It appeared that the brain had still controlled an unconscious function of emergence, but when working with such unstable powers it was feared that the brain wouldn’t be able to execute its termination program one hundred percent of the time. It was speculated that the higher the intensity that the brain was put under, the more dangerous the result would be.Rank 1: After the character activates the effect of the bloodline, the character will not be able to remember anything that happens during time in which this bloodline is activated. On the fifth turn of the user after activation, they will take bleed damage equal to 5% of their total health and every turn after that. This will also occur if they deplete 50% of their selective AP in one turn. On the seventh turn after activation they must roll a d10, on the result of a 1, they will fall unconscious. Every turn after the seventh turn, the chance of falling unconscious increases by 1 roll. (+2)Rank 2: If a non-basic attack aimed at this character successfully hits them before this bloodline becomes active, they will be inflicted with ‘Headache’ for one turn. Every turn after that, the user must roll a d10 and if the result is a 1, they will suffer the status effect ‘Headache’ for one turn unless they are hit by a non-basic attack, then it is automatic. This will only be in effect before the first activation of the bloodline. This status effect cannot be negated through any means. (+1)Rank 3: If the ‘Ego’ remains in control of the user then the bleed damage will be pushed back to the seventh turn after activation. In addition, the chance to fall unconscious will be pushed back to the tenth turn after activation. The character will also be able to remember what happens to them while this bloodline is activated. (-1)Rank 4: The character will be able to remember everything that happens while this bloodline is active in any altered state. In addition, if the ‘Sum’ becomes in control of the character then the negative effects of this skill do not come in to play. However after the battle concludes, the character must make a 3 post hospital recovery (or while in the treatment of a Jounin level medic), otherwise the character must make a 6 post recovery. If the character fails to make the recovery, then they will die. (-1) Upkeep-5% of the character's Total Chakra per turn. Restrictions-The character must be related to Naito Saiyuriel, same generation or lower.-The Hindering Traits in this bloodline may not be overcome by any skill.Rank Requirements- Vigilavi Mentem, Pentus Cogo, Cerebrum Finis and Arcus Volo must all be taken as a set.- Rank 1: Must be taken at character creation.- Rank 2: Gennin; level 15.- Rank 3: Chuunin; level 30.- Rank 4: Jounin; level 60. Dux Crepusculae et Crepusculae [Conduit of Dusk and Dawn] Within each person is the cohabitation of right and wrong, light and dark, selfish and selfless- often speculated of only existing one at a time, or in perfect harmony. However, in the case of Naito Saiyuriel, according to the sage Aiji, the boy can never experience a separation of any force. The two forces are endlessly colliding with each other and in their invisible fighting- energy is discharged similar to chakra, but mutated. It rides like oil in water, together but separate. The energy is consumed when one part of his subconscious breaks through and seizes his consciousness. The extra energy is converted into whatever the subconscious wills. In the case of his Id- the selfish, darker side, it has been deemed 'Thanatos' or 'Death' energy. While in the context of his Superego- with altruistic and pure intension convert the Awareness energies into 'Eros' or 'Love'. Thusly he is either in Dusk- with the darker energies in a higher concentration, or Dawn- that of the lighter concentration. Both energies have been reported to be able to affect mental willpower of both the boy or his adversaries. With the ability to manifest and obliterate the illusions placed on his mental plate and even supercharge almsgivings, this energy is an incredible thing to comprehend and try to mold. It even appears to be something that can be added to nearly any normal manifestation of chakra, melding chakra across molding planers. While the boy hasn't exhibited signs of being able to consciously control the extra energy without the need of his subconscious, it is theoretically possible. Effects: (-4) • The user can apply the status effects 'Scared', 'Afraid', 'Terrified', or 'Petrified' to any technique for one turn that is of the Anima type while paying the same DP value in 'Thanatos' points.• Techniques that have the Anima tag can suppress for a turn stat addition/subtraction at the same ratios as Genjutsu deals it, paid in 'Thanatos' points. This action may be done in the Set-Up Phase.• The user may spend x% of their total 'Eros' points where x is equal to a .5% increase to chakra regeneration for the turn it is spent. This may not stack with any other chakra regeneration skills. This option may be used once per battle and a maximum of 50% AP may be spent on this. This may not stack with any regenerative skills active at the time of use.• The user may modify statistical decreases that have an Anima tag at the same rate as Genjutsu, paying for the difference in 'Eros' points.• The user may use this skill to make a technique of the Anima type, as long as they pay some form of AP. The user may pay 2% of their AP to make a technique of the Anima type.• The user (only when the Ego or the Sum is in control) may pay equal amounts of AP to negate Chakra and Stamina damage equal to the damage. This is done in the Response Phase and may only be used three times per battle. When this is used, the user sacrifices their Main Phase.• Awareness Points (AP) may be used equally as DP and may be applied to techniques for specific effects described in the techniques. Restrictions: - The user must have purchased 'Rank 2' of 'Signum Animorum' and 'Rank 2' of 'Vigilavi Mentem'. Corpus Discipluli [body of the Apostle] The later stages of the mutation were entirely so drastic that the former levels could only be seen as a stepping stone to the dormant condition. It appears as though the mutation metastasized from the brain and interlocked itself sleeping within the boy’s system all along, but similar to a lock and key system for activation, his body remained normal. When the brain exhibited a combination of the three separate entities into one unanimous being, it was almost like the brain reconfigured itself. In the moment that the boy becomes whole, his body undergoes a radical change. The central nervous system of the child’s body augments in size and shape, as the spinal cord enlarges itself from entwined neurons spreading throughout his body and causing dendrite shaped markings to appear over his body. The spinal cord grows to protect the neurons. The brain further exhibits its own fruit by sending more powerful messages throughout the body and causing a general magnetic and electric field around the boy directed by a strengthened peripheral nervous system. The cranial nerves further gain a protective axon that wraps around the twelve nerves, which also serves as a supreme conductor for neural messages. This mutation warrants the frightening ability to eject what is conjured in his imagination, or what haunts his illusions to physical, eclectic beings. This may also affect the balance of interlocking fields exhibited by brains and could cause an increase in suggestibility and manipulation. This dramatic transformation also seems to uproot something deep within the beauty of life itself. The body adheres to a near divine call to become prime as it is puppeted by the powerful brain. Through a mixture of convincing illusions and manifestations, the body of the boy ascends into his twenties, when his cells are completely operational and development is on the body and brain is complete. The chemistry of the brain also releases a surplus of acetylcholine and norepinephrine neurotransmitters. On another level, this takes the self-actualized persona to a deep and spiritual side, further exhibiting the possibilities of further senses developing in the body that connect more to people, especially those close to the boy, rather than to the physical world. The term 'apostle' was granted to this form, as it describes something beyond of the natural realm. Men who held close conviction and faith wielded immense power to exempt them from the natural laws and the exhibited test subject fit the description close enough. Upkeep: - 5% of Total Awareness Points (AP) must be paid for activation and Upkeep per turn.Effects: (-3)• The accumulated stat points in reserve will double when this form is activated and the reamining half of the points will be placed into Ninjutsu. This may not exceed 1.5x the base stat.• Anima type jutsu of this characters add on half of their Genjutsu modifier (Ghost Damage modifier) to the final damage. This may not be applied to Ghost Damage.• Anima type jutsu deal 25% of their final damage as ghost health damage, in addition to 100% health damage.• Decreases the upkeep of Genjutsu to 50% paid per turn. 'Anima' type jutsu also fall into this category.Restrictions: - In order for this extension to be activated, the ‘Sum’ must be in control of the user.Requirement: - Rank 4 of ‘Vigilavi Mentem’ must be purchased, 'Dux Crepusculae et Crepusculae' must be purchased and ‘The Seal of Animus’ must be unlocked for Sai. Clarus Caelum [Clear Heaven] Description: The power of the brain’s cognition is too often clogged by the conjunction of thoughts, sensations, perceptions, worries and little ideas that clutter the mind and deter it from its ultimate strength. This ability is only presented while the child remains in control of his mind, or the three entities find solemn unity amongst each other. The boy places himself in a meditative state, altering his consciousness and clearing the field of clutter. This thought change is so immensely powerful that his blood pressure evens out, along with steady rhythmic breaths, along with other physiological releases. During this time, the brain configures itself to release dopamine and serotonin, which may induce a momentary dream state. In this state, it may appear that the individual touches a sense of extrasensory perception including light imitations of clairvoyance, clairaudience and clairsentience. The unconscious brain can only sustain a safe limit of this state for a limited amount of time and thusly it restricts the transformation if the body is not strong enough.Effect: The user of this skill may sacrifice their Set-Up phase to add 20% of their concentration (stat reduction) modifier to their Genjutsu (Ghost Damage) modifier or Ninjutsu modifier (only if in a hybrid with Genjutsu) without any changes of the stats for that turn. This skill may not be used if the user is under more than the status effects equal to the value of their rank described: Chuunin; 1, Jounin; 2 Sennin; 3. This skill may only be used equal to those values too.Restrictions: In order for this skill to be used, the ‘Ego’ or ‘Sum’ must be in control of the user.Requirement: Rank 2 of 'Vigilavi Mentem’ must be purchased and the ‘Seal of Animus’ must be unlocked for Sai.Cost: -2 Donum Spiritūs [Gift of the Spirit] Description: As the body enters into the unification of the three entities contained within the boy’s singular body, eventually the brain creates further schemas that allow an easier activation of his true form. It draws from each entity separately and further integrates each one. The hypothalamus in the brain opens up a higher level of homeostasis. This ease of transformation hints towards the possibility that the brain is trying to keep itself in the self actualization mode. The brain goes through a process of learned behavior, adjusting to the radical changes easily and allows a proficiency in the act that accumulates overtime, similar to building a muscle. It brings forth the closest thing to a Heavenly body in the physical world and becomes a true gift filled with awe-striking wonder.Effect: For every rank of this skill purchased, the roll needed for the ‘Sum’ to be in control of the user adds these specific rolls in the order of: 2, 4 and 8.Requirement: Rank 4 of ‘Vigilavi Mentem’ must be purchased and the ‘Seal of Animus’ must be unlocked for Sai.Ranks purchased: x/3Cost: -1 per rank. ψ Signum Animorum [seal of Animus] ψSeal Type: Normal [Personal]Description: A Seal devised by Hōhken Aiji that teeters on the very limits of ethics. A rather light seal in nature, ludicrous in comparison to seals to chakra or even the legendary curse seals, this type of seal is inscribed on the temples of the sealee and traces down to the backs of their hands where an incantation is encircled on top of the tenketsu points. This seal enters in to the sealee’s hippocampus and disrupts the flow of episodic memories and their ability of recall. This is typically only used to change an identity or use humans as information transportation. This is augmented by the function of memory suppression and repression but incurred with this seal is the ability to block out the occasional leaked information of the locked memories which when mixed with the random processes of the unconscious mind may bring out the strangest and scariest bits of the human mind. This is seal also allows for the reconstruction of false memories in the sealee’s mind which often conflict with the stored memories. In the future, a reversal of the seal may be used, in which the true memories are brought back to the conscious mind and the truth negates all forms of the horrid polymerizations. With the seal unlocked, it grants the brain concise ability to hone in on hyperactivity, granting improved concentration due to the lifted restraints. The seal also drives deep in to the confines of the sealee’s DNA and releases the information stored in the unconscious relating back through generations, essentially the life story until the next generation was formed. Some are even convinced this collective unconsciousness exists for every human. Some may feel they have lived a lie or go through sever cases of identity crisis, depression or anger for having the seal placed on them. The animus is perceived to be part of a person's innermost self possibly developed by the collective experiences of a person mixed in with instincts. With the absence of the collective memories and rewriting certain moments in a person's life the animus is due to be suppressed, along with any strengths endowed with said spiritual energy.Rank 1: The sealee may not access their memories from beyond the point in time of being sealed. Every turn this character regenerates they must roll a d100 and add 1/10th of the Concentration modifier to the roll. Together, the roll must be greater than 60 or this character is inflicted with the status effect ‘Petrified’ for one turn whose subject is everything. The sealee may not access any Techniques of the 'Anima'* type. (+1)Rank 2: The sealee may now regain access of the memories prior to the seal being placed on them and the hindering part of the skill is revoked along with gaining access to 'Anima'. At this rank, stat subtractions made by Genjutsu are increased by 10% of its base and Stat additions made by Genjutsu will be modified at +1 point for 10 Genjutsu and +2 point for 40 Concentration. This may not exceed 1.5x the base of the stat. (-3)Condition: In order to reach Rank 2, the user must meet a 1000 word requirement where the person who placed the seal on them will remove it. At the end of the 1000 words, the sealee must roll a d10 with a goal of a 6 or above. If the sealee rolls a 5 or below, they will lose 10% of their ghost health and must write another 100 words and then roll again. If the sealee repeats this enough that they lose 100% of their ghost health then the next stat battle they will be in they will be inflicted with ‘Migraine’ for twp turn and ‘Headache’ for three turns after that. The second rank may only be achieved with a ten (10) level difference between the the seal being placed and unlocked.* Anima is not considered to be an 'element' per se, but it combines with other elements and void and denotes as the 'effect' of the bloodline on his chakra. Guide to Awareness Points (AP) Awareness Points (AP) may be used specifically in skills and techniques that name them and for classification purposes are considered to be an extra tank stat. However, it does not regenerate normally. It is gained at a rate of +10 per level. Awareness Points are divided up into two subsections, being Thanatos Points (TP) and Eros Points (EP). When the bloodline element 'Id' is in charge, then they may only use Thantaos Points and likewise when the 'Superego' is in charge then they may only use Eros Points. The Ego and Sum have access to both subsections described in the bloodline. A Technique may not spend more than 25% of its total cost in effects for a technique. If the user spends 50% of their total AP in one turn, they will take damage equal to 5% of their total health. Upon depleting the user's total amount of Awareness Points (AP) they will be inflicted with the status effect 'Tired' for four (4) turns. If the user does not choose to rest and end the status effect, they will fall under the status effect 'Asleep' for x amount of turns. X is defined by how many times the user has depleted their AP in the current battle. If the user falls asleep, they are given the option become 'Tired' for as many turns as they wish, gaining back 10% of the AP for each turn they choose to be 'Tired'. In addition, the user may pay 5% of their total chakra and stamina and 2y% of their total ghost health in order to restore y% of their AP in a Set-Up phase. The user must also refer back to the 'Cerebrum Finis' effect on the clause of spending AP. In addition, every time the user runs out of AP and regenerates, they will take Health, Ghost Health, Stamina and Chakra damages equal to 20z% of their respective tank stat totals, whereas z% equals the number of times depletion has occurred. Techniques with an Anima tag, denote techniques that have been infused the Awareness energies that grant AP. They are not necessarily an element and may be applied to techniques with any element. Anima type techniques and AP may not be used unless the bloodline is activated. Forlorn ChasmType: Ninjutsu/Genjutsu [Thanatos] [Anima] [Personal]Rank: JouninCost: 200 Chakra + 50 ThanatosDamage: 120Effect: The target is ‘Petrified’ for one turn. The target also loses 200 Concentration.Description: Whether a man fears heights, death or lonliness, all three and more can be found once they step into the hellish hole they perceive is in front of them. Saiyrueil's instinctive, violent side wills for a deep pit to open up with wailing souls screeching to leave the chasm they were bound into. The darkness overwhelms its prey, with palpable shadows moving and mocking, twisting and torturing the one side. Then, loneliness sets in, for what feels like months and years, there is nothing in their mind but black silence, leading quickly to madness and a broken attention span.Points: 5 - This is an example of a jutsu using AP, in this case converted into TP. The effects are shown clearly, with no hidden abilities, save from the skill listed above. Notes: The main part of the bloodline is the Corpus Discipuli extension. Having it only have a 20% of activation by paying 25 skill points, I decided it shouldn't be a gross amount of skill points, despite being powerful. At the maximum, for an additional 3 skill points, it has a 50% chance of activation. I added the Arcus Volo skill to make the bloodline actually do something, so I'm not throwing all these points into a 50% to be worth it. I also want to say, for balance sake, some of the points payed for in Arcus Volo are considered in my mind to be payed in the lesser branches that don't do much. Because of the vast amount of uses for AP, I think it's pretty balanced between skills, jutsu and the bloodline extension. It cannot regen and at max, the user will have 1200 AP at level 120. At max, the user will gain +600 stats with the first ability and that's at level 120 split between a few stats. In the extension the user will gain +600 (at level 120) additionally to their ninjutsu. Additionally, bloodlines like the Byakugan will, at max, get +3.5x to three of their stats, at level 120- that's 1260 stat points. I realize this is many braches, but some of them don't do much, they're just for organization's sake. For clarity the 'theme' of his bloodline is his brain got smart. So it's not just a bunch of random skills, if you need me to explain that, I happily will. Changed the title since it seems more than two minds in him, he's also legendary if that wins any points in leeway. <3 for reading all of this. Edited February 7, 2013 by Azure Editted In Accordance With New Advanced System Rules
Azure Posted December 6, 2010 Author Posted December 6, 2010 This is not dead, I just need someone to have a PB with me so I can show how this works, if it's too much to conceptualize without example
Tsu Posted December 7, 2010 Posted December 7, 2010 Give me the level and such of what you want to do and I can help out on all of that. <3
Azure Posted January 28, 2011 Author Posted January 28, 2011 If I could avoid doing the practice battle, I would like to do that for the sake of time. If it must be done, I shall. But if no one looks like this, Sai will be even more sad :c
cntrstrk14 Posted February 3, 2011 Posted February 3, 2011 Vigilavi Mentem [Awakened Minds] Rank 1: Every time this character levels up, they gain an additional 5 stat points that will be placed in a separate reserved pool. When this ability is activated, the user may allocate those points to wherever the user chooses, but once the ability is deactivated, the added points will be set back to the original separate pool and any stat changes will be reverted. The stat allocations may never exceed 1.5x the base stat being allocated. The only exception to this is tank stats. They may not have any additions or subtractions in this process. At character creation, the character must have a predetermined range of stat point distribution when entering in to each state and will be approved when the character is. When this ability is activated, the user rolls a d2. On the result of a 1, the ‘Superego’ becomes in control of the user; on the roll of a 2, the ‘Id’ is in control of the user. (-2) Lots of words in here, I would suggest the following to cut down on confusing word clutter. Rank 1: Every time this character levels up, they gain an additional 5 stat points that will be placed in a separate reserved pool. When this ability is activated, the user may allocate those points to any of the stats designated by the state of mind that is in control. The stat bonus may never exceed 1.5x the base stat being allocated and points may not be allocated to tank stats. When this ability is activated, the user rolls a d2. On the result of a 1, the ‘Superego’ becomes in control of the user; on the roll of a 2, the ‘Id’ is in control of the user. (-2) I would also take this portion and put it above the ranks, as a note/explaination that is seperate than the skill to reduce confusion. The part that I put in brackets is unclear to me, I think it needs more explaination or to be clearer. Pulling this out to its own area will allow you to explain it further. I think you need to better outline the role of superego, id, ego and sum in this area. Mostly how they guide the stat distribution and how much restrictions they give the player. At character creation, the character must have a predetermined [range of stat point distribution] when entering in to each state of mind. This will be approved by staff when the character is created. Penitus Cogo [internal Drive] Rank 1: Every time this character levels up, they will gain 10 Spiritus (SP) points that will be placed in a separate stat pool. Once the bloodline becomes active, if the resulting activation is that the ‘Superego’ is in control, the points are converted in to ‘Eros’ points. If the resulting activation yields that the ‘Id’ is in control, the points are converted in to ‘Thanatos’ points. (-2) Naming them "SP" points can be confusing, since we already have SP in our system. Reading this I am also unclear as to what these do. Maybe a quick "note" above the ranks but after the description that is strictly a mechanical "these points will do _____" would be useful. Arcus Volo [Arced Wish] Rank 1: The user may deter up to 1/4 of stat subtractions to other stats, as well as negate 20% of the total. (-1) Reading this on its own I I do not have enough information. Is the 1/4 calculated before the 20% negation? or after? Rank 2: The user may negate status effects equal to 1/4 of their total SP. This may not be applied to terrain or climate effects. A separate tally must be kept of how much 'SP' has been used in this regard, however this ability will not subratct from the total SP and no fatal outcome will occur when the total reaches 0.(-2) Use of SP confused me at first, but I am unclear as to what you want here. You mention that you keep track of how much SP this has used, but then say it doesn't use SP, and THEN say that if SP reaches 0 that its not fatal. Does it use SP to negate these effects or not? Also, you say "equal to 1/4 of their total SP", does that mean DP? I am going to make some assumptions and suggest this rewrite... Rank 2: The user may spend their SP to negate status effects with DP equal to 1/4 of their total SP. This may not be applied to terrain or climate effects. (-2) Any negative effects of losing SP and how to keep track of it should be mentioned and stated in Penitus Cogo, that way it is all in one place. If other abilities subtract from SP they would not know the rules for reaching 0 or keeping track of it because it is hidden in a different skill. I will review more of this later when I have time.
Azure Posted February 3, 2011 Author Posted February 3, 2011 THANK YOU. Finally feedback. At any rate, after some thinking I decided to change SP, instead to avoid confusion, I renamed it AP, for Awareness Points, same concept different name. I have some back ups for that as well, if it needs another change...Anyway, I moved some things around, hopefully to make it less confusing. As for Arced Wish's second and fourth rank, what I meant was this: the user can negate status effects [so DP] equal to 1/4 of their total AP. So If I had 100 AP, I could negate 25 DP worth of effects. It's kept as a separate tally, but doesn't subtract from how much AP I currently have. So when this tally reaches 0, nothing happens to the character, I just can't use this ability anymore. If you think it should cost AP, I'll understand and may have to rework another mechanic.
cntrstrk14 Posted February 3, 2011 Posted February 3, 2011 I would think costing AP would be the most logical, otherwise its immunity to almost any status effect until they hit a "limit". At level 100, you have 1000 AP, which means you are virtually immune to ALL status effects for the entire battle. Even if someone used a Jounin level jutsu that were ONLY 380 DP worth of status effects (something I have never seen) it would take 3 turns of getting HIT with those effects before they would do anything. I think that branch needs a serious rework. I like the base concept, but it gets way too powerful.
Azure Posted February 3, 2011 Author Posted February 3, 2011 The limit is capped at 1/2 so the max would be 600 dp worth. Added in the drainage on the AP and such.
cntrstrk14 Posted February 6, 2011 Posted February 6, 2011 Okay, this took a bit. Vigilavi Mentem [Awakened Minds] What are the rules on determining the "predetermined stats". Does each state get 3? Does it not matter and is totally up in the air for the staff to decide? Otherwise this looks good Penitus Cogo [internal Drive] This is a lot more comprehensive, though I would like this skill to also outline exactly what AP can ever be spent on. If this is just "AP is spent on bloodline skills" that will be enough for me. I just wouldn't want this popping up sometime down the road as a way to pay for a cost of something not in the original wrapper. Arcus Volo [Arced Wish] Rank 1: The user may negate 20% of stat subtractions targeted at them as well as deter up to 1/4 of the stat subtractions after the negation and other calculations. (-1) "Deter" isn't enough here, I had to think a few seconds before I remembered what it said before. I think you need to say "deter up to 1/4 of the stat subtraction to another stat after the negation..." etc. Also, round up or down? Rank 2: The user may negate status effects equal to 1/4 of their total AP. This may not be applied to terrain or climate effects. The amount of DP negated will be subtracted from the user's AP total. (-2) I still feel this is really powerful. As I said, at level 100 you are basically immune to all status effects. If you are hit by over 1000 DP worth of status effects in one battle I think you are doing something wrong. Of course, re-reading it maybe the wording is not clear. Do you mean this can negate up to 1/4 TOTAL (as in, for the entire battle) or can only negative status effects with a DP up to 1/4? Because if it is the second, at level 2 with the second rank you basically can avoid any status effect. Also, since this says "may" you can cherry pick what you want to dodge. At this point I don't know what else AP is spent on, but if you just got AP and this skill it would be pretty broke. Cerebrum Finis [brain Limit] Rank 1: After the character activates the effect of the bloodline, the character will not be able to remember anything that happens during time in which this bloodline is activated. On the fifth turn of the user after activation, they will take bleed damage equal to 5% of their total health and every turn after that. This will also occur if they deplete 50% of their selective AP in one turn. On the seventh turn after activation they must roll a d10, on the result of a 1, they will fall unconscious. Every turn after the seventh turn, the chance of falling unconscious increases by 1 roll. (+2) I do not understand the significance of the underlined part Upkeep -5% of the character's Total Chakra per turn. This seems out of place, I feel like this should be near the top near the first part of the bloodline where it first talks of activation? I assume the restrictions and rank requirements are for all of the above skills as well? This is kind of unclear. Dux Crepusculae et Crepusculae [Conduit of Dusk and Dawn] • The user can apply the status effects 'Scared', 'Afraid', 'Terrified', or 'Petrified' to any technique for one turn that is of the Anima type while paying the same DP value in 'Thanatos' points. This seems okay. Lots of free options at level 100, but thats okay. • Techniques that have the Anima tag can nullify stat addition/subtraction at the same ratios as Genjutsu deals it, paid in 'Thanatos' points. This action may be done in the Set-Up Phase. What exactly does "nullify" mean here. Does that mean to suppress for one turn? Or does this mean to permanently remove? Also, does this mean that you can use any Anima technique in the setup phase? What happens to other effects of that technique? • The user may spend x% of their total 'Eros' points where x is equal to a .5% increase to chakra regeneration for the turn it is spent. This may not stack with any other chakra regeneration skills. This option may be used once per battle and a maximum of 50% AP may be spent on this. Woah. That is a lot, especially considering out nerfs of chakra regen awhile back. +25% regen for a turn (so +40% chakra in one turn with other skills). I guess I could be okay with it, as you could only do it twice, but it still seems like a lot of regeneration. Especially since its like, 1 of 8 effects in this skill. Also, when is this done? Setup Phase? • The user may modify statistical decreases that have an Anima tag at the same rate as Genjutsu, paying for the difference in 'Eros' points. What? Is this a technique they use? And does this mean it can break the caps for the technique? Is there a cap for this specific ability? How many turns does this bonus apply? If you use this on a 5 turn jutsu does the bonus apply for all five turns? This ties in with the genjutsu problem I talked about in admin. • The user may use this skill to make a technique of the Anima type, as long as they pay some form of AP. This is vague. Does this turn any technique into an Anima type? Can this turn Rasengan into Anima type? And whose technique? Yours or the opponents? And how much AP is paid, and when, and how? Do Anima techniques use AP? There needs to be a way to determine how much is paid if it pays any. • The user may pay 2% of their AP to make a technique of the Anima type. So I wrote all of the above and then read this. I'll keep it there as a point though, this statement should be in the above line. • The user (only when the Ego or the Sum is in control) may pay equal amounts of AP to negate Chakra and Stamina damage equal to the damage. With 1000 AP at level 100, that is a LOT of reduction. Is this just a skill used in the response phase? Can it be used over and over? Does it lose your main phase or do you just get to negate it and then continue as normal? I feel like it should only negate up to 50%. • Awareness Points (AP) may be used equally as DP and may be applied to techniques for specific effects described in the techniques. So... this just says you can use techniques that have AP in the cost? That seems fine actually, I was anticipating this since I read the above skill that makes AP. Corpus Discipluli [body of the Apostle] • The accumulated stat points in reserve will double when this form is activated and the reamining half of the points will be placed into Ninjutsu. This may not exceed 1.5x the base stat. So, a total of 1000 stat point bonus at level 100? 1400 at level 120? Seems a bit too much in my opinion. (600 in pre-determined slots in any amount and 600 in ninjutsu). In comparison, Alchem gets you 800 anywhere in any amount and sends you to the hospital. I feel that it should maybe be more around 1000 because of the flexibility presented. • Anima type jutsu of this characters add on half of their Genjutsu modifier to the final damage. Even on Genjutsu attacks? So Genjutsu attacks would get doubled up modifiers? And normal attacks get 1.5x modifiers or so? Which modifier anyways? The ghost damage modifier or the stat addition modifier? Because they are different modifiers. I don't like this part though. • Anima type jutsu deal 25% of their final damage as ghost health damage, in addition to 100% health damage. Bonus modifiers AND a bonus 25% damage? :\ • Decreases the upkeep of Genjutsu to 50% paid per turn. 'Anima' type jutsu also fall into this category. This seems okay... This skill does a lot. Clarus Caelum [Clear Heaven] Effect: The user of this skill may sacrifice their Set-Up phase to add 20% of their concentration modifier to their Genjutsu modifier or Ninjutsu modifier (only if in a hybrid with Genjutsu) without any changes of the stats for that turn. This skill may not be used if the user is under more than the status effects equal to the value of their rank described: Chuunin; 1, Jounin; 2 Sennin; 3. This skill may only be used equal to those values too. This sounds a lot like a part of the last skill I reviewed, but even MORE modifiers onto your techniques. Also, which modifier? just saying "modifier" doesn't tell much since the concentration is "for every 20 + 1". I don't like multiple skills stacking with adding additional modifiers. This is like doubling up modifiers in a turn, which I am sure you know that I hate with a passion. Donum Spiritūs [Gift of the Spirit] So for -3 SP you have a 100% chance to have the Sum in control? I don't mind this, but it seems to take away a lot of the coolness of the bloodline. Also, though I know what it means, by the way it is written, a roll of an 11+ in your first skill isn't defined. You might want to change that to 8+. Signum Animorum [seal of Animus] Rank 2: The sealee may now regain access of the memories prior to the seal being placed on them and the hindering part of the skill is revoked along with gaining access to 'Anima'. At this rank, the sealee may also gain the memories of their entire point up to the point of conception of the next generation. In addition, stat subtractions made by Genjutsu are increased by 10% of its base and Stat additions made by Genjutsu will be modified at +1 point for 10 Genjutsu and +2 point for 40 Concentration. This may not exceed 1.5x the base of the stat. Did you really mean "Next generation" in this post? As in, you can tell the future? Also, is this rank suppose to erase the regeneration negative of the previous one? If not ignore my comment Guide to Awareness Points (AP) Oh look, its that thing I requested way up above somewhere. I guess you can ignore that. A Technique may not spend more than 25% of its total cost in effects for a technique. What? If the user spends 50% of their total AP in one turn, they will take damage equal to 5% of their total health. This also answers an earlier question. Upon depleting the user's total... This was mentioned above wasn't it? You should only write this in one place, less chance to change one or have some kind of contradicition. In addition, it seems like you have a lot of ways to regain AP. Techniques with an Anima tag, denote techniques that have been infused the Awareness energies that grant AP. They are not necessarily an element and may be applied to techniques with any element. What?
Azure Posted February 6, 2011 Author Posted February 6, 2011 Vigilavi Mentem [Awakened Minds] - It doesn't matter, what I listed there was just something I thought would fit both the idea of the bloodline and balance as well. As more of the bloodline is purchased, more stats are able to be delegated to. I almost think it's redundant to even list a 'rule' on it since it can't be changed and is only used for one character, unless NA has a 10 year time skip. Arcus Volo [Arced Wish] Prt. 1 - Fixed. Rounded down. Arcus Volo [Arced Wish] Prt. 2 - It is powerful, but since the bloodline is based off of AP, I can use it with this, or use it with something else. Clearly if I drain it away with nixing status effects, I can't activate the higher ends of the bloodline. If you think it needs to cost more I'll be fine with raising it a few points. Dux Crepusculae et Crepusculae [Conduit of Dusk and Dawn] • The user may spend x% of their total 'Eros' points where x is equal to a .5% increase to chakra regeneration for the turn it is spent. This may not stack with any other chakra regeneration skills. This option may be used once per battle and a maximum of 50% AP may be spent on this. - Added: May not stack with other regeneration skills active at the time. • The user (only when the Ego or the Sum is in control) may pay equal amounts of AP to negate Chakra and Stamina damage equal to the damage. - Added that it may only be used three times per battle with sacrificed Main Phase. If it's only 50% effective I don't feel like a Main Phase should be sacrificed at all. Cerebrum Finis [brain Limit] - The underlined part is referring to the previous statement. See: Grammar. So, if you waste your AP in other things, you're gonna get hit. I will also make a note that these hindering status effects can't be reduced by the bloodline effects. Corpus Discipluli [body of the Apostle] - It is a lot, but there's only a 30% chance that this CAN be activated, and at max (with other skills) a 50% chance. Plus, if this is activated, a hospital stay is required. • Anima type jutsu of this characters add on half of their Genjutsu modifier to the final damage. - Added that Ghost damage doesn't get applied to this. • Anima type jutsu deal 25% of their final damage as ghost health damage, in addition to 100% health damage. - I'm willing to nix this part, I just thought it'd be a cool little thing to add. Clarus Caelum [Clear Heaven] - I can say that it may not be used if 'Corpus Disciupli' is active. Also, cleaned up modifiers. Signum Animorum [seal of Animus] -Screw it, got rid of the memories thing.