Ratman

attempt to fix fuuinjutsu

Apr 11th, 2019
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  1. Fuuinjutsu
  2. Complex art capable of many effects, based in written words, which have had power stored in them over centuries.
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  4. Fundamentally, a Fuuinjutsu is a Jutsu with the "Fuuinjutsu" Effect. Fuuinjtusu have, by default, Range 0 and damage 0, which requires it to be pre-written, applied point-blank, or placed via a weapon with an attached Tag. This range cannot be increased save through "Fuuinjutsu Training" abilities. In battle, a Fuuinjutsu requires 1/2 the Effect's Complexity of chakra and 1 Partial Action to activate by characters who have learned the particular effect with Fuuinjutsu Training, and two Partial Actions by characters who didn't.
  5. Anyone can perform the activation, even without training, but activating a Fuuinjutsu is not the same as creating and placing it. Fuuinjutsu are, essentially, pre-made elaborate jutsus, completed on the spot with the final touch, the activation. In order to accomplish this, the Jutsu must be cast on a vessel first. Once the Jutsu is placed, it can't be removed without the use of Fuuinjutsu itself.
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  7. Basic Fuuinjutsu: [Complexity: /CC: 3 /Range: 0 /Speed: 10 Partial Actions /Effect: ]
  8. While placing the jutsu onto the container, you may add a single "Fuuinjutsu Effect" to the Jutsu. Seals must be applied directly to a special receptive surface in a scroll or tag, or skin - either a willing person or a "Stunned" target. They may also be applied through the use of the "Ritual Circle" Talent.
  9. A Jutsu with the "Fuuinjutsu" effect has a base Chakra cost of 3, additionaly increased by 1/2 the Complexity the "Fuuinjutsu Effect" to a minimum of 1. Fuuinjutsu effects cannot be removed by grit. Even if the Jutsu deals no damage, the Fuuinjutsu Effect will always be applied.
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  11. Fuuinjutsu Containers
  12. Seals: Writing of complex symbols and signs that represent the effects of a Fuuinjutsu. A seal cannot be created in combat - it is pre-made, and applied to a person somehow, in order to activate it. Seals can be applied to any surface, including painting on the skin of living creatures, but doing so requires a "Stunned" or willing target. They may be stored inside of a scroll, but require the chakra cost of the Fuuinjutsu be paid by the individual activating the scroll. You use your own Fuuinjutsu Training to apply the Seal to a target, but do not need to know the Seal contained in the scroll, or even have ranks in Fuuinjutsu Training.
  13. Seals in scrolls also count as a Jutsu, using their Chakra cost. When they are activated, the entire Jutsu must be cast, but its speed changes to that of the activation. They may be used point-blank offensively, with a roll of Ninjutsu+Fuuinjutsu Training, and disappear from the scroll only if they land. Seals painted on people cannot be used offensively, unless they are affecting the person they are painted on - however, they only cost half the Seal's complexity to activate. It should be noted that Seals on people can be activated by either the bearer or anyone else who manages to touch them, but Tattoos can only be activated by the bearer.
  14. Painted seals are one-use - they disappear from the scroll or person once activated, leaving them blank, unless stated otherwise. A character trained in Fuuinjutsu may rewrite any of their scrolls in Downtime without this Exhausting them, depleting their Chakra reserves, or otherwise impacting their regular use of Downtime. The particular effects on a scroll are not set in stone, as long as they can fit, and an old scroll can be used for a different effect later.
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  16. Tags: Sheets of paper with Seals upon, a tag is adhesive and can be applied directly to a target with a successful Taijutsu + Martial Arts Training roll. They may be placed automatically on a "Stunned" target, and when a character activates a Tag, they may activate all the Tags in battle that they have made or placed at once. Activating a tag costs half the Seal's complexity in Chakra, and if more are activated at once, each has to be paid for.
  17. Removing a tag requires a partial action and X Chakra where X is the Tag creator's Rank. If placed on the ground a target may trigger its effects by stepping on it. Seeing a Tag when placed on the ground requires "Chakra Sight" or "ACD". However, if a shinobi stops their movement within Burst 2 of the Tag they may see it through normal means at the start of their next turn.
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  19. Tattoo: A seal that has been placed into the target's skin during a non-combat scenario. In essence, a reusable Seal. Every individual tattoo can only be used once per combat. Like a painted seal, it costs half the effect's Complexity in Chakra to activate, but unlike a painted seal, it is activated with a free action for characters who have learned its effect, and a Partial for those who didn't. A Tattoo cannot be removed during combat - using Fuuinjutsu Release on the target renders it temporarily inert, and useless until the combat ends. Tattoos are, typically, used for defensive purposes. They may be of any Complexity.
  20. A character may have an amount of Tatoos on their skin equal to 1/2 their Fuuinjutsu Training ranks, but they are allowed at least one.
  21. Getting a Tattoo costs a Downtime and 6 Resources, as per Equipment rules. A character can instead pay half the Resources and spend the Downtime having the Tattoo 'expanded', as means of replacing an old seal with a new, more desirable one, but in such a case, the new Tattoo must be of higher Complexity. If you could not create the Seal yourself, the GM may up the cost depending on the desired effect of the Seal, or forbid it entirely, at their discretion - Ninja capable of such advanced techniques might not necessarily have time for you!
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  24. In case that a character would want to repaint a scroll, add an effect on a blank tag, or paint a seal on someone's body mid-adventure, they must apply the seal as a Jutsu. It is actually only ever applied this way, but typically off-screen during Downtime, at no cost. Anyone can use a Fuuinjutsu scroll, or get themselves a tatoo and channel chakra through it. A GM should be wary of which effects they make available to the player characters, however, since Fuuinjutsu is a rare art. In the end, the best way to gain access to a Fuuinjutsu effect should be to learn it yourself.
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  27. Fuuinjutsu Effects
  28. Exhaustion (1 Complexity): This seal reduces the target's reaction times and makes them sluggish. They lose 1 Speed Rank and suffer -2 ASP to uses of "Taijutsu".
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  30. Release (2 Complexity): This seal's purpose is to unleash and remove a seal from an affected target. Instead of the usual cost, it may be placed with an amount of Chakra equal to the Summoner's Fuuinjutsu Training Ranks. This negates and removes all Seals and Tags, with a Chakra cost equal to or less than this Seal's cost.
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  32. Generic Sealing Seal (2 Complexity): This seal allows Equipment to be stored away, ready for later use. A single instance of "Generic Sealing Seal" can store up to 5 Resources of equipment.
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  34. Adrenaline (2 Complexity): A basic supportive seal, which helps those that help themselves. This seal activates automatically when you'd be able to use a follow-up in combat, and is activated as free action. Once per battle, it allows you to use Thrill of Battle without paying Grit. It can be a Seal or a Tatoo, it cannot be a Tag. It can be tatooed on the same shinobi any number of times, but only painted as a seal once.
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  36. Elemental Rejection (3 Complexity): This seals serves to protect one from a certain element. When the Fuuinjutsu is activated, Shinobi bearing this Seal cannot be harmed by Jutsu of that Element for 2xRank rounds, unless they have more seals than Triple the Fuuinjutsu Training of whoever made the Seal. It can be a Seal or a Tatoo, it cannot be a Tag. This Fuuinjutsu Effect can be learned multiple times, once for every element.
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  38. Weakness Purge (3 Complexity): This seal can be used to remove a certain conditions: staunch bleeding, stop the spread of venom, or clear one's senses. It costs one Partial Action less to activate than usual. When activated, it allows the user to remove a condition out of Poisoned, Bleeding, Stagger, Unnerved, and Exhausted, specified at the time of making the seal. In case of being made a Tattoo, it is specified permanently. Each of the effects can only affect a person once per day, and the effects may be reapplied next turn, if their sources are permanently active.
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  40. Vacuum (4 Complexity): This seal leeches a shinobi's Chakra energies and exhausts their spiritual power. Whenever a shinobi with this seal pays Chakra for any purpose the cost is increased by 50%, rounded up.
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  42. Disruption (4 Complexity): This seal causes a shinobi's chakra system to mold less effectively. The number of Partial Actions needed to complete a Jutsu increases by 2.
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  44. Beast Sealing (4 Complexity): This seal creates chains of chakra that surge around the target to bind them. If used on a Tag, when placed, the target becomes completely enshrouded by chains, becoming "Stunned" for a Round. If used as a Seal the target's legs become bound, causing them to suffer "Constrict" on both of their legs. These chains have Injury equal to 5*Fuuinjutsu Training Ranks.
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  46. Summoning (4 Complexity) [Requires Summoning Contract]: This seal is often prepared to call upon animal ally in a time of need. This seal allows you to summon a creature from your Menagerie. The creature or creatures summoned are decided during this seal's inscription and the cost of the summoning jutsu is decided as per Summoning rules, but instead of paying the chakra cost when activating a scroll with this seal, a shinobi may pay with 8 Injury for each point of chakra the jutsu would otherwise cost. Additionally, a creature summoned this way may act immediately. If it already could act immediately, it gains an additional Partial Action to use.
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  48. Ninjutsu Component (4+ Complexity)
  49. This pattern bears the initial seal of an Elemental Ninjutsu, which can then be completed by the user using Partial Actions. It can be activated as a free action, but it can't be used to complete a Jutsu without any partial actions. It must be a Seal or a Tatoo, it cannot be a Tag.
  50. This effect can be learned mutliple times, for different seals. It can also be learned at 7 and 10 Complexity, where it provides two and three seals respectively. If learned then, the seals will be always used in specific, pre-determined order.
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  52. Regeneration (5 Complexity, Req. Medical Training 2 by target)
  53. This seal is used to help recover one's wounds in battle without lowering their guard. At the end of the user's every turn, it starts to recover an amount of Injury equal to twice the user's Medical Training ranks, and will continue to do so for a number of rounds equal to twice the user's Rank. In return, the user takes a -1/Grit penalty as their body focuses on recovery. It must be a Seal or a Tatoo, it cannot be a Tag.
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  55. Hone Senses (5 Complexity, Req Genjutsu Training 2 by target)
  56. This seal temporarily puts one into a higher state of sensitivity. When it's active, half the target's Genjutsu Training is added to their Intuition, also affecting their Initiative. It must be a Seal or a Tatoo, it cannot be a Tag.
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  58. Focus (5 Complexity, Req. Martial Arts 3 by target): A seal used for direct combat. Puts one into Focused state, granting +1 Taijutsu and 15 Chakra-based DR, lasting Rank rounds. It must be either a Seal or a Tatoo, it cannot be a Tag.
  59. A character may only have one Seal of this effect, or a number of Tatoos equal to half their Rank. Their instances of Focus still cannot exceed the usual maximum.
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  61. Elemental Devour (6 Complexity): The seal serves as a vacuum for a certain element. If used as a Tag, Tatoo, or a Seal on the body, the next use of a Jutsu is drawn towards the shinobi bearing the sign, causing them to automatically become hit. If used in a Scroll, it can be used to defend against an elemental Jutsu, and automatically, safely lock away and negate a number Jutsu of the specified element costing 6 Chakra or less.
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  63. Evil Sealing Method (6 Complexity): A useful technique for a shinobi who fears other "Fuuinjutsu Users", this method allows the suppression and removal of weak seals. This may only be applied to a willing target, and only as a Seal. Doing so negates and removes any "Seal" and "Tattoo" type "Fuuinjutsu Effects" on the target with a lower Complexity than this Method. Against other stronger effects a shinobi must pay the difference in Chakra each encounter or suffer its effects during the encounter.
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  65. Prohibition (6 Complexity): This seal forbids a shinobi's body from motion. They become "Stunned", and can only observe their surroundings. However, this seal can be broken by paying X Chakra where X is your Rank.
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  67. Annihilation (6 Complexity): The same seal used on the Black Ops "Scroll of Disposal", this seal consumes organic matter and obliterates it. This seal remains inert for a number of rounds equal to the number of limbs it is affecting. A full human body takes 4 Rounds to dispose and must receive perpetual chakra from the seal's user. The user must remain adjacent to the seal and spending their full-turn to focus on it.
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  69. Camouflage (6 Complexity): A Tatoo used to blend into the environment. If the target of this seal is detected, they may try to reroll their Stealth result, but they have to stick with the new result. It must be a tatoo, it cannot be a Seal or a Tag.
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  71. Forbiddance (8 Complexity): Often found in the hands of teams who are well aware of what they are going up against, this seal locks away a certain element from being molded by the victim. Designate an element upon placing the seal, a shinobi affected by this seal cannot use Jutsu or Channel Elemental Chakra of that element.
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  73. Strength of One Hundred (8 Complexity, Requires Summoning Contract: Slugs): A secret seal taught by the Slugs, this seal is a nearly limitless reserve that can store Chakra. At the end of each encounter a shinobi may pay X Chakra which is stored into the Seal. Additionally, during any Downtime, they may pay X Chakra which is removed from their Chakra Pool at the start of the next Mission. This seal may hold a maximum Chakra of the User's Rank*30. Releasing the seal is a partial action. Once opened it may be closed as a full-Round action. Regardless of much the user actually draws from the seal Chakra bleeds out at a rate of minimum 20 Chakra per round. If the user uses 20 or more during a single Round they do not lose any additional Chakra. If they use they also lose the difference from the Seal until it is drained of 20. This must be placed on the user as a Tattoo and appears on their forehead.
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  75. Prison Sealing (8 Complexity): A seal designed to prevent targets from escaping. If put on a "Stunned" target, it maintains the "Stunned" condition as long as a user spends their whole turn maintaining it. If the target does not escape until the end of Combat, they are considered "Defeated" and may be captured.
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  77. Reverse Four Symbols Seal (10 Complexity): This seal is hideous and can only be made into a tattoo. When the user is Defeated they may pay 5 Chakra. If done so all shinobi have a Round to escape a Burst 10 area around the user. A Round exactly from when the Seal was activate it vacuums all targets and into the seal, forever storing them into the now deceased shinobi's body, effectively killing them.
  78. Demonic Seal: Hell Withering (10 Complexity): This seal places a heavy weight on the body of the victim and drains their life force. The victim uses 1/2 their Taijutsu score for all Damage and Dice Rolls. Additionally, the shinobi suffers a cumulative -1 ASP on all "Attack" actions and "Defend" actions that are based on Taijutsu. The penalty increases at the end of each of their turns.
  79. Demonic Seal: Hell Draining (10 Complexity): This hideous seal spreads like a curse through a shinobi's chakra system and destroys it from within. The victim loses an amount of Chakra equal to their Rank * 2 at the end of every Round and is unable to use "Mold Chakra" action.
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