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 [Strong] The Eight Celestial Gates

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PostSubject: [Strong] The Eight Celestial Gates   [Strong] The Eight Celestial Gates Icon_minitimeSun Sep 09, 2012 2:03 pm

The Eight Celestial Gates
25 Tokens per Gate

[Strong] The Eight Celestial Gates Rock+lee+gates

History and Information
The Eight Gates are eight specific points on a person's Chakra Pathway System. They limit the overall flow of chakra within a person's body. The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By undergoing intense training, one can learn how to open these gates allowing the user to surpass their own physical limits at the cost of extreme damage to their own body.

The state of having all Eight Gates open is known as "Eight Gates Released Formation". Any shinobi who activates this state will temporarily gain powers greater than a Kage, but they will die because of the damage done to their body. Due to the immense amount of chakra flooding the body all at once, drastic changes can occur upon the user's body. The most common of these changes are the darkening of the skin, eruption of veins around the temples, and the eyes turning completely white, though this is not always the case. The recipient's voice also becomes deeper for the duration of the release.


Gate Maximums
Academy Student: 1-3
Genin: 1-4
Advanced Genin: 1-5
Chunin: 1-6
Special Jounin: 1-7
Jounin: 1-8

Gates 1, 2, 3, 4, 5 and 6 stack to the passive cap of +6 to rolls.
Gates 7 and 8 count to the Jutsu cap to rolls.

______________________________________________________________

Gate One: The Gate of Opening
The Gate of Opening (開門, Kaimon), located in the brain. This gate removes the restraints of the brain on the muscles so 100% of their strength can be used whereas normally, a person can only use 20% of their muscles' strength to keep them from disintegrating. Unlocking this gate allows the user to use the Front Lotus.
Universal: This Lasts 1d4+1 Rounds, +1 to Dex/Str/Con Rolls, +1 to Taijutsu/Kenjutsu Damage Rolls, +1 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

Gate Two: The Gate of Healing
The Gate of Healing (休門, Kyūmon; English TV "The Gate of Rest"), located in the brain. Forcibly increases one's physical strength and temporarily re-energises the body. .
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1's Duration, Replaces its Bonuses), +2 to Dex/Str/Con Rolls, +2 to Taijutsu/Kenjutsu Damage Rolls, +2 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

Gate Three: The Gate of Life
The Gate of Life (生門, Seimon), located on the spinal cord. Allows the user to use the Reverse Lotus. The increased blood flow turns the skin red. .
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2's Duration, Replaces its Bonuses), +3 to Dex/Str/Con Rolls, +1d4 to Taijutsu/Kenjutsu Damage Rolls, +3 DR vs HP/CP Dmg, +1 CP Regen a Round. Take 1d4 HP Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

Gate Four: The Gate of Pain
The Gate of Pain (傷門, Shōmon), located on the spinal cord. Increases the user's speed and power. May cause muscle tissue to tear on use.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3's Duration, Replaces its Bonuses), +4 to Dex/Str/Con Rolls, +1d4+1 to Taijutsu/Kenjutsu Damage Rolls, +4 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP Damage 1 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

Gate Five: The Gate of Limit
The Gate of Limit (杜門, Tomon; English TV "The Gate of Closing"), located in the abdomen. Increases the user's speed and power.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4's Duration, Replaces its Bonuses), +5 to Dex/Str/Con Rolls, +1d4+2 to Taijutsu/Kenjutsu Damage Rolls, +5 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP Damage 1 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

Gate Six: The Gate of View
The Gate of View (景門, Keimon; English TV "The Gate of Joy"), located in the stomach. Increases the user's speed and power. Allows the user to perform the Morning Peacock. Opening of this gate releases such enormous amounts of chakra that it can cause nearby water bodies to form a vortex around the user.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5's Duration, Replaces its Bonuses), +6 to Dex/Str/Con Rolls, +1d6+1 to Taijutsu/Kenjutsu Damage Rolls, +6 DR vs HP/CP Dmg, +2 CP Regen a Round. Take 1d6 HP 1 Cell Damage Point Damage On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

Gate Seven: The Gate of Wonder
The Gate of Wonder (驚門, Kyōmon; English TV "The Gate of Shock"), located below the stomach. Further increases the user's speed and power. Allows the user to perform the Daytime Tiger. Those who open this gate will pour glowing blue sweat from every inch of their body, which immediately evaporates from their own heat energy, creating an aura which people would mistake as a blue chakra coating. Unfortunately, the side effects of opening the gate are that the user's muscle fibres are ripped to shreds, causing intense pain if anything or anyone touches them.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5/6's Duration, Replaces its Bonuses), +8 to Dex/Str/Con Rolls, +2d4+2 to Taijutsu/Kenjutsu Damage Rolls, +8 DR vs HP/CP Dmg, +4 CP Regen a Round. Take 1d8 HP Damage, 4 Cell Damage Point On-Activation. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

Gate Eight: The Gate of Death
The Gate of Death (死門, Shimon), located at the heart. Releasing this gate uses up all of the body's energy. It makes the heart pump at maximum power and exceeds the power of every other gate. Opening this gate gives the user power that is even beyond the five Kage, but comes at the expense of the user's death shortly after.
Universal: This Lasts 1d4+1 Rounds (Stacks with Gate 1/2/3/4/5/6/7's Duration, Replaces its Bonuses), +12 to Dex/Str/Con Rolls, +1d10+5 to Taijutsu/Kenjutsu Damage Rolls, +12 DR vs HP/CP Dmg, +8 CP Regen a Round. After the Duration Ends, Character is Perma-Dead. (Counts toward Jutsu Maxes not Passive Maxes, Free Action to Activate)

______________________________________________________________

Physical Mastery
(50 Tokens - Enhanced Kinjutsu)

User of the Eight Gates has slowly mastered the true power of them, allowing them to constantly put their bodies through severe pain and training as a whole for their combat training, this allows their Physical Endurance and powers to be far more then normal, granting them endurance against the pain of using the gates.

Academy Student: +1 DR vs HP Dmg, +5 Total HP
Genin: +2 DR vs HP Dmg, +10 Total HP
Chunin: +3 DR vs HP Dmg, +15 Total HP
Jounin: +4 DR vs HP Dmg, +20 Total HP

______________________________________________________________

Cell Damage Chart
Quote :
10 Cell Damage: -2 to Attack/Defense Rolls, -1 to Damage Rolls
20 Cell Damage: -4 to Attack/Defense Rolls, -3 to Damage Rolls
30 Cell Damage: -6 to Attack/Defense Rolls, -5 to Damage Rolls
40 Cell Damage: -10 to Attack/Defense Rolls, -10 to Damage Rolls
50 Cell Damage: Character is Instantly Perma-Killed if they Reach this Number of Cell Damage at any Time.
______________________________________________________________

Celestial Heart
(100 Tokens - Legendary Kinjutsu)

User of the Eight Gates has finally mastered it to its peak, no longer is the chakra able to overpower and harm their bodies, instead the user is on such a level that they no longer suffer the cellar damage, or even the risk of death when using the gates. However, at the cost that their bodies have adapted so perfectly to the Chakra use, that they cant handle any further advanced chakra natural alterations.

Universal: Gains +2 Extra DR vs HP/CP Dmg, +10 Total HP/CP, No longer takes HP Damage from Entering Gates, No Longer Suffers Cellular Damage from Entering the Gates 1-6, and No Longer suffers Perma from Entering the Eighth Gate. Instead, for Gate 7: You take 2 Cell Damage, Gate 8: You Take 5 Cell Damage.
Drawback: Unable to Buy a Clan/Kekkai Genkai Ever. Token Cap is Lowered to 450, instead of 500.
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PostSubject: Re: [Strong] The Eight Celestial Gates   [Strong] The Eight Celestial Gates Icon_minitimeSun Sep 09, 2012 2:04 pm

Current Taken Player Slots:
- Slot One: Ryuugamine, Yusuke
- Slot Two: None
- Slot Three: None

Current Taken Dungeon Master Slots:
- Slot One: Raiden Izanagi
- Slot Two: None
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