Spirit Form Gates
Each Character has an alternate form that is passed down from their ancestry. This is called a Spirit Form and it can be a powerful tool for characters who spend the time and Experience to learn to use it.
Learning Sprit Forms To learn to use a Spirit Form, a Character must find a teacher who can be any Character who has mastered Spirit Forms. They can spend 6 hours training under their teacher to make a DC 13 Knowledge Jutsu roll. If the Character succeeds they may spend 100 EXP to learn the first of 8 Gates. Each Gate learned increases the Knowledge Jutsu DC by 3 and the EXP cost by 100 to learn the next Gate. Learned Gates are added to the Characters Known Jutsu list. Types of Spirit Forms Each Character can have one of two types of Spirit Forms; Primal and Mythical, which is decided at random. A character wont know which type they have until they have learned to use their 4th Gate at which point their form is altered to resemble that of their guardian spirit. Entering Spirit Gates To make use of the Gates a Character has learned they must spend 1 AP and 10 CHK or STM. Entering the 1st Gate restricts the Character to only use the Resource they used to access their 1st Gate for each additional Gate entered. Each Gate grants the Character a bonus that changes with each Gate entered. 1st- Free use of the Stabilize Basic Jutsu 2nd- Free use of the Chakra Jump Basic Jutsu 3rd- Free use of the Chakra Sense Basic Jutsu Staying in Spirit Gates Each Day a Character can spend a number of rounds in Spirit Gates equal to (END + CHI) X2 4th Gate and Beyond Upon entering 4th Gate a Character receives an Ability bonus, a Special Ability, an in some cases a Flaw. These will differ depending on the type and specific identity of each guardian spirit. These effects increase at each Gate as detailed below. Primal Spirit Form This Spirit Form grants a Character the form of an animal or legendary creature of folklore. 4th Gate- +1 Ability, +0 Ability, E Special Ability 5th Gate- +2 Ability, +0 Ability, D Special Ability 6th Gate- +3 Ability, +1 Ability, C Special Ability, E Flaw 7th Gate- +4 Ability, +2 Ability, B Special Ability, D Flaw 8th Gate- +6 Ability, +4 Ability, A Special Ability, C Flaw Mythical Spirit Form This Spirit Form is derived from a myth, deity, or person of legend. 4th Gate- +1 Ability, +0 Ability, +0 Ability, E Special Ability, E Flaw 5th Gate- +2 Ability, +1 Ability, +0 Ability, D Special Ability, D Flaw 5th Gate- +3 Ability, +2 Ability, +1 Ability, C Special Ability, C Flaw 7th Gate- +4 Ability, +3 Ability, +2 Ability, B Special Ability, B Flaw 8th Gate- +6 Ability, +5 Ability, +4 Ability, A Special Ability, A Flaw Reaching 8th Gate Once a Character enters 8th Gate they are pushing their spirit and body to their limits. When they try to leave 8th Gate they must make a DC 30 Endure or Will Power Skill Roll at their original rank. If They pass they may leave 8th Gate and are unable to access any Gates again that day. If they fail they immediately die. |
Sage Forms
As a rare alternate option, A Character may become one of the eight sages descended from the first great Sages who opened the gates between the worlds. This requires the gift of sagehood to be willingly passed on to a Character or forcibly taken by killing a Sage. This path replaces a Character's normal Spirit Gates with Sage Gates and alters their form from 4th to 8th Gate. In these later Gates a Sage chooses to take on the form of one of their predecessor Sages with access to some of their Jutsu and Special Abilities.
The Sage Lineages
The Warrior
Loxas, The Hero Sage - Gai-Yin, The Mother Sage - Rose, The Black Sage
The Dragon
Gratch, Sage Dreadscale - Umi, Sage Drakescale - Nellah, The Unity Sage
The Devout
Gaboon, The Bishop Sage - Saturnade, The Goddess Sage - Leocharus, The Paladin Sage
The Magician
Denaka, The Sand Sage - Kaylu, The Sorceress Sage -
The Rogue
Morioju, The Sage Tactician - Badara, The Blood Sage - Simon the Renaissance Sage
The Noble
Kaze, The Demon Sage - Genshi, The Redeemer Sage -
The Smith
Valcore, The Armored Sage - Ekita, The Guardian Sage -
The Wanderer
Xantoki, The Bear Sage - Leif, The Descendant Sage -
Learning Sage Gates
To learn to open Sage Gates, a Character must find a teacher who can already open Sage Gates. This can be a current Sage or someone who has passed on their sagehood but was able to open the Gate being taught while they had the gift. They can spend 6 hours training under their teacher to make a DC 13 Knowledge Jutsu roll. If the Character succeeds they may spend 100 EXP to learn the first of 8 Gates. Each Gate learned increases the Knowledge Jutsu DC by 3 and the EXP cost by 100 to learn the next Gate. Learned Gates are added to the Characters Known Jutsu list but replace Spirit Gates if the Character had already learned to use them.
Entering Sage Gates
To make use of the Sage Gates a Character has learned they must spend 1 AP and 10 CHK or STM. Entering the 1st Gate restricts the Character to only use the Resource they used to access their 1st Gate for each additional Gate entered. Each Gate grants the Character a bonus that changes with each Gate entered.
1st- Sage Sense- One is able to sense the number and direction of other Sages on their plane
2nd- Sage Cloaking- One is able to hide themselves from the effects of Sage Sense for 24 hours after entering this Gate
3rd- Sage Meditation- One is able to commune with the two previous members of their Sage line. This allows them to ask questions, seek advice, and learn more about the Sages. It can also be used to communicate telepathically with current Sages of other lines.
Staying in Sage Gates
Each Day a Character can spend a number of rounds in Sage Gates equal to (END + CHI) X2
4th Gate and Beyond
Upon entering 4th Sage Gate a Character receives an Ability bonus, a Special Ability, an in some cases a Flaw. These will differ depending which of the two predecessor Sages in a Character's line they have chosen to channel at that time. These effects increase at each Gate as detailed below. Upon entering 4th Gate the Sage must choose which of their predecessors to channel and the decision cannot be changed until they exit Gates and enter them again. Sage Meditation can help a Character understand how to better use the abilities granted by talking with their predecessors. Either path they choose, the Sage treats their new form as a Mythical Spirit Form.
The Sage Lineages
The Warrior
Loxas, The Hero Sage - Gai-Yin, The Mother Sage - Rose, The Black Sage
The Dragon
Gratch, Sage Dreadscale - Umi, Sage Drakescale - Nellah, The Unity Sage
The Devout
Gaboon, The Bishop Sage - Saturnade, The Goddess Sage - Leocharus, The Paladin Sage
The Magician
Denaka, The Sand Sage - Kaylu, The Sorceress Sage -
The Rogue
Morioju, The Sage Tactician - Badara, The Blood Sage - Simon the Renaissance Sage
The Noble
Kaze, The Demon Sage - Genshi, The Redeemer Sage -
The Smith
Valcore, The Armored Sage - Ekita, The Guardian Sage -
The Wanderer
Xantoki, The Bear Sage - Leif, The Descendant Sage -
Learning Sage Gates
To learn to open Sage Gates, a Character must find a teacher who can already open Sage Gates. This can be a current Sage or someone who has passed on their sagehood but was able to open the Gate being taught while they had the gift. They can spend 6 hours training under their teacher to make a DC 13 Knowledge Jutsu roll. If the Character succeeds they may spend 100 EXP to learn the first of 8 Gates. Each Gate learned increases the Knowledge Jutsu DC by 3 and the EXP cost by 100 to learn the next Gate. Learned Gates are added to the Characters Known Jutsu list but replace Spirit Gates if the Character had already learned to use them.
Entering Sage Gates
To make use of the Sage Gates a Character has learned they must spend 1 AP and 10 CHK or STM. Entering the 1st Gate restricts the Character to only use the Resource they used to access their 1st Gate for each additional Gate entered. Each Gate grants the Character a bonus that changes with each Gate entered.
1st- Sage Sense- One is able to sense the number and direction of other Sages on their plane
2nd- Sage Cloaking- One is able to hide themselves from the effects of Sage Sense for 24 hours after entering this Gate
3rd- Sage Meditation- One is able to commune with the two previous members of their Sage line. This allows them to ask questions, seek advice, and learn more about the Sages. It can also be used to communicate telepathically with current Sages of other lines.
Staying in Sage Gates
Each Day a Character can spend a number of rounds in Sage Gates equal to (END + CHI) X2
4th Gate and Beyond
Upon entering 4th Sage Gate a Character receives an Ability bonus, a Special Ability, an in some cases a Flaw. These will differ depending which of the two predecessor Sages in a Character's line they have chosen to channel at that time. These effects increase at each Gate as detailed below. Upon entering 4th Gate the Sage must choose which of their predecessors to channel and the decision cannot be changed until they exit Gates and enter them again. Sage Meditation can help a Character understand how to better use the abilities granted by talking with their predecessors. Either path they choose, the Sage treats their new form as a Mythical Spirit Form.