Celestial Heritage
Legends tale that when the gods that be created humanity, those of a more celestial nature tried to tilt the newly minted race to align closer to themselves over the darker forces that assisted in their creations. Spurred by this insult the dark gods plotted to wipe out nearly half of mankind in an effort to rid humans of a special gene that would allow them to evolve into something greater than human: a demi-kami. However, as they could not act with such violence without starting a war that would inevitably drag their prized creations into their squabble, they instead attempted to counterbalance the Celestial's plan. A Dark Gene, and a Holy Gene. It is believed that every shinobi carries both and it is these that turn a shinobi's chakra towards one or the other. However, every now and again a shinobi is born without the Dark Gene, and are granted a Holy strength that defies comprehension.
Medical Arts - Boost (1 point)
As Holy energy radiates through their chakra, a Celestial shinobi is able to further manipulate their chakra's moulding that allows it to stitch wounds. What would take a normal Medical Shinobi hours to heal, a Celestial can simply wave their hand to close the wound.
Restriction- Can be purchased up to three times
Effect: The user gives +10% Healing and receives +5% Healing.
Divine Soul- Boost (1 point)
Restriction- Can be purchased up to two times
Holy energy is a naturally occurring self-perpetuating energy that is constantly restoring itself and anything it touches. Those who have an abundance of this special power often age slower and have a much deeper well of power than most of their peers can access.
Effect: +1 to HP and CP modifiers.
Divine Mind - Boost (1 point)
Restriction- Can be purchased up to two times
Those of a Celestial Heritage sometimes have early signs of their powers budding throughout their life. One such sign is having an unrealistic resilience during their childhood. They often share a common story about falling from a high place before they've learned how to control chakra, and nothing bad coming of it. Not a scrape, not a broken bone. This trait only seems to grow stronger as they become adults.
Effect: The user gains -7.5% Damage Reduction(DR), including Illusionary Damage.
Light Embrace - Boost (1 point)
Restriction- Can be taken up to two times
Stories are often handed down from generation to generation about shinobi legends and amazing feats of strength such as hurling an Akimichi 10km; lifting boulders ten times their size as children; and being able to cut stone with a blade of grass. It is unknown, sometimes even to the inheritor themselves, where this obscene strength comes from.
Effect: The user chooses either Ninjutsu or Taijutsu
(stated in their Dojo); when making a
Holy Offensive Technique of the chosen type, the user gains a +1 Crit and a +2 bonus; this applies to checks, as well, but these Techniques now cost +10% CP. Taking this boost twice does not increase this to +2 Crit and a +4 bonus, but instead grants the user both the Ninjutsu and Taijutsu options.
Negative Energy - Dependent Special Move (3 points)
Restriction- C Rank and up
With the abundance of technique their natural Holy trait gives them the Celestial born have an innate way of viewing how a healing technique is used. This knowledge comes with another side of the coin that is darker, and that is the ability to
reverse, the flow of healing energy. Instead of giving life, their healing techniques can take a person's very lifespan used to normally heal them and simply allow it to fizzle into the air.
Effect: The user may cast Medical Ninjutsu as Offensive Techniques using Ninjutsu Accuracy. Casting a Medical Ninjutsu as an Offensive Technique deals Elemental Damage equal to the amount of HP it would have healed, but has not Primary/Secondary Effects. This converts flat healing to flat damage, and % healing to % damage.
Eg, Mystical Hand would deal 2%/3% Max HP damage + 290/360 Elemental Damage)
Celestial Aura - Passive (3 points)
Those with the blood of their creators flowing through them often radiate a certain aura of kindness, or calm. As Holy energy naturally replicates itself, even when they go to grace another with their divine benevolence, they are secondarily blessed; accidentally taking their patient's life force for themselves. Even should another power enter their coil, it will always staunchly remain Holy in some form or another.
Effect: The user is considered
Holy. The user's
Holy Medical Techniques also heal the user for 10% of the healing they perform on others. Additionally, if the user’s alignment changes they can spend +10% Cp costs to keep their Ninjutsu Techniques
Holy.
Purify - Independent Special Move (2 points)
Known to some as a 'Holy Shock', a select few of the Medical profession have an innate gift for removing toxins. Usually unknown to them, it is a Holy power radiating from their very core that slips from their hand to a patient when they move to heal poison. The power of everlasting life seeks out the toxins in the body and literally shocks the vile source into oblivion.
Effect: the user may dispel any poisons affecting a target they can make Melee Contact with. Additionally, there is a 5% chance to dispel a random maintainable effect imposed on the target.
Cure Spell - Dependent Special Move (3 points)
Restriction- C Rank and up
Said to be the descendants of the Kami themselves, the Celestial are unique in the shinobi world as healers. Being able to tap into a raw holy power to boost the area of healing, these rare humans can take a common healing ninjutsu and apply it to a group of allies. This technique alone makes them top-tier battleground medics as they can turn the tide of battle by sending a wave of healing that only affects those worthy of their touch.
Effect: By paying +25% CP per target the user may apply Non-Offensive Medical Ninjutsu to additional targets, but the targets receive 25% less healing per target before any Buffs/Debuffs. Buffs/Debuffs applied to this healing treat the lowered sum as the baseline healing.
Prevention - Technique Modification (3 points)
Restriction- Must have
Medical Ward
Some shinobi have an innate sense of looming death. A rare talent in the flurry of battle that is often ignored, a Celestial listens to this natural instinct and detects where the bloodlust emanates from. With a whisper and a touch, they can gird a shinobi lost in the fervor of combat without disrupting them. Ensuring that when that looming bloodlust does finally attack, their allies are well prepared.
Effect: When an Allied Target falls below 10% Max Hp, the user may reflexively cast
Medical Ward upon them as a free action, but for 3x the CP cost. Can only be used on each Allied T arget once per battle, and may not be used if the Allied Target is KO'd or Dead.
Sacred Conversion - Dependent Special Action (2 points)
Just as a Celestial is capable of transforming what would normally be a Medical Ninjutsu into something sinister, they can also reverse the polarity at the base of a combative Ninjutsu to heal. This is more than just a simple technique to garner more powerful heals. By transforming what would normally be a damaging Ninjutsu into one that heals, the enemy is stumped and causes them to maybe thinking twice about hitting the shinobi who is happily on fire.
Effect: For +20% CP Costs the user is able to convert a non-maintainable damaging Ninjutsu into a Medical Technique which heals for 75% of the damage dealt. This Technique receives Buffs from it's Original Ninjutsu Sub-type and the user's Medical Buffs.
Smiting Touch - Independent Special Move (3 points)
Tuning Ninjutsu to damage or heal in the reverse of their normal abilities isn't the only strength these rare shinobi have at their disposal. When push comes to shove, they can turn those innate genes granting them their powers directly into their very core. The resulting chakra flow into their muscles results in a powerful force the likes of which a foe rarely can contend with.
Effect: For 10 seconds, the user's Taijutsu Offensive Techniques are considered
Holy, regardless of the user’s alignment, and have +50% Damage Buff but a +100% CP Cost. While under the effects of Smiting Touch any negative damage modifiers the user has are ignored. Requires a twenty second cooldown before it may be activated again.
Phylactery Genesis - A-Rank Medical Ninjutsu (1 point, 1 to rank up)
Restriction- A-Rank and Up
In stories of old, there tells the tale of a man so terrified of death he embraced it in order to live on. Liches, they are called, beings of undead immortality that continue living in an unkillable body so long as their phylactery remains intact. It is unknown if the Celestial who first used this technique was a fan of the classics or if it was just an innate reaction of desperation. Using their immense holy tuned chakra, they can remove a bit of a person's soul away from their body for a moment. Should a deadly blow attempt to fell a Celestial's chosen while they hold onto that soul, it won't instead. Capable of keeping shinobi alive for far longer than they should be, some seek out these rare humans in order to learn this technique; but to date not a single one has been able to how they can preform this miracle.
Rank 1: User may choose up to 1/2 Allied Targets to be affected by
Phylactery Genesis for 30 seconds. While active, whenever either Allied Target takes damage, 10%/15% of the damage is stored into
Phylactery Genesis. Additionally, if the target's HP drops to 0, they instantly recovers all HP stored through
Phylactery Genesis.
Rank 1 Cost: 3 AP, 3000/3500 Chakra
Notes:
- Lasts for 30 seconds, or until a chosen target of Phylactery Genesis activates the second effect.
- If neither of the target(s) of Phylactery Genesis activates the second effect upon the end of the duration, the target(s) recovers half of the HP stored through Phylactery Genesis. In terms of Rank 2 Phylactery Genesis, half of the HP stored through Phylactery Genesis is evenly divided among the two targets.
- A target may only be affected by the second effect of Phylactery Genesis once per battle.
- May only maintain a single Phylactery Genesis at any time.
- Example; an attack dealing 3000 damage would instead deal 2700/2550 damage, with 300/450 being stored into Phylactery Genesis.