AR C) Regeneration and Elemental Bodies

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AR C) Regeneration and Elemental Bodies

Post by NSRP » Wed Apr 01, 2020 2:27 am

Immortality Rules Here on NSRP, we allow several avenues through which characters can obtain different levels of "immortality". While none of these avenues ever present the opportunity for a truly unbeatable character, they do have a significant amount of power which is related to the amount of effort required to gain access to these ways of prolonging their own lives.
Table of Contents:
  • Regeneration
  • Pseudo-Immortality
  • Complete Immortality

Regeneration Abilities Regeneration is possibly through three avenues. The first is through Iijutsu cast upon ones self, which is covered in the Iijutsu archive. The second and third, however, do not make use of jutsu and instead relies upon an ability which passively heals the user without their having to activate a technique. There are a variety of methods and flavors to 'regeneration abilities' and they will not all be explained here, however the way in which they are able to regenerate will always follow the rules listed below.

Regeneration is split into two types, Enhanced Stamina and Regenerative Ability. Enhanced Stamina is a type of regeneration that can be accessed universally, by passing a stamina marker. Anyone beyond this stamina marker is able to access Enhanced Stamina without the use of an ability slot or concentration. While Enhanced Stamina is not perfect, it certainly has its benefits to any high tiered fighter. Regenerative Ability, on the other hand, is supernatural regeneration that takes place at an unprecedented rate, allowing the victim to recover from all but the worst of blows.

Regeneration does not allow you to recover from death. You must still be alive to be able to regenerate from a wound. That means that wound that may be fatal can be recovered from, wounds that are instantly fatal will not be. This is the difference between breaking your spine, and having your spine ripped out. If you question the legitimacy of recovering from an injury, please defer to the moderating team. While both types do not have a passive cost, both types of regeneration do have active costs. This means while regeneration is happening, it is siphoning some chakra off of the user in order to function. One can account for approximately a C-rank jutsu worth of chakra for every post of healing, per injury on top of the passive stamina drain.

First, we’ll review Enhanced Stamina. Enhanced Stamina requires at least 175 total stats and at least 35 Endurance. Once a character meets both requirements, this skill is one that is automatically activated in them, and does not need to be listed on the app anywhere. The follow table includes the rate at which Enhanced Stamina heals.
Wound Type35-39 Endurance40-45 Endurance46+ Endurance
Minor Wounds:
Minor Wounds refers to injuries sustained that are little more than scratches or bruises to the skin. These types of wounds have little impact on a person beyond minor bleeding and discomfort. This also includes first degree burns. If left alone over a period of time, the body would have been able to heal them on their own with no medical attention.

Minor wounds may cover an area no larger than two inches / five centimeters in length/radius.
3 posts per wound2 post per wound1 post per wound
Moderate Wounds:
Moderate Wounds are injuries done to a person which are deep gouges, cuts and abrasions as well as bruising of deep tissue and damage to muscular systems that are not severe enough to totally prevent movement. They also include second degree burns. If left alone over a period of time, the body would require medical attention for proper healing of these wounds, even if the body could somewhat manage to heal them on its own.

Moderate wounds may cover an area no larger than 5 inches / 13 centimeters in length/radius, and no more than two inches/ 5 centimeters deep.
4 posts per wound3 posts per wound.2 post per wound
Extensive Injuries:
Extensive Injuries are much more severe than Moderate Wounds. These injuries involve the immobilization of limbs through severed tendons, fractured bones, large cuts and deep stab wounds. They also include third degree burns. These are wounds which have a possibility of severely impacting on a person for their whole life, possibly even killing them if they do not receive medical attention.

Extensive Injuries may cover an area no larger than 10 inches / 25 centimeters in length/radius, and no more than 5 inches/ 13 centimeters deep.
6 posts per wound5 posts per wound4 posts per wound
Critical Injuries:
Critical Injuries are, simply put, wounds that have a high chance in resulting in death if not treated. These wounds include loss of limb, compound fractures, impalement and the rupturing of internal organs (excluding heart and brain). It should be noted that lost limbs may be reattached, but not completely regrown with enhanced stamina.
9 posts per wound, during this time movement is not permitted.6 posts per wound, during this time movement is reduced to 1/4 speed.5 posts per wound, during this time movement is reduced to 1/2 speed

The following table of contents shows the type of wounds that Regenerative Abilities can heal, and how long they take to heal them. This type of regeneration will require a -5 Chakra Pool or Endurance drop because of their passive and 'always active' nature, regardless of whether they work on a chakra basis or otherwise. You may use jutsu to actively increase your regenerative abilities for a period of time, or passively increase your regenerative abilities at an additional passive cost (as in more than just the normal -5).
Wound Type10-30 Control31-45 Control46+ Control
Minor Wounds:
Minor Wounds refers to injuries sustained that are little more than scratches or bruises to the skin. These types of wounds have little impact on a person beyond minor bleeding and discomfort. This also includes first degree burns. If left alone over a period of time, the body would have been able to heal them on their own with no medical attention.

Minor wounds may cover an area no larger than two inches / five centimeters in length/radius.
2 posts per wound1/2 post per woundImmediate
Moderate Wounds:
Moderate Wounds are injuries done to a person which are deep gouges, cuts and abrasions as well as bruising of deep tissue and damage to muscular systems that are not severe enough to totally prevent movement. They also include second degree burns. If left alone over a period of time, the body would require medical attention for proper healing of these wounds, even if the body could manage them on its own.

Moderate wounds may cover an area no larger than 5 inches / 13 centimeters in length/radius, and no more than two inches/ 5 centimeters deep.
2 posts per wound1 posts per wound.1/2 post per wound
Extensive Injuries:
Extensive Injuries are much more severe than Moderate Wounds. These injuries involve the immobilization of limbs through severed tendons, fractured bones, large cuts and deep stab wounds. They also include third degree burns. These are wounds which have a possibility of severely impacting on a person for their whole life, possibly even killing them if they do not receive medical attention.

Extensive Injuries may cover an area no larger than 10 inches / 25 centimeters in length/radius, and no more than 5 inches/ 13 centimeters deep.
4 posts per wound3 posts per wound2 posts per wound
Critical Injuries:
Critical Injuries are, simply put, wounds that have a high chance in resulting in death if not treated. These wounds include loss of limb, compound fractures, impalement and the rupturing of internal organs (excluding heart and brain).
5 posts per wound,during this time movement is reduced to 1/4 speed.4 posts per wound, during this time movement is reduced to 1/2 speed.3 posts per wound, during this time movement is reduced to ¾ speed.
Lethal Wounds:
These are the types of injuries that would normally result in imminent or immediate death. Such as the puncturing of the carotid artery, the rupturing of vital organs such as the heart and brain. In this category also lies the repairing of any spinal injuries and fourth degree burns, as their complexity is similar.
8 posts while unconscious if evading death, or unmoving if repairing spinal injuries or fourth degree burns. Evading death also causes a permanent -6 Chakra Pool drop.5 posts while unmoving if evading death, or unmoving if repairing spinal injuries or fourth degree burns. Evading death also causes a permanent -3 Chakra Pool drop.4posts while unmoving if evading death, or unmoving if repairing spinal injuries, may move with fourth degree burns. Evading death also causes a permanent -1 Chakra Pool drop.
Death Suspension
The user is able to sacrifice [Chakra Pool] and [Control] in order to sustain their life for extended periods. Should severed and/or damaged body parts be reconnected and/or repaired in his time, they are able to maintain their life. This is only accounting for their present stamina meaning the passive cost for regeneration abilities cannot be also reduced to maintain life.
3 Chakra Pool & 3 Control per posts2 Chakra Pool & 2 Control per post.1 Chakra Pool & 1 Control per post.

Pseudo-Immortality Abilities Pseudo-Immortality is a state in which a person is able to exist naturally for an indefinite amount of time, and is even able to sustain significant amounts of damage without any danger of death. There are currently two forms of 'archived' pseudo-immortality abilities in existence on the forum. Those are puppet bodies and elemental bodies. They achieve this by sealing themselves inside an 'anchor' or 'core' either through fuuinjutsu or the assistance of the soul genma. They are then able to control a body that is inhuman and use it as their own, without any of the damage to the body actually harming them. However if the 'anchor' or 'core' is damaged, they face almost certain death.
Elemental Bodies The process of becoming an elemental body was created off the basis of spirits, and mimics their biology. Thus, individuals who undergo this process abandon their humanity and condense their essence into a single organ, usually the brain or heart or something of similar size, using chakra to create an elemental body by extending something similar to tenketsu from it. This makes the individual effectively immortal much like spirits are, protecting them from many forms of harm so long as their core remains undamaged. However, in doing this these “elemental bodies” become vulnerable to two major weaknesses. First, they become vulnerable to the use of Tenkujutsu, allowing them to be damaged by Shizumeru techniques much in the same way spirits can be. Second, they become vulnerable to the weaknesses of the element they’re composed of. In both cases, being exposed to these weaknesses effectively stuns the mock tenketsu that were damaged, temporarily removing the elemental body’s ability to regrow and correct itself. In such a case, if a Katon elemental body was struck in the arm with Shizumeru or with Suiton, they would feel pain and be injured as if it was a real arm being amputated, and they would not be able to simply regrow the arm by touching fire for at least 2 posts.

5-9 Stat Difference Between Str of Jutsu and Control of E-Body = Regen jutsu debuffed by 1/2 speed for 2 posts
10+ Stat Difference Between Str of Jutsu and Control of E-Body = Regen jutsu disabled for 2 posts
Ability:
After achieving unparalleled mastery of ninjutsu, [character name] is able to become one with [element]. After undergoing the process of turning their heart/brain/etc into a core, they were able to gather [element] around themselves to recreate their bodies. This means that their bodies take on the properties of [element] at almost all times. Any damage sustained by the body is able to be recovered by gathering more of the same element, and is incapable of bleeding. While this gives [character name] a form of almost invulnerability, if the object that holds their true self is damaged it spells out almost certain death.

Takes one Ability Slot.
Requires 15 or more Control


Requirements:
  • 15 Control
  • Core
Elemental Body Rules:
  • E-Body regeneration jutsu start at B-rank jutsu for hands, parts of limbs, etc and scale in rank depending on intensity and severity of the regeneration.
    E-Bodies have all natural senses and therefore are susceptible to Genjutsu.
    E-Bodies have poison immunity barring the poison being made to attack chakra
    E-Bodies have to use Kinesis to control their bodies beyond their normal scope freely. Stretching out arm to 50m, increasing size, etc. Jutsu may be used to otherwise perform these effects at appropriate rank and Control.
    E-Body Cores must be an organ at least the size of the human heart. (12cmx8cmx6cm) (5inx3.5inx2.5in).
    E-Bodies and Puppet Bodies can only exert physical force equal to their Control stat. This means if a character has 20 Strength, 20 Speed and 15 Control, they can only exert 15 Strength worth of force physically or move at a maximum of 15 Speed.
    E-Body Cores have a Strength equal to the users Endurance.
    E-Bodies must be made up of a traditional element, whether canon or custom. (No Ninpou, non-traditional E-Bodies such as Kuuton or Sankaton)
    *Concerning Elemental Bodies, a Chakra Pool de-buff may be taken for passive regeneration. This requires a table for the rates it is done.
Puppet Body is discussed here

Immortality Abilities

Total Immortality Abilities are for the moment, not permitted. These are abilities which totally prevent any chance or method of death under any circumstances.
Last edited by Niro on Sun May 14, 2023 8:45 pm, edited 1 time in total.

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