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Sage Mode and Summons

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  • Sage Mode and Summons

    Summons and Sage Mode

    Summons are mystical animals that have power over chakra. When a contract is signed with these groups of animals, it is possible for a summoner to expend chakra and blood to conjure that summon to their location. When badly hurt, or at will, the summon can unsummon back to their previous location in a poof of smoke. Summons organize into houses or families, and a summoner will often have access to a whole house of summons with their contract. The major contracts, which often have long cultural histories, their own wants and needs, and relationships, can be useful in and out of combat.

    On Engi, there are a variety of ways to 'summon'. Simple summoning uses a scroll, the proper symbols, and maybe a drop of blood mixed with chakra. The Minor house summoner jutsu are minor contracts that don't require long term contracts with a major house.

    The major summons are lists where one family of animals make a contract with a summoner, allowing them to summon successively more powerful animals in that jutsu list. Once you have a major contract, you cannot have another major contract unless you lose the first (by unlearning all of those summons). Getting a major summon contract could be as simple as taking the Universal Summon Contracts after completing the necessary number of threads, working with your village GM to find out what it would take for your character to unlock your village's summon contracts, moving up the summoner paths (explained below), or earning a unique summon list.

    Rules for Using Summons

    -Only one summon can be active in combat at a time. In non-combat situations, multiple summons could be present if the story requires it.

    -You can only learn 3 jutsu per stage in a Summon list.

    -The summoner of a summon animal has control of that summon, and the summon gets to make its own offensive action in a post. The exception to this is if a GM or Mod that is GMing a thread decides to treat the summon as an NPC, in which case they control the summon's actions.

    -Unless a summon is outright killed, a heavily damaged summon will return to where they were summoned from, or their House's home. They cannot return during that thread.

    Rules for summoner swaps

    -A summoner can create swaps related to the animal of their summons.

    -A summoner swap can have elements related to the theme of the summons, but cannot venture outside of that.

    -Summoner swaps are not sage jutsu, don't require sage mode, but are also balanced and rated like normal jutsu.

    -Summoner swaps can be swapped into lists they thematically fit into, global nin/gen, or over a sage jutsu (if you really want to)

    -Examples of a summoner swap is Anko's Shadow Snake Hands.

    Rules for creating summons

    -Most times, a moderator will either create a summon list, or designate someone to create a summon list. This is because they are powerful enough to alter village landscapes, which means they need GM or Admin approval before entering RP information.

    -A summon contract has 3 slots per stage, and the summons themselves count as the first technique. The other two slots in order are for a sage technique, and a summoner swap slot.

    -Summons within a House or Type can have the primary/secondary/tertiary focus of their stats organized in different ways.

    -Custom summons (Aka a swapped animal) is not allowed.

    -Stage one can only have one animal of a contract, and no sage technique. It may have a summoner swap.

    -Summons do not need to meet extra requirements for their jutsu, except for stats. Summons do not need a jutsu from a previous stage to take a jutsu, except with taijutsu. A summon does not need to meet any requirements to have the Sage jutsu from their stage.

    -Summons may have unique abilities, but they take up a jutsu for the summon. (EX. Like Enma's staff transformation)

    -Every stage can have one Sage jutsu per house. Sage jutsu (explained in detail later) can only be used by summons, or by a summoner in sage mode.

    -Summons follow a specific stat template, both for what stats they have, and the stat requirements to take a summon.

    Summon houses should also have a personal Information sheet. This sheet gives a history, description, and personality to the summons that should help players interact with summons they take. Each summon can be described in the technique in the summon list, but the family as a whole can be described on the Summon Family Info Sheet.

  • #2
    Sage Mode

    When a summoner gains a relationship with their summon house, they may be taught how to achieve Sage Mode. This special condition allows them to access powerful techniques that the summon houses have cultivated over generations. These jutsu are powerful, but require so much of the unique Natural Chakra created by sage mode that they cannot be used without it.

    Only major summon houses have Sage Mode and Sage Jutsu.

    Rules for Sage Mode Jutsu

    -There can only be one Sage Mode Jutsu for each house per stage.

    -Sage Mode Jutsu, even swaps, should require extra jutsu usages, or exhaust a lot of chakra.

    -Sage Mode Jutsu can be Taijutsu techniques, the summoner incorporates them into any applicable taijutsu style when they use them.

    -Sage Mode Jutsu can have effects otherwise unexpected of their stage, type, element, or village. The styles cultivated by the summon houses are unique and often strange.

    How Sage Mode Works

    A Summoner who has access to sage mode must spend a whole post collecting ambient natural chakra. At the start of their next post, if they haven't been interrupted or disturbed, they enter sage mode. Visually, they take on animal traits related to their contract, their eyes/teeth/mouth/fingers may be altered to show their link to their house and natural chakra.

    This transformation creates a rush of chakra through the body. The first time a user enters sage mode in a thread they no longer feel previous fatigue, and they gain a number of 'Sage Chakra Usages' equal to their stage in their summon list (Ex. A character with stage three cat summons will gain three Sage Chakra Usages).

    Sage Chakra Usages are special jutsu usages. They can be used to power Sage Jutsu, or power the duration of Sage Mode.

    Every post a summoner is in Sage Mode (including the first), Sage Mode will use a jutsu usage from their highest stage of available usages. Alternatively, the summoner may use a Sage Chakra Usage that post.

    Sage Mode ends if the summoner takes a direct hit from any attack beyond genin level (stage 1-3) or a taijutsu attack. Sage Mode also ends if the summoner runs out of Sage Chakra Usages, in which case they cannot reenter Sage Mode during that thread.

    To earn sage mode, you must receive approval either from your village GM, or an admin. Sage mode may sometimes be earned from Summoner Paths, which are explained in the next post.
    Last edited by merdle; 07-08-2017, 01:17 AM.


    • #3
      Summon Paths

      Summoner Paths are an attempt to create a uniform and clear course for roleplayers to unlock and improve their village summons. This is still a new system, and the right of a GM to control the usage of their village summon (which are a limited list, like special forces), should be respected.

      Summon Paths can have up to 15 'steps'. These steps are just a progressive list of effects that relate to a village summon list, or a particular contract. Not every Summon list will have Summon Paths available.

      To gain steps on the summoner path, you must spend a thread doing something related to summons. When you do you can ask your village GM, or an Admin, to give you a step or more in your thread rating. These move you up your summoner path.

      Not every summon path will be similar. You do not need to currently have a summon contract to move up a summon path. In dire situations, like when a summoner hurts one of his summons or abuses them, you can have steps taken away from you.

      Last edited by merdle; 07-15-2017, 08:20 PM.