For as long as humankind has existed, so too has alcohol. The lifeblood of society, ales and spirits have been the driving force behind progress for all of time — it didn’t take long for ancient philosophers to notice this, and seek out the root cause. It turns out, alcohol are chakra are symbiotic: drunks are able to produce far greater amounts of chakra than normal, boosting their power and abilities exponentially. For centuries, ancient societies meditated on and experimented with the power of alcohol, searching for the key to using alcohol to its fullest potential. Some say they are still searching, but the truly enlightened know the truth: the Sake Sages long ago unlocked the true power of alcohol, spreading their secrets only to those worthy of tasting their treasured gift, the fabled Sacred Sake (or, as it is colloquiolly known, Kouki).
084 PL - Intoxicated Wisdom (Rank One) / Enchanted Brew (Rank 1)
168 PL - Plastered Protection (Rank One)
252 PL - Instant Hangover (Rank One)
336 PL - Vile Shot (Rank One)
420 PL - Intoxicated Wisdom (Rank Two)
504 PL - Instant Hangover (Rank Two)
588 PL - Enchanted Brew (Rank 2) / Life of the Party (Rank One)
672 PL - Plastered Protection (Rank Two) / Liquor's Luck (Rank One)
756 PL - Intoxicated Wisdom (Rank Three) / Vile Shot (Rank Two)
840 PL - Instant Hangover (Rank Three) / Life of the Party (Rank Two)
924 PL - Liquor's Luck (Rank Two)
1008 PL - Plastered Protection (Rank Three) / Life of the Party (Rank Three)
1092 PL - Ritual Casting (Rank 3) / Divination (Rank Three)
1176 PL - Vile Shot (Rank Three)
1260 PL - Drunken Logic (Rank 1)
1344 PL - Fermented Fortifications (Rank 1)
1428 PL - Drunken Logic (Rank 2)
1512 PL - Five-Flavor Invocation (Rank 1)
1596 PL - Drunken Logic (Rank 3) / Fermented Fortifications (Rank 2)
1680 PL - Fermented Fortifications (Rank 3) / Five-Flavor Invocation (Rank 2)
1764 PL - Five-Flavor Invocation (Rank 3)
Intoxicated Wisdom — Passive</U><i></i>
The Sacred Sake bestows many gifts upon a Sake Sage. Enlightenment is just the first of many gifts, the most mystical of which is the ability to see into the Spirit Realm. Some say it’s just an urban myth, but a genuine batch of Sacred Sake truly does reveal that which is unseen.
Rank 1: The user and their actions are
Drunk aligned, but cost +10% Cp.
Rank 2: The user and their actions are
Drunk aligned, but cost +5% Cp.
Rank 3: The user and their actions are
Drunk aligned. If an effect would cause the user to become
Sober or
Wasted, the user may choose to instead remain
Drunk.
Enchanted Brew — Passive<i></i>
While it is true there are many different ways to brew alcohols, only a Sake Sage knows of the ancient methods of infusing chakra into their spirits. Able to imprint the abilities of a single jutsu into a small shot of sake, a true Sake Sage will regularly be consuming their prepared concoctions in the middle of battle.
Rank 1: The user gains 1 Sake Bottle at the start of each round
(unused ones carry over and stack to a maximum of 3). Sake Bottles may be used to cast Ninjutsu or Genjutsu with One-Handed Seals.
Rank 2: The user gains 2 Sake Bottles at the start of each round
(unused ones carry over and stack to a maximum of 4). Sake Bottles may be used to cast Ninjutsu or Genjutsu with One-Handed Seals.
Rank 3: The user gains 3 Sake Bottles at the start of each round
(unused ones carry over and stack to a maximum of 5). Sake Bottles may be used to cast Ninjutsu or Genjutsu with One-Handed Seals.
Special Action: When performing a Jutsu in this way, the user may set the Sake Bottle as a
Seal rather than using it normally; the jutsu will not be cast until the Seal is triggered. Seals are considered targets during battle, and are destroyed by attacks aimed at them
(they cannot dodge, and are not valid targets for enrage/redirection-type effects). They are also targetable via Called Shot: Weapon, which will dispel them with no chance of triggering it. Untriggered Seals count against the user's total Sake Bottles, and cost 1% Max Cp upon using this action and at the start of each round maintained. The user chooses one of the following which will activate the Seal;
- The Seal will trigger when [X] is hit by an attack (X is a target of the user's choice, chosen upon casting), targeting the one who attacked them. This setting will not trigger the round it is set.
- The Seal will trigger one or two rounds later from the time it was cast (user's choice upon casting it)', targeting a target of the user's choice (also chosen upon casting).
- The Seal will trigger when the user no longer maintains it, targeting someone at random.
- The Seal will trigger when someone attempts to destroy it through any method other than a Called Shot: Weapon, targeting the one who attacked it.
Note:
- A Seal's trigger may be seen by those with the
Insight ability.
- May not have the same Jutsu sealed multiple times simultaneously.
Plastered Protection — Passive<i></i>
Constantly being drunk has a number of effects on the mind’s perception of pain, not the least of which is the dulling of it. Cuts and wounds mean nothing to a man whose mind is filled with booze.
Rank 1: Barrier Gen/Ninjutsu performed through
Enchanted Brew have a second layer with bonus Hp equal to 1% of the user's Max CP.
Rank 2: Barrier Gen/Ninjutsu performed through
Enchanted Brew have a second layer with bonus Hp equal to 1.5% of the user's Max CP.
Rank 3: Barrier Gen/Ninjutsu performed through
Enchanted Brew have a second layer with bonus Hp equal to 2% of the user's Max CP.
Note:
- Even if an attack bypasses the original barrier, the attack will still target this second layer so long as the barrier is capable of blocking that type of damage. This does not allow a barrier that blocks only physical damage to suddenly block elemental or illusory damage, for example.
- Only applies to Barriers created by Ninjutsu or Genjutsu.
Instant Hangover — Passive
While fighting a Sake Sage, it is not uncommon for their opponent to get a ‘contact buzz’ just from being around them for too long. Unfortunately, the alcohol used by a Sake Sage can be so powerful that those not used to it tend to suffer horrible backlashes, including: headaches, migraines, dizziness, and nausea.
Rank 1: When a barrier Jutsu cast by the user is
hit by an attack, the attacker automatically suffers
illusionary damage equal to 10% of the damage blocked.
Rank 2: When a barrier Jutsu cast by the user is
hit by an attack, the attacker automatically suffers
illusionary damage equal to 15% of the damage blocked.
Rank 3: When a barrier Jutsu cast by the user is
hit by an attack, the attacker automatically suffers
illusionary damage equal to 20% of the damage blocked.
<U>Vile Shot — Non-Elemental Ninjutsu<i></i>
Knowing good sake from bad sake is one thing; knowing to keep the bad sake and use it against your opponent is another. Sake Sages may attempt to forcefully feed a bound opponent a vile shot, leading to great discomfort and even impairment. It is said that after tasting a vile shot from a Sake Sage, alcohol of that kind is forever ruined for the victim.
Rank 1: Sets a sealing tag on the target. While on the target, the victim suffers a -1 penalty to any 'check' they make. Lasts 2 rounds.
Rank 2: Sets a sealing tag on the target at +1 Accuracy. While on the target, the victim suffers a -2 penalty to any 'check' they make. Lasts 2 rounds.
Rank 3: Sets a sealing tag on the target at +2 Accuracy. While on the target, the victim suffers a -2 penalty to any 'check' they make. Lasts 3 rounds.
Cost: 1.5 AP, 300 Cp/Rnd
Notes:
- May be cast through barriers
(including Plastered Protection) and prison binds. May be used on a bound target without dispelling the bind.
- A victim may attempt to remove the tag for 1 Ap; this requires a Ninjutsu check, and may only be attempted once per round. Failing this check deals 2% Max Hp damage.
Life of the Party — Dependent Special Move</I><i></i>
When you party with a Sake Sage, be ready to party hard. They will go out of their way to make sure everyone with them is having a good time, even going so far as to share the blessings of their Sacred Sake if the situation is dire enough.
Rank 1: For +20% CP, the user may apply the effects of a self-targeting Nin/Genjutsu such as a buff, barrier, chakra armor, or clone jutsu to a single ally in addition to themselves. This may only be used upon initiating the jutsu, and only every-other round, three times per battle.
Rank 2: For +20% CP, the user may apply the effects of a self-targeting Nin/Genjutsu such as a buff, barrier, chakra armor, or clone jutsu to a single ally in addition to themselves. This may only be used upon initiating the jutsu, and only once per round, three time per battle.
Rank 3: For +20% CP, the user may apply the effects of a self-targeting Nin/Genjutsu such as a buff, barrier, chakra armor, or clone jutsu to a single ally in addition to themselves. This may only be used upon initiating the jutsu, and only once per round.
Special Action: The user may spend
Enchanted Brew Sake Bottles to target an additional ally per Sake Bottle spent. This increases the chakra cost by an additional +20% per Sake Bottle.
Notes:
- All costs are paid and maintained by the user, not the ally. This does not require the user to pay the cost twice, only once at a +x% penalty.
- The jutsu used with this special move does not count towards the ally's limits
(such as clones, or chakra armor), but does count towards the user's limit.
- May not be used with Bl/CA/Kinjutsu, aside from
Fermented Fortifications and
Five-Flavor Invocation.
Liquor's Luck — Independent Special Move<i></i>
Be it chance, or be it a perfectly orchestrated act, Sake Sages seem to have particular favor with Lady Luck. Narrowly escaping a sword’s blade, or landing a punch right when they need to, a Sake Sage is sure to get the best outcome possible.
Effect: The makes 3 rolls, which are saved for later use in the following round or the round after
(if still unused after that, it is lost). The user may replace
any d20 roll in battle with one of these stored rolls for no cost, at which point it is spent. May be used once per round, and any unused rolls from previous rounds are discarded if recast.
- Rank 1: When the user is told what their rolls are, they categorized as either; Unlikely (1-10) or Likely (11-20)
- Rank 2: When the user is told what their rolls are, they are categorized as either; Unlikely (1-8), Time will tell (9-12) or Likely (13-20)
- Rank 3: When the user is told what their rolls are, they are categorized as either; Misfortune (1-4), Don't count on it (5-8), Time will tell (9-12), Likely (13-16), Great Fortune (17-20)
Cost: 1 AP, 500 Cp
Notes:
- The user is told what results for their rolls are at the end of the round this is used. They are not given the exact number, but instead various phrases that grow more accurate depending on this jutsu's rank.
Drunken Logic — Non-Elemental Ninjutsu</I><i></i>
While in the thrall of a drunken stupor, nothing makes sense. Right is wrong, wrong is right; unless you learn to go where the flow does, it can be a very disorienting experience. Sake Sages can extend this principle to their battles by infusing the essence of their drink of choice into the air around them, causing their opponents to fight in the same drunken state they do. Of course, only a Sake Sage is prepared to fight in such an unorthodox way.
Rank 1: Creates a seal that has 5440 HP. While this seal is active, the triangle interactions of
Wasted>
Drunk>
Sober>
Wasted are reversed to
Wasted>
Sober>
Drunk>
Wasted for all participants in battle.
Rank 2: Creates a seal that has 6120 HP. While this seal is active, the triangle interactions of
Wasted>
Drunk>
Sober>
Wasted are reversed to
Wasted>
Sober>
Drunk>
Wasted for all participants in battle.
Rank 3: Creates a seal that has 6800 HP. While this seal is active, the triangle interactions of
Wasted>
Drunk>
Sober>
Wasted are reversed to
Wasted>
Sober>
Drunk>
Wasted for all participants in battle.
Costs:
Rank 1: 2.5 AP; 900 CP to initiate, 300 CP/rnd to maintain
Rank 2: 2.5 AP; 1100 CP to initiate, 550 CP/rnd to maintain
Rank 3: 2.5 AP; 1500 CP to initiate, 700 CP/rnd to maintain
Note:
- Drunken Logic is a valid target while in battle, but cannot dodge.
Fermented Fortifications Non-Elemental Ninjutsu<i></i>
When a Sake Sage has bitten off more than they can chew, having a solid defense can mean a world of difference. Created by mixing their chakra into various types of alcohol, a Sake Sage is able to call forth a wall of liquor able to defend against all assortments of incoming attacks.
Effect: Creates a barrier blocking two damage types
(the user chooses which type of barrier they wish to create upon casting) used against
(and by) the user. The damage blocked by this barrier increases with this jutsu's rank as follows; Rank1/Rank2/Rank3.
- Physical: Protects against 1505/1695/1880 damage worth of Taijutsu, as well as any other attacks using Melee or Ranged Accuracy.
- Elemental: Protects against 2000/2250/2500 damage worth of Ninjutsu, as well as any other attacks using Ninjutsu Accuracy.
- Illusory: Protects against 600/675/750 damage worth of Genjutsu, as well as any other attacks using Genjutsu DC.
Special Action: By paying +20% Cp, this may be cast upon an enemy at -4 Ninjutsu Accuracy. Lasts a full round or until destroyed.
Costs:
Rank 1: 2.5 AP, 960 Cp. 480 Cp/Rnd
Rank 2: 2.5 AP, 1080 Cp. 540 Cp/Rnd
Rank 3: 2.5 AP, 1200 Cp. 600 Cp/Rnd
Note:
- Lasts up to three rounds.
- Any attack passing through the barrier that is not blocked by it increase the barrier's Hp by 1/4 of the attack's CP cost. This will not cause a destroyed barrier to reappear; instead, it will return after one full round
(if its duration has not expired) with the amount of HP it gained since the time of its destruction
(This will only occur once per cast, and does not apply to the special action).
- All barriers block their respective jutsu types, regardless of what accuracy the attack is used with. If an attack has its accuracy-type changed through any effect, it now becomes blockable by both its original accuracy type and new accuracy type. A Genjutsu cast using ninjutsu Accuracy via Shinobi 101 would be blockable by both the Illusory and Elemental barriers, for example.
Five-Flavor Invocation - Non-Elemental Ninjutsu<i></i>
This technique calls upon the very life essence of sake itself; by channeling the energy of the five main flavor profiles (Junmai-shu, Honjozo-shu, Ginjo-shu, Daiginjo-shu, and Namazake), a Sake Sage is able to imbue themselves with mystical protection for a short period of time. Attacking a Sake Sage during this time is not advised — you could find yourself on the receiving end of a world of hurt.
Rank 1: Upon initiation and lasting for up to 3 seconds, all attacks targeting the user have their damage reduced by 25% and have any effects other than damage prevented
(such as bleeding). At the completion of this jutsu
(or 3 seconds; whichever is longer), any who have attacked the user during this time are attacked via Ninjutsu Accuracy for damage equal to 1400 + the damage reduced from their own attack(s). Damage from this technique is always
<I>Drunk, and receives no bonuses.
Rank 2: Upon initiation and lasting for up to 3 seconds, all attacks targeting the user have their damage reduced by 30% and have any effects other than damage prevented
(such as bleeding). At the completion of this jutsu
(or 3 seconds; whichever is longer), any who have attacked the user during this time are attacked via Ninjutsu Accuracy for damage equal to 1800 + the damage reduced from their own attack(s). Damage from this technique is always
<I>Drunk, and receives no bonuses.
Rank 3: Upon initiation and lasting for up to 3 seconds, all attacks targeting the user have their damage reduced by 35% and have any effects other than damage prevented
(such as bleeding). At the completion of this jutsu
(or 3 seconds; whichever is longer), any who have attacked the user during this time are attacked via Ninjutsu Accuracy for damage equal to 2200 + the damage reduced from their own attack(s). Damage from this technique is always
Drunk, and receives no bonuses.
Costs:
Rank 1: 3 AP, 2500 CP
Rank 2: 3 Ap, 2750 Cp
Rank 3: 3 Ap, 3000 Cp
Notes:
- May only be used once per round, and must be cast by either using Full Handseals, or
Enchanted Brew.
- The user retains the ability to dodge the unreduced portion of the attack.
- If an attack would target the user at the same time this Jutsu is initiated, the attack will be affected by this jutsu as well. This jutsu's timing cannot be altered through AP increasing/reducing effects.