Perk and Jutsu Requirements

Chakra Enhanced Strength
Requirements:

Medic Tier 2 Chakra Control C- Skill Rank

OR

Tier 3 Chakra Control Understanding of Chakra C- Skill Rank

Both for: 35 RPs and 1500 RPP

Understanding of Chakra
Requires T2 Chakra Control. Grind Perk for 100 RPs. Free of charge.

Relates to Suimen usage and natural understanding of chakra. Try RPing advancing your control of suimen and applying it to new surface/objects or just adapting your overall understanding of utilizing chakra.

Chakra Refinement
A Tier 2 Perk. Costs 2000 RPP. Total of 25 RPs. C- Skill Rank T2 Chakra Control Understanding of Chakra OR Elemental Attunement

In a sense, RPing for this is similar to RPing for Understanding of Chakra, though you’re working on expanding on those fundamentals versus understanding them. Working to make them better than before.

Elemental Attunement
A Tier 2 Perk. 2000 RPP. Total of 25 RPs. Tier 3 Elemental Training

The perk is simply getting in touch to an element. Try RPing some Avatar: The Last Airbender type stuff and get more down to earth with the element in question. Or really trying to feel out forms of it that you normally wouldn’t. It’s really just a form of sensory at the end of the day.

Fist Hardening
A Tier 3 Perk. 100 RPs. Free of Charge. Requires T3 in a Martial Art ( Boxer, Judoka, Karateka, Kung Fu, Baguazhang, Kickboxer, Taekwondo). Must be C- in Skill Rank.

Four Gates Formation / Eight Gates Formation
While you can RP for the Eight different gates, there are also two techniques that work alongside them to all you to activate multiple stages in a single turn. These are referred to as the "Formation" jutsu.

To acquire each Gate, the requirement is simply 100 RPs x Gate #. Gate Four and beyond require you to be at least C- in Skill Rank to obtain as well.

Stamina perks reduce the # of RPs for each Gate. The reduction rates are as follows:

1/4 Amount with Stamina T1

1/3 Amount with Stamina T2

1/2 Amount with Stamina T3

2/3 Amount with Stamina T4

An additional 2/5 with Monstrous Stamina Gene

An additional 1/2 with Hot Blooded Trait

Four Gates Formation - B-Rank Technique. 1500 RPP

Requires you to have the first 4 Gates unlocked. Be B- in Skill Rank. Allows you to use the first 4 Gates in a Single Turn.

Eight Gates Formation - A-Rank Technique. 2500 RPP.

Requires you to have all 8 Gates Unlocked. Allows you to use all 8 Gates in a single turn.

Zone
Zone is the Chakra based version of Gates for Prodigies under the Taijutsu and Weaponist professions. There are Six Zones that can be rolled and One Zone that is paid for with a DR. One of the Six Zones is Weaponist based and requires the profession to obtain. Zone starts from B-Rank all the way up to S-Rank.

To obtain Zone as a Prodigy, you need to be C- and have a T3 Martial Arts Perk. After you meet the requirements, you can roll for which color zone you have on a 6 sided dice.

To obtain Zone as a Non-Prodigy, you need to be C- and have a T3 Taijutsu Perk. After you meet the requirements, you have to roll a 6 on a 6 sided dice before rolling for which Zone you have. If you fail the roll, you can't get Zone.

ONCE YOU ROLL FOR ZONE YOU CAN'T OBTAIN ANY OF THE GATES -and- VICE VERSA.

Each Zone comes with their own jutsu that you can buy separately.

Red Zone - The Red Zone boosts the user's physical power and pain resistance.

Yellow Zone - The Yellow Zone boosts the user's understanding of Taijutsu techniques heavily.

Green Zone (Weaponist) - The Green Zone boosts the user's marksmanship.

Blue Zone - The Blue Zone boosts the user's raw speed and reflexes.

Purple Zone - The Purple Zone boosts the mass and output of the user's muscles.

Crimson Zone - The Crimson Zone causes a split personality and also boosts the user's intelligence. Some even develop the Emperor's Eye.

Teal Zone (DR) - The Teal Zone lacks special abilities but the jutsu that can be bought from it buffs a single person. Thus making this Zone a supportive one.

Black Zone (Necromancer/Dark Messiah) - The Black Zone heavily boosts the user's strength and turns them into ruthless killers.

White Zone (Priest/Hermit Group) - The White Zone boosts the user's physical abilites and turns them into a mystical fighter.

Aura
- Removed.

Embodiments
The Embodiments or the Seven Sins are generally obtained through some IC means. They’re more likely to be obtained by Necromancers but they can be obtained by others as well. Granted, not all of them may be available depending on what happens throughout the IC; including cross-wipe.

Sin's Current Status

 * Sin of Pride: Alive ( Taken )
 * Sin of Wrath: Dead
 * Sin of Greed: Alive ( Taken )
 * Sin of Lust: Alive ( Sealed )
 * Sin of Gluttony: Dead
 * Sin of Envy: Dead ( Purified )
 * Sin of Sloth: Dead

Seraphim
Seraphims are akin to the Embodiments or Bijuu, however they are more or less geared towards Priests and Gift of the Hermit users. Seraphim are gained through IC, much like Embodiments are. They are intended to be searched for and convinced to join you. There are other methods to obtain them but for the most part--you’ll have to learn that ICly as well. There’s no predetermined list of Seraphim purely because there’s a nigh-infinite number of them.

Looking for a specific Seraphim will prove difficult however. IC Knowledge of their location and figuring out how to make them appear is a necessary step to obtain one.