User:Rayd
Contents
Expanded Limitless Technique Rules (Work In Progress)[edit]
This set of rules seeks to make playing the strongest technique in the series, as equally difficult to master as it is powerful. Everything within these rules overwrites how playing the Innate Technique would normally function. It should be known that using these rules vastly change how playing the technique works, and requires much more effort in learning it. This system uses a Tier system for various limitless techniques. You start at Tier 0 for all techniques except for Infinity, Blue, and Red. If you possess the Jujutsu Genius feat, you will count as one Tier higher for every limitless technique instead of their normal tier, but only if you meet said Tier’s requirements. Infinity[edit]
Infinity is the neutral lapse technique application of the Limitless cursed technique, an impenetrable barrier made of infinity, where the only things able to come near are perpetually approaching “Convergences”. Learning Infinity[edit]To learn Infinity, you must learn to selectively divide space against various phenomena. Over the course of a month, you can make a DC 15 Intelligence check and a DC 15 check using your Cursed Energy Modifier, spending the cost of your Infinity three times each day. If you succeed both checks you will increase a Tier of Infinity. With each Tier increase, the DC of the checks increases by 3. Misfire[edit]The misfire chance changes with each Tier of Infinity. Whenever you use Infinity, roll a d10. Rolling equal to or lower than the number currently listed in your Tier of Blue’s Misfire column will cause a misfire. If the number is 0, you cannot misfire. When a misfire of Infinity occurs, it will fail to block the phenomena. Infinity Tiers[edit]Your Tiers represent what your infinity can properly protect against by dividing space. When faced with something your current infinity tier cannot defend against that you are aware of, you can use a reaction and a hand sign for infinity to increase your infinity tier by 1 against that single source. Tier 1[edit]Basic Attacks, such as punches and things with physical density and mass. Misfire: 6 or Lower. Tier 2[edit]Heat, explosions, and more simple forms of energy. Misfire: 4 or Lower. Tier 3[edit]Sound, Physical Cursed Energy effects that travel, waves. Misfire: 2 or Lower. Tier 4[edit]Poisons, Gases, and things you cannot see. Misfire: 0 Blue[edit]
Blue is the most expensive and versatile technique of Limitless, and has many various applications. Learning Blue[edit]Learning and mastering the Lapse Amplification of Limitless, Blue, is a complicated and draining process. Blue is known to be tiring and hard to maintain for the initiate user. Over the course of a week, if you are feasibly able to train, each day you can make a DC 15 check using your Cursed Energy Modifier, spending the cost of your Blue 3 times each day. If you succeed more than 4 or more of the checks, you will increase one tier of Blue. The DC of the check increases by 1 for each tier you successfully learn. Misfire[edit]The misfire chance changes with each Tier of Blue. Whenever you use Blue, roll a d20. Rolling equal to or lower than the number currently listed in your Tier of Blue’s Misfire column will cause a misfire. If the number is 0, you cannot misfire. When a misfire of Blue occurs, roll a d8 and consult the following chart;
Blue Tiers[edit]Your Tiers represent your mastery of blue, how long you can maintain it, and how draining it is to do so. Tier 1[edit]The most basic tier of Blue, it’s still hard for you to maintain for a large period of time. You can use Pulse Blue. Misfire: 0 Tier 2[edit]Must be level 4 You can now maintain blue for a small period of time. You can use Blue as normal, with it lasting until the beginning of your next turn. However, its radius is 5 ft. Misfire: Lower than 10 Tier 3[edit]Must be level 6 You can now maintain blue in its form a bit longer. Blue now lasts until the end of your turn, and its radius becomes 10 ft. as normal. Misfire: 7 Tier 4[edit]Must be level 8 Your skill at maintaining blue has increased. At the beginning of your turn, while you have an active blue, you can pay 3 cursed energy to maintain it until the beginning of your next turn. You can maintain a single blue like this a number of times equal to your proficiency bonus. In addition, Blues output has increased enough. You gain access to Blue Redirection When using the canon variant, the cost to maintain is 7. Misfire: 5 or lower. Tier 5[edit]Must be level 10 Your skill at maintaining blue has increased. The cost to maintain blue at the beginning of your turn is 1 cursed energy. When using the canon variant, the cost to maintain is 3. Misfire: 3 or lower. Tier 6[edit]Must be level 12 Your skill at maintaining blue has increased. It no longer costs cursed energy to maintain blue. Blues duration is now a number of rounds equal to your proficiency bonus. Misfire: 0 Tier 7[edit]Must be level 14 Blue now lasts one minute. Misfire: 0 Blue Manipulation[edit]
Blue manipulation is an advanced application of blue that allows you to utilize its attraction effect to pull people or objects, similar to Telekinesis. Learning Blue Manipulation[edit]To learn Blue Manipulation, you must have Blue Tier 3 or higher. Learning Blue Manipulation is difficult and draining due to the sensitivity of Limitless or Blue. Over the course of a week, if you are feasibly able to train, each day you can make a DC 15 Sleight of Hand Check, using your Cursed Energy Modifier instead of Dexterity, spending the cost of your Blue Manipulation 5 times for each day. If you succeed 4 or more times in the week, you increase a tier of your Blue Manipulation. For each tier gained, the DC for the check for the next tier increases by 2. Misfire[edit]The misfire chance changes with each Tier of Blue Manipulation. Whenever you use Blue Manipulation, roll a d20. Rolling equal to or lower than the number currently listed in your Tier of Blue Manipulation’s Misfire column will cause a misfire. If the number is 0, you cannot misfire. When a misfire of Blue Manipulation occurs, roll a d6 and consult the table below.
Tier 1[edit]You can manipulate tiny objects for no cursed energy cost while out of combat. You can manipulate Tiny Objects using Blue Manipulation. Misfire: 10 or Lower. Tier 2[edit]You can now manipulate Small objects using Blue Manipulation. Misfire: 10 or Lower. Tier 3[edit]You can now manipulate Medium objects using Blue Manipulation. Misfire: 8 or Lower. Tier 4[edit]You can now Manipulate Large objects using Blue Manipulation. Misfire: 8 or Lower. Tier 5[edit]You can now move creatures using Blue Manipulation. Misfire: 6 or Lower. Tier 6[edit]Must have Tier 4 Blue.' You can now use Blue Manipulation as a bonus action after using it as an action. Misfire: 4 or Lower.
Tier 7[edit]You can now Manipulate Huge objects using Blue Manipulation. Misfire: 2 or Lower. Tier 8[edit]Must have Tier 5 Blue. You can now Manipulate Gargantuan objects using Blue Manipulation. Misfire: 0. Teleport Technique[edit]
Teleport Technique is a technique using blue to compress your movement, essentially reaching your destination at extreme speeds by “folding space”. Learning Teleport Technique[edit]To learn teleport technique, you must learn how to quickly compress your movement with blue, utilizing a two handed hand sign. Over the course of a week, you can make a DC 14 {{5a|int)) check, and a DC 14 Sleight of Hand check using your Cursed Energy Modifier rather than Dexterity, paying the cost of Teleport Technique each day. If you succeed both checks, you increase a Tier in the Teleport Technique. For each tier increase, the DC increases by 2. Misfire[edit]The misfire chance changes with each Tier of Teleport. Whenever you use Teleport Technique, roll a d20. Rolling equal to or lower than the number currently listed in your Tier of Teleport Technique’s Misfire column will cause a misfire. If the number is 0, you cannot misfire. When a misfire of Teleport occurs, roll a d8 and consult the following chart;
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