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The Eight Celestial Gates

A taijutsu style from the NFRP archive's "Eight Celestial Gates" thread: the user forces open the gates of their own chakra network for a burst of impossible strength, and pays for it afterwards. It sits in the Taijutsu tab. The tree starts locked and is learned like the other archive trees: technique scrolls, mission rewards, written scrolls and scroll merchants. It counts toward the ninja build like any Taijutsu tree.

In short

A taijutsu tree of eight self-buffs, each needing the one before it: about 25 seconds of huge strength, then hours or days of strain. From the Fourth Gate on it costs blood; the Eighth nearly kills. Gate strikes need the First Gate.

Each gate is named after its chakra wheel. Every gate needs the gate before it, and a higher Taijutsu level. A gate is a short self-buff (about 25 seconds; the Eighth about 20). When it wears off, the strain hits: the pawn is slowed and clumsy for hours, and from the Fourth Gate on they lose blood and take damage. Opening the Eighth Gate can kill a pawn who is already hurt.

The gates
  • Muladhara (First Gate: the Root), C rank, level 4: faster, harder melee blows (×1.1), small hit and dodge bonus, a little pain resistance. Afterwards: 1 hour of strain.
  • Swadhisthana (Second Gate: the Sacral), B rank, level 6: faster still (×1.15 melee damage), wounds heal four times as fast and stop bleeding. Afterwards: 2 hours of strain.
  • Manipura (Third Gate: the Solar Plexus), B rank, level 8: ×1.25 melee damage, better hit and dodge. Afterwards: 5 hours of strain.
  • Anahata (Fourth Gate: the Heart), A rank, level 10: ×1.35 melee damage. Afterwards: a day of heavy strain (moving and manipulation down), some blood loss and damage.
  • Vishuddha (Fifth Gate: the Throat), A rank, level 12: ×1.5 melee damage. Afterwards: a day of stronger strain, more blood loss and damage.
  • Ajna (Sixth Gate: the Third Eye), S rank, level 14: ×1.7 melee damage. Afterwards: a day of strain in which the pawn takes extra damage, heavy blood loss.
  • Sahasrara (Seventh Gate: the Crown), S rank, level 16: ×1.9 melee damage. Afterwards: a day and a half of strain, very heavy blood loss.
  • Patala (Eighth Gate: the Underworld), S rank, level 18: ×2.4 melee damage, huge speed, hit and dodge, ignores most pain. Afterwards: two days barely able to move, about 60% blood loss and heavy damage. Nearly fatal.

While a gate is open the user glows in its chakra's colour, from red-orange at the first gate through orange, yellow, green, sky blue, indigo and white-gold to crimson at the eighth. The glow grows with each gate: flames from the third, drifting motes from the fifth, and blood-red steam at the eighth.

Gate strikes

All of these need the First Gate learned.

  • Gentle Touch (C): a stunning palm strike that rarely kills.
  • Knockout Fist (C): a long stun.
  • Chakra Disruption (C): the target turns clumsy and inaccurate for a while.
  • Luminosity (C): a burning, dazzling ray of light from the palm.
  • Aether Ties (C): the target is slowed.
  • Veil of Sins (C): a protective veil that also speeds healing.
  • Crack the Shell (B): a blow that ignores most armour.
  • Seal Wounds (B): heals the user.
  • Revitalizing Breath (B): heals a friend.
  • Godspeed Evasion (B, passive) and Godspeed Evasion, Perfected (A, passive): better dodging.
  • Sever the Flow (A): cuts the target off from its chakra, so no techniques for a while.
  • Incandescent Strike (S): a blow of white-hot radiant energy.
  • Wages of Sin (S): a crushing blow that leaves the target helpless.

Damaging strikes hit anyone in the way, friends included. Technique and style material from the Naruto Forum Role-play (NFRP) community archive.