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Togabito guidebook
Topic Started: Jan 30 2014, 11:43 PM (60 Views)
Tyrade
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Togabito Tomes
Your guide and need to knows about Togabito and how to become one.

The Togabito's Ranks
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What are Togabito?


The word Togabito means "offenders." Because thats what you are, an offender in life- or death.You weren't always this way though. You weren't born a Togabito, you have been sent to hell to repent for your crimes, but in a place as evil and twisted as Hell, so too do you change. Here, you may find yourself twisted into a grotesque form that reflects your corrupted heart. You also might not. Becoming a Togabito means more than just a simple change. It means you have sinned, and you're here to spend the rest of eternity to repent for your sins. But eternity might not be as long as it sounds, if you're crafty and resourceful enough.


Commandments


Togabito can only come to be once a member of another Spiritual class has been purified or murdered and sent to hell. Once in hell the Soul will begin morphing into a prisoner of hell. The skills or abilities that the Soul once had will go through a change from what it originally was to a new form of ability which the Togabito refer to as a Commandment.

A Commandment is the original power of the Soul that has been augmented and distorted into the Togabito’s physical being and loses the seal that some races require.

Races that CAN become Togabito

Human – Fullbring and Hi-spec
Quincy
Shinigami Representative
Shinigami
Hollow
Visored
Arrancar



Races that canNOT become Togabito

Bount
Modified souls
Togabito



The Past

Their past.
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Tyrade
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Togabito Ranking System



Resident of Hell: 5000 XP
-Last Commandment
-Custom Hell Energy: At this level, you can now create your own energy blast variant using the powers of Hell.

Resident of Hell Skills

Name: Last Commandment
Rank Required: Resident of Hell
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.

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Name: Last Commandment
Rank Required: Resident of Hell
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.


Name: Custom Hell Energy
Rank Required: Resident of Hell
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.

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Name: Custom Hell Energy
Rank Required: Resident of Hell
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.



Condemned: 3500 XP
-Sinner's Wrath: The cycle of death and rebirth has toughened you up and now you're ready to unleash your wrath. Take one turn to channel your hatred/anger (five seconds), then call upon a medium strength boost as you use your hatred/rage. This boost lasts for five posts (25 seconds).
-Hell's Blaze: This intense energy blast takes two turns to charge (ten seconds), before firing at your opponent. You may launch Hell's Blaze from your mouth, fingertips, or chest.

Condemned Skills

Name: Sinner's Wrath
Rank Required: Condemned
Description: - Work in Progress -
Prerequisite: N/A
Strength: Medium
Cost: Free at Rank.

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Name: Sinner's Wrath
Rank Required: Condemned
Description: - Work in Progress -
Prerequisite: N/A
Strength: Medium
Cost: Free at Rank.


Name: Hell's Blaze
Rank Required: Condemned
Description: - Work in Progress -
Prerequisite: N/A
Strength: ???
Cost: Free at Rank.

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Name: Hell's Blaze
Rank Required: Condemned
Description: - Work in Progress -
Prerequisite: N/A
Strength: ???
Cost: Free at Rank.



Turncoat: 2500 XP
-Chains of Hell Lv2: You were disheartened when the chains first wrapped all around your body but now you take solace in their strength. At this level you have 10M worth of chains around your body. At this level you can now manipulate your chains to attack and defend, acting like a whip.
-Fourth Commandment

Turncoat Skills

Name: Chains of Hell Lv2
Rank Required: Turncoat
Description: - Work in Progress -
Prerequisite: N/A
Strength: ???
Cost: Free at Rank.

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Name: Chains of Hell Lv2
Rank Required: Turncoat
Description: - Work in Progress -
Prerequisite: N/A
Strength: ???
Cost: Free at Rank.


Name: Fourth Commandment
Rank Required: Turncoat
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.

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Name: Fourth Commandment
Rank Required: Turncoat
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.



Renegade: 1800 XP
-Third Commandment

Renegade Skills

Name: Third Commandment
Rank Required: Renegade
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.

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Name: Third Commandment
Rank Required: Renegade
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.



Rebel: 1200 XP
-Sinner's Fury: The cycle of death and rebirth has toughened you up, providing you a weak strength boost when you tap into your hatred/rage. This boost lasts for five posts.
-Foxtrot: A High speed movement technique that allows the user to move faster than the eye can follow. Foxtrot allows you to move up to ten meters at high speeds. The goal of Foxtrot is to get from point A to point B in the least amount of steps. The maximum amount of distance one can do per five seconds is thirty meters (30M).

Rebel Skills

Name: Sinner's Fury
Rank Required: Rebel
Description: - Work in Progress -
Prerequisite: N/A
Strength: Weak
Cost: Free at Rank.

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Name: Sinner's Fury
Rank Required: Rebel
Description: - Work in Progress -
Prerequisite: N/A
Strength: Weak
Cost: Free at Rank.


Name: Foxtrot
Rank Required: Rebel
Description: - Work in Progress -
Prerequisite: N/A
Strength: N/A
Cost: Free at Rank.

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Name: Foxtrot
Rank Required: Rebel
Description: - Work in Progress -
Prerequisite: N/A
Strength: N/A
Cost: Free at Rank.



Convict: 800 XP
-Hell's Wrath: This intense energy blast takes one turn to charge (five seconds), before firing at your opponent. You may launch Hell's Wrath from your mouth, fingertips, or chest.

Convict Skills

Name: Hell's Wrath
Rank Required: Convict
Description: - Work in Progress -
Prerequisite: N/A
Strength: Weak
Cost: Free at Rank.

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Name: Hell's Wrath
Rank Required: Convict
Description: - Work in Progress -
Prerequisite: N/A
Strength: Weak
Cost: Free at Rank.




Inmate: 500 XP
-Second Commandment
-Robes of Freedom: This handy dandy cloak and mask combination, allows for you to escape Hell and wander the realm of the living. It's customizable to your liking but it must be some form of cloak with a mask.

Inmate Skills

Name: Second Commandment
Rank Required: Inmate
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.

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Name: Second Commandment
Rank Required: Inmate
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.


Name: Robes of Freedom
Rank Required: Inmate
Description: - Work in Progress -
Prerequisite: N/A
Strength: N/A
Cost: Free at Rank.

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Name: Robes of Freedom
Rank Required: Inmate
Description: - Work in Progress -
Prerequisite: N/A
Strength: N/A
Cost: Free at Rank.



Sentenced: 300 XP
-Chains of Hell Lv1: You were disheartened when the chains first wrapped all around your body but now you take solace in their strength. At this level you have 5M worth of chains around your body.

Sentenced Skills

Name: Chains of Hell Lv1
Rank Required: Sentenced
Description: - Work in Progress -
Prerequisite: N/A
Strength: ???
Cost: Free at Rank.

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Name: Chains of Hell Lv1
Rank Required: Sentenced
Description: - Work in Progress -
Prerequisite: N/A
Strength: ???
Cost: Free at Rank.




Sinners: 100 XP
-1st Commandment
-Sinners Repentance: You're already dead! Therefore, should you die again, you'll be going back to hell. When fighting in Hell, when you die you will regenerate by the next thread you create; with your current thread ending. When you die while out of Hell, you'll be returned straight to hell. If you die like this three times, you turn to dust and are sent into the recreation cycle. Dying in a realm other than death, banishes you from that realm until you can sneak out of hell to get back there, so be careful.

Sinners Skills

Name: First Commandment
Rank Required: Sinners
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.

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Name: First Commandment
Rank Required: Sinners
Description: - Work in Progress -
Prerequisite: N/A
Strength: To be determined in the template.
Cost: Free at Rank.


Name: Sinners Repentance
Rank Required: Sinners
Description: - Work in Progress -
Prerequisite: N/A
Strength: ???
Cost: Free at Rank.

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Name: Sinners Repentance
Rank Required: Sinners
Description: - Work in Progress -
Prerequisite: N/A
Strength: ???
Cost: Free at Rank.



Unranked: 0 XP
- Natural Sensing

Unranked Skills

Name: Natural Sensing
Description: High-Spec, and Togabito, are more sensitive to Spiritual Energy than other races, they can sense where something is up to 40 Meters away, but they will not know what soul class it is until they are up to 20 Meters from it.
Strength: Medium
Rank: Free at Creation
Prequisite: High-Spec's, Togabito
Cost: N/A

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Name: Natural Sensing
Description: High-Spec, and Togabito, are more sensitive to Spiritual Energy than other races, they can sense where something is up to 40 Meters away, but they will not know what soul class it is until they are up to 20 Meters from it.
Strength: Medium
Rank: Free at Creation
Prequisite: High-Spec's, Togabito
Cost: N/A



Togabito Masteries



Name: In-Fighter
Rank Required: N/A
Description: You're always fighting up close and personal with the pesky Kushanada. Therefore you've learned a few things about combos. Whenever you utilize your melee hand-to-hand techniques, you can use your In-Fighter skills to string the moves together, as if they were part of one seamless combo, even when the action wouldn't ordinarily connect. I.e., a powerful hook and roundhouse kick. For a brief moment whenever you connect your melee together, your body seems to flicker, adjusting into the right place to perform the follow move and keep a fluid combo. The technique will go into cool down the more moves you add into a string, to a maximum of four moves stringed together; resulting in four posts cool down.
Prerequisite: N/A
Cost: 300XP

Code for Masteries


Name: Out-Fighter
Rank Required: Rebel
Description: You've gotten a bit smarter, you cunning sinner, you. Now you know how to control a melee fight; predicting your opponents move and keeping them at the right distance. When you utilized your Out-fighter skills, you may interrupt up to three melee actions of your opponent. When you do this, it will cancel multi-action attacks as well. Once this technique is used, it will enter cool down depending on the amount of actions you interrupted, to a maximum of three turns (15 seconds).
Prerequisite: In-Fighter
Cost: 600XP

Code for Masteries


Name: Champion
Rank Required: Condemned
Description: A champion never gives up and neither should you! In order to activate Champion, you must charge Sinner's Fury or Sinner's Wrath, once either is charged, you gain one post of Champion or two posts of Champion respectively. Champion cannot be combined with Sinner's Fury or Sinner's Wrath. (i.e. you charge Sinner's Fury and Sinner's Wrath, in order to sacrifice one for Champion) As a Champion, you can utilize melee attacks to surpass the defence of weak/medium/ or strong defences of Melee or Weapon based blocks. Once the duration is over, this mastery needs to be cooled down for three posts, but it does not affect the lower tier masteries.
Prerequisite: Out-Fighter
Cost: 1000XP

Code for Masteries


Name: Shuffle User
Rank Required: N/A
Description: You've been on the run from the Kushanada for awhile now, able to keep light on your feet and haul tail when required. To achieve this, you add an additional step to your footwork, giving you one additional action to dodge per turn.
Prerequisite: N/A
Cost: 300XP

Code for Masteries


Name: Shuffle Expert
Rank Required: Rebel
Description: No longer do you run from the Kushanada, now you fight! Keeping light on your feet as always, you've now increased your pace to two additional steps. This gives you two additional actions to dodge per turn, instead of one extra from the previous mastery. That's not all, with your improved skills you're able to shimmy and curve with your Foxtrot and dodges, it's not exactly parkour and it will decrease your Foxtrot distance by 5M per step, but it'll keep you from running head first into a Kushanada's blade!
Prerequisite: Shuffle User
Cost: 600XP

Code for Masteries


Name: Shuffle Master
Rank Required: Condemned
Description: Ever agile, you can run laps around those pesky jail keepers you call Kushanada! You now utilize three additional steps, thus gaining three additional actions to dodge per turn, instead of the two from the previous rank. You're newfound shuffle technique of shimmying curving are also in play, but you no longer suffer a distance decrease per step! However this has ultimately given birth to a new "skill", bobbing and weaving! With this, you can stand straight and weave attacks without wasting your Foxtrot distance with the same high speed. Each time you weave it'll utilize one action but you're able to dodge three times worth in a single weave, for a maximum of 12 actions dodged total.
Prerequisite: Shuffle Expert
Cost: 1000XP

Code for Masteries


Name: Tools of the Trade
Rank Required: N/A
Description: As a prisoner, you understand that you can't be picky. You need to be versatile and whatever comes your way is often for the best. With this, you can imbue non-spiritual items with weak energy, giving them the status of a spiritual weapon for five turns each time used.
Prerequisite:N/A
Cost:300

Code for Masteries


Name: Artillery Smuggler
Rank Required: Rebel
Description: As a prisoner, you understand that you can't be picky. Your experience in finding and using tools has grown, as you've now been hustling the black market for some rare goods. Using your spiritual energy, you can imbue non-spiritual items with Medium energy, giving them the status of a spiritual weapon for five turns each time used, however you must charge the item with your spiritual energy for one turn (five seconds) before it's ready to go. However that's not all, as a Smuggler, you've got an eye for quality; thus any items/weapons on your opponents or allies; so long as you can see them, you can tell the quality of the Spiritual Pressure/Reishi within.
Prerequisite: Tools of the Trade
Cost: 600XP

Code for Masteries


Name: Weapons Handler
Rank Required: Condemned
Description: As a prisoner, you understand that you can't be picky. You've utilized several weapons, bartered with the toughest of 'merchants', and kept a keen eye out to not be robbed blind! With your spiritual energy, you can imbue non-spiritual items with Strong energy, giving them the status of a spiritual weapon for eight turns each time used, however you must charge the item with your spiritual energy for two turns (ten seconds) before it's ready to go. However that's not all, as a Smuggler, you've got an eye for quality; thus any items/weapons on your opponents or allies; so long as you can see them, you can tell the quality of the Spiritual Pressure/Reishi within. However the real skill as a Handler comes in this final skill. You're not a man/woman of moral character, so you've gotten a bit of a...'red eye' for good weapons. Thus if you're in close quarters with the enemy or even an ally, you can use your quick fingers in an effort to steal items/weapons from your opponent. Those quick fingers move quick, at high speeds almost and the moment you snatch the tool it will disappear into the void, waiting for you to summon it or until the thread is over. When the thread is over, assuming the item isn't used by you or taken back, it will return to its owner. In the case of a weapon, if it's a non-spiritual based weapon, then it's yours to keep! However, if it's a spiritual weapon, it will leave your sneaky paws and return to its owner.
Prerequisite: Artillery Smuggler
Cost:1000XP

Code for Masteries


Name: Hell's Apprentice
Rank Required: N/A
Description: How long has it been since the Hell chain attached itself to your body, imprisoning you to this dreadful place? You can feel the powers of Hell coursing through you and while you loathe it, you understand how to leverage it in your eternal fight for freedom. As an Apprentice you can now add an additional charge time or cool down in order to increase the rank of a skill by one. Should the skill be at Strong already, you'll add an additional "Weak" strength to it.
Prerequisite:
Cost:300XP

Code for Masteries


Name: Hell's Mage
Rank Required: Rebel
Description: It's been awhile since the Hell chain attached itself to your body, imprisoning you to this dreadful place. You've gotten used to the powers of Hell coursing through you and while you loathe it still, you've become efficient in its usage in your eternal fight for freedom. As an Mage you can add an additional charge time or cool down in order to increase the rank of a skill by one. Should the skill be at Strong already, you'll add an additional "Weak" strength to it. Alternatively, if your Hell Energy clashes with the reiatsu of other projectile techniques, you may momentarily add a "weak" modifier on top of your skill in an effort to overpower the foreign projectile. For example, in a fight of Cero vs. Hell's Wrath, both are medium skills, but your sneaky ways will help your Hell's Wrath to edge it out. When this happens, the Mastery enters cool down for five seconds.
Prerequisite: Hell's Apprentice
Cost:600XP

Code for Masteries



Name: Hell's Sorcerer
Rank Required: Condemned
Description: It feels like it's been centuries since the Hell chain attached itself to your body, imprisoning you to this dreadful place. The powers of Hell coursing through you are so familiar, it's like second nature that you'd leverage them in the eternal fight for freedom. As an Sorcerer you can add an additional charge time or cool down in order to increase the rank of a skill by one. Should the skill be at Strong already, you'll add an additional "Medium" strength to it. Alternatively, if your Hell Energy clashes with the reiatsu of other projectile techniques, you may momentarily add a "weak" modifier on top of your skill in an effort to overpower the foreign projectile. For example, in a fight of Cero vs. Hell's Wrath, both are medium skills, but your sneaky ways will help your Hell's Wrath to edge it out. When this happens, the Mastery enters cool down for five seconds. Lastly, you're now able to do a naughty magician's trick. By imbuing your energy into a stationary object, you can trick beings into thinking you're hiding somewhere, when you're really not there at all, this includes your Kushanada overlords! However when you do this, the decoy only lasts for five seconds during combat or mission/quest/event situations. Out of those circumstances, it will extend your free time outside of Hell by one thread.
Prerequisite: Hell's Mage
Cost:1000XP
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