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Horizons Rebirth

Seven Heavens Breathing Method


A taijutsu breathing method that gathers up large amounts of oxygen, and infuses it with chakra, to increase lung capacity fourfold, granting strength similar to the Eight Gates, even including similar physical changes to the user.

Learning Rules

  • 1-6: Must be B rank and have 8 Tai, 10 BOD and 8 SPD
  • 7: Must be A rank and have 10 Tai, 20 BOD and 10 SPD
    • 1st: 6 paragraphs for 5 days. Then requires a Time Skip.
    • 2nd: 7 paragraphs for 5 days.
    • 3rd: 8 paragraphs for 5 days.
    • 4th: 9 paragraphs for 6 days.
    • 5th: 10 paragraphs for 6 days.
    • 6th: 11 paragraphs for 6 days.
    • 7th: 12 paragraphs for 7 days.

Duration

Has a total Duration equal to your BOD (Before any benefits are applied), higher levels of the Breaths may cause this to go down faster as explained below.

Duration used per Turn

Every turn spent in the Breaths will take away from your total Duration, once your total Duration hits 0 you can no longer maintain the technique.

  • First and Second: -1
  • Third and Fourth: -2
  • Fifth and Sixth: -3
  • Seventh: -4

Cooldown

  • First and Second: 3 Turns
  • Third and Fourth: 5 Turns
  • Fifth and Sixth: 8 Turns
  • Seventh: Can not use the breaths again until a new scene starts.

If the body or lungs are severely injured, the breaths cannot be activated until healing is received.

Mastery of the Breaths

As a user of the breaths gets stronger, they will be able to master them. Every ten points in BOD means one breath is possible to master, granted the user does 10 paragraphs a day, for three days.

Example: someone with 10 BOD would be able to master the first breath, and someone with 50 would be able to master the fifth.

Once mastery of a breath is achieved, the user can activate it with no duration limit or drawbacks. Additionally, a user of the breaths can never master the 6th or 7th breaths.

Backlash

Each tier of Backlash also has the negative effects of the lower Breaths. Check the wound system to understand what sorts of drawbacks each wound you receive entails.

First and Second: One minor wound per turn active.

Third and Fourth: One minor wound per turn active, One Moderate when deactivating the breath.

Fifth and Sixth: One minor wound per turn active, One Heavy when deactivating the breath.

Seventh: Two minor wounds per turn active, One Extreme when deactivating the breath.

Benefits

The listed benefits below do not stack if they are the same type of bonus, instead you just get the higher benefit. For example, if two tiers give a boost to SPD you only get the higher bonus. They also cannot be stacked with bonuses that require ongoing slots if they provide the same type of benefits.

Note: These benefits can allow you to go above normal limits.

1st Breath: BOD and SPD increase by 5

2nd Breath: BOD and SPD increase by 5, +10 DR and Physical CR

3rd Breath: BOD and SPD increase by 10, +10 DR and Physical CR

4th Breath: BOD and SPD increase by 10, +20 DR and Physical CR

5th Breath: BOD and SPD increase by 20, +20 DR and Physical CR

6th Breath: BOD and SPD increase by 30, + 30 DR and Physical CR

7th Breath: BOD and SPD increase by 50, +50 DR and Physical CR