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> Trait Listing
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 Posted: Mar 19 2015, 06:04 AM
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Traits

Hello again, and welcome to the Traits section. What are traits, exactly? Well, to put it simply, they are semi-passive abilities that enhance your character in some way. Most traits only enhance your character while they are performing certain actions, while a few simply enhance them all the time-some even negatively affect your character! We have an ever-expanding list of traits below, but first, let's talk about the different types of traits.

Note: If a trait makes certain comments about your personality, or a style of fighting, that doesn't mean you necessarily NEED the trait to RP that way-the trait simply gives you a boost. For instance, you don't need the Aggressive trait to be aggressive-but with the Aggressive trait, doing so makes you stronger. This does not apply to every Trait-there are some actions that DO require the trait. This normally applies to any benefit that is anything other than an Attribute Buff. Additionally, traits that make other characters more likely to act a certain way, such as a trait that makes your lies seem more believable, tend to work better on NPCs than on RPCs.

D-rank


D-rank Traits are the lowest level traits. Typically, they do not require difficult things beforehand, and they tend to offer the lowest benefit; however, D-rank Traits are the cheapest traits around, typically with a cost of only 1 Ninja Point.

C-rank


C-rank Traits are more powerful than, and are sometimes even direct upgrades of, D-rank Traits. C-rank Traits are those that expand significantly upon the benefits D-rank Traits provide, or perhaps provide benefits above and beyond what is possible through a lesser trait. These cost 2 Ninja Points.

B-rank


B-rank Traits are far more powerful than what C-rank Traits would allow one to reach, and are sometimes direct upgrades of said traits. These traits typically have steep requirements and are fairly costly, compared to their predecessors. These traits cost 4 Ninja Points.

A-rank


A-rank Traits are far more powerful than what B-rank Traits would allow one to reach, and are sometimes direct upgrades of said traits. These traits typically have steep requirements and are fairly costly, compared to their predecessors. These traits cost 7 Ninja Points.

S-rank


S-rank Traits are the most powerful normal traits, and are sometimes direct upgrades of lesser traits. These traits often have steep requirements and are costly, compared to their predecessors. These traits cost 10 Ninja Points.

Advanced Ability Traits


These are traits that directly affect a particular Advanced Ability. To possess any of these traits, a character must possess the appropriate Advanced Ability first. The abilities provided by these traits may be as varied as the Advanced Abilities themselves. These traits tend to be on the expensive side, on a similar level to A-rank and S-rank traits.

Negative Traits


Negative Traits are traits you can take that put a negative effect on your character; for instance, bad eyesight would qualify as a Negative Trait. As a rule, these do not provide any sort of benefit, though certain things may be taken advantage of with the negative-for instance, with your bad eyesight, you might miss a genjutsu cue that a different person would have seen. For the most part, however, any benefits these give is comparatively small when compared to the drawback. So why take Negative Traits? Well, they can make for some interesting character quirks.

Fighting Styles


Fighting styles are specific styles of combat, typically revolving around Taijutsu. As long as you fight in the way the fighting style describes, you benefit from the Trait. The vast majority of Fighting Styles are custom, though a few already exist, such as the Hyuuga Clan's Jyuuken, or the globally available Suiken (Drunken Fist).
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 Posted: Mar 19 2015, 06:06 AM
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D-rank


Acrobatic
Description: You are better able to perform outlandish moves like flips, spins, and rolls without error. Dodging becomes easier as well.
Benefit: Can justifiably perform acrobatic feats listed above

Aggressive
Description: You are best on the attack. You gain a bonus when pressing the attack and continually pressuring the opponent.
Benefit: +6 divided as the user chooses among Strength, Spirituality, Endurance, and/or Stamina while attacking, . Once a choice of boosted attributes has been made, it cannot be undone until the next time you switch from defensive actions to offensive. Engaging in any defensive actions ends the boost.

Altered Element
Description: Your jutsu of a particular element take on a strange appearance; your fire might be blue, or perhaps any dirt you produce has glittery particles within it. When taking this trait, please explain the specific change. Note that this trait is passive, and cannot be turned off-all jutsu that use that material will carry the effect.
Benefit: You can aesthetically alter the jutsu of a particular element or substance. These alterations must not have a significant battle potential.

Ambidextrous
Description: You are equally adept at using either hand, and receive a benefit to fighting with both hands occupied.
Benefit: +6 divided as the user chooses among Strength and Agility while dual-wielding or utilizing Taijutsu with both hands equally

Animal Affinity
Description: You are closer to animals than you are to people. Wild animals will not attack you unless provoked, and peaceful animals will allow you to approach them. People feel uneasy around you, however.
Benefit: Cannot be attacked by wild animals unless provoked; You do not disturb wildlife.

Animal Speech [Animal Type]
Description: You can speak to a specific species of animal, and it may speak to you. Only one type of species may be communicated with. Keep in mind that this does not make all animals suddenly intelligent-a bird will only be as smart as a bird, so on and so forth, with the exception being pets. This may be taken multiple times to communicate with a wide range of animals.
Benefit: Can speak with one type of animal

Assault Clones
Description: The user has trained themselves so that their solid clones retain more of their physical strength than normal, making them more formidable.
Benefit: The user’s solid clones can take twice the normal amount of damage before dispersing.

Attractive
Description: There is something about your appearance that draws others toward you. People are more attracted to you than they are to others. Note that your character's description should comply with this as well.
Benefit: Potential romantic partners are more drawn to the user

Balanced
Description: You are unlikely to lose your footing, and are more difficult to knock over or trip. Additionally, you are better able to fight on precarious locations.
Benefit: +4 to Agility if fighting while balancing; +4 to Endurance if attempts are made to knock you over

Bang Deafening
Description: The user's sense of hearing is reflexively protective of the user; if it detects any sudden loud noises, the user's hearing immediately muffles all sound coming in, protecting the user temporarily at the cost of their hearing. This effect lasts for a few seconds.
Benefit: Automatic protection from loud noises

Basic Enhanced Hearing
Description: The user's hearing is improved beyond its normal levels. The user can hear quieter sounds at a greater distance.
Benefit: You can hear sounds at a further distance than before.

Basic Enhanced Sight
Description: The user's eyesight improved beyond its normal levels. Additionally, the user's color vision becomes more distinct.
Benefit: More distinct color vision

Basic Enhanced Smell
Description: The user's sense of smell is improved beyond its normal levels. They can detect individual scents, similar to a dog, though not as effective. The user can identify familiar scents, allowing them to see through disguises when people they know well are involved.
Benefit: The user has the abilities described above

Basic Enhanced Taste
Description: The user's sense of taste is enhanced; specifically, the user can identify individual ingredients within a dish, and may be able to detect poisons as well, though without resistance of some sort to poison, by that point it may be too late.
Benefit: The user has the abilities described above

Basic Enhanced Touch
Description: The user's sense of touch is more refined; a user can easily read grooves and indents with their fingertips, without using their eyes. Additionally, a user might be able to detect anomalies in objects they're touching, such as a texture that is slightly off or some other odd detail.
Benefit: The user has the abilities described above

Challenge
Description: You prefer fighting a single target to the possibility of fighting multiples. You have specifically trained for single combat, and are better at it than any other style of combat.
Benefit: +2 to Strength, Spirituality, Endurance, and Willpower when facing a single target

Chemist
Description: You are skilled in the art of poison development and can make more poison than most.
Benefit: You may carry an additional 2 doses of any C ranked poisons you own.

Clarity
Description: While calm and pensive, you experience a greater clarity of mind, allowing you to pay attention to more of what's happening around you.
Benefit: +6 to Perception when not in combat

Climber
Description: You are not slowed while making your way up vertical surfaces. While others can be expected to move a bit slower while climbing, it comes naturally to you.
Benefit: Move at your normal speed while climbing without any implied slowing down.

Clone Enthusiast
Description: Your clones are more capable of using jutsu, making them more capable in combat. At least 3 clones must be active for this trait to kick in.
Benefit: Physical Clones receive a 10% chakra cost reduction when performing jutsu. This reduction only applies to jutsu used by clones, and does not apply to jutsu that take a fraction of the user's chakra, such as other clone techniques. This stacks with all other forms of chakra cost reduction, though the cost of a jutsu can never be less than 1.

Cold Resistance
Description: You have developed a tolerance to inclement weather, allowing you to function normally even in the most uncomfortably cold conditions.
Benefit: You are unaffected by cold weather or feeling cold, +6 stamina in cold weather conditions. Genjutsu effects that create cold affect you normally, as if you did not possess this trait.

Cold Spirit
Description: As a result of your distant, even cruel, personality, your chakra has taken on a permanent coldness that remains even when you are feeling happy or relaxed. This trait is incompatible with Warm Spirit.
Benefit: Your chakra has a permanent "cold" sensation, or an equivalently unpleasant sensation applicable to a specific mode of sensing. While this makes your chakra easier to identify, it also makes any enemies who can sense it feel more nervous.

Conditioning
Description: Through advanced training, the user has prepared their body to endure temporarily boosts in ability better than most.
Benefit: The user may have one additional buff effect active at a time

Cross Country Training
Description: Your stamina has been trained to be more effective when you're on the move. You're used to running long distances without rest.
Benefit: Running does not fatigue you

Dependable
Description: You are a constant source of positivity for those around you. Your upbeat attitude and never-say-die personality keep your allies moving when they'd break down without you.
Benefit: +2 to all nearby allies' Willpower, Endurance, or Stamina (Each recipient chooses which bonus to take) Clones do not gain this trait from their creator.

Eager
Description: You're particularly excitable-so much so, in fact, that it bleeds over into your physical abilities when you're ready to get moving.
Benefit: +6 divided as the user chooses among Speed and Agility when excited.

Easy-Going
Description: You tend to be open and relaxed with people, in turn making them feel more relaxed.
Benefit: Nearby allies receive +4 to Stamina when you're in a good mood. Clones do not gain this trait from their creator.

Emotionless Chakra
Description: Your chakra is completely disconnected from your emotions, making it impossible to discern your mood simply by viewing your chakra. This trait is incompatible with Emotive Chakra.
Benefit: Your chakra takes on a more static feeling than normal people. While this makes your chakra easier to identify, it also prevents anyone from guessing your true intentions or motives based on your chakra alone.

Emotive Chakra
Description: Most individual's chakra varies naturally with their emotions very slightly-in your case, your chakra varies wildly with your emotions. Chakra sensors are usually the only ones who can see this, though there are some jutsu that make your chakra more obvious. Variations can include color, intensity, a sensation typically attributed to temperature, among other things. This does not affect the power of your techniques. This trait is incompatible with Emotionless Chakra.
Benefit: Your chakra's feel and color varies drastically with your mood. While mostly aesthetic, a chakra sensor may have difficulty recognizing your chakra if your mood-swing is drastic enough.

Exorcist
Description: The user has studied intensely in the art of fighting stronger opponents, giving them an edge against the nastiest of monsters. "Titan" is defined as any creature roughly the size of a small building, such as a house.
Benefit: When fighting titanic opponents, +4 to Spirituality, +5 to Shape Transformation Skill

Explosives Expert
Description: You know a great deal about explosives and as such, carry a greater deal of explosives on them than others.
Benefit: The user can carry half again as many explosives as normal

Feet of Fury
Description: The user has trained extensively in the user of their feet and knees as weapons, being more effective at kicking.
Benefit: 5% increase in Strength when using kicking based taijutsu

First Aid
Description: The user has received very basic training as a field medic, allowing them to administer basic medical supplies to those in need.
Benefit: Basic medical supplies such as bandages and ointment don’t encumber the user

Fisticuffs
Description: The user specializes in the use of fist weapons, being more skilled than most.
Benefit: +15 to Other Weapons skill when using fist weapons.

Flash Protection
Description: The user's eyes have been trained to resist bright flashes of light. Any effect of sudden introduction of light to the user's eyes only last half as long as they would otherwise.
Benefit: Protection from flashes

Heat Resistance
Description: You have developed a tolerance to inclement weather, allowing you to function normally even in the most uncomfortably hot conditions.
Benefit: You are unaffected by warm weather or feeling hot, +6 stamina in warm weather conditions. Genjutsu effects that create heat affect you normally, as if you did not possess this trait.

Heavy
Description: You can throw your weight around with the best of em, using it to supplement your strength as best you can.
Benefit: +2 to Strength for every 25 lbs over 100 your character weighs. A maximum of 6 Attribute Points may be gained this way.

Infecter
Description: With more study, you have learned to create even more potent poisons. Requires Stinger.
Benefit: Your C ranked poisons last 2 additional rounds of posting.

[Insert Element] Specialty
Description: The user has trained extensively in the use of their chosen element, and can mold jutsu of that element for less chakra than normal. Can only be taken for one element.
Benefit: Jutsu of the chosen Element cost 5% less than normal (Cost Rounded down)

[Insert Theme] Specialty
Description: The user has trained extensively in the use of their chosen fighting style theme, and can use jutsu of that theme for less chakra than normal. Can only be taken for one theme.
Benefit: Jutsu of the chosen theme cost 10% less than normal (Cost Rounded down)

Insightful
Description: The user is able to analyze the situation and more readily understand the totality of the circumstances, making them more effective at investigation.
Benefit: +5 to Tracking Skill, +4 to perception while tracking others or searching for clues.

Internal Compass
Description: You instinctively know which way is North, East, West, and South. You also are instinctively aware of going the wrong direction, even when under an illusion.
Benefit: You know the cardinal directions by instinct, and instinctively know when you're going the wrong way.

Iron Lungs
Description: You are capable of holding your breath for extended periods of time, making you more effective at swimming or navigating areas with smoke or other irritants in the air.
Benefit: You can hold your breath for extensive periods of time

Knowledge [Topic]
Description: You know more about a specific topic than those unstudied fools around you.
Benefit: Can justifiably know non-general knowledge about the chosen topic. The topic must be approved by staff.

Lightning Reflexes
Description: You can dodge more effectively at the very last second, as a result of your reflexes being highly over-trained.
Benefit: +6 to Agility when dodging at the last possible second.

Light Step
Description: As long as you are wearing light materials on your feet, your footfalls are silent. Objects you touch still make noise, such as broken twigs or kicked rocks.
Benefit: Silent movement when wearing D-class material or lower on feet.

Lipreading
Description: You can lipread, and are capable of discerning what was said even if you couldn't hear, so long as you have an unobstructed view of the target's lips.
Benefit: You can lipread

Loner
Description: You work better on your own. While alone, you receive an enhancement to multiple Attributes. This cannot be owned alongside "Team Player".
Benefit: +6 divided as the user chooses among Strength, Speed, Agility, or Perception while working alone.

Low Light Vision
Description: You are more capable of seeing in the dark than most. While you still need at least a little light, you can see twice as far in the dark as a normal person.
Benefit: 2x range on vision in a dark environment; Cannot be pitch black

Lucky
Description: Lady Luck always seems to be on your side. You gain multiple benefits without even being aware of them.
Benefit: +6 divided as the user chooses among Agility and Perception when unaware of an attack; Can justifiably accidentally dodge minor attacks (D-rank and lower)

Mechanical Precision
Description: The user of this trait has basic spatial awareness which allows him to properly position his puppet/s' long range weaponry for more precised shots.
Benefit: User gains +6 Perception when utilizing his puppet/s' long range weaponry. Shots made with such type of weapons are more precise than normal.

Melee Weapon Training
Description: You feel at ease with a good melee weapon in hand. Some ninja throw blades-you prefer holding onto it.
Benefit: +6 divided as the user chooses among Strength and Agility while wielding a melee weapon

Mental Trap [Insert Genjutsu]
Description: The user is developed special skill with a specific genjutsu, allowing them to trap others more easily.
Benefit: You may have an additional cue for a specific genjutsu.

Nimble
Description: Your small size makes agility simply more natural. It is much easier for you to make use of your diminutive frame than the hulking giants around you.
Benefit: +2 to Agility for every 20 lbs below 150 your character weighs. A maximum of 6 Attribute Points may be gained this way.

No Guard
Description: You trade blow for blow, with the knowledge that you hit harder, and will win first.
Benefit: +6 divided as the user chooses among to Strength and Endurance as long as you do not dodge or block attacks

Out of Place
Description: You are slightly resistant to Genjutsu or other such things that can affect their mind. They can tell when something is 'out of place'.
Benefit: +5 perception 1 post after being put under a mind-altering influence; the logic-defeating aspect of genjutsu is lessened against you.

Pack Mule
Description: You have dedicated a great deal of training into their ability to carry more weight.
Benefit: Your speed and agility decrease by 1 point for every 10 lbs of inventory, as opposed to 5

Photographic Sensing
Description: The user is able to consciously record any one instance of memory connected to a particular sense, such as pages or maps, voices, or particular scents; this memory will stay with the user for years, remaining fresh in their mind as if it happened only moments ago. The user must choose which sense this trait affects when choosing this trait. This trait may be taken multiple times.
Benefit: Can record sensory information
Cost: 1

Presence
Description: You have an aura of power and determination that brings out the determination of those around you.
Benefit: Allies gain +2 Willpower when working alongside you. Clones do not gain this trait from their creator.

Pugilist
Description: The user has trained extensively in the user of their bare hands and knuckles as weapons, being more effective at punching.
Benefit: 5% increase in strength of punching based taijutsu

Puppeteer
Description: You are trained in the usage of puppets in combat via Kugutsu no Jutsu. You also gain a new technique for free.
Benefit: Can use Kugutsu no Jutsu ; May count Chakra no Ito [Chakra Thread] as an Academy Student Basic Ninjutsu.

Ranged Weapon Training
Description: You are extensively trained in the use of ranged weapons. While using ranged weapons, you are more accurate than others.
Benefit: +6 divided as the user chooses among Strength and Perception while wielding a ranged weapon

Repression
Description: Emotions can be a wonderful thing, but can also be a burden on conscientious shinobi. Through diligent training these emotions can be temporarily dealt with to allow the shinobi to deal with the task at hand.
Benefit: In situations where the users emotions would usually get the better of them they have trained to repress those emotions and carry out their task in a calm and logical fashion.
Cost: 1

Seal the Deal
Description: The user has become more effective in the use of fuuinjutsu through extensive study and practice
Benefit: +15 to Chakra Manipulation when performing Fuuinjutsu.

Slip and Slide
Description: You are adept in moving on slick terrain, allowing you to maintain your balance and even move faster.
Benefit: +6 divided as the user chooses among speed and agility when running on snow, ice, wet ground and other slippery surfaces.

Spear of Influence
Description: The user is adept with polearms, staffs and spears.
Benefit: +15 to Other Weapons skill when wielding polearms.

Spring Loaded
Description: You have trained to be more effective at jumping. This complements the basic jutsu Chouyaku very well.
Benefit: You can jump higher than normal without the aid of jutsu, and jutsu that enhance jumping are more effective.

Stinger
Description: You have carefully studied how to make more potent poisons.
Benefit: Your D ranked poisons last 2 additional rounds of posting.

Swimmer
Description: You are a powerful swimmer, able to utilize your full speed while swimming. While others could be expected to move a bit slower while swimming, it comes naturally to you.
Benefit: Move at your normal speed while swimming without any kind of implied slow down.

Team Player
Description: You do better with other people. While working with others, you receive an enhancement to multiple Attributes. This cannot be owned alongside "Loner".
Benefit: +6 divided as the user chooses among Strength, Speed, Agility, or Perception while working with others. Choose when you take this trait.

The Art of Deception
Description: The user has carefully sharpened their ability to focus on genjutsu, allowing them to take up slightly less of their focus. Requires 10 Focus Skill.
Benefit: The user may ignore the concentration required for one Genjutsu of their rank or lower.

Unphased
Description: Through mastery of the basic technique Henge No Jutsu, the user’s disguise is now more resilient to being dispelled.
Benefit: It takes three hits to dispel a henge

Warm Spirit
Description: As a result of your friendly personality, your chakra has taken on a permanent warmth that remains even when you are angered or upset. This trait is incompatible with Cold Spirit.
Benefit: Your chakra has a permanent "warm" sensation, or an equivalently pleasant sensation applicable to a specific mode of sensing. While this makes your chakra easier to identify, it also makes any allies who can sense it feel more relaxed.

Weapon Focus [Weapon]
Description: You are particularly skilled at using a particular type of weapon, such as swords, daggers, or staves. This Trait can be taken multiple times to possess a wider range of skills.
Benefit: +6 divided as the user chooses among to Strength and Agility while wielding the chosen weapon. Weapon type must be decided upon addition to character, and cannot be changed.

Wrestler
Description: The user has extensively studied holds, throws and locks to be more effective when grappling others.
Benefit: 5% increase in strength of grappling taijutsu
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C-rank


Acrobatic Strike
Description: You are capable of making accurate, powerful attacks while engaging in the abnormal movements described in the Acrobatic Trait.
Benefit: +6 to Perception and Strength while making an attack during any action described in the Acrobatic Trait

Ambush Training
Description: You are more aware of your surroundings, particularly to a situation that seems set up to an ambush. You may notice things others might miss that could tip you off to a coming attack.
Benefit: You instinctively know when an ambush is coming; Please inform your NPCer if you possess this trait so they may NPC accordingly.

Anatomical Training
Description: You are specially trained in anatomy and biology, and have a deeper understanding of vital points on the body. You are less likely to miss strikes against these points.
Benefit: +12 to Perception when precisely attacking a specific body part

Aphrodisia
Description: The user's body no longer fights against a transplanted bloodline, and has adapted to the presence of foreign DNA. Their body has begun to compensate as best it can, negating part of the cost of using a bloodline that was transplanted. This trait may be taken only once for one bloodline only.
Benefit: Transplant chakra costs (difference between natural bloodline use and transplant bloodline use) are cut in half.

Battlefield Discipline
Description: You are trained specifically for combat between armies and large forces, rendering you better able to survive the upcoming conflict.
Benefit: +10 divided as you choose Strength, Spirituality, or Agility while in a mass battle; Choice must be made when the battle begins, and cannot be changed until the next battle

Blur Strike
Description: The user’s strikes have more momentum to them than normal, making them harder to track with the naked eye
Benefit: Strikes are slightly blurred to unenhanced vision

Chakra Corrosion
Description: Your chakra has natural corrosive properties. While this has no effect on most jutsu, it has a severe effect on any who try to take chakra from you, or any who you give chakra to-rather than replenishing their supplies of chakra, it detracts from the target's chakra and causes severe pain, increasing with the amount of chakra that was transferred. This trait is incompatible with Restorative Chakra.
Benefit: Chakra Transfer now directly reduces a target's chakra by the amount you transferred. Chakra Absorption abilities reduce the user's chakra by the amount they attempted to absorb from you. Additionally, only half of the chakra that was attempted to transfer in either fashion is actually taken from you.

Determination
Description: Your Willpower is unflinching, and it carries through into your very body, making you unflinching yourself.
Benefit: You can force your body to keep fighting after damage that would have disabled it otherwise - this does NOT allow you to ignore fatal damage, however

Directed Listening
Description: The user can tune out unwanted sounds, focusing only on the sound they want to hear. This allows the user to enhance the quality of volume of that sound, at the price of losing volume and quality on all other sounds; a particularly common use of this ability is listening to a conversation on the other side of a crowded room.
Benefit: Can selectively listen to things, allowing the user to ignore some sounds to enhance one or more sounds.

Dodge Strike
Description: You can make an accurate strike even while dodging. Some would say you're actually better at it than otherwise.
Benefit: +6 to Strength and Perception if attacking and dodging simultaneously

Dual-Wielding
Description: You are quite skilled at fighting with two weapons at once, as a result of your intense training.
Benefit: +6 to Strength and Speed while wielding two weapons at once

Emotion Scenting
Description: The user can smell chemicals in a target that induce emotional reactions; by studying these chemicals and their effects on the body, the user can accurately judge a target's current emotional state by smell alone; with this, one can literally smell fear.
Benefit: Can "smell emotions" by detecting and decoding chemical scents within a target's body.

Familiar Chakra
Description: Your chakra is incredibly adaptive, changing it's signature based on populations you spend a great deal of time with. Your signature could be changed by any population you spend a large period of time with, making it more difficult to pick out personal information about you from your signature, but also making it easier to identify your origin.
Benefit: Chakra Sensors can detect the village you spend most time in, and the family you spend most time with; If you spend time with animals, sensors may be confused by an animal-like signature. Unless shared amongst the population you identify with, a Sensor cannot detect any special features of your Chakra like traits, elements, or bloodlines.

Focused Sight
Description: The user can voluntarily induce tunnel vision, losing their peripheral vision temporarily in order to draw sharper focus on the object in the focal point of their vision. This enhances the user's sight in regards to that particular focus, at the loss of detail on all other objects in his line of sight.
Benefit: Can focus on one object to enhance detailed vision of that object, while losing focus on all other objects in line of sight.

Handseal Familiarity
Description: Your frequent use of a certain variety of jutsu has allowed you to perform those jutsu with less handseals, as you no longer need as much help molding your chakra in that fashion.
Benefit: Choose a "type" of jutsu, such as element, theme (Shadow Manipulation, for example), or series of jutsu (such as Chidori and jutsu derived from Chidori). Jutsu of that type require half the usual number of handseals, if they require them at all.

Heavy Hitter
Description: The user’s strikes are unusually hard, making them a force to be reckoned with.
Benefit: User’s strikes have slightly more knockback than normal.

Hefty
Description: Your additional bulk aids in your defenses, making you more difficult to injure.
Benefit: +2 to Endurance and Stamina for every 25 lbs over 150. A maximum of 6 Points for each may be obtained this way. Requires Heavy trait.

Hunter
Description: You're adept at tracking targets. While hunting a single target, you gain benefits befitting such a task.
Benefit: +6 to Perception and Speed while tracking a target; You may see tracks others might miss. Please inform your NPCer if you possess this trait and it becomes applicable

[Insert Element] Specialist
Description: The user has focused even further on their chosen element, allowing them to mold it properly for less chakra than before. Requires [Insert Element] Specialty. Can only be taken for one element.
Benefit: Jutsu of the chosen Element cost 10% less than normal in total with the other trait (Cost Rounded down)

[Insert Ninjutsu] Adept
Description: The user has trained extensively in the use of the chosen jutsu, giving it more power and making it more cost effective to use. This trait can only be initially taken on a jutsu two ranks or more above that of the user (The user must actually have that jutsu on their profile) The user must have maximum Spirit attribute for their rank to take this trait.
Benefit: User does not suffer the cost or power penalty for using this jutsu if it is two ranks above their own. When they reach a rank where the penalty is no longer incurred, the jutsu costs 10% less to cast, and is 10% more powerful.

[Insert Taijutsu] Adept
Description: The user has trained extensively in the use of the chosen jutsu, giving it more power and making it more cost effective to use. This trait can only be initially taken on a jutsu two ranks above that of the user (The user must actually have that jutsu on their profile) The user must have the maximum strength attribute for their rank in order to take this trait.
Benefit: User does not suffer the cost or power penalty for using this jutsu if it is two ranks above their own. When they reach a rank where the penalty is no longer incurred, the jutsu costs 10% less to cast, and is 10% more powerful.

[Insert Theme] Specialist
Description: The user has focused even further on their chosen fighting style theme, allowing them to mold it properly for less chakra than before. Requires [Insert Theme] Specialty. Can only be taken for one theme.
Benefit: Jutsu of the chosen theme cost 15% less than normal in total with the other trait (Cost Rounded down)

Maintainer
Description: If the user has ceased using a maintained ability within the last three posts, they may reactivate it without the activation cost. Instead, they begin using the maintenance cost again. This may only be used on any particular ability once every 10 posts, per ability this is applied to.
Benefit: The user can reactivate a previously used maintained ability without paying the activation cost.

Numb
Description: The result of countless battles, your body has been injured enough that the nerve endings have been damaged. As a result, you naturally feel less pain.
Benefit: Pain caused by physical damage is only half as intense as it should be. Genjutsu created pain is unaffected by this

Physical Chakra
Description: You get a spiritual experience from working out; the result is that your chakra enhances faster through physical training than others.
Benefit: For every 5 points in Strength, Speed, or Agility, you gain 1 additional Chakra.

Practiced Liar
Description: You are very familiar with lying to people; it doesn't bother you even subconsciously to do so. As a result, your body does not produce the usual signals most associate with lying, allowing you to fool techniques and practices that detect lies by detecting the usual physical reactions of lying
Benefit: Your lies can fool jutsu and practices that detect lies by looking for physical cues.

Puppet Intermediary
Description: The user has gained skills to use puppets no longer simply tools, but as extensions of their own bodies.
Benefit: Jutsu with touch and self range used while utilizing puppets will have the puppet act as the touch/self conduit.

Restorative Chakra
Description: Your chakra has natural restorative properties; giving your chakra to someone can restore their chakra even more than you intended, and those who take your chakra find their own supplies enhanced further. Users with this trait cannot receive chakra from chakra transfer and cannot have Chakra Absorption as an Advanced Ability. This trait is incompatible with Chakra Corrosion.
Benefit: Chakra Transfer enhances a target's chakra levels by 1.5 the amount of chakra you transferred. Chakra Absorption abilities replenish the user's chakra by the amount they absorbed from you by 1.5.

Selective Smell
Description: The user can ignore certain scents, choosing to only pay attention to the one that matters most to them at that time. This allows the user to have greater range and detection ability in relation to the chosen scent, but removes the user's passive enhanced smell in all other aspects.
Benefit: Can ignore all other scents to focus on just one, allowing the user to enhance that scent.

Send in the Clones
Description: The user’s solid clones have gotten even stronger, allowing them to survive more damage in combat than before.
Benefit: The user’s solid clones can now take four times the normal amount of damage before dispersing. Requires Attack of the Clones

Spiritual Chakra
Description: Your Spirituality and mental facilities affect your chakra levels slightly more than other people, providing you with a greater amount of chakra.
Benefit: For every 5 points of Spirituality, Willpower, and Stamina, you gain 1 additional Chakra, on top of what you would ordinarily earn.

Super Lucky
Description: Lady Luck seems to be on your side more often than normal. You gain multiple benefits without even being aware of them.
Benefit: +10 divided as the user chooses among Agility and Perception when unaware of an attack; Can justifiably accidentally dodge minor attacks (D-rank and lower). This requires Lucky.

Unhindered
Description: The user has trained to fight more adeptly while wearing armor, such that it inhibits their movements less. They incur no penalty in speed or ability from the use of light armor.
Benefit: Light armor does not carry the normal penalty to speed or agility.

Unidextrous
Description: Some try to make both of their arms effective tools. You ignore that line of thinking entirely, focusing your training on your good arm-if it's not broken, don't fix it, right? You are stronger and faster with that arm than with your other.
Benefit: +6 to Strength and Agility while using the chosen arm; -6 to Strength and Agility when using the other. The choice of which arm gains the benefit must be made upon taking this trait.

Violent
Description: You could go about your combat the neat, focused, controlled way that so many other ninja prefer-but you like making sure that, without a doubt, your opponent isn't getting up.
Benefit: +6 to Strength and Willpower when engaging in excessive violence
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B-rank


Alchemist
Description: Your skill in mass producing poison has increased further. Requires Chemist.
Benefit: You may carry an additional 2 doses of any B ranked poisons they own.

Avenger
Description: Someone committed a deep wrong against you or your loved ones; you have taken it upon yourself to avenge that wrongdoing on your own. This may be taken against an particular person, an organization or clan, or even an entire village, with the benefit derived from the boost changing depending on the target itself. If the object of your hatred is defeated in a way that satisfies your character's need, you may either drop the trait or pick a new target.
Benefit: Only applies when facing chosen subject of avenging; Attributes boosted are chosen when taking this trait:
+20 divided as you choose among all Attributes (Village)
+25 divided as you choose among all Attributes(Clan/Organization)
+30 divided as you choose among all Attributes (Person)

Avenged
Description: The user has taken their vengeance on the target of the Avenger trait, in a way that is decidedly final. As such, their journey of justice or vengeance has reaped permanent rewards. Requires Avenger trait and a significant event where the player defeats, destroys or kills the target of the Avenger trait this will replace.
Benefit: User gains the situational stat buff from Avenger as a persistent bonus. Replaces Avenger

Big Game Hunter
Description: The user’s training in fighting stronger opponents has reached an adept level. "Titan" is defined as any creature roughly the size of a small building such as a house. Requires Exorcist.
Benefit: When fighting Titanic Opponents, +20 to Spirituality, +8 to Shape Transformation Skill

Biohazard
Description: Your poisons are becoming increasingly dangerous as you’ve made them even more potent. Requires Engineered Plague
Benefit: Your A ranked poisons last an additional round of posting.

Bloodthirsty
Description: When blood has been spilled, your adrenaline starts pumping, and you feel more capable of fighting.
Benefit: +6 to Strength and Agility when near a wounded individual; you also have a heightened sense of smell in regards to blood, and can locate a bleeding person by their scent

Brave
Description: You do not back down to danger; in fact, danger just makes you fight harder! You get stronger, faster, or just better in general, depending on your willpower.
Benefit: 1/10 of your current Willpower (Minimum 1) is added to the attribute of your choice (except Willpower) when facing multiple opponents or an opponent that is stronger than you. This effect may only be used once per battle, and the choice cannot be changed until the next battle begins.

Calm and Collected
Description: You almost never lose your cool, even when faced with impossible odds. This ability to stay calm assists in any concentration-required abilities.
Benefit: When an action would ordinarily break your concentration, you may ignore that effect for one post. If the effect persists any longer, your concentration breaks. Additionally, techniques that would normally force a panicked reaction, such as some genjutsu, are severely reduced in efficacy against you.

Chakra Rage
Description: While enraged, most people experience a very minor boost to their chakra-but your rage is different. Your rage drastically enhances the power of your chakra, pushing your jutsu beyond that level entirely.
Benefit: While enraged, the effects of all jutsu are enhanced by 10%.

Chakra Titan
Description: Requires both Physical Chakra and Spiritual Chakra. The user’s chakra network has become so refined that they derive an even greater amount of chakra from traits that increase it.
Benefit: The required traits provide 1 additional chakra per 2 points in their required attributes, instead of the normal 5 points required.

Clone Adept
Description: Your clones are even more capable of using jutsu than before, allowing greater versatility out of your clone techniques. At least 5 clones must be active for this trait to kick in.
Benefit: Physical Clones receive a 15% chakra cost reduction when performing jutsu. This reduction only applies to jutsu used by clones, and does not apply to jutsu that take a fraction of the user's chakra, such as other clone techniques. This stacks with all other forms of chakra cost reduction, including the previous trait, though the cost of a jutsu can never be less than 1. Requires Clone Enthusiast

Defender
Description: Requires Unhindered. The user has trained to fight in even bulkier armor than before without hindrance.
Benefit: The user incurs no penalty to speed or agility while wearing medium armor.

Deft Hands
Description: The user has practiced extensively with handseals, being able to execute them more quickly.
Benefit: Handseals are performed twice as fast.

Delayed Genjutsu
Description: The user delays the triggering of the chakra they impart into a victim. The length of this delay is determined when the genjutsu's cue is detected. The delay may be up to the length of the Genjutsu itself; once the timer is up, the genjutsu triggers as normal. The user must be cognizant of when the genjutsu will trigger, as once it does, all movement and concentration related rules take effect.
Benefit: The user can delay the effect of a Genjutsu

Demolitions Specialist
Description: You are so skilled in using and crafting explosives that your explosive equipment has a larger blast radius and greater blast power than normal. Requires Explosives Expert. This only applies to explosives of your own creation.
Benefit: Explosives cover a wider area and do more damage.

Dirty Fighting
Description: Fighting fair is for the dead. You fight to stay alive, doing whatever you can to make it happen, no matter how underhanded.
Benefit: +10 to Strength and Agility if engaging in underhanded tactics; Additional +3 to both if you're not caught

Elemental Hero
Description: Having learned all 5 basic elements, the user has worked diligently to master them, making them more powerful than before.
Benefit: The user’s elemental jutsu are 10% more powerful.

Enhanced Element
Description: Your skill with a particular element has made it more powerful. It may additionally gain minor aesthetic changes to signify the enhanced power. Each time this trait is taken, you must say which element or substance you are enhancing. This may be taken multiple times, but applies to a different element each time.
Benefit: The effects of all jutsu of a particular element/substance are enhanced by 10%; You may optionally add a minor aesthetic effect to the jutsu that apply.

Engineered Plague
Description: You have developed even more potent poisons than before. Requires Infector.
Benefit: Your B ranked poisons last 2 additional rounds of posting.

Extra Sense: Other
Description: The user has some strange sense that has not yet been defined. When adding this sense, please erase this description and benefit section and add in your own.
Benefit: User-defined benefit. Erase this.

Extra Sense: Surroundings
Description: The user has a hyper-aware sensitivity of their surroundings; they know when something has moved, even if it made no sound and was not seen. They know, walking into a room, that something feels off; they may equate this to simply feeling strange, or feeling as if someone is watching them. This sense does not tell the user where the strangeness is coming from, only that one exists.
Benefit: The user can identify instinctively when something is off about an area they're in; this may represent a trap that has been set or an attacker lying in wait. Please inform an NPCer if you have this trait so that they may NPC accurately.

Extra Sense: Temperature
Description: The user's skin is hyper-sensitive to changes in temperature, allowing the user to detect minute changes that may signify larger threats. This could allow the user to detect fires at a distance, or an extra source of body heat hidden inside a room. In the case of individual sources of heat, the user can detect approximate direction of the source at a much greater distance than others might, sometimes feeling a fire before others even see it.
Benefit: Can detect temperature shifts and individual sources of temperature in the area around the user.

Extra Sense: Warning
Description: The user has developed an additional sense that warns them when they're in danger. This typically manifests as a tingling sensation throughout the body, but exact sensations may vary. These warnings usually occur only within a few seconds of the threat making itself apparent. A threat must actually be imminent for this sense to detect it; an opponent intending to attack will not set it off, though an unseen attack from the shadows would. This sense does not trigger if the threat is already known.
Benefit: The user gains an early warning sense against surprise assaults. Please inform an NPCer if you have this trait so that they NPC accurately.

Fatal Distraction
Description: Requires the Art of Deception Trait. The user’s focus on genjutsu has sharpened to the point they can now dedicate less of their focus on them. Requires 20 Focus Skill
Benefit: The user can maintain two non-genjutsu, non-offense jutsu while using genjutsu. (Still requires appropriate concentration to achieve)

Handseal Alternate (Pets) [Insert Method]
Description: As a pet, you are likely four-legged, with no opposable thumbs, and any number of other issues preventing you from performing handseals. You can now perform all of your techniques without handseals, replacing them with an appropriate substitute. The most common method is an increased charge up time, taking your time to mold your chakra appropriately. Other methods are possible and approved by staff upon taking this trait.
Benefit: Animals don't need to perform handseals for their techniques; see above for details.

Hell's Soldier
Description: You have trained so intensely in the desert that you not only resist hot weather, you thrive in it. Unfortunately, this same trait has made you less effective in cold temperatures. Requires heat resistance. This trait cannot be possessed alongside Winter Soldier.
Benefit: +3 to all stats while in warm weather, -2 to all stats in cold weather

[Insert Element] Elite
Description: The user has focused even further on their chosen element, allowing them to mold it properly for less chakra than before. Requires [Insert Element] Specialist. Can only be taken for one element.
Benefit: Jutsu of the chosen Element cost 15% less than normal in total with the other traits (Cost Rounded down)

[Insert Ninjutsu] Prodigy
Description: Requires [Insert Ninjutsu] Adept. This carries the same benefits as the predecessor, but for jutsu 3 ranks above the user. As with the predecessor, you must actually possess the jutsu, must have maximum spirit for your RPC rank, and must take this trait when you’d normally incur the penalty.
Benefit: No penalty in chakra cost or power is incurred for using a jutsu three ranks above your own. When you have reached the rank where no penalty is incurred, that jutsu will cost 20% less and be 20% more powerful.

[Insert Taijutsu] Prodigy
Description: Requires [Insert Taijutsu] Adept. This carries the same benefits as the predecessor, but for jutsu 3 ranks above the user. As with the predecessor, you must actually possess the jutsu, must have maximum spirit for your RPC rank, and must take this trait when you’d normally incur the penalty.
Benefit: No penalty in chakra cost or power is incurred for using a jutsu three ranks above your own. When you have reached the rank where no penalty is incurred, that jutsu will cost 20% less and be 20% more powerful.

[Insert Theme] Elite
Description: The user has focused even further on their chosen theme, allowing them to mold it properly for less chakra than before. Requires [Insert Theme] Specialist. Can only be taken for one theme.
Benefit: Jutsu of the chosen theme cost 20% less than normal in total with the other traits (Cost Rounded down)

Leftovers
Description: When additional effects are ignored during genjutsu the chakra used is still present but suppressed due to the targets willpower and resilience. The user has learned to harness this suppressed chakra left from ignored additions of genjutsu to form a new genjutsu.
Benefit: Able to cast genjutsu for free. Only as long as enough left over chakra from ignored effects is present. Chakra is present for as long as the jutsu's original time limit was, starting after the genjutsu is broken/ends.

Mixologist
Description: You have practically mastered the art of mass-producing poisons. Requires Alchemist.
Benefit: You may carry an additional 2 doses of any A ranked poisons you own.

Musical Handseals
Description: You are capable of performing an equivalent of handseals with a musical instrument, using individual notes as the focus instead. The instrument chosen must be capable of performing precise notes on command.
Benefit: May use musical instruments in place of handseals.

Nocturnal
Description: You perform better at night and in the darkness than most people. You are not necessarily disadvantaged in the light, but you much prefer the dark.
Benefit: +3 to every attribute while in the dark.

One-Handed Seals
Description: You are capable of performing handseals with only a single hand. You may still choose to use both hands to perform handseals if you wish; traits that affect handseal length do not function if using One-Handed Seals unless you are physically incapable of performing Two-Handed Seals, or if you have other traits to allow it. If you only have one hand, this trait is considered D-rank.
Benefit: You may perform seals with only one hand.

Pique Conditioning
Description: The user’s body is honed to it’s optimal efficiency. Requires Conditioning
Benefit: The user may have one more additional buff active at a time.

Puppetmaster
Description: You have specially trained yourself to be able to control more puppets at the same time. Requires Kugutsu no jutsu.
Benefit: You may control twice as many puppets as you normally could

Reality Sense: [Choose Sense]
Description: The user's sense is so grounded in reality that when Genjutsu is induced onto the user, they can sense odd qualities to illusions that target the chosen sense. Examples include sounds seeming hollow, or images seeming slightly transparent. The sense this affects must be chosen when this trait is taken. This trait can be taken multiple times to cover a wider range of senses.
Benefit: Can partially detect illusions that target the chosen sense

Reckless
Description: You're willing to take great risk if you believe it will translate to a bigger reward. While doing what others might call "dangerous", "crazy", or "suicidal", you just get better.
Benefit: +20 divided as you choose among Agility, Perception, and Willpower when performing reckless actions. Choose when this Trait is taken.

Taste the Air
Description: The user has developed the reptilian ability to taste the very air, allowing their sense of taste to function similarly to a sense of smell. The accuracy of this tasting is dependent upon any traits the user has that enhances the user's sense of taste; if the user possesses Advanced Enhanced Taste, for instance, while tasting the air, the user may gain the benefits of Advanced Enhanced Smell in relation to their taste. Traits that alter the sense of smell do not affect this trait. This also allows the user to apply benefits of any taste-enhancing traits without having to place potentially dangerous objects in the user's mouth.
Benefit: Long-ranged tasting; The user can use his sense of taste as a sense of smell.

Winter Soldier
Description: You have trained so intensely in the tundra that you not only resist cold weather, you thrive in it. Unfortunately, this same trait has made you less effective in warm temperatures. Requires cold resistance. This trait cannot be possessed alongside Hell's Soldier.
Benefit: +3 to all stats while in cold weather, -2 to all stats in warm weather
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A-rank


Ambrosia
Description: The user's body has tolerated, adapted to and adopted a foreign bloodline. While the bloodline's DNA will never truly belong, the user is capable of using a stolen bloodline almost perfectly. Requires Aphrodisia, which means this trait may be taken only once, and for one bloodline only.
Benefit: Transplant chakra costs are negated, as well as any additional advanced ability cost. Any other unique transplant restrictions remain.

Buff Enough
Description: The user has trained their body to endure enhancement better than others, granting them superior benefits from buff effects compared to others.
Benefit: The user receives +2 to all attributes from every buff they receive. This only applies to jutsu-based buffs.

Dual-Wielding Mastery
Description: You are among the best at Dual-Wielding. When wielding two weapons at the same time, your Strength and Agility are both greater than otherwise.
Benefit: +15 to Strength and Agility while Dual-Wielding

Extra Spectrum
Description: The user's eyes have adapted so much to the use of chakra and the constant training of the organs that the user has managed to expand the range of his vision-he no longer sees in only the colored light spectrum, but may also see either infrared or ultraviolet light, chosen when this trait is taken. This trait may be taken twice.
Benefit: Can passively see in ultraviolet or infrared light. This can be suppressed at will when needed.

[Insert Element] Master
Description: The user has focused even further on their chosen element, allowing them to mold it properly for less chakra than before. Requires [Insert Element] Elite. Can only be taken for one element.
Benefit: Jutsu of the chosen element cost 20% less than normal in total with the other traits (Cost Rounded down)

[Insert Theme] Master
Description: The user has focused even further on their chosen theme, allowing them to mold it properly for less chakra than before. Requires [Insert Theme] Elite. Can only be taken for one theme.
Benefit: Jutsu of the chosen theme cost 25% less than normal in total with the other traits (Cost Rounded down)

Limit Break [Skill]
Description: The soft cap for an skill of your choice is increased by half for your rank. For example, a Genin could use 1NP per 10 points in an attribute up to 60 instead of 40.
Benefit: Increases soft cap on one skill. Can be taken multiple times for different skills, but only once for each.

One-Handed Expertise
Description: All traits that affect handseals now affect One-Handed Seals as well, regardless of other circumstances.
Benefit: Traits that affect normal handseals now affect One-Handed Seals

Universal Donee
Description: Your body is incredibly adaptive to foreign cells. The introduction of foreign DNA into your bloodstream provides you with the Special Ability of that clan. No more than two Special Abilities may be possessed by any one character, regardless of that character's heritage or presence of this trait. The introduction of new DNA must occur IC and must be done in a way that introduces that DNA to your blood stream.
Benefit: By introducing a different clan's DNA to your bloodstream, you gain that clan's Special Ability

Unscented Detection
Description: Some things are said to be odorless; many poisons and gasses claim this feature. Those with this trait know that is simply not true. Nothing is truly odorless to owners of this trait, though for one's own sanity, they tend to ignore the smell of ordinary air.
Benefit: The user can smell odorless things.

Warmonger
Description: Combat is where you live and breathe. You fight as hard as you can, whenever you can, and when you do, people tend to see things your way-if they can still open their eyes.
Benefit: +15 to Strength and Willpower when engaging in violence

Weaponmaster (Weapon Type)
Description: When wielding your chosen weapon, you are a force to be reckoned with, known far and wide for your terrifying skill.
Benefit: +15 to Strength and Agility when wielding the weapon this trait indicates. Weapon may be a particular weapon or a group, such as swords.

Wide Audible Range
Description: The user can hear a wider spectrum of sounds, allowing them to detect pitches too low or high for normal humans to hear. This gives the user yet more advantages when utilizing their incredible hearing.
Benefit: Can hear a wider range of pitches.
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S-rank


Army of One
Description: The user’s solid clones have reached the pique of durability.
Benefit: The user’s solid clones can now take eight times the normal amount of damage before dispersing. Requires Send in the Clones

Avatar of Chakra
Description: Requires Chakra Titan, 100 Spirit and 100 Chakra Control. The user’s base chakra calculation is 3 times their total attributes, instead of the normal two times.
Benefit: Described Above

Clone Master
Description: Your clones are capable of using almost any technique with ease, making them truly a force to be reckoned with. At least 9 clones must be active for this trait to kick in.
Benefit: Physical Clones receive a 25% chakra cost reduction when performing jutsu. This reduction only applies to jutsu used by clones, and does not apply to jutsu that take a fraction of the user's chakra, such as other clone techniques. This stacks with all other forms of chakra cost reduction, including the previous traits, though the cost of a jutsu can never be less than 1. Requires Clone Adept

Extra Sense: Vibration Sonar
Description: The user can detect vibrations in the air and use these vibrations to immediately picture the area around them in their head. This functions similarly to echolocation, but is much more explicit. Vibrations in the air or ground both work well enough, effectively giving the user perfect awareness of their surroundings at all times.
Benefit: The user can picture their surroundings using vibrations in the air or on the ground.

Extreme Vitality
Description: Healing effects are extremely effective on you.
Penalty: Double the effect of all healing effects, and your character recovers from wounds faster.

Handseal Expertise
Requirements: Must have Handseal Familiarity for the chosen theme.
Description: You have become so skilled at performing a certain type of jutsu that you may now perform any jutsu of that type with a single handseal.
Benefit: Choose a "type" of jutsu, such as element, theme (Shadow Manipulation, for example), or series of jutsu (such as Chidori and jutsu derived from Chidori). Jutsu of that type require only one handseal, if they require them at all.

[Insert Element] Legend
Description: The user has focused even further on their chosen element, allowing them to mold it properly for less chakra than before. Requires [Insert Element] Master. Can only be taken for one element.
Benefit: Jutsu of the chosen element cost 25% less than normal in total with the other traits (Cost Rounded down)

[Insert Theme] Legend
Description: The user has focused even further on their chosen theme, allowing them to mold it properly for less chakra than before. Requires [Insert Theme] Master. Can only be taken for one theme.
Benefit: Jutsu of the chosen theme cost 30% less than normal in total with the other traits (Cost Rounded down)

Inspiring Presence
Description: You're a hero. Your village, your friends, your allies, they all feel stronger when you're around; they feel as if the fight could possibly go their way.
Benefit: Nearby allies receive +5 to every attribute. Clones do not gain this trait from their creator.

Legendary Monster Hunter
Description: The user has become an authority on fighting the nastiest of monsters. "Titan" is defined as any creature the size of a small building, such as a house. Requires Big Game Hunter
Benefit: When fighting Titanic Opponents, +20 to Spirituality, +15 to Shape Transformation Skill

Limit Break [Attribute]
Description: The soft cap for an attribute of your choice is increased by half (rounded up to the nearest 5) for your rank. For example, a Genin could use 1NP per 5 points in an attribute up to 40 instead of 25.
Benefit: Increases soft cap on one attribute. Can be taken multiple times for different attributes, but only once for each.

Master Chemist
Description: You have developed your poison-producing capabilities above that of all others. Requires Mixologist.
Benefit: You may carry an additional dose of any S ranked poisons you own.

Mirage Master
Description: Requires Fatal Distraction Trait. The user has achieved the ultimate level of sharpened focus while using genjutsu, allowing their mind to focus on other tasks. Requires 50 Focus Skill.
Benefit: The user can maintain three non-Genjutsu, non-offense jutsu while using genjutsu. . (Still requires appropriate concentration to achieve)

Ninjutsu Master (Theme/Element)
Description: Your ability with Ninjutsu is so impressive that all jutsu within a particular theme (such as shadow jutsu) or jutsu that share a particular element (Katon, Mokuton, etc) have their chakra costs reduced by half. This benefit does not stack with the one granted by Favored Jutsu.
Benefit: Reduce cost of a jutsu theme or element by 1/2

Potent Chakra
Description: Your chakra is regarded as very high quality. When obtained by another individual, it remains pure enough for them to use some of your abilities as if they were their own. Additionally, any passive effects your chakra grants you is obtained when your chakra enters another body. Lastly, however, your chakra is so potent that, when entering another's being, it gains a consciousness matching your own that may communicate with the recipient. If you know Genjutsu, that consciousness may cast those Genjutsu on the recipient of your chakra by using the received chakra itself.
Benefit: Any who obtain your chakra may choose up to 2 A-ranked abilities that use Chakra that you possess, and may use those for the next 3 posts or until the received chakra is used up, whichever comes first. Additionally, after obtaining your chakra, their own chakra is bolstered by any passive effects your chakra possesses, excluding this one. Chakra transferred to another forms a consciousness that will work to your advantage and matches your demeanor, and is capable of casting genjutsu on the recipient. Aside from element, you must meet all requirements of the jutsu in question.

Quarantine
Description: Your poisons are becoming increasingly dangerous as you've made them even more potent. Requires Biohazard
Benefit: Your S ranked poisons last an additional round of posting.

Samurai
Description: Requires Defender. The user has mastered the art of fighting in armor. They are uninhibited in all types of armor now.
Benefit: The user incurs no penalty to speed or ability while wearing heavy armor.

Sleeper Cell Genjutsu
Description: The user can delay a Genjutsu to trigger based on a second condition occurring after the cue. The user first must catch the victim with the Genjutsu's standard cue, at which point, they determine a trigger condition for the genjutsu. Once this condition has been fulfilled, the genjutsu activates. The chakra for the genjutsu can remain for up to a day or the length of a thread, if the trigger never occurs. When casting a genjutsu in this fashion, the user is not subject to movement or concentration penalties, as they may not be able to predict when the trigger will take effect, though they may only place as many Sleeper Cell genjutsu as they could ordinary genjutsu. The condition that triggers a Sleeper Cell Genjutsu must be multi-faceted and complex, based on the victim's actions, and cannot trigger until at least 30 seconds have passed. *Requires Delayed Genjutsu*
Benefit: The user can delay the effect of a Genjutsu to activate based on a secondary trigger

Super Human Conditioning
Description: The user’s body has been trained to exceed all known limits. Requires pique conditioning.
Benefit: The user may have yet another buff active at a time.
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Advanced Ability Traits

These are traits that directly affect a particular Advanced Ability. To possess any of these traits, a character must possess the appropriate Advanced Ability first. The abilities provided by these traits may be as varied as the Advanced Abilities themselves. All of these traits are expensive, but may be taken at any rank unless stated otherwise.

The Celestial Gates

Rapid Open
Description: You have become so skilled in the use of the Gates that you can open multiple Gates at the same time.
Benefit: Can open up to 4 Gates at once. Must use proper amount of chakra for each Gate opened this way at once.
Cost: 7

Accustomed to Pain
Description: Your frequent use of the Gates has made your body more accustomed to the damage the Gates ordinarily cause; the drawbacks of the Gates are drastically reduced, and you no longer are held to any cooldown period related to the Gates. Requires at least Chuunin Rank.
Benefit: Gates 1 through 3 no longer carry drawbacks; Gates 4 through 6 have their drawbacks replaced with "Very Exhausted" ; Gate 7 has its drawback replaced with "Very exhausted and in pain". All cooldowns are removed. The 8th Gate is unaffected.
Cost: 7

Limited Opening
Description: You have become so proficient in the use of the Gates that you are now capable of opening any of the first 7 Gates for a few seconds without opening any previous Gate. This allows you to use the power of that Gate for those few seconds it is open, while avoiding the Drawbacks. Requires at least Chuunin Rank.
Benefit: Can open any Gate 1 through 7 without opening prior Gates. Gate opened in this fashion only stays open for a few seconds or one post, whichever is shorter. Each Gate can only be opened in this manner once per thread. The user gains the benefit of that Gate while it remains open, but does not suffer the penalties of it.
Cost: 7

Righteous Suffering
Description: You are capable of forcing the Gates to stay open longer, allowing you to reap more of their benefits. However, doing so increases the severity of the drawbacks of the Gates.
Benefit: Gates 1-6 no longer have a time limit, but using them beyond the time limit given for them in the Advanced Guide to Celestial Gates incurs the penalty of the Gate above the one you used. Gates 7 and 8 cannot be used with this trait. You suffer the original penalties of the Gates when this trait is used, even if you possess the "Accustomed to Pain" trait.
Cost: 7

Overzealous
Description: You got a little carried away; this opponent was not as powerful as you realized, and you may have used a Gate you shouldn't have. This trait allows you to safely close a Gate for half the cost of opening it, saving you from the Drawbacks of that Gate. Requires at least Jounin Rank.
Benefit: Can safely close Gates 1 through 7. This forces your body back down into the previous Gate, allowing you to avoid the drawbacks of the Gate you left. Closing a Gate in this manner requires half the chakra cost of opening it in the first place. Only one Gate may be closed in this manner per usage of the Gates, and only the Gate you are presently using may be closed in this manner. If used on the first Gate, you suffer no penalties for its use whatsoever.
Cost: 10

Burning Youth
Description: Your youth burns with fiery passion! Through your sheer force of will, you are capable of forcing more power out of a Gate than normal; however, this fiery passion burns up your remaining time in said Gate. Requires at least Jounin Rank.
Benefit: For one post, benefits currently obtained by the Gates are doubled. When the post ends, the Gates automatically end, with you suffering the drawback associated with that Gate immediately. You must have at least 2 posts left in your present Gate's duration in order to use this ability. You suffer the original penalties of the Gates when this trait is used, even if you possess the "Accustomed to Pain" trait.
Cost: 10

Sage Mode


Rushed Gathering
Description: You don't have time to properly absorb the Sage Chakra you'd need for Perfect Mode. Instead, you absorb it too quickly, knowingly entering Imperfect Sage Mode, but with quicker absorption.
Benefit: You may absorb up to 150 Sage Chakra per post, but doing so forces you into Imperfect Sage Mode. Requires access to Perfect Sage Mode
Cost: 4

Senjutsu Creation
Description: While in Sage Mode, you may use Sage Chakra to enhance any other jutsu you know. While this increases the cost of the jutsu, it also enhances that jutsu's power.
Benefit: +5% to the cost of one jutsu; +5% to the size and power of that jutsu
Cost: 7

One with Nature
Description: While in Sage Mode, the Sage's body exudes only Sage Chakra. While any sensors who are also Sages can account for the user's chakra feeling almost the same, chakra sensors who are not Sages cannot detect the user's chakra.
Benefit: Chakra cannot be sensed by non-Sages
Cost: 7

Selective Absorption
Description: When you are in Sage Mode, you may choose whether or not chakra absorbed from you is normal chakra or Sage chakra. If a non-Sage absorbs Sage Chakra from you, their body will slowly begin changing into your summoning animal's species. If they absorb half their body's total chakra level in Sage Chakra, the transformation completes, and they turn to stone.
Benefit: Added defense against Chakra Absorbers. See description for details.
Cost: 7

Cursed Seal


Master of Darkness
Description: The user has mastered their use of the Cursed Seal, allowing them to use it without it altering their personality-doing so, however, is a result of them embracing the dark chakra, making their base personality much darker than normal. This trait cannot be owned alongside Evil Suppression.
Benefit: Your personality is not affected while actively using the Cursed Seal, but it becomes darker in your normal state
Cost: 7

Natural Energy Corruption
Description: Sages absorb Natural Energy as an active effort, and none other can do so-but the Cursed Seal is merely a corrupted Sage Mode. If you possess the means to obtain Natural Energy or Sage Chakra, you are capable of converting it to Cursed Seal Chakra to replenish your own supply.
Benefit: Can absorb Natural Energy or Sage Chakra and convert it to Cursed Seal Chakra.
Cost: 4

Partial Transformation
Description: You may transform part of your body into your State Two form, gaining the benefit of the Cursed Seal on that body part. You may grow any extra limbs that you gain in your State Two form and use their benefits as well, such as flight or enhanced swimming. Despite possessing the State Two form in that body part, only the benefits of Cursed Seal State 1 are applied to you, and your chakra is not replenished.
Benefit: Can transform part of the body into State Two form.
Cost: 4

Evil Suppression
Description: The user has learned to suppress part of their seal. This allows them to use jutsu in their base form without the Seal absorbing more of their chakra, but in turn makes the personality shifts worse when entering the various states. This trait cannot be owned alongside Master of Darkness.
Benefit: Jutsu used in base form do not cost additional chakra, but the seal damages your personality more harshly when used.
Cost: 4

Jinchuuriki


No Better Choice
Description: Your Demon may or may not be your friend, but it definitely acknowledges the fact that if you die, life will become very inconvenient for it for some time. As a result, it willingly gives you more chakra than normal. Requires at least Chuunin Rank.
Benefit: Other than in Demon Mode or Akuma Chakra Mode, you may access double the amount of Demon Chakra as before.
Cost: 7

Two as One
Description: You have either exerted your will over your beast, or the two of you have reconciled your differences; either way, you have access to your Demon's full power, and are now capable of accessing Demon Mode. If you are friendly with your Akuma, you may choose to instead access Akuma Chakra Mode.
Benefit: Can access Demon Mode or Akuma Chakra Mode.
Cost: 10

Seeping Chakra
Description: The longer you are host to the Demon, the more it naturally affects your chakra system, forcibly expanding it beyond its natural limits.
Benefit: +25 to Maximum Chakra per 2 OOC months as the Demon's host. Even if the Demon is removed (assuming you survive), you keep the additional chakra.
Cost: 7

Jinchuuriki Jutsu
Description: You can enhance your jutsu with Demon chakra; this typically gives the jutsu a red or orange coloration, and enhances its power dramatically.
Benefit: +5% to the cost of a jutsu; +10% to that jutsu's power and size
Cost: 7

Chakra Sensing, Chakra Absorption, and Medical Ninjutsu


Element Detection
Description: All Chakra Sensing jutsu you own are capable of detecting elements of those it senses, regardless of whether or not that is listed as part of the jutsu.
Benefit: You can detect an individual's elements by default
Cost: 4

Genjutsu Detection
Description: You can detect the shift of chakra within another individual's body (and within your own) when sensing chakra. This allows you to positively identify Genjutsu use whenever you're sensing.
Benefit: Can detect genjutsu in self and others.
Cost: 4

Pained Absorption
Description: Some allow chakra to seep out of a target into them; you rip it out. This trait makes any jutsu you use that absorbs chakra become incredibly painful to the recipient. You can turn this effect off at will.
Benefit: Chakra Absorption jutsu may be painful when you use them.
Cost: 7

Perfect Absorption
Description: Your expertise at absorbing chakra is renowned; when you absorb chakra, it remains pure enough for you to use some of the chakra's owner's abilities as if they were your own. These abilities must cost less than 1/4 the total chakra you absorbed. Only features that are bound to the chakra itself may be copied-abilities relying on a physical mutation or other unfulfilled conditions (such as a signed contract or specific weaponry) cannot be obtained in this way. These abilities are only available as long as you still have the target's chakra in your system, and must use that chakra. Additionally, any passive effects their chakra grants them is obtained when their chakra enters your body. Requires at least Chuunin Rank.
Benefit: When you absorb chakra from a living target, you may choose up to 2 abilities that use Chakra that the target possesses, and may use those for the remainder of the thread. Additionally, after obtaining their chakra, your own chakra is bolstered by any passive effects their chakra possesses.
Cost: 10

Master of Life
Description: Any healing abilities you use operate with doubled efficiency, allowing you to heal targets much faster and with less effort than before. Requires at least Jounin Rank.
Benefit: Healing abilities work twice as fast. This only applies to abilities you use yourself.
Cost: 10
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Negative Traits


Negative Traits are traits you can take that put a negative effect on your character; for instance, bad eyesight would qualify as a Negative Trait. As a rule, these do not provide any sort of benefit, though certain things may be taken advantage of with the negative-for instance, with your bad eyesight, you might miss a genjutsu cue that a different person would have seen.

Allergies
Description: You are allergic to a certain substance. When you smell or come near that substance, several minor annoyances may occur. You may create an allergy not listed here when adding it to your profile, and it will be judged during the application process of your RPC.
Penalty: Depends on allergen. See below:

Animals - The user is allergic to all furry creatures. -1 to all stats if they are within 50 feet of a furry animal or an area where there is clear and present dander. They’ll also sneeze a lot and experience runny nose and dry eyes.
Smoke, Dust and Pollen - the user has trouble breathing when exposed to these irritants. -1 to all stats when these things are present around the user. All three must be taken together.
Bug bites and stings - The user swells up if bitten or stung by insects. -2 to all stats when this occurs, -3 to speed and stamina. This applies to all insects across the board.

Bad Memory
Description: You can never remember things. Faces, names, places you were supposed to be and what time you were supposed to be there...let's just say, you'll never be a detective.
Penalty: You never remember faces or names the first time you see or hear them. You're often late to important events, and typically forget key details during missions.

Blind
Description: You see absolutely nothing. Your standard vision is a vast emptiness, regardless of how well illuminated your surroundings are.
Penalty: Perception is 0 (Vision Only)

Cannibal
Description: You have a peculiar palette; one that savors the texture, smell, and taste of human flesh. In fact, you desire it above all else and are willing to do whatever it takes to ensure that you are fed. You have a mental compulsion to only consume human flesh while other meats are almost sickening to feast upon. In your mind, you are the highest of the hierarchy in the food chain.

Chakra-Burdened
Description: While otherwise a functional chakra system, for some reason, your body does not handle the more complex applications of jutsu use well.
Penalty: Cannot use Genjutsu, Fuuinjutsu, or any Restricted Concept.

Chakra Deficiency
Description: You are physically incapable of performing Ninjutsu or Genjutsu. Only basic techniques are possible for you.
Penalty: You may use only Taijutsu, Bukijutsu, and Basic Techniques. You may use Kinjutsu, Restricted Jutsu, and Advanced Ability jutsu only if it is explicitly a Taijutsu or Bukijutsu as well.

Clumsy
Description: You lack coordination and grace. You're constantly dropping things, and you can't remember the last time you walked into a building and didn't knock something over.
Penalty: -5 to Agility; Accidents tend to happen around you

Corruptible
Description: Evil and wrong-doings don't necessarily come naturally to you, but it doesn't exactly take much effort to convince you to do bad.
Penalty: Easily convinced to commit crimes, even if not a Rogue Ninja. If a Rogue Ninja, this trait provides no points.

Coward
Description: You lack bravery. When the going gets tough, you get going-far, far away, that is. Don't expect to win many friends with your cowardice.
Penalty: You get unreasonably frightened when events get difficult. Additionally, you are incapable of dealing with said fear. If any traits are taken to make oneself more brave or better capable of dealing with fear, this Trait and the points it provided are lost.

Dead Cat-like Reflexes
Description: Your reflexes leave quite a few things to be desired. You might move to block or dodge after you've already been hit, or perhaps you simply gave up on it because you knew you could never dodge the way you'd like.
Penalty: -10 to Agility

Deaf
Description: You hear absolutely nothing. No matter how loud one might shout, you didn't hear it.
Penalty: Perception is 0 (Hearing Only)

Detached
Description: You have difficulties making connections with people, usually coming across as callous or anti-social. This anti-social quality you have makes it more difficult to work with others.
Penalty: - 5 to Willpower and Spirituality when working with others

Diseased
Description: You have one of a number of diseases, each described below. These diseases are chronic, and cannot be cured, and each comes with its own penalty and cost.
Asthma - You have a respiratory condition that keeps you from performing strenuous activity for extended periods of time. If you get too excited or rushed, expect an asthma attack to occur soon, which can make breathing difficult. [-10 to Stamina; Expect asthma attacks initiated by Staff if your character exerts themselves significantly.] (3)
Immunodeficiency - Your immune system is almost non-existent, causing even simple diseases such as the cold to be potentially life-threatening. [Penalties from other diseases, temporary or otherwise, are doubled] (3)
Hemophilia - Your blood does not clot properly, meaning normally simple wounds can turn deadly easily, as they continue bleeding long after they should have stopped. [Clotting doesn't happen properly, causing continuous bleeding from uncovered wounds.] (5)

Elemental Deficiency
Description: Unlike most Shinobi, your chakra does not appear to have the capacity to learn any particular element. You're unable to have one or be given one even through special means. Of course it could make you an outcast even among your fellow clan members.
Penalty: Can't own or use basic element jutsu

Feeble
Description: Physically, you're pathetic. You're slow, you're weak, and everyone around you knows it. What you're even doing as a ninja is a question many ask themselves at night.
Penalty: -5 to Strength, Endurance, Speed, and Agility

Gullible
Description:The user is easily deceived and will believe most lies unless they are so obvious that common sense or knowledge proves them false (Like saying the sky is green, for example)
Penalty: Genjutsu Last an additional post, the user believes most lies

Half-Blind
Description: Due to genetic defects or a bout of misfortune, you see absolutely nothing from one eye. Due to this, it effects your ability to function in few ways, such as depth perception and a loss of vision in one eye. This trait cannot be combined with the Blind trait and which eye it affects must be denoted.
Penalty: 0 Perception (Vision in one eye) and decreased peripheral vision

Illiterate
Description: You are completely incapable of reading and writing; these concepts don't make sense to you, and you can glean no understanding from any of those weird swiggles and lines.
Penalty: You cannot read or write.

Inattentive
Description: You often miss things more than others. You barely use your peripheral vision, and have a tendency to space out when doing something you deem boring.
Penalty: -10 to Perception

Lazy
Description: You'd rather lay on a hill and watch clouds for hours than actually do something with your time. Procrastination is your friend, and you're more prone to trying to find the easiest way to handle something than sticking to tried and true methods, even if the easier way might be riskier.
Penalty: You tend to shirk responsibility; cannot be promoted to Squad Captain (ANBU), Kage, or Kage Hands

Low Tolerance
Description: Your body has a low tolerance to foreign substances, such as alcohol, smoke, or poisons.
Penalty: Poisons gain +2 post duration on user, user is easily intoxicated and is bothered by irritants such as smoke or foul odors more than others.

Missing Limb
Description: One of your limbs is missing. Perhaps you were born that way or lost it during a mission, but either way, it's gone. To qualify, the user must be missing enough of the limb that its primary function is gone. Replacing a limb with a mechanical replacement or temporarily growing a new one via jutsu does not invalidate this Trait, but replacing or regrowing the limb with biological pieces does.
Penalty: One limb is missing. Choose which limb when this trait is taken. This trait may be taken multiple times.

Motion Sickness
Description: Getting around in any way other than walking and running on your own tends to upset your stomach. You become easily nauseous and exhausted.
Penalty: Character both experiences Nausea and loses 10 points to stamina when riding a vehicle of any sort, to include animals used for transportation. Jutsu that enable movement without employing the physical body to do so also produce this effect.

Mute
Description: Be it personal choice, trauma, or physical incapability, you cannot speak, making communication difficult at the very least.
Penalty: You cannot speak.

Near Blind
Description: Your eyesight is so bad even glasses can't fix it. You don't have much of a peripheral vision, if you possess one at all, and even objects you can see are typically so blurred that you can't make out exactly what they are.
Penalty: -20 to Perception (Vision Only); No peripheral vision. This trait may not be taken alongside Poor Eyesight or Blind.

Near Deaf
Description: You can still hear things, technically, but even when people are shouting, you hear mostly muffled noises. You typically have a hard time understanding those around you.
Penalty: -20 to Perception (Hearing Only). All sounds are muffled and quiet. This trait may not be taken alongside Poor Hearing or Deaf.

Nightblind
Description: While not blind, your eyes are not well equipped to handle darkness. In the dark, you see even less than other people, making illumination almost necessary, and using the shadows almost impossible.
Penalty: -20 Perception (Vision) in the dark

Nose-Blind
Description: You have no sense of smell whatsoever. You may never obtain any smell-enhancing abilities, and even jutsu that enhance your sense of smell don't have an effect on you.
Penalty: No sense of smell

Painless
Description: You feel no pain whatsoever. While some might consider this a blessing, you know it for what it is-a terrible curse, as your many accidental scars can attest to. Without knowing you're being hurt, you sometimes don't know that you need to avoid whatever it is causing the issue. When you DO feel pain, such as that from the effect of a Genjutsu, the effect is even worse, due to your unfamiliarity with it.
Penalty: You are unaware of any pain dealt to your body. Pain felt via Genjutsu is doubled.

Paraplegic
Description: At least two of your limbs no longer work and cannot be repaired by surgery nor medical ninjutsu.
Penalty: Choose two limbs to simply not work

Persisting Pain
Description: You are harder to heal than normal, either because of genetic defects or your stubborn disposition. Prevents taking Extreme Vitality.
Penalty: Healing effects are halved.

Phobia
Description: You have an irrational fear of something; note that being afraid of only poisonous spiders who are inexplicably eager to kill you is not "irrational". Phobias cannot be overcome or ignored without significant amounts of therapy. This does not prevent a character from possessing bravery or fear-fighting traits, but those traits are ineffective against the particular feared subject.
Penalty: Your character is irrationally afraid of one particular thing.

Poor Eyesight (Near-Sighted or Far-Sighted)
Description: Your eyesight is pretty bad. You need glasses if you want to accurately see, but you're still able to function, for the most part.
Penalty: -10 to Perception (Vision Only); Poor vision at either long or close distances, respectively. Glasses may correct this, contact lenses do not exist. Choose which version you possess when this trait is taken. This trait is permanent, barring special surgeries to fix or replace the eye. Additionally, this trait may not be taken alongside Near-Blind or Blind.

Poor Hearing
Description: You're always asking others to repeat themselves, because you never hear what they say the first time. Additionally, small sounds might escape your notice entirely.
Penalty: -10 to Perception (Hearing Only). This trait may not be taken alongside Near Deaf or Deaf.

Punch-Puller
Description: You think you're willing to fight up close and personal, but your tendency to sub-consciously hit weaker than you would otherwise be capable of says otherwise.
Penalty: -5 strength on all melee attacks. The user cannot learn any melee-based taijutsu

Pure Blooded
Description: You come from two parents of the same clan, they gave you your great abilities, but through some strange occurance this is a hindrance. How so, you're whole body reacts aggressively against any foreign DNA, destroying it and causing whatever transplants to vanish completely.
Penalty: Cannot take any form of transplants from other clans; even traits that grant you the ability too are null and void. This is irreversible.

Sadist
Description: You revel in causing pain to others. You may delay delivering finishing blows in order to extend the process of your victim's suffering. When brought to light, this character trait is rarely accepted by your peers, even if it works in their favor.
Penalty: You focus more on causing suffering than on effective fighting or strategy.

Sensitive Eyes
Description: Your eyes are more sensitive to light, taking more time to adjust to light than other people. Especially bright lights may induce headaches or migraines, as well as causing immediate pain. You may not possess Traits that contradict this, but can counter it in other ways.
Penalty: Takes longer to adjust to light; bright lights may be painful.

Tracheotomy
Description: Something majorly damaging happened to your airways such that someone had to cut into your trachea and stick a tube directly into the lungs. You no longer breathe through your mouth, instead through a stoma in your throat.
Penalty: There is a hole leading into your throat that, if covered, will cause you to suffocate. You can no longer protect yourself versus airborne poisons or debris. In addition, you are near mute and can only make slight wheezing noises.

Tremble
Description: You can't stop shaking. Whether it's because you're nervous or have some sort of condition causing it, your issue prevents you from effectively using long ranged weapons, and severely hampers your agility.
Penalty: -10 to Agility; -10 to Perception when aiming long-ranged weapons.

Unfocused
Description: You have difficulty focusing on any particular task for too long; this unfortunately carries over to your jutsu as well.
Penalty: You cannot maintain jutsu, unless the maintenance of said jutsu is an involuntary feature of the jutsu itself.

Unlucky
Description: If something bad could happen, it tends to happen to you. The powers that be tend to throw everything at you at once, and you even catch some of the suck from your friends.
Penalty: Staff may randomly invoke particularly bad events during your threads that seem centered around you. Take at your own risk.

Weakling
Description: You can neither throw a punch nor take one. You're not very inspiring to watch during a fight.
Penalty: -5 to Strength and Endurance

Weak-minded
Description: You're easily controlled, and have an especially weak disposition towards Genjutsu.
Penalty: You may not break out of techniques that control you without outside assistance. Additionally, -20 to Willpower when under the effect of a Genjutsu.

Weak Wrists
Description: Your wrists are unusually weak and unable to take much strain.
Penalty: Half speed handseals and -5 strength on any melee attacks using one's hands.

Wild Thrower
Description: You couldn't hit the broad side of a barn, basically. Your projectiles tend to go wildly off their mark, and you can't remember ever having hit a target on purpose.
Penalty: Perception is reduced to 0 for all attacks at ranges higher than 5 feet.
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Global Fighting Styles


Suiken [Drunken Fist]
Description: When intoxicated, users of this style fight in an erratic, unpredictable manner-sometimes so unpredictable, even the users themselves don't realize what they're doing until its done. The user's strength and agility become incredibly more powerful, though this comes at a price; when using this style, the user can no longer distinguish between friend and foe. Additionally, this lasts for a short period of time, only 5 posts.
Benefit: After ingesting alcohol, for 5 posts the user's Strength and Agility increase by 40 points each. The user cannot distinguish friend from foe during this period of time, instead attacking anything that moves.
Cost: 7 Ninja Points

Gouken [Strong Fist]
Description: A highly explosive style, Gouken revolves around causing as much external damage as possible, while never relenting in keeping the pressure going. The style emphasizes smashing and seriously injuring your opponent as quickly as possible, and is typically only used by very domineering shinobi.
Benefit: +10 Strength and Speed while continuously pressing an attack as described
Cost: 2 Ninja Points

Iaidou [Way of Iai]
Description: Iaidou refers to a specific style of Kenjutsu concerned with the smooth, controlled movements of drawing the sword from its scabbard, striking the opponent, removing blood from the blade, and replacing the sword in the scabbard. The practiced motion and force applied to the sword result in slashes that are faster and stronger than one might expect. The movements to this style are quick and precise, almost always slashes, and very controlled. An emphasis is to be placed on keeping ones composure when utilizing this style of combat.
Benefit: +10 Strength and Speed using a sword in the manner described.
Cost: 2 Ninja Points

Shikyaku [Four Legs]
Description: The Shikyaku fighting style is a particularly vicious style of combat commonly used by pet users. Use of this fighting style makes use of chakra, but does so in a way that does not actually cost chakra from the user. The user of this style drops to all fours, and moves in a way reminiscent of a slinking predator. Attacks are done in a vicious manner, with slashes and bites being typical. Movement in this state is done on all fours, and use of this style brings about several physical changes in the user; their nails and teeth elongate and sharpen, and the pupils of the eyes narrow to slits.
Benefit: When making use of Shikyaku, the user's Speed, Strength, and Stamina all increase by 10. To obtain the benefit, the user must be moving and fighting like a wild animal.
Cost: 4

Silent Killing
Description: The art of Silent Killing is precisely that; an art form. By design is it elegance and grace, the honing of ones ability until the kill itself can be seen as almost beautiful. The practitioner has learned to not disturb the pond and send ugly ripples across the surface, but to read the ripples others leave behind. In essence, the fighting style is all about silent killing as the name implies. Finding your enemy with minimal sensory input often relying powerful hearing while at the same time denying them the same courtesy, this is a style well suited for assassination. This style requires at least 60 hearing and 1 other hearing related trait as well as the trait "Light Step". Can only learn if a part of the ANBU.
Benefit: The users assassination potential is significantly bolstered by the fact that they are able to move freely leaving almost no trace (they are exceptionally difficult to detect). It also bolsters the users ability to track their target via sound, pushing it to almost superhuman limits.
Cost: 7
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