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† Rules Index †


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† Glossary †






Skill Categories

- General
- Equipment
- Taijutsu
- Ninjutsu
- Genjutsu
- Hybrid
- Medical
- Subtle & Combinatorial Elements
- Taijutsu Styles
- Summoning/Pets
- Regeneration
- Basic Paths
- Advanced Paths
- Battle Stances
- Hindering
- Elemental Specialties
- Eight Celestial Gates



You may only take a skill once every five (5) levels if its effects stack with lower ranks. Exceptions to these rules will be marked with a * next to their rank amount, or mentioned within the skill itself if it is a custom skill.

Skills with [ ] in their ranks mean they have no rank limit, but still follow the above rule.

:Blank Skill Sheet:



Training Types:

- The person training with you must make at least 3 posts throughout your training.
- A post is considered to be at least 200 words.

Chuunin Training: You must get a Chuunin ninja or higher to train with you to learn this. Their posts do not count towards the amount of posts required. You must do this everytime you take this skill. If you are a Chuunin you don't need to have another Chuunin.

Jounin Training: You must get a Jounin ninja or higher to train with you to learn this. Their posts do not count towards the amount of posts required. You must do this everytime you take this skill. If you are a Jounin you don't need to have another Jounin.

Kage Training: You must get the Kage of your village to train with you to learn this. Their posts do not count towards the amount of posts required. You must do this everytime you take this skill. If you are a Kage you don't need to have another Kage.



General

Name Details Requirements + or - Ranks
Quick Learner +10% EXP From Missions and Training. EXP given as holiday gifts or handed out from events by the staff is not included in this. n/a -2 1
Successful Character begins with $75 extra and monetary mission rewards are 10% higher. n/a -2 1
Steadfast Durability Stamina-Based Techniques cost 5 less stamina (Minimum of 5 stamina must always be paid however). n/a -1 10
Inner Calm Chakra-Based Techniques cost 5 less chakra (Minimum of 5 chakra must always be paid however). n/a -1 10
Iron Skin You take 90% of total Taijutsu damage. 10 post Chuunin Training -2 1
Chakra Barrier You take 90% of total Ninjutsu damage. 10 post Chuunin Training -2 1
One-handed Seals Perform hand-seals for jutsu with one hand. 25 post Jounin training -2 1
Second Wind Upon reaching 0 or less health, the user's HP is raised back up to 1 HP, but only once per battle. If the user's HP would be reduced below -25% of its total then this skill does not come into effect. n/a -2 1
Strategist Once a battle, and only once, you may choose to have any of your attacks on a single target become a critical hit for 1.5 times its usual total damage. n/a -3 1
Mountaineer: Rocky Terrain Bonus Gives +%10 speed in rocky terrain. A ninja with this skill gains +5% to Defense while in Rocky Terrain. 10 post Chuunin Training done within the given terrain. May only be taken after character approval. -1 1
Hydrologist: Mist Terrain Bonus Gives +%10 speed in the mist/fog. Muddy Ground doesn't give a ninja with this a 5% taijutsu failure chance. 10 post Chuunin Training done within the given terrain. May only be taken after character approval. -1 1
Nomad: Desert Terrain Bonus Gives +%10 speed in sand. A ninja was this skill doesn't suffer the slowing effects of sand terrain. 10 post Chuunin Training done within the given terrain. May only be taken after character approval. -1 1
Survivalist: Extreme Weather Terrain Bonus Gives +%10 speed in mountainous or clouded terrain. A ninja was this skill doesn't suffer the ranged attack penalty of Strong Winds. 10 post Chuunin Training done within the given terrain. May only be taken after character approval. -1 1
Outdoorsman: Forest Terrain Bonus Gives +%10 speed in forests. A ninja was this skill doesn't suffer the accuracy penalty of Dense Woodland and Jungle terrain. 10 post Chuunin Training done within the given terrain. May only be taken after character approval. -1 1
Plainswalker: Plains Terrain Bonus Gives +%10 speed in plains. A ninja was this skill suffers only half of the inaccuracy effects of High Grass terrain. 10 post Chuunin Training done within the given terrain. May only be taken after character approval. -1 1
Spelunker: Cavern Terrain Bonus Gives +%10 speed in caves. A ninja with this skill only suffers a 2% chance to fall prove in Rubble/Ruins/Heavily Rocky terrain. 10 post Chuunin Training done within the given terrain. May only be taken after character approval. -1 1
Weathered Shinobi Immune to all Terrain Effects. Gain +10% Speed Bonus in any terrain (does not stack with the other Terrain Bonus skills) Spelunker, Hydrologist, Nomad, Survivalist, Outdoorsman, Plainswalker, & Mountaineer Terrain Bonus Skills. 10-post Jounin Training, Must have made at least 10 posts in each of the Villages. -1 1
Tactics; AMBUSH! If role played as ambushing your opponent, the owner of this skill may attack the opponent before the opponent is given a turn, regardless of speed. For every teammate this user has, the 'to hit' roll (After Accuracy and Evasion are accounted for), is given an extra 5% to hit, at least for this first attack. (Capped at 40% Increase to hit.) Can only be used in dense wilderness, a highly populated area, or a developed area. Ocean is considered 'dense wilderness' by this meaning. In the case of conflict of logic in regards to clans & their bloodline versus this skill, staff will be brought in and staff decision will decide if the skill is still in effect. n/a -3 1
Tactics; Preparation! User may spend one post prior to a battle 'surveying' a potential battlefield. After this turn, the user is capable of moving 5% faster than they normally would (As in they are considered having 5% higher speed than they do.), and has both an increased evasion and an increased accuracy, of 5% per rank in this skill. 5-post training, ranks are only obtainable once per shinobi ranking. (Meaning that you could take 3 ranks at Jounin, 2 at Chuunin, 1 at Genin, and 4 at Sennin.) -1 4
Tactics; Off with the Head! At the beginning of any skirmish (Team Battle), the side opposing the owner of this skill must declare its 'leader' (Which must actually be its leader, in character. Staff can come down on them for trying to make their strongest PC the leader if that's not the actual leader role play wise.) For every hit on this aforementioned 'leader' by a shinobi with this skill, the members of the hit leader's unit excluding them self are considered 'low morale', and because of the concern for their leader, have a 5% higher chance to be hit by any attack sent their way, and a 10% higher chance to be hit by a trap jutsu. (Maximum of 40% higher chance to be hit by any attack sent their way, and 60% higher chance to be hit by a trap sent their way.) Bonuses to the unit of the user of this skill stay so long as the opposing unit's leader is still attacked, but unless the new attacker has this skill, the bonuses to not heighten. n/a -2 1
Guard Expertise The character recieves +3 to their block range per rank. Does not stack with any other similiar skill. Only attainable through the 'Path of the Defender' option. Path of the Defender -1 5
Defensive Action Expert User may use defensive/response phase jutsu to protect an ally. This ability can only be invoked twice a battle. Only attainable through the 'Path of the Defender' option. Path of the Defender n/a 1
Aura Perception; Chakra All ninja, within a battle, must reveal their current Chakra amount in their Loss Tag to the user. If there are more than two people in the battle, each player must send a personal message to the user of this skill with their current Chakra amount. The revealed amount is the Chakra the character has at the end of their turn. Only attainable through the 'Path of the Sensor' option. Path of the Sensor; Acute Ken -1 1
Aura Perception; Stamina All ninja, within a battle, must reveal their current Stamina amount in their Loss Tag to the user. If there are more than two people in the battle, each player must send a personal message to the user of this skill with their current Stamina amount. The revealed amount is the Stamina the character has at the end of their turn. Only attainable through the 'Path of the Sensor' option. Path of the Sensor; Acute Ken -1 1
Aura Perception; Premonition When targeted with an offensive Chakra-based attack, the user of this may roll 1d20. If they roll x or below, they may dodge the attack. This is done before a dodge roll. The value of x is equal to the rank in this skill obtained. Only attainable through the 'Path of the Sensor' option. Path of the Sensor; Premonish Ken -1 4
Lightfoot Trapper All set traps of the user have a -10% chance to be set off by themselves. n/a -1 4
Trap Subtlety +5% to hit with Dynamic Traps. This is added to the +20% bonus that is already given with Dynamic Traps. n/a -1 4
Trap Setting Mastery If the user fails the triggering roll on their own set trap, they may choose to re-roll. Usable once per battle per rank in this skill. Only available through the Path of the Assassin. -1 5
Hidden in Plain Sight Set Traps are given 20% chance to hit the opponent. Dynamic Traps are given 10% higher chance to hit the opponent for every rank above the opponent the player has. This stacks with bonuses given from Trap Subtlety. Only available through the Path of the Assassin. -1 1
Talent Shift User may remove one skill from their sheet and be refunded the points. Every time this skill is taken it must be written within their skill section with a log of what skill was removed and the date. Can only be taken once every 1.5y months RL time. Where y is the skill point cost. Skill being forgotten cannot have been used in the last 6 months IC time and the last 3 months RL time. Staff permission needed. Cannot be used for bloodlines. n/a -- [ ]

Equipment

Name Details Requirements + or - Ranks
Warrior (Pick a weapon) An attack from the specific weapon will deal a bonus +5 Damage per strike (per rank). n/a -1 10
Merchant You get a 5% discount at stores. n/a -1 10*
Scribe You may inscribe techniques into scrolls. These techniques have 1/4, 1/2, 3/4, or 100% of the original posts/damage (depending on your rank in the skill). Any technique that ends up being a number less than one cannot be inscribed within the scroll. n/a -1 4
Scroll Arts You may use more than one scroll per battle. For every rank in this skill you gain access to one more scroll per fight. n/a -1 [ ]
Gather You may gather small weapons that have been used during battle, given that it makes sense. You may not gather weapons that have hit a target and are still embedded within them, and you must be in the general area of where the weapon landed. The amount of ranks that you have in this skill is how many small weapons you may gather in a single turn. This is done during the Response or Setup Phase. n/a -1 [ ]
Poison Creator Shinobi-nin does not have to pay the cost for Poisons, and can instead gain them at a rate of value in $2 per line. First Tier (Basic) and Second Tier (Advanced) poisons are capable of being made by this shinobi-nin, and costs which would otherwise be there within the poisons are not there, instead paid for in words. n/a -2 1
Expert Poison Creator Shinobi-nin does not have to pay the cost for poisons in $, and can instead gain them at a rate of writing, with a value equivalent of $2, per line. First Tier (Basic) and Second Tier (Advanced) poisons are capable of being made by this shinobi-nin and the cost of any second or first tier poisons made are instead 50%. Poison Creator, Path of the Hunter Ninja, Level 10 -2 1
Poison Creation Master Shinobi-nin does not have to pay the cost of Poisons in $, and can instead gain them at a rate of writing, with a value equivalent of $2 per line. First Tier (Basic), Second Tier (Advanced), and Third Tier (Hazardous) poisons are capable of being made by this shinobi-nin. No money must be spent in the production of any of these tiers of poisons, but a Poison Creation Master can make the cost of poisons be paid for up to half in words and half in money. Expert Poison Creator, Path of the Assassin -2 1
Poison Handler Poisons used by this character either do 2% (Per rank) more deduction of stats than they would otherwise do, or have a 5% (Per rank) chance of affecting the opponent for 1 turn more than they otherwise would. In the case of Second Tier Poisons and beyond, the user must decide which of the two effects they would rather have a chance at, if the poison has a statistical negation and a status effect. This decision must be made at the time of application/use. Path of the Hunter -1 10
Poison Handling Master Character is given a 10% less chance to harm themselves with 'hazardous' rank poisons. This cannot lower the chance to harm themselves below 5%. Path of the Assassin -1 5
Puppet Control May use an additional puppet for every rank of this skill. May only take one rank per 25 levels, first rank available at level 25. n/a Current Rank in this skill +1 4

Taijutsu

Name Details Requirements + or - Ranks
Martial Artist Taijutsu techniques of the chosen style deal a bonus +10 damage (per rank). You may choose "Styleless" Taijutsu as your chosen style, which would include any taijutsu that does not fall under a specific type of fighting style. Basic Attacks deal a bonus +5 damage per strike (per rank). n/a -1 10
Defensive Martial Artist -10 damage to incoming Taijutsu attacks. -5 damage to incoming Basic attacks (per rank). n/a -1 10
Extreme Endurance Your strength far exceeds simple endurance. For a number of posts equal to your rank in this skill, you can continue to fight using your HP in place of your Stamina, once your stamina reaches 0. You may only use Taijutsu techniques during these posts, and when the skill expires you immediately pass out (or worse, at a Kage's discretion) regardless of any other skill you may have. Stamina does not regenerate after reaching 0. n/a -2 1
Iron Will Once per your rank in this skill you may treat your evasion and defense as if they were 1.5x their current value for a single Taijutsu attack aimed at you. The incoming attack cannot be of a higher rank than your own. This may not be used against an attack from a ninja of higher ninja rank than your own. Must be mentioned that it is being used when the dodge roll is made. n/a -2 2

Ninjutsu

Name Details Requirements + or - Ranks
Ninjutsu Mastery [Element Name Here] Ninjutsu of the chosen type of element will deal a bonus +10 damage (per rank). This bonus damage is considered part of the modifiers. n/a -1 10
Resistance Mastery -10 damage to incoming Ninjutsu attacks (Per rank). n/a -1 10
Knowing the Elements Once per your rank in this skill you may treat your evasion and defense as if they were 1.5x their current value for a single Ninjutsu attack aimed at you. The incoming attack cannot be of a higher rank than your own. This may not be used against an attack from a ninja of higher ninja rank than your own. Must be mentioned that it is being used when the dodge roll is made. n/a -2 2
Shiva, The Destroyer Offensive Ninjutsu from the user deal an additional 20% damage. This multiplier applies to the base damage of the technique, and in this case and this case only - allows you to break the base damage cap. The taker of this skill may not use Genjutsu and may not have any skills (positive or hindering) that give negative effects towards Genjutsu abilities.
Ex: 100[Base Damage] * 1.2 = 120 + 100[Ninjutsu] - 80[Defense] = 140 Damage.
n/a -3 1
Extreme Will Your chakra far exceeds simple will. For a number of posts equal to your rank in this skill, you can continue to fight using your HP in place of your Chakra, once your Chakra reaches 0. You may only use Ninjutsu and Genjutsu techniques during these posts, and when the skill expires you immediately pass out (or worse, at a Kage's discretion) regardless of any other skill you may have. Chakra does not regenerate after reaching 0. n/a -2 1

Genjutsu

Name Details Requirements + or - Ranks
Genjutsu Creator Genjutsu reduces opponent's stats by 10 more points per the user's rank in this skill (per rank). If the user uses a Genjutsu which deals stat damage to multiple stats then the user must choose which stats to apply the bonus to, but only in intervals of 10. This is inclusive of modifiers and does not include tank stats. n/a -1 10
Genjutsu Shaper For every rank in this skill, status effects inflicted by Genjutsu will last one post longer. This will not allow you to break the maximum post duration of any status effect. n/a -2 2
The Seeing Mind Once per your rank in this skill you may treat your concentration and genjutsu as if they were 1.5x their current value for a single Genjutsu attack aimed at you. The incoming attack cannot be of a higher rank than your own. This may not be used against an attack from a ninja of higher ninja rank than your own. Must be used before the dodge roll is made. Must be mentioned that it is being used when the dodge roll is made. n/a -2 2
Brahma, The Creator Genjutsu of the user will deal an additional 10% more Ghost Damage or stat reduction effect. This multiplier applies to the base damage of the technique, and in this case and this case only - allows you to break the base damage cap. In addition to this, Genjutsu stat reduction effects will last one post longer. This may not, however, exceed the maximum duration of five post effect duration. You may not use any Jutsu that's element is not that of your home village. May not have any skills (positive or hindering) that give negative effects towards Ninjutsu abilities.
Ex: 100[Base Damage] * 1.1 = 110 + 30[Genjutsu] = 140 Ghost Damage.
n/a -3 1

Hybrid

Name Details Requirements + or - Ranks
Hybrid Mastery Hybrid techniques do 10 more damage per rank in this skill. n/a -1 10
Inner Peace Hybrid techniques cost 6 less chakra or stamina per rank. When there is a chakra and stamina cost, the discount is divided evenly between the costs. This skill may ot reduce the cost below 5 chakra or stamina. n/a -1 10

Medical

Name Details Requirements + or - Ranks
First Aid Provider May use Gennin Medical Jutsu that cost up to 3 points. n/a -1 1
Emergency Medical Technician (EMT) May use all Gennin Level Medical Jutsu. May use Chuunin Medical Jutsu that cost up to 4 points. Level 10 -2 1
Field Medic May use all Chuunin Level Medical Jutsu. May use Jounin Medical Jutsu that cost up to 5 points. Level 25, EMT, Adept Medical Knowledge, Path of the Medical Ninja -2 1
Field Surgeon May use all Medical Jutsu. Level 40, Field Medic, Advanced Medical Knowledge -2 1
Adept Medical Knowledge +10% base healing to all jutsu and Curative items. Emergency Medical Technician (EMT) -1 1
Advanced Medical Knowledge +25% base healing to all jutsu and Curative items. (Overrides Adept Medical Knowledge) Field Medic, Adept Medical Knowledge -2 1
Expert Medical Knowledge +50% base healing to all jutsu and Curative items. (Overrides Advanced Medical Knowledge) Field Surgeon, Advanced Medical Knowledge -2 1
Physician's Assistant (PA) Healing Medical Jutsus cost 25% less Chakra. Does not affect Offensive Medical Jutsu. Field medic, Chuunin -4 1
Physician (Doctor) Healing Medical Jutsus cost 50% less Chakra (Overrides PA) and Medical Jutsu that only restore health also can remove a Status Effect that is a result of jutsu. Does not affect Offensive Medical Jutsu. Field Surgeon, PA, and Jounin -4 1
Resuscitation Once per rank in this skill, a medical ninja may resuscitate a character that has been 'knocked out'. Targeted character's tank stats return at 10% regardless of their pervious state (Cannot be used on one's self). Does not work if character is dead (see rules for death via battle and jutsu). Once a character is revived they cannot be revived again during the same battle. Bloodlines that would be deactivated upon death must be reactivated before use. User loses their main phase and setup phase and has a 40% evasion penalty for the turn of use. Field Medic -2 2
Quick Heal Once per rank in this skill, a medical ninja may use any Healing Medical Jutsu during their setup phase without sacrificing their main phase. The damage healed is reduced by 50% after modifiers. Field Medic -1 3
Emergency care Used in the setup phase, once per battle. The next healing jutsu used, heals +100%. User loses their next turn including their response phase Field Medic -2 1
Survival Tactics Once per rank in this skill a Medical Ninja may activate this skill during their response phase. The user now has a +20% chance to dodge, and block is extended by 5 for the turn. Defense stats are also increased by 50% for the turn. The user cannot use any offensive jutsu aside basic attacks for two turns. This skill can only be used every 3 turns and only once per rank. Emergency Medical Technician (EMT) -1 2
Savior Once per team battle you may choose to take an attack in place of your ally without need for any rolls. Apply all armors against this attack regardless of if it is supposed to bypass armor or not. When you take the hit, you gain a +100 to the relevant defense stat. Cannot be used against Genjutsu. n/a -1 1

Subtle & Combinatorial Elements

All Subtle and Combinatorial Element skills may only be taken once each.
Ninjutsu Elements and Combinatorial Elements are explained in detail
in Ninjutsu Elements: 5.07 and Combinatorial Elements: 5.08.

Name Details Requirements + or - Ranks
Subtle Elements; Wind May use Wind element techniques. Any response phase techniques that blocks a Wind Techniques costs an additional 10% to use, rounded up. All 5 “Subtle Element” skills share ranks. n/a -1 3
Subtle Elements; Fire May use Fire element techniques. All Fire Techniques deal an additional 5% of their total damage in burn damage (bleed damage when burn damage doesn't make sense) on the following turn, rounded up. All 5 “Subtle Element” skills share ranks. n/a -1 3
Subtle Elements; Water May use Water element techniques. All Water Techniques cost 10% less and deal 10% more base damage when near a large source of liquid water, rounded up. All 5 “Subtle Element” skills share ranks. n/a -1 3
Subtle Elements; Earth May use Earth element techniques. All defensive Earth Techniques give an additional 10% to their effects, rounded up. All 5 “Subtle Element” skills share ranks. n/a -1 3
Subtle Elements; Lightning May use Lightning element techniques. All Lightning Techniques have a +8% chance to hit. All 5 “Subtle Element” skills share ranks. n/a -1 3
Tier 1 Combinatorial Elements
Combinatorial; Ash May use Ash Element techniques. A player who is hit with an Ash Technique suffers -10% to dodge in their following response phase. Does not stack. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Fire & Earth -1 1
Combinatorial; Cloud May use Cloud Element techniques. Whenever a player uses a Cloud Technique they may subtract 10 from their speed percentile for that turn. This may not lower a Speed Percentile below its normal minimum and may only be used once per turn. May only be used once per turn. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Water & Wind -1 1
Combinatorial; Explosion May use Explosion Element techniques. Whenever an opponent is hit by an "Explosion" elemental technique, they have a 20% chance to be inflicted with the "Prone" status effect. Ignore this if the technique inflicts Prone, or has a chance to inflict Prone. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Fire & Earth -1 1
Combinatorial; Ice May use Ice Element techniques. Any turn that a player is under a cold related status effect inflicted from an Ice Technique, they also take 10 unmodified damage. This does not stack with itself. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Water & Wind -1 1
Combinatorial; Lava May use Lava Element techniques. Lava Techniques deal 5% of their total damage as AoE damage to anyone within melee range. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Fire & Earth -1 1
Combinatorial; Magnetic May use Magnetic Element techniques. When a Magnetic Technique is used, the player may recover up to 3 small weaponry or one medium weapon on the battlefield and on the following turn they have +5% to hit with ranged weaponry. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Lightning & Earth -1 1
Combinatorial; Plant May use Plant Element techniques. Plant Techniques receive a 10% bonus to ‘Draining’ and ‘Healing’ of tank stats, rounded up. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Water & Earth -1 1
Combinatorial; Sand May use Sand Element techniques. Sand Techniques give an additional 10% health points on techniques that create objects with health points. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Earth & Wind -1 1
Combinatorial; Scorch May use Scorch Element techniques. Scorch Techniques that strike the opponent raise the cost of any technique used that turn by 10%. Does not stack. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Fire & Wind -1 1
Combinatorial; Smoke May use Smoke Element techniques. Smoke Techniques that strike the opponent also lower that opponent’s chance to hit with techniques that turn by 6%. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Fire & Wind -1 1
Combinatorial; Sound May use Sound Element techniques. Sound Techniques have a +4% chance to hit. As well, when in a small enclosed area they gain +10% effect, rounded up. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Lightning & Wind -1 1
Combinatorial; Steam May use Steam Element techniques. Steam Techniques that strike the opponent also lower that opponent’s chance to dodge on the following turn by 6%. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Fire & Water -1 1
Combinatorial; Steel May use Steel Element techniques. Steel Techniques have +10% on durability effects with jutsu that create shields or other objects. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Earth & Fire -1 1
Combinatorial; Storm May use Storm Element techniques. Storm Techniques have a 20% chance on hit to cause "Metabolic Shock" on the target for that turn. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Water & Lightning -1 1
Combinatorial; Wood May use Wood Element techniques. Wood Techniques cost 5% less and have 10% more effect when within an area surrounded by large groupings of trees (forests, woods, etc.), rounded up. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Water & Earth -1 1
Tier 2 Combinatorial Elements
Combinatorial; Acid May use Acid Element techniques. Acid Techniques deal an additional 20% damage to constructs (barriers, clones, etc.) and have a 10% chance to destroy armor, medium weapons and larger weapons. Rolls 1d10 for all said items, on a 1 that item is destroyed. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Fire, Lightning & Water -2 1
Combinatorial; Avalanche May use Avalanche Element techniques. Avalanche Techniques have a 20% chance to add "Snow" to the climate for 2 turns. This is rolled on 1d100 by the user when the technique is used, once roll per turn maximum. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Water, Wind & Earth -2 1
Combinatorial; Dust May use Dust Element techniques. Dust Techniques have a 20% chance on use to cause "Blind" to all opponents for the following turn. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Fire, Earth & Wind -2 1
Combinatorial; Glass May use Glass Element techniques. Glass Techniques have a +8% chance to critical strike and deal full damage if they are blocked. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Fire, Earth & Wind -2 1
Combinatorial; Plasma May use Plasma Element techniques. When an opponent is hit with a plasma technique, they suffer 10 points of unmodified damage on the turn after they are hit. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Fire, Lightning & Earth -2 1
Combinatorial; Rust May use Rust Element techniques. Rust Techniques deal 15% of their total damage as ‘Poison’ damage on the following turn, rounded up. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Fire, Earth & Water -2 1
Tier 3 Combinatorial Elements
Combinatorial; Gravity May use Gravity Element techniques. Targets hit with a Gravity Technique have +40% Chakra/Stamina cost to all non-bloodline actions in the following turn, rounded up. In addition, the user may choose to apply the bonus from one of the Subtle Element skills required to learn this skill. Subtle Elements; Lightning, Water, Earth & Wind -3 1
Tier 4 Combinatorial Elements
Combinatorial; Dark May use Dark Element techniques. All Dark Techniques have +20% effects and total damage but cost 10% of the techniques cost in Health to perform, rounded up. A user may not use a technique of the Dark element two turns in a row. In addition, the user may choose to apply the bonus from two of the Subtle Element skills required to learn this skill. Subtle Elements; Fire, Earth, Water, Lightning & Wind -4 1
Combinatorial; Light May use Light Element techniques. All response jutsu of other elements aside Dark costs 30% more against Light Techniques, rounded up. As well, Light Techniques heal for 10% of their total damage to the user. A user may not use a technique of the Light element two turns in a row. In addition, the user may choose to apply the bonus from two of the Subtle Element skills required to learn this skill. Subtle Elements; Fire, Earth, Water, Lightning & Wind -4 1

Taijutsu Styles
Taijutsu Styles are explained in more depth under Taijutsu Styles: 5.10.

Name Details + or -
Lotus Style Effect: Lotus Charges may be spent in one of the two following ways.
1. The user may at any time spend a Lotus Charge to reduce the cost of a Lotus style technique by 5x% and raise its base damage by 10x% rounded down, with x being equal to the amount of charges spent. However, the user will also take 5x% of the base damage of the technique as a repercussion.
2. The user may perform a technique that requires the use of Lotus Charges.


Requirements:
- Konohagakure Ninja or 5 post training session with a ninja who already knows this skill.
-1
Description: Many of the Lotus Style taijutsu techniques take advantage of the extreme power and speed the user gains from opening the chakra gates, most notably the Lotus (?? Renge?) techniques, many of which begin with a flurry of attacks to force the opponent into the air, followed by a blow that sends the opponent into the ground at high speeds. Hi no Kuni has been the traditional home of this style, its secrets guarded with the ninja elite at a level nearing that of their bloodlines. However, it has been known throughout history for those not of the village to have learned this deadly style of combat.
Crane Style Effect: A player with the Crane Style will start every battle with two Balance Charges. The amount of Balance Charges will determine the effectiveness of your Crane Style techniques in battle. Unlike most other styles though, every time an enemy makes a successful hit on your character you will lose a Balance Charge. You may only lose one Balance Charge per enemy who attacks you per turn. A player may at any time sacrifice their Main Phase to restore their Balance Charges to an amount of two.
0 Charges: When using a Crane Style technique your Accuracy is considered to be 0.8x its base value.
1 Charge: When using a Crane Style technique your Accuracy is considered to be 0.9x its base value.
2 Charges: Your Crane Style techniques receive no negatives or bonuses.
3 Charges: When using a Crane Style technique your Accuracy is considered to be 1.1x its base value.
4 Charges: When using a Crane Style technique your Accuracy is considered to be 1.2x its base value.
5 Charges: When using a Crane Style technique your Accuracy is considered to be 1.3x its base value.
In addition a player with this style does not gain a Balance Charge normally. Instead, you may ‘bet’ additional Balance Charges on any Crane Style technique. If the technique makes contact then you will gain the additional Balance Charges. However, if the technique misses you will lose the ‘bet’ amount of Charges. You may only bet with Charges that you have. If you have 0 Balance Charges you may bet 1 with no penalty for a miss. The user may perform a technique that requires the use of Balance Charges.


Requirements:
- Kirigakure Ninja or 5 post training session with a ninja who already knows this skill.
-1
Description: Crane style is simply described by it's name. It is a style which may very well have been created by watching the movements of the various cranes and mariner birds within Mizu no Kuni. The style itself is fluid, slow, and prone to piercing strikes and a tide of gambling strikes contrasted by a tide of dancing like dodges. It is said that a master of the style can be described as 'eerily resembling a crane'.
Wild Beast Style Effect: In addition to gaining Rage Counters through successful strikes with Wild Beast Style techniques, the user will also gain a Rage Counter every time they take damage from an opponent per turn, including ghost damage). A user may not gain more than one Rage Counter per opponent attacking them in a single turn. Additionally, Rage Counters may be spent in one of the following three ways.
1. The user may at any time spend a Rage Charge to increase the chance to hit with a Wild Beast Style technique by 2x% and raise its base damage by 5x% rounded down, with x being equal to the amount of charges spent. In addition, until the end of their next setup phase their speed is considered to be increased by 5x% their base speed.
2. The user may perform a technique that requires the use of Rage Charges.
3. The user may spend x Rage Charges in their setup phase, targeting a single opponent. The targeted opponent will roll 1d100 in their Response Phase. If they roll below 20x they MUST at their next possible Main Phase target the user with their action. If the target is a higher ninja rank than the user then the chance to hit is lowered to 10x instead.


Requirements:
- Kusagakure Ninja or 5 post training session with a ninja who already knows this skill.
-1
Description: The Wild Beast Style takes the concept of self control within a battle and refocuses its energy in a new direction. This style, rumored to have been started by tribesmen who lived and died by the whim of the harsh forests and grasslands of Hara no Kuni, is based around the concept of perseverance. As a battle progresses, users of this style will build up a battle rage which can be focused in a devastating show of force and control. In addition, one of this style has been known to draw attention during the battle, making themselves impossible to ignore at their peak, allowing allies time to gather their strength.
Momentum Style Effect: Momentum Charges reward the user bonuses based on the amount of charges that they currently have. However, there is also a risk of taking additional damage if they are hit at higher speeds. A user may, during their setup phase, lose as many Momentum Charges as they want as a free action. As well, any turn that the user does not use at least one Momentum Style technique they lose a Momentum Charge.
0 Charges: No bonus.
1 Charge: The user gains +3% of their base speed, all damage dealt to them is increased by 2%.
2 Charges: The user gains +6% of their base speed, all damage dealt to them is increased by 4%.
3 Charges: The user gains +9% of their base speed, all damage dealt to them is increased by 6%.
4 Charges: The user gains +12% of their base speed, all damage dealt to them is increased by 8%.
5 Charges: The user gains +15% of their base speed, all damage dealt to them is increased by 10%.
Additionally, the user may perform a technique that requires the use of Momentum Charges.


Requirements:
- Kumogakure Ninja or 5 post training session with a ninja who already knows this skill.
-1
Description: Mass when coupled with velocity not only creates a field of science, but also defines the basics of hand to hand combat. The Momentum Style exploits this scientific certainty in order to deal the most devastating attacks possible to its enemies. Every movement of their style allows them to speed up the movement of their bodies through the help of centripetal force and fluid movement. However, if at any point the user begins to slow or stutter in their pattern they will notice an immediate detriment to their effectiveness. Because of this, Momentum Style users rely on combinations of techniques, usually ending in a devastating crash of building force against their opponent.
Mountain Ox Style Effect: The user of the Ox Style gains an Ox Charge each time they use an Ox Style technique instead of when they land a successful hit. Ox Charges may be spent in one of the three following ways.
1. The user may spend an Ox Charge during their Main Phase to increase the damage of an Mountain Ox Style technique by 5x% as well as increasing their Defense stat by 10x% until their following Main Phase, where x is the amount of charges spent.
2. The user may perform a technique that requires the use of Ox Charges.


Requirements:
- Iwagakure Ninja or 5 post training session with a ninja who already knows this skill.
-1
Description: A good offense is the best defense, and the Mountain Ox Style takes this philosophy to the mat, literally. This martial art makes use of low attacks, grapples and throws that keep a low center of gravity and strong hand techniques, notably the bridge hand and the versatile tiger claw. Students of this style often spend hours in training only standing in a single low stance, which builds strength and focus. Mountain Ox Style is sometimes mis-characterized as solely external; that is, reliant on brute physical force; even though the student advances progressively towards an internal focus.
Serpent Style Effect: Venom Charges reward the user bonuses based on the amount of charges that they currently have. If a user is ever struck by a critical hit from an opponent they immediately loose all Venom Charges they have.
0 Charges: No bonus.
1 Charge: The user gains +2% chance to Critical Strike with all Taijutsu techniques.
2 Charges: The user gains +4% chance to Critical Strike with all Taijutsu techniques.
3 Charges: The user gains +6% chance to Critical Strike with all Taijutsu techniques.
4 Charges: The user gains +8% chance to Critical Strike with all Taijutsu techniques.
5 Charges: The user gains +10% chance to Critical Strike with all Taijutsu techniques.
Additionally, the user may at any time during their Main Phase spend a Venom Charge to increase the chance of a single attack to critical by 25%. This skill cannot be used in correlation with other skills that increase critical strike chance. This skill also does not stack with other skills that passively increase critical strike chances.


Requirements:
- Otogakure Ninja or 5 post training session with a ninja who already knows this skill.
-1
Description: To control one’s attacker you must control their joints and pressure points. Thus is the philosophy of the Serpent Style, which uses a series of setup strikes to build openings in an opponent which can lead to more devastating attacks as well. By taking advantage of join manipulating strikes and pressure points on the opponent’s body, a user of this style can chip away at their opponent’s defense and create their own openings that will lead to even further punishment to the enemy. This style was derived from a very harsh Judo philosophy that originated in Denchi no Kuni. Taught and practiced by farmers as they traveled between villages for trade to help protect them from bandits, the users of this style would often find themselves against opponent’s who were stronger. It was because of this that the style evolved as it did.
Desert Aikido Style Effect: Counter Charges may be spent in one of the two following ways.
1. The user may spend a Counter Charge during their Response Phase to reduce the cost of a Response Phase technique by 10x%, where x is the amount of charges used.
2. The user may spend a Counter Charge during their Main Phase to lower the cost of a Desert Aikido Style jutsu they are using by 5x% and increase its base damage by 5x%, where x is the amount of charges used. This may only be used if they naturally dodged an attack from their target in the Response Phase this turn.
3. The user may perform a technique that requires the use of Counter Charges.


Requirements:
- Sunagakure Ninja or 5 post training session with a ninja who already knows this skill.
-1
Description: Desert Aikido style is described as unifying life energy. In the harsh environments of Kaze no Kuni where nutrients can often be few and far between, it is important for one to conserve their energy as much as possible. The style itself uses an opponents’ own movement and energy against them, redirecting the force of the attack to the user's will. It provides an excellent defense for the user, while at the same time exerting very little physical energy. It has been said that a master of the style can be described as “controlling all aggression”.

Summoning/Pets

Name Details Requirements + or - Ranks
Contract Manager Every time you take this skill, you may summon one additional type of Summon Family. This skill is required to use summons. Level 30 Rank 1:-3
Rank 2+:-1
[ ]
Summoning Tattoos With this skill, you can create one summoning tattoo on your body. This must be done out of battle, and it can only be used once per battle per rank in this skill. With this you may attempt to summon a creature without paying the cost of the specified summoning technique, although its success rate is lower. After you roll your die and add your modifiers, you subtract 50 (cannot be less than 1). Takes 10 posts to create a tattoo on yourself, but only has to be done once as tattoos never fade. n/a -2 3
Summoning Tattoo Mastery When using a Summoning Tattoo, the user may add +10 to their roll. Summoning Tattoo -1 2
Flash Summon The user may pay 50% chakra for Kuchiyose no Jutsu (rounded up) in their response phase to bring a summon into play. The summon is considered the target for any jutsu aimed at the user this turn, does not get a dodge roll but otherwise may act normally. If the summon is knocked out by this attack, remaining damage and all effects are dealt to the user. May not be used against Genjutsu attacks. At the end of the Response Phase the summon is removed from battle. This is treated as a Response Phase technique and incurs the fail chances as well. May only be used once per battle. Contract Manager -2 1
Pet Communication Allows the user to coordinate better with their pet allowing a +5% chance to hit on tech that require both of them to do. User may also roll play telepathic communication with their summon. n/a -1 1

Regeneration

Name Details + or -
Chakra Flow Restriction: User may not have any other skill (or bloodline skill) that effects Health, Stamina, or Chakra Regeneration. This skill may not be taught.
-5 per rank
Rank 1: Gain 10% of your Total Chakra every turn. This replaces normal Chakra regeneration.
Rank 2: Gain 15% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.
Intestinal Fortitude Restriction: User may not have any other skill (or bloodline skill) that effects Health, Stamina, or Chakra Regeneration. This skill may not be taught.
-5 per rank
Rank 1: Gain 10% of your Total Stamina every turn. This replaces normal Stamina regeneration.
Rank 2: Gain 15% of your Total Stamina every turn. This replaces normal Stamina regeneration. Does not stack with previous ranks.

Basic Paths

     The following are Basic Path skills. A character is only allowed to have only one Basic Path skill at any time. Path skills cannot be forgotten by any means aside 'Walking a Different Path'. Also take note that all of the 'Path' Skills have an RP Requirement that should be considered when picking a 'Path' for your character. All of these are considered to have one rank.

A character is considered to have taken a basic path at level 0
for all bonuses that refer to level (bonus JP).
Custom Path skills must be open for all players to take. No unique paths are allowed.

Name Details + or -
The Path of the Defender Description: Though few have the inner strength and willpower to do so, some shinobi-nin are brought down a distinct path, focusing on defense, either because they do not wish to harm others, because they want to protect those they love, or because they take heart to the classical proverb, the best offense is a good defense. These shinobi-nin are often very stubborn, and also often very naturally tough.
-1
Effect: User gains 1 extra Jutsu Point every 3rd level. Character gains access to the following abilities.

Garrison's Teachings: Choose Two:
-Enlightened Defender: Shinobi-nin may learn 'Guard Expertise', the first rank is free.
-Caring Heart: Shinobi-nin may learn 'Defensive Action Expert'.
-Resistive Shinobi: Shinobi-nin is capable of gaining 'Resistance Mastery' at the cost of 1 SP per 2 ranks.
-Agile Handed Defender: Shinobi-nin is capable of gaining 'Defensive Martial Artist' at the cost of 1 SP per 2 ranks.


RP Guide:
-A person who goes down the path of the Defender should understand the value of a good defense. They should care about defending things (and possibly people) and this should be one of their primary shinobi-nin goals, to defend people, things, or causes.
Restriction:
-None.
The Path of the Generalist Description: Rather than specialize themselves in a particular field, there are some shinobi who see such things as limiting their potential. These people often use all that they have at their disposal in order to achieve victory, rather than focus on one path to victory.
-1
Effect: Character gains 1 extra Jutsu Point every level.

Generalist's Way: Choose One:
-Efficient Ninja: When taking the 'Steadfast Durability' skill, user receives a free rank of the 'Inner Calm' skill, and vice versa.
-Hybrid Master: When learning a Hybrid Jutsu, the user pays 1 less JP.
-Colored Styles: When taking the 'Subtle Elements' skill, user receives a free rank of the 'Taijutsu Style()' skill, and vice versa; 'Taijutsu Style()' no longer requires a 5-post Jounin Training.

RP Guide:
-Having pledged themselves to a way of life that doesn't pidgeonhole them into one particular discipline, these shinobi often use the wide variety of skills at their disposal. Using Taijutsu, Ninjutsu and Genjutsu in equal parts, they tend to keep opponents on their toes, as they can, and will, attack in a variety of ways using many different styles.
Restriction:
-Players who have this path cannot have a large disparity in their offensive stats. Their highest offensive stat cannot be more than 10% higher than their lowest offensive stat. (i.e. If a player's lowest offensive stat is in Genjutsu, at 150, then neither Taijutsu nor Ninjutsu may exceed 165)
-May not take any Advancement Seals (relating to Taijutsu, Genjutsu or Ninjutsu), Sealed Ninjutsu, Sealed Genjutsu, or Shiva, The Destroyer.
The Path of the Hunter Ninja Description: Some people are born to be hunters. They analyze their surroundings, try to take anything and everything they can from the knowledge of them, and attempt to use their surroundings and the things which they feature as defenses against predators. This has been true since the beginning of mankind, and is still true even in the modern day. A person who follows the path of the hunter is skilled in the arts which made countries in the days of old, and which kept danger from those around them. Hunters use traps, or poisons, from their direct surroundings, to their advantage.
-1
Effect: Character gains 1 extra Jutsu Point per level.

Hunter's Discipline: Choose Two:
-Precise Step: 2 ranks of 'Light foot Trapper' may be gained for the price of 1 SP.
-Art of Distraction: 2 ranks of 'Trap Subtlety' may be gained for the price of 1 SP.
-Poison Creator: The Skills 'Poison Creator' & 'Expert Poison Creator' may be gained for the price of 1 SP, instead of 2.
-Poison Applier: The Skill 'Poison Handler' may be gained for the price of 1 SP per 2 ranks bought.


RP Guide:
-A character who follows this path may not necessarily be a savage in the wilderness, but they have a keen eye to environmental circumstances around them. They are naturally attuned to tracking, though without training it may not be any better than a normal ninja. The important thing to remember is that they are, in their nature, hunters. They track and fight indirectly to trap their target in overwhelming circumstance. There are many types of hunters, from the ones who track animals in forests to those who use the metropolis as their cover and hunt a more intelligent prey.
Restriction:
-Players can only apply this path to characters which actually spend a portion of their time, or have spent a portion of their time, hunting for things, researching and setting traps (Or researching and creating poisons) they should not be afraid to get their hands dirty, or use slightly 'dishonorable' and 'tricky' things to get the job done.
The Path of the Medical Ninja Description: The road to becoming a Medical Shinobi is a long and difficult process. It takes a great amount of time to study Medical Jutsu, as the type of chakra used is quite different from that used to mold into Elemental Jutsu. To heal is considerably more difficult than it is to destroy. Those who go down this path sacrifice one type of strength in order to build up another.
-1
Effect: Character no longer applies Ninjutsu modifier when using Ninjutsu techniques (75% of ninjutsu mods for Clan Ninjutsu). Character now applies 50% of the Ninjutsu modifier to Medical Ninjutsu.

Anatomical Intelligence:
-First Aid Provider is free with this skill. Character may also use all Gennin Medical Jutsu before acquiring EMT.

RP Guide:
-A character that follows the path of the Medical ninja likely understands the fragility of life, and seeks to preserve it. Though not all medi-nin are caring, it is very likely that a shinobi-nin who has begun to follow the path of medical ninjutsu is and does care for others immensely. Intelligence is something which is for the most part required to be a Medical Ninja, and likewise, curiosity into medical practices and surgical procedures is likely.
Restriction:
-Character may not have more than +4 points of Hindering Traits.
The Path of the Mesmer Description: Many people walk this earth not content with living in reality—Mesmers prefer to create their own realities. A Mesmer is a person who works in the arts of persuasion, illusion and trickery, using physical and non physical means to get their way, often through the use of genjutsu. Able to talk circles around even the most cunning of politicians, a skilled Mesmer could even talk brick mason into buying bricks. These people always have a plan, even if it is not obvious to those around them. Cunning and mysterious define these people, and they are often found rising to the top one way or another.
-1
Effect: For every 100 points in Concentration, this character gains an additional +1% to hit with Genjutsu based attacks.

Persuasive Master: Choose Two:
-Smooth Talker: May gain 2 ranks of 'Merchant' for 1 skill point.
-Focused Mind: May gain ranks of 'Genjutsu Shaper' for 1 skill point.
-Perceptive Mind: May gain ranks of 'The Seeing Mind' for 1 skill point.
-Destructive Mind: May gain 'Brahma the Creator' for 1 skill point.


RP Guide:
-Character should have a proficiency in genjutsu at least to some degree. They also will often make use of persuasion to achieve the goals they assert for themselves. Cunning and mysterious, the true goals of a mesmer are often just out of reach of those around them.
Restriction:
-None.
The Path of the Scholar Description: Although quite rare, a few Ninja proceed down the path of the scholar, spending a lot of time in research and in trying to understand the world around them. These Ninja are not to be underestimated, however, as they can be quite deadly.
-1
Effect: Character gains 1 extra Jutsu Point per level

Scholarly Mastery: Choose Two:
-May gain 2 ranks of 'Scroll Arts' for 1 skill point.
-May gain 2 ranks of 'Scribe' for 1 skill point.
-May gain 2 'Subtle Elements' skills for 1 skill point.
-May gain 2 ranks of 'Merchant' for 1 skill point.


RP Guide:
-Acute knowledge of the world around them. This ninja has studied their world through many ways and is a quick mind when it comes to absorbing knowledge. With a keen eye for detail and a photographic memory to boot. This does not, however, mean they are good at processing this information.
Restriction:
-Players can only apply this path to characters which actually spend a portion of their time, or have spent a portion of their time, studying in a scholarly sort of fashion.
The Path of the Scout Description: People are born with loves, and in the case of a person who follows the path of the Scout, exploring and mapping out their explorations is that love. There is nothing better than to taste new air, to see a new place, or better yet, guiding people through a place you have recently explored.
-1
Effect: Travel post requirements for this character are reduced by 500 words to a minimum of 100. Travel post requirements for any people traveling with you (so long as you role play leading them through the travel) are reduced by 200 words to a minimum of 100.

Scout's Passage: Choose One:
-Wilderness Mastery: May take up to 4 "Terrain Bonus" skills for free. Training post requirements are halved for all "Terrain Bonus" skills, however all other requirements must be met.
-True Tactician: May take any of the three 'Tactic' skills in any order or combination with a combined skill point subtraction of -4. Role play IS required to understand and utilize the tactics lessened, so as to explain learning it.


RP Guide:
-Character should have a love for travel, be a capable communicator, and should -not- have any skills which conflict with exploring, having a strong grasp of east, west, north, and south, and capability of finding yourself geographically. Intelligence and persistence would be useful personality traits to scout characters.
Restriction:
-None.
The Path of the Shaman Description: There are ninjas who spend their entire lives struggling against the elements, and then there are those who have an innate connection with the land itself. These ninja act as microcosms of the land, being capable of sensing disturbances within the world’s lay lines. Their chakra is naturally in sync with the elements, granting them control over all five building blocks of life at a younger age than most. With artistic potential, these Shamans bend the world’s elements in magnificent and awe-inspiring ways. These ninja grow up to be spiritualists and peacemakers, traveling the land to repair the war-torn world.
-1
Effect: Character gains 1 extra Jutsu Point every other level.

Scout's Passage: Choose Two:
-Cosmic Alignment: May purchase five ranks of ‘Subtle Elements’.
-Rainbow Chakra: “Combinatorial; " skills of Tier 2 or higher cost one less Skill Point. You must always, however, pay a minimum of 1 skill point.
-Soulstorm: May purchase 2 ranks of ‘Inner Calm’ for -1 SP.
-Earthen Rage: May purchase ‘Shiva, The Destroyer’ for -1 SP.

RP Guide:
-Pacifistic in nature, these characters can rarely lust for blood, nor will they out of their way to cause needless death and destruction. They can almost never bring themselves to inflict harm upon the earth, so wildly manipulating the elements to destroy the land would harm their deep connection with the world, and also cause their consequences to resonate through their own bodies. These characters have a deep respect for all things living and deceased, and can occasionally be rumored to commune with spirits long passed as they age.
Restriction:
-None.
The Path of the Warrior Description: Within every class of shinobi-nin, there are scholars, medi-nin, scouts, and warriors, and of the four, the warriors are the most dedicated. This dedication to their self and their village exhibits itself within the skills of the shinobi-nin over time, and a warrior grows fairly quickly in skill in regards to their peers.
-1
Effect: Gain 1 extra Jutsu Point every other level.

Warrior's Way: Choose Two:
-Taijutsu Warrior: The skill 'Martial Artist' no longer has a 5-post Jounin restriction. May take 2 Ranks of 'Martial Artist' for 1 skill point.
-Ninjutsu Warrior: May take 2 ranks of 'Ninjutsu Mastery' for 1 skill point.
-Genjutsu Warrior: May take 2 ranks of 'Genjutsu Creator' for 1 skill point.
-Hybrid Master: May take 2 ranks of 'Hybrid Mastery' for 1 skill point.
-Hybrid Mind: May take 2 ranks of 'Inner Peace' for 1 skill point.
-(Weapon) Specialist: The skill 'Warrior' (weapon)' no longer has the level/2 restriction. May take 2 Ranks of 'Warrior (weapon)' for 1 skill point. Must select a certain type of weapon for this path.


RP Guide:
-A follower of the Path of the Warrior tends to be dedicated to the arts they follow, hoping to become as best a warrior as they can be. A warrior might be a common born common talent shinobi who trains every hour of every day, or they might be a prodigy who might as well have been born in bedded in the arts. The personalities of a warrior vary, though they fight with power more often that tact.
Restriction:
-None.
Walking a Different Path Description: After a while, some Ninja decide that the 'path' that they are following is not suited for them. Instead, they will choose to embark upon a new career, hoping that it will be more suitable for them.
-0
Effect: You lose all bonuses and effects of the Basic Path of your choice, retroactively. If you have bought skills at a reduced cost with a mastery of a Basic Path, you must 'unlearn' those skills, though they can immediately be 'relearned' for their regular price. Any other bonuses you will lose as well, such as JP addition. If you do not have enough open JP to pay back the JP you have gained, you will go into the negatives until you level up enough to pay them all back.

Restriction:
-May only take this trait -ONCE- and only when reaching a new Ninja Rank (if you took a 'Path' when you were a Gennin, you may change 'Paths' when you become a Chuunin, Jounin, or Sennin/Kage). You must meet the requirements of the new Path and this may NEVER be used for Advanced Paths.

Advanced Paths

     Advanced Paths are extensions of Basic Paths and are available at Chuunin level and above. To take an Advanced Path, make sure you fit the requirements of the path, most importantly that you have taken the appropriate Basic Path. The skill 'Walking a Different Path' cannot be taken for an Advanced Path, nor can it be used to forget a Basic Path once you have taken an Advanced Path skill. You may only have one Advanced Path at a time.

A character is considered to have taken an advanced path at level 25
for all bonuses that refer to level (bonus JP).
Custom Path skills must be open for all players to take. No unique paths are allowed.

Name Details + or -
The Path of the Advanced Medical Ninja Description: After years of training in the art of medicine, the Medical Ninja has an easier time diagnosing and treating their patients. These medical ninja have devoted all of their power to saving lives and healing others. Because of this, their battle capabilities are much lower than the average shinobi. This is a path for the devoted healer.
-1
Effect: Medical Jutsu now use 100% of Ninjutsu Modifier. Clan ninjutsu only apply 25% of the ninjutsu mod.

Anatomical Mastery: Choose One:
-Medical Genius: -1 sp toward Medical skills to a minimum of 1. (Does not apply to those already taken.)
-Pharmacist: 50% off all medical items bought by the user.


RP Guide:
-A character that follows the path of the Medical ninja likely understands the fragility of life, and seeks to preserve it. Though not all medi-nin are caring, it is very likely that a shinobi-nin who has begun to follow the path of medical ninjutsu is and does care for others immensely. Intelligence is something which is for the most part required to be a Medical Ninja, and likewise, curiosity into medical practices and surgical procedures is likely. Despite the fact that shinobi-nin that follow the path of the Advanced Medical Ninja are innately caring, their capacity to show is usually diminished, and in the case of some it is usually hidden behind a fear of loss.
Restriction:
-Chuunin. Path of the Medical Ninja. May not be taken with Path of the Combative Medical Ninja.
The Path of the Assassin Description: Although all Ninja are supposed to be able to perform assassinations, there are assassins and there are assassins. These Ninja are dedicated to the highest forms of stealthiness and the most silent ways of killing: mastery of poisons and traps.
-1
Effect: When being Hunted, the Hunter rolls d100 - 1.5x your level. While Hunting, you roll d100 - 0.5x of opponent's level. In addition you gain the following abilities.

Master of Death:
Poison Field Assassin: Allows for the Skills 'Poison Handling Master' and 'Poison Creation Master' to be purchased.
Trap Field Assassin: Allows for the Skills 'Trap Setting Master' and 'Hidden in Plain Sight' to be purchased.


RP Guide:
-A character that follows the path of the assassin pursues the true title of 'ninja'. These quiet and calm shinobi would rather kill with the utmost efficiency and stealth possible. Being an apothecary of death and mutilation, assassins are masters of traps and poisons, goading their opponents into their web of trickery, so that they may be assimilated in the most discreet and sudden ways imaginable. Their knowledge of human weakness is extensive, and they take a certain pleasure to watching their opponents walk to their deaths slowly and painfully.
Restriction:
-Chuunin. Must have the Path of the Hunter Ninja.
The Path of the Balanced Description: Honing their expertise of many disciplines, these shinobi are adept in controlling and combining their energies. At this stage, some focus on practicing so many disciplines that their energies are inseparable and interchangeable, and have found ways of practicing jutsu long after an energy reserve has run dry. Others have focused on increasing the effectiveness of their hybrid powers, as well as the efficiency they release their energy with. A last group of these well-rounded shinobi seek even broader horizons, and pursue the rigorous art of medicine with respectable success.
-1
Effect: User gains 1 extra Jutsu Point every 5th level. Character gains access to the following abilities.

Garrison's Teachings: Choose One:
-Pooled Energies: The user may take ‘Extreme Will’ and ‘Extreme Endurance’ at the cost of 1 SP each, as well as a second rank of each skill for 1 SP. Additionally, the user may choose to substitute the cost of a hybrid jutsu that has a stamina and chakra cost with 100% of one of the aforementioned tank stats, usable x times per battle according to ninja rank*.
-Hybrid Specialist: When taking a rank of ‘Hybrid Mastery,’ the user receives a free rank of ‘Inner Peace,’ and vice versa. Additionally, the user may choose to apply 100% of both a hybrid jutsu’s damage modifiers x times per battle according to their ninja rank*. This effect may not be used with another activated skill that boosts damage.
-Personal Medic: The user gains access to ‘Field Medic,’ but may not reduce the cost of medical jutsu through skills or techniques. If using medical jutsu on another target, the total effect is reduced by 10%, or the user may pay an additional 15% of the jutsu’s cost to negate the penalty. Additionally, the user may choose to apply 50% of their Ninjutsu modifier to a medical jutsu, usable x times per battle according to their ninja rank*.

*Ninja Rank modifiers: Chuunin: 1, Jounin: 2, Sennin: 3
RP Guide:
-Ninja on this path are very curious and receptive to the world around them. Not exactly explorers but not quite inventors, these shinobi will take up everything at least once. Their personalities can be as stable or as volatile as the hybrid jutsus they wield, and really are a mixed bag due to their past backgrounds ranging from the headstrong warrior type to the reclusive scholar type. In all, those on the Balanced path are continuously seeking and creating and are never quite satisfied with answers. Instead, they live to endlessly pursue concepts such as the far off, the abstract, the mystical, or the spiritual.
Restriction: Chuunin. Must have Path of the Generalist, Path of the Warrior, or Path of the Scholar.
-None.
The Path of the Combative Medical Ninja Description: After years of training in the art of medicine, medical ninja sometimes feel hardened by the battles they have been in. Instead of using their power to heal they focus on using their medical knowledge to take down their opponent. With advanced knowledge of human body and its weaknesses, the Combat Medics can deploy dead offense type medical ninjutsu to devastate their opponents.
-1
Effect: Medical Ninja may use Offensive type Medical Jutsu.

Anatomical Mastery: Choose One:
Broadened Mastery: For -2 sp per element (void included), the user may apply 50% of their ninjutsu modifier to that element. The user must have the said element.
Focused Mastery: The user may choose 1 element (including void) and apply 100% of their ninjutsu modifier when using the element. May not use any other elements, and the user must have the element.
Medical Mastery: Apply 100% of the user's ninjutsu modifier to Offensive type Medical Jutsu.


RP Guide:
-A character that follows the path of the Medical ninja likely understands the fragility of life, and seeks to preserve it. Though not all medi-nin are caring, it is very likely that a shinobi-nin who has begun to follow the path of medical ninjutsu is and does care for others immensely. Intelligence is something which is for the most part required to be a Medical Ninja, and likewise, curiosity into medical practices and surgical procedures is likely. The ninja who follow the path of the Combative Medical Ninja tend to have strayed from the original path they chose, instead of primarily using their knowledge of the human anatomy to heal; they instead use it as an edge in battle. Though this does not necessarily mean they are ill-willed in nature, it does set them apart from the usual Medical Ninja.
Restriction:
-Chuunin. Path of the Medical Ninja. May not be taken with Path of the Advanced Medical Ninja.
The Path of the Mystic Description: The mystic is especially attuned to the otherworldly dimensions. Sometimes referred to as a 'summoner,' this ninja has taken years in the study of the planes and is naturally able to reach out to them with ease. They have been known to easily befriend our otherworldly partners, even those at the head of their family.
-1
Effect: User is allowed two rolls when attempting to summon, choosing whichever of the two they desire. In addition, they pick two of the following abilities.

Summon Mastery: Choose Two:
Ink Mastery: The skill Summoning Tattoo now costs -1. The roll penalty is reduced from -50 to -20.
Portal Mastery: May bring a second summon onto the field during battle. The second summon has a -30 roll penalty due to the difficulty.
Contract Mastery: May receive rank 1 of Contract Manager for -1 SP. If the user already paid for it they may be refunded the SP. Following ranks can be purchased at -1 SP for two ranks.
Mystical Mastery: The user may spend 150% chakra (rounded up) on Kuchiyose no Jutsu in order to use it during their Setup Phase. Kuchiyose no Jutsu gains a 5% fail chance. This may only be used once per battle.


RP Guide:
-A character that follows the path of the Mystic is deeply connected to the other planes. The realm of the summons comes naturally to them after long study and they find themselves easily attuned to the chakra focusing that is required to pull the mystical beings into battle. Because the mystic's chakra is so attuned to that of the other plane, many families of summons will naturally flock and obey the mystic more so than normal ninja. A natural summoner in its best form.
Restriction:
-Chuunin. Must have Path of the Scholar. May not have 'Unsavory Chakra.'
The Path of the Puppeteer Description: Some Shinobi-nin love the feeling of manipulation, the sensation as those strings pull through the air and the masterful weapon of death they have slaved over slices through their enemy like a hot knife through butter. The sensation and skill exhibited by the master puppeteer drives them to become more focused in their practice, to a point in which they trulely become one with their weapon, much more so than any other weapon user.
-1
Effect: All purchases and word counts put towards creating puppets or puppet materials are reduced by 80%, rounded up. Choose one of the below abilities.

Manipulation Mastery: Choose One
Manipulation of Energy: The cost to use medium weapons used by the player's puppets are now all considered to be 1:2 cost:level ratio until Sennin level, where they become 1:3. Large weapons are considered to be a 2:3 ratio until Sennin level, in which they become 1:2.
Manipulation of Space: All 'Enhancement Parts' and 'Weapons' for puppets take up half the amount of part slots they usually do while owned by the user, rounded up. A player without this skill cannot use a puppet whose parts and/or weapons exceed the part slots of the puppet due to this skill.
Manipulation of Material: A puppet is considered to have 1.5x their durability when being used by a player with this skill.


RP Guide:
-A character that follows the path of the puppeteer is an artist at heart. Wishing nothing more then to show off their creativity to the world, puppeteers will build constructs in the image of various animals, or even humanoids if they feel the need. They're very well versed in new age technology, and know just how to make things tick the right way They tend to enjoy control a little bit more then most, and have a tendency to 'become' their weapon, allowing their attacks to flow with the grace of a dancer.
Restriction:
-Chuunin. Must have Path of the Warrior (Weapon Specialization) or Path of the Hunter.
The Path of the Sensor Description: A Sensor is a type of ninja who is capable of detecting the presence of other people through their chakra. A skilled sensor can detect their targets from a great distance, as well as differentiate the characters by their signature chakra alone. Some examples are being able to tell exactly who is among a crowd of people, and being able to tell that a sensor type is within a group. Though many characters can "feel" other chakra and comment on it, a Sensor is a more refined version of this by either training or being born with a higher ability to sense.
-1
Effect: Every 3 levels the user gains an additional Jutsu Point. The user may also add +30 to any Missing Ninja visibility roll that is in the same area as they are. In addition, they pick two of the following abilities.

Manipulation Mastery: Choose Two
Acute Ken: This character may take "Aura Perception; Chakra" and "Aura Perception; Stamina".
Hunter Ken: This character may add +60 to any Missing Ninja visibility roll that is in the same area as they are. This replaces the above ability. In addition, if this ninja goes before an opponent in battle, they gain +20% to their Base Damage and Accuracy/Concentration (whichever applies to their hit ratio) for their first attack.
Premonish Ken: This character may take "Aura Perception; Premonition".
Flowing Ken: "Intestinal Fortitude" and "Chakra Flow" cost -3 SP each rank.


RP Guide:
-A character that follows the Path of the Sensor is very acute to the chakra of people around them. Their ability is NOT perfect, nor are they able to tell where anyone is at all times, however they will be the first to notice if they can. A character with this path also has a limit to how far they can sense, which must be within reason. Usually this is within a hidden village at best.
Restriction:
-Chuunin. Must have Path of the Hunter Ninja, Path of the Mesmer or Path of the Scout.
The Path of the Tactician Description: War is played on the battlefield and far from it, in the shadowed room of politics and in the free roaming tents of warlords. War is about strength, endurance, and tactics just as much as anything else, and a shinobi-nin who has learned this at times focuses on Tactics, on becoming a skilled warrior in situational movements so they can take their opponent to their knees, a tactician.
-1
Effect: Every 5 levels gain another Jutsu Point. In addition you gain the following ability.

Master Tactician:
The user may gain any 3 of the Six Tactics! skills in any combination or order, allowing up to 6 points of 'subtraction' in total for the three skills (At least 1 point must be spent on any Tactics! Skill gained in this way). May gain any 'Tactics!' skill with a level requirement -before- the level requirement is attained. May consider 'Strategist' a 'Tactics!' skill for purposes of this negation, if the taker of this skills so wishes.

RP Guide:
-A character that follows the path of the tactician is one who understands the nature of the human mind, and how to conquer it. Rarely coming into direct contact with their enemy, the tacticians are a calculating, efficient bunch, who would rather outsmart their opponents into making a mistake, and punishing them dearly for it. They tend to be distant to others from time to time, due to how intelligent they are, and other times they are very charismatic, able to use words in order to inspire armies or instill fear in the hearts of others.
Restriction:
-Chuunin. Must have Path of the Scout (True Tactician Branch), Path of the Warrior, or Path of the Scholar, or Path of the Mesmer.
The Path of the True Defender Description: Just as some warriors are trained intensively to cause harm, disciplined to become masters of causing damage with their favored art, there are some shinobi-nin who spend the same amount of training to force their body to endure, force their mind to see past tragedy, force their being into submission so that they can be tougher and survive longer, so that they may defend who they wish to, even if it's just themselves.
-1
Effect: Every 5 levels gain another Jutsu Point. In addition, choose two of the following abilities.

Survival Mastery: Choose Two
Indomitable Will: User may take 'Iron Will' an additional time for every rank after Chuunin they have up to Sennin, and do so with at the cost of -1 SP on each rank. (Chuunin +1; Jounin +2; Sennin +3)
Even Against the Elements: User may take 'Knowing the Elements' an additional time for every rank after Chuunin they have up to Sennin, and do so at the cost of -1 SP on each rank. (Chuunin +1; Jounin +2; Sennin +3)
Mind & Body: User may take 'The Seeing Mind' an additional rank for every rank after Chuunin they have up to Sennin, and do so at the cost of -1 SP on each rank. (Chuunin +1; Jounin +2; Sennin +3)
Quick Learning Body: User may take 'Chakra Barrier', and 'Iron Skin', without the training requirement, and at the cost of -1SP for 'Chakra Barrier', and -1SP for 'Iron Skin'.

RP Guide:
-A character that follows the path of the true defender is a person who endures all, no matter what is in store for them in death. They proudly throw themselves in harms way in order to protect strangers and loved ones, thinking themselves as nothing more then a shield to be used as a tool upon their loved one's side. True Defenders are thoughtless, loyal, and their determination has no equal, and will gladly exchange their life for a peasant.
Restriction:
-Chuunin. Must have Path of the Defender.
The Path of the True Mercenary Description: Some Shinobi-nin never leave their village's side, never even have a slight twinge of unloyal thought or jealousy towards those of higher rank. Others, they follow a different train of thought. 'Orphaned' from their village, either in truth or in philosophical thought, these Shinobi-nin do not learn what they might otherwise learn, and often are capable of gaining far more money than others for the same task. A follower of this path is a person with a true Mercenary Spirit.
-1
Effect: When taking a mission, may choose to gain money instead of XP. (A mission that grants 200xp instead gives you +$200). Whenever Traveling, a follower of the Path of the True Mercenary is required to write 100 less words, to a minimum of 100. In addition, they gain the following ability.

Survival Mastery:
The skills 'Second Wind' and 'Iron Will' cost 1 skill point each. If these skills had been taken prior to this bonuses' existence, the character is refunded SP as if they had taken the skills after this 'mastery' skill was in affect.

RP Guide:
-A character that follows the path of the True Mercenary has their priorities straight and does everything and anything... for the right price. Typically they roam from country to country, following the best source of money and going where the coin leads. Their ability to maintain their own safety and survival has near to no rival and their ability to turn advantages in their favor is just as well known. The mercenary is a truly cunning foe, and one who is always fighting for their own cause.
Restriction:
-Chuunin. Must have the Path of the Scout, Path of the Warrior, or Path of the Hunter.
The Path of the True Warrior Description: Through devotion to their chosen disciplines, or in many cases simple innate talent, the shinobi-nin whom might be called 'true warriors' have grown to be masters of their art, or well on the way to being masters.
-1
Effect: Every 5 levels gain another Jutsu Point. In addition, pick one of the below. It must align with one of the two options you chose in 'Path of the Warrior'.

War Mastery: Choose One
Advanced Taijutsu Warrior: May take 'Extreme Endurance' for 1 skill point. Basic Attacks deal 75% Taijutsu Modifiers instead of 50% Taijutsu modifiers. This character may purchase an additional rank of Extreme Endurance for every rank the shinobi-nin has (Genin being '1', Chuunin being '2', Jounin being '3', and Sennin being '4'.)
Advanced Ninjutsu Warrior: A true ninjutsu Warrior is such a master of his chakra that he may take 'Chakra Barrier' for 1 SP, and without the training requirement. May take 'Extreme Will' for 1 skill point, and make take an additional rank of 'Extreme Will' for every rank the shinobi-nin has (Genin being '1', Chuunin being '2', Jounin being '3', and Sennin being '4'.)
Advanced Genjutsu Warrior: 'Brahma the Creator' no longer has the restriction of not being able to use Elemental Jutsus of different Villages. May take 2 ranks of 'Genjutsu Shaper' for 3 skill points. Genjutsu used by this user now use the Ninjutsu Damage Cap for Ghost Damage Dealt.
Advanced Hybrid Warrior: Hybrid techniques cost -1 JP and the user may add their full modifier from Ninjutsu and Taijutsu to an attack. These two offensive stats must be equal.

Advanced Weapon Warrior: May take 'Strategist' for 1 skill point. May take 'One-Handed Seals' for 1 skill point and it does not have a posting restriction.

RP Guide:
-A character that follows the path of the True Warrior continues their path along that of a dedicated artist of combat. Their training exceeds that of normal individuals and their knowledge of raw power and fighting abilities is hard to rival. The warrior will still fight with raw power more so than tactics though, leaving them susceptible to more deceitful or indirect opponents.
Restriction:
-Chuunin. Must have Path of the Warrior or Path of the Mesmer (May only take the 'Advanced Genjutsu Warrior').
The Path of the Wise Description: The 'Wise' is a source of great knowledge to other Ninja. They have either spent their lives hidden behind books or traveling all over the world, gaining practical knowledge. In either case, the Ninja has added much to their learning, and have a lot to offer their teammates.
-1
Effect: The player gains the following mastery ability. When this ninja would learn a jutsu or skill through training in which they would normally not receive any EXP, they gain a +.5 EXP bonus as if they were normally training as well.

Knowledge Mastery:
Character gains 1 skill point every 2 levels beyond lvl 50 instead of 2 every 5 levels. In addition, they gain +.5 XP, when training their mind or studying, IE; 'scholarly' training. Anyone whom trains with a follower of the Path of the Wise gains a bonus of +.5 in addition to the normal bonus they would gain. The total bonuses can not exceed the maximum amount of EXP they could normally gain per line based on their current level.

RP Guide:
-A character that follows the path of the Wise is truly one with knowledge. Spending countless hours within literature and study, the sage will constantly pour their efforts into the pursuit of knowledge. Their minds soak up anything they read or study, their learning capabilities surpassing that of normal people. Because of this, they may not be focused in any specific field in battle like other paths, but they become a potential jack of all trades, not being specifically well versed in just one area. As well, the Wise is also an adapted teacher, with the gift to pass the knowledge they absorb to others with relative ease.
Restriction:
-Chuunin. Must have Path of the Scholar.

Battle Stances

     Battle Stances are combat strategies that reflect their attack or defense style. They are useable by all ninja provided they acquire the correct skill. They may be changed during the Response Phase or Setup Phase by sacrificing that phase and only one may be active at a time.
Name Description Effect Requirements + or -
Self-Defensive Tactics The ninja falls into a defensive stance, allowing them to more easily block and evade, but increasing the difficulty of striking successfully. +10% to dodge, -10% to hit n/a -1
Charging Tactics Throwing caution to the wind, the ninja rushes their opponent with all they have, taking more hits but landing more of their own through shear aggression. +10% to hit, -10% to dodge n/a -1
Anger Offense Letting emotions leak into their fighting style, a ninja will be able to strike more powerful blows, but at the same time lose concentration required to evade attacks. +5% to Taijutsu damage, -10% to dodge. n/a -1
Focused Movement By focusing on their Genjutsu effects a ninja can increase the potency of their effects, but at the same time they lose focus on the enemy attacks and evading becomes harder. +10% to Genjutsu effect, -15% to dodge. n/a -1
Speed over Strength Using a mixture of swift movement and footwork, the ninja looses their strong footing to deal massive blows, but gains agility that helps them to dodge. -5% to Taijutsu damage, +10% dodge. (can only be used when up close to an enemy) n/a -1
Sniper Tactics Range is your friend when using distance attacks. Though a ninja using these tactics is unable to use physical attacks, they keep themselves as far from the enemy as possible to keep their advantage. +10% to hit with Ranged Attacks, Unable to use Taijutsu. (can only be used when at a distance to the enemy) n/a -1

Hindering

     At character creation you may have at a max of +8 SP from hindering skills, but after that you may not get another hindering skill unless given permission by staff along with having a very good reason as to why you have obtained it, since you cannot just wake up one morning and have sealed Genjutsu. This will likely require role play on the character's behalf, the amount of posts required is up to staff discursion on a case to case basis.
Name Details Requirements + or - Ranks
Overcome Your Problems With this skill, you may get rid of a hindering trait you have. You must spend X skill points (X being how many points the hindering trait gave you) to remove it. n/a -x [ ]
Advancement Seal (insert stat here) You may only have 50% points in this stat as there are in your lowest non advancement sealed stat. So if you have Advancement seal on Genjutsu and the lowest other stat you have is defense, with a score of 100, you can only have a max of 50 Genjutsu. n/a +1 11 (One per stat)
Chakra Burn For every 25 chakra used in a technique, the user takes 5 damage n/a +2 1
Chakra Leak All techniques take 10 extra chakra to use, even if they don't normally use chakra n/a +1 1
Damage Prone Character takes double damage. n/a +4 1
Fear of Elements (element name here) User is 'stunned' and 'disorganized' for one post after seeing an offensive jutsu of (Element) type used in battle by someone aside themselves or an ally, unless said ally is targeting the user. n/a +1 Once for each village
Feeble Minded Easily Affected by Genjutsu. Genjutsu techniques last twice as long on you n/a +2 1
Hemophobia User is stunned and disorganized for one post after first blood appears in the fight n/a +1 1
Sealed Genjutsu Cannot use any Genjutsu techniques and may not have any skills (positive or hindering) that give negative effects towards Genjutsu abilities. n/a +2 1
Sealed Ninjutsu Cannot use any Ninjutsu techniques and may not have any skills (positive or hindering) that give negative effects towards Ninjutsu abilities. n/a +3 1
Slow Learner -10% EXP From Missions and Training. EXP given as holiday gifts or handed out from events by the staff is not included in this. n/a +2 1
Slow to Adapt A negative for being in terrain not of your current village. Gives -%10 speed when not in your village's terrain n/a +1 1
Talentless You only get jutsu points on even levels. n/a +4 1
Unsavory Chakra Your chakra, just for some reason, turns creatures which are really well attuned to chakra flows away from you, which includes the vast majority of summoned creatures. -25% to all summoning attempts. You must have a summoning technique to take this n/a +2 1
Self-Defense User does not get a turn in battle until an opponent has a turn. If all characters have this skill, ignore the effects. n/a +2 1
Poor Stamina Manipulation Before using a Taijutsu technique, roll a d10. On 1or2 Jutsu fails. You may not take another action this turn, but the stamina is not lost. May not have Sealed Taijutsu n/a +2 1
Poor Chakra Molding Before using a Genjutsu/Ninjutsu technique, roll a d10. On 1or2 Jutsu fails. You may not take another action this turn, but the chakra is not lost. May not have Sealed Ninjutsu or Sealed Genjutsu. n/a +3 1
Pervert (Pick Gender) Whenever an opponent of your preferred gender choice enters battle with your character, you lose your next turn. n/a +1 2(male and female....)
Merciful Whenever you would deal the finishing blow in combat to an opponent, you must let them live with one HP left, only applies once a battle. n/a +1 1
Fearful Whenever an opponent uses a technique that can only be used by the ninja rank above your current one, you freeze up and lose one turn. n/a +1 1
Narcissist Is stunned for a post the first time damage is taken. n/a +1 1

Elemental Specialties

These Elemental Specialties cannot be taken normally.
To fully understand the following skills, please read Elemental Specialties: 5.09.

Name Description Effect Requirements + or -
Wind Specialty Naturally aligned to the element of the wind, this character has a natural tact at using and manipulating the wind to their bidding. This chakra takes on the form of thin razor edges that flow for more piercing and damaging attacks. User has a +15% to base damage (rounded up) with Ninjutsu -or- Genjutsu -or- Taijutsu attacks (choose one when this skill is learned). Wind Jutsu cost one less JP to a minimum of 1. User receives the skill “Subtle Elements: Wind” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Wind”, they may have their points refunded. *This skill may be learned before level 30, but the effects are not granted until level 30 is obtained. You get one specialty at level 30 and another one at level 80.
Level 30*: 10 post Jounin training.
Level 80: 5 post training.
-0
Fire Specialty Naturally aligned to the element of the fire, this character has a natural tact at using and manipulating fire to their bidding. The user's chakra is very fierce and can flow through the body, giving it heightened reaction speed and agility, much like the flickering of a flame. User has a +10% chance to dodge any attack. Fire Jutsu cost one less JP to a minimum of 1. User receives the skill “Subtle Elements: Fire” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Fire”, they may have their points refunded. *This skill may be learned before level 30, but the effects are not granted until level 30 is obtained. You get one specialty at level 30 and another one at level 80.
Level 30*: 10 post Jounin training.
Level 80: 5 post training.
-0
Water Specialty Naturally aligned to the element of the water, this character has a natural tact at using and manipulating water to their bidding. This chakra tends to flow and ebb with ease, making it much easier to manipulate than other chakra, still one moment and crashing down the next. User has -10% chakra/stamina cost (rounded up) for all Ninjutsu -or- Taijutsu -or- Genjutsu (choose one when this skill is learned). Water Jutsu cost one less JP to a minimum of 1. User receives the skill “Subtle Elements: Water” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Water”, they may have their points refunded. *This skill may be learned before level 30, but the effects are not granted until level 30 is obtained. You get one specialty at level 30 and another one at level 80.
Level 30*: 10 post Jounin training.
Level 80: 5 post training.
-0
Earth Specialty Naturally aligned to the element of the earth, this character has a natural tact at using and manipulating earth to their bidding. This chakra is thick and well suited for the manipulation of physical jutsu, making it perfect for the creation of barriers. User has a -15% to base damage (rounded up) for incoming Ninjutsu -or- Taijutsu attacks (choose one when this skill is learned). Earth Jutsu cost one less JP to a minimum of 1. User receives the skill “Subtle Elements: Earth” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Earth”, they may have their points refunded. *This skill may be learned before level 30, but the effects are not granted until level 30 is obtained. You get one specialty at level 30 and another one at level 80.
Level 30*: 10 post Jounin training.
Level 80: 5 post training.
-0
Lightning Specialty Naturally aligned to the element of the lightning, this character has a natural tact at using and manipulating lightning to their bidding. This chakra is known for its ability to pierce barriers and move at rapid speeds, making it optimal for being able to strike an opponent. User has a +10% chance to hit with all Ninjutsu -or- Taijutsu -or- Genjutsu attacks (choose one when this skill is learned). Lightning Jutsu cost one less JP to a minimum of 1. User receives the skill “Subtle Elements: Lightning” for free and may purchase an additional rank of “Subtle Elements”. If the user already has “Subtle Elements: Lighting”, they may have their points refunded. *This skill may be learned before level 30, but the effects are not granted until level 30 is obtained. You get one specialty at level 30 and another one at level 80.
Level 30*: 10 post Jounin training.
Level 80: 5 post training.
-0



Eight Celestial Gates

The basis for the idea of the chakra gates comes from the body's limits on the functions within it. This makes the body much weaker, but it keeps the body from expiring too soon. By opening these gates, the user can surpass their own physical limits at the cost of extreme damage to their own bodies.

-To Learn a Gate, you must first seek out your village's Kage for approval.
-You must learn all Gates in the order listed below.
-Each gate can only be opened once per battle, and they must be done in order. So you have to open the Initial gate before the heal gate, etc.
-For each Gate, you must find a teacher. These cannot be learned on your own. Each Gate takes 20 posts from you; teacher posts do not count towards this.
-A gate takes a main phase to open.
-Regenerative Skills do not work while gates are open.
-All Gates stack.
-Hospitalization and Recovery posts do NOT stack.
-While a gate is open, any kind of bloodline abilities cannot be used.


Initial Gate
     Opening the first Gate releases the brain's ability to limit the strain on the muscles, the user near five times their normal strength. The Initial Gate enhances your Taijutsu, Evasion and Speed based on your level. In retrospect, the greater in level you are, the more the ability will help you, but the more damage you will take from it.

- Enhances Speed, Evasion and Taijutsu 4x points, but take x stamina damage per turn. (x = your level)

Requirements: Level 10
Cost: -2


Heal Gate
     Opening the second Gate releases the brain's limit on the body's stamina, a battle-worn person becomes miraculously ready to fight as if the fight had just started due to the smoother use of resources in the body; regenerating them almost instantaneously. This gate recovers an amount of HP and Stamina instantly based on your Level.

- Recover 3x HP and 3x Stamina instantly. (x = your level)

Requirements: Level 20
Cost: -2


Life Gate
     The Life Gate is located on the spinal cord. Opening it releases the limit on the nervous system, which makes information travel at a faster rate and creates even more stamina. As a side effect, the user's skin turns red, indicating an increased blood-oxygen level. Taijutsu, Evasion and Speed are increased a certain amount based on your level. You also take a certain amount of health (HP) damage every turn after the first five turns. You will also have to recover in the hospital for 1 day real time and go through training to recover fully (5 posts).

- Enhances Speed, Evasion and Taijutsu by 4x points, but take x HP damage per turn. (x = your level)

Requirements: Level 30
Cost: -2


Harm Gate
     Opening this gate releases the limit on oxygen intake in the lungs, creating much more oxygen for the body to use. As a result your muscles are supplied with greater resources; thus allowing them to perform at optimum rate. Your speed is increased so much you become nearly impossible to trace by your opponents and are able to strike them near at will. The cost is you will take a large amount of the damage you deal yourself as well; this is the price of using an unavoidable attack. This damages your muscles and tendons, you spend 2 days in the hospital, real life time, after the battle in which you used this. Must also go through training to fully recover (10 posts).

-When using this, your opponent rolls a d10 every time they attack, before your roll to dodge. If they get a 3 or lower, they move on, if not they miss.

- [100 - (x / 4)] = y% damage of your own techniques that you take, modified by your own Taijutsu and Defense. (x = your level)

Requirements: Level 40
Cost: -2


Limit Gate
     While this gate is opened you know how to use your Taijutsu techniques perfectly. They cost no Stamina to perform for the next set amount of turns based on your level. After the set amount of turns, you will take a certain amount of Stamina damage for every turn afterwards. You will also have to recover in the hospital for 3 days real time and go through training to recover fully (10 posts).

- x / 20 Rounded down = Amount of turns this lasts. (x = your level)
- Stamina damage per turn = x (x = your level)

Requirements: Level 50
Cost: -2


View Gate
     Opening the sixth gate removes the limit on how much fat and proteins the intestines can digest, and releases otherwise useless energy resources, giving the body even more power and stamina. For the next number of turns based on your Level, you cannot be damaged by any non-Genjutsu attacks, you will merely dodge them. You will take a set amount of Chakra damage during each of these turns. You will also have to recover in the hospital for 4 days real time and go through training to recover fully (15 posts).

- x / 15 Rounded down = Amount of turns this lasts. (x = your level)
- Chakra damage per turn = x (x = your level)

Requirements: Level 60
Cost: -2


Wonder Gate
     Opening the seventh Gate removes the limit on how fast the body can move, removes wastes from dead skin cells to feces, and gives the body a much cleaner system to work with, producing more power and stamina. The users body is covered with an aura of chakra so strong that is can actually hurt others when it comes into contact with them. This flaming aura is so powerful that every action leaves part of it behind. If you run in circles, a large line of flaming chakra will be on the ground. Every punch will have a stream of chakra following and surrounding it. All taijutsu attacks do extra damage equal to an amount based on your Ninja Rank. Every turn drains a set amount of your Chakra. After the fight, you must recover in the hospital for 5 days and you must go through training to recover your control of chakra. (20 posts)

- 2 * x = Damage addition. (x = your level)
- Chakra damage per turn = x (x = your level)

Requirements: Level 70
Cost: -2


Death Gate
     Opening the final Gate located at the heart uses up all the body's energy. It makes the heart pump at maximum power and exceeds the power of the last gates. This uses up all the cells' energy and gives them power well above that of any Kage. This "big bang" effect lasts only for a while and ends up with the muscles, including the heart, being completely destroyed and killing the user. With this gate, you gain the equivalent of immortality. You cannot run out of Chakra/Stamina/Hp. You will have all of the gates open with their effects multiplied by 2. This lasts 20 of your turns, and then you die. If the battle ends before then you die at the end of battle. Opening the death gate is fatal, and no staff decision/skill/technique or anything else can change that.

-Only Kages may learn the Death Gate

Ninja Academy Online