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Guest MrSako

Sako's Skill Compendium

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Guest MrSako

General Skills for Everyone to Use

Name: Successful

Effect: Character begins with $75 extra and monetary mission rewards are 5% higher.

Cost: -2

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Name: Chakra Flow

Description: The Chakra circulatory system can be 'trained' to flow more efficiently, although this takes a great deal of time and effort from the Ninja.

Restriction: User may not have any other skill (or bloodline skill) that effects Health, Stamina, or Chakra Regeneration. These skills may not be taught

Rank 1

Effect: Gain 10% of your Total Chakra every turn. This replaces normal Chakra regeneration.

Cost: -5

Rank 2

Effect: Gain 15% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Chuunin

Rank 3

Effect: Gain 20% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Jounin

Rank 4

Effect: Gain 25% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Kage/Sennin

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Name: Intestinal Fortitude

Description: Like a great marathon runner, the shinobi's muscles are trained to go the distance, and seem to recover faster than others

Restriction: User may not have any other skill (or bloodline skill) that effects Health, Stamina, or Chakra Regeneration. These skills may not be taught

Rank 1

Effect: Gain 10% of your Total Stamina every turn. This replaces normal Stamina regeneration.

Cost: -5

Rank 2

Effect: Gain 15% of your Total Stamina every turn. This replaces normal Stamina regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Chuunin

Rank 3

Effect: Gain 20% of your Total Stamina every turn. This replaces normal Stamina regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Jounin

Rank 4

Effect: Gain 25% of your Total Stamina every turn. This replaces normal Stamina regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Kage/Sennin

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Skill Name: Basic Surgeon

Description: As medical ninja gain more experience over time, having treated many patients and having participated in battle, they become more efficient.

Effect: Medical Jutsus cost 15% less Chakra and heal 15% more Health

Cost: -2

Requirement: Adept Medic Rank 5, Initiate Medic, Chunnin

Ranks: 2

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Skill Name: Field Surgeon

Description: Tactical field care is hallmarked by forward surgeons, who can not only stabilize their patient, but are also able to send them back into the field.

Effect: Medical Jutsus cost 30% less Chakra and heal 30% more health (stacks with Expert Medic) and Medical Jutsu that only restore health also can remove a Status Effect that is a result of jutsu.

Cost: -4

Requirement: Basic Surgeon Rank 2, Jounin

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Skill Name: My Way of the Ninja!

Effect: Used in the Setup Phase as a free action. Once per battle, when character is reduced to 10% Health or lower (choose one of the following):

1. Remove all negative status effects from the character

2. Your next attack may not be dodged

3. Gain 10% of your Total Chakra

Description: When a Ninja is taken down to their very last reserves, they will dig down deep and pull out just a little bit more, in desperation to continue fighting for all that they believe in. This phrase was coined by Uzumaki Naruto of Konoha, and its popularity has spread around to other Villages.

Cost: -1

Restriction: May not be used in the same turn as 'Guts Pose!' or 'Hooray for the Big Boned People!' or 'Stroke of Genius!'

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Skill Name: Guts Pose!

Effect: Used in the Setup Phase as a free action. Once per battle, when character is reduced to 10% Health or lower (choose one of the following):

1. Any -one- Skill/Jutsu that has been used before that is usable 'Once per Battle' may be used again (must specify which Skill/Jutsu)

2. Opponent may not use Jutsu/Skills (except bloodline skills) in the next Response Phase.

3. Gain 10% of your Total Stamina

Description: Offering a crisp smile and giving the 'thumbs up' sign, a Ninja is able to instill confidence to those around them that they will not lose, no matter the odds. It is said that the lotus blooms twice in Konoha.

Cost: -1

Restriction: May not be used in the same turn as 'My Way of the Ninja!' or 'Hooray for the Big Boned People!' or 'Stroke of Genius!'

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Skill Name: Hooray for the Big Boned People!

Effect: Used in the Setup Phase as a free action. Once per battle, when character is reduced to 10% Health or lower (choose one of the following):

1. You may not lose your next Response Phase. Your next Jutsu used in the Respone Phase may be performed for free. Does not apply to Jutsu with a variable cost (ie, X) or with Kage, Forbidden, or Sealing Jutsu

2. The next Jutsu may be performed for free. Does not apply to Jutsu with a variable cost (ie, X)

3. Recover 10% Total Health.

Description: The 'big boned' people of the world know to 'turn up the heat' when the going gets rough. The same strategy can be applied by those who are not of the same phenotype.

Cost: -1

Restriction: May not be used in the same turn as 'My Way of the Ninja!' or 'Guts Pose!' or 'Stroke of Genius!'

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Skill Name: Stroke of Genius!

Effect: Used in the Setup Phase as a free action. Once per battle, when character is reduced to 10% Health or lower (choose one of the following):

1. You may not lose your next Response Phase. When dodging, roll twice for each attack and use the better of the two numbers.

2. Your next attack is considered a critical hit.

3. Recover 5% Total Stamina and 5% Total Chakra

Description: By taking a 'time-out' and thinking about the situation, a Ninja is able to find a flaw in the opponent's strategy and can take advantage of it.

Cost: -1

Restriction: May not be used in the same turn as 'My Way of the Ninja!' or 'Guts Pose!' or 'Hooray for the Big Boned People!'

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Skill Name: Weathered Shinobi

Effect: Immune to all Terrain Effects. Gain +20% Speed Bonus in any terrain (does not stack with the other Terrain Bonus skills)

Cost: -1

Description: After having travelled the entire world and back, the experienced Shinobi will become one with the harsh environments, having molded their body to respond to whatever is required of them to get the mission done.

Requirements: Spelunker: Rocky Terrain Bonus, Hydrologist: Mist Terrain Bonus, Nomad: Desert Terrain Bonus, Survivalist: Extreme Weather Terrain Bonus, Outdoorsman: Forrest Terrain Bonus, Plains Terrain Bonus, Cavern Terrain Bonus, 10-post Jounin Training, Must have made at least 10 posts in each of the Villages. Must be at least Chuunin-level.

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Paths of the Ninja

(also open to everyone)

A character may only select ONE of the following 'Basic Paths.' May NOT use the skill 'Forgotten' on Path Skills. There is a way to switch paths, see 'Walking a Different Path' down below.

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Skill Name: 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 underestimates, however,as they can be quite deadly.

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.

Cost: -1

Restriction: Character may not have more than +2 points of Hindering Traits.

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Skill Name: 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.

Effect: Character no longer applies Ninjutsu modifier when using Elemental Ninjutsu techniques (excluding Clan Techniques). Character now applies 50% of the Ninjutsu modifier to Medical Ninjutsu.

Anatomical Mastery: When purchasing the skill 'Adept Medic' may gain 2 ranks for 1 skill point. The cost of 'Expert Medic' is reduced by 1 and may be taken at Gennin rank. The cost of 'Field Surgeon' is reduced by 3 and may be taken at Chuunin rank.

Cost: -1

Restriction: Character may not have more than +4 points of Hindering Traits.

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Skill Name: The Path of the Scout

Description: Some Ninjas just love the wilderness. They like to go out and explore and be 'one' with nature. They have a closer connection to the natural world, and thus were born to become excellent scouts.

Effect: The 10-post Chuunin restriction on the 'Terrain Bonus' skills are negated. The 10-post Jounin restriction on 'Weathered Shinobi' is negated. Travel post requirement is reduced by 2.

Wilderness Mastery: May gain 2 'Terrain Bonus' skills for 1 skill point. This includes 'Weathered Shinobi'

Cost: -1

Restriction: Character may not have more than +6 points of Hindering Traits.

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Skill Name: The Path of the Warrior

Description: Many Ninja go down the path of becoming 'the strongest' of their field. They will stop at nothing to achieve this greatness and be esteemed among their peers.

Effect: Gain 1 extra Jutsu Point every 5 levels.

Fighting Mastery: Choose one: Taijutsu Warrior, Ninjutsu Warrior, Genjutsu Warrior, or Weapon Specialist.

-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: The skill 'Genjutsu Creator' now costs 1 skill point. May take 2 ranks of 'Genjutsu Creator' for 1 skill point.

-Weapon Specialist: The skill 'Warrior' (weapon)' no longer has the lvl/2 restriction. May take 2 Ranks of 'Warrior (weapon)' for 1 skill point.

Cost: -1

Restriction: Character may not have more than +8 points of Hindering Traits.

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Skill Name: 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.

Effect: You lose your 'Mastery' ability of the 'Basic Path' that you are leaving. Any skills gained with the reduced cost due to the Mastery stay, but you may not gain new ones at a discount. You may now choose a new 'Basic Path.'

Cost: -0

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.'

Note: this last skill also allows a character to be able to 'switch' Masteries for the 'Path of the Scholar' or 'Path of the Warrior' as they get rid of their 'old' mastery and are now able to take the path over again and pick up a new one

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'Advanced' Paths: You cannot use 'Walking a Different Path' to drop one of these Advanced Paths, as they take up so much dedication that it is difficult to change once you start in it. Once you take an 'Advanced Path' you may not take 'Walking a Different Path' to change a Basic Path. You may only have one 'Advanced Path.' May NOT use the skill 'Forgotten' on Path Skills. You MUST have an active mastery in order to qualify for the Advanced Path (so if you use 'walking a different path' to change from scholar to warrior, you cannot gain 'path of the mystic' as an advanced path)

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Skill Name: Path of the Mystic

Effect: May re-roll the dice on the Summon Roll. Must take results of the second roll if this ability is used. Equation to summon is now: d100 + user's level*1.5 (rounded up) + rank modifier (Gennin = 0, Chuunin = 20, Jounin = 50, Kage/Sennin = 100)

Mystical Mastery: Choose two:

-Summoning Tattoo costs 1 skill pint and does not have a roll penatly.

-May gain 2 ranks of Summon Affinity for 1 skill point

-The Seeing Mind increased to rank 3 limit.

-Knowing the Elements increased to 3 rank limit.

Description: The mystic is especially attuned to the otherworldly dimensions. Sometimes referred to as a 'summoner,' this is actually a misnomer. There are many mystics who specialize in nullifying Ninjutsu and Genjutsu, though it is true that most have an affinity for summoned creatures.

Cost: -1

Restriction: Chuunin. Must have Path of the Scholar. May not have 'Unsavory Chakra.'

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Skill Name: The Path of the Advanced Medical Ninja

Effect: Medical Jutsu now use 100% of Ninjutsu Modifier.

Medical Mastery: The skill 'Subtle Elements' has the added text: This Ninja may apply their Ninjutsu modifier when using Jutsu of this Element but cost is increased to 3 points.

Description: After years of training in the art of medicine, the Medical Ninja has an easier time diagnosing and treating their patients. They also have more time to develop their abilities in Ninjutsu.

Cost: -1

Restriction: Chuunin. Path of the Medical Ninja

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Skill Name: Path of Wanderlust

Effect: When taking a mission, may choose to gain money instead of XP. (A mission that grants 200xp instead gives you +$200). When travelling, reduce posting by 1 more.

Survival Mastery: The skills 'Second Wind,' 'Iron Will,' 'Knowing the Elements,' and 'The Seeing Mind' cost 1 skill point each.

Description: After having travelled all over the world and having been through all types of places, the Ninja's services become quite invaluable and are in high demand. By this point in their career, the Ninja has been through many situations and is able to get out of many of them alive.

Cost: -1

Requirement: Chuunin. Must have Path of the Scout.

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Skill Name: Path of the True Warrior

Effect: Every 5 levels gain another Jutsu Point

Advanced Fighting Mastery: Choose one : Taijutsu Warrior, Ninjutsu Warrior, Genjutsu Warrior, or Weapon Specialist (must already have a Fighting Mastery of the corresponding type)

-Taijutsu Warrior: May take 'Extreme Endurance' for 1 skill point. May take 'Gate Alignment' for 1 skill point. May open a Gate in the Setup Phase in addition to the Main Phase. May gain Initial Gate, Heal Gate, and Life Gate for 1 skill point each.

-Ninjutsu Warrior: 'Shiva the Destroyer' no longer has the restriction of not being able to use Genjutsu (still cannot use Medical Jutsu). May take 'Extreme Will' for 1 skill point.

-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.

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

Description: Through much experience in two fields of the art of being a shinobi, the perosn has achieved greatness in those areas and their skills reflect that greatness. Truly powerful things can be expected of these Shinobi.

Cost: -1

Requirement: Chuunin. Must have Path of the Warrior.

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Skill Name: Path of the Sage

Effect: Character gains 1 skill point every 2 levels beyond lvl 50 instead of 2 every 5 levels

Knowledge Mastery: The skills 'Knowing the Elements' and 'The Seeing Mind' cost -1 skill points.

Description: The 'Sage' is a source of great knowledge to other Ninja. They have either spent their lives hidden behind books or travelling 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.

Cost: -1

Requirement: Chuunin. Must have Path of the Scholar or Path of the Scout

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Skill Name: Path of the Puppeteer

Effect: Effects that 'break' or render Indesctructible weapons unusable for any number of posts do not apply to user's Puppets.

Puppeteer Mastery: Choose Two:

-Puppeteer Defense Ranks 3 and 4 do not have restrictions or posting requirements and cost 1 skill point less each.

-May take Puppeteer Regular Ranks for 1 skill point each

-May take Natural Puppeteer Ranks for 1 skill pint each

Descriptions: A shinobi or kunoichi who has truly come a long way on the path to mastering puppets. His or her skill with puppets makes him or her a great opponent, indeed.

Cost: -1

Requirements: Chuunin. Path of the Warrior (Weapon Specialist: Puppets) or Path of the Scholar

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Skill Name: Path of the Assassin

Effect: When being Hunted, the Hunter rolls d100 - 1.5x your level. While Hunting, you roll d100 - 0.5x of opponent's level. Doubles the effectiveness of poisons used in combat.

Poison Mastery: May gain 'Poison Creator' and 'Poison Mixer' for free.

Description: Although all Ninja are supposed to be able to perform asassinations, 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 poison.

Cost: -1

Requirement: Chuunin. Must have Path of the Scout or Path of the Warrior.

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Skill Name: Path of the Paladin

Effect: Once per battle, as a free action, may heal any character for X, where X is equal to twice your level. Apply half your Ninjutsu modifiers.

Chivalristic Mastery: 'Savior' has its Effect changed to: Twice per battle, target attack that targets another character now targets you. You may use a dodge roll or Jutsu to defend in your Response Phase. This skill is used on your ally's turn and must be used before they post. You may use this skill a number of times equal to the rank in this skill.

Cost: -1

Rank: []

Description: 'Paladins' were mythical heroes in the midieval times, the 'guardians of justice' and the like. In modern times, Ninja who have dabbled in the medical and the martial arts claim to this ancient title.

Cost: -1

Requirement: Chuunin. Must have Path of the Medical Ninja or Path of the Warrior.

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Skills that are available with permission

Skill Name: Cat of Nine Lives

Effect: When character is killed with a non-Forbidden Jutsu Effect that causes 'permanent death' (ex. Shikei) character may be brought back to life in 1 week. When character is killed with a Forbidden Jutsu Effect that causes 'permanent death' (ex. Eight Seal Divination) character may be brought back to life in 2 weeks.

Cost: -1

Description: Ninja are quite resourceful at cheating death when it is time to do so. They can control their vitals to the extreme limit, even stopping their heart momentarily, using a small amount of undetectable chakra to keep their brain functions alive. Some are so keen so as to be able to transport their true bodies for a substitute one, to avoid the possibility that an ANBU Ninja might cut off their head.

Restriction: Missing-Nin or Chuunin

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The Following are exclusive to Uchiha Haruki

Note: these are skills that my character may teach to future Gennin. Otherwise, they are staying 'unique' to me.

Skill Name: Overdrive

Effect: Used in the Setup Phase. May not perform any other actions (including 'free actions') in the Setup Phase. During the Main Phase, may apply additional chakra to increase damage of the attack, according to rank.

Description: By focusing chakra for a few moments, Uchiha Haruki gained the unique ability to unleash a stronger attack than what would normally be possible. However, the price for doing so is that it takes an even greater amount of chakra than normal to be able to attain this greater effect. Although it is more efficient to use multiple smaller attacks, the Uchiha reasoned that there comes a point in the battle when it is more important to defeat the enemy in one blow than to wittle them away over time.

Rank 1: May add +2X Chakra to deal +X Damage when using a Gyokko Ryu attack. A maximum of 50 Chakra may be spent this way.

Cost: -1

Rank 2: May add +X Chakra to add +X Damage when using a Gyokko Ryu attack. A maximum of 75 Chakra may be spent this way.

Requirement: Chuunin

Cost: -1

Rank 3: May add +X Chakra to deal +1.5X Damage when using a Gyokko Ryu attack. A maximum of 100 Chakra may be spent this way.

Requirement: Jounin

Cost: -1

Rank 4: May add +X Chakra to deal +2X Damage when using a Gyokko Ryu attack. A maximum of 200 Chakra may be spent this way.

Requirement: lvl 50

Cost: -1

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Skill Name: Master of the Gyokku Ryu

Effect: Gyokku Ryu Jutsu cost -2 Jutsu Points to learn to a minimum of 1. When using a Gyokku Ryu technique, a critical hit is scored if the opponent rolls 1-15 on their dodge roll.

Description: Gyokko Ryu is a school of Kosshijutsu (attacks to muscle and nerve points), Shitojutsu (using the thumb and fingers for striking), Kenjutsu (sword methods), Bojutsu (bo-staff techniques), and Ninjutsu. Gyokko ryu is sometimes referred to as Gyokko Ryu Ninpo. This is one of the 9 lineages of Bujinkan.

Cost: -4

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Edited by MrSako
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Name: Skill Gain / Gain Convert

Effect: Choose:

-Convert 1 unused skill point into 10 Jutsu Points

-Convert 10 unused Jutsu Points into 1 skill point

Cost: 0

Ranks: 5

Restriction: May only take this skill once every 10 levels (lvl 10, 20, 30,etc). This skill may not be Forgotten.

Yeah, ten jutsu points is a bit much. That'd take around 10 or so levels to achieve if you're starting from scratch. I don't very much like that one, but let's see what the rest of the Staff has to say.

Skill Name: Hooray for the Big Boned People!

Effect: Used in the Setup Phase as a free action. Once per battle, when character is reduced to 10% Health or lower (choose one of the following):

1. You may not lose your next Response Phase. Your next Jutsu used in the Respone Phase may be performed for free. Does not apply to Jutsu with a variable cost (ie, X)

2. The next Jutsu may be performed for free. Does not apply to Jutsu with a variable cost (ie, X)

3. Recover 10% Total Health.

Description: The 'big boned' people of the world know to 'turn up the heat' when the going gets rough. The same strategy can be applied by those who are not of the same phenotype.

Cost: -1

Restriction: May not be used in the same turn as 'My Way of the Ninja!' or 'Guts Pose!' or 'Stroke of Genius!'

Not sure I like the 'next Jutsu may be performed for free' part. Could be abused quite easily, resulting in a forbidden 'kill-all' jutsu that instantly ends the battle being used for nothing.

Skill Name: 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 underestimates, however,as they can be quite deadly.

Effect: Quick Learner now has a rank limit of 9.

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.

Cost: -1

Restriction: Character may not have more than +2 points of Hindering Traits.

I believe 'Quick Learner' is being changed and the ranks are being eliminated.

Skill Name: Path of the Sage

Effect: Once every 5 levels, character may learn one Technique of one Ninja Rank higher than their current rank.

Knowledge Mastery: The skills 'Knowing the Elements' and 'The Seeing Mind' cost -1 skill points.

Description: The 'Sage' is a source of great knowledge to other Ninja. They have either spent their lives hidden behind books or travelling 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.

Cost: -1

Requirement: Chuunin. Must have Path of the Scholar or Path of the Scout

I don't like the idea of learning a technique higher then your current rank. I'd say change that.

Skill Name: Cat of Nine Lives

Effect: When character is killed with a non-Forbidden Jutsu Effect that causes 'permanent death' (ex. Shikei) character may be brought back to life in 1 week. When character is killed with a Forbidden Jutsu Effect that causes 'permanent death' (ex. Eight Seal Divination) character may be brought back to life in 2 weeks.

Cost: -1

Description: Ninja are quite resourceful at cheating death when it is time to do so. They can control their vitals to the extreme limit, even stopping their heart momentarily, using a small amount of undetectable chakra to keep their brain functions alive. Some are so keen so as to be able to transport their true bodies for a substitute one, to avoid the possibility that an ANBU Ninja might cut off their head.

Restriction: Missing-Nin or Chuunin

I'm fairly certain that the one week rule already applies. Not really sure there's a need for this one.

Skill Name: Matured Mind

Effect: Character is considered to be one Ninja rank higher for the purposes of effects of Skills, Jutsu or other abilities. This skill does not allow the character to learn Skills/Jutsu of higher rank.

Description: Many of the Ninja that are gifted with an enhanced mind are able to deal with issues that normally those older than them are accustomed to dealing with. These Ninja usually begin their lives as children with great potential, but sadly, their youth is curtailed due to their inability to relate to those of the same age group. There are a rare few who can balance the freedom of youth with the responsibility of adulthood.

Cost: -1 (-2 and 10-post training, unreducible, if Genius)

Requisite: Genius, Super Genius, or Prodigy, not affected by skills that grant character bonuses (must be on 3rd or 4th character)

I think I'm going to deny this one. Just don't like the idea of a character being treated as a higher rank than they are.

Skill Name: Masterful Jutsu

Effect: Jutsu used by the character is considered to be one Ninja rank higher for the purposes of effects of Skills, Jutsu or other abilities. This skill does not allow the Jutsu to break their normal damage caps.

Description: The Ninja that are born with an advanced mind can work their Jutsu in unique, precise ways that are far superior to that of their peers. The execution is flawless and the delivery has perfect timing.

Cost: -1 (-2 and 10-post training, unreducible, if Genius)

Requisite: Matured Mind

Same reason as above.

Skill Name: Master of the Gyokku Ryu

Effect: Gyokku Ryu Jutsu cost -3 Jutsu Points to learn to a minimum of 1. When using a Gyokku Ryu technique, a critical hit is scored if the opponent rolls 1-10 on their dodge roll.

Description: Gyokko Ryu is a school of Kosshijutsu (attacks to muscle and nerve points), Shitojutsu (using the thumb and fingers for striking), Kenjutsu (sword methods), Bojutsu (bo-staff techniques), and Ninjutsu. Gyokko ryu is sometimes referred to as Gyokko Ryu Ninpo. This is one of the 9 lineages of Bujinkan.

Cost: -2

Nice try, but I'm gonna deny that too. Let the death bonuses take care of point reductions. If anything at all, lower the reduction to -1, with a minimum of 1 to learn, at the same cost.

Edit: Alright, I was a bit misinformed about that last one. Very well, I'll say -2 jutsu points. Sorry for the mix up.

Edited by Maelstrom
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Guest MrSako

1. Dropped conversion ratio to 5:1

2. Changed Hooray... to not being able to use it with Kage, Sealing, or Forbidden Jutsu

3. Changed the Paths (needs another look)

4. Dropped the Matured/Masterful skills

5. Changed to -2 as per your request

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General Skills for Everyone to Use

Name: Successful

Effect: Character begins with $75 extra and monetary mission rewards are 5% higher.

Cost: -2

APPROVED

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Name: Skill Gain / Gain Convert

Effect: Choose:

-Convert 1 unused skill point into 5 Jutsu Points

-Convert 5 unused Jutsu Points into 1 skill point

Cost: 0

Ranks: 5

Restriction: May only take this skill once every 10 levels (lvl 10, 20, 30,etc). This skill may not be Forgotten.

I don't like this simply because you can train to learn jutsu points and cannot do it for skill points. I approve the skills -> JP but not the JP -> skills

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Name: Chakra Flow

Description: The Chakra circulatory system can be 'trained' to flow more efficiently, although this takes a great deal of time and effort from the Ninja.

Restriction: User may not have any other skill (or bloodline skill) that effects Health, Stamina, or Chakra Regeneration. These skills may not be taught except for Rank 1.

Rank 1

Effect: Gain 10% of your Total Chakra every turn. This replaces normal Chakra regeneration.

Cost: -5

Rank 2

Effect: Gain 15% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Chuunin

Rank 3

Effect: Gain 20% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Jounin

Rank 4

Effect: Gain 25% of your Total Chakra every turn. This replaces normal Chakra regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Kage/Sennin

APPROVED

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Name: Intestinal Fortitude

Description: Like a great marathon runner, the shinobi's muscles are trained to go the distance, and seem to recover faster than others

Restriction: User may not have any other skill (or bloodline skill) that effects Health, Stamina, or Chakra Regeneration. These skills may not be taught except for Rank 1

Rank 1

Effect: Gain 10% of your Total Stamina every turn. This replaces normal Stamina regeneration.

Cost: -5

Rank 2

Effect: Gain 15% of your Total Stamina every turn. This replaces normal Stamina regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Chuunin

Rank 3

Effect: Gain 20% of your Total Stamina every turn. This replaces normal Stamina regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Jounin

Rank 4

Effect: Gain 25% of your Total Stamina every turn. This replaces normal Stamina regeneration. Does not stack with previous ranks.

Cost: -5

Requirement: Kage/Sennin

APPROVED

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Skill Name: Expert Medic

Description: As medical ninja gain more experience over time, having treated many patients and having participated in battle, they become more efficient.

Effect: Medical Jutsus cost 10% less Chakra and heal 10% more Health

Cost: -2

Requirement: Adept Medic Rank 5, Chunnin

Ranks: 2

I suggest looking at the new medical skills on the skills page and maybe require one of them on top of the adept medic. Also, maybe a change in name as it is close to the name of the sequence on the .com site.

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Skill Name: Field Surgeon

Description: Tactical field care is hallmarked by forward surgeons, who can not only stabilize their patient, but are also able to send them back into the field.

Effect: Medical Jutsus cost 30% less Chakra and heal 30% more health (stacks with Expert Medic) and Medical Jutsu that only restore health also can remove a Status Effect that is a result of jutsu.

Cost: -4

Requirement: Expert Medic Rank 2, Jounin

APPROVED

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Skill Name: My Way of the Ninja!

Effect: Used in the Setup Phase as a free action. Once per battle, when character is reduced to 10% Health or lower (choose one of the following):

1. Remove all negative status effects from the character

2. Your next attack may not be dodged

3. Gain 10% of your Total Chakra

Description: When a Ninja is taken down to their very last reserves, they will dig down deep and pull out just a little bit more, in desperation to continue fighting for all that they believe in. This phrase was coined by Uzumaki Naruto of Konoha, and its popularity has spread around to other Villages.

Cost: -1

Restriction: May not be used in the same turn as 'Guts Pose!' or 'Hooray for the Big Boned People!' or 'Stroke of Genius!'

APPROVED

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Skill Name: Guts Pose!

Effect: Used in the Setup Phase as a free action. Once per battle, when character is reduced to 10% Health or lower (choose one of the following):

1. Any -one- Skill/Jutsu that has been used before that is usable 'Once per Battle' may be used again (must specify which Skill/Jutsu)

2. Opponent may not use Jutsu/Skills (except bloodline skills) in the next Response Phase.

3. Gain 10% of your Total Stamina

Description: Offering a crisp smile and giving the 'thumbs up' sign, a Ninja is able to instill confidence to those around them that they will not lose, no matter the odds. It is said that the lotus blooms twice in Konoha.

Cost: -1

Restriction: May not be used in the same turn as 'My Way of the Ninja!' or 'Hooray for the Big Boned People!' or 'Stroke of Genius!'

APPROVED

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Skill Name: Hooray for the Big Boned People!

Effect: Used in the Setup Phase as a free action. Once per battle, when character is reduced to 10% Health or lower (choose one of the following):

1. You may not lose your next Response Phase. Your next Jutsu used in the Respone Phase may be performed for free. Does not apply to Jutsu with a variable cost (ie, X) or with Kage, Forbidden, or Sealing Jutsu

2. The next Jutsu may be performed for free. Does not apply to Jutsu with a variable cost (ie, X)

3. Recover 10% Total Health.

Description: The 'big boned' people of the world know to 'turn up the heat' when the going gets rough. The same strategy can be applied by those who are not of the same phenotype.

Cost: -1

Restriction: May not be used in the same turn as 'My Way of the Ninja!' or 'Guts Pose!' or 'Stroke of Genius!'

APPROVED

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Skill Name: Stroke of Genius!

Effect: Used in the Setup Phase as a free action. Once per battle, when character is reduced to 10% Health or lower (choose one of the following):

1. You may not lose your next Response Phase. When dodging, roll twice for each attack and use the better of the two numbers.

2. Your next attack is considered a critical hit.

3. Recover 5% Total Stamina and 5% Total Chakra

Description: By taking a 'time-out' and thinking about the situation, a Ninja is able to find a flaw in the opponent's strategy and can take advantage of it.

Cost: -1

Restriction: May not be used in the same turn as 'My Way of the Ninja!' or 'Guts Pose!' or 'Hooray for the Big Boned People!'

APPROVED

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Skill Name: Weathered Shinobi

Effect: Immune to all Terrain Effects. Gain +20% Speed Bonus in any terrain (does not stack with the other Terrain Bonus skills)

Cost: -1

Description: After having travelled the entire world and back, the experienced Shinobi will become one with the harsh environments, having molded their body to respond to whatever is required of them to get the mission done.

Requirements: Spelunker: Rocky Terrain Bonus, Hydrologist: Mist Terrain Bonus, Nomad: Desert Terrain Bonus, Survivalist: Extreme Weather Terrain Bonus, Outdoorsman: Forrest Terrain Bonus, Plains Terrain Bonus, Cavern Terrain Bonus, 10-post Jounin Training, Must have made at least 10 posts in each of the Villages. Must be at least Chuunin-level.

APPROVED

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Paths of the Ninja

(also open to everyone)

A character may only select ONE of the following 'Basic Paths.' May NOT use the skill 'Forgotten' on Path Skills. There is a way to switch paths, see 'Walking a Different Path' down below.

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Skill Name: 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 underestimates, however,as they can be quite deadly.

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.

Cost: -1

Restriction: Character may not have more than +2 points of Hindering Traits.

APPROVED

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Skill Name: 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.

Effect: Character no longer applies Ninjutsu modifier when using Elemental Ninjutsu techniques (excluding Clan Techniques). Character now applies 50% of the Ninjutsu modifier to Medical Ninjutsu.

Anatomical Mastery: When purchasing the skill 'Adept Medic' may gain 2 ranks for 1 skill point. The cost of 'Expert Medic' is reduced by 1 and may be taken at Gennin rank. The cost of 'Field Surgeon' is reduced by 3 and may be taken at Chuunin rank.

Cost: -1

Restriction: Character may not have more than +4 points of Hindering Traits.

APPROVED

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Skill Name: The Path of the Scout

Description: Some Ninjas just love the wilderness. They like to go out and explore and be 'one' with nature. They have a closer connection to the natural world, and thus were born to become excellent scouts.

Effect: The 10-post Chuunin restriction on the 'Terrain Bonus' skills are negated. The 10-post Jounin restriction on 'Weathered Shinobi' is negated. Travel post requirement is reduced by 2.

Wilderness Mastery: May gain 2 'Terrain Bonus' skills for 1 skill point. This includes 'Weathered Shinobi'

Cost: -1

Restriction: Character may not have more than +6 points of Hindering Traits.

APPROVED

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Skill Name: The Path of the Warrior

Description: Many Ninja go down the path of becoming 'the strongest' of their field. They will stop at nothing to achieve this greatness and be esteemed among their peers.

Effect: Gain 1 extra Jutsu Point every 5 levels.

Fighting Mastery: Choose one: Taijutsu Warrior, Ninjutsu Warrior, Genjutsu Warrior, or Weapon Specialist.

-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: The skill 'Genjutsu Creator' now costs 1 skill point. May take 2 ranks of 'Genjutsu Creator' for 1 skill point.

-Weapon Specialist: The skill 'Warrior' (weapon)' no longer has the lvl/2 restriction. May take 2 Ranks of 'Warrior (weapon)' for 1 skill point.

Cost: -1

Restriction: Character may not have more than +8 points of Hindering Traits.

APPROVED

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Skill Name: 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.

Effect: You lose your 'Mastery' ability of the 'Basic Path' that you are leaving. Any skills gained with the reduced cost due to the Mastery stay, but you may not gain new ones at a discount. You may now choose a new 'Basic Path.'

Cost: -0

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.'

Note: this last skill also allows a character to be able to 'switch' Masteries for the 'Path of the Scholar' or 'Path of the Warrior' as they get rid of their 'old' mastery and are now able to take the path over again and pick up a new one

APPROVED

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'Advanced' Paths: You cannot use 'Walking a Different Path' to drop one of these Advanced Paths, as they take up so much dedication that it is difficult to change once you start in it. Once you take an 'Advanced Path' you may not take 'Walking a Different Path' to change a Basic Path. You may only have one 'Advanced Path.' May NOT use the skill 'Forgotten' on Path Skills. You MUST have an active mastery in order to qualify for the Advanced Path (so if you use 'walking a different path' to change from scholar to warrior, you cannot gain 'path of the mystic' as an advanced path)

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Skill Name: Path of the Mystic

Effect: May re-roll the dice on the Summon Roll. Must take results of the second roll if this ability is used. Equation to summon is now: d100 + user's level*1.5 (rounded up) + rank modifier (Gennin = 0, Chuunin = 20, Jounin = 50, Kage/Sennin = 100)

Mystical Mastery: Choose two:

-Summoning Tattoo costs 1 skill pint and does not have a roll penatly.

-May gain 2 ranks of Summon Affinity for 1 skill point

-The Seeing Mind increased to rank 3 limit.

-Knowing the Elements increased to 3 rank limit.

Description: The mystic is especially attuned to the otherworldly dimensions. Sometimes referred to as a 'summoner,' this is actually a misnomer. There are many mystics who specialize in nullifying Ninjutsu and Genjutsu, though it is true that most have an affinity for summoned creatures.

Cost: -1

Restriction: Chuunin. Must have Path of the Scholar. May not have 'Unsavory Chakra.'

APPROVED

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Skill Name: The Path of the Advanced Medical Ninja

Effect: Medical Jutsu now use 100% of Ninjutsu Modifier.

Medical Mastery: The skill 'Subtle Elements' has the added text: This Ninja may apply their Ninjutsu modifier when using Jutsu of this Element but cost is increased to 3 points.

Description: After years of training in the art of medicine, the Medical Ninja has an easier time diagnosing and treating their patients. They also have more time to develop their abilities in Ninjutsu.

Cost: -1

Restriction: Chuunin. Path of the Medical Ninja

APPROVED

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Skill Name: Path of Wanderlust

Effect: When taking a mission, may choose to gain money instead of XP. (A mission that grants 200xp instead gives you +$200). When travelling, reduce posting by 1 more.

Survival Mastery: The skills 'Second Wind,' 'Iron Will,' 'Knowing the Elements,' and 'The Seeing Mind' cost 1 skill point each.

Description: After having travelled all over the world and having been through all types of places, the Ninja's services become quite invaluable and are in high demand. By this point in their career, the Ninja has been through many situations and is able to get out of many of them alive.

Cost: -1

Requirement: Chuunin. Must have Path of the Scout.

APPROVED

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Skill Name: Path of the True Warrior

Effect: Every 5 levels gain another Jutsu Point

Advanced Fighting Mastery: Choose one : Taijutsu Warrior, Ninjutsu Warrior, Genjutsu Warrior, or Weapon Specialist (must already have a Fighting Mastery of the corresponding type)

-Taijutsu Warrior: May take 'Extreme Endurance' for 1 skill point. May take 'Gate Alignment' for 1 skill point. May open a Gate in the Setup Phase in addition to the Main Phase. May gain Initial Gate, Heal Gate, and Life Gate for 1 skill point each.

-Ninjutsu Warrior: 'Shiva the Destroyer' no longer has the restriction of not being able to use Genjutsu (still cannot use Medical Jutsu). May take 'Extreme Will' for 1 skill point.

-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.

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

Description: Through much experience in two fields of the art of being a shinobi, the perosn has achieved greatness in those areas and their skills reflect that greatness. Truly powerful things can be expected of these Shinobi.

Cost: -1

Requirement: Chuunin. Must have Path of the Warrior.

APPROVED

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Skill Name: Path of the Sage

Effect: Character gains 1 skill point every 2 levels beyond lvl 50 instead of 2 every 5 levels

Knowledge Mastery: The skills 'Knowing the Elements' and 'The Seeing Mind' cost -1 skill points.

Description: The 'Sage' is a source of great knowledge to other Ninja. They have either spent their lives hidden behind books or travelling 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.

Cost: -1

Requirement: Chuunin. Must have Path of the Scholar or Path of the Scout

APPROVED

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Skill Name: Path of the Puppeteer

Effect: Effects that 'break' or render Indesctructible weapons unusable for any number of posts do not apply to user's Puppets.

Puppeteer Mastery: Choose Two:

-Puppeteer Defense Ranks 3 and 4 do not have restrictions or posting requirements and cost 1 skill point less each.

-May take Puppeteer Regular Ranks for 1 skill point each

-May take Natural Puppeteer Ranks for 1 skill pint each

Descriptions: A shinobi or kunoichi who has truly come a long way on the path to mastering puppets. His or her skill with puppets makes him or her a great opponent, indeed.

Cost: -1

Requirements: Chuunin. Path of the Warrior (Weapon Specialist: Puppets) or Path of the Scholar

APPROVED

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Skill Name: Path of the Assassin

Effect: When being Hunted, the Hunter rolls d100 - 1.5x your level. While Hunting, you roll d100 - 0.5x of opponent's level. Doubles the effectiveness of poisons used in combat.

Poison Mastery: May gain 'Poison Creator' and 'Poison Mixer' for free.

Description: Although all Ninja are supposed to be able to perform asassinations, 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 poison.

Cost: -1

Requirement: Chuunin. Must have Path of the Scout or Path of the Warrior.

APPROVED

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Skill Name: Path of the Paladin

Effect: Once per battle, as a free action, may heal any character for X, where X is equal to twice your level. Apply half your Ninjutsu modifiers.

Chivalristic Mastery: 'Savior' has its Effect changed to: Twice per battle, target attack that targets another character now targets you. You may use a dodge roll or Jutsu to defend in your Response Phase. This skill is used on your ally's turn and must be used before they post. You may use this skill a number of times equal to the rank in this skill.

Cost: -1

Rank: []

Description: 'Paladins' were mythical heroes in the midieval times, the 'guardians of justice' and the like. In modern times, Ninja who have dabbled in the medical and the martial arts claim to this ancient title.

Cost: -1

Requirement: Chuunin. Must have Path of the Medical Ninja or Path of the Warrior.

APPROVED

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Skills that are available with permission

Skill Name: Cat of Nine Lives

Effect: When character is killed with a non-Forbidden Jutsu Effect that causes 'permanent death' (ex. Shikei) character may be brought back to life in 1 week. When character is killed with a Forbidden Jutsu Effect that causes 'permanent death' (ex. Eight Seal Divination) character may be brought back to life in 2 weeks.

Cost: -1

Description: Ninja are quite resourceful at cheating death when it is time to do so. They can control their vitals to the extreme limit, even stopping their heart momentarily, using a small amount of undetectable chakra to keep their brain functions alive. Some are so keen so as to be able to transport their true bodies for a substitute one, to avoid the possibility that an ANBU Ninja might cut off their head.

Restriction: Missing-Nin or Chuunin

APPROVED

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The Following are exclusive to Uchiha Haruki

Note: these are skills that my character may teach to future Gennin. Otherwise, they are staying 'unique' to me.

Skill Name: Overdrive

Effect: Used in the Setup Phase. May not perform any other actions (including 'free actions') in the Setup Phase. During the Main Phase, may apply additional chakra to increase damage of the attack, according to rank.

Description: By focusing chakra for a few moments, Uchiha Haruki gained the unique ability to unleash a stronger attack than what would normally be possible. However, the price for doing so is that it takes an even greater amount of chakra than normal to be able to attain this greater effect. Although it is more efficient to use multiple smaller attacks, the Uchiha reasoned that there comes a point in the battle when it is more important to defeat the enemy in one blow than to wittle them away over time.

Rank 1: May add +2X Chakra to deal +X Damage when using a Gyokko Ryu attack. A maximum of 60 Chakra may be spent this way.

Cost: -1

Rank 2: May add +X Chakra to add +X Damage when using a Gyokko Ryu attack. A maximum of 120 Chakra may be spent this way.

Requirement: Chuunin

Cost: -1

Rank 3: May add +X Chakra to deal +1.5X Damage when using a Gyokko Ryu attack. A maximum of 320 Chakra may be spent this way.

Requirement: Jounin

Cost: -1

Rank 4: May add +X Chakra to deal +2X Damage when using a Gyokko Ryu attack. A maximum of 700 Chakra may be spent this way.

Requirement: lvl 50

Cost: -1

What is a Gyokko Try attack?

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Skill Name: Instantaneous Movement

Effect: Treat basic attacks, weapon attacks, and throwing weapon attacks from opponents of equal or lesser rank as 'Multi Attack'

Description: Knowing that Taijutsu was the one great weakness of the Sharingan, Uchiha Haruki developed a unique style of combat that emphasizes quick reflexes and fluid motion, helping to mitigate some of the damage received from the opponent. This 'style' eventually becomes incorporated into the Ninja's normal movements, and soon after mastering the training, there is no consicous effort to utilize it.

Cost: -1

Multi Attack:

You take your modifier, and the opponents defenseive modifier and find out what the final bonus to the technique will be. You then divide that amount by the number of attacks there are, and add them to each attack.

What's the point? They are already considered multi-attacks unless specified by an opponent's skill.

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Skill Name: Master of the Gyokku Ryu

Effect: Gyokku Ryu Jutsu cost -2 Jutsu Points to learn to a minimum of 1. When using a Gyokku Ryu technique, a critical hit is scored if the opponent rolls 1-10 on their dodge roll.

Description: Gyokko Ryu is a school of Kosshijutsu (attacks to muscle and nerve points), Shitojutsu (using the thumb and fingers for striking), Kenjutsu (sword methods), Bojutsu (bo-staff techniques), and Ninjutsu. Gyokko ryu is sometimes referred to as Gyokko Ryu Ninpo. This is one of the 9 lineages of Bujinkan.

Cost: -2

Again, what is Gyokku Ryu?

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Skill Name: Instantaneous Movement

Effect: Treat basic attacks, weapon attacks, and throwing weapon attacks from opponents of equal or lesser rank as 'Multi Attack'

Description: Knowing that Taijutsu was the one great weakness of the Sharingan, Uchiha Haruki developed a unique style of combat that emphasizes quick reflexes and fluid motion, helping to mitigate some of the damage received from the opponent. This 'style' eventually becomes incorporated into the Ninja's normal movements, and soon after mastering the training, there is no consicous effort to utilize it.

Cost: -1

Multi Attack:

You take your modifier, and the opponents defenseive modifier and find out what the final bonus to the technique will be. You then divide that amount by the number of attacks there are, and add them to each attack.

What's the point? They are already considered multi-attacks unless specified by an opponent's skill.

Since when did normal basic attacks count as mulit-attacks? I was always under the impression that each attack recieved its own modifier in full.

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Guest MrSako

They do, hence why I wanted to create this skill :P

edit: dropped the skin gain/convert skill...

now i believe all the issues are addressed?

Edited by MrSako
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Upon further thought, I really don't think that Chakra Flow and Intestinal Fortitude should have the option of teaching the first rank. Getting a skill like that for free at the beginning is a 'no-no' in my opinion.

Edit: When switching Paths, you lose the Effect of the lost Path as well as the Mastery, correct?

Edited by Maelstrom
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The Following are exclusive to Uchiha Haruki

Note: these are skills that my character may teach to future Gennin. Otherwise, they are staying 'unique' to me.

Skill Name: Overdrive

Effect: Used in the Setup Phase. May not perform any other actions (including 'free actions') in the Setup Phase. During the Main Phase, may apply additional chakra to increase damage of the attack, according to rank.

Description: By focusing chakra for a few moments, Uchiha Haruki gained the unique ability to unleash a stronger attack than what would normally be possible. However, the price for doing so is that it takes an even greater amount of chakra than normal to be able to attain this greater effect. Although it is more efficient to use multiple smaller attacks, the Uchiha reasoned that there comes a point in the battle when it is more important to defeat the enemy in one blow than to wittle them away over time.

Rank 1: May add +2X Chakra to deal +X Damage when using a Gyokko Ryu attack. A maximum of 60 Chakra may be spent this way.

Cost: -1

Rank 2: May add +X Chakra to add +X Damage when using a Gyokko Ryu attack. A maximum of 120 Chakra may be spent this way.

Requirement: Chuunin

Cost: -1

Rank 3: May add +X Chakra to deal +1.5X Damage when using a Gyokko Ryu attack. A maximum of 320 Chakra may be spent this way.

Requirement: Jounin

Cost: -1

Rank 4: May add +X Chakra to deal +2X Damage when using a Gyokko Ryu attack. A maximum of 700 Chakra may be spent this way.

Requirement: lvl 50

Cost: -1

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Many of these double the damage cap for the rank they apply too. Denied as of now.

Skill Name: Instantaneous Movement

Effect: Treat basic attacks, weapon attacks, and throwing weapon attacks from opponents of equal or lesser rank as 'Multi Attack'

Description: Knowing that Taijutsu was the one great weakness of the Sharingan, Uchiha Haruki developed a unique style of combat that emphasizes quick reflexes and fluid motion, helping to mitigate some of the damage received from the opponent. This 'style' eventually becomes incorporated into the Ninja's normal movements, and soon after mastering the training, there is no consicous effort to utilize it.

Cost: -1

Multi Attack:

You take your modifier, and the opponents defenseive modifier and find out what the final bonus to the technique will be. You then divide that amount by the number of attacks there are, and add them to each attack.

Still no point

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Skill Name: Master of the Gyokku Ryu

Effect: Gyokku Ryu Jutsu cost -2 Jutsu Points to learn to a minimum of 1. When using a Gyokku Ryu technique, a critical hit is scored if the opponent rolls 1-10 on their dodge roll.

Description: Gyokko Ryu is a school of Kosshijutsu (attacks to muscle and nerve points), Shitojutsu (using the thumb and fingers for striking), Kenjutsu (sword methods), Bojutsu (bo-staff techniques), and Ninjutsu. Gyokko ryu is sometimes referred to as Gyokko Ryu Ninpo. This is one of the 9 lineages of Bujinkan.

Cost: -2

Needs to cost more, there are many Gyokku Ryu techniques and -2 on all of them is a bi tmuch. I would say at least -4 for a cost as it also increases the critical strike chance ten fold.

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Guest MrSako

1. lowered the amount of chakra that can be spent on Overdrive

2. got rid of instantaneous movement

3. raised the point cost, but compromised by upping crit%

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