Skill Rules
• If an ability gives a player two ranks of a skill for a single price, that player gains both ranks at the same time so long as they meet the level requirements for the lowest rank.
• If a skill says it may be taken every x levels, the character is always considered to have taken it at level 0 unless otherwise stated in the skill.
Skill Requirements
• Training: A word requirement that you must complete before learning this skill.
• Chuunin/Jounin/Sennin/Kage Training: The same as training, however you must also have at least one character of that rank in the thread teaching the skill to you. The character training you must make at least three (3) posts throughout the training and must be controlled by another player. If you are of the indicated rank you do not need another character in the thread with you.
• Bloodlines: A bloodline is a series of skills that are submitted as a cohesive unit. It is possible to have skills that require a bloodline but are not part of the bloodline itself. See RPG Rules 1.11; Bloodlines for more information.
• Source Requirement: This is a portion of the requirements of a skill that consists of a village name, item name, clan name or even character name. To learn a skill with a source you will either have to be from the village, a member of the clan, in possession of said item, or the named character. If you are not any of these you must spend a five (5) post training thread learning the skill from someone who already knows it. A key to remember, skills with requirements (especially clan skills) are closely guarded secrets and are often looked down upon if shared with outsiders. Share at your own risk.
• [Hereditary]: This is a modifier that may be found after a clan Source Tag; for example, "Requirements: Hatake Clan [Hereditary]". This tag specifically means that this skill may not be taught to another player that is not in that clan. A clan may only have one skill with a [Hereditary] tag approved at any one time. Clans that have access to bloodlines may not also have a [Hereditary] clan skill.
Name | Effects & Description | Ranks | Cost |
Quick Learner | You pick up on concepts and skills more quickly than the average ninja. You may gain +10% EXP From Training, Battles, Gamemaster and Mission rewards. Bonus EXP is not included in this. |
1 | -2 SP |
Successful | Whether you're well off from your family, naturally talented at getting the most of your money, or just an entrepreneur you never seem to be lacking a little Ryo in your pocket. You may gain +10% Ryo from Training, Battles, Gamemaster and Mission rewards. Bonus Ryo from other sources is not included in this. |
5 | -2 SP |
Steadfast Durability | Your stamina knows no bounds! Your body is able to push harder and for longer durations than that of your companions. Stamina-Based Techniques cost 5 less Stamina per ninja rank of the technique. This shares ranks with the skill 'Inner Calm'. Ranks in this skill may be purchased once every five (5) levels. Ex: Genin techniques cost -5 Stamina, Chuunin techniques cost -10 Stamina, etc. |
10 | -1 SP |
Inner Calm | You are more efficient with your chakra, doing more with smaller amounts than others. Chakra-Based Techniques cost 5 less Chakra per ninja rank of the technique. This shares ranks with the skill 'Steadfast Durability'. Ranks in this skill may be purchased once every five (5) levels. Ex: Genin techniques cost -5 Chakra, Chuunin techniques cost -10 Chakra, etc. |
10 | -1 SP |
Chakra Training | You've pushed yourself to the brink, straining your chakra resources to their limits and even beyond. Someone get this kid some electrolytes. User permanently gains 100 to their Chakra stat. Ranks in this skill may be purchased once every ten (10) levels. Requirements: 10 post Training |
5 | -2 SP |
Stamina Training | When other kids were studying their jutsu or practicing their technique, you were running. When others were going on dates, where were you? Running. Mother's day? Nope, running. User permanently gains 100 to their Stamina stat. Ranks in this skill may be purchased once every ten (10) levels. Requirements: 10 post Training |
5 | -2 SP |
Iron Skin | You are built strong and built tough, it would take more than a bar fight or two to see you on the ground. You take 90% of total Taijutsu damage. Requirements: 10 post Chuunin Training |
1 | -2 SP |
Chakra Barrier | Chakra based attacks just seem to fizzle as they near you. Your chakra causes other chakra based attacks to weaken as they come near. You take 90% of total Ninjutsu damage. Requirements: 10 post Chuunin Training |
1 | -2 SP |
One-handed Seals | You can perform jutsu seals with the use of only one hand. Perform hand-seals for jutsu with one hand. Requirements: 25 post Jounin Training |
1 | -2 SP |
Savior | Sometimes it is not good enough to be reactive, at times you must be proactive in protecting your team. The selfless action of standing in front of an attack for a teammate is the most straightforward proactive action you can take to protect someone. 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 Defense. Cannot be used against Genjutsu. |
1 | -1 SP |
Second Wind | Pure tenacity is the only word to describe you. When most would be down for the count you will drag yourself back to your feet to finish the job. Once per battle, if the user's health would be reduced to zero or less, the user's health is reduced to 1 instead. If the user's health would be reduced below -25% of its total then this skill does not come into effect. |
1 | -2 SP |
Strategist | You are a planner, a thinker. It is not uncommon for you to be three steps ahead of your opponent and making moves that make no sense now but pay off in the long run. 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. |
1 | -3 SP |
Trap Subtlety | Clever is the way you think of it, your traps are the best and they catch people by surprise every time. You are a hair faster, and your hand a hair defter than the normal, allowing you to pull off maneuvers that others just couldn't. Dynamic Traps gain an additional bonus +4x% Chance to Hit, where x is equal to the ninja rank of the user. This bonus is halved for Concentration based attacks. Ranks in this skill may be purchased once every ten (10) levels. |
4 | -1 SP |
Guard Expertise | The reflexes of a wild animal and the coordination to see incoming attacks, you are a master at keeping yourself from harms way. The character receives +3 to their block range per rank. Ranks in this skill may be purchased once every ten (10) levels. Requirements: Path of the Defender; Enlightened Defender |
5 | -1 SP |
Defensive Action Expert | Your friends are what is important to you, and you would do anything to keep them from harms way- even if it meant throwing yourself in the way of said harm. User may use defensive/response phase jutsu to protect an ally. This ability can only be invoked twice a battle. Requirements: Path of the Defender; Caring Heart |
1 | -- |
Sinister Calling | Your experiences in the field of anatomy and combat have allowed you to know where the vital parts of the human body are and take better advantages of that knowledge. Passive critical hit chance is increased by 3% per rank. Ranks in this skill may be purchased once every ten (10) levels. Requirements: Path of the Assassin; Art of the Blade |
5 | -1 SP |
Aura Perception; Chakra | When you look at a person you don't just see their clothes and face, but an aura around them. The more powerful a person is with Chakra, the better you can perceive their presence. They don't even need to be in line of sight, when they get too close you can tell where they are. You are the best short range tracker in the ninja world. 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 'Path of the Sensor'. Requirements: Path of the Sensor; Acute Ken |
1 | -1 SP |
Aura Perception; Stamina | Just as every person has a distinct scent or look, they also have a distinct aura. This perception you have is more of a gut feeling, a innate talent to sense the ability of another person. Even without opening your eyes you can point to every person in the room because you just KNOW. 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 'Path of the Sensor'. Requirements: Path of the Sensor; Acute Ken |
1 | -1 SP |
Aura Perception; Premonition | You've been attacked from behind and ducked it without looking. Attacks you could never have seen coming you've sidestepped like they were child's play. Others might not know how, but you know that you can sense the moving chakra around you. It might as well be screaming as it moves through the air, without looking, hearing or sensing anything, you can point and trace the arc of a fireball that you shouldn't even be able to see- so long as you are close enough. 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 'Path of the Sensor'. Requirements: Path of the Sensor; Premonish Ken |
4 | -1 SP |
Master Tactician | "All warfare is based on deception." The player can choose to activate or deactivate one of the following tactics during battle in their Setup Phase. The chosen tactic remains in effect until the player chooses to deactivate it, or activates another tactic. Only attainable through 'Path of the Tactician'. - Tactics; Blitz: The user designates a single opponent when activating this tactic. The user and the members of their team gain an additional +10% chance to hit on the designated opponent. The Tactician and their allies lose -6% on all dodge rolls. These effects are halved for Concentration based attacks. - Tactics; Fortification: The user and the members of their team may gain +15 to their block range. - Tactics; Bait and Bleed: The user declares a member of their team as the target of this effect. Whenever an opponent attacks the designated target, the next attack on that opponent has a 50% chance to be a critical hit. May only be used in Team Battles. - Tactics; Flanking Maneuver: If the user or one of their allies successfully hits an opponent, the next attack on the same turn is treated as if it was a Dynamic Trap. - Tactics; Withdrawal: The user declares a member of their team as the target of this effect. All attacks directed at the designated target only apply 50% of their Accuracy or Concentration when determining the to-hit chance for the attack. This effect ends immediately if the designated target uses any ability that effects any target aside themselves. Requirements: Path of the Tactician |
1 | -0 SP |
Memory Archetype- Knowledge | A purposefully less graceful method of utilizing Genjutsu. This method is generally used as a means to extract information from unwilling hosts. The illusions cast are as varied as the shinobi using them, but for the most part, these mental attacks are quite unpleasant. Allows the use of Memory Archetype Genjutsu. In addition, at the cost of the Setup Phase, the user may add "Target must reveal one technique that has not yet been used in the current battle to the User. If there are multiple combatants currently in battle, the Target may PM the user." to the immediately following Main Phase Memory Archetype genjutsu. Requirements: Path of the Mentalist; Forced Recollection |
1 | -1 SP |
Memory Archetype- Experience | A purposefully less graceful method of utilizing Genjutsu. This method is generally used as a means to extract information from unwilling hosts. The illusions cast are as varied as the shinobi using them, but for the most part, these mental attacks are quite unpleasant. Allows the use of Memory Archetype Genjutsu. In addition, at the cost of the Setup Phase, the user may add "Target must reveal one Skill that has not yet been revealed in the current battle to the User. If there are multiple combatants currently in battle, the Target may PM the user." to the immediately following Main Phase Memory Archetype genjutsu. Requirements: Path of the Mentalist; Forced Recollection |
1 | -1 SP |
Talented | You've just got a knack for this stuff! This character gains +3 Role Play Trait points and may place them in any trait of your choice. |
5 | -1 SP |
Talent Shift | Over time a person is able to shift their talents from one direction to another. Though it takes a long time to be able to move yourself from from the tracks of life once you have chosen them, it can be done slowly. 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. |
∞ | -- |
Name | Effects & Description | Ranks | Cost |
Warrior | A skilled and practiced veteran of your craft. For each rank of this skill choose a specific weapon type. Basic Weapon Attacks with a weapon of the chosen type deal +5x damage per rank in this skill, where x is equal to your ninja rank. Ranks in this skill may be purchased once every five (5) levels. |
10 | -1 SP |
Scribe | Calligraphy is an art, not a weapon... Well maybe it can be both. You may inscribe techniques into scrolls. These techniques have 50% (Rank 1) or 100% (Rank 2) of their original base effects, rounded down. Effects include turn duration, damage, health, stat addition and subtraction. |
2 | -2 SP |
Scroll Arts | Symmetry is a part of art, is it not? Why have one when you can have more! You may use a scroll one (1) additional time per battle for each rank in this skill. |
∞ | -1 SP |
Free Handed | This specialized training allows you to use weapons that leave your hands available for other combat uses. This character may utilize the weapon attribute 'Free Handed'. |
1 | -1 SP |
Gatherer | You've always had a habit of collecting, and now it is a helpful career skill. You may gather 2x small weapons as a Setup Phase action, where x is your ninja rank. (Genin 1; Chuunin 2; etc.) May only gather small weapons that have been used and were not destroyed in their use. |
1 | -1 SP |
Poison Creator | The most untraceable poison are those made at home. This character may write a training post creating poison items themselves instead of purchasing them. This training is treated as training alone unless being done with another character with this skill. The amount of EXP required to create the item is equal to it's cost. Staff have final say if an item is a poison or not. Requirements: Chuunin Rank |
1 | -2 SP |
Poison Creation Master | When people die to your solutions, you hope that they can feel like a part of something larger. You give them the most beautiful death they could wish for. This character may write a training post creating poison items themselves instead of purchasing them. This training is treated as training alone unless being done with another character with this skill. The amount of EXP required to create the item is equal to half it's cost. Staff have final say if an item is a poison or not. Requirements: Path of the Assassin; Art of the Body, Poison Creator |
1 | -0 SP |
Quick Draw | Nimble fingers often land you in trouble, but you wouldn't trade them for the world in combat. Once per turn you may equip or put away an item of your choice as a free action. |
1 | -1 SP |
Titan Grip | A wise man once said "Don't mess with a shinobi who can dead lift fifty pounds in one hand". This character may now wield Large Weapons in a single hand. Requirements: Path of the Warlord; Advanced Weapon Warrior or Warrior (Rank 10) |
1 | -1 SP |
Name | Effects & Description | Ranks | Cost |
Ninjutsu Mastery | A master of the ninja magic arts, you bend your specialty element to your whim. For each rank of this skill choose a Ninjutsu Element. Ninjutsu of the chosen Element deal +5x damage per rank in this skill, where x is equal to your ninja rank. You may choose "Void" Ninjutsu as your chosen element. You may never apply more than 10 combined ranks of Genjutsu Creator, Martial Artist, and Ninjutsu Mastery to a single attack. Ranks in this skill may be purchased once every five (5) levels. |
10 | -1 SP |
Resistance | A strong will and experience with the elements make you more resistant than the normal ninja. For each rank of this skill the user takes -5x damage from Ninjutsu attacks, where x is equal to their ninja rank. Ranks in this skill may be purchased once every five (5) levels. Ex: A Genin takes -5 damage, a Chuunin takes -10 damage, etc. |
10 | -1 SP |
Knowing the Elements | They say to know your enemy, but you take it one step further. A deep understanding of Ninjutsu allows you to premeditate the enemies attack in a moment of pure brilliance, allowing for an almost perfect defense. 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. |
2 | -2 SP |
Shiva, The Destroyer | Sometimes it takes the form as a blessing on unknown origin, sometimes as a hardened ideology crafted from an early age, and sometimes its seen as an innate ability for Ninjutsu. Regardless of its origin, the results are the same. You take to Ninjutsu techniques like a fish in water, but Genjutsu simply evades or does not interest you. Some may come to fear the power you possess, but you know that it comes at a vast cost. Ninjutsu from the user will deal an additional 20% base damage and cost 10% less Chakra, rounded up. This multiplier, 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 that give negative effects towards Genjutsu abilities. Ex: 100 [Base Damage] * 1.2 = 120 + 100 [Ninjutsu Modifier] - 80 [Defense Modifier] = 140 Damage. |
1 | -3 SP |
Extreme Will | Your will to fight far exceeds that of a normal human. When your body is at the point of collapse, you continue on with nothing but pure willpower holding you up. Once per battle per rank in this skill the character may choose to pay any Chakra costs with Health until end of turn. |
2 | -2 SP |
Name | Effects & Description | Ranks | Cost |
Martial Artist | You put the art in martial arts. Your expertise with the style that you possess puts others to shame and enemies to the ground. For each rank of this skill choose a Taijutsu Style. Taijutsu of the chosen Style deal +5x damage per rank in this skill, where x is equal to your ninja rank. You may choose "Styleless" Taijutsu as your chosen style. You may never apply more than 10 combined ranks of Genjutsu Creator, Martial Artist, and Ninjutsu Mastery to a single attack. Ranks in this skill may be purchased once every five (5) levels. |
10 | -1 SP |
Toughness | Built like a brick sh*t house and twice as pretty. For each rank of this skill the user takes -5x damage from Taijutsu attacks, where x is equal to their ninja rank. In addition, for each rank of this skill the user takes -3 damage per strike from Basic Unarmed Attacks. Ranks in this skill may be purchased once every five (5) levels. Ex: A Genin takes -5 damage from Taijutsu attacks, a Chuunin takes -10 damage, etc. Ex: A Genin takes -3 damage from Basic Unarmed Attack strikes, a Chuunin takes -6 damage, etc. |
10 | -1 SP |
Extreme Endurance | Your endurance far exceeds that of a normal human. When your body is at the point of collapse, you continue on with nothing but pure stamina holding you up. Once per battle per rank in this skill the character may choose to pay any Stamina costs with Health until end of turn. |
2 | -2 SP |
Iron Will | When the opposition wants to break you down, you stand your ground firm. Taijutsu breaks on you like waves on the shore, nothing can sunder you in that pure moment of clarity. 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. |
2 | -2 SP |
Vishnu, the Protector | A blessing, an ideology, a natural talent from birth. Whatever the origin of your ability the end result is always the same. You are the living embodiment of the protector, the bringer of punishments upon your foes. You strike harder and faster than others, a force that is hard to stand against on the battlefield. Only you know the great cost that comes with this power though. Taijutsu from the user will deal an additional 30% base damage. This multiplier, in this case and this case only, allows you to break the base damage cap. The taker of this skill may not use Ninjutsu and may not have any skills that give negative effects towards Ninjutsu abilities. Ex: 100 [Base Damage] * 1.3 = 130 + 100 [Taijutsu Modifier] - 80 [Defense Modifier] = 150 Damage. |
1 | -3 SP |
Name | Effects & Description | Ranks | Cost |
Genjutsu Creator | "When the world is not what you wish of it- change it". When you were told this as a young child you may have taken it a bit too literally. Genjutsu reduces non-tank stats of opponents by 5x additional points per rank in this skill, where x is equal to your ninja rank. If an attack reduces multiple non-tank stats the user may choose to divide this bonus between those stats however they want. You may never apply more than 10 combined ranks of Genjutsu Creator, Martial Artist, and Ninjutsu Mastery to a single attack. Ranks in this skill may be purchased once every five (5) levels. |
10 | -1 SP |
Genjutsu Shaper | The human mind is such a soft, soft thing. So easy to manipulate with the right pressure. When using a Genjutsu attack on an opponent the user may choose one (1) status effect. The first time a Concentration based strike from that attack with the chosen status effect hits an opponent there is a chance the duration of that status effect is increased by one (1) turn, based on the rank of this skill. This will not allow you to break the maximum turn duration of any status effect. Does not work with Bleeding, Burning or Poison status effects. Rank 1: On a Concentration dodge roll of a 1-20, the chosen status effect last one turn longer. Rank 2: On a Concentration dodge roll of a 1-40, the chosen status effect last one turn longer. Rank 3: On a Concentration dodge roll of a 1-60, the chosen status effect last one turn longer. |
3 | -1 SP |
The Seeing Mind | A battle of two minds is like the clashing of two great rivers. The strength of one could overwhelm another in a moment's notice. Your knowledge of Genjutsu allows you to recognize the flows of an opponent's attack, allowing you to pinpoint and devastate its effectiveness with a simple application of force. 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. |
2 | -2 SP |
Brahma, The Creator | The mind is a strange and unknown organ- the depth of the entire human experience happens all in this single mass of flesh. You have a blessing, or maybe a taught ideology, or even an natural talent- no matter the origin you have a gift for Genjutsu. The molding of the mind and illusion just comes so naturally, you feel more at home in the wrappings of a strong Genjutsu than you ever did in your mother's arms. There is just something so right about it. Of course, the cost of such a mental talent comes at a great cost to the body. Genjutsu of the user will deal an additional 20% more base ghost damage and an additional 20% base stat reduction. This multiplier, in this case and this case only, allows you to break the base caps. You may not use any Taijutsu and may not have any skills that give negative effects towards Taijutsu abilities. Ex: 100 [Base Damage] * 1.2 = 120 + 14 [Genjutsu Modifier] = 134 Ghost Damage. Ex: 100 [Base Stat Reduction] * 1.2 = 120 + 35 [Genjutsu Modifier] = 155 Stat Reduction |
1 | -3 SP |
Name | Effects & Description | Cost |
Mountaineer: Rocky Terrain Bonus | You have spent so much time in the mountains that you may just call them your back yard. Cliff faces and broken ground don't phase you. Gives +%10 speed in rocky terrain. A ninja with this skill gains +5% to Defense while in Rocky Terrain. Requirements: 10 post Chuunin Training done within the given terrain. |
-1 SP |
Hydrologist: Mist Terrain Bonus | Dampness makes you feel at home, surrounded by the moisture in the air and between your toes. Your footing isn't unsure on these slick surfaces, thats for sure. Gives +%10 speed in the mist/fog. Muddy Ground doesn't give a ninja with this a 5% taijutsu failure chance. Requirements: 10 post Chuunin Training done within the given terrain. |
-1 SP |
Nomad: Desert Terrain Bonus | Heat, glaring sun, no water? Fwa! You are not afraid of these things. A hike through the sands is more like a stroll down the beach for you. Let the sun soak up on your skin, you enjoy it! Gives +%10 speed in sand. A ninja with this skill doesn't suffer the slowing effects of sand terrain. Requirements: 10 post Chuunin Training done within the given terrain. |
-1 SP |
Survivalist: Extreme Weather Terrain Bonus | Everytime you come down out of the mountains you just miss the pressure in the ears. Something about high altitudes just feels "right" in your bones. You ache to be within the clouds high on mountains and you never lose your footing when faced with a steep fall. Gives +%10 speed in mountainous or clouded terrain. A ninja with this skill doesn't suffer the ranged attack penalty of Strong Winds. Requirements: 10 post Chuunin Training done within the given terrain. |
-1 SP |
Outdoorsman: Forest Terrain Bonus | The calls of wildlife and the sound of wind rippling leaves is the soundtrack of much of your life. You've spent considerable time climbing trees, marching through steep forested hills and finding more than once the den of a dangerous beast. The uneven ground of a rooted forest feel more like home than floorboards or paved streets, you are a beast of the wild yourself. Gives +%10 speed in forests. A ninja with this skill doesn't suffer the accuracy penalty of Dense Woodland and Jungle terrain. Requirements: 10 post Chuunin Training done within the given terrain. |
-1 SP |
Plainswalker: Plains Terrain Bonus | Like the savage lion, you stalk your prey through the flatlands. Sitting in a field with no humanity for miles is a more pleasant thought than trying to navigate a busy city. Villages, cities, even mountains always seem constraining to you- you much rather have no obstructions on your horizon as you look in all directions- no walls for you! Gives +%10 speed in plains. A ninja with this skill suffers only half of the inaccuracy effects of High Grass terrain. Requirements: 10 post Chuunin Training done within the given terrain. |
-1 SP |
Spelunker: Cavern Terrain Bonus | What's the reverse of claustrophobia? Claustrophilia? If so, that's what you have. Four walls and the coolness of mother earth are what make you feel at home. Low light and some climbing gear is all you want for an afternoon alone. Gives +%10 speed in caves. A ninja with this skill only suffers a 2% chance to fall prone in Rubble/Ruins/Heavily Rocky terrain. Requirements: 10 post Chuunin Training done within the given terrain. |
-1 SP |
Weathered Shinobi | Well traveled, well worn and twice as good looking to boot. You are a traveler of the world and you have seen it all, or plan to. Sleet, snow, desert, rock, grass, ocean, savannah- you are the master of it all. Your footing is sure no matter what you find underneath it, and its often a surprise! Your fleetness of foot and love for exploration have brought you years of experience, and you put them to good use. Immune to all Terrain Effects. Gain +10% Speed Bonus in any terrain (does not stack with the other Terrain Bonus skill) Requirements: - Spelunker, Hydrologist, Nomad, Survivalist, Outdoorsman, Plainswalker, & Mountaineer Terrain Bonus Skills. - 10 post Jounin Training, Must have made at least 10 posts in seven different countries. |
-1 SP |
Name | Effects & Description | Ranks | Cost |
Medical Training | Medical ninjutsu requires countless hours of practice and study. Even the most basic form of medical ninjutsu can be the difference between life and death. While some dabble, others perfect this science with a degree of focus that borders on obsession. May learn Medical Ninjutsu Techniques. The maximum rank of Medical technique that can be learned is equal to your rank in this skill (1; Genin, 2; Chunin, etc.). Characters who do not possess "Path of the Medic" can only learn the first rank of this skill. Requirements: • Rank 2: Path of the Medic, Level 20 • Rank 3: Path of the Advanced Medic, Level 40 • Rank 4: Path of the Advanced Medic, Level 60 |
4 | -1 SP |
Medicine Maker | As part of your medical training, you have learned how to create medicinal items. The right combination of chemicals has been so ingrained in your mind that you can make them in your sleep. This character may write a training post creating medical items themselves instead of purchasing them. This training is treated as training alone unless being done with another character with this skill. The amount of EXP required to create the item is equal to it's cost. Staff have final say if an item is medical or not. Requirement: Medical Training Rank 2 |
1 | -2 SP |
Resuscitation | The ability to bring people back from the brink is almost the sole goal of your field. Resuscitation of a target allows you to breathe life back into those that may have been beyond help. Of course, this type of work is very taxing on the individual and the medic. Once per rank in this skill, as a Main Phase Action, this character may bring an 'unconscious' character’s Health back to one (1). This skill may only target a character once per battle. Requirement: Medical Training Rank 3 |
2 | -2 SP |
Emergency Care | Miracles happen- and you are the miracle worker. This skill may be activated as a Setup Phase Action. When this skill is activated, this character may add their Ninjutsu Modifier from 'Path of the Advanced Medic' twice to the next Healing Medical technique used in the Main Phase. This Character loses their next Setup and Main Phase. Requirement: Medical Training Rank 4 |
1 | -2 SP |
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 | Effects & Description | Ranks | Cost |
Tier 0 Subtle Elements | |||
Subtle Elements; Earth | May use Earth element techniques. Whenever an Earth Element technique is used, the user gains +8 to their Block Range on the following turn. This ability cannot stack with itself. All 5 'Subtle Element' skills share ranks. | 3 | -1 SP |
Subtle Elements; Fire | May use Fire element techniques. All Fire techniques deal an additional 5% of their total damage in 'Burning' damage on the following turn, rounded up. All 5 'Subtle Element' skills share ranks, however each skill may only be taken once. | 3 | -1 SP |
Subtle Elements; Lightning | May use Lightning element techniques. All Lightning techniques have a +8% chance to hit. This bonus is halved for Concentration based attacks. All 5 'Subtle Element' skills share ranks, however each skill may only be taken once. | 3 | -1 SP |
Subtle Elements; Water | May use Water element techniques. All Water Techniques cost 10% less. All 5 'Subtle Element' skills share ranks. | 3 | -1 SP |
Subtle Elements; Wind | May use Wind element techniques. Any response phase techniques used in response to a Wind Techniques have an additional 10% chance to fail. All 5 'Subtle Element' skills share ranks. | 3 | -1 SP |
Tier 1 Combinatorial Elements | |||
Combinatorial; Cloud | May use Cloud Element techniques. When a Cloud element technique is used, the user may subtract 20-x from their Speed Percentile, where the value of x is the character's level divided by 6, rounded up; the subtraction applied through this effect may never be less than 4. This effect may not be applied more than once per turn. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Water & Wind |
1 | -1 SP |
Combinatorial; Explosion | May use Explosion Element techniques. When calculating the damage of an Explosion element attack, treat the target's total Defense statistic as if it were reduced by 10%. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this skill, if they own it. Requirements: Subtle Elements; Earth & Lightning |
1 | -1 SP |
Combinatorial; Flare | May use Flare Element techniques. When a strike from a Flare element technique deals damage, apply one 'Flare Marker' to that opponent. For each 'Flare Marker' on an opponent they take +1% total damage from Flare element attacks. A single opponent may never gain more than three (3) 'Flare Markers' from a single attack or have more than ten (10) total 'Flare Markers' on them at a time. Each Main Phase Action an opponent takes removes one (1) 'Flare Markers' from them. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Fire & Lightning |
1 | -1 SP |
Combinatorial; Ice | May use Ice Element techniques. Ice elemental techniques have an additional 6% chance to Critically Strike; this is considered an 'Activated Effect' for the purposes of determining Critical Hit caps. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Water & Wind |
1 | -1 SP |
Combinatorial; Lava | May use Lava Element techniques. Lava techniques deal 10% of their base damage as Area of Effect damage to all opponents. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Fire & Earth |
1 | -1 SP |
Combinatorial; Magnetic | May use Magnet Element techniques. When rolling to dodge a Magnet element technique, the target subtracts 4 from the value of their dodge roll. The user of a Magnet element technique may recover up to two (2) Small Weapons in the same phase as the used Magnet element technique. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Earth & Wind |
1 | -1 SP |
Combinatorial; Plant | May use Plant Element techniques. Plant Element Medical techniques inflict "Induced Regeneration" for one (1) turn equal to 10% of the total amount of health healed. Offensive Plant Element techniques inflict "Poison" for 1 turn equal to 10% of the total damage. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Earth & Water |
1 | -1 SP |
Combinatorial; Sand | May use Sand Element techniques. Sand techniques give an additional 10% base health points on techniques that create constructs. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Earth & Wind |
1 | -1 SP |
Combinatorial; Scorch | May use Scorch Element techniques. Scorch techniques that strike the opponent raise the base 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 Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Fire & Wind |
1 | -1 SP |
Combinatorial; Smoke | May use Smoke Element techniques. Smoke techniques that strike the opponent also lower that opponent's chance to hit with attacks that turn by 8%. This negative is halved for Concentration based attacks. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Fire & Wind |
1 | -1 SP |
Combinatorial; Snow | May use Snow Element techniques. A player hit with a Snow Element technique takes damage to their Chakra or Stamina (inflicted player's choice) equal to 5% of their current Defense or Evasion (whichever is greater), rounded up. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Water & Wind |
1 | -1 SP |
Combinatorial; Sound | May use Sound Element techniques. The first strike of a Sound element attack also afflicts its target with one (1) turn of 'Deafened'. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Lightning & Wind |
1 | -1 SP |
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 8%. This negative is halved for Concentration based attacks. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Fire & Water |
1 | -1 SP |
Combinatorial; Steel | May use Steel element techniques. When using a Steel elemental technique, the user gains a piece of armor equipped in a slot of their choosing until the end of battle. This armor has one Special Attribute that reads, "Reduce the damage of the next technique that hits the wearer by 'x', where 'x' is equal to 10% of the Steel Technique that created this item's base cost. Destroy this armor once this effect is applied." In addition the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element, if they own it. 'Subtle Elements; Fire' damage from this element is dealt as 'Bleeding' damage instead of 'Burning' damage. Requirements: Subtle Elements; Earth & Fire |
1 | -1 SP |
Combinatorial; Storm | May use Storm Element techniques. The first time a target of a Storm Element attack successfully dodges damage from the attack, they must dodge an additional strike of the Storm Element with the same chance to hit. The additional strike deals 20% of the total damage that was dodged and has no effects. This may only trigger once per attack. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Lightning & Water |
1 | -1 SP |
Combinatorial; Vacuum | May use Vacuum Element techniques. Once per turn, when a Vacuum Element technique is used the the environment gains an 'Essence of Wind'. When using a Vacuum Element technique the user may consume three (3) 'Essence of Wind' from the environment to change the Climate to 'Strong Winds' for two (2) turns. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Lightning & Wind |
1 | -1 SP |
Combinatorial; Wood | May use Wood Element techniques. Once per turn, when a Wood Element technique is used the the environment gains an 'Essence of Wood'. When using a Wood Element technique the user may consume four (4) 'Essence of Wood' from the environment to change the terrain to 'Dense Woodland'. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Earth & Water |
1 | -1 SP |
Tier 2 Combinatorial Elements | |||
Combinatorial; Acid | May use Acid Element techniques. Acid techniques deal an additional 20% total damage to Constructs and ignore 20% of all Defense bonuses given from items, rounded down. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Fire, Lightning & Water |
1 | -2 SP |
Combinatorial; Crystal | May use Crystal Element techniques. When using a Crystal elemental technique, the user gains a 'Crystal Shard' consumable item until the end of battle. A 'Crystal Shard' item has the following effect: "The user gains x Chakra, where x is equal to 10% of the cost of the Crystal technique that produced this item's base cost. You may consume any number of these items as a single action." In addition, the user may chooses to apply the bonus from one of the Subtle Elements skills required to learn this skill, if they own it. Requirements: Subtle Elements; Earth, Lightning & Water |
1 | -2 SP |
Combinatorial; Dust | May use Dust Element techniques. Dust techniques have a chance to apply the 'Destroy Item' or 'Destroy Weapon' status effect to x target items, where x is equal to the base cost of the Dust technique divided by 200, rounded up. Opponent rolls 1d5 for each target when they are struck, with a roll of a one (1) destroying the item. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Earth, Fire & Wind |
1 | -2 SP |
Combinatorial; Glass | May use Glass Element techniques. When calculating Critical Damage applied by a Glass Elemental technique, treat the Critical Strike multiplier as if it were 1.75x total damage. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. 'Subtle Elements; Fire' damage from this element is dealt as 'Bleeding' damage instead of 'Burning' damage. Requirements: Subtle Elements; Earth, Fire & Wind |
1 | -2 SP |
Combinatorial; Plasma | May use Plasma Element techniques. If an opponent was struck with a Plasma technique in a turn, they take x unmodified damage during their Main Phase where x is equal to 20% of the total Chakra and Stamina they spend in that phase. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Fire, Lightning & Wind |
1 | -2 SP |
Combinatorial; Rust | May use Rust Element techniques. Rust techniques deal 15% of their base 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 Elements skills required to learn this element if they own it. 'Subtle Elements; Fire' damage from this element is dealt as 'Poison' damage instead of 'Burning' damage. Requirements: Subtle Elements; Earth, Fire & Water |
1 | -2 SP |
Tier 3 Combinatorial Elements | |||
Combinatorial; Gravity | May use Gravity Element techniques. Targets hit with a Gravity technique have +30% base Chakra and Stamina cost to all non-Advanced System actions in the following turn, rounded up. In addition, the user may choose to apply the bonus from one of the Subtle Elements skills required to learn this element if they own it. Requirements: Subtle Elements; Lightning, Water, Earth & Wind |
1 | -3 SP |
Tier 4 Combinatorial Elements | |||
Combinatorial; Dark | May use Dark Element techniques. All Dark techniques have +20% total effects and damage but cost 10% of the techniques base 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 element if they own them. Requirements: Subtle Elements; Earth, Fire, Lightning, Water & Wind |
1 | -4 SP |
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 element if they own them. Requirements: Subtle Elements; Earth, Fire, Lightning, Water & Wind |
1 | -4 SP |
Taijutsu Styles
Taijutsu Styles are explained in more depth under Taijutsu Styles: 5.10.
Name | Effects & Description | Cost |
Lotus Style | 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. Lotus Charges may be spent in the following way. • 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. Requirements: Konohagakure Ninja or 5 post training session with a ninja who already knows this skill. | -1 SP |
Crane Style | 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'. The first time a player activates Crane Style during a battle they gain two (2) 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 (2). 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 SP |
Wild Beast Style | 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. In addition to gaining Rage Charges through successful strikes with Wild Beast Style techniques, the user will also gain a Rage Charge every time they take damage from an opponent per turn (including ghost damage). A user may not gain more than one Rage Charges per opponent attacking them in a single turn. Additionally, Rage Charges may be spent in one of the following two ways. • 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. • 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 SP |
Momentum Style | 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. 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 SP |
Mountain Ox Style | 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. 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 the following way. • The user may spend an Ox Charge during their Main Phase to increase the base 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. Requirements: Iwagakure Ninja or 5 post training session with a ninja who already knows this skill. | -1 SP |
Serpent Style | 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 jointly 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. 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 lose all Venom Charges they have. 0 Charges: No bonus. 1 Charge: The user gains +4% chance to Critical Strike with all Taijutsu techniques. 2 Charges: The user gains +8% chance to Critical Strike with all Taijutsu techniques. 3 Charges: The user gains +12% chance to Critical Strike with all Taijutsu techniques. 4 Charges: The user gains +16% chance to Critical Strike with all Taijutsu techniques. 5 Charges: The user gains +20% chance to Critical Strike with all Taijutsu techniques. Additionally, the user may at any time during their Main Phase spend x Venom Charges to increase the chance of a single attack to critically strike. The amount of charges spent determines the bonus to the technique (see below). If five (5) charges are spent in this way and the user does not successfully hit any targets with the attack they regain all five spent charges. One (1) spent Charge gives +8%, two (2) spent Charges gives +20%, three (3) spent Charges gives +50%, four (4) spent Charges gives +90%, and five (5) spent charges gives +100%. Requirements: Otogakure Ninja or 5 post training session with a ninja who already knows this skill. | -1 SP |
Desert Aikido Style | 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". Counter Charges may be spent in one of the two following ways. • 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. • 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 a strike from their target in the Response Phase this turn. Requirements: Sunagakure Ninja or 5 post training session with a ninja who already knows this skill. | -1 SP |
Genjutsu Archetypes
Genjutsu Archetypes are explained in more depth under Genjutsu Archetypes: 5.30.
Name | Effects & Description | Cost |
Elemental Archetype | Traditionally, elements are comprised solely of Yang energy, while illusions are fulled by Yin energy. With a degree of mastery, one can mimic the formation of Yang energy like the Sage of the Six Fold Paths once did and bring their dreams to reality. Shinobi are trained to use unstable forms of chakra in this creation, leading their attacks to be more damaging. Users that focus on this archetype will gain the ability to use the Subtle Element and Combinatorial Element skills with Genjutsu techniques, replacing any physical damage bonuses with ghost damage. In addition, the user will receive +5% to their base ghost damage when they use elemental Genjutsu. The player still needs to have the Subtle Element and Combinatorial skills to use corresponding Genjutsu of that element. |
-1 SP |
Time Archetype | Shinobi trained to simulate the speeding and slowing of time are often put under an illusion themselves as training. They study how to masterfully simulate the speeds of time, causing not only their enemies to be hindered but also boosting the abilities of their allies. Time Archetype genjutsu gain an additional 10% to total stat additions and subtractions on Speed, Accuracy and Evasion. |
-1 SP |
Carnal Archetype | Shinobi trained within this archetype master the basics of genjutsu. They are able to powerfully submit the senses of the body and incorporate the ability to disable senses as second nature when using techniques. Their knowledge of how to bend their opponent's body to their will is one to be feared. Carnal Archetype genjutsu gain an additional 10% to total stat additions and subtractions on Taijutsu, Ninjutsu and Genjutsu. |
-1 SP |
Creational Archetype | Creating illusions are just a step behind creating life itself. Creationalists understand that there are more to illusions than the body and instead focus on the environment. This Archetype revolves around making the opponent believe that the terrain or climate around them has shifted to the point that their body reacts as if it were. Creational Archetype genjutsu get a -10% reduction to the cost if they are Area of Effect or Environmental jutsu. |
-1 SP |
Meditative Archetype | Not every genjutsu involves pain and submission, in fact genjutsu can be used to sustain one's self when their mind has become the battleground. Shinobi who study this archetype put themselves in a state of quick meditation that clears their head and regenerates their energies. This technique is so effective that their physical health begins to benefit as a result. The user may sacrifice their Setup Phase to recover 4% total ghost health and 1% of their total health if they use a Meditative Archetype genjutsu in their Main Phase. |
-1 SP |
Name | Effects & Description | Ranks | Cost |
Contract Manager | You have signed the summoning contract for a specific family of summons, bonding you to them in something akin to family itself. They will aid you in battle. Every time you take this skill, you may summon one additional Summon Family. This skill is required to use summons. Rank 1: -3 SP Rank 2+: -1 SP Requirements: Chuunin Rank, Level 30 |
∞ | ** |
Summoning Tattoos | Your dedication to the summoning arts is deep, dedicating your own body as a canvas for your work. The tattoo allows you to perform the ritual without chakra. User acquires one 'Summoning Tattoo' per rank. Once per battle per rank a tattoo may be used to perform 'Kuchiyose no Jutsu' for no cost and as if the technique was seal-less. Requires a 5 post training to acquire each tattoo. Requirements: Contract Manager |
3 | -2 SP |
Flash Summon | Ingenuity with your craft is the way you like it, thinking on your feet some might say. While your relationship with the summon family has grown, you can pull them at a moment's notice to defend you in a pinch. With a flicker of blood and a flash of space and time you can divert an attack towards one of your summons instead. The user may pay half the cost of 'Kuchiyose no Jutsu' (rounded up) to use the jutsu in their Response Phase. If they do, they may change the target of all physical attacks that target them to the summon instead. The summon may not roll to dodge, but otherwise may take any action it normally could as if it were their own Response Phase. If the damage from the redirected attacks would reduce the summon's Health to zero (0), any remaining damage and effects overflow to the user. The summon is removed from the battlefield at the end of the Response Phase. The use of 'Kuchiyose no Jutsu' in this manner is considered a Response Phase Jutsu and has a 5% chance to fail. May be used once per battle. Requirements: Contract Manager |
1 | -2 SP |
Rapid Recovery | With years of training with your pets you've honed your craft to more rapidly string together your attacks. Once per turn you may re-roll a failed Pet Ability cooldown dice. You must take the second result. This may be used a number of times equal to the ranks purchased. |
5 | -1 SP |
Name | Effects & Description | Ranks | Cost |
Chakra Flow | Maybe you have spent countless hours of meditation and practice, and have crafted your mind and body into a temple of self discipline. Or maybe you're just naturally good at it. Either way, your chakra circulatory system is of superb quality. 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. Requirements: User may not have any other skill (or bloodline skill) that affects Health, Stamina, or Chakra Regeneration. This skill may not be taught. |
2 | -5 SP |
Intestinal Fortitude | Strong like an ox- a description you have heard many times. You were always able to run a bit farther than others, jump a bit higher and last a bit longer. You are just a boundless well of energy when compared to others. Sometimes you just run around for fun because you have too much. 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. Requirements: User may not have any other skill (or bloodline skill) that affects Health, Stamina, or Chakra Regeneration. This skill may not be taught. |
2 | -5 SP |
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 | Effects & Description | Cost |
Path of the Artisan | Some Ninja are either exceptionally gifted at the creation and use of items in battle or work hard towards that mastery. These ninja are are more often than not viewed as the most inventive among their peers, and those that follow the Path of the Artisan in the past have been known to create some of the greatest items of legend, as well as the simple tools that nearly every Ninja has used for over a hundred years. Effect: Character gains 1 extra Jutsu Point per level. Artistic Mastery: (Choose Two) - Master of the Brush: May gain ranks of 'Scribe' for one (1) skill point and may gain 2 ranks of 'Scroll Arts' for one (1) skill point, up to rank 6. - Journeyman: May gain 'Successful' for one (1) skill point. - Tool Specialist: Whenever this character makes a physical attack that consumes, expends, or depletes a battle use limit of an item, that attack gains +3x% Chance to Hit, where x is the user's ninja rank. This ability does not trigger with Medium Weapons, Large Weapons, or Armor. - Stockpile: Once per battle the user may as a free action create a copy of a consumable item in their possession of base cost $40x or less, where x is equal to their ninja rank. Any inscriptions or augmentations made to this item are not copied. This item lasts until the end of the battle. RP Guide: - Characters that follow the Path of the Artisan devote a large portion of their free time towards increasing their skills and knowledge on how to improve the items and equipment they use daily, as well as create new, unique, or better versions of their equipment. They have a good eye for detail and a natural idea of how most things work, and are often obsessive over figuring out how the things they don't know work. Advanced Paths: - Path of the Assassin, Path of the Engineer, Path of the Wise. |
-1 SP |
Path of the Balanced | 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 just one path. Effect: Characters with this skill may reduce the cost of all Hybrid Techniques by -1 JP, to a minimum of 1. Additionally, characters with this skill may choose an Advanced Path from the ones allowed by their chosen Balanced Masteries. Road of the Balanced: (Choose Two) - Twisted Specialities: When taking a 'Subtle Elements', 'Taijutsu Style' or 'Genjutsu Archetype' skill the user may receive a free rank in one of the other two not taken whose base cost is equal to or less than the taken skill's base cost. For instance; if you take 'Subtle Elements; Fire' you may get one Taijutsu Style or one Genjutsu Archetype for free. May take 'Path of the Elementalist'. - Economy of Motion: All Hybrid Jutsu that involve Taijutsu do not require hand seals. May take 'Path of the Tactician'. - Mind's Eye: Every 100 points in Accuracy increases your chance to hit with Concentration based Genjutsu attacks by 2%. May take 'Path of the Mentalist'. - Body and Mind: When taking 'Inner Calm' or 'Steadfast Durability' the user gains a rank of the other for free. May take 'Path of the Warlord'. RP Guide: - Ninja on this path are open minded in their choices, opting for a wide variety of skills and abilities versus a focused concentration. They dabble in all the shinobi art forms, combining the arts of illusions and physical manifestation into one cohesive technique. Ninja who follow this path are generally more moderate than their peers, seeing the strengths (and weakness) in everything. Advanced Paths: - Path of the Harmonious. |
-1 SP |
Path of the Defender | Though few have the inner strength and willpower to do so, some shinobi 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. Effect: User gains 1 extra Jutsu Point every 3rd level and gains the skill 'Savior' for free. Garrison's Teachings (Choose Two) - Enlightened Defender: May learn 'Guard Expertise', the first rank is free. - Caring Heart: May learn 'Defensive Action Expert'. - Unbreakable: User is capable of gaining 'Resistance' and 'Toughness' 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 goals as a shinobi- to defend people, things, or causes. Advanced Paths: - Path of the Guardian, Path of the Tactician. |
-1 SP |
Path of the Medic | 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: This character no longer gains damage modifiers from their Ninjutsu stat. Whenever this character uses a Medical Ninjutsu they gain +x Evasion for one turn, where the value of x is equal to 2% of the Medical Ninjutsu's base cost for every 100 Concentration the character has. Supplementary Discipline: (Choose One) - Chakra Control: The skill "Chakra Training" no longer has a training requirement. The first rank of this skill is free. - Medicinal Merchant: Whenever this character would earn Ryo, they earn a voucher item equal to 10% of the Ryo earned. This voucher may be used like Ryo towards Main Site Medicinal Items. RP Guide: - A character that follows the Path of the Medic likely understands the fragility of life, and seeks to preserve it. Though not all medic-nin are caring, it is very likely that a shinobi 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. Advanced Paths: - Path of the Advanced Medic. |
-1 SP |
Path of the Mesmer | 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. They will use physical and non physical means to get their way, often through the aid of Genjutsu. Able to talk circles around even the most cunning of politicians, a skilled Mesmer could talk a brick mason into buying his own bricks. These people always have a plan, even if it is not obvious to those around them. Cunning and mysterious define a Mesmer, and they are often found rising to the top of organizations one way or another. 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 'Successful' for one (1) skill point. - Focused Mind: Gain 3 ranks of 'Genjutsu Shaper' for free. - 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. Advanced Paths: - Path of the Mystic, Path of the Sensor, Path of the Mentalist. |
-1 SP |
Path of the Pupil | For as long as there have been ninja, there have been students who seek to gain from the experience of their predecessors. While almost all ninja learn from a teacher in some way, there are others who devote themselves fully to learning everything there is to gain from others with more experience than they. Whether from one or many teachers, the most dedicated students glean tricks and short-cuts of the shinobi lifestyle and often follow in their footsteps. Effect: Gain 4 additional Jonin-Taught SP and 12 Jonin-Taught JP. Studious Mastery: (Choose Two) - Talented Pupil: This character gains the skill 'Quick Learner' for free. - Apprentice's Passion: Techniques paid for with Jonin-Taught JP cost -2 JP, to a minimum of 1 JP. - Disciple's Path: May select 1 PC or NPC that they have done at least 50-Posts of training with. May purchase the Advanced Path that is owned by the chosen PC or NPC instead of one the paths granted by this path. (Path of the Advanced Medic may not be chosen in this way.) - Inherited Contract: May purchase the first rank skill 'Contract Manager' for 1 Jonin-Taught SP. Summoning rolls made to summon the chosen family receive a +15 modifier. (Level requirements for 'Contract Manager' still apply.) RP Guide: - Characters that follow the Path of the Pupil devote themselves to taking advantage of the experience of their elders, and learning under the watchful eye of mentors. They often develop traits similar to their sensei, but are equally capable of being willful and rebellious students without sacrificing their ability to learn. Advanced Paths: - Path of the Mystic, Path of the Wise. |
-1 SP |
Path of the Puppeteer | Some shinobi 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. They love to create things to destroy things, and tinker with the inner machinations of both. Effect: Characters with this skill gain 1000 Ryo that may only be spent on puppets or puppet parts. In addition, they may take the skill 'Ninjutsu Mastery' with the choice "Puppets" instead of an element. If they do, all attacks made with a Puppet gain the bonuses of this skill. Kugutsu Mastery: (Choose Two) - Practiced Puppetry: Kugutsu No Jutsu no longer costs Chakra to use and may be used as a free action once per battle in the Setup Phase. - Ryo-Wringing Puppetry: Whenever this character would earn Ryo, they earn a voucher item equal to 10% of the Ryo earned. This voucher may be used like Ryo towards puppets and puppet parts. - Salvager Puppetry: Twice per battle as a free action in the Setup Phase you may treat a puppet you control as if it had one (1) puppet part from a destroyed puppet you previously controlled this battle. This effect lasts for two (2) turns. The puppet part targeted by this effect may not be more than ten (10) part slots in size and must respect size requirements on the non-destroyed puppet. The puppet part is considered to be the same part for any considerations of battle limits or other restrictions. The non-destroyed puppet does not require open part slots for this ability. - Swarm Puppetry: Small puppets used by this character begin battle with an additional +40x Durability, where x is the user's ninja rank. 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 than most, and have a tendency to 'become' their weapon, allowing their attacks to flow with the grace of a dancer. Advanced Paths: - Path of the Engineer, Path of the Guardian. |
-1 SP |
Path of the Scout | 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. Effect: This character's base travel post requirements are reduced by 500 words, to a minimum of 100 words. As long as this character is role playing as a navigator, characters in the same thread as this character have their base travel post requirements reduced by 200 words, to a minimum of 100 words. Scout's Passage: (Choose Two) - Wilderness: 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. - Alertness: The user's speed is treated as 1.5x at the start of a battle when determining turn order. - Terraformer: Terrain and Climate jutsu the user perform cost 15% less chakra or stamina, rounded up. RP Guide: - The character should have a love for travel, be a capable communicator, and should -not- have any skills which conflict with navigation. These characters always have a strong grasp of east, west, north, and south, and are nearly always able to discern where they are geographically. Intelligence and persistence would be useful personality traits for scout characters. Advanced Paths: - Path of the Mercenary, Path of the Sensor, Path of the Tactician. |
-1 SP |
Path of the Shaman | 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. Effect: Character gains 1 extra Jutsu Point every other level. Nature's Path: (Choose Two) - Cosmic Alignment: May purchase five ranks of 'Subtle Elements'. - Rainbow Chakra: "Combinatorial; (element)" skills of Tier 2 or higher cost one less Skill Point. You must always, however, pay a minimum of 1 skill point. - Earthen Rage: May purchase 'Shiva, The Destroyer' for 1 skill point. - Fighter's Spirit: May take 2 ranks of 'Ninjutsu Mastery' for 1 skill point. RP Guide: - Pacifists in nature these characters rarely lust for blood. Nor will they go out of their way to cause needless death and destruction. They can almost never bring themselves to inflict harm upon the earth as wildly manipulating the elements to destroy the land harms their deep connection with the world; an action which resonates in their own bodies. These characters have a deep respect for all things living and dead, and have been rumored to commune with spirits long passed. Advanced Paths: - Path of the Elementalist, Path of the Mystic. |
-1 SP |
Path of the Tamer | For some ninja battle is the sound of fire raging and of steel clashing, but for others combat is much different. Guttural snarls replace the hiss of weapons being unsheathed for they do battle with well-trained animal companions. To a Tamer animals are as good as people and they often tend to prefer the company of the animals they train over other ninja, for their animals can always be depended on. Effect: Characters gains one (1) Training Point per level. Wild Talent: (Choose Two) - Pack Mentality: This character's pet(s) give a +0.5 EXP bonus to this character and others for purposes of Training EXP. This does not stack with multiple pets owned by the same character. - Bonded Instincts: When a Pet Technique is used for the first time in a battle, that technique gains a +4x% chance to hit, where x is the user's ninja rank. This bonus is halved for Concentration based attacks. - Combat Sense: Gain 3 ranks of 'Rapid Recovery' for free. - Savage Attack: When using a Pet Basic Attack the value of x is equal to the user's level instead. RP Guide: - Those who follow the Path of the Tamer are ninja who bear deep connections to animals and the natural world. They are often extremely perceptive; able to use their senses to an almost animal extent. Loyalty is very important to Tamers, who form strong bonds with people and animals alike, and though they tend to favor more physical pursuits some tamers are known to specialize in caring for the health of the animals that they train and learn 'Veterinary Ninjutsu'. Advanced Paths: - Path Of The Mercenary, Path Of The Sensor, Path Of The Tactician. |
-1 SP |
Path of the Warrior | Within every class of shinobi, 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 over time, and a warrior grows fairly quickly in skill in regards to their peers. Effect: Gain 1 extra Jutsu Point every other level. Warrior's Way: (Choose Two) - Brutal Warrior: May take 2 Ranks of 'Martial Artist' for 1 skill point. - Dedicated Warrior: May take 'Vishnu, the Protector' for 1 skill point. - Weapon Warrior: May take 2 Ranks of 'Warrior (weapon)' for 1 skill point. - Elegant Warrior: May gain 2 ranks of 'Steadfast Durability' for 1 skill point. 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 embedded within the arts. The personalities of a warrior vary, though they fight with power more often that tact. Advanced Paths: - Path of the Assassin, Path of the Mercenary, Path of the Warlord. |
-1 SP |
Walking a Different Path | 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: When taking this skill, the character may remove their current Basic Path from their character sheet. All bonuses and/or effects granted by this character's previous path are removed retroactively as if the player never had this Basic Path. Any skills, techniques, items, currency, or other bonuses that were obtained through the path may be refunded. If they are not, the character must pay the full SP, JP, money, or words required to normally purchase them if they still meet the requirements to learn them; the amount that must be paid is calculated as the difference between the total cost and the previously reduced cost. All refunds or payments made this way must be fully accounted for in the character's logs in addition with the name of the original path that was removed. Requirements: - Players may use this option only once and may do so only prior to learning an Advanced Path. You must meet any requirements of the new path chosen and this may not be used for Advanced Paths. |
-0 SP |
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, and 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 | Effects & Description | Cost |
Path of the Advanced Medic | 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. Effect: Medical Ninjutsu gain +1% base healing for every forty (40) points in the user's Ninjutsu stat. Role Play Trait: +1 Academics Anatomical Mastery: (Choose One) - Medical Genius: At each ninja rank the user may chose two (2) status effects, to a total of eight (8) at Sennin rank. Status effects with a variable cost or a maximum duration of one (1) turn may not be chosen. When using a Medical Ninjutsu that only heals Health, this character may choose to spend 1.5x Chakra to remove a single turn of one of their chosen status effects that their target is inflicted with. The value of x is equal to the cp cost of the status effect being removed. - Shield Creation: Whenever a Medical Ninjutsu heals a character, that character gains a shield that absorbs an amount of damage equal to 20% (rounded down) of the health restored. The shield lasts until depleted or the end of that player's next turn. 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 medic-nin are caring, it is very likely that a shinobi 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 that follow the path of the Advanced Medical Ninja are innately caring, their capacity to show this it is usually diminished, and in the case of some, it is usually hidden behind a fear of loss. Requirements: - Chuunin. Must have Path of the Medic. |
-1 SP |
Path of the Assassin | Although all ninja are supposed to be able to perform assassinations, there are assassins and then there are assassins. These Ninja are dedicated to the highest forms of stealth and the most silent ways of killing; mastering the use of poisons and traps. They value precision in their attacks rather than brute strength, and quickly find their opponent's weakest points by taking advantage of their extensive knowledge of human anatomy and behavior in battle. Effect: This character's natural critical range is on a dodge roll of a 1-10 rather than on a roll of a 1. Role Play Trait: +1 Stealth Master of Death: (Choose Two) - Art of the Body: Allows for the skill 'Poison Creation Master' to be purchased. The skill 'Poison Creator' is free. - Art of the Cloak: Dynamic traps used by this character do not lose the bonus chance to hit on ninja that they have had the traps used on them before. The chance to hit bonus for Set Traps used by this character increases by 4x% per turn instead and has a maximum bonus of 20%. This bonus is halved for Concentration based attacks, rounded up. - Art of the Blade: Allows for the skill 'Sinister Calling' to be purchased, the first rank is free. - Art of the Shadow: Twice per battle after a failed dodge roll this character may roll to dodge a second time. The result of this second roll must be used. RP Guide: - A character that follows the Path of the Assassin pursues the true title of 'ninja'. These quiet and calm shinobi kill with the utmost efficiency and stealth possible, never alerting those of their motives. You will not see an Assassin yelling their technique names or jumping boldly at their opponent's from the front. Being an apothecary of death and mutilation, assassins are masters of traps and poisons. They goad their opponents into making deadly mistakes through their trickery and deceit. Their knowledge of human weakness is extensive, and they take a certain pleasure and sense of accomplishment in watching their opponents walk to their deaths slowly and painfully. Requirements: - Chuunin. Must have Path of the Artisan or Path of the Warrior. |
-1 SP |
Path of the Elementalist | A character who follows the Path of the Elementalist is a master of the most complex chakra natures known to shinobi. By virtue of their own chakra, or with extreme training, they have gained a greater understanding of the nature of the elements and how chakra affects them. Effect: User may learn their second Elemental Specialty at Level 60. Additionally, they get a third Elemental Specialty at Level 90 (which requires five post training). Role Play Trait: +1 Ninja Arts Elemental Mastery: (Choose Two) - Chakra Guard: May take 2 ranks of 'Resistance' for 1 skill point. - Prismatic Chakra: Ninjutsu techniques that use Combinatorial Elements have their base and any upkeep costs reduced by 10%. This may stack with other cost reduction effects. - Elemental Apex: When using Ninjutsu techniques with Combinatorial Elements, the user may choose to apply an additional bonus from one of the Subtle Element skills required to learn it, if they own it. - Affinity Attunement: You may choose your first Elemental Specialty. Additionally, you do not need to train for your Elemental Specialities. RP Guide: - A character who follows the Path of the Elementalist is a master of the most complex chakra natures known to shinobi. By virtue of their own chakra, or extreme training, they have gained a greater understanding of the nature of the elements and how chakra affects them. Elementalists often give off experienced demeanors, and tend to look down on more basic uses of elemental ninjutsu, but are often some of the most gifted teachers. Requirements: - Chuunin. Must have Path of the Shaman. |
-1 SP |
Path of the Engineer | Invention. The process of taking something and making it into something new. Many people have creative drives in their lives but few are driven by it as thoroughly as the engineer. Whether it is through weaponry, armor, equipment or calligraphy, they are always looking for ways to improve and innovate their craft. Effect: The maximum passive equipment bonus for this character is 15% instead of 10%. Role Play Trait: +1 Ninja Tools Manufacturing Mastery: (Choose Two) - Armorsmith: Whenever this character would earn Ryo, they earn a voucher item equal to 10% of the Ryo earned. This voucher may be used like Ryo towards armor. - Dutiful Construction: Weapons and items created by a character may have at most three (3) special abilities. Armors created by a character may have at most two (2) special abilities. - Tools Expertise: Whenever the user purchases a ninja tool they may gain an additional copy of that tool for free. In addition, the user may upgrade a single ninja tool by one rank through a 5-post word thread. - Duo Calligraphy: Whenever a player inscribes a technique onto a scroll they may inscribe a second technique of a lower rank onto a second scroll for free. RP Guide: - A player on the Path of the Engineer should always be tinkering with an idea in the back of their mind. They can never quite pull themselves from their metaphorical workbench, ideas always pop up no matter what they are doing. Always interested in the way things work, they are a natural learner when it comes to creation. This player is much more likely to build their own solution than to purchase it from another. Requirements: - Chuunin. Must have Path of the Artisan or Path of the Puppeteer. |
-1 SP |
Path of the Guardian | 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 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. Effect: Every 5 levels gain another Jutsu Point. Once per battle, the user may negate a single critical hit and take normal damage instead. In addition, choose two of the following abilities. Role Play Trait: +1 Survival Teachings of the Aegis: (Choose Two) - Elusive: User may take 'Iron Will', 'Knowing the Elements', and 'The Seeing Mind' for -1 SP. User may also take these skills an additional time for every rank after Chuunin at the same cost. (Jounin — 3 Total Ranks; Sennin — 4 Total Ranks) - 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'. - In Shining Armor: Shields and Barriers created by this character gain an additional 15% total health. RP Guide: - A character that follows the Path of the Guardian 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. They will gladly exchange their life for that of an innocent bystander. Requirements: - Chuunin. Must have Path of the Defender or Path of the Puppeteer. |
-1 SP |
Path of the Harmonious | Honing their expertise in many disciplines, these shinobi are adept at controlling and combining their energies. At this stage, some focus on so many disciplines that their energies are inseparable and interchangeable, and have found ways of performing 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. Effect: User gains 1 extra Jutsu Point every 3rd level. Role Play Trait: +1 Instinct Harmony's Path: (Choose One) - Pooled Energies: The user may take 'Extreme Will' and 'Extreme Endurance' at the cost of 1 SP each, as well as a third rank of each skill for 1 SP. Additionally, the user may choose to substitute any Chakra cost with Stamina or vice versa, usable x times per battle according to ninja rank*. - Unrelenting Force: If any non-permanent ability would stop you from using a certain type of technique, you may use hybrids that involve that technique so long as you are able to use one of the types that compose it. In addition, Response Phase jutsu used against hybrid techniques from the user have an additional 10% chance to fail. - Perception of Self: Every 40 points in Ninjutsu and Taijutsu increases stat additions from Genjutsu on yourself by 5 points. *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 willing to devote themselves to a single path, these shinobi will try just about everything at least once in their life. Those on the Harmonious path are continuously seeking and creating, finding new ways to forge harmony between the various shinobi arts. The ninja themselves can be as diverse as the techniques they wield though they all share an underlying appreciation for making opposing forces work together. Requirements: - Chuunin. Must have Path of the Balanced. |
-1 SP |
Path of the Mentalist | While some ninja work on honing their body to be the ultimate weapon, others focus on the mind. Mentalists are those who have learned every specific facet of the human mind they can possibly comprehend. They are able to manipulate the firing synapses of the brain to alter the flow in opponents and allies. Pull information from the minds of even the most stubborn of foes. They have broken so many mental barriers that their own seem nearly impervious. There are even some who have discovered means by which they may pull information from an unwitting or unwilling mind. By learning and mastering as much as humanly possible about the human brain and it's connections throughout the body, Mentalists are a dangerous force to be reckoned with. Effect: User now applies 25% of their Genjutsu stat modifier on Genjutsu that adjust the stats of themselves or allies. Role Play Trait: +1 Charisma Survival Skills: (Choose Two) - Sound Mind: User now applies 100% of their Genjutsu Stat modifier on Genjutsu that adjust the stats of themselves or Allies. In addition, the character's Genjutsu stat may no longer modify Ghost Damage. - Mental Labyrinth: The cost to upkeep a Genjutsu is now 60% per additional turn. In addition, the Maximum Duration for Genjutsu is now 6 turns. - Cognitive Dissonance: May take 2 ranks of Genjutsu Creator for -1sp. - Forced Recollection: User may take "Memory Archetype - Knowledge" and "Memory Archetype - Experience". RP Guide: - Mentalists are masters of the art of Genjutsu. They should be very familiar with the connections in the brain and how those connections affect everything else. They can be masters of getting people to spill information, even if it's against the person's will. They have boundless imaginations and machinations that seem to match the grandiose illusions that they create. Requirements: - Chuunin. Must have Path of the Mesmer. |
-1 SP |
Path of the Mercenary | Some shinobi 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 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. Effect: User may gain one (1) rank of 'Successful' for free. Role Play Trait: +1 Athletics Survival Skills: (Choose Two) - Resilient: The skills 'Second Wind' and 'Iron Will' cost one (1) Skill Point each. - Versatile: This character can choose one of the bonuses from either Path of the Scout or Path of the Warrior. The same 'bonus' cannot be chosen twice. - Professional: When completing a Mission or Gamemaster Arc this character may choose to gain 10% less EXP to gain double that amount in Ryo instead. RP Guide: - A character that follows the Path of the 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. Requirements: - Chuunin. Must have Path of the Scout, Path of the Tamer, or Path of the Warrior. |
-1 SP |
Path of the Mystic | 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 of existence 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. 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. Role Play Trait: +1 Ninja Arts Summoning Mastery: (Choose Two) - Ink Mastery: The user gains one rank of 'Summoning Tattoos' for free. Whenever using a Summoning Tattoo the user and the summoned creature gains 'Haste' for two (2) turns. - Response Mastery: May gain ranks of 'Flash Summon' for one (1) skill point, may take one (1) additional rank of 'Flash Summon', and 'Flash Summon no longer has a 5% Chance to Fail. - 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: Once per battle, the user may use Kuchiyose No Jutsu in the Setup Phase. When using Kuchiyose No Jutsu in this way, the user must pay an additional 50% of the technique's base cost. This additional cost may not be reduced by any means. 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. Requirements: - Chuunin. Must have Path of the Mesmer, Path of the Pupil, or Path of the Shaman. May not have the skill 'Unsavory Chakra.' |
-1 SP |
Path of the Sensor | 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. 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. Role Play Trait: +1 Perception 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 has a very acute sense 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. Requirements: - Chuunin. Must have Path of the Mesmer, Path of the Scout, or Path of the Tamer. |
-1 SP |
Path of the Tactician | 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 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. Effect: You gain the skill "Master Tactician" for free. Word requirements for missions are reduced by 15% of their total for all participants, rounded up. This does not stack with any other bonuses. In addition you gain one of the following abilities. Role Play Trait: +1 Investigation Tactical Advantage: (Choose One) - Strategy Tactics: The user may use the skill "Strategist" twice per battle instead of once. They must still purchase the skill normally. - Genius Tactician: You may add additional custom Tactics to the "Master Tactician" skill. The first two (2) added are free and each additional Tactic beyond the third will cost one (1) Skill Point. These must be approved as if they were normal skills. - Combat Brilliance: The Tactician may choose to have any of their offensive Main Phase jutsu gain the ability "Coalescence [X, Jutsu Z]" (See Jutsu Rules 5.31; Coalescence). The value of X is decided by the Tactician when they use their jutsu. "Jutsu Z" can be any unresolved offensive Main Phase jutsu that any number of allies decided to use on their turn. The Tactician must declare which allies are part of this ability at the time of use. All types, damage and effects of the jutsu that make up the Coalescence jutsu are combined. This may break cost caps, but may not break duration caps for status effects. The rank of the Coalescence jutsu is considered to be the highest rank of the jutsu used in the combination. If the damage of the Coalescence technique would exceed twice the damage of the strongest jutsu used in the combination, it is capped at that value instead. All techniques combined must be Area of Effect or non Area of Effect. This effect may be used once every three (3) turns. 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. They rarely come into direct contact with their enemy on the field of battle. Instead, the tactician is calculating and efficient; they would rather push their opponents into making mistakes and punish them dearly for it that fight head to head. They tend to be distant to others from time to time, due to their observant nature and intelligence. However, other times they are very charismatic, able to use words in order to inspire armies or instill fear in the hearts of others. Tacticians tend to find themselves in leadership roles, regardless of whether or not they desire them. Requirements: - Chuunin. Must have Path of the Defender, Path of the Scout, or Path of the Tamer. |
-1 SP |
Path of the Warlord | Through devotion to their chosen disciplines, or in many cases simple innate talent, the shinobi whom might be called 'true warriors' have grown to be masters of their art, or well on the way to being masters. Effect: All Response Phase Jutsu used against Taijutsu or Basic Attacks from the user have an additional 10% chance to fail. Role Play Trait: +1 Agility War Mastery: (Choose One) - Advanced Taijutsu Warrior: May take 'Extreme Endurance' for 1 skill point. May take two additional ranks of 'Extreme Endurance'. Your Basic Unarmed Attacks gain normal Taijutsu damage modifiers. - Advanced Weapon Warrior: May take 'Strategist' for 1 skill point. May take 'One-Handed Seals' for 1 skill point without training. Your weapons may be upgraded to level 120 (works like a level 100 weapon for anyone without this path). RP Guide: - A character that follows the path of the True Warrior continues their journey 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 brute power over tactics, leaving them susceptible to more deceitful or indirect opponents. Requirements: - Chuunin. Must have Path of the Warrior. |
-1 SP |
Path of the Wise | A wise shinobi is a source of great knowledge to those around them. They have either spent their lives hidden behind books or travelling all over the world, but in either pursuit they have gained much experience. These learned ninja have much to offer those around them, and are frequently sought out by the next generation of ninja to act as tutors and sensei. Despite their often studious nature, these ninja are not to be underestimated. In their delves for esoteric information, many hold the secrets to powerful, and ancient abilities. Effect: Character gains 1 Skill Point every 2 levels beyond level 50 instead of 2 every 5 levels. Role Play Trait: +1 Academics Knowledge Mastery: (Choose One) - Mentor: While this character is present, they grant an additional bonus EXP per line and raises the maximum EXP per line for all characters training with them by +1 EXP, including themselves. Word and time requirements for skills or techniques learned while this character is present are reduced by 25%. This ability may not be used by NPC characters and does not stack with itself. - Academic: This character may teach other characters an additional two (2) Skill Points and twelve (12) Jutsu Points worth of Jounin Taught Techniques. In addition, this character may gain 50% of the EXP they would normally gain when training for abilities that do not normally grant EXP. This ability may not be used by NPC characters and does not stack with itself. 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. Requirements: - Chuunin. Must have Path of the Artisan or Path of the Pupil. |
-1 SP |
Hindering
At character creation you may have at a maximum of +8 SP from Hindering Skills. Hindering Skills may not be gained normally and require special staff permission to be gained after character creation. Gaining a new Hindering Skill will likely be the result of a traumatic experience in character, or some other role play intensive reasoning that would explain how it came about.
Name | Effects & Description | Ranks | Cost |
Overcome Your Problems | Dads leave. Get over it. This character may remove any Hindering Skill they gained at character creation. Hindering Skills they gained after character creation need special staff permission to be overcome. The character must spend x skill points to remove the Hindering Skill, where x is the points the skill gave them. |
∞ | -- |
Academy Student | Possessors of young minds and fruitful imaginations, Academy Students are perhaps one of the only pure things about the Shinobi world. They know little of bloodshed or strife, and only see their superiors as radiant heroes. Often, these young boys and girls are disillusioned and lead astray by dreams of fame and power; they believe that a Shinobi life is one of pure glory, and that freedom from all their suffering is but a Jutsu away. As expected, these young children have poor strength and chakra manipulation, but are willing to learn. Their dreams often turn them into willing, if not impossibly overbearing students. This skill may only be taken at character creation. Characters with this skill begin play at the rank of Academy Student, which is considered to be below the rank of Gennin. Academy Students begin play at level U4 and begin with 100 Stat Points, 2 Jutsu Points and 1 Skill Point. Level progression proceeds as follows: U4, U3, U2, U1, 0. As they progress an Academy Student gains one (1) Jutsu Point at level U3 and U1 and one (1) Skill Point at level U2. Progression between levels U4 and 0 requires 200 Experience per level. Upon reaching level 0, the Academy Student must pass an exam to become a Genin. Upon completion of the exam they receive an additional 1 SP and 2 JP as a rank bonus. Academy Students may not train by themselves for experience, and may not purchase techniques above their rank. Levels and ranks gained by this skill do not count toward any other effect. Jutsu of the Academy rank have a maximum CP of 40, and utilize a 3:2 ratio when determining chakra and stamina costs. Academy Students may begin play with 1 additional free Academy Technique of their creation. Basic Path skills may not be taken until reaching level 0. If a character starts with enough TXP to make them level 0 or higher, they must still complete their exam to become Genin, even if it is retroactive in their past. |
1 | 0 SP |
Addiction | Everyone keeps saying you should quit... maybe tomorrow. This character must consume an item with the effect "Addictive; x" in their first turn of battle, where x is equal to or greater than their rank in this skill. If they don't, all of their stats are reduced by 50% of their Total until the item is consumed. "Addictive; x" may be added to a consumable item for $20x. |
3 | +1 SP |
Chakra Leak | Chakra just seems to leak from you all the time. The more you exert yourself, the more chakra you will leak. You've learned to work around this over time. For each rank of this skill, whenever this character performs a technique it costs 5 additional Chakra per ninja rank of the technique. |
3 | +1 SP |
Claustrophobic | Whether through instinct or experience, the character simply can't deal with the confined nature of some places. While they might even be able to function in ordinary situations, the stresses of combat overwhelm them for a few seconds. The first time this character begins a turn in an underground, indoor, or otherwise confined space they are 'Stunned' for one (1) turn. On the following turn this character is 'Afraid; 1' of all opponents for one (1) turn. |
1 | +1 SP |
Clumsy | You've never been very graceful. Whether it is tripping on your own feet, knocking over desks in class, dropping plates when washing them or tearing your brand new clothes there seems to be a cloud of bad luck that follows you everywhere. It might be time to admit that you're just not very coordinated. All actions you take have an additional 5% chance to fail. |
1 | +2 SP |
Compulsive Catch Phrase | The character has a compulsive habit to repeat the same catch phrase over and over multiple times a day. It is borderline disease in nature, and if the character does not, or is unable to say the catch phrase so often, their morale drops subconsciously, leaving them considerably weaker. Dattebayo. The character must say their catch phrase at least once every 50 spoken words or once every 800 written words, which ever comes first. This count is kept between posts. If the character fails to meet this requirement they take a -5% reduction to all of their non-tank stats, cumulative. This reduction lasts for the rest of the day in character or at least two (2) days in real life, which ever is longer. The chosen phrase must be at least one word. |
1 | +2 SP |
Coward | Some might call you a coward, but you like to think of it as smart. I mean, why shouldn't we all be afraid of powers greater than our own, that's just a survival instinct... right? The first time any opponent uses a Kinjutsu or technique of a higher ninja rank than this character, this character is 'Stunned' for one (1) turn. On the following turn this character is 'Afraid; 1' of all opponents for one (1) turn. |
1 | +2 SP |
Damage Prone | You're a bit of a wimp. Tender skin, soft hands, brittle bones- whatever the reason you are just really bad at taking a hit. This character takes double physical damage. |
1 | +4 SP |
Defender | A Defender's past experiences or loving nature will not allow others to suffer in front of them. A Defender will do anything possible to save their allies from harm, throwing themselves between their allies and enemies to do so even if they know it could kill them. During this character's turn, if a non-clone ally is the target of an unresolved attack that did not target the user as well, this character takes the attack instead. This character may only apply 50% of their total defensive modifiers. Only triggers once per battle per ally. |
1 | +2 SP |
Fear of [Element] | A traumatic event in your past has ingrained a deep fear in this element. Maybe a fire in your home, or a flood that took a family member. No matter the reason, just the sight of this element can bring your to a frozen state of pants pissing terror. The first time an action of [Element] type or a Tier 1 Combinatorial that includes [Element] is used in battle this character is 'Stunned' for one (1) turn. On the following turn this character is 'Afraid; 1' of all opponents for one (1) turn. May only choose Subtle Elements. |
5 | +1 SP |
Feeble Minded | Your mind just cannot unravel the mysteries of Genjutsu. You are also not very good at puzzles or word games. This character takes double ghost damage. |
1 | +2 SP |
Hemophobia | You have an irrational or extremely rational fear of blood. Whether it is something you just can't stand or a trigger for a terrible memory, you just can't help but lose control when you see it. The first time anyone in battle is afflicted with the 'Bleeding' status effect this character is 'Stunned' for one (1) turn. On the following turn this character is 'Afraid; 1' of all opponents for one (1) turn. |
1 | +1 SP |
Insecurity | You've had a history of lacking confidence. Should you really be here? What if you mess everything up! Lives could be at stake, there has to be someone better than you for this job! Every time this character misses with an attack that targeted an opponent they gain a stacking -10% chance to hit on all attacks. Half this effect for Concentration based attacks. This negative resets if they successfully hit an opponent with an attack. |
1 | +2 SP |
Lazy | Sometimes a shinobi, for whatever reason, doesn't feel like having to physically act, and would rather do nothing or play games, or perhaps take a nap. At the start of each turn in combat this character rolls 1d10. On the result of a 1 they are afflicted with 'Slow' for one (1) turn and 'Tired' for two (2) turns. On a result of a 10 they are afflicted with 'Stasis' for 1 turn. |
1 | +2 SP |
Lonely | Some people can go through life relying only on their own strength of will, facing off against the world by themselves. Unfortunately, others are eternally desperate for companionship and find the idea of operating on their own as demoralizing as they do terrifying. Characters with this skill reduce Experience gained when training alone by 50%. Characters with this skill may not take missions alone. |
1 | +3 SP |
Merciful | You bring mercy to your opponents on the battlefield, no matter how terrible they may be. You refuse to bring yourself to their level, and as such will always pull back on that finishing blow. Not to say you won't finish them, but everyone deserves the chance to surrender. As long as this character is conscious and participating in battle the first time a primary opponent's Health or Ghost Health is reduced to zero (0) or less in a battle they are reduced to one (1) instead and have all status effects removed from them. This skill must be shared at the start of battle. |
1 | +2 SP |
Naive | Sometimes there's just so great a deal that you cannot pass it up! Merchants are kind and honest people who look to sell their wares at a fair rate. They're giving back to their community! You're helping the economy! Wait... how come that person gets it for half off? This character pays an additional 25% whenever they spend money. |
1 | +1 SP |
Narcissist | You are a walking god among mankind. Flowers bloom where you go and people bow to your greatness. You are the one in a million, the genius that is born only once in a lifetime and you will change this world for the better. But... how can someone so inferior to you even think of striking such an important person? Are they insane, out of their mind? You are invulnerable! How dare they! The first time this character takes damage in battle this character is 'Stunned' for one (1) turn. On the following turn this character is 'Enraged' for one (1) turn. |
1 | +2 SP |
Pervert; [Gender] | Many compare you to a young Jiraiya... It's not a compliment. Whenever this character attacks a [Gender] opponent for the first time in battle they are immediately afflicted with 'Charmed' against that opponent for two (2) turns. By default you may only choose male or female, however with staff permission you may choose physical characteristics instead. |
2 | +1 SP |
Protector | A Protector's love for mankind drives him to save the lives of innocents and allies alike by doing anything possible to stop an attack against them. When they see their friends being attack they can't help but make themselves a living decoy. Whenever a non-clone ally is the target of an attack that does not also include this character, this character gains -10% total Evasion, stacking to a maximum of -50%. This Evasion negative lasts until the character is successfully hit with an enemy attack, at which point this Evasion negative is removed. |
1 | +2 SP |
Self-Defense | You have a soft heart, one that does not like violence. You may have chosen the wrong career path. This character, their clone(s), and their pet(s) may not perform an offensive action until an opponent has performed an offensive action on them or an ally. This skill can be ignored after this character's third turn in combat. |
1 | +2 SP |
Slow Learner | You are not good with books or studying, and you always need to ask the teacher to repeat what they just said because you just didn't quite grasp in the first time around. You are not stupid, you just don't soak up information like a normal person does. This character gains -10% EXP From Training, Battles, Gamemaster and Mission rewards. Bonus EXP is not included in this. |
1 | +2 SP |
Slow to Adapt; [Terrain] | You do not think well on your feet, and you are not very good at adapting to situations. You like to stick your feet on familiar ground and go about the battle plan that you have practiced. Deviation from that throws you off. This character suffers -10% to their total Speed when in any terrain aside the chosen one. Only terrains with effects will trigger this skill. |
1 | +1 SP |
Talentless | You are slow at learning techniques, the concepts are harder for you to understand. But quality over quantity, right? This character must pay twice the amount of Jutsu Points for each technique they learn. |
1 | +4 SP |
Tenketsu Strain | Your chakra has a corrosive nature to it, burning you whenever you use it. You can ignore the pain at times, but if you use too much it becomes overwhelming. Whenever this character spends Chakra or Stamina they take 10% of the amount spent as damage, rounded up. |
1 | +2 SP |
Unsavory Chakra | You have an aura that animals and summons just seem to dislike. Dogs never want to be around you long and cats avoid you entirely. Even your own summons prefer not to deal with you. Its nothing personal, you just give them the willies. This character rolls 1d30 instead of 1d50 when making summoning rolls. This skill may only be taken if the user has the skill 'Contract Manager'. This skill may be taken when the character learns 'Contract Manager'. |
1 | +2 SP |
Vision Impaired | Mother nature didn't choose you in her grand scheme of selection, but human ingenuity gave you another chance. You must have really impressed someone at the ninja academy to still be allowed to take part in this job. Because I mean, god damn, I'm all about equal opportunity but somethings you just need to be able to do the job. I mean really. Did you even take a physical exam? If this character does not have an item for corrective eyesight equipped they lose 15% of their Accuracy and Evasion for each rank in this skill. Corrective eyesight items must cost at least $50. |
3 | +1 SP |
Trauma Skills
Trauma Skills represent permanent damage to a character that can be accumulated over the course of the game. These skills have no cost and cannot be taken without special staff permission. If you are interested in one of these contact a gamemaster!
Name | Effects & Description | Ranks | Cost |
Loss of Leg [Right or Left] | You've lost your leg in some sort of accident and now you're stuck with one or maybe none. You're making it on with your life, but you'll always be missing that limb of yours. This character is permanently under the effect of 'Shackled [Leg]'. If more than one (1) rank is obtained, this character is permanently under the effects of 'Shackled [Paired Legs]'. |
2 | ⁿ/ₐ |
Loss of Arm [Right or Left] | Somehow you've lost one or two of your arms in some sort of incident. Either way you're making due with your injuries and moving on with your life. Hopefully nobody is up in arms about it. This character is permanently under the effect 'Bound [Arm]'. If more than one (1) rank is obtained, this character is permanently under the effects of 'Bound [Paired Arms]'. |
2 | ⁿ/ₐ |
Damaged Eye [Left/Right] | Along your journeys you took an attack to the head, either removing or permanently damaging your ability to see. This character is permanently under the effects of "Impaired Eyesight". If more than one (1) rank is obtained, this character is permanently under the effects of "Blind" |
2 | ⁿ/ₐ |
Damaged Hearing [Left/Right] | The world just doesn't sound right to you anymore. Somehow throughout your journey you've lost the ability to hear in one or both ears. This character is permanently under the effects of 'Impaired Hearing. If more than one (1) rank is obtained, this character is permanently under the effects of 'Deaf'. |
2 | ⁿ/ₐ |
Suppression Seal [Advanced System] | Through the use of mystical arts or just plain physical trauma you've been locked out of the special abilities that you worked so hard to achieve. This character can not activate [Advance System] while under the effects of this skill. |
∞ | ⁿ/ₐ |
Knowledge Seal [Jutsu] | A piece of memory has been taken from you, or the physical ability to perform an action. Either way you are unable to do what you were once able to. This character may not use the following [Jutsu] or any other jutsu with the same name. |
∞ | ⁿ/ₐ |
Elemental Specialties
These Elemental Specialties cannot be taken normally. To fully understand the following skills, please read Elemental Specialties: 5.09..
Name | Details | Cost |
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. This character has a +15% to base damage (rounded up) with all techniques. Wind Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. 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. Requirements: 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 SP |
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. This character has a +10% chance to dodge physical strikes and +5% chance to dodge non-physical strikes. Fire Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. 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. Requirements: 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 SP |
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. This character has -10% to their Chakra and Stamina costs (rounded up) with all techniques. Water Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. 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. Requirements: 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 SP |
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. This character has a -10% to total damage (rounded up) for all incoming attacks. Earth Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. 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. Requirements: 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 SP |
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. This character has a +10% chance to hit with with all techniques. This bonus is halved for Concentration based attacks. Lightning Jutsu cost one less JP to a minimum of 1. This effect may stack with other skills, to a maximum of -2 JP per technique. 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. Requirements: 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 SP |
Eight Celestial Gates
The Eight Gates are a series of specific openings within the chakra circulatory system of all vertebrate creatures. These eight passages are closed to all but a trickle of chakra to prevent undue damage to the body. There are those who have learned to force open these locks against nature's better judgement. To do so gives a creature immense physical power, as their stored chakra augments the functions of their body. In exchange for surpassing their natural physical limitations, those who open the Eight Gates suffer intensifying damage to the body. The cost of disabling the limiters on the body's power increases with each lock broken, eventually leading up to death. As such, opening the Eight Gates is considered a Kinjutsu in most ninja governments for it's self-destructive qualities. Visible effects of the Eight Gates are astonishing. The skin changes to a deep crimson, body heat increases ten-fold, and in later stages an aura of energy begins to wreath the body.
+This is an Advanced System, see Battle System 3.17; Advanced Systems+
+The Eight Gates may not be learned without completing a 10-post Jounin training per gate.+
+Training for six through eight may not be attempted without approval from a respective Kage. Failure to do
so is an offense which may result in being branded a missing-nin+
+Gates must be learned in numerical order.+
+Each gate may be opened once per battle.+
+Gates must be opened in numerical order.+
+Opening a gate requires the use of a Set-Up Phase.+
+Advanced regeneration is halted while any gate is active.+
+The effects of each gate is cumulative with sequential gates.+
+The Gates may allow a player to increase any statistic up to 2x its base.+
+Closing the Gates may be done on any turn before Shimon is opened and requires a Setup and Main Phase.+
+Post-activation recovery times and rehabilitation trainings are non-cumulative.+
I. Kaimon [Gate Of Opening]
The First Gate is a fail-safe that limits the output of the muscular system. By opening this gate, located in the brain, a person is able to nearly quintuple their physical performance in almost every aspect. These extreme results are not perfect, and much like all of the Eight Gates, cause wear and tear on the body. Slight breakdown and tearing has been noted in muscle tissue after having been effected by the Gate Of Opening, and fatigue has been shown to set in quickly.
When activated, the user's Taijutsu, Speed, and Evasion stats are increased by 2x. The user's level being equivalent to x. The statistical bonus granted by this skill may never be less than +20 at any time. As an upkeep cost, the user must pay 5% of their total Stamina Points every turn. This skill may only be taken by ninja of level 10 or higher.
Requirements: Level 10
Cost: -2
II. Kyumon [Gate Of Healing]
The Second Gate is the other gate located within the brain. This gate limits the production of endorphins and keeps the heart-rate in check. Releasing this gate floods the body with endorphins, relieving feelings of pain and fatigue, despite the continual breakdown of the muscles. An increased heart-rate allows oxygen to reach the muscles more quickly, preventing oxygen debt and keeping lactic acid from building up within the muscle tissue.
After activating, the user gains the ability to recover 3x Health Points and Stamina as a free action during their setup phase at any point during the battle while this gate is open.. The user's level being equivalent to x. This increase may not exceed the user's maximum in either stat pool, and this ability may only be used once per battle. This skill may only be taken by ninja of level 20 or higher.
Requirements: Level 20
Cost: -2
III. Seimon [Gate Of Life]
Located in the spine, the Third Gate presides over the flow of information within the body. By releasing neural inhibitors, the body is able to correlate it's motions flawlessly, each part of the body moving in perfect unison. The undammed highways of the nervous system cause damage to the body though, as the electrical impulses from the brain are magnified to a greater extent. At this gate, the coloration of the skin changes to a deep crimson, revealing the enhanced blood/oxygen levels within the body.
When activated, the user's Taijutsu, Speed, and Evasion stats are increased by 2x. The user's level being equivalent to x. The statistical bonus granted by this skill may never be less than +90 at any time. As an upkeep cost, the user must pay 3% of their total Health Points every turn. After a battle in which the user opens Seimon, a full day (RL) and no less 3 days (IC) must be spent in hospitalization and a recovery training of 1000 words must be fulfilled. This skill may only be taken by ninja of level 30 or higher.
Requirements: Level 30
Cost: -2
IV. Shomon [Gate Of Pain]
Located in the spinal column, and at the closest proximity to the Death Gate than any other gate, the Gate Of Pain presides over the lungs. It's function is to control the amount of oxygen that can be dispersed throughout the body. Removing this limiter over the lungs supplies the body with nigh unlimited resources. With the cardio-vascular system working at maximum capacity, the body's speed is enhanced prodigiously, making movements a blur to the naked eye. With such speed, the body gains momentum much more quickly, and the kinetic force with which it moves causes damage to the skeletal system. Forceful contact, such as punches and kicks become just as likely to break the bones of a person with the Gate Of Pain unlocked.
When activated, the user rolls three separate dodge rolls during Response Phases in which they are the target of an attack, and takes the best result of the three rolls. Opponents of three ranks higher than the user are unaffected by this skill. Area of effect attacks used by opponents are considered to be used by a ninja of one rank higher in terms of success range. The user sustains a percentage amount of damage based on the base damage of any Taijutsu Technique or Basic Unarmed Attacks that they use that successfully hits a target. This percentage is equal to one hundred, minus the user's level divided by four. (100 - {x/4} = %) This number is modified by 1/4th of the user's cumulative Taijutsu and by their Defense. After a battle in which the user opens Shomon, a 2 full days (RL) and no less than 6 days (IC) must be spent in hospitalization and a recovery training of 2000 words must be fulfilled. This skill may only be taken by ninja of level 40 or higher.
Requirements: Level 40
Cost: -2
V. Tomon [Gate Of Limiting]
Sitting just above the stomach, the Gate Of Limiting is a mechanism designed to limit the amount of adenosine triphosphate produced within the muscles. By forcing open this gate, the body produces a large amount of this chemical, giving the muscles an almost unlimited supply of power for a temporary duration. The mass production of ATP takes it's toll on the fibers within the muscles, and after the majority of the chemical runs out, the body is forced to double it's efforts to produce more of the chemical.
When activated, the user does not pay any Stamina costs, including the costs of previous gates, for a number of turns equivalent to the user's level divided by 20, rounded down. (x/20 = Number Of Turns) The user's level being equivalent to 'x'. The user may not utilize techniques that they would be unable to perform due to insufficient total Stamina while this skill is active. The turn after this effect ends, the user pays 5% of their total Stamina Points per turn. After a battle in which the user opens Tomon, a 3 full days (RL) and no less than 7 days (IC) must be spent in hospitalization and a recovery training of 2000 words must be fulfilled. This skill may only be taken by ninja of level 50 or higher.
Requirements: Level 50
Cost: -2
VI. Keimon [Gate Of Viewing]
Hidden within the center of the body, the Gate Of Viewing is in the hub of neural transer. This portal is a lock that holds back the processing of incoming stimulus. By opening this gate, information processed by the body is transferred at an extreme rate, allowing the body to react much more quickly than the average human. At this stage, the body exudes a powerful aura of energy. The aura is hot to the touch, but not yet destructive.
When activated, the user becomes invulnerable to physical damage from all sources up to the user's ninja rank for a number of turns equivalent to the user's level divided by 20, rounded down. (x/20 = Number Of Turns) The user's level being equivalent to 'x'. Physical damage includes all forms of damage, not including Ghost Damage. After the activation of this skill, the user pays 5% of their total Chakra Points per turn. After a battle in which the user opens Keimon, a 4 full days (RL) and no less than 9 days (IC) must be spent in hospitalization and a recovery training of 3000 words must be fulfilled. This skill may only be taken by ninja of level 60 or higher.
Requirements: Level 60
Cost: -2
VII. Kyomon [Gate Of Wonder]
Placed at the bottom of the spine, The Gate Of Wonder increases the speed of the bodies metabolic processes when unlocked. The body is able to utilize all excess waste, effectively cleaning every system of the body to perfect function. With no blockages inside the body at all, the pure chakra of the unlocked gates is able to flow from the cells of the body cleanly, increasing the strength of the aura around the body to the point where the body is essentially set aflame with power. The Gate Of Wonder leaves the body starved for nutrients though, and is the second most destructive of all the gates.
When activated, every Basic Unarmed Attack or Taijutsu technique successfully executed by the user deals an additional 'x' damage multiplied by 1.5 (1.5 * x = Additional Damage). The user's level being equivalent to 'x'. As an upkeep cost, the user must pay 5% of their total Chakra Points every turn. After a battle in which the user opens Keimon, a 5 full days (RL) and no less than 14 days (IC) must be spent in hospitalization and a recovery training of 4000 words must be fulfilled. This skill may only be taken by ninja of level 70 or higher.
Requirements: Level 70
Cost: -2
VIII. Shimon [Gate Of Death]
The lock on the heart, the very most powerful of the Eight Gates and the final step blocking mere mortals from godhood. Bursting the final gate releases all restraints on the heart and coincidentally, every cell in the body. The mitochondria in the body's cells produce the maximum amount of energy possible, burning themselves out in the process. The heart pumps at it's maximum, surging this enhanced energy throughout the body. It is said that this energy created at the unlocking of the final gate is what holds the body together until there is nothing left. After the effects of Shimon wear off, there is simply nothing left, every muscle and organ within the body is ravaged and broken.
When activated, the user is considered indestructible. The user's Health, Chakra, and Stamina cannot be depleted any further than their current state. Should any of the user's stats have fallen to zero before activation, they are not considered incapacitated and may still utilize techniques without paying the necessary Chakra/Stamina costs. The user may not utilize techniques that cost more Chakra/Stamina than the user's total in either stat. All statistical increases, and damage adjustments bestowed by previous gates considered doubled during the duration of this skill, and are unaffected by rules limiting the amount they can increase. The effects of this skill persist for 20 turns after which, the user is considered dead, and may not be returned to life by any means short of unanimous staff intervention. Shimon can only be taken by ninja of at least level 80 with special permission from their villages Kage.
Requirements: Level 80
Cost: -2