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Posted: Sun May 07, 2006 3:48 pm
Talents listed below
All rights to the info below belong to Aria Mournesong, it cannot be reproduced or reused without her permission ^_^.
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Posted: Wed May 10, 2006 5:29 pm
Talents Listed below are the various Talents your character is able to learn. Its important to note that without having a talent in a particular area will result in a negative modifier(See the Combat Databook for more information). New Note to self: Add in some Pet/Owner Talents
Any that are left blank: I'm at a loss as to what to do with them xp , so if you have any suggestions for them (or other Talents) please leave them in the Databook Feedback Thread in the Chatterbox
Talent Proficiency Beginner Talents Creation Cost: 1 Talent Point Each
Unarmed Combat Benefit: Removes the Negative Attack Modifier when fighting Unarmed
Grappling Benefit: Removes the Negative Attack Modifier when using grabs and holds
Acrobatics Benefit: Removes the Negative Defense Modifier when fighting Unarmed and manuvers vs grabs and holds
Weapon Talents: In order to save space I'm giving a list of the Weapon Talents below, along with their bonus for each Talent Tier. If the weapon that your character uses is not listed please PM me and I'll be sure to add it to the list. Small Swords, Large Swords, Huge Swords, Quarterstaff, Axes, Great Axes, Maces, Clubs, Huge Maces, Huge Clubs, Small Thrown Weapons, Large Thrown Weapons, Huge Thrown Weapons, Crossbow, Archery, Small Exotic Weapons, Large Exotic Weapons, Huge Exotic Weapons Benefit: Removes the Negative Attack/Defense Modifier when using the Weapon listed.
Kunai, Senbon, Shuriken Benefit: Removes the Negative Attack/Defense Modifier when wielding one of the chosen weapon. Lowers the critical roll needed for a melee or thrown attack by 1
Basic Medicine Benefit: Able to properly use Standard Medical Kits. Character knows basic knowledge of the human body which allows them to perform Medical Techniques with tools.
Survival Benefit: Able to use herbs and other wild plants in nature to give the effect of a Standard Medical Kit for aiding yourself or others.
Ninjutsu , Genjutsu & Taijustsu Benefit: Use Nin, Gen or Taijutsu Techniques at +1 To-Hit
Basic Puppetry Benefit: Removes the Negative Attack/Defense Modifier when using one Puppet.
Infiltration Benefit: Gain +1 Stealth when attempting to perform actions unnoticed.
Trap Laying Benefit: Traps are set at +1 Stealth
Intermediate Talents More advanced level in a skill Creation Cost: 2 Talent Points Each
Street Fighting Requires: Unarmed Fighting Benefit: Gain a +1 to Attack when using unrefined/unconventional unarmed hand-to-hand combat.
Martial Artist: These do not have to be a "real" Martial arts form, you could use Tekken-Fu or any other name that your form is called. Requires: Unarmed Fighting Benefit: Gain a +1 to Attack when using the Martial Arts form chosen
Wrestling Requires: Grappling Benefit: Gain a +1 to Attack when using grabs and holds.
Tumbling Requires: Acrobatics Benefit: Gain a +1 to Defensive manuvers vs grabs and holds
Swift Requires: Acrobatics Benefit: Gain a +1 to Defense when when using Evasion on an attack(non-grabs/holds), removes the defensive penalty of Targetted Attacks when blocking
Refined Weapon Talents: **Be sure to add the word Refined before the Talent name so we can tell that it is 2nd Tier** Small Swords, Large Swords, Huge Swords, Quarterstaff, Axes, Great Axes, Maces, Clubs, Huge Maces, Huge Clubs, Small Thrown Weapons, Large Thrown Weapons, Crossbow, Archery, Small Exotic Weapons, Large Exotic Weapons, Huge Exotic Weapons Requires: The previous Weapon Talent. Benefit: Gain a +1 to Attack/Defensive manuvers with chosen weapon
Kunai, Senbon, Shuriken Expert Requires: Kunai, Senbon or Shuriken Benefit: Lowers the critical roll needed for a melee or thrown attack by 2, benefit only applies when wielding one of the chosen weapon.
Multiple Thrown Weapons Requires: Archery, Kunai, Senbon, Shuriken or Small Thrown Weapons Benefit: Removes Negative Attack penalty from the first object when throwing or shooting more than one weapon (This makes the second object -1 To-Hit instead of -2)
Dual Wield Requires: Basic Weapon Talent of Choice Benefit: You may use 2 of weapon listed without any penalty. Each new dual wield is a new Talent.
Intermediate Medicine Requirement: Basic Medicine Benefit: Gain +1 to the use of Standard Medical Kits, able to use Advanced Medical Kits, better understanding of the human body allows use of Medical Techniques Offensively.
Herbology Requirement: Survival Benefit: Gain +1 to the use of utilizing herbs and other wildlife as a Standard Medical Kit on yourself or others. Your knowledge of plant life is good enough to also create anti-toxics for poisons that were made naturally(not Technique created).
Chakra Control Requirement: Basic Medicine, Ninjutsu1, Taijutsu1 & Genjutsu1 Benefit: Apply an additional +1 Health to the use of Standard/Advanced Medical Kits and Healing Techniques per post
Taijutsu Expert, Ninjutsu Expert, Genjutsu Expert Requires: Ninjutsu, Taijutsu or Genjutsu Benefit: Use Nin, Gen or Taijutsu Techniques at +2 To-Hit
Adept Summoner Requires: Ninjutsu Benefit: Reduces the Summon Chart roll requirements by 1
Advanced Puppetry Require: Basic Puppetry Benefit: Removes the Negative Modifier when using multiple Puppets at once. Can use one puppet at +1 Attack/Defense
Basic Puppetry Repair Requirement: Basic Puppetry Benefit: Able to repair("heal") up to Intuition level Health to your puppets a day.
Advanced Infiltration Required: Infiltration Benefit: Gain +2 Stealth when attempting to perform actions unnoticed.
Advanced Trap Laying Requires: Trap Laying Benefit: Traps are set at +2 Stealth
Mastery Talents Top level in a skill Creation Cost: 2 Talent Points Each
Street Fighting Expert Requires: Street Fighting Benefit: Gain a +3 to Attack/Defensive manuvers when using unrefined hand-to-hand combat, removes Targetted Attack Penalty
Martial Arts Expert: These do not have to be a "real" Martial arts form, you could use Tekken-Fu or any other name that your form is called. Requires: Martial Arts Benefit: Gain a +3 to Attack when using the Martial Arts form chosen, removes Targetted Attack Penalty
Wrestling Expert Requires: Wrestling Benefit: Gain a +3 to Attack when using grabs and holds.
Elude Requires: Tumbling Benefit: Gain a +3 to Defensive manuvers vs grabs and holds
Agile Requires: Swift Benefit: Gain a +3 to Defense when when using Evasion on an attack(non-grabs/holds), removes the defensive penalty of Targetted Attacks when evading/parrying
Expert Weapon Talents: **Be sure to add the word Expert after the Talents name so we can tell that it is 3rd Tier** Small Swords, Large Swords, Huge Swords, Quarterstaff, Axes, Great Axes, Maces, Clubs, Huge Maces, Huge Clubs, Small Thrown Weapons, Large Thrown Weapons, Crossbow, Archery, Small Exotic Weapons, Large Exotic Weapons, Huge Exotic Weapons Requires: The previous Weapon Talent. Benefit: Gain a +3 to Attack/Defensive manuvers with chosen weapon, removes Targetted Attack penalty when using chosen weapon
Kunai, Senbon, Shuriken Master Requires: Kunai, Senbon or Shuriken Expert Benefit: Gain a +1 to Attack/Defensive manuvers with chosen weapon, removes Targetted Attack penalty when using chosen weapon. Lowers the critical roll needed for a melee or thrown attack by 3, benefit only applies when wielding one of the chosen weapon.
Multiple Thrown Weapons Expert Requires: Multiple Thrown Weapons Benefit: Gain a +1 Attack to the first object when throwing or shooting more than one weapon (This makes the second object suffer no Negative Attack Modifier and the third at -1 To-Hit)
Marksmen Requires: Multiple Thrown Weapons, Refined Weapon Talent: Archery Expert or Small Thrown Weapons Benefit: Lowers the critical roll needed for a thrown attack by 2
Dual Wield Expert Requires: Dual Wield Benefit: You may use 2 of the weapon listed at a +1 Bonus on the off-hand weapon
Advanced Medicine Requirement: Intermediate Medicine Benefit: Gain +3 to the use of Standard/Advanced Medical Kits. Character's specialized knowledge of the human body allows you to perform Medical Techniques that require no tools.
Herbology Expert Requirement: Herbology Benefit: Gain +1 to the use of utilizing herbs and other wildlife as a Standard/Advanced Medical Kit on yourself or others. Your knowledge of plant life is good enough to also create anti-toxics for poisons created through Techniques.
Chakra Mastery Requirement: Chakra Control, Intermediate Medicine, Advanced Medicine Benefit: Apply an additional +3 Health to the use of Standard/Advanced Medical Kits and Healing Techniques per post, Techniques cost 5 Chakra lower than their original casting price.
Ninjutsu, Taijutsu, Genjutsu Master Requires: Ninjutsu, Taijutsu or Genjutsu Expert Benefit: Use Nin, Gen or Taijutsu Techniques at +3 To-Hit
Master Summoner Requires: Adept Summoner Benefit: Reduces the Summon Chart requirement rolls by 2
Master Puppetry Requires: Advanced Puppetry Benefit: Gain a +1 to Attack/Defense when using one or more puppets. Can use one puppet at +3 Attack/Defense
Advanced Puppetry Repair Requirement: Basic Puppetry Repair Benefit: Able to repair("heal") up to Intuition level Health to your puppets a day.
Expert Infiltration Requirement: Advanced Infiltration Benefit: Gain +3 Stealth when attempting to perform actions unnoticed.
Trap Laying Expert Requirement: Trap Laying Benefit: Traps are set at +3 Stealth
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Posted: Fri May 12, 2006 4:32 pm
Specialty & Trademark Techniques These are the advantages you get for placing a Technique as a Specialty or Trademark Technique category. Note that Mixed Techniques, for now, get the advantage of both of its categories. This may be changed in the future.
Specialty Techniques These are techniques that your character excels in due to practice or natural ability. Due to this, you are able to use the technique better than the average shinobi. See Charged Attack Below Each Technique Chosen as a Speciality Costs: 3 Technique points
Specialty Technique Bonuses Offensive Techniques: Reduces Critical Roll requirement by 1 point
Defensive Techniques: Increases amount of Damage absorbed on a critical roll D-Class: 1 point C-Class: 2 points B-Class: 3 points A-Class: 5 points S-Class: 10 points
Supplementary Techniques: "Hold" Techniques: Increases their maximum length by 1 post, increased by 2 posts if it's an A-Class or S-Class Technique "Bushin" Techniques: Increases maximum amount of clones produced by 1, maximum amount increased by 2 if it's an A-Class or S-Class Technique "Poison" Techniques: Poison Duration extended in length by 1 post, increased by 2 posts if it's an A-Class or S-Class poison "Gate-Based" Techniques: Increases duration of the Techniques affects by 1 post
Medical Techniques: Healing Techniques: Healing Affects improved by 5 points, 10 if the Technique is A-Class or S-Class "Other" Medical Techniques: Affects given a more favorable outcome when used (since these are mostly for RP affect).
Summoning Techniques: Successful Summoning roll requirement is lowered by 1 point
Charged Attacks (Old Ignore) This is something that can only be used with Specialty and Trademark Techniques. In addition to the normal cost to activate a Technique, you are able to add extra chakra to the attack to increase it's effectiveness. Additional forms, such as a Jinchuuriki Seal Break or Cursed Seal activation will allow you to add even more chakra to your attacks. Technique Level-- Speciality Charge/Trademark Charge D-Class Techniques: +1 Chakra/+5 Chakra C-Class Techniques: +2 Chakra/+5 Chakra B-Class Techniques: +5 Chakra/+10 Chakra A-Class Techniques: +10 Chakra/+15 Chakra S-Class Techniques: +15 Chakra/+25 Chakra
Trademark Techniques These are techniques that your character is known for. Your ability to execute these techniques is nearly flawless and you are able to produce far better resuls with them than the average shinobi(if they're able to use it at all). See Charged Attack Below Each Technique Chosen as a Trademark Costs: 4 Technique points
Trademark Technique Bonuses Offensive Techniques: Reduces Critical Roll requirement by 2 points
Defensive Techniques: Increases amount of Damage absorbed on a critical roll D-Class: 5 point C-Class: 5 points B-Class: 10 points A-Class: 15 points S-Class: 20 points
Supplementary Techniques: "Hold" Techniques: Increases their maximum length by 2 post, increased by 3 posts if it's an A-Class or S-Class Technique "Bushin" Techniques: Increases maximum amount of clones produced by 2, maximum amount increased by 3 if it's an A-Class or S-Class Technique "Poison" Techniques: Poison Duration extended in length by 2 posts, increased by 3 posts if it's an A-Class or S-Class poison "Gate-Based" Techniques: Increases duration of the Techniques affects by 2 post
Medical Techniques: Healing Techniques: Healing Affects improved by 10 points, 15 if the Technique is B-Class or S-Class "Other" Medical Techniques: Affects given a more favorable outcome when used (since these are mostly for RP affect).
Summoning Techniques: Successful Summoning roll requirement is lowered by 2 points
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