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RFS Databook [ Talents, Specialties & Trademarks ]

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Aria Mournesong
Captain
PostPosted: 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 ^_^.
PostPosted: 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

Aria Mournesong
Captain

Aria Mournesong
Captain
PostPosted: 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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The RFS Databooks [Everything Combat System Related Is Here]

 
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