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A Engaging Roleplay Guild based on the Expansive Naruto Universe 

Tags: Naruto, Shippuden, D100, Custom, System 

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Perks

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ssAntonio
Captain

PostPosted: Mon Jan 02, 2017 6:44 pm


Intro:
Perks are innate buffs and abilities your character can gain as they level up. Perks provide a great way to customize your character to reflect their growth and training beyond simply choosing Jutsu and Items.


Gaining Perks:
Every 5 levels a character gains they may choose one perk. This means ultimately you may only have up to 40 Perks.
Also note perks may not be "saved up". You MUST choose one with the stats you had at the time of leveling.


Breakdown:
Below are the things you will see listed on each perk and what they mean.


---Requirements:
Some perks have requirements however, such as a minimum level you must be or minimum amounts certain stats must be at, or even requiring you to already have other perks.
---Effects:
All perks have some sort of effect, much like Jutsu or Items. Said effect may become cumulative if a perk is taken multiple times (see it's limits).
Generally all perk effects are innately active unless specifically stated otherwise.
---Type:
A Perk may be typed as one of the following:
...Effect - Unlocks a new effect to create Jutsu or Items with.
...Ability - Grants the user with a new option to take during their turns. These are considered to be Full Round Actions and you may not activate any other abilities, jutsu or items during this time.
...Innate - Gives or Changes how a bonus for a character works.
---Notes:
Perks may have certain limits, such as how many times you may take a perk, etc. These may not be exceeded in any way with said perk.


Categories:
Perks are separated into 13 Distinct Categories. Each specializes in it's own specific field, making the ninja more talented at its role as they delve deeper.

Assassin // Combat // Companion // Genjutsu // Medical // Ninjutsu // Resolve // Poison // Puppets // Summons // Taijutsu // Tracker // Weapons



 
PostPosted: Mon Jan 02, 2017 6:46 pm


Assassin


Quote:
Back Stab

---Requirements: None
---Effect:
If the opponent fails to Defend against a Surprise Attack by 20% or more and the Attack was a Touch Range with Tearing Damage, they take a Rank 3 Tearing Critical.

Stage 2: Apply the critical if they fail by 10% or more.
---Type: Innate
---Notes: None.


Stage 1

-[b]Back Stab:[/b]
... [size=9](Deal a Rank 3 Tearing Critical whenever you [u]Successfully[/u] deal Tearing Damage from a Touch Range Surprise Attack and the Opponent fails their defense by 20 or More.)[/size]


Stage 2

-[b]Back Stab:[/b]
... [size=9](Deal a Rank 3 Tearing Critical whenever you [u]Successfully[/u] deal Tearing Damage from a Touch Range Surprise Attack and the Opponent fails their defense by 10 or More.)[/size]


Quote:
Buff - Stealth

---Requirements: None
---Effect: For every 1pt you spend you may increase one of the following Stealth Checks by +3: Disguise, Illusion, Sneak or Transformation.
---Type: Effect
---Notes: None


Quote:
Hidden in Shadows

---Requirements: None
---Effect: Grants a Bonus Sneak Buff equal to Level*(2/3/5)
---Type: Innate
---Notes: May be taken 3 times.


Quote:
Master of Disguise

---Requirements: None
---Effect: Grants a Bonus Disguise Buff equal to Level*(2/3/5)
---Type: Innate
---Notes: May be taken 3 times.


Quote:
Shadow Warrior

---Requirements: Silence
---Effect: When attacking from stealth the defending target now looses 11/12/13/14/15% to all counter and dodge defensive actions against the surprise attack.
---Type: Innate
---Notes: Can be taken up to 5 times.


Quote:
Silence

---Requirements: None
---Effect: When Surprise Attacking with Ranged or Sight ranged Jutsu / Items the user stays in stealth. However touch ranged Jutsu / Items will still break Stealth.
---Type: Innate
---Notes: Must be in Stealth to remain in Stealth. Starting a battle out with a surprise attack without previously being in Stealth does not count. Having this Perk will allow you to Target Allies from Stealth without Breaking Stealth.


-[b]Silence:[/b]
... [size=9](Remain in Stealth when making a Surprise Attack with Ranged or Sight Ranged Abilities. Touch Range will still break Stealth.)[/size]


Quote:
Silent Roll

---Requirements: Silence
---Effect: When dodging an attack is successful by 20/19/18/17/16/15% or more, the user enters Stealth.
---Type: Innate
---Notes: The % Starts at 20 and goes down by 1 for every level in Shadow Warrior. If multiple attacks are made this is based off of your success on the last attack, which must be a dodge(IE- 3 Attack, you can defend or dodge the first 2 but the 3rd must be successfully dodged.).


-[b]Silent Roll:[/b]
... [size=9](When successfully Dodging an Attack by X% or more, Enter Stealth.)[/size]


Quote:
Striking from Shadows

---Requirements: Hidden in Shadows
---Effect: Triples the Base Damage of all attacks during a Surprise Attack.
---Type: Innate
---Notes: Base Damage is determined by the [Stat(x5)] Portion of the Damage Calculation.
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Mon Jan 02, 2017 6:49 pm


Combat


Quote:
Chain

---Requirements: None
---Effect:
When the user successfully hits an opponent with an offensive technique, they may take an extra attack phase. However the combo level of the next chain must be equal to or lower than of the chain prior. Also the activation/sustain costs of all techniques are doubled and the user suffers a debuff to all Accuracy/Potency checks equal to their level*5 on this second attack.
---Type: Innate
---Notes: None


Quote:
Defensive Damage

---Requirements: None
---Effect:
Costs 1pt per 50 Defensive Damage.
When placing this effect determine what type of damage from the following list:
Impact // Tearing // Internal // Mental // Cold // Heat.
The modifying stat for damage is determined by the Style.
...Taijutsu: Strength
...Ninjutsu: Seal Strength
...Genjutsu: Will Power
Overall your damage is figured out as following:
Stat(x2) + Stat Buff(x2) + Damage Effect(Capped at Statx25) + Item Buff(Capped at Statx25) + Jutsu Buff(Capped at Statx25)

When Countering successfully by at least 10% with a Jutsu / Item with this effect, deal this damage back to the attacker automatically. They reduce/calculate damage normally.
---Type: Effect
---Notes: Can only be placed on a Jutsu / Item that has Defend effect on it.


Quote:
Die Hard

---Requirements: None
---Effect:
Increase Resistance Checks by Your Level*3
---Type: Innate
---Notes: Counts as an Extra Buff Slot


Quote:
Disable

---Requirements: None
---Effect:
Costs 10pts per target.
When activated the user can target X item(s) or jutsu(s) that was activated or sustained by the foe during the last turn and place a debuff on that particular skill/item. The foe can contest this with a flat check of Stat(x2) + Potency of target Jutsu vs Stat(x2) + Potency of this technique. No buffs for either side may be used.
So long as this debuff is active the target may not reactivate, use or benefit from the Disabled technique or item.
---Type: Effect
---Notes: None


Quote:
Dual Activation

---Requirements: None
---Effect:
When performing a combo, you may add in another skill to the combo for free (ie it doesn't count towards your maximum Jutsu allowed in a combo) but with DOUBLE the Chakra/Fatigue/Uses/Etc cost for activation IF it meets a few requirements:
-The "free" skill you combo on has to be of equal or lower level to the skill it's being chained to.
Note, the sustain cost of any skill combo'd on is not doubled however, simply the activation for adding it to the combo.
---Type: Innate
---Notes: None


Quote:
Elemental Limiter

---Requirements: None
---Effect:
Cost 10pts to place on an Jutsu / Item.
Choose one of your Element affinities when you create this Jutsu / Item. If you strike a foe successfully with this effect, then they have a de-buff placed upon them.
While the de-buff is upon the victim, they may not use the element of the weaker type without first removing the de-buff normally or paying x3 the normal cost.
Wind is weak to Fire
Lightning is weak to Wind
Earth is weak to Lightning
Water is weak to Earth
Fire is weak to Water

Sustainable.
---Type: Effect
---Notes: None


Quote:
Iron Will

---Requirements: Die Hard
---Effect:
When making a Resistance check roll twice and take the better of the two rolls.
---Type: Innate
---Notes: None


Quote:
Multi-Activation

---Requirements: Dual Activation
---Effect:
Select a Jutsu or Item, pay its cost again but increase it by (x3). This Jutsu or Item is Activated a second time in this Attack or Defense Phase.
---Type: Innate
---Notes: Can only Select 1 Jutsu or Item per Attack or Defense Phase.


Quote:
Redo

---Requirements: None
---Effect:
Costs 20pts.
By paying (x5) the activation/sustain/uses of said defense jutsu/item, when using it you may roll twice when defending with a jutsu/item that has this effect, using the better of the two rolls. (Note no matter what you only get the effects of the Jutsu/Item defense once).
---Type: Effect
---Notes: Can only be placed on a Jutsu / Item that has Defend effect on it.


Quote:
Taunt

---Requirements: None
---Effect:
When All Players must target you and you alone until your next Payment Phase.

Stage 2: You can select which Players are affected by this ability.
---Type: Ability
---Notes: None


Quote:
Technique Reflection

---Requirements: None
---Effect:
Costs 30pts
If the user successfully counters by at least 30%, it not only stops the attack from harming the user but reflects it back at the opponent. The attacker gets to defend against their own reflected attack normally.
---Type: Effect
---Notes: Can only be placed on a Jutsu / Item that has Defend effect on it. The attacker has to fight against the exact same check when defending against the returned attack.
 
PostPosted: Mon Jan 02, 2017 6:50 pm


Companion


Quote:
Ally Affinity

---Requirements: None
---Effect: Cost 5pts.
Allows an Ally Item to gain an affinity. Must be selected from the affinities the creator already has.
---Type: Effect
---Notes: Must still be paid for at a Market.


Quote:
Bartering

---Requirements: None
---Effect: All market prices are 10//15%//20% Cheaper.
---Type: Innate
---Notes: May be taken up to 3 times.


Quote:
Companion Bloodline

---Requirements: None
---Effect: Cost 10pts.
When placed on an Ally Item it lets the ally become one chosen bloodline and gives them access to that Clan's Innate Perk. For every increment of 10pts you may increase the Ally Item's Bloodline Limit Level to access more of the Clan's abilities.
---Type: Effect
---Notes: Must still be paid for at a Market.


Quote:
Intercept

---Requirements: None
---Effect: The user may choose to block any attack for an ally, however they take double the full damage and can not activate any techniques in response. Damage Calculation is done normally.
---Type: Ability
---Notes: Ally Items/Puppets/Summons may use this if you unlock it.
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Mon Jan 02, 2017 6:52 pm


Genjutsu


Quote:
Clones

---Requirements: None
---Effect: For every 2pts you spend you may create one Illusory copy of yourself. Your defense accuracy is increased by +20 per illusory copy as your foe tries to determine "which" is the real thing. Whenever a foe fails to hit due to the bonus (ie if you have 5, +100, and defend within that 10% difference granted by the buff), they destroy one of the Illusory copies and thus the buff goes down 20.
These may be sustained.
---Type: Effect
---Notes: This counts as an extra buff slot.


Quote:
Illusion

---Requirements: None
---Effect:
By generating powerful illusions to distract and confuse foes you can cause disarray on the battlefield.
To cast an Illusion on another player you must make a contested Will Power(x2) + Will Power Buff(x2) + Jutsu Illusion Buff + Item Illusion Buff vs a foe's Int(x2) + Int Buff(x2) + Jutsu Awareness Buff + Item Awareness Buff. The person casting sets the power and the person being targetted rolls their awareness check.
If they fail than they become trapped in an illusion. While in the Illusion they can still take their turn normally however with certain conditions:
When attacking they make their turn like normal but must make a second post afterwards to determine the effectiveness of their attack.
First attach a number to each player(include self) in the battle, the number is determined by initiative order. Then they must generate a number between 1 and the total amount of participants + 1. The number generated determines who the attack is targeting, however if the number generated is associated with the attacker or no one, the attack misses automatically.

While the target is under the effects of the Illusion any attack that goes their way is considered a Surprise Attack, however should they take damage they will break out of the Illusion.
---Type: Ability
---Notes: None.


Quote:
Mastering One's Will

---Requirements: None
---Effect:
Gain an extra Will Power Stat Buff equal to Level.
---Type: Innate
---Notes: This Increases your Base Stat and all Caps Associated with it.


Quote:
Mastery of Senses

---Requirements: None
---Effect:
When using a Sight range Genjutsu increase the Accuracy and Potency by your Level*2
---Type: Innate
---Notes: Counts as an Extra Buff slot.


Quote:
Mental Barriers

---Requirements: Mental Fortitude
---Effect:
Grants the user a shield that absorbs [(Level + Intelligence)100] Mental Damage. No damage may hit the target until the shield is completely depleted.

Stage 2: The shield will regenerate [(Level + Intelligence)5] during each of the user's payment phases.
---Type: Innate
---Notes: Damage Reduction of any kind does not get calculated while the barrier is up, however any Damage modifiers that increase it still do.


Quote:
Mental Fortitude

---Requirements: None
---Effect:
When Taking Mental Damage increase the modifier from Willpower(x10) to (x11)/(x13)(x15)
---Type: Innate
---Notes: May be taken up to 3 Times.


Quote:
Mind Control

---Requirements: None
---Effect: Cost 20 Pts.
While this debuff is on a target you may choose to control them during your turn, taking actions with their stats as if they were you. Should you make them attack themselves they get a reflexive check against it. They also get a chance to contest the check during their turn and whenever they must defend, should they fail they can not respond.

Check:
WillPower(x4) + Resistance Buffs vs User's WillPower(x2) + Potency Buffs
---Type: Effect
---Notes: Genjutsu Only


Quote:
Neural Overload

---Requirements: None
---Effect:
Increase all Genjutsu Style damage modifiers from Willpower(x5) to (x6)/(x8 )/(x10)
---Type: Innate
---Notes: Can be taken 3 times.


Quote:
Reality Check

---Requirements: None
---Effect:
Mental Damage does not get split between Chakra and Stamina but instead goes straight to Stamina after damage reduction.
---Type: Innate
---Notes: None.


Quote:
Redirection

---Requirements: None
---Effect:
Select a Target.
The Accuracy of this Ability is:
[(Seal Speed + Willpower)(5) + Genjutsu Accuracy Buffs]
The Potency of this Ability is:
[(Seal Strength + Willpower)(2) + Genjutsu Potency Buffs]

If successful place a Debuff on the Target. Should the Target attempt to select you for an attack you can Activate this Ability again in response and redirect their attack to another Player or Null the Attack(Make them target the scenery.) Each time you do this, the Target gains a bonus to breaking the Debuff equal to Their [PL(5)] and once they are free they can not be targeted by this Ability again.

---Type: Ability.
---Notes: Stat Buffs Do Not Apply. The bonus to break stacks. This is Defended against normally.


Quote:
Smoke and Mirrors

---Requirements: None
---Effect: Grants a Bonus Illusion Buff equal to Level*(2/3/5)
---Type: Innate
---Notes: May be taken 3 times.


Quote:
Touch of Intellect

---Requirements: None
---Effect:
Gain an extra Intelligence Stat Buff equal to Level.
---Type: Innate
---Notes: This Increases your Base Stat and all Caps Associated with it.
 
PostPosted: Mon Jan 02, 2017 6:53 pm


Medical


Quote:
Blood Line Theft

---Requirements: None
---Effect:
The target selected must be already unconscious. The user selects a bloodline that the target has and attempts to extract its power for themselves.

Generate a number between 1 and their current Bloodline Limit Level. The result will determine how many Bloodline Limit Levels you'll gain in that specific bloodline.

This leaves the target in a state of dying.
---Type: Ability
---Notes: You may only attempt this on the same target once every 3 months.


Quote:
Buff - Medicate

---Requirements: None
---Effect:
For every 1pt you spend you may increase all of your Medicate Checks by +3 or you may limit it to a specific Critical Type to gain +7.
---Type: Effect
---Notes: None


Quote:
Critical Cure

---Requirements: First Aid Training
---Effect:
Reduce the penalty for making a Medicate Check on Critical Damage during battle by 5%//10%.
---Type: Innate
---Notes: May be taken twice.


Quote:
Cure Ailment

---Requirements: First Aid Training
---Effect:
Roll twice when trying to remove a debuff with a Medicate Check and take the better of the two rolls, however you take -5% penalty to your check. You may take this a second time to have no penalty.
---Type: Innate
---Notes: May be taken twice.


Quote:
Fatigue Healing

---Requirements: First Aid Training
---Effect:
Select 1 target that is not yourself and reduce their fatigue equal to the formulate associated to the level of this perk.
Level 1: (Level)*1D4
Level 2: (Level)*2D6
Level 3: (Level)*3D8
Level 4: (Level)*4D12
Level 5: (Level)*5D20

---Type: Ability
---Notes: May be taken up to 5 times.


Quote:
First Aid Training

---Requirements: None
---Effect:
Increases the Stat Modifier of Medicate Checks from (x2) to (x4).
---Type: Innate
---Notes: Only applies to medicate checks to remove debuffs or criticals from another player. Self removal of a debuff is still considered a resist check.


Quote:
Group Healing

---Requirements: First Aid Training
---Effect:
When using the "Heal", "Fatigue Healing" or "Tenketsu Healing" Perk you may select up to (Level/10) Targets instead of just 1.
---Type: Innate
---Notes: None.


Quote:
Heal

---Requirements: First Aid Training
---Effect:
Select 1 target that is not yourself and heal their Stamina equal to the formula associated to the level of this perk.
Level 1: (Level+Intelligence)*1D4
Level 2: (Level+Intelligence)*2D6
Level 3: (Level+Intelligence)*3D8
Level 4: (Level+Intelligence)*4D12
Level 5: (Level+Intelligence)*5D20

---Type: Ability
---Notes: May be taken up to 5 times.


Quote:
Medical Training

---Requirements: First Aid Training
---Effect:
Add your Level*5 Medicate Checks.
---Type: Innate
---Notes: Counts as an Extra Buff Slot.



Quote:
Restoration

---Requirements: First Aid training
---Effect:
You may choose to use your Focusing Stat to replenish your own Stamina in the same way you would if you were replenishing Chakra.
---Type: Ability
---Notes: You must choose to Restore Chakra or Stamina but not both in a single turn.


Quote:
Tenketsu Healing

---Requirements: Heal
---Effect:
Select 1 target that is not yourself and heal their Chakra and Tenketsu Damage equal to the formula associated to the level of this perk.
Level 1: (Level+Intelligence)*1D4 Chakra and 1D4 Tenketsu Damage
Level 2: (Level+Intelligence)*2D6 Chakra and 2D6 Tenketsu Damage
Level 3: (Level+Intelligence)*3D8 Chakra and 3D8 Tenketsu Damage
Level 4: (Level+Intelligence)*4D12 Chakra and 4D12 Tenketsu Damage
Level 5: (Level+Intelligence)*5D20 Chakra and 5D20 Tenketsu Damage
---Type: Ability
---Notes: May be taken up to 5 times. The score of the dice apply to both types of Damage.
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Mon Jan 02, 2017 6:57 pm


Ninjutsu


Quote:
Automatic Defense

---Requirements: None
---Effect:
Cost 10 pts
A Jutsu with this effect automatically defends you. Rather than activating a new Jutsu to defend you may instead choose to allow your automatic defense to attempt to defend you instead.
You roll as you normally would when activating a Jutsu, the difference is that the sustain cost is cheaper than an activation cost (assuming of course that you get attacked each round, otherwise you might end up paying more, a calculated but often worthwhile risk).
You can combo up other Jutsu as normal with this sustained defense, paying the combo'd Jutsu's costs when the sustained Jutsu is initially activated. This however doesn't keep them all active "unless" they are also sustainable.
---Type: Effect
---Notes: Can only be placed on Ninjutsu Techniques with the defend effect.



Quote:
Chakra Overload

---Requirements: None
---Effect:
Increase all Ninjutsu Style damage modifiers from Seal Strength(x5) to (x6)/(x8 )/(x10)
---Type: Innate
---Notes: Can be taken 3 times.


Quote:
Forced Imposition

---Requirements: None
---Effect:
Select a Target.
The Accuracy of this Ability is:
[(Seal Speed)(7) + Ninjutsu Accuracy Buffs]
The Potency of this Ability is:
[(Seal Strength)(3) + Ninjutsu Potency Buffs]

If successful place a Seal on the Target(This is considered a Debuff). Should you Activate this Ability again on your Defense Phase you will Teleport the Target in front of you to be the target of the attack, they must now defend against it as if it was a Surprise Attack. If the Target is also the Attacker, this Ability can only be activated if the Attack was Ranged or Sight Range. The Debuff is consumed once the Target is Teleported
---Type: Ability
---Notes: None


Quote:
Ranged Mastery

---Requirements: None
---Effect:
When using a Ranged Ninjutsu increase the Accuracy and Potency by your Level*2
---Type: Innate
---Notes: Counts as an Extra Buff slot.


Quote:
Seal Master

---Requirements: None
---Effect:
Gain an extra Seal Speed or Seal Strength Stat Buff equal to Level.
---Type: Innate
---Notes: May be taken twice to get a Stat Buff to both. This Increases your Base Stat and all Caps Associated with it.


Quote:
Transformation Master

---Requirements: None
---Effect: Grants a Bonus Transformation Buff equal to Level*(2/3/5)
---Type: Innate
---Notes: May be taken 3 times.
 
PostPosted: Mon Jan 02, 2017 7:00 pm


Resolve


Quote:
Chakra Regeneration

---Requirements: None.
---Effect:
Regain Chakra equal to Level(5/15/30/50/75) during your Payment Phase.

Should you reach 0 Chakra, you can not regenerate.
---Type: Innate
---Notes: You may take this perk up to 5 times.


Quote:
Disperse

---Requirements: None
---Effect:
When you successfully Counter against a Ninjutsu jutsu by 25% or more, take half of the total damage of the attack and split it evenly between your chakra and stamina as a heal.
---Type: Innate
---Notes: None.


Quote:
Enhanced Focus

---Requirements: None
---Effect:
When you spend your turn to Chakra Focus gain back (x80) instead of (x50).
---Type: Innate.
---Notes: None.


Quote:
Masters of their Chi

---Requirements: None
---Effect:
Grants +30 damage for every 100 Chakra the user is away from their max. This buff scales to the amount of Chakra you have at the beginning of your turn.

Stage 2: Gain +75 instead of +30.
---Type: Innate
---Notes: Example - Max is 1000 Chakra, Pre-Chakra is 900, you gain +30 Damage


Quote:
Masters of their Domain

---Requirements: None
---Effect:
Grants +3 To dodging for every 20 Fatigue you have taken. This buff scales to the amount of Fatigue you have at the beginning of your turn.

Stage 2: Gain +8 instead of +3.
---Type: Innate
---Notes: Example - Pre-Fatigue = 60, you gain +9 to all Dodge Checks.


Quote:
Masters of their Form

---Requirements: None
---Effect:
Grants +5 accuracy for every 200 stamina the user is away from their max. This buff scales to the amount of Stamina you have at the beginning of your turn.

Stage 2: Gain +13 instead of +5.
---Type: Innate
---Notes: Example - Max is 1000 Stamina, Pre-Stamina is 600, you gain +10 Accuracy.


Quote:
Stamina Regeneration

---Requirements: None.
---Effect:
Regain Stamina equal to Level(5/10/20/40/80) during your Payment Phase.

Should you reach 0 Stamina, you can not regenerate.
---Type: Innate
---Notes: You may take this perk up to 5 times.


Quote:
Transitioning

---Requirements: None
---Effect:
The user converts 140 chakra into 5 fatigue. The increments of chakra a player can pay per use of this technique are equal to the player's own level. (Ex.: A level 25 player can spend up to 3500 [140*25] chakra in a single use to lower their fatigue by up to 125 [5*25])
---Type: Ability
---Notes: You are still considered resting while doing this.




[size=18][align=center][b]Resolve[/b][/align][/size]

[quote][size=10][align=center][b]Chakra Regeneration[/b][/align]
[i]---Requirements:[/i] None.
[i]---Effect:[/i]
Regain Chakra equal to Level(5[b]/[/b]15[b]/[/b]30[b]/[/b]50[b]/[/b]75) during your Payment Phase.

Should you reach 0 Chakra, you can not regenerate.
[i]---Type:[/i] Innate
[i]---Notes:[/i] You may take this perk up to 5 times.
[/size][/quote]

[quote][size=10][align=center][b]Disperse[/b][/align]
[i]---Requirements:[/i] None
[i]---Effect:[/i]
When you successfully Counter against a Ninjutsu jutsu by 25% or more, take half of the total damage of the attack and split it evenly between your chakra and stamina as a heal.
[i]---Type:[/i] Innate
[i]---Notes:[/i] None.
[/size][/quote]

[quote][size=10][align=center][b]Enhanced Focus[/b][/align]
[i]---Requirements:[/i] None
[i]---Effect:[/i]
When you spend your turn to Chakra Focus gain back (x80) instead of (x50).
[i]---Type:[/i] Innate.
[i]---Notes:[/i] None.
[/size][/quote]

[quote][size=10][align=center][b]Masters of their Chi[/b][/align]
[i]---Requirements:[/i] None
[i]---Effect:[/i]
Grants +30 damage for every 100 Chakra the user is away from their max. This buff scales to the amount of Chakra you have at the beginning of your turn.

[b]Stage 2:[/b] Gain +75 instead of +30.
[i]---Type:[/i] Innate
[i]---Notes:[/i] Example - Max is 1000 Chakra, Pre-Chakra is 900, you gain +30 Damage
[/size][/quote]

[quote][size=10][align=center][b]Masters of their Domain[/b][/align]
[i]---Requirements:[/i] None
[i]---Effect:[/i]
Grants +3 To dodging for every 20 Fatigue you have taken. This buff scales to the amount of Fatigue you have at the beginning of your turn.

[b]Stage 2:[/b] Gain +8 instead of +3.
[i]---Type:[/i] Innate
[i]---Notes:[/i] Example - Pre-Fatigue = 60, you gain +9 to all Dodge Checks.
[/size][/quote]

[quote][size=10][align=center][b]Masters of their Form[/b][/align]
[i]---Requirements:[/i] None
[i]---Effect:[/i]
Grants +5 accuracy for every 200 stamina the user is away from their max. This buff scales to the amount of Stamina you have at the beginning of your turn.

[b]Stage 2:[/b] Gain +13 instead of +5.
[i]---Type:[/i] Innate
[i]---Notes:[/i] Example - Max is 1000 Stamina, Pre-Stamina is 600, you gain +10 Accuracy.
[/size][/quote]

[quote][size=10][align=center][b]Stamina Regeneration[/b][/align]
[i]---Requirements:[/i] None.
[i]---Effect:[/i]
Regain Stamina equal to Level(5[b]/[/b]10[b]/[/b]20[b]/[/b]40[b]/[/b]80) during your Payment Phase.

Should you reach 0 Stamina, you can not regenerate.
[i]---Type:[/i] Innate
[i]---Notes:[/i] You may take this perk up to 5 times.
[/size][/quote]

[quote][size=10][align=center][b]Transitioning[/b][/align]
[i]---Requirements:[/i] None
[i]---Effect:[/i]
The user converts 140 chakra into 5 fatigue. The increments of chakra a player can pay per use of this technique are equal to the player's own level. (Ex.: A level 25 player can spend up to 3500 [140*25] chakra in a single use to lower their fatigue by up to 125 [5*25])
[i]---Type:[/i] Ability
[i]---Notes:[/i] You are still considered resting while doing this.
[/size][/quote]
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Mon Jan 02, 2017 7:01 pm


Poison


COMING SOON  
PostPosted: Mon Jan 02, 2017 7:03 pm


Puppets


Quote:
Puppet

---Requirements: None
---Effect:
Effect (Base Cost):
The base cost for a Puppet is 20pts. A puppet has an equal amount of stats as you.
A Puppet does not have Chakra or Chakra Focusing. They have Stamina Equal to the level of this Jutsu however and break when that Stamina reaches 0 or you run out of Uses.
Sustainable.

Effect (Enhanced Items):
Every 10pts you spend your Puppet may have one of it's own Items (though none may be an ally/puppet). Each Item is 10 Levels lower than the Puppet itself.
A Puppet may have no more than 8 Items.
When a puppet uses one of it's items, the puppet itself looses a use and so does the item. The item may not be used more times than it has it's own uses (ie it runs out of ammo or that part of the puppet breaks).
---Type: Effect (Item)
---Notes:
...The user may now build their own puppet at markets.
...Puppets are completely immune to Genjutsu or any other sort of mental assault.
...Puppets, unlike items, DO cost Chakra to sustain despite being an item, this represents the "Chakra threads" controlling them. However they cost nothing to activate.
...Puppets can not have their checks debuffed. However debuffs on the controller's checks will effect the puppet's.
...Attacking with a Puppet does not reveal the user.
...The user still has their payment phase however they do not receive an attack phase. Instead their puppet takes their turn. As such the user may still gain an extra turn through using another Puppet or an Ally Item or a Summon.
...A user can control as many puppets as they wish to at one time. They only get one extra turn as you would with a summon or ally (this counts towards that limit). However extra puppets can "aid" another puppet with attack or defense, and in turn doing so gives a bonus equal to the total combined level of all active puppets being used/sustained.
So using 300 levels of puppets grants +300 accuracy as one buff to said puppet to any attack or defense roll that puppet is making. Doing this makes all puppets, both the main used and the ones aiding, loose 1 extra use so it is costly.
...Puppets can not use Ninjutsu or Genjutsu Jutsu nor any other ability that requires the expenditure of Chakra.


Quote:
Puppet Chakra Shield

---Requirements: Puppet
---Effect:
Every 1pt absorbs up to 10 Chakra spent to sustain a puppet with this effect on it and places it into the fields bank.
When controlling puppets, some of the Chakra spent on sustaining it forms into a field bank. When the puppets would take damage half the damage they'd take, after this resistance, is done to the Chakra field and the other half to their stamina (like a normal character when receiving damage).
---Type: Effect (Item)
---Notes: Puppet Items Only


Quote:
Puppet Channeling

---Requirements: Puppet
---Effect:
Cost 5pts to place on an Item.
When placed on a puppet the puppet able to perform any Jutsu the user knows other than Bloodline Jutsu from their Clan. The cost is taken from the user's own chakra.
---Type: Effect (Item)
---Notes: Puppet Items Only


Quote:
Puppet Hijack

---Requirements: Puppet
---Effect:
Cost 5pts
If successful the user places a debuff on the puppet and gains control of the puppet until the de-buff is removed via a contested of the Owner's Seal Speed(x2) + Seal Speed Buff(x2) + Puppet lvl vs User's Seal Strength(x2) + Seal Strength Buff(x2) + Tech lvl
---Type: Effect
---Notes: Ninjutsu Only


Quote:
Puppet Rebuilding

---Requirements: Puppet
---Effect:
Cost 10pts
When a puppet is destroyed or runs out of uses the user may sacrifice any number of items, setting their uses to 0. If the total combined level of the items sacrificed is equal to or greater than the level of the targeted destroyed or out of uses puppet, it restores the puppet to full functionality.
Only puppets WITH this effect are able to be patch worked in such a way.
---Type: Effect (Item)
---Notes: Puppet Items Only


Quote:
Repair

---Requirements: Puppet
---Effect:
The user can sacrifice stamina from the puppet to regain uses on it equal to 1 use per 100 stamina.
---Type: Ability
---Notes: Puppet Items Only
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Mon Jan 02, 2017 7:04 pm


Summons


Quote:
Essence Siphoning

---Requirements: Summon
---Effect:
While a summon is being sustained the user may sacrifice any amount of stamina from the summon to gain an extra accuracy buff slot. For every 10 Stamina sacrificed gain +1 Accuracy, this is limited by your Level*(2/5)
---Type: Ability
---Notes: Can be taken twice.


Quote:
Instant Summon Attack

---Requirements: Summon
---Effect:
Summon may make an action on the same turn they're summoned.
---Type: Innate
---Notes: None


Quote:
Summon

---Requirements: None
---Effect:
Effect (Base Cost):
The base cost for a summon is 20pts. This brings a summon into existence with an equal amount of stats as you. You may swap these stats around however as long as they are within the same group stat (so you may say, swap strength for agility or willpower for Intelligence, etc).
A summon does not have Chakra or Chakra Focusing. They have Stamina Equal to the level of this Jutsu however and disappear when that Stamina reaches 0 or you run out of Chakra.

While Summoned you may take one turn for your summon and one turn for yourself as if controlling two characters.

For Example: Once you've payed the base cost for your summon if you had, say, 20 Seal Speed and 15 Seal Strength, you could if you wished make the summon have 20 Seal Strength and 15 Seal Speed.

Effect (Enhanced Stats):
Enhanced Stats are just like Stat Buffs but they are always active and may not be turned off without turning off the Summon itself.
Every 1pt you spend grants +2 to any following Sub Stat (Such as Toughness, Strength, Agility, Seal Speed, Seal Strength, Will Power, Intelligence). A summon's stat may never be more then twice your own.
Once your done allotting what bonuses it gets you may move on.

Effect (Jutsu):
Every 10pts you spend your summon may have one of it's own Jutsu (though none may be summon). Each Jutsu is 10 Levels Lower than the summon Jutsu itself.
A summon may have no more than 5 Jutsu, however it may use any (non summon) Jutsu that you know.
Since a Summon has no Chakra activating it's Jutsu does make you, the summoner, have to pay for it's Jutsu.

Effect (Items):
Every 10pts you spend your summon may have one of it's own Items (though none may be an Ally Item). Each Item is 10 Levels lower than the summon Jutsu itself.
A summon may have no more than 3 Items.
---Type: Effect
---Notes:
Ninjutsu Only / Jutsu Only / Neutral Affinity - Treated as if No Corresponding Affinity
Summons may not take any actions the turn they're summoned.
Summon's Item Usages must be refilled like normal items.
If a summon is KO'd during battle it may not be resummoned.
Should a summon be unsummoned and resummoned in the same battle, they will retain the same status as when they left. (If they were debuffed they will still be debuffed, so long as the opponent is still sustaining it.)
Summons must at least be Touch Range.
You may only gain 1 extra turn via having 1 Ally Item, 2 Puppets, or 1 Summon. If you have any of the other effects (an Ally Item or 2 Puppets) active while you have a Summon active, you will need to choose "which" you want to use your second turn on.
 
PostPosted: Mon Jan 02, 2017 7:05 pm


Taijutsu


Quote:
Enhanced Reflexes

---Requirements: "Step Aside" must be Maxed Out.
---Effect:
When Making a Dodge Check increase the modifier from Agility(x3) to (x4)/(x5)

Stage 3: Remove "Graze Damage Penalty" when you Dodge Successfully.
---Type: Innate
---Notes: May be taken up to 3 Times.


Stage 1

-[b]Enhanced Reflexes:[/b]
... [size=9](When Making a Dodge Check increase the modifier to (x4))[/size]


Stage 2

-[b]Enhanced Reflexes:[/b]
... [size=9](When Making a Dodge Check increase the modifier to (x5))[/size]


Stage 3

-[b]Enhanced Reflexes:[/b]
... [size=9](When Making a Dodge Check increase the modifier to (x5) and no longer suffer the "[u]Graze Damage Penalty[/u]")[/size]


Quote:
Fortissimo

---Requirements: None
---Effect:
Gain an extra Strength Stat Buff equal to Level.
---Type: Innate
---Notes: This Increases your Base Stat and all Caps Associated with it.


Quote:
Limitless

---Requirements: None
---Effect:
Increase your Max Fatigue Rate to Toughness(6/8/10) instead of the normal limit.
---Type: Innate
---Notes: None.


Quote:
Martial Mastery

---Requirements: None
---Effect:
When using a Touch range Taijutsu increase the Accuracy and Potency by your Level*2
---Type: Innate
---Notes: Counts as an Extra Buff slot.


Quote:
Muscle Overload

---Requirements: None
---Effect:
Increase all Taijutsu Style damage modifiers from Strength(x5) to (x6)/(x8 )/(x10)
---Type: Innate
---Notes: Can be taken 3 times.


Quote:
Physical Fortitude

---Requirements: None
---Effect:
When Taking Physical Damage increase the modifier from Toughness(x10) to (x11)/(x13)(x15)
---Type: Innate
---Notes: May be taken up to 3 Times.


Quote:
Step Aside

---Requirements: None
---Effect:
Gain an extra Dodge Buff equal to Level*(3/5)
---Type: Innate
---Notes: May be taken up to 2 times.


Stage 1

-[b]Step Aside:[/b]
... [size=9](+[Player Level(3)] to all Dodge Checks.)[/size]


Stage 2

-[b]Step Aside:[/b]
... [size=9](+[Player Level(5)] to all Dodge Checks.)[/size]


Quote:
Valkyrie

---Requirements: None
---Effect:
Gain an extra Agility Stat Buff equal to Level.
---Type: Innate
---Notes: This Increases your Base Stat and all Caps Associated with it.
 

ssAntonio
Captain


ssAntonio
Captain

PostPosted: Mon Jan 02, 2017 7:06 pm


Tracker


Quote:
Buff - Awareness

---Requirements: None
---Effect:
For every 1pt you spend you may increase your Awareness Checks by +2. You limit your Awareness to one of the following to gain +4 per 1pt: Disguise, Illusion, Sneak or Transformation.
---Type: Effect
---Notes: None


Quote:
Bulls-Eye

---Requirements: None
---Effect:
Gain an extra Accuracy Buff Equal to Level*2.
---Type: Innate
---Notes: None


Quote:
Expert Tracking

---Requirements: Tracking
---Effect:
Reduce the penalty taken from being Surprise Attacked by 5%
---Type: Innate
---Notes: None.


Quote:
Keen Eye

---Requirements: Tracking
---Effect:
Reduce the range of all techniques belonging to the enemy by 1 when you contest their rolls. Range can not be reduced farther then self. (This has no effect on the RPical setting but simply for the Range bonus)
---Type: Innate
---Notes: None


Quote:
Tracking

---Requirements: None
---Effect:
Gain an extra Awareness Buff that is limited to Sneak Equal to Level*2
---Type: Innate
---Notes: None


Quote:
Traps

---Requirements: None
---Effect:
Make a Stealth Check (Disguise, Illusion, Sneak or Transformation) to set this up and roll 1D12 - if you are in Stealth this does not break it. If successful you set up a number of Traps equal to your Dice Roll. Set a number 1 through 20 to each trap. You may place multiple traps on a single roll causing the anyone who trips them to have to defend that many times.

Every round when your opponent takes their turn, they must roll 1D20 and if they roll the number that represents a trap they trigger that corresponding trap.
They get an instant reaction to dodge/block/counter as normal.

If you do not have any corresponding Trap Perks then this counts as a Fake Trap.
Trap: Fake Trap[The user gets an extra Stealth Buff equal to their Level*3, this counts to hiding other traps as well.]

Anyone may attempt to find your traps. To do so they contest your Stealth check for them like normal, if they're successful they roll a 1D20, this determines how many traps they have found and disabled - This automatically associated with the lowest numbers first.
---Type: Ability
---Notes: If a number triggers a set of traps, those traps are considered used and rolling on that number again does nothing unless the user sets more traps there.


Quote:
Trap: Exploding Tags

---Requirements: Traps
---Effect:
Allows the user to place Exploding Tags when setting up a Trap. There is a limit of Level/5 for how many Exploding Tags may be set up at one time.

Trap: Exploding Tags [Deals Heat Damage equal to Level*150/230 and has an Accuracy of Level*60/80]
---Type: Ability/Innate
---Notes: May be taken twice.


Quote:
Trap: Flash Bomb

---Requirements: Traps
---Effect:
Allows the user to place Flash Bombs when setting up a Trap. There is a limit of Level/10 for how many Flash Bombs may be set up at one time.

Trap: Flash Bomb [Reduces all Accuracy/Awareness checks by Level*8/25 and has an Accuracy of Level*45/60]
---Type: Ability/Innate
---Notes: May be taken twice.


Quote:
Trap: Hidden Wires

---Requirements: Traps
---Effect:
Allows the user to place Hidden Wires when setting up a Trap. Their is a limit of Level/20 for how many Hidden Wires may be set up at one time.

Trap: Hidden Wires [Snares the target for this turn and has an Accuracy of Level*70]
---Type: Ability/Innate
---Notes: None.


Quote:
Trap: Kunai Launcher

---Requirements: Traps
---Effect:
Allows the user to place Kunai Launchers when setting up a Trap. Their is a limit of Level/5 for how many Kunai Launchers may be set up at one time.

Trap: Kunai Launcher [Deals Tearing Damage equal to Level*100/180 and has an Accuracy of Level*75/105]
---Type: Ability/Innate
---Notes: May be taken twice.


Quote:
Trap: Nerve Gas

---Requirements: Traps
---Effect:
Allows the user to place Nerve Gas when setting up a Trap. Their is a limit of Level/50 for how many Nerve Gas may be set up at one time.

Trap: Nerve Gas [Deals Internal Damage equal to Level*10 (This damage gets calculated directly to Stamina, does not get reduced by any means and damages you every Payment Phase.) and has an Accuracy of Level*70. This has a potency of the User's Intelligence*5]
---Type: Ability/Innate
---Notes: None.
 
PostPosted: Fri Jan 06, 2017 4:36 pm


Weapons


Quote:
Deck Compiling

---Requirements: Technique Reflection // Jutsu Deck
---Effect:
Cost 5pt.
When placed on a Defense Jutsu that has Technique Reflection on it as well, you may choose to save the technique instead of reflect it. As such you will add it to an open slot on an item with Jutsu Deck along with it's Total Damage and Accuracy, allowing you to release it later in that fight or in another fight.
---Type: Effect (Jutsu)
---Notes: None.


Quote:
Heavy Blows

---Requirements: None
---Effect:
Increase the Damage of all Items with Damage by +750 // +Level(60).
---Type: Innate
---Notes: May be taken twice. All Bonuses Stack.


Quote:
Item Combination

---Requirements: None
---Effect:
Cost 5pts.
Any item with this on may combine with another item of equal or lower level. The items still count as separate items in terms of effects, they, however, each use the higher of the two's accuracy and the lower of the twos uses (if the two items have the same effect the effects do not stack, rather the higher of the two replace each other. The strategy here is to use 2 items with different effects to make a super item that hits at one time without need for comboing). When de-attached each goes down to the remaining uses the items had when combined.
---Type: Effect (Item)
---Notes: Must still be paid for at the Market.


Quote:
Jutsu Deck

---Requirements: None
---Effect:
Every 10pts you spend allows you to choose one Ninjutsu or Genjutsu you have learned, which you will add to a list within this items effect.
You may activate this item to use any Jutsu on the list with it's normal stats but it costs a use to activate/sustain instead of chakra.
---Type: Effect (Item)
---Notes: Must still be paid for at the Market


Quote:
Shield Master

---Requirements: None
---Effect:
Gain a Bonus +5% When Defending with an Item.
---Type: Innate
---Notes: None.


Quote:
Swift Strikes

---Requirements: None
---Effect:
Gain an extra Potency Buff to all Items equal to +140//+350//+Level(12)
---Type: Innate
---Notes: May be taken 3 times. All Bonuses Stack.


Quote:
Weapon Handling

---Requirements: None
---Effect:
Gain an extra Accuracy Buff when using an Item equal to +100//+300//+Level(6)
---Type: Innate
---Notes: May be taken 3 times. All bonuses stack.
 

ssAntonio
Captain

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