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Tactician Edit

You are an analyst at heart. In most situations your mind works to calculate the possible outcomes of the given circumstance and the best ways by which to reach a favorable resolution.

Effects
You may spend an action you may make an Espionage roll to gain an assessment of someone's abilities. If you roll at least the person's Level+10 then you may get their current and max Vitality, Wound Points, Chakra -or- Stamina as long as you have seen them lose something from one of those pools. Alternatively you may learn the exact value of one of their stats.
You gain a +1 bonus on all d20 rolls and +1d10 damage to your attacks for each item of info you know about the person, gained from this unique. These bonuses last the battle.
Favored Attributes
Mind, Dexterity

Brilliant Intellect Edit

In terms of theory and book smarts, you're almost unsurpassed. You probably graduated at the top of your class when it came to written exams--or in the top ten or so if you were particularly lazy.

Effects
Knowledge is just a single skill for you, not a group of sub-skills. That single skill applies to all knowledge skills. You may substitute an awareness roll for an investigation roll whenever applicable. This super knowledge skill means you may know a lot more about any, even very esoteric knowledges. Such as an enemy's clan (and thus more insight into his abilities) or some obscure marking, at the GM's option.
You gain a +3 bonus on all MND rolls, including skill checks that use MND but not strikes or dodges. You may also spend a willpower point to substitute any stat with your MND for one action (this does not effect derived traits), effectively using your mind to think of a better way to approach it. Traits so effected do not gain the additional +3 bonus.
Favored Attributes
Mind, Endurance

Quick Learner Edit

Although you're not extraordinarily skilled, you recognize your mistakes and grasp new ideas with startling speed.

Effects
All training times are halved for you, rounded up. Further, because you learn a person's tactics and constantly adapt to them in new ways you do not receive a penalty for performing the same attack multiple times in a round, or signature jutsu multiple times in a battle. Further, if you miss with an attack you gain a +2 bonus the next time you attempt the same attack on the same person.
Favored Attributes
Mind, Agility

Chakra Awareness Edit

Shinobi develop their senses to an extreme level, attempting to take in every detail. This coupled with a natural sensitivity to chakra, you're actually able to feel the minute amount of chakra everyone releases constantly.

Effects
You automatically gain an awareness check against anyone that comes within your SPR in yards. The opponent's stealth and disguise doesn't matter for this, you must merely score higher then the person's Level+10 on your awareness check. If you are successful you know someone is there, their general distance and direction. You can also tell the difference between a normal person, a ninja, and if it's 'something else' with a widely different amount of chakra or chakra signature.
If you beat the check by 10 you can also tell the difference between chakra signatures of individual people. This does not tell you the person's exact location, only general direction and distance. They still have total concealment from you unless you can see them through some other means. However, your senses are enough to prevent surprise attacks from anyone you sense.
Favored Attributes
Spirit, Mind

Transfinite Chakra Edit

You seem to have an inexhaustible supply of chakra, not because you can hold more of it in yourself than others, but because yours restores itself at an almost inhuman rate.

Effects
Pulling chakra costs no vitality or stamina. You ignore any of the normal adverse effects for being at 0 or below chacks. However, while you have 0 or less chakra you can do nothing but pull chakra until you have at least 1 chakra. If your chakra gets damaged while at 0 or below then you instead lose one point of willpower. If you have no point of willpower to spend, you suffer the normal effects of being below 0 chakra.
Favored Attributes
Spirit, Endurance

Improved Signature Jutsu Edit

You have far more powerful signature jutsu then most people. This may be because you have special techniques passed down from a mentor or you happen to be a genius at inventing your own jutsu.

Effects
You gain +5 Signature Jutsu Points to each of your signature jutsu per character level.
Favored Attributes
Spirit, Mind

Jutsu Master Edit

You have refined augmenting your jutsu into an art form. Perhaps you simply have a lot of chakra and practice throwing it around, or maybe you just have the exceptional ability to mold your chakra.

Effects
You begin with one extra signature jutsu and need only spend 3 Chakra per +1 bonus to your Shape or Nature Manipulation stats and Jutsu cost 2 fewer CP to purchase. The bonus to your Shape and Nature Manipulation using chakra can not exceed twice your character level.
Favored Attributes
Mind, Spirit

Elementalist Edit

Most ninja have an innate aptitude for a single nature, learning to mold chakra of other natures can be extremely difficult. You don't have that problem. Molding chakra of any element comes easily.

Effects
You can mold two different elements at creation instead of just one, with no penalty. The Elemental Affinity costs no CP for you to purchase and you need not train for it. Further, you receive no penalty to your nature manipulation when performing elements other then your main two.
Favored Attributes
Spirit, Mind

One-Handed Seals Edit

You have a rare and desirable ability of being able to mold chakra using only a single hand to make your hand seals.

Effects
You may perform hand seals with one hand. This makes it significantly harder to bind your hands so you can't perform hand seals and you can perform hand seals while holding something in one hand. Further, your seal speed is double if you commit both hands to performing the seals. You may choose to use one hand to perform a jutsu and then use the other to augment it. You may pay double the chakra cost for any jutsu to give it a +5 bonus to strike or +50% damage. Further, you may perform two jutsu in a single action by taking a -5 to both their strikes and increasing both their costs by +50%.
Favored Attributes
Dexterity, Mind

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