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Class Points: 11 Movements: 6 Handseals: 60 (1/4 reduction) Armor Points: 64 Spring Time of Youth: 5 (?) Will: 5 (?) Fortitude: 5 (base tai specialist/Resilient) FREEBIES: 12 Rich Parents Rank: "C" Skill: Social Trait Effect: User was born into a rich family, perhaps even the nobility, and even though they turned to a life of adventure, they enjoy a one-time benefit to their initial finances. Special: --- Drawback: --- Description: User's starting wealth increases depending on Class Level. Incentive Ryo does not apply to this multiplication. "D" Class and "C" Class start with an additional 280,000 Ryo. "B" Class and "A" Class start with an additional 420,000 Ryo. "S" Class start with an additional 560,000 Ryo. User may not revamp out of this Trait. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Ancestry: Dokkalfar (Alfar of Darkness) Rank: "C" Skill: Heritage Trait Effect: User is descended from the Dokkalfar, the Alfar of Darkness who reside in the mountains of Svartalfheim with the Dvergar. Special: --- Drawback: Cannot gain any other Ancestry Traits. Description: Ancestors of the Dokkalfar lose +2 points to any 1 IMPACT-L, however, they gain +2 Agility, + 2 Charisma, -2 Toughness. Ancestors of the Dokkalfar gain low-light vision, and thus can see twice as far as humans in conditions of dim light. The Dokkalfar gain resistance to Necrotic damage equal to 2 per Class Level. A number of times per day equal to their Class Points, the user may infuse their weapon or a single Jutsu to deal Necrotic Damage. This effect lasts for 5 rounds per Class Level. Due to Dokkalfar long natural life, descendents can live twice as long as a normal human being. Limit: Must start with Character; replaces 1 Freebies.
Able Learner Rank: "C" Skill: Social Trait Effect: The user has great aptitude for learning. Special: --- Drawback: --- Description: When learning a skill, the skill states how many times a die roll may be applied to show how much they learned within that skill. Example, when a user learns "Botany" they gain 5 die rolls. This "trait" increases the amount of die rolls by 1.5 rounded to the highest number at 1 die roll per learning, however any number higher than 1 die roll is rounded down. For example: User learns Botany and gains 5 die rolls. With this Trait they will gain 7 die rolls. However if a user learns Lockpicking they normally get 1 die roll, however with this Trait they will gain 2 die rolls. Limit: Must start with Character; replaces 2 Freebies
Will of Men, The Rank: "C" Skill: Faith Trait Effect: Men are creatures of will; their will carries them through a harsh world of politics and physical dangers. Special: --- Drawback: --- Description: User gains a +1 trait bonus to all Will Saves. At "C", "B', "A", and "S" Class level, gain an additional +1 trait bonus. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Focused Study (TBD) Rank: "C" Skill: Social Trait Effect: A trait that automatically increases the rank of a Skill per Class Level up to "B" Class Level. Special: --- Drawback: --- Description: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At "D" Class, "C" Class, and "B" Class, such humans gain +20 bonus in a skill of their choice as a bonus technique (User may Choose the same, or a different Skill per Class Level). This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies
Skillful (TBD) Rank: "C" Skill: Social Trait Effect: Humans pursue a wide range of careers and live in a multitude of conditions, and as a result learn to excel in many different skills. Special: --- Drawback: --- Description: Choose 1 skill, the skill gains a +20 trait bonus to that Skill. The bonus gains an additional +5 per Class Level. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Resilient Rank: "C" Skill: Combat Trait Effect: Growing up in a poor neighborhood or in the unforgiving wilds often forced the user to subsist on food and water from doubtful sources. Special: --- Drawback: --- Description: User has built up their Constitution as a result of harsh environments, and gain a +1 Category in their Natural Resistance in Fortitude. Example: Non TaiJutsu Specialist is considered a TaiJutsu Specialist when determining their Natural Resistance in Fortitude. This does not increase beyond TaiJutsu Master. TaiJutsu Masters do not benefit from this Trait. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Bewitching Rank: "C" Skill: Heritage Trait Effect: A trait that allows the user to speak while manipulating the feelings of others. Special: --- Drawback: --- Description: Some humans have an uncanny ability to manipulate others, often due to an alluring physical trait. When dealing with NPCs whose starting attitude toward them is not Hostile, they can choose to use this ability to temporarily improve their attitude toward those NPCs by a greater degree than normal. When speaking, treat the NPC’s starting attitude as 1 level higher than it actually is for the purpose of determining their new attitude. The NPC’s new attitude lasts only for a number of minutes equal to 2 per Class level. After that time, the attitude returns to the state it was before the user spoke. If circumstances in the interim have rendered the NPC violent or hostile (such as from being attacked by the bewitcher), the NPC’s attitude remains where it is (rather than returning to its original state). This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
Chakra Resistance Rank: "B" Skill: Chakra Trait Effect: Some Humans are even less affected by Chakra. Special: --- Drawback: --- Description: Increases the characters natural bonus on saves vs. Chakra Jutsus & Chakra-like effects to +4 Trait Bonus. Users gain a Damage Resistance against Chakra Techniques equal to 20 points Racial Bonus. This trait replaces 2 Freebies. Limit: Must start with Character; replaces 2 Freebies.
Finite Life Rank: "C" Skill: Heritage Trait Effect: A trait that enables the user to survive after death. Special: --- Drawback: --- Description: To be human is to be flawed, limited, and finite; but some humans nonetheless struggle through and work against or despite these limitations. That they live short lives and die gives their time in this life meaning and fuel for art, science, and creativity. Once per day, they do not die until their Temporary Armour Points drop to 0 after taking a death attack, this effect lasts for 5 minutes per Class Level, activation of this technique takes up no movements and happens after a death strike takes place. The amount of Armour Points they gain is 20 points per Class Level. This trait replaces 1 Freebies. Limit: Must start with Character; replaces 1 Freebies.
SKILLS Awareness (90) Rank: "E" Skill: Skill Set/Suite Effect: The acuity of the user's senses allows them to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously. Special: --- Drawback: --- Description: Relevant Abilities: Perception. Skills in Skill Suite: Observation, and Sense Motive. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. The acuity of the user's senses allows them to notice fine details, see danger coming, and tell when people are lying or otherwise behaving suspiciously. The functions of this skill is discern secret messages, get hunches, notice creatures and details, search locations, sense enchantments, and sense motives. The Skills associated with Awareness are Observation (Sophisticated Skill), and Sense Motive (Sophisticated Skill). Limit: Must learn from Skills.
Finesse (90) Rank: "E" Skill: Skill Set/Suite Effect: User's deft hands allow them to perform tasks that require fine manipulation. Special: --- Drawback: --- Description: Relevant Abilities: Agility Skill. Skills in Skill Suite: Disable Device, Lock Picking, and Sleight of Hand. Die Rolls: 1 Die Roll. Check Requirement: Game Master/Described. User's deft hands allow them to perform tasks that require fine manipulation. The Functions of this skill is to conceal objects on the body, disarm traps or devices, open locks, palm objects, pilfer objects from other creatures. The Skills associated with Finesse are Disable Device (Sophisticated Skill), Lock Picking (Sophisticated Skill), and Sleight of Hand (Sophisticated Skill). Limit: Must learn from Skills.
Stealth (90) Rank: "E" Skill: Sophisticated Skill Effect: User is skilled at avoiding detection, allowing the user to slip past foes or strike from an unseen position. This skill covers hiding and moving silently. Special: --- Drawback: --- Description: Relevant Abilities: Agility Skill. Die Rolls: 1 Die Roll. Check Requirement: Always. Opposed: Observation. An individual or creature uses this skill to hide from a casual observer using available concealment and/or cover. In essence, they try to remain motionless and crouched down or prone, so as not to draw attention. Unless the user hides behind total concealment, however, the user may still be visible to the careful observer. This skill also allows a character to move without being heard, a successful check avoids drawing the attention of observers and thus the user can sneak past them if not in their line of sight. Some practical applications of Stealth follow: Limit: Must learn from Skills.
Influence (90) Rank: "E" Skill: Skill Set/Suite Effect: User can manipulate other people through negotiation, deceit, or intimidation. Special: --- Drawback: --- Description: Relevant Abilities: Charisma. Skills in Skill Suite: Acting, Intimidate, Persuasion. Die Rolls: 1 Die Roll. Check Requirement: Various. User can manipulate other people through negotiation, deceit, or intimidation. Change others’ attitudes, create diversions, demoralize, feint in combat, gather information, intimidate, lie, make requests, pass secret messages. The Skills associated with Influence are Acting (Sophisticated Skill), Intimidate (Sophisticated Skill), Persuasion (Sophisticated Skill). Limit: Must learn from Skills.
Athletics (90) Rank: "E" Skill: Skill Set/Suite Effect: User is skilled at deeds of physical prowess such as leaping, and swimming. Special: --- Drawback: --- Description: Relevant Abilities: Might Skill. Skills in Skill Suite: Jump Good, and Swim Good. Die Rolls: 1 Die Roll. Check Requirement: Various. User is skilled at deeds of physical prowess such as leaping, and swimming. Athletics skill is used to apply leaps and swimming at greater distances. The Functions of this skill is Jumping, and Swimming. The Skills associated with Athletics are Jump Good (Sophisticated Skill) and Swim Good (Sophisticated Skill). Limit: Must learn from Skills.
Acrobatics Rank: "E" Skill: Skill Set/Suite Effect: User has a talent for balance and coordination, including aerial maneuvers, gymnastics, and tumbling. Special: --- Drawback: --- Description: Relevant Abilities: Agility Skill. Skills in Skill Suite: Escape Artist, Tumble Good, and Riding. Die Rolls: 1 Die Roll. Check Requirement: Various. User has a talent for balance and coordination, including aerial maneuvers, gymnastics, and tumbling. The Functions of this skill is balance, escape from restraints, execute maneuvers, ride mounts, soften falls, squeeze, and tumble. The Skills associated with Acrobatics are Escape Artist (Sophisticated Skill), Riding (Sophisticated Skill), and Tumble Good (Sophisticated Skill). User must learn Riding multiple times to gain multiple subtypes. Limit: Must learn from Skills. STAT INCREASE Indomitable Fortitude (120) Rank: "D" (Special, See Description) Skill: Supplementary Effect: User has gained mastery over their own fortitude power. Special: --- Drawback: May learn at a maximum of 6 times. Description: Each time learned the user gains 1 extra point to their Fortitude. When the user learns this technique the 1st 2 times they train as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This technique stacks with other Fortitude bonuses. Limit: Universal TaiJutsu Technique.
Impeccable Will (120) Rank: "D" (Special, See Description) Skill: Supplementary Effect: User has gained mastery over their own will power. Special: --- Drawback: May Learn at a maximum of 6 times. Description: Each time learned the user gains 1 extra point to their save against the opponent's Jutsu. When the user learns this technique the 1st 2 times they train it as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This technique stacks with other Will saves. Limit: Universal GenJutsu Technique.
GenJutsu Focus? (120) Rank: "D" (Special, See Description) Skill: Supplementary Effect: User has gained mastery over the use of Illusionism. Special: --- Drawback: May learn at a maximum of 6 times, Description: Each time learned the user gains +1 Competence bonus to their Difficulty in Saves pertaining to GenJutsu Perceptions (Figment, Glamour, Pattern, Shadow, Enchantment, Charm, and Compulsion). When the user learns this technique the 1st 2 times they train it as a regular "D" Rank Jutsu. When the user learns this technique the 2nd 2 times they train it as a "D" Rank Jutsu +10 Training Points. When the user learns this technique the 3rd 2 times they train it as a "D" Rank Jutsu +20 Training Points. This Jutsu does not stack with other Focus Jutsus (NinJutsu Focus, Clan Focus, etc.). Limit: Universal GenJutsu Technique.