Post by Batman on Nov 29, 2016 16:29:30 GMT
Upgrade Pries
T1: 500
T2: 1000
T3: 2000
T4: 3500
T5: 5000
T6: 6000
T7: 7000
T8: 8000
Perks are simply attributes or 'Skill Cards' you can purchase via RPP [RolePlay Points]. They serve as a denotation of what your character can do, and often give out statistics to related attributes to reflect that in a combative setting. Below will list all the perks that the game will have. Some are old, some are new.
Cores
Core List Below [Click bottom to open]
PROFESSIONS
[These perks are based around specific professions and tend to have restrictions (are a certain tier) for characters adhering to our Profession Rules. It varies based on the level of the perk, and your character's skill rank.]
Taijutsu
Taijutsu is simply hand-to-hand combat. If you want to be a melee-er supreme, you'll need to definitely hit this specialization up. It'll detail all the perks needed to make your hand-to-hand combat all the more revered.
Taijutsu List
Ninjutsu
Ninjutsu is perhaps the most broad and abundant category you'll find. Going into this tree tends to require you to be based around a particular type of Ninjutsu, such as Elemental Natures, and so forth. But there are some perks here that are applicable to most characters. Albeit, as non-elementalists, they'll be harder to obtain.
Ninjutsu List
Elemental Training - [Appropriate Element]: This will be for elemental prowess. Each level will grant you stronger stats, and enable you to learn higher leveled ninjutsu ability!
[Tiers: 1 - 8]
Kenjutsu Perks
These perks revolve solely around Swordplay. This means Katana-based perks, Zanbatous-based perks, they all fall under here. Both regular Shinobi and Samurai are allowed to dip into this tree for obvious reasons.
Kenjutsu List
Medical Perks
Medic perks simply allow you to perform surgeries at a more efficient pace, and are imperative to fixing serious injuries. They allow you to do all of the nifty surgeries and experiments you've seen in the series, such as eye/organ transplants, and so forth. Being an intelligent medic is necessary to learning other medical arts as well.
Geneticist: This is the end all of all medical perks! With this skill, you can begin to extract specific genes, study it. . . making modifcations, and even implement them into different persons! If you want to be a mad scientist. This is your destined route, best to believe it.
[Tiers: 4 - 8]
[Requires: T5 Medic. T3 Pharmacy, T4 Studious]
Miscellaneous Weapons
For weapons that aren't typical, we figure it just makes more sense to lump them here. So special gears, and skills that fall under very specific categories will be listed here.
Misc Weapon List
Fuuinjutsu Perks
By now, I'm sure you all are familiarized with this art. Fuuinjutsu, quite simply is the art of sealing. With this class of ninjutsu, you can choose to seal matter, energy, thoughts, movements -- and the list goes on. But most important, Fuuinjutsu also serves as the gateway to another specialization -- Barrier Ninjutsu.
Hachimon [Eight Celestial Gates]
Genjutsu
The dreaded art of illusions. Genjutsu is another supporting art, and grants the user the ability to cast illusions onto the target. It's also a type of skill used constantly in interrogation to pry information out of a person's skill.
Scouting/Sensory
This is one of the main supporting classes of a Shinobi. In fact, you could argue that this is perhaps the only LEGITIMATE shinobi, as they focus primarily on stealth, detection and assassination. Pretty much, if you want to be a cool spy that goes into a foreign village undercover, or the guy meant to sneak into a secret headquarters, this is your best bet!
Summoning Perks
Rather than using your own strength, a shinobi can opt to specialize in conjuring numerous familiars to fight in their stead. Summons can be used for other tasks as well. But that doesn't mean they don't have limitations. The summoning perks are simply skillcards that will aid in overcoming these limitations.
Summoning List
Samurai
Swordplay, you say? Indeed. Samurai are much greater than your everyday Swordsman. After all, for centuries they have lived and breath the way of the Blade, and thus have various characteristics and training methods that set them apart from even Kenjutsu Specialist. Below will list all the perks you can expect from a Samurai [more to be added as time goes.]
Samurai List
Priests
The Priests of the Seinaru are highly versatile and possess numerous sub-professions and abilities. The perks below will deal with your refinement over the 'Light' [which is essentially Light Energy], and using it in various ways. Some have explicit requirements, others do not.
Priest List
Necromancer
These perks are geared towards the exclusive 'Necromancer' classes. Each of these skill cards will allow your character's affinity with Dark Chi to be expanded upon, and grant them a number of different abilities, attributes and strengths that are on par, if not superior to shinobi. Pretty much, if you want to see the database, click below!
Necromancer List
Weaponist
Perks for those that wish to be elite marksman/weapon throwers.
Puppetry
Puppeteer_Proficiency: This perk is what allows the puppeteer to use the Chakra String technique with enhanced proficiency. Essentially, with this perk ,you go from only being able to use one puppet, to being able to use multiple. The amount varies based on your skill, as well as the skill-level of complexity of the puppet that you're wielding.
[Tier: 1 - 8]
[Requires: Chakra String Technique]
Human Puppeteer: This perk allows you to legitimately make other humans into a puppet. It requires advanced knowledge of anatomy, and medical ability. In addition, you obviously have to be an expert Puppeteer yourself. Any person made into a puppet retains the stats they possessed as a human, as well as any ability.
[Tier: 6]
[Requires: T6 Puppeteering, T6 Medic]
Puppet Squadron:This perk allow you to use up to one-hundred puppets all simultaneously. It's great for overwhelming an opponent, or taking out entire legions in no time. However, due to the amount of puppets being used, your skill with any individual creation dwindles. Albeit, you'll still be a force to be reckoned with, and can overwhelmed most foes.
[Tier:5]
[Requires: t7 Puppet]
Fan Specialist
Fan Proficiency: This perk is based around using a Kyodai Senshu, which is essntially a folding fan. The higher your skill level, the more easily you may utilize your weapon to apply Fuuton-based ninjutsu. At higher levels, you can produce gales without even so much as moving your weapon.
[Tiers: 1 - 8]
Gunbai Proficiency: A gunbai is like a Kyodai Senshu, but much more powerful. It essentially allows theuser to move beyond justsimply unleashing wind-based ninjutsu. Nay, at this point, you can use this as a cataylst for other elemental techniques as well. Sadly, your proficiency with the element whilst using this fan dwindles. [You can only use elemental skills one-grade below your skill-rank, or more.]
Other Perks
Free Runner: This character is incapable of being slowed down. They adjust to the many different shifts on the battlefield with east, and glide across as if each boundary was not in their way.
[Tier:4]
[Requires: Reflex T3, Speed T3, Stamina T2]
Herbalist: This character is capable of growing and using herbal remedies. They can cross-breed plants, and make new species of vegetations all together. It makes them highly sought after in the shinobi world.
[Tier: ]
[Requires: Dunno][/spoiler]
Attitude/Will/Alignment perks.
These perks are unique in the fact that you no longer will be able to purchase them. They will be awarded solely based on your RP. If an admin observes and notices that you are deserving, we may provide it.Alternatively, if you feel you've been overlooked, you may apply for one of these perks on your own -- but be sure to provide evidence and log-based proof as well. None of these perks will count your perk cap.
Villainous: This character has transcended evil, and has obtained an especially sinister chakra. Every act they take is for their own, dastardly goal to be reached, and friends are merely tools used to get to their next big ploy. You don't turn your back to a villainous character. Bonuses are kept hidden.
Requires: Evil.
Blacksmith Perks
Weapon-Smith: This character can use this expertise in order to craft impressive weapons. They can perform a number of things, and as the character becomes more proficient, his capacity begans to expand as well. At the end, they may even be able to craft weapons on par or superior to the items the Sage of Six Paths even used!
[Tiers: 1 - 8]
Armor-Smoth: This character can use their expertise to craft armor or varying degrees. At the end of this journey, they may be able to craft armor on path with the items used by the Sage of Six Path.
[Tiers: 1- 8]
Architect: You're a builder and can craft not only houses, but massive mechanical constructions as well.
[Give Access to Build]
[Tier: 5]
[Requires: T4 Armor/Weaponsmith]
T1: 500
T2: 1000
T3: 2000
T4: 3500
T5: 5000
T6: 6000
T7: 7000
T8: 8000
Perks are simply attributes or 'Skill Cards' you can purchase via RPP [RolePlay Points]. They serve as a denotation of what your character can do, and often give out statistics to related attributes to reflect that in a combative setting. Below will list all the perks that the game will have. Some are old, some are new.
Cores
- Cores are essentially the typical perks related to all characters. Anyone can pursue these to make their characters more of a physical beast or force to be reckoned with. Essentially, these perks revolve around building up the user's raw power, rather than focusing on skill-related attribute
Core List Below [Click bottom to open]
Strength: The strength perks are the first one up. They revolve around your character's ability to generate physical power. Going the route of strength primarily boosts the obvious strength stat. But it also gives a bit of durability later in the road as well, since a strong body tends to pack enough muscle to add protection.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Endurance: The opposition to 'Strength'. This perk revolves around building up the body to be far more durable and resistant to pain. Typically this perk is for bruisers or those that wish to take on immense physical punishment.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Speed: Gotta go fast! A speed perk is simply for movement speed and overall velocity. It also partially aids in reacting, since the faster you can move, the better you'll be able to respond to hostile actions!
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Reflexes: Simple really. It's your mind's ability to process information in a timely fashion. The better your reflex perk is, the better you'll be able to respond to an opponent's action, be it in a defensive or offensive manner.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Hand-Seals: This perk is related to how quickly you can move those nimble fingers in order to produce the needed hand-sign for your Jutsu! It's an integral part to any Shinobi's repertoire if they want to be able to apply their techniques in a timely fashion mid-battle. It also raises one's overall Ninjutsu ability stat.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Chakra Control: This perk predictably governs around one's chakra control. Essentially, the better this perk is, the higher your chakra control quality will be. In addition, chakra control perks will eventually play a major role in controlling how energy is drained when utilizing Chakra-based techniques.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Ninjutsu Defense: Yes, this is also a perk! This one dictates how well your character's body can hold up against spiritual-based attacks, like fire, lightning -- and other Ninjutsu-like abilities.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Attack Speed: The ability to strike. It's a pretty staple process for all Shinobi. The higher your attack speed perk, the faster your melee attacks are as a direct result.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Studious: Intelligence! It's necessary for many things, such as making it easier to master skills, utilizing powerful Genjutsu, or being an intellectual mastermind. It aids in blacksmith-ing, and other non-combat arts.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Mind: Your mental fortitude! It aids in powering genjutsu, but also provides immense awareness and defense to illusions as well.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Physical Energy: Previously known as the as 'Stamina.' Physical energy refers to the natural vitality that your body produces for normal/physical actions, such as walking, running, blinking and so forth. Getting this is imperative as it allows you to stay in battle longer without suffering from fatigue, and grants your body with additional vitality [health]. Physical Energy is also half the make-up over your chakra and thus bolsters your ability to use Ninjutsu.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Spiritual Energy: Previously known as the 'chakra'. Spiritual energy refers to your mind's consciousness. It's a type of energy that is enhanced from meditation, learning, and just gaining real-world experience. It is the second component in one's chakra, and thus having a powerful spiritual will grant you far more powerful chakra, and thus more devastating ability.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Sight: Your motion perception ability. Sight perks dictate how clearly you can see fast-moving objects. It also aids in your ability to see further distance. As a result of this perk literally being your ability to perceive things, it also aids in reaction timing as well.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Hearing: Your ability to detect sounds. It grants you the ability to better observe your surroundings and is super imperative to help you defend against stealth-y ninjas.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Smell: It isn't as readily useful as the other two main senses. But with Smell, you gain the ability to track an opponent more vividly, even if they've left the scene. Based on your scent, if it reaches a high enough caliber, you could track someone for Kilometers.
{Tiers: 1 - 8]
{Tiers: 1 - 8]
PROFESSIONS
[These perks are based around specific professions and tend to have restrictions (are a certain tier) for characters adhering to our Profession Rules. It varies based on the level of the perk, and your character's skill rank.]
Taijutsu
Taijutsu is simply hand-to-hand combat. If you want to be a melee-er supreme, you'll need to definitely hit this specialization up. It'll detail all the perks needed to make your hand-to-hand combat all the more revered.
Taijutsu List
Taijutsu: The base Taijutsu perks. It givens your ability to learn melee moves of higher difficulties. In essence, all Taijutsu warriors will need to go through this perk to be anything in the art!
Tiers: 1 - 8
Tiers: 1 - 8
Boxer: This perk refers to a character's Taijutsu ability as it pertains to their arms. It serves as a focused perk, denoting utter excellence when it comes to utilizing the arms for either defensive our offensive fury. Each of a boxer's blows are fierce-some and shouldn't be trifled with!
[Tiers: 5]
[Tiers: 5]
Kick-Boxer: This perk refers to a character's Taijutsu ability as it pertains to their legs. At this stage, this individual's kicking prowess can leave you in awe. Every swift kick is a thunderous blow and runs the risk of forcing a character into a state of unconsciousness..
[Tiers: 5]
[Tiers: 5]
Grappler: The grappler perk is a special Taijutsu ability that is based solely around the usage of Grapples and Wrestling-esque moves. It requires immense training and discipline. But once obtained, those who are caught within your grip? Very seldom escape. It's a requirement for several wrestling-based techniques.
[Tier: 5]
[Requires - Tier 4 Strength, T5 Taijutsu perk [of your choosing].
[Tier: 5]
[Requires - Tier 4 Strength, T5 Taijutsu perk [of your choosing].
Ninjutsu
Ninjutsu is perhaps the most broad and abundant category you'll find. Going into this tree tends to require you to be based around a particular type of Ninjutsu, such as Elemental Natures, and so forth. But there are some perks here that are applicable to most characters. Albeit, as non-elementalists, they'll be harder to obtain.
Ninjutsu List
Elemental Training - [Appropriate Element]: This will be for elemental prowess. Each level will grant you stronger stats, and enable you to learn higher leveled ninjutsu ability!
[Tiers: 1 - 8]
Dual Caster: This perk allows the character to execute two techniques consecutively, without delay. For ninja, it requires the handseals for both techniques to be done first, and then the techniques may be executed one after the other with very minimal delay or near simultaneously, allowing for combination jutsu.
[Tier: 5]
[Requires - Chakra Control T4 , Elemental Training T4, Transitionist || OR || Chakra Control T6 && Transitionist]
[Tier: 5]
[Requires - Chakra Control T4 , Elemental Training T4, Transitionist || OR || Chakra Control T6 && Transitionist]
Amplifier: This character has the power to amplify the power of their techniques, forcefully expanding it and creating something greater out of it by inputting much more energy for a stronger output.
[Tier: 5]
[Requires - Spiritual Energy T5, Chakra Control T4 || OR Spiritual Energy T7]
[Tier: 5]
[Requires - Spiritual Energy T5, Chakra Control T4 || OR Spiritual Energy T7]
Shape Training: This perk revolves around shape manipulation, which is essentially an advanced form of Chakra Control. It's essential in all Jutsu, but there are Shinobi who have come to have exceptional talent, and can use this knowledge to craft advance techniques, or even modify it existing ones to their liking.
[Tiers: T5 - T8]
[Requires: T4 Chakra Control]
[Tiers: T5 - T8]
[Requires: T4 Chakra Control]
Mastery: This character has a natural gift when it comes to jutsu. They not only have enhanced skill at learning and mastering jutsu. They are also capable of manipulating their jutsu and building off of them a lot easier than someone without this perk.
[Tiers: T6]
[Requires - Chakra Control T6, Shape Manipulation T6]
[Tiers: T6]
[Requires - Chakra Control T6, Shape Manipulation T6]
Kenjutsu Perks
These perks revolve solely around Swordplay. This means Katana-based perks, Zanbatous-based perks, they all fall under here. Both regular Shinobi and Samurai are allowed to dip into this tree for obvious reasons.
Kenjutsu List
Katana Proficiency: This perk class is for those that wish to pursue a more practical, bladed weapon. Characters with this perk are able to skillfully utilize a Katana in combat. This naturally raises their attack speed, and overall compenency when it comes to Kenjutsu related techniques.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
BFSW: The BFSW can handle large weapons with ease. He doesn't tire when carrying heavy weapons, and it acts as an extension of himself. Large swords, even special ones, do not tire him unless the sword has some special property to it which weighs down on the user.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Iai: This character is trained in the art of quickly drawing their katana from the sheaths. This character can make a blindingly fast strike that is capable of automatically stopping the hand seal usage of a ninja. If said ninja does not block, they take a deadly hit.
[Tier: 6]
[Require - T7 Katana Prof]
[Tier: 6]
[Require - T7 Katana Prof]
Dual Wielding Sword Art: This character is proficient with dual wielding average sized swords. They remove the dangers of the weapons from themselves, and can utilize off-handed weapons efficiently, even in conjunction with a regular sword
[Tier: 4]
[Require: T4 Katana Prof]
[Tier: 4]
[Require: T4 Katana Prof]
Giant Dual Wielding Sword Art: This character is proficient with dual wielding giant swords. They remove the dangers of the weapons from themselves, and can utilize off-handed weapons efficiently, even in conjunction with another giant sword.
[Tier: T5]
[Require: BFSW T4
[Tier: T5]
[Require: BFSW T4
Medical Perks
Medic perks simply allow you to perform surgeries at a more efficient pace, and are imperative to fixing serious injuries. They allow you to do all of the nifty surgeries and experiments you've seen in the series, such as eye/organ transplants, and so forth. Being an intelligent medic is necessary to learning other medical arts as well.
Medic: The Medic is a quick and nimble fighter, keeping out of the battle and protecting themselves. They are capable of quickly healing fighters on the battlefield just enough to get them up and ready for battle again. They can also heal at faster rates, and are able to focus with much more ease than the average medic, allowing for easier surgeries, and healing.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Anatomy: This character has an understanding of the human anatomy and is able to, in conjunction with Needles of Death, inhibit their target's movement, cause them to enter a state of faux death, or paralyze their opponent.
[Tier: 4]
[Requires: Medic T4]
[Tier: 4]
[Requires: Medic T4]
Poison Proficiency: This perk is a medical art based around crafting new and more deadly poisons. Normally, the poisons tend to react to a target in the exact same manner, assuming they havent built up a resistance to that type of pathogen.
[Tiers: 1 - 8]
[Requires: Medic T3]
[Tiers: 1 - 8]
[Requires: Medic T3]
Pharmacist: This character's advanced knowledge has allowed them to begin to craft pharmaceutical pills. As a result, they can develop drugs that can have a number of effects on an individual. Such as increasing their strength, training regiment, and so forth.
[Tiers: 1 - 8]
[Requires: T4 Medic, T3 Poison Prof]
[Tiers: 1 - 8]
[Requires: T4 Medic, T3 Poison Prof]
Geneticist: This is the end all of all medical perks! With this skill, you can begin to extract specific genes, study it. . . making modifcations, and even implement them into different persons! If you want to be a mad scientist. This is your destined route, best to believe it.
[Tiers: 4 - 8]
[Requires: T5 Medic. T3 Pharmacy, T4 Studious]
Miscellaneous Weapons
For weapons that aren't typical, we figure it just makes more sense to lump them here. So special gears, and skills that fall under very specific categories will be listed here.
Misc Weapon List
Kabutowari Proficiency: This character is proficient with the Kabutowari. He is capable of utilizing both weapons flawlessly, and can deliver blows with the weapon that can shatter most defenses.
[Tier: 5]
['Required - BFSW 3]
[Tier: 5]
['Required - BFSW 3]
Kubikiri Houcho Proficiency: This character is highly skilled with the Kubikiri Houcho, and can use the weapon to behead his opponents. He is capable of utilizing the weapon with a great deal of ferocity, leaving him feared on the battlefield.
[Tier: 4]
[Requires - BSFW4]
[Tier: 4]
[Requires - BSFW4]
Kiba Blades Proficiency: This character is highly proficient with the dreaded kiba blades. They are capable of wielding both with ease, and can use both like an expert.
[Tier: 4]
[Requires - Dual Wielding, Lightning Training, Katana 4]
[Tier: 4]
[Requires - Dual Wielding, Lightning Training, Katana 4]
Kusarigama Proficiency: This character is skilled with the Kusarigama. They are capable of utilizing the weapon to its fullest potential, using both the weighted ball, the chain, and the scythe effectively, and without endangering themselves.
[Tier: 1 - 8]
[Tier: 1 - 8]
Katar Proficiency: This character is skilled with the use of katars, and other fist-blade weapons. They fight like experts with these weapons, and remove the dangers of self-harm.
[Tier: 1 - 8]
[Tier: 1 - 8]
Fuuinjutsu Perks
By now, I'm sure you all are familiarized with this art. Fuuinjutsu, quite simply is the art of sealing. With this class of ninjutsu, you can choose to seal matter, energy, thoughts, movements -- and the list goes on. But most important, Fuuinjutsu also serves as the gateway to another specialization -- Barrier Ninjutsu.
Basic Sealing: The grand-daddy of all sealing perks. This perk allows you to seal matter of varying degrees, be it physical or metaphysical! It's the most broad-range of all sealing arts, giving you the capacity to seal and unseal weapons, chakra, and even organic material once you reach a high enough level.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Barrier Ninjutsu: This perk class gives you the ability to learn/make Barrier Ninjutsu. A sub-type of the sealing arts. It requires that you at the very least are able to seal metaphysical matter. More or less, this type allows you release varying barriers that can have a number of effects. Normally, the domes are for either imprisoning, or keeping a person out of a designated area.
[Tiers: 2 - 8]
[Requires: T3 Sealing, T3 Control]
[Tiers: 2 - 8]
[Requires: T3 Sealing, T3 Control]
Juinjutsu: Cursed Sealings. This perk grants you the ability to use advanced variants of the basic Fuinjutsu abilities. Rather than sealing/unsealing tangible matter, cursed seals are able to restrict intangible things. Such as movements, memories, other cursed seals, or just general actions.
[Tiers: 3 - 8]
[Requires: T5 Sealing]
[Tiers: 3 - 8]
[Requires: T5 Sealing]
Locksmith: This perk allows the avatar to more or less move on with their Fuuinjutsu-based skills on the fly. Normally, a seal would require prep-time, or pre-making to be use-able in combat. This perk simply grants you the ability to use it in real-time combat as if they were normal seals.
[Tier: 5]
[Requires: Fuuinjutsu T4, Handseals T4]
[Tier: 5]
[Requires: Fuuinjutsu T4, Handseals T4]
Hachimon [Eight Celestial Gates]
WIP
Genjutsu
The dreaded art of illusions. Genjutsu is another supporting art, and grants the user the ability to cast illusions onto the target. It's also a type of skill used constantly in interrogation to pry information out of a person's skill.
Mind Weaver: This perk is built around building up your character's affinity with the art of Genjutsu. It allows the person's illusions to gain strength. At a higher level, this perk even grants you the capacity to modify pre-existing illusions to suit your needs.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Hopeless Visionary: Pretty much allows you to get around one of the weaknesses of Genjutsu. This skillcard lets you effect anyone within the vicinity with the same illusion. This character is a big dreamer, and has the skill to turn his dreams into a weapon. He can empower Genjutsu, and warp the effects of it. He can capture multiple people in the same Genjutsu, and have them all experience it simultaneously, as if it were a group Genjutsu.
[Requires: Mind Weaver T4]
[Tier: 5]
[Requires: Mind Weaver T4]
[Tier: 5]
Illusionist: Illusionist is a skillcard that allows you to modify Genjutsu as they're existing with single additional hand-signs. It can change the entire dynamic of a genjutsu should one aspect be in-effective or seen through.
[Tier: 5]
[Requires: Mind Weaver 5]
[Tier: 5]
[Requires: Mind Weaver 5]
Musician: This skill card grants the user with the ability to use an instrument for their powerful genjutsu. It's pretty nifty, since most people can't ever evade a Sound Genjutsu, excluding specific means.
[Tier: 6]
[Requires: T6 Weaver]
[Tier: 6]
[Requires: T6 Weaver]
Magician: This perk readily allows the user to ignore the need of hand-seals for their Genjutsu, often just requiring the need of simple gestures or motions. [It plays off of Mind Weaver. So for example, if your Mind Weaver perk said you could do B-rank Genjutsu with ease, then this perk would grant you the ability to use a Genjutsu that's a step below with single gestures. ]
[Tier: 5]
[Requires: T5 Mind Weaver]
[Tier: 5]
[Requires: T5 Mind Weaver]
Scouting/Sensory
This is one of the main supporting classes of a Shinobi. In fact, you could argue that this is perhaps the only LEGITIMATE shinobi, as they focus primarily on stealth, detection and assassination. Pretty much, if you want to be a cool spy that goes into a foreign village undercover, or the guy meant to sneak into a secret headquarters, this is your best bet!
Innate Sensing: The basic sensing perk. It's required to learn the generic sensory abilities. At early levels, you'll require focus to detect others via sensory, but eventually it'll become second nature.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Light Foot: This perk type is the basis of all stealth movement, and will directly allow you to sneak around from people. Its best use when an opponent isn't readily available or expecting stealth. However, the closer you get to a person, the more likely you'll be detected. This character is sneaky, and light on his feet. He makes no sounds when he walks, and is capable of avoiding those without sufficient hearing.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Concealer: This character is excellent at the art of concealment. They can hide items from other characters with ease so long as they lack the advanced sight perks. This character can hide small and medium size weapons, and even use them for sneak attacks.
[Tiers: 4]
[Requires: T4 Lightfoot]
[Tiers: 4]
[Requires: T4 Lightfoot]
Shadow Walker: Shadow walkers are masters of stealth. The character with Shadow Walker is capable of hiding in shadows, and will remain unseen unless with sight two or better, or with primal sensing is focusing in their direction/on their location. Once every five rounds in combat, the Shadow Walker can completely vanish and elude their opponent's sights by falling into the shadows so long as there is an ample source around, or if it is nighttime and they are bathed in the darkness.
[Tier: 4]
[Requires: T5 Lightfoot]
[Tier: 4]
[Requires: T5 Lightfoot]
Flicker Fighter: This perk is a skill-card based around the mastery of the Body-Flicker technique. It eventually, once at an adequate level, allows you to use the Shunshin technique as it if were second nature.
[Tiers: 1 -8]
[Tiers: 1 -8]
Mist Fighter: Skill card for Kirigakure no Jutsu. This character is capable of vanishing in the hidden mist. She fights with deadly precision, and with deception within the mist, making her nearly unstoppable inside of it.
[Tier: 4]
[Requires: T4 Light Foot. Mastery of Kirigakure no Jutsu]
[Tier: 4]
[Requires: T4 Light Foot. Mastery of Kirigakure no Jutsu]
Summoning Perks
Rather than using your own strength, a shinobi can opt to specialize in conjuring numerous familiars to fight in their stead. Summons can be used for other tasks as well. But that doesn't mean they don't have limitations. The summoning perks are simply skillcards that will aid in overcoming these limitations.
Summoning List
Summoning Proficiency: This perk will govern a character's overall ability when it comes to summoning items or entities. The higher level this perk is, the more summons you'll be able to call onto the battle field in total. And more importantly, the more competent you are, the more powerful your summons may be capable of becoming.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Dual Pact: Unlike most shinobi, this perk allows the user to gain another familiar summon! Sadly, at this stage, only a species may be on the field at a time. It requires immense skill to even be able to hold two contracts at once, making this a rare feat worth of being commended for.
[Tiers: 4]
[Requires -
[Tiers: 4]
[Requires -
Blood-Pact: This perk makes it so that the user no longer even requires a blood sacrifice to conjure up their species, making it fully possible to unleash a summoning quite easily while in combat. In addition, you can now have both of your summon species out at will.
[Tiers: 3]
[Requires - T5 Summoning Prof && Dual Pact]
[Tiers: 3]
[Requires - T5 Summoning Prof && Dual Pact]
Familiar Unity: This perk shows that the summoner has completely tamed both species and have gotten their respeck. As a result. . by some unholy wizardy, the species can be cross-breed to make your own unique brand of summoning creatures! It's weird, mate. . .
[Tier: 4]
[Requires - Dual Pact, Blood Pact|| Mastery of the B-ranks for each summon type.]
[Tier: 4]
[Requires - Dual Pact, Blood Pact|| Mastery of the B-ranks for each summon type.]
Grand Summoner: This perk denotes the character has a highly accomplished and powerful summoner, one on par with 'Ma Toad. At this stage, you're not only capable of summoning very powerful familiars, but you can do multiple -- all at once. This makes you a force to be reckoned with, particularly if you've come to develop numerous personal summons on your own time.
[Can summon up to 4 giga-classed summons at once. Transitionist/Dual Caster can't be stacked with this.]
[Tiers: 5(6?)]
[Require - T6 Summon Prof, Dual Pact (mastery of 2 A rank summons)]
[Can summon up to 4 giga-classed summons at once. Transitionist/Dual Caster can't be stacked with this.]
[Tiers: 5(6?)]
[Require - T6 Summon Prof, Dual Pact (mastery of 2 A rank summons)]
Lycan: This perk shows that the user has become one with at least one of their summoning familiars. As a result, they've begun to transform, taking on strange qualities based around the very animal that they work alongside. It grants a number of powerful bonuses, not much unlike that of sage-mode. Albeit, it pales in terms of sheer strength, but requires no time to charge up as this Lycan state essentially becomes their base form.
[Tiers: T4 - T8]
[Require - T6 Summon Prof, Grand Summoner]
[Tiers: T4 - T8]
[Require - T6 Summon Prof, Grand Summoner]
Samurai
Swordplay, you say? Indeed. Samurai are much greater than your everyday Swordsman. After all, for centuries they have lived and breath the way of the Blade, and thus have various characteristics and training methods that set them apart from even Kenjutsu Specialist. Below will list all the perks you can expect from a Samurai [more to be added as time goes.]
Samurai List
Kendo Arts: This perk is a specialized version of swordplay. It's based on the ancient practices that the Samurai have honed over centuries, and requires the utmost discipline and tenacity. Those who can obtain this perk greatly excel in the ability to use Kenjutsu-based attacks, and can learn a series of advanced stances and capabilities.
[Tiers: 4 - 8]
[Require - T4 Kenjutsu]
[Tiers: 4 - 8]
[Require - T4 Kenjutsu]
One Eyed Dragon: This perk channels the power of the ancient Samurai Figure, Masamune Date. Due to the Samurai's expertise, they are able to utilize a total of six blades at once. It makes for a deadly, rapidly firing combination of attacks. One that can't easily being overcome.
[Tier: 6]
[Tier: 6]
Bladesmen: The user gains a heightened capacity for a Samurai's unique chakra, enabling greater control, and enhanced ability when it comes to their various chakra-flow based techniques.
[Tier:5]
[Requires - Kenjutsu 5]
[Tier:5]
[Requires - Kenjutsu 5]
Descendant of the Dragon: The highest level of all Samurai ability. At this stage, the user is able to tap into their very core, summoning the power of their ancestors. It forms a brief layer of protective chakra, one tauted as an ultimate defense and impenetrate-able fortress. The durability is claimed to be on par with a Samurai's unbending will. It also grants the ability to use new, master-tier techniques.
[Tier: 8]
[Requires: All Samurai Perks]
[Tier: 8]
[Requires: All Samurai Perks]
Priests
The Priests of the Seinaru are highly versatile and possess numerous sub-professions and abilities. The perks below will deal with your refinement over the 'Light' [which is essentially Light Energy], and using it in various ways. Some have explicit requirements, others do not.
Priest List
Light Weaver: A basic, generic perk for those of the Holy faith. The Light Weaver perk is simply the user's spirit becoming acclimated with their immense Light Chi. As a result, the user grows more knowledge-able and becomes better able to detect and discern the positive/holy chi around them. It also greatly enhances their spiritual reservoir and fortitude.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Light Manifestation: This perk is more about just raw talent in manipulating the energy to your will. Rather than simply becoming experienced with Light Magic, the Priest and/or Priestess instead is capable of imposing their will on the positive energy that surges through their pores.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Light Bringer: This is the perk for all of whom are holy! The user's spirit is pure and elegant, making each strike exude in positivity. As a result, their spells gain more power when going up against the evil or those who are corrupted -- especially Demons.
[Tier: 3]
[Require - Light Manifestation 4]
[Tier: 3]
[Require - Light Manifestation 4]
Cleric: This perk is a profession skill card based around the Cleric class. Essentially, this enhances your ability to use your supporting skills, such as healing, cleansing, empowering, etc. It also aids in your overall energy reservoirs.
[Tier: 1 - 8]
[Tier: 1 - 8]
Crusader: The crusader is another profession perk. It revolves around the use of Light Magic to enhanced close-quarter-combat. It's pretty rare among Priests ICly, but is also great training to enhance one's physicality, as well as your spiritual ability. Crusaders tend to use either swords, or their fists.
[Tier: 1 - 8]
[Tier: 1 - 8]
Light Mage: An offensive profession among the Priest class. It revolves around molding your built up chi in a variety of ways to more or less release explosive waves meant to pulverise your opponent.
[Tier: 1 - 8]
[Tier: 1 - 8]
Light Summoner: A particularly rare perk, meant only for especially powerful Priests and Priestesses. It's available only to those that have practically mastered the Light. What the perk does is simply give you access to powerful 'summons' or familiars from the Realm of Avalon. It's rumored that lore involving angels spawn from humans getting a glimpse to this heavenly realm.
[Tier: 5]
[Tier: 5]
These perks are geared towards the exclusive 'Necromancer' classes. Each of these skill cards will allow your character's affinity with Dark Chi to be expanded upon, and grant them a number of different abilities, attributes and strengths that are on par, if not superior to shinobi. Pretty much, if you want to see the database, click below!
Necromancer List
Dark Weaver: Contrasting the 'Light Weaver', Necromancers are able to become aligned with their dark energy as well. As the malicious chi festers in their spirit, the user gains a greater understanding of their magic due to this sequence. It hardens the soul, forcing the spirit to be more resilient, rigid. . and more powerful as a direct result.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Dark Manifestation: The user puts together their talent to learn how to bend their Dark Chi to their will. Through pure force and focus, they're able to better manipulate their chi to produce the desired result.
[Tiers: 1 - 8]
[Tiers: 1 - 8]
Dark Bringer: This perk represents all of the evil that clings to a mortal spirit. It comes into play once a Necromancer has garnered enough experienced in the dark art to permanently mutate their spirit. As a result, every attack unleashed to an opposing force will be infested with sinful tinge of dark chi, making the skill far more effective against good-aligned people, or Priests.
[Tier: 3]
[Require - Light Manifestation 4]
[Tier: 3]
[Require - Light Manifestation 4]
Dark Summoner: The user holds a pact with the Dark Spirits that linger along in the Realm of Makai. As a result, they have a bevy of Demonic fcreatures to conjure along at their behest, and can even use this connection with the dark realm to begin corrupting others. Summoners, while not the most offensive capable, are a force to be reckoned with.
[Tier: 1 - 8]
[Tier: 1 - 8]
Templar: The melee class of the Kokonerasu. Those who pursue this art are capable of using skills that can either be enhanced by concussive damage magic, or techniques that afflict the user's soul or spirit. As with Crusaders, Templars are capable of either using swords or hand-to-hand
[Tier: 1 - 8]
[Tier: 1 - 8]
Dark Mage: The offensive class of the Necromancer race. The user manipulates their Dark Energy into a series of sizes and shapes to produce devastating dark spells meant to eradicate the opposition with. The Dark Mages are probably the most common enemies to encounter within the Kokonerasu.
[Tier: 1 - 8]
[Tier: 1 - 8]
Curse Specialist: Using Dark Magic's impeccable relation to 'Yin Release', the user is able to send attacks specifically that can effect the soul, mind, and/spirit. Curses are extremely powerful and near impossible to evade given that they near automatically effect a person so long as they're within range. The best defense against curses are to have a Priest on hand to cleanse.
[Tier: 5]
[Tier: 5]
Weaponist
Perks for those that wish to be elite marksman/weapon throwers.
Exotic Weapons: This character has a range of ability in several weapons that are unlisted prior. It ranges heavily, and can include a plethora of unique, un-classified weaponry. Pretty much, if you want to be a weapons master. This is probably what you desire.
[Tier:4]
[Requires: Case by case. May not lock you into weaponist prof.]
[Tier:4]
[Requires: Case by case. May not lock you into weaponist prof.]
Marksmen: The typical perk you'd expect from this class of skillcards. What this perk allows you to do is refine your precision and throwing technique. With this, you'll be able to eventually curve your weapons and throw at increasingly difficult arcs. Pretty much, if you want to be a Ten-Ten based fighter, this is one of the perks you'll essentially need.
[Tiers: 1 -8]
[Tiers: 1 -8]
Needles of Death: This perk allows you to use Senbons with increasingly deadly accuracy. They can target a person's pressure points, and once hit, can render that particular region incapable of movement.
[Tier: 5]
[Requires: T4 Marksman, Anatomy]
[Tier: 5]
[Requires: T4 Marksman, Anatomy]
Bow_Proficiency: This perk allows a character to more accurately use a bow. As this character grows more proficient and skilled, they'll not only become more accurate, but they'll be able to fire off more arrows at once. Like with the other Weaponist based perks, this'll only be to aid you in increasing your Bukijutsu stat.
[Tier: 1 - 8]
[Tier: 1 - 8]
Puppetry
Puppeteer_Proficiency: This perk is what allows the puppeteer to use the Chakra String technique with enhanced proficiency. Essentially, with this perk ,you go from only being able to use one puppet, to being able to use multiple. The amount varies based on your skill, as well as the skill-level of complexity of the puppet that you're wielding.
[Tier: 1 - 8]
[Requires: Chakra String Technique]
Human Puppeteer: This perk allows you to legitimately make other humans into a puppet. It requires advanced knowledge of anatomy, and medical ability. In addition, you obviously have to be an expert Puppeteer yourself. Any person made into a puppet retains the stats they possessed as a human, as well as any ability.
[Tier: 6]
[Requires: T6 Puppeteering, T6 Medic]
Puppet Squadron:This perk allow you to use up to one-hundred puppets all simultaneously. It's great for overwhelming an opponent, or taking out entire legions in no time. However, due to the amount of puppets being used, your skill with any individual creation dwindles. Albeit, you'll still be a force to be reckoned with, and can overwhelmed most foes.
[Tier:5]
[Requires: t7 Puppet]
Fan Specialist
Fan Proficiency: This perk is based around using a Kyodai Senshu, which is essntially a folding fan. The higher your skill level, the more easily you may utilize your weapon to apply Fuuton-based ninjutsu. At higher levels, you can produce gales without even so much as moving your weapon.
[Tiers: 1 - 8]
Gunbai Proficiency: A gunbai is like a Kyodai Senshu, but much more powerful. It essentially allows theuser to move beyond justsimply unleashing wind-based ninjutsu. Nay, at this point, you can use this as a cataylst for other elemental techniques as well. Sadly, your proficiency with the element whilst using this fan dwindles. [You can only use elemental skills one-grade below your skill-rank, or more.]
Other Perks
Big Eater: This perk means you're a fat ass. You can eat a lot, which means you have extremely high energy reserves stored. The extra eating may or may not slow you down.
[Tier: 3]
[Tier: 3]
The Keg: Your appetite is downright ravenous. You can eat for days on end, and as a result your body has stored excessive natural energy. Due your hearty eating habits, you've grown a bit more rigid and stocky.
[Tier: 5]
[Requires Big Eater. Once obtain, Big Eater is overwritten.]
[Tier: 5]
[Requires Big Eater. Once obtain, Big Eater is overwritten.]
Flexibility: This character can adjust to a number of fighting styles with ease. If it is a fighting style they haven't seen before they can likely adjust to it quickly, making them a lot more capable of handling unique and often powerful battle formations.
[Tier: 4]
[Requires: Reflex T2, Studious T2]
[Tier: 4]
[Requires: Reflex T2, Studious T2]
Free Runner: This character is incapable of being slowed down. They adjust to the many different shifts on the battlefield with east, and glide across as if each boundary was not in their way.
[Tier:4]
[Requires: Reflex T3, Speed T3, Stamina T2]
Toe Fighter: The Toe Fighter fights on his toes, keeping agile and quick in his battle. He focuses on quick strikes with less power, and is capable of laying numerous hits on his opponents. He is notably more fragile in combat, and is much more susceptible to knockdowns.
[Tier: 5]
[Requires: T5 Reflex, T4 Speed]
[Tier: 5]
[Requires: T5 Reflex, T4 Speed]
Solid Feet: The character with solid feet has a great deal of balance, and has a hard time being knocked down. Their legs have been trained to great heights, an their body has been pushed beyond it's limit, making their frames a lot more hardy than you'd expect.
[Tier: 3]
[Requires: T3 Body, T3 Strength]
[Tier: 3]
[Requires: T3 Body, T3 Strength]
Sturdy Fighter: The Sturdy Fighter is nothing short of a tank. He fights defensively, and acts as a shield for his allies. He can take quite the beating, and lives off of it.
[Tier: 5]
[Requires: T5 Body, Solid Foot]
[Tier: 5]
[Requires: T5 Body, Solid Foot]
Heavy Armor Proficiency: This character is capable of fighting in Heavy Armor without any drawbacks. It does not slow them down as drastically as it would an untrained warrior, and they can attack without any issues in it.
[Tiers: 4]
[Requires: T4 Strength, T4 Stamina]
[Tiers: 4]
[Requires: T4 Strength, T4 Stamina]
Gourd Combatant: The Gourd combatant is a veteran fighter with a Gourd. The gourd is heavy, but it doesn't bother the Gourd Combatant as much as it would a regular fighter. They are capable of utilizing full jumping potential, and they are also capable of jogging with the gourd. The combatant can also cast techniques directly out of their gourd.
[Tier: 2]
[Requires: T3 Strength]
[Tier: 2]
[Requires: T3 Strength]
Transitionist: The transitionist is capable of quickly switching between their techniques. They suffer no delay when switching between targets for the sake of jutsu usage, allowing for them to transition from target to target, and from jutsu to jutsu with ease.
[Tier: 4]
[Require: Reflex t3]
[Tier: 4]
[Require: Reflex t3]
Rebound: This character capitalizes on every moment. He counters as much as possible, focusing on dodging and waiting for the opportune moment.
[Tier: 5]
[Requires: Flexibility, Reflex5, Sight 4]
[Tier: 5]
[Requires: Flexibility, Reflex5, Sight 4]
Serene State This character has excellent focus. Their meditation is above all else, and they are capable of keeping their cool in battle. When meditating, they are able to keep perfectly still with ease. They also regenerate charka faster. It makes them less likely to be interrupted or to be deterred when performing concentration-heavy tasks.
[TIer:4]
[Requires: t3 Mind, T3 Adrenaline Focus]
[TIer:4]
[Requires: t3 Mind, T3 Adrenaline Focus]
Herbalist: This character is capable of growing and using herbal remedies. They can cross-breed plants, and make new species of vegetations all together. It makes them highly sought after in the shinobi world.
[Tier: ]
[Requires: Dunno]
Sensei: This person is a teacher, they are capable of passing on their legacy, including higher ranked abilities, to three people in their lifetime. With this, a student is enabled to learn at a heightened pace, and can also obtain skills far beyond their Skill Rank or grading.
[Tier: 4]
[Requires: C+ Ramk, Studious 3]
[Tier: 4]
[Requires: C+ Ramk, Studious 3]
Messenger: This character is an esteemed 'Messager Nin'. They require less sleep and lag time, and thus can make large trips faster than you'd expect. They suffer less waiting time on maps, and can reach their destination a bit faster than you can anticipate.
[Tier: 3]
[Requires: Admin Permission. T4 Speed]
[Tier: 3]
[Requires: Admin Permission. T4 Speed]
Attitude/Will/Alignment perks.
These perks are unique in the fact that you no longer will be able to purchase them. They will be awarded solely based on your RP. If an admin observes and notices that you are deserving, we may provide it.Alternatively, if you feel you've been overlooked, you may apply for one of these perks on your own -- but be sure to provide evidence and log-based proof as well. None of these perks will count your perk cap.
Good: This character is 'Good'. What this means is that they act selflessly, and always consider the well being of another individual. You can be good, but also a coward mind you. You can also be good and lazy. What this perk says is that you have a positive charge to your chakra, giving a pleasant sensation to those that feel you chakra. It grants other bonuses that I won't disclose here.
Requirement: Admin permission. Being an overall good person.
Requirement: Admin permission. Being an overall good person.
Evil: On the opposite end of the spectrum, this perk means that you're evil. Your chakra has a negative charge to it, making many people uncomfortable if your energy is overflowing, or if they can sense it. L This character essentially lacks the care or consideration of other human beings, and care not for the consequences or results of their actions, so long as it's pleasant to them. Like with 'Good', you can be evil and have many other characteristics. You don'thave to be some overbearing warlord that wants to kill everyone and everything. It also grants other bonuses that I refuse to disclose.
Villainous: This character has transcended evil, and has obtained an especially sinister chakra. Every act they take is for their own, dastardly goal to be reached, and friends are merely tools used to get to their next big ploy. You don't turn your back to a villainous character. Bonuses are kept hidden.
Requires: Evil.
Heroic: This character is heroic. They transcend 'Good', and work in everything they do to make the world a better place. A heroic person cannot flee if they have a fighting chance to aid someone. Their chakra is especially positive, giving off a good sensation to those that feel it. You can always trust a heroic character. Bonuses are kept hidden
Chaotic: This character is chaotic. They have no pure ideals of good and bad. THey can fall in whatever spectrum, but also are prone to taking extreme methods to reach their goals. Bonuses are kept hidden.
Lawful: This character has no pure ideals to good and bad. They can do good or heinous things, but also follow some sort of moral code. The bonuses from this shall be kept hidden.
[Requires: Admin Permission]
[Requires: Admin Permission]
Anger: This character is prone to extreme bouts with rage. Once ticked off, they have a very hard time containing their emotion and often explode into a dangerous (and sometimes comical) tirade. Due to the anger that swells in their body, they can fight like a man possessed, making them resistant to pain, and also more offensive potent.
[Tier: 4]
[Requires: Admin permission. Proper characterization]
[Tier: 4]
[Requires: Admin permission. Proper characterization]
Berserker: A berserker is a character that has extreme anger issues. They live for the strill of combat, and recklessly will run through attacks to guarantee a brutal hit. Their bodies are even more enabled to take punishment, but due to this meat-headed way of combat, their intelligence often suffers, as those their tactical ability to evade.
Blood Lust: This character is blood-thirsty, and won't be sated so long as his body is still kicking, or if his opponent is still in a healthy condition. They draw pleasure from bringing pain, and gain heighten quickness or ferociosity at the sight of weakness, and potential blood being drawn.
Requires: Evil
Requires: Evil
Brute: This character is a certified tank, and meat-head. They enjoy pain, and run through head first with wreckless abandon.
Martyr: The Martyr is a character who fights for a cause. He can put his life on the line, and take a deadly strike to guarantee himself a realistic strike on his enemy. He gives his life for the opportunity, even if he isn’t guaranteed a kill.
Zealot: This character is a stark believer in at least some higher form of power or divinity. Whether or not this in a god or a philosophy matters now. For the sake of their beliefs, they are near unstable and will fight through almost any amount of pain so long as the body part being used isn't completely disabled. They never slow, so long as the belief in their faith is strong.
Requires: Martyr
Requires: Martyr
Underdog: This character rises to the occasion when placed under stress or in a tight situation. They relish being doubt, as it only serves as motivation to over perform!
Guardian:This character has increase strength and pain tolerance when protecting another. So long as they have something to fight for, they can fight on, and give it their all.
[Requres: Good]
[Requres: Good]
Will of Fire: This perk embodies the will that founded Konoha. With this, a character will never go against their resvolve, and will be able to fight on even after their bodies has failed them. The only surefire way to stop a personburning with the Will of Fire is via Will-Breaking, or simply curbstomping them until the point where it is literally impossible for them to do anything.
Blackened Will of Fire: This character embodies two different sides of the spectrum. They carry the determination, and the will power of Konoha's will of fire; tainted with the hatred, aggression, and power of the Uchiha. They are a formidable foe, and they do not quit. They are capable of rising up to fight again once they've been beaten. They also carry high master over the sharingan, and whenever their hatred grows, and their anger, so does their power. This character does not lose himself in hatred, his hatred fuels him to fight on, and he is able to direct it toward his enemies. This character embodies a darker side of Konoha, and once he's been put down a second time, he is unable to move.
Requires: Will of Fire, Evil
Requires: Will of Fire, Evil
Undying Charisma: This character is extremely charismatic, and can use this charm to spur motivation in their peers. All of those who hear the moving speeches or words of encouragement will find themselves motivated and capable of ignoring much of the pain, or trepidation that runs through their bodies.
Will-Breaker: A truly frightening character. They embody dominance and command respect. Their presence is one that can drastically shift scene, often times forcing opposing forces to freeze in trepidation. If not? Victims are ALWAYS a bit cautious, aking them second guess their actions and acts, which subsequently compromises their ability to react or attack.
[Requires: Admin Permission.]
[It'll deduct statistics from opponents automatically, assuming they dont have a greater will.]
[Requires: Admin Permission.]
[It'll deduct statistics from opponents automatically, assuming they dont have a greater will.]
Blacksmith Perks
Weapon-Smith: This character can use this expertise in order to craft impressive weapons. They can perform a number of things, and as the character becomes more proficient, his capacity begans to expand as well. At the end, they may even be able to craft weapons on par or superior to the items the Sage of Six Paths even used!
[Tiers: 1 - 8]
Armor-Smoth: This character can use their expertise to craft armor or varying degrees. At the end of this journey, they may be able to craft armor on path with the items used by the Sage of Six Path.
[Tiers: 1- 8]
Architect: You're a builder and can craft not only houses, but massive mechanical constructions as well.
[Give Access to Build]
[Tier: 5]
[Requires: T4 Armor/Weaponsmith]