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4. The Traits System

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4. The Traits System

Post by FD Admin on Fri May 20, 2016 4:03 pm

THE TRAITS SYSTEM



On Fighting Dreamers, in lieu of a specialty system or a stat system, we have the Traits system. This is used to determine your character’s skill levels and abilities, as well as how they function in combat. It's important to note that this is independent of rank - meaning that if a C-Rank character focused purely on investing into their traits instead of ranking up, they could still be just as, if not more powerful, than even an A-Rank character. This is to encourage freedom of choice in regards to how people decide to develop their characters - do you just want to become strong, or do you want to be involved in the internal plot? However you decide to play, this system is the core of your character's combat prowess, and thus applies to everybody, no matter what paths they choose.

Within the traits system there are two categories: aptitudes and attributes. While overall they're all referred to as traits, they are handled slightly differently.

Aptitudes

Aptitudes are what you might consider "specialties" on other sites. Each aptitude, or "category", defines the level at which a character can utilize the various skills that are derived from that aptitude.

The Aptitudes are as follows:


  • Ninjutsu || Ninja Techniques
  • Taijutsu || Body Techniques
  • Genjutsu || Illusionary Techniques
  • Bukijutsu || Weaponry Techniques
  • Kugutsu || Puppet Techniques
  • Iryō Ninjutsu (Iryo Ninjutsu) || Medical Techniques
  • Fūinjutsu (Fuuinjutsu) || Sealing Techniques
  • Kuchiyose || Summoning
  • Ability/Special || Secret Techniques, Bijuu Powers, Kekkei Genkai, etc.


Each aptitude has 7 “levels”: I-V(1-5), a Legendary tier, and the bonus tier. You are free to invest into the bonus tiers freely once you've gotten to Tier VI, but you can only choose 1 Aptitude to increase to the Legendary tier.

Note that the more aptitudes you choose to spec into, the more it will cost per investment (explained in the cost section), so deciding what you want to focus on early on is recommended.

Attributes

Attributes are what you might consider your "physical stats". They serve to define your passive combat abilities. They govern your character's physical abilities, and though it's easy to focus on a single aptitude, attributes work best for a character if you invest into more than one as they all work together to help you in combat.

The Attributes are as follows:


  • Chakra Capacity || Amount of Chakra
  • Chakra Control || Chakra Expended for Techniques
  • Strength || Striking and Lifting Power
  • Agility || Movement Ability and Stealth
  • Dexterity || Kinesthetic Sense
  • Stamina || Pain Threshold & Energy
  • Perception || Mental Ability
  • Releases || Elemental Aptitude


Attributes generally have 7 possible tiers for investment, with the exception of Perception which caps at six tiers (no bonus tiers).

Abilities

Abilities are things that you would consider to be unique powers that a character can obtain, such as things granted from a bloodline or Jinchuuriki abilities. Non-clan or Non-jinchuuriki characters can also gain access to various abilities with investment into the Ability aptitude tiers. That said, the Ability aptitude is very different from the others as the effects gained from each investment vary based on a character's abilities, and Abilities also have separate investment requirements. More details on how that works will be indicated in the descriptions for each ability on their respective pages.

Note that it is possible to create custom Abilities, but given the nature of them, they will be modded very closely. More information on that can be found in the Custom Creations guide.

Primary & Secondary Aptitudes

Although you aren't limited in how many aptitudes you can spec into, you can choose a primary and secondary Aptitude. You will be allowed to choose 2 additional techniques upon creating your character (for free) for your primary and one technique for your secondary, and investing into your primary/secondary costs less than others. If you don't select a primary and secondary within a week of creating your character, it will cost 50 Funds each to select them later.

Investment

Newly created characters begin with the first tier unlocked in the following categories:

Ninjutsu || Taijutsu || Genjutsu || Chakra Capacity || Dexterity || Strength || Agility || Stamina || Perception || Releases

Those that start as part of a clan or as Jinchuuriki also begin with one tier in the Ability Aptitude - to compensate, those that do not possess either of these have an additional 25 Funds to spend during initial creation.

In order to "upgrade" your character's traits, you need to use the funds you acquire through roleplaying (as well as the points you start out with) to spec into the various trees available (See the Funds & Rank Points guide for information on earning funds).

After you've acquired enough points, head on over to the registry to put in your request, and you're done!

Cost

When upgrading your traits, the order that you begin to upgrade your aptitudes determines how much they cost (outside of your primary and secondary). With that in mind, your Aptitudes should be listed in the appropriate order - that's how the staff will know how much to subtract from your account when upgrading them.

Additionally, the initial investment cost applies no matter which Tier you begin at - so if you choose to have funds granted to you in exchange for putting some aptitudes to Tier 0, if you choose to invest in them again, you’ll be paying more in the long run. In addition, the cost to invest in the aptitudes increases by 25% (rounded) as you go down the list.

Primary: 15 + 5 per additional investment
Secondary: 20 + 7 per additional investment

1st: 25 + 10 per additional investment
2nd: 31 + 12 per additional investment
3rd: 39 + 15 per additional investment
4th: 49 + 19 per additional investment
5th: 61 + 24 per additional investment
6th: 76 + 30 per additional investment
7th: 95 + 38 per additional investment

Bonus tier: Cost of the last tier investment + 5 per number of times invested

If you don't have a Primary and Secondary selected, the first aptitude cost starts at the 25 per tier mark, and the 8th and 9th would cost 119 + 48 per investment and 149 + 60 per investment, respectively.

Attributes differ in that they have set costs for each specific tier.

The Attribute upgrade costs are as follows:

1st tier: 15 Funds
2nd tier: 20 Funds
3rd tier: 25 Funds
4th tier: 30 Funds
5th tier: 35 Funds
6th tier: 40 Funds
Bonus tier: 25 Funds + 5 per number of times invested


Last edited by FD Admin on Sat Oct 01, 2016 2:42 pm; edited 4 times in total (Reason for editing : Corrected an error in the)


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Re: 4. The Traits System

Post by FD Admin on Fri May 20, 2016 4:07 pm

APTITUDES



Ninjutsu

Ninjutsu (lit. "Ninja Techniques") refers to almost any technique that allows the user to do something that they otherwise would be incapable of doing, including, but not limited to, manipulation of elements, transformation, and even aiding the ninja in evading attacks. Arguably one of, if not the, most common aptitudes, its flexibility makes it incredibly useful to have, even at lower levels.

Though most ninjutsu vary greatly in purpose and effects, most rely on the use of chakra and hand seals. As some techniques become second nature to an experienced ninja, they can perform them almost effortlessly. (See the Ninjutsu guide for more information.)

The tier levels for Ninjutsu are as follows:

Tier I (Rookie): Able to use D-Rank jutsu.
Tier II (Apprentice): Able to use C-Rank jutsu.
Tier III (Adept): Able to use B-Rank jutsu.
Tier IV (Expert): Able to use A-Rank jutsu.
Tier V (Master): Able to use S-Rank jutsu.

Legendary: Ninjutsu purchase costs are reduced by 15% (no jutsu can go below a cost of 4 Funds).

Bonus Tier: Reduce hand seal amounts necessary for a chosen ninjutsu technique by 1 per investment, not to go below the following:

D-Rank: N/A
C-Rank: 1 hand seal
B-Rank: 2 hand seals
A-Rank: 4 hand seals
S-Rank: 5 hand seals


Taijutsu

Taijutsu refers to any form of techniques involving martial arts or optimization of natural human abilities. In simpler terms, Taijutsu is hand-to-hand combat.

Taijutsu does not typically require hand seals to perform, but occasionally makes use of various styles (referred to as stances on Fighting Dreamers), and are thus far quicker to use than most other jutsu types.

Taijutsu does not typically require chakra, and is instead executed by accessing physical and mental energies alone - but chakra can be used to enhance taijutsu techniques, primarily by adding elemental properties to attacks (such as flaming kicks and punches). However, in order to provide some measure of balance between physical exhaustion and chakra exhaustion for combat while maintaining simplicity, taijutsu's costs are reflected via the user's chakra rather than having a measure of stamina (mental and physical energies).

There are some forms of taijutsu that require chakra, such as the Hyūga clan's Gentle Fist, but those are very specialized forms of taijutsu. (See the Taijutsu guide for more information.)

The tier levels for Taijutsu are as follows:

Tier I (Rookie): Able to use D-Rank techniques.
Tier II (Apprentice): Able to use C-Rank techniques.
Tier III (Adept): Able to use B-Rank techniques.
Tier IV (Expert): Able to use A-Rank techniques.
Tier V (Master): Able to use S-Rank techniques.

Legendary: The cost of the Strength, Agility, Dexterity, and Stamina trees are reduced by 10 Funds per tier.

Bonus Tier: Gain access to 1 additional stance per investment.

Genjutsu

Genjutsu is a category of jutsu with effects that are purely illusions - they affect the mind rather than the body. Like ninjutsu, genjutsu requires the use of chakra and hand seals, but its main purpose is to cripple the opponent's willpower in order to win.

While there are many genjutsu that freeze an opponent in place, it's important to note that one cannot use this as a method to prevent the opponent from moving so that the caster can move in for the killing blow - maintaining genjutsu, especially stronger ones, requires a lot of concentration, thus keeping the caster occupied during the initial phase of the jutsu. (See the Genjutsu guide for more information)

The tier levels for Genjutsu are as follows:

Tier I (Rookie): Able to use D-Rank jutsu.
Tier II (Apprentice): Able to use C-Rank jutsu.
Tier III (Adept): Able to use B-Rank jutsu.
Tier IV (Expert): Able to use A-Rank jutsu.
Tier V (Master): Able to use S-Rank jutsu.

Legendary: Genjutsu purchase costs are reduced by 15% (no jutsu can go below a cost of 4 Funds).

Bonus Tier: Increase the cost of getting out of a chosen genjutsu by 2 per investment (max 5 investments per jutsu).

Bukijutsu

Bukijutsu refers to techniques that require the use of weaponry. While most ninja have a basic grasp of the most common ninja weapons and tools, such as kunai and shuriken, this is an aptitude that is very flexible - bukijutsu can be used in combination with other aptitudes in order to achieve more powerful, devastating effects.

Although most shinobi use Bukijutsu in some form, higher levels are only reached by those that rely heavily on weapons and tools to do their damage for them. (See the Bukijutsu guide for more information.)

The tier levels for Bukijutsu are as follows:

Tier I (Rookie): Able to use D-Rank jutsu. Able to purchase up to C-Rank weaponry.
Tier II (Apprentice): Able to use C-Rank jutsu. Able to purchase up to B-Rank weaponry.
Tier III (Adept): Able to use B-Rank jutsu. Able to purchase up to A-Rank weaponry.
Tier IV (Expert): Able to use A-Rank jutsu. Able to purchase up to S-Rank weaponry.
Tier V (Master): Able to use S-Rank jutsu. Able to purchase up to S-Rank weaponry.

Legendary: All of the user's weapons are chakra conductive, no matter the weapon's rank. In addition, the user can purchase a single extra ability slot on a maxed S-Rank weapon to improve its utility (no power/damage additions). Weaponry purchase costs are reduced by 15%.

Bonus Tier: Reduces the slot requirement for weapons when sealed within a scroll by 5% (Rounded to the nearest whole number) per investment, capping at 10 investments, but a weapon cannot take up less than 1 slot.

Kugutsu

Unlike the other aptitudes, Kugutsu is not a category of jutsu. Instead, is a ninjutsu-based fighting style that involves the use of puppets to fight rather than the user fighting themselves. Those that utilize Kugutsu are thus known as puppeteers.

Kugutsu uses chakra threads (ninjutsu) to control puppets from a distance - these chakra threads can be used to move the puppets as well as activate traps or hidden weapons on the puppets. The number of threads (and thus, the number of puppets a user can control) increases with skill. In addition, the higher the skill of the user, the less strings needed to control a puppet. Some highly skilled users are capable of controlling an entire puppet using a single chakra thread. (See the Kugutsu Guide for more information.)

The tier levels for Kugutsu are as follows:

Tier I (Rookie): Able to access D-Rank puppets and techniques. At this level, the user can only control a single puppet and must use both hands.
Tier II (Apprentice): Able to access C-Rank puppets and techniques. At this level, the user can can control up to two puppets at once, requiring only 5 threads for each.
Tier III (Adept): Able to access B-Rank puppets and techniques. At this level, the user can can control up to three puppets at once, requiring only 3 threads for each.
Tier IV (Expert): Able to access A-Rank puppets and techniques. At this level, the user can can control up to four puppets at once, requiring only 2 threads for each.
Tier V (Master): S-Rank puppets and techniques. At this level, the user can can control up to five puppets at once, requiring only 2 threads for each.

Legendary: The user is now capable of minor sensory extension through their puppets (think Kankuro during the chuunin exams) and their chakra strings are more difficult to see with standard sensory capabilities. In addition, the user can use up to 10 puppets, requiring only a single thread for each.

Bonus Tier: Reduces the slot requirement for Puppets when sealed within a scroll by 5% (Rounded down to the nearest whole number) per investment, capping at 10 investments, but a puppet cannot take up less than 1 Slot.

Iryō Ninjutsu

Iryō ninjutsu is a branch of ninjutsu that focuses on healing, but also includes the manipulation of the user's and other's bodies. On Fighting Dreamers, only those that practice this at higher levels are labeled "medic-nin". Due to the nature of this category of ninjutsu, it requires a lot of chakra control (not to be confused with the attribute) and extensive knowledge on the human body, herbs, medicines, and poisons.

It's important to note that while this aptitude has a focus on healing, the knowledge required can also be applied to damaging techniques, so it also has offensive applications. (See the Iryo Ninjutsu guide for more information.)

The tier levels for Iryō Ninjutsu are as follows:

Tier I (Rookie): Access to D-Rank jutsu.
Tier II (Apprentice): Access to C-Rank jutsu.
Tier III (Adept): Access to B-Rank jutsu, can perform transplants.
Tier IV (Expert): Access to A-Rank jutsu, can perform transplants with a higher success rate.
Tier V (Master): S-Rank jutsu, can perform transplants with a higher success rate.

Legendary: The user now has a transplant success rate of 90%.

Bonus Tier: Reduce chakra cost by 5% per investment, up to 30%.

Fūinjutsu

Fūinjutsu refers to sealing techniques. These are the jutsu used to seal objects, living beings, chakra, other things within other objects, be they weapons, scrolls, or even sealing things within a living creature. This also includes the unsealing of sealed objects, etc. In addition, fūinjutsu can be used to create barriers and restrict movement. While fūinjutsu doesn't directly have offensive capabilities, it has a lot of utility and can have a huge impact on the conditions of the battlefield. Not only that, but it can be used to seal and unseal techniques, including elemental ninjutsu, which can then be redirected at an opponent. Masters of fūinjutsu are powerful in their own rights as they likely have knowledge of seals to do just about anything, and unlike genjutsu, removing a seal is not a simple task by any means. (See the Fūinjutsu guide for more information.)

The tier levels for Fūinjutsu are as follows:

Tier I (Rookie): D-Rank jutsu
Tier II (Apprentice): C-Rank jutsu
Tier III (Adept): B-Rank jutsu
Tier IV (Expert): A-Rank jutsu
Tier V (Master): S-Rank jutsu

Legendary: Seals can be applied to any surface or even burned into the air via chakra at no additional cost.

Bonus Tier: Reduces the slot requirement for Jutsu when sealed within a scroll by 10% (Rounded down to the nearest whole number) per investment, capping at 10 investments, but a technique cannot have a requirement of less than 1 Slot.

Kuchiyose

Put simply, the Kuchiyose aptitude dictates your skill with summoning, which is reflected in your ability to summon more powerful animals, as well as being able to better combine your techniques with theirs. While anyone is able to acquire a summoning contract, without investment, their summons will be of low rank and power. Aside from what is dictated by the tiers, you aren’t limited to summoning animals that are “weaker” than you. (See the Summoning guide for more information.)

The tier levels for Summoning are as follows:

Tier I (Rookie): 1 Summon maximum. Able to acquire D-Rank summons. Single and twin summons are available at this tier.
Tier II (Apprentice): 2 Summons maximum. Able to acquire C-Rank summons. Single and swarm summons are available at this tier.
Tier III (Adept): 3 Summons maximum.Able to acquire B-Rank summons. Single, swarm, and twin summons are available at this tier. Able to perform up to B-Rank combo techniques with your summons.
Tier IV (Expert): 4 Summons maximum. Able to acquire A-Rank summons. Single, swarm, and twin summons are available at this tier. Able to perform up to B-Rank combo techniques with your summons.
Tier V (Master): 5 Summons maximum. Able to acquire S-Rank summons. All types of summons are available at this tier. Able to perform up to A-Rank combo techniques with your summons.

Legendary: 7 Summons maximum. Able to summon up to 2 summons at once, and can perform up to S-Rank combo techniques with your summons.

Bonus Tier: Increase a chosen summon’s chakra capacity by 10 CP per investment.

Ability

Since the exact details of this tier tree is dependent on the ability, this information will be listed on any respective pages (such as clan info pages or the bijuu listing).


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Re: 4. The Traits System

Post by FD Admin on Fri May 20, 2016 4:44 pm

ATTRIBUTES GUIDE



Chakra Capacity

Chakra capacity, as the name implies dictates how much chakra your character is able to mold in a single thread - and they can use no more than that. Chakra capacity is shown as "Chakra Points (CP)". You cannot go beyond Tier IV of the Chakra Capacity tree if you go beyond Tier IV of the Chakra Control tree.

As you use chakra, you gradually become more exhausted - going below 10% of your chakra capacity can result in a loss of consciousness, and using up every single point of your chakra results in death.

With no investment, a user has access to 50 CP.

Tier I: At this tier a user has access to 70 CP.
Tier II: At this tier a user has access to 100 CP.
Tier III: At this tier a user has access to 130 CP.
Tier IV: At this tier a user has access to 160 CP.
Tier V: At this tier a user has access to 190 CP.
Tier VI: At this tier a user has access to 220 CP.
Bonus Tier: Each investment into the bonus tier grants an additional 20 CP.

Chakra Control

The Chakra Control attribute refers to the control of one's chakra whilst using a technique. Somewhat reflective of the canon example, this means that the better your control, the less chakra you waste - but on Fighting Dreamers, this translates into reducing the cost of techniques.

You cannot exceed 50% cost reduction on any one technique with all applicable reductions. Additionally, you cannot go beyond Tier IV of the Chakra Control tree if you go beyond Tier IV of the Chakra Capacity tree.

(Note: This reduction does not apply to medical techniques, bijuu states, and doujutsu upkeeps, and nothing can go below a 1 CP cost.)

Tier I: 5% Global chakra cost reduction
Tier II: 10% Global chakra cost reduction
Tier III: 15% Global chakra cost reduction
Tier IV: 20% Global chakra cost reduction
Tier V: 25% Global chakra cost reduction
Tier VI: 30% Global chakra cost reduction
Bonus Tier: Additional 5% Global chakra cost reduction. Can only be obtained once.

Strength

The core power behind the physical fighter, strength is a determining factor for many combat situations. It is the most necessary skill for those who wish to concentrate on hand-to-hand combat, and a very useful skill for weaponry specialists, with the force behind a weapon being determined entirely by this attribute. It does not only improve arm strength either - strength is used to determine the power of elbow-attacks, knee-attacks, kicking, head butting, and a variety of other physical techniques, making it the ideal tree for Taijutsu users. Jumping height and one's ability to lift heavier objects are also benefits of Strength.

Without investment (at 0), a user is capable of 25kg[55lbs] lift and 1m standing jump height.

Tier I: 50kg [110 lbs.] Lift | 2m standing jump height. | A Shinobi is capable of punching through boards of wood.
Tier II: 100kg Lift [220 lbs.] Lift | 4m standing jump height. | A Shinobi is capable of denting solid wood such as trees and such.
Tier III: 170kg Lift [374 lbs.] Lift | 6m standing jump height. | A Shinobi is capable of breaking concrete or rock.
Tier IV: 220kg [485 lbs.] Lift | 8m standing jump height. | A Shinobi is capable of inflicting simple fractures with an attack.
Tier V: 270kg [596 lbs.] Lift. | 10m standing jump height. | A Shinobi is capable of breaking all but the strongest bones with an attack.
Tier VI: 320kg [705 lbs.] Lift | 12m standing jump height. | A Shinobi is capable of denting or bending solid metal and punching through thin metal.
Bonus Tier: 25kg [55 lbs] Lift | 1m standing jump height per investment.

Agility

Agility revolves around two major abilities for combat: stealth and evasion. The stealth benefit provided by agility is the ability to move silently - other aspects of stealth, such as hiding ability, are determined by other factors. With regards to evasion, not only do those who invest their time in this tree gain incredible flexibility, but also unmatched body movement. This includes the running speed and the speed in which one's body parts move.

While agility grants quicker movement, a character's evasiveness is determined by a combination of agility and perception, as well as the opponent's dexterity. Additionally, the higher an opponent's perception is, the more likely they are to detect even the most stealthy of characters.

It's important to note that stealth is negated by the use of high speeds, beginning at the Tier III maximum speed, and it takes a few moments to build up to maximum speed. You cannot reach your top speed immediately after you begin moving.

Running speed is measured in meters per second. 1m = ~3.2ft.

When comparing speeds during combat, treat it like Endurance vs Strength - look at the tier numbers rather than the exact speeds.

Maximum sprinting speed with no investment is 3m/s.

Tier I: Maximum sprinting speed is 7m/s.
Tier II: Maximum sprinting speed is 9m/s.
Tier III: Maximum sprinting speed is 11m/s. | Silent when moving across solid surfaces. [ie. hardwood, marble, carpet, grass, etc.]
Tier IV: Maximum sprinting speed is 13m/s. | Silent when moving across any terrain. [ie. gravel, sand, tree trunks, etc.]
Tier V: Maximum sprinting speed is 15m/s. | Silent & unwavered when moving across fragile decorations and floors. [ie. twigs, leaves, pitfalls, quicksand, etc.]
Tier VI: Maximum sprinting speed is 20m/s. | Silent moving regardless of surface.
Bonus Tier: Increases your maximum sprinting speed by 2m/s per investment.

Dexterity

This attribute revolves around quick hand movement and accuracy. Dexterity judges how quickly hand seals can be produced which is incredibly important to those who wish to dish out Ninjutsu after ninjutsu. Essentially, hand seals are simply a measurement of preparation time for techniques, and are there as a reminder that techniques are never instant - the actual hand seals themselves don't particularly matter. While jutsu are the primary focus of the Dexterity's speed trait, martial artists and weaponry users also benefit greatly, with one's hand movements being the main determining factor in weapon efficiency and martial arts skill [read into Martial Arts Guides for more in-depth information on how it helps]. On top of a plethora of specific benefits, Dexterity also increases the overall accuracy of attacks. This accuracy isn't limited only to attacks launched by the hands either; they benefit all sorts of ranged and even close combat techniques like taijutsu or weaponry. The speed increase for physical attacks applies exclusively to hand or fist-based strikes unless an appropriate stance revolving around kicks is applied.

However, for combat on Fighting Dreamers, the speed is not measured quantitatively - it’s just used to compare to your opponent. For example, if you have Tier II Dexterity and your opponent has Tier III, there is only a slight different in hand seal speed or in attack speeds, so you would still be able to keep up provided you have the appropriate perception tier.

Note that accuracy with a moving target is determined by the target's agility as well as the user's dexterity and perception.


Without investment into this tree, both hand seal speed and attack speed are half the standard rate.

Tier I: Attack at a standard rate. | Able to complete hand seals at standard rate. | Strike non-moving distant objects within an 8cm inaccuracy.
Tier II: Attack and complete hand seals at two times the rate of someone at Tier I specialization. | Strike non-moving distant objects within a 6cm inaccuracy.
Tier III: Attack and complete hand seals at three times the rate of someone at Tier I specialization. | Strike non-moving distant objects within a 4cm inaccuracy.
Tier IV: Attack and complete hand seals at four times the rate of someone at Tier I specialization. | Strike non-moving distant objects within a 2cm inaccuracy.
Tier V: Attack and complete hand seals at five times the rate of someone at Tier I specialization. | Strike non-moving distant objects within a 1cm inaccuracy.
Tier VI: Attack and complete hand seals at six times the rate of someone at Tier I specialization. | Strike non-moving distant objects with perfect precision (within reason).

Endurance

High endurance will allow one to endure lethal attacks, survive blistering heats, and even tank high-ranked jutsu with ease. endurance also allots for the ability to fight in physical combat for a long period of time provided you are not utilizing chakra, meaning that the higher your endurance tier, the less likely you are to tire in an average fight with minimal chakra usage. However, endurance does not account for genjutsu. It's important to remember what while endurance allows you to resist pain, it doesn't make you immune to pain, damage, or environmental effects - it simply allows you to ignore the pain and continue fighting, and allows you to ignore the effects of extreme temperatures (i.e. you are able to continue moving at normal speeds in colder environments, and you aren’t exhausted as quickly in higher temperatures). Note that endurance does not keep you from being set on fire, frozen, etc - but you will be able to shrug of the heat much more easily.

Default temperature endurance is 15C° temperature fluctuation from room temperature (20C°) with no investment, and it increases by 5C° per tier.

Tier I: The user may act as if the physical damage from D - Rank techniques are one rank lower in terms of pain.
Tier II:The user may act as if the physical damage from D - Rank techniques are one rank lower in terms of pain.
Tier III: The user may act as if the physical damage from C - Rank techniques are one rank lower in terms of pain.
Tier IV: The user may act as if the physical damage from B - Rank techniques are one rank lower in terms of pain.
Tier V: The user may act as if the physical damage from A - Rank techniques are one rank lower in terms of pain.
Tier VI:The user may act as if the physical damage from S - Rank techniques are one rank lower in terms of pain.
Bonus Tier: With each investment, the pain rating is decreased by one rank for each tier, starting at Tier III, and only once for each (a maximum of 4 investments). Temperature endurance is also increased by 5C° per investment (no hard cap).

When comparing endurance to physical attacks by someone with a high strength attribute, the extent that you’re able to ignore the pain and damage depends on the number value of your endurance tier versus the number value of their strength tier. If you are at an even numbered tier with your opponent, you will be able to ignore the pain, and the damage is not as severe. 1 below, and you will still experience/be minimally affected by the pain, but the damage is still less severe than it normally would have been. 2 or more below, and the damage remains the same, but the extent to which the pain affects you is higher for each tier. If you are above you opponent’s strength tier number, the damage is significantly less, and there is no effect from the pain.

Perception

Ninja to be as alert and focused as they are strong. Being able to notice those acute changes in the environment, the chakra presence of another or notice the toxin in the air before a lethal dose is inhaled are all necessary for survival, just as increased body mass and movement speed are. This is where Perception comes in handy. It does all of the above, and a little bit more. Perception has two major bonuses; the first being the more obvious one. It gives one better awareness of surroundings, and consequently a resilience to stealth or other underhanded tactics.

While high Perception allows easier detection of others, if the target has high Agility this becomes more difficult.

Note that while Perception allows you to notice and pick up on movements faster, this is only a mental reaction, and being able to dodge faster movements requires the ability to move faster (which is achieved through the Agility tree). Thus, high Perception alone does not allow you to become more evasive (but it helps to increase that ability significantly with enough investment).

While higher perception can make it easier for you to detect that you’re in a genjutsu, it does not make it easier for you to release yourself from the illusion (see the Genjutsu guide for more information).

Reduction of standard sensory ability by means of an Affliction such as Blindness or Deafness can allow some form of negotiation with the site staff in regards to the bonuses granted by each tier of perception.

Perception is the only Tier without the ability for bonus investment.

Tier I: Standard Sensory Ability found in a standard humans, user possesses minor sensory imperfections, none of which are overly hindering.
Tier II: Slightly above average level of Sensory Ability found in standard human (clearer hearing and sharper vision).
Tier III: Well above average level of Sensory Ability compared to the standard. This tier grants a character perfect 20/20 vision along with a slight increase to their sense of depth perception, additionally they gain a slightly more sensitive level of hearing. Additionally a character with this level of perception is able to track the speed and stealth granted to a Shinobi possessing Tier III Agility.
Tier IV: At this Tier the user is granted an exceptional level of hearing, allowing for them to detect movement within a radius of three meters the smallest of sounds such as light footsteps or the rustle of air. While the distance of their sight is not increased, they gain a level of clarity over their vision, allowing for a better detection of details as well as the ability to track the speed and stealth of a Shinobi with Tier VI Agility.
Tier V: The hearing levels of the users are heightened to the point where they are capable of detecting and pinpointing the general location of sounds within a 9m radius of themselves. Not only does the sight of this Shinobi increase to that level where they are able to track the speed and stealth of a Shinobi with Tier V Agility, but they also gain a minor increase to their low-light vision, allowing for better perception in ill lit environments.
Tier VI: The hearing levels of the users are heightened to the point where they are capable of detecting and pinpointing the general location of sounds within a 15m radius of themselves. Not only does the sight of this Shinobi increase to that level where they are able to track the speed and stealth of a Shinobi with Tier VI Agility, but they also gain a minor increase to their low-light vision, allowing for better perception in ill lit environments. Additionally their sense of touch is increased to the point where their sense of spacial proximity is at such a level that they can sense an object within 1m of their body even if they are unable to see it.

Releases

Releases refers to elemental releases - in other words, the elements that your character can use for techniques. The basic elements are: Katon (Fire), Suiton (Water), Fuuton (Wind), Raiton (Lightning), and Doton (Earth). The first five tiers of this tree only allow you to gain access to these five basic elements.

Advanced Elements are elemental releases that are created by combining two basic elements. For example, Lava Release is an advanced element created by combining Katon and Doton, and Ice Release is created by combining Suiton and Fuuton.

A Kekkei Tōta (Kekkei Touta) is created by combining three basic elements. The only known example in the canon is Jinton (Dust Release): a combination of Doton, Fuuton, and Katon.

If you have a Kekkei Genkai or begin as a Jinchuuriki that grants you an advanced element, you cannot create another - however, the one you have is not subject to the cost reduction limitation. If you begin with two (or in rare cases, three) basic elemental affinities due to a Kekkei Genkai or bijuu, your starting tier is at the appropriate one (either II or III) - but in this case, the cost reduction limitation will still apply to your third element (you have the freedom to choose).

For details what advanced elements you can and cannot use, please see the Banned & Limited list.

Tier I: Allows a character to posses one element.
Tier II: Allows a character to possess Two elements.
Tier III: Allows a character to possess three elements. This third element's techniques receive less of the cost reductions provided by other traits (5%).
Tier IV: Allows a character to possess four elements. This fourth element's techniques receive less of the cost reductions provided by other traits (10%).
Tier V: Allows a character to possess five elements. This fourth element's techniques receive less of the cost reductions provided by other traits (15%).
Tier VI: Allows for a character to create an Advanced Element or a Kekkei Tōta. This third element's techniques receive less of the cost reductions provided by other traits (20%).
Bonus Tier: A character can gain a 10% chakra cost reduction to all techniques relating to one of the five basic elements (meaning this cannot be applied to advanced elements or a Kekkei Tōta). This reduction stacks with all other forms of cost reduction so long as the technique meets the elemental requirement and ignores the hard cap (meaning the chosen element's techniques can be reduced up to 60%). Additionally, a character can gain a unique aesthetic alteration to the same element. The Bonus Tier for the Release Attribute can be obtained at any time after the first tier has been obtained, but can only be obtained once.


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