Post by theReaper on Apr 2, 2014 2:26:43 GMT
Aspect
Guidelines
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Guidelines
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Aspects are similar to Specializations in many ways. While specializations improve the overall field a character specializes in, Aspects improve upon a small aspect in that field inherently making that portion of the selected field better than the other portions of this field. There are a few fields however, that are incapable of having aspect buffs. These are the fields that are powerful enough on their own that they do not need the aspect buffs. These fields are, Senjutsu, Hachimon, Iaido, Juinjutsu, Chakra Reserves, and Kekkei Genkai.
-Chakra Control
- Genjutsu Kai
By disrupting the flow of chakra in their body and then resetting it back to normal the user is then able to break free from an enemy's genjutsu so long as the enemy's skill in genjutsu is equal to or weaker than this skill.
- Physical Manipulation
By compressing and shaping their chakra the user is able to accomplish various tasks, from simply extending one's reach with a weapon to even creating a mini hurricane in one's hand, the uses of physical manipulation of one's chakra are nearly limitless. However don't expect to get much of a result unless this skill is over b-rank.
- Drain
When one has superb control over their own chakra, they are then able to use techniques with less cost to their reserves, however achieving this is difficult and doesn't exactly yield too much of a result until at least at b-rank.
-Shunshin
- Physical Speed
Through training one can hone their body so that they may be able to move at incredible speeds. However if one were to completely neglect themselves when it comes to this aspect, don't be expecting to leap across any roof tops much less dodge enemy attacks.
- Reaction Time
Good reaction time is what any warrior in this world needs. To be able to dodge an attack where a direct hit could be devastating is the key to winning many battles, however one cannot hope to get far with reaction time alone if they do not have the ability to perceive nor speed to dodge the incoming attack.
- Perception
When it comes to being able to react in time to dodge an attack, one first needs to be able to train their senses to perceive in incoming attack. As such when one trains this skill they becoming much better at seeing incoming attacks, however if your skill in perception falls more than two ranks below the opponent's speed, then forget ever being able to even sense that they're there.
-Ninjutsu
- Affinity
Your amount of elemental affinities is dictated by this stat. It starts with 0 at e-rank, however you gain 1 at D, 2 at B, and 3 at S. Reaching more than that is impossible without some sort of kekkei genkai or strange augmentation, however.
- Art
This dictates your skills in the various ninja arts. Train these skills in order to make them better. You can always add more arts later, however they have to start at e-rank every time.
-Taijutsu
- Physical Strength
This is your ability to throw that devastating game deciding punch. Without much in this skill don't expect to be able to hurt people very easily with your fists alone, however if you were to dedicate yourself to this art then you'd have no problem crumbling buildings beneath the force of a single punch.
- Favored Style(s)
There are various types of taijutsu arts in the world. If you hone yourself in a specific type of art or style then you will always be inherently better in that taijutsu style than any other style there is, however don't expect to get very far with your style alone if you don't have the strength or speed to back it up.
-Genjutsu
- Manipulation
Illusions don't mean much if the will of the illusionist isn't strong. If the illusionist's will is strong then they are capable of making most people believe most of anything even if it is supposed to be impossible, furthermore they will also be able to infect more people in a wider range. However if their will is weak, than some of the most basic thing, such as physical pain, will be able to break their illusions.
- Realism
When an Illusionist's illusion is strong enough, they are capable of making their illusions solid and thus capable of actually harming their target. However most of the harm done to the target is mental rather than physical. The higher the illusionist's skill is in realism the more likely their illusions will do physical harm to the target.
-Shurikenjutsu
- Accuracy
Your overall accuracy when throwing tools. The better you are the more likely you are to hit your target.
- Throwing Speed
How well you can throw tools in rapid succession. The better you are the more tools you can dish out per second.
- Throwing Strength
How fast the tools you throw can travel.Everyone has the specific tool that they prefer to use over everything else. Their skill is innately better with this tool and depending on their skill with this tool alone they may receive buffs to the other aspects.
- Favored Tool(s)
-Bukijutsu
- Favored Style(s)
Each tool you can use to fight with in close quarters requires its own style and thus must be trained separately from one another.Your finesse determines how well you can maneuver larger weapons and operate them in tighter spaces. The better you are here the more deadly you are with your tool in all sorts of scenarios.
- Finesse
-Kugutsu no Jutsu
- Control
Dictates how many puppets you can manipulate at a time and how well you manipulate them.Dictates how finely you can control puppets. Leveling up this skill allows people to control multiple puppets with one finger upon being maxed.
- Finesse
-Iryou Ninjutsu
- Potency, Healing
How well you can heal your target.How potent your poisons are.
- Potency, Poisons
-Fuinjutsu
- Seal Strength
At beginner level you wouldn't even be capable of sealing a worm without screwing up, however as a master not even the Bijuu of the old days would be able to stand up to your seals.
- Seal Speed
How fast you can get your seals into action. Some seals take a lot longer than others, this skill allows you to use them with more haste without the likelihood of messing up.
-Sensory Perception
- Distance Capable
How far you can extend your sixth sense.
- Clarity
How accurate your sixth sense is.
- Time Maintained
How long you can maintain your sixth sense.