Post by songstress on Apr 30, 2006 14:45:57 GMT -5
Stat System - You will have to assign stats to your character. Your primary and secondary Archetypes will affect the stats of your character. Essentialy the stats will only be used to help in limiting what jutsu you may be able to learn and perform. There are three different categories of stats as well as three types of stats whithin those categories.
*Please note that only the Physical Stas have any direct impact on your character's fighting ability. The other stats are there to show you what jutsu you do or do not qualify for.*
Physical- Affects how well you perform taijutsu and other hand-to-hand/weapon based attacks, as well as how well you can take them.
Strength: How hard you hit
Speed: How fast you move
Stamina: Your speed endurance and how attacks affect you
Mental - Affects how well you are able to use and resist Genjutsu
Intelligence: How strong your genjutsu are
Tactics: How well you can use Genjutsu
Willpower: How long you can continue to use Genjutsu
Chakra - Affects how well you are able to use Ninjutsu
Power: How strong your chakra is
Control: How well you can control your chakra
Reserves: How long you can keep using your chakra
Assigning Jutsus To Your Character - First you must choose your various lists. The number of lists you may choose is dependent upon rank. Genin may have 3 What that means is I may choose, as a Genin any 3 ninjutsu, taijutsu, or genjutsu litst, Chunnin get 5, Jounin get 7, Sennin get 8(or trees as they are often called) from any of the village lists, clan lists, global lists, or unique lists available to me (please note that you may not have jutsu from more than one Village, ie No taking both the Sand Ninjutsu and the Stone Ninjutsu). Once you've chosen your lists, you will only be able to choose jutsu dependent on your stats. If you are a genin and don't have the stats for a stage 5 jutsu, then you simply may not learn it. Genin are allowed 5 jutsu In addition to those jutsu, you may also take a certain amount of Academy Jutsu. Genin are allowed 2, Chunnin are allowed 9 jutsu and 3 academy, Jounin are allowed 14 jutsu and 4 academy, Sennin are allowed 20 and 6 academy.
Items/Weapons - You are allowed 20 points to spend on inventory, but what do you spend them on? well the basic equipment thread has a nice selection but you may also attempt to register a weapon of your own creation. For every weapon or item you wish to buy, you will subtract that amount from your total allotment of points. Any points left over are converted to yen.
Name: Your character's name goes here, note it should be a japanese name, not english.
Age:
Sex:
Height:
Country/Village:
Rank: genin
Physical Description: (A detailed description of your characters appearance should go here, including information such as eye colour, hair colour, etc.).
Clothing: (Indicate the type of clothes the character wears, including where they wear items such as their forehead protector).
Personality: (Provide a detailed description of the characters personality).
Nindo; "Way of the Ninja": (Briefly describe your characters nindo, what it is they believe to be most important which they live by day to day).
Clan/Bloodline: (Indicate if your character is a member of a clan or bloodline. Write none here if you are in no clan).
Primary Archetype:
Secondary Archetype: (Note: A secondary archetype is optional, but recommended).
Statistics
Physical
Strength: 1
Speed: 1
Stamina: 1
Mental
Intelligence: 1
Tactics: 1
Willpower: 1
Chakra
Power: 1
Control: 1
Reserves: 1
Jutsus and Techniques
(You must list your techniques including the tree they're in, what stage, and include the techniques name and description).
Inventory
(List here any items/weapons your character possesses and their inventory)
Biography: (This is the most important part of the character sheet. You should write a reasonable account of the characters history and how they came to be who they are today).
Other Info: (Include here any other information you feel might be relevant to the character which we have not provided a space for, such as personal quirks, or further explanation of some peculiarity the character possesses).
Ranks - The following are the ranks a character may possess and their stats at that rank.
Genin:
Primary: 10
Secondary: 8
Tertiary: 6
Indicates how much points you get to spend on stats, determined by Primary Archetype
Character Creation Maximum: 10
Indicates how much you can put into one stat at maximum during character creation.
Chunnin:
Primary: 30
Secondary: 27
Tertiary: 24
Character Creation Maximum per Stat: 20
Jounin:
Primary: 60
Secondary: 50
Tertiary: 40
Character Creation Maximum Per Stat: 30
Sennin: (No PCs)
Primary: 100
Secondary: 90
Tertiary: 80
Character Creation Maximum Per Stat: 45
assigning stats is fairly simple all stats start out one factor in any modifiers for primary and secondary archtype then spend points according to above.
Archetypes:
Ninjutsu Specialist
Special: When taken as Primary Archetype, you gain a point in Reserves.
Primary: Chakra
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 to Power, +1 to Control
Stat Flaw: -2 to Strength, -1 to Tactics
Description: With this archetype, the shinobi devotes themselves completely to studying a wide variety of ninjutsu, creating various sources of energy, like an element or a physical object. They are usually pretty diverse fighter's, but they usually rely on ninjutsu for power. They practice the balance of molding chakra and handseal formation and quickening that for training.
Genjutsu Specialist
Special: When taken as Primary Archetype, you gain a point in Willpower.
Primary: Mental
Secondary: Chakra
Tertiary: Physical
Stat Merit: +2 to Willpower, +1 to Intelligence
Stat Flaw: -2 to Strength, -1 to Stamina
Description: Much like the Ninjutsu Archetype in the sense that it is diverse in fighting, the Genjutsu Artist's practice the art of illusions, confusing the opponent's and going inside their heads. Since they have practiced with illusions so much, their minds are usually very clear, and though not quite immune to genjutsus, they have an abnormal increase in attention span that differs from most people.
Taijutsu Specialist
Special: When taken as Primary Archetype, you gain another point in either Strength or Speed.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +1 to Strength, +1 to Speed, +1 to Stamina
Stat Flaw: -2 to Reserves, -1 to Power
Description: A simple type of shinobi, those who hone this Archetype lack in the abilities of ninjutsu and genjutsu, and possibly even chakra control, but they balance it out wiht strength. They spend their lives practicing a specified form of martial art and try and perfect it. They are always close-range fighter's that focus on strength and speed over intelligence and chakra control.
Elemental Specialist
Special: When taken as Primary Archetype, you gain a free low-level technique of the corresponding element for free.
Primary: Chakra
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 in Power, +1 in Reserves
Stat Flaw: -2 in Tactics, -1 in Strength
Description: Elemental Specialists are the same as ninjutsu specialists, but have found a liking for a certain element, such as fire, water, sand, or earth. These elemental specialists put all of their skills into mastering techniques that revolve around a single element.
Bloodline/Clan Specialist
Special: When taken as Primary Archetype, you gain another point in the clan's prime attribute.
Primary: Depends on clan
Secondary: Depends on clan
Tertiary: Depends on clan
Stat Merit: Depends on clan
Stat Flaw: Depends on clan
Description: Depending on the type of clan, these are people who have to be in a certain clan, or had been at one point, to study their clan's specefic techniques and specialize in them. For example, if a Nara only chose to use his shadow-type techniques and make them stronger, that would be considered a clan specialist.
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Blade Dancer
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a sword.
Primary: Physical
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +1 to Strength, +1 to Speed, +1 to Tactics
Stat Flaw: -1 to Willpower, -1 to Reserves, -1 to Power
Description: These are taijutsu specialists who master techniques of the sword. They practice a style that bases are the sword and use only that for their main means of power. Unless they are fighting other Blade Dancer's, they cannot be beaten in terms of skill with a sword. Unlike most weapon specialists, Blade Dancer's usually have a lot of stamina to be able to fight up close.
Projectile Specialist
Special: When taken as Primary Archetype, gain 2 extra item points to spend on projectiles.
Primary: Mental
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 to Tactics, +1 to Speed
Stat Flaw: -1 to Strength, -1 to Power, -1 to Reserves
Decription: These are people who choose to use throwing weapons as a main source of combat. Unlike any other class, these fighter's carry a wide variety of weapons and use them all to their advantage. Their eyesight and aim with a weapon is extremely high, people who usually have this archetype almost never seem to miss their target's. They practice some ninjutsu, but only the style of ninjutsu that can cause them to use their weapons to the best of their ability.
Bo Master
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a staff or bo.
Primary: Physical
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 to Strength, +1 to Stamina
Stat Flaw: -2 to Power, -1 to Willpower
Description: Those with this Archetype use a Bo Staff as their weapon. Rare in the shinobi world, these are fighter's who are well-built, and much like the Blade Dancer, always fight up close. Instead of speed, these shinobi often focus their style of fighting into strength, due to the type of blunt weapon they use. Balance and grip is also a very important concept, as the maneuvers with the Bo Staff can be quite...tricky, at times.
Archery Specialist
Special: When taken as Primary Archetype, gain 2 extra item points to spend on archery equipment.
Primary: Mental
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 to Tactics, +1 to Intelligence
Stat Flaw: -1 to Speed, -1 to Control, -1 to Reserves
Description: These shinobi, much like the projectile specialist, usually like to fight from a distance. Their bodies are usually unfit for close combat, and focus all their power into their set of arrows, and their equipped bow. They focus on ninjutsu techniques that can help the the efficiency of the arrow, and also focus on dexterity, to perfect their aim.
Spear Master
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a spear.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Strength, +1 to Willpower
Stat Flaw: -1 to Speed, -1 to Power, -1 to Control
Description: Taijutsu user's of the spear, they are built almost exactly like a Bo Master, since the weapons they use are very similar in style. Though, the spear having a sharp end, is used to jab people with on only one end, and the style of fighting is much differen't. Like many other weapon Archetypes, it's not just a taijutsu style of fighting, but many users of the spear mix ninjutsu with their attacks, for added power effects.
Wheel Dancer
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a wheel.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Speed, +1 to Strength
Stat Flaw: -2 to Control, -1 to Reserves
Description: A shinobi-specefic style of fighting based on the rare weapons of wind and fire wheels. They are usually very quick, and due to the weapon's they use, can fight in a cariety of ways. Using ninjutsu effects to attack from a ranged distance, and simple, powerful taijutsu to fight up close. There aren't many existing, but they are very useful on the battlefield. They are physically stronger and more muscle-toned than most weapon master's in an all-around basis, but less than a pure taijutsu specialist. They are also avid users of chakra manipulation and molding. Very balanced fighter's.
Weapon Basher
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a blunt handweapon.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Strength, +1 to Stamina
Stat Flaw: -2 to Control, -1 to Tactics
Description: Weapon Basher's are powerful weapon user's that can use any sort of blunt weapon that doesn't have it's own specefic Archetype. This includes Tonfa's, Three-Section Staffs, etcetera.
Puppeteer Archetype:
Special: Can only be taken as a Primary. Puppetry requires devotion, and while a puppeteer can aquire other skills to compliment his puppetry, the years of training required to gain the basic control of a puppet make this a skill that no one can simple pick up. This archetype allows access to the Puppeteer List.
Primary: Chakra
Secondary: Mental
Tertiary: Physical
Description: Battling from afar with mechanical weaponry dancing to the tune played by their fingers and mind, Puppeteers are dangerous foes who specialize in mid-long range combat as well as espionage.
Stat Merit: +1 Power, +1 Control, +1 Reserves
Stat Flaw: -1 Strength, -1 Stamina, -1 Speed
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Healer
Special: When taken as Primary Archetype, gain 2 extra item points to spend on medical equipment.
Primary: Mental or Chakra
Secondary: Chakra or Mental
Tertiary: Physical
Stat Merit: +2 to Intelligence, +1 to Reserves
Stat Flaw: -1 to Strength, -1 to Speed, -1 to Willpower
Description: Supportive shinobi, they devote their lives to mastering sorts of ninjutsu that doesn't harm an opponent, but heals their ally. They study medicine and antidotes as well, to aid their chakra-healing process. They know practically everything there is to know about the human body, and exactly how to heal wounds. A very advanced version of a doctor.
Offensive Healer
Special: When taken as Primary Archetype, gain 2 extra item points to spend on medical equipment.
Primary: Physical or Mental
Secondary: Mental or Physical
Tertiary: Chakra
Stat Merit: +1 to Intelligence, +1 to Reserves, +1 to Speed
Stat Flaw: -2 to Willpower, -1 to Power
Description: This is a more offensive and battle-handy type of Medical Archetype, they use more advanced techniques and manipulate them into painful techniques instead of relieving ones. They often fight with a medical tool, such as a scalpel, and can be very powerful foes. Their style doesn't do much damage to the outside of the human body, but can severely damage the inside. They can manipulate muscles and bones, as well as other various body parts inside the human body and use them against their enemy.
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Beast Master
Special: When taken as Primary Archetype, the animal companion is allowed to speak and use certain jutsus.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Speed, +1 to Strength
Stat Flaw: -1 to Intelligence, -1 to Tactics, -1 to Control
Description: The Beastmaster is a rare type of shinobi. They have an animal familiar that helps them fight, each being able to use intertwining techniques and skills with each other. If taken as a Primary Archetype, the user can sacrifice jutsu spoints to allow their animal to use jutsus as well. The animal can be either an intelligent, unique, speaking creature, or a normal animal that helps in it's own little satisfactory ways.
Daredevil
Special: When taken as Primary Archetype, the character can defy the laws of damage once during each thread.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Stamina, +1 to Willpower
Stat Flaw: -2 to Tactics, -1 to Intelligence
Description: A physically determined character, these fighter's have quite a good amount of stamina, and can take quite the beating from someone else. They are pretty much always frontliners and have more energy than most fighter's. Not quite as large in the defensive area as a human tank would be, but very useful otherwise.
Human Tank
Special: When taken as Primary Archetype, you gain another point in Strength.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Strength, +1 to Stamina
Stat Flaw: -2 to Speed, -1 to Control
Note: Cannot be combined with Quicksilver
Descriptions: The ultimate frontliners, these are very strong character's. Usually very large in size, the Human Tank is a shinobi with both great offensive and defensive attributes. Their agility is quite slow, they don't move fast at all, but using various special techniques that tend to be either ninjutsu, taijutsu, or a mix, they are ideal for causing massive damage.
Human Battery
Special: When taken as Primary Archetype, you gain another point in reserves.
Primary: Chakra
Secondary: Mental
Tertiary: Physical
Stat Merit: +2 to Reserves, +1 to Power
Stat Flaw: -1 to Strength, -1 to Speed, -1 to Willpower
Note: Cannot be combined with Quicksilver or Human Tank.
Description: Human Battery is an Archetype that doesn't base itself around a specefic fighting style, but more on chakra. Normally the Human Battery would use Ninjutsu ot Genjutsu. Like a Daredevil, but in terms of energy and chakra reserves. Can mold more chakra and draw chakra manipulation battles out longer than other Archetype's.
Tactician
Special: When taken as Primary Archetype, you gain another point in Tactics.
Primary: Mental
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 to Tactics, +1 to Intelligence
Stat Flaw: -2 to Strength, -1 to Power
Description: The tactician is an archetype that focuses on multiple fighting styles. The tactician doesn't focus on a single way of fighting, but rather, uses many types of fighting against their opponent. Usually very quick thinkers and genius strategists. It's preferred for a tactician to take a good balance between offense, defense, and chakra-manipulation.
Quicksilver
Special: When taken as Primary Archetype, you gain another point in Speed.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Speed, +1 to Stamina
Stat Flaw: -1 to Control, -1 to Power, -1 to Strength
Note: Cannot be combined with Human Tank
Description: An archetype that bases solely on speed, it's used by many assassins who prefer quick kills instead of drawn-out fights. Those who have this Archetype's movements are usually faster than those of another Archetype.
Virtuoso
Special: When taken as Primary Archetype, you gain a point in Reserves.
Primary: Chakra or Mental
Secondary: Mental or Chakra
Tertiary: Physical
Stat Merit: +1 to Intelligence, +1 to Tactics, +1 to Control
Stat Flaw: -1 to Stamina, -1 to Willpower, -1 to Power
Description: Artists. Virtuoso is a shinobi with a very unique sense of style, and it can't be easily explained, since it's up to the Virtuoso themself as to what they do. For example, someone who's primary weapon and style deal with an electric guitar, that's a Virtuoso. Someone very independent.
Polymath
Special: When taken as Primary Archetype, you gain another point in Intelligence.
Primary: Mental
Secondary: Chakra
Tertiary: Physical
Stat Merit: +2 to Intelligence, +1 to Tactics
Stat Flaw: -1 to Strength, -1 to Stamina, -1 Power
Description: A strategist of sorts, this type of fighter doesn't need to focus on a specefic type of style, and can take various techniques from various styles, but instead of being an all-out offense type, the Polymath needs to focus on defensive techniques to help the Polymath and the people around him/her.
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Cavalier
Special: When taken as Primary Archetype, gain a point in either stamina or control
Primary: Physical
Secondary: Chakra
Tertiary: Mental
Stat Merit: +2 Speed, +1 Power
Stat Flaw: -2 Intelligence, -1 Reserves
Description: The vanguard of any assault, cavaliers blaze across the front lines with a bravado few can match while spitting ninjutsu across the battlefield before closing in to finish the job up close and personal like. Many more sensible shinobi can't help but shake their heads and wonder how these fighters are able to push their luck and still cheat death at his own game.
Myrmidon
Special: When taken as Primary Archetype, gain a point in either Strength or Reserves
Primary: Physical
Secondary: Chakra
Tertiary: Mental
Stat Merit: +2 Stamina, +1 Reserves
Stat Flaw: -1 Tactics, -1 Intelligence, -1 Control
Description: A special breed of soldier, the Myrmidons are the jack of all trades in the shinobi military. Trained, and fully capable of outfighting anyone they can't out blast, and then outblasting the few people they can't outfight the Myrmidons fill the middle ground between pure taijutsu specialist and ninjutsu user.
Maverick
Special: When taken as Primary Archetype, gain a point in Willpower or Intelligence
Primary: Mental
Secondary: Physical
Tertiary: Chakra
Stat Merit: +1 Intelligence, +1 Tactics, +1 Willpower
Stat Flaw: -1 Power, -1 Control, -1 Reserves
Description: A rebel, a thinker, and a fighter, Mavericks are people who always seem to go against the norm. They do things at their own pace, at their own style, and at their own method, preferring not to stick to strict regimens. Highly intelligent, they are fully capable of thinking independently, which can be vital for certain types of missions. They specialize in independent fighting as well, using a mix of genjutsu and taijutsu to support themselves and only themselves.
*Please note that only the Physical Stas have any direct impact on your character's fighting ability. The other stats are there to show you what jutsu you do or do not qualify for.*
Physical- Affects how well you perform taijutsu and other hand-to-hand/weapon based attacks, as well as how well you can take them.
Strength: How hard you hit
Speed: How fast you move
Stamina: Your speed endurance and how attacks affect you
Mental - Affects how well you are able to use and resist Genjutsu
Intelligence: How strong your genjutsu are
Tactics: How well you can use Genjutsu
Willpower: How long you can continue to use Genjutsu
Chakra - Affects how well you are able to use Ninjutsu
Power: How strong your chakra is
Control: How well you can control your chakra
Reserves: How long you can keep using your chakra
Assigning Jutsus To Your Character - First you must choose your various lists. The number of lists you may choose is dependent upon rank. Genin may have 3 What that means is I may choose, as a Genin any 3 ninjutsu, taijutsu, or genjutsu litst, Chunnin get 5, Jounin get 7, Sennin get 8(or trees as they are often called) from any of the village lists, clan lists, global lists, or unique lists available to me (please note that you may not have jutsu from more than one Village, ie No taking both the Sand Ninjutsu and the Stone Ninjutsu). Once you've chosen your lists, you will only be able to choose jutsu dependent on your stats. If you are a genin and don't have the stats for a stage 5 jutsu, then you simply may not learn it. Genin are allowed 5 jutsu In addition to those jutsu, you may also take a certain amount of Academy Jutsu. Genin are allowed 2, Chunnin are allowed 9 jutsu and 3 academy, Jounin are allowed 14 jutsu and 4 academy, Sennin are allowed 20 and 6 academy.
Items/Weapons - You are allowed 20 points to spend on inventory, but what do you spend them on? well the basic equipment thread has a nice selection but you may also attempt to register a weapon of your own creation. For every weapon or item you wish to buy, you will subtract that amount from your total allotment of points. Any points left over are converted to yen.
Name: Your character's name goes here, note it should be a japanese name, not english.
Age:
Sex:
Height:
Country/Village:
Rank: genin
Physical Description: (A detailed description of your characters appearance should go here, including information such as eye colour, hair colour, etc.).
Clothing: (Indicate the type of clothes the character wears, including where they wear items such as their forehead protector).
Personality: (Provide a detailed description of the characters personality).
Nindo; "Way of the Ninja": (Briefly describe your characters nindo, what it is they believe to be most important which they live by day to day).
Clan/Bloodline: (Indicate if your character is a member of a clan or bloodline. Write none here if you are in no clan).
Primary Archetype:
Secondary Archetype: (Note: A secondary archetype is optional, but recommended).
Statistics
Physical
Strength: 1
Speed: 1
Stamina: 1
Mental
Intelligence: 1
Tactics: 1
Willpower: 1
Chakra
Power: 1
Control: 1
Reserves: 1
Jutsus and Techniques
(You must list your techniques including the tree they're in, what stage, and include the techniques name and description).
Inventory
(List here any items/weapons your character possesses and their inventory)
Biography: (This is the most important part of the character sheet. You should write a reasonable account of the characters history and how they came to be who they are today).
Other Info: (Include here any other information you feel might be relevant to the character which we have not provided a space for, such as personal quirks, or further explanation of some peculiarity the character possesses).
Ranks - The following are the ranks a character may possess and their stats at that rank.
Genin:
Primary: 10
Secondary: 8
Tertiary: 6
Indicates how much points you get to spend on stats, determined by Primary Archetype
Character Creation Maximum: 10
Indicates how much you can put into one stat at maximum during character creation.
Chunnin:
Primary: 30
Secondary: 27
Tertiary: 24
Character Creation Maximum per Stat: 20
Jounin:
Primary: 60
Secondary: 50
Tertiary: 40
Character Creation Maximum Per Stat: 30
Sennin: (No PCs)
Primary: 100
Secondary: 90
Tertiary: 80
Character Creation Maximum Per Stat: 45
assigning stats is fairly simple all stats start out one factor in any modifiers for primary and secondary archtype then spend points according to above.
Archetypes:
Ninjutsu Specialist
Special: When taken as Primary Archetype, you gain a point in Reserves.
Primary: Chakra
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 to Power, +1 to Control
Stat Flaw: -2 to Strength, -1 to Tactics
Description: With this archetype, the shinobi devotes themselves completely to studying a wide variety of ninjutsu, creating various sources of energy, like an element or a physical object. They are usually pretty diverse fighter's, but they usually rely on ninjutsu for power. They practice the balance of molding chakra and handseal formation and quickening that for training.
Genjutsu Specialist
Special: When taken as Primary Archetype, you gain a point in Willpower.
Primary: Mental
Secondary: Chakra
Tertiary: Physical
Stat Merit: +2 to Willpower, +1 to Intelligence
Stat Flaw: -2 to Strength, -1 to Stamina
Description: Much like the Ninjutsu Archetype in the sense that it is diverse in fighting, the Genjutsu Artist's practice the art of illusions, confusing the opponent's and going inside their heads. Since they have practiced with illusions so much, their minds are usually very clear, and though not quite immune to genjutsus, they have an abnormal increase in attention span that differs from most people.
Taijutsu Specialist
Special: When taken as Primary Archetype, you gain another point in either Strength or Speed.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +1 to Strength, +1 to Speed, +1 to Stamina
Stat Flaw: -2 to Reserves, -1 to Power
Description: A simple type of shinobi, those who hone this Archetype lack in the abilities of ninjutsu and genjutsu, and possibly even chakra control, but they balance it out wiht strength. They spend their lives practicing a specified form of martial art and try and perfect it. They are always close-range fighter's that focus on strength and speed over intelligence and chakra control.
Elemental Specialist
Special: When taken as Primary Archetype, you gain a free low-level technique of the corresponding element for free.
Primary: Chakra
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 in Power, +1 in Reserves
Stat Flaw: -2 in Tactics, -1 in Strength
Description: Elemental Specialists are the same as ninjutsu specialists, but have found a liking for a certain element, such as fire, water, sand, or earth. These elemental specialists put all of their skills into mastering techniques that revolve around a single element.
Bloodline/Clan Specialist
Special: When taken as Primary Archetype, you gain another point in the clan's prime attribute.
Primary: Depends on clan
Secondary: Depends on clan
Tertiary: Depends on clan
Stat Merit: Depends on clan
Stat Flaw: Depends on clan
Description: Depending on the type of clan, these are people who have to be in a certain clan, or had been at one point, to study their clan's specefic techniques and specialize in them. For example, if a Nara only chose to use his shadow-type techniques and make them stronger, that would be considered a clan specialist.
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Blade Dancer
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a sword.
Primary: Physical
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +1 to Strength, +1 to Speed, +1 to Tactics
Stat Flaw: -1 to Willpower, -1 to Reserves, -1 to Power
Description: These are taijutsu specialists who master techniques of the sword. They practice a style that bases are the sword and use only that for their main means of power. Unless they are fighting other Blade Dancer's, they cannot be beaten in terms of skill with a sword. Unlike most weapon specialists, Blade Dancer's usually have a lot of stamina to be able to fight up close.
Projectile Specialist
Special: When taken as Primary Archetype, gain 2 extra item points to spend on projectiles.
Primary: Mental
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 to Tactics, +1 to Speed
Stat Flaw: -1 to Strength, -1 to Power, -1 to Reserves
Decription: These are people who choose to use throwing weapons as a main source of combat. Unlike any other class, these fighter's carry a wide variety of weapons and use them all to their advantage. Their eyesight and aim with a weapon is extremely high, people who usually have this archetype almost never seem to miss their target's. They practice some ninjutsu, but only the style of ninjutsu that can cause them to use their weapons to the best of their ability.
Bo Master
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a staff or bo.
Primary: Physical
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 to Strength, +1 to Stamina
Stat Flaw: -2 to Power, -1 to Willpower
Description: Those with this Archetype use a Bo Staff as their weapon. Rare in the shinobi world, these are fighter's who are well-built, and much like the Blade Dancer, always fight up close. Instead of speed, these shinobi often focus their style of fighting into strength, due to the type of blunt weapon they use. Balance and grip is also a very important concept, as the maneuvers with the Bo Staff can be quite...tricky, at times.
Archery Specialist
Special: When taken as Primary Archetype, gain 2 extra item points to spend on archery equipment.
Primary: Mental
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 to Tactics, +1 to Intelligence
Stat Flaw: -1 to Speed, -1 to Control, -1 to Reserves
Description: These shinobi, much like the projectile specialist, usually like to fight from a distance. Their bodies are usually unfit for close combat, and focus all their power into their set of arrows, and their equipped bow. They focus on ninjutsu techniques that can help the the efficiency of the arrow, and also focus on dexterity, to perfect their aim.
Spear Master
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a spear.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Strength, +1 to Willpower
Stat Flaw: -1 to Speed, -1 to Power, -1 to Control
Description: Taijutsu user's of the spear, they are built almost exactly like a Bo Master, since the weapons they use are very similar in style. Though, the spear having a sharp end, is used to jab people with on only one end, and the style of fighting is much differen't. Like many other weapon Archetypes, it's not just a taijutsu style of fighting, but many users of the spear mix ninjutsu with their attacks, for added power effects.
Wheel Dancer
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a wheel.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Speed, +1 to Strength
Stat Flaw: -2 to Control, -1 to Reserves
Description: A shinobi-specefic style of fighting based on the rare weapons of wind and fire wheels. They are usually very quick, and due to the weapon's they use, can fight in a cariety of ways. Using ninjutsu effects to attack from a ranged distance, and simple, powerful taijutsu to fight up close. There aren't many existing, but they are very useful on the battlefield. They are physically stronger and more muscle-toned than most weapon master's in an all-around basis, but less than a pure taijutsu specialist. They are also avid users of chakra manipulation and molding. Very balanced fighter's.
Weapon Basher
Special: When taken as Primary Archetype, gain 2 extra item points to spend on a blunt handweapon.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Strength, +1 to Stamina
Stat Flaw: -2 to Control, -1 to Tactics
Description: Weapon Basher's are powerful weapon user's that can use any sort of blunt weapon that doesn't have it's own specefic Archetype. This includes Tonfa's, Three-Section Staffs, etcetera.
Puppeteer Archetype:
Special: Can only be taken as a Primary. Puppetry requires devotion, and while a puppeteer can aquire other skills to compliment his puppetry, the years of training required to gain the basic control of a puppet make this a skill that no one can simple pick up. This archetype allows access to the Puppeteer List.
Primary: Chakra
Secondary: Mental
Tertiary: Physical
Description: Battling from afar with mechanical weaponry dancing to the tune played by their fingers and mind, Puppeteers are dangerous foes who specialize in mid-long range combat as well as espionage.
Stat Merit: +1 Power, +1 Control, +1 Reserves
Stat Flaw: -1 Strength, -1 Stamina, -1 Speed
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Healer
Special: When taken as Primary Archetype, gain 2 extra item points to spend on medical equipment.
Primary: Mental or Chakra
Secondary: Chakra or Mental
Tertiary: Physical
Stat Merit: +2 to Intelligence, +1 to Reserves
Stat Flaw: -1 to Strength, -1 to Speed, -1 to Willpower
Description: Supportive shinobi, they devote their lives to mastering sorts of ninjutsu that doesn't harm an opponent, but heals their ally. They study medicine and antidotes as well, to aid their chakra-healing process. They know practically everything there is to know about the human body, and exactly how to heal wounds. A very advanced version of a doctor.
Offensive Healer
Special: When taken as Primary Archetype, gain 2 extra item points to spend on medical equipment.
Primary: Physical or Mental
Secondary: Mental or Physical
Tertiary: Chakra
Stat Merit: +1 to Intelligence, +1 to Reserves, +1 to Speed
Stat Flaw: -2 to Willpower, -1 to Power
Description: This is a more offensive and battle-handy type of Medical Archetype, they use more advanced techniques and manipulate them into painful techniques instead of relieving ones. They often fight with a medical tool, such as a scalpel, and can be very powerful foes. Their style doesn't do much damage to the outside of the human body, but can severely damage the inside. They can manipulate muscles and bones, as well as other various body parts inside the human body and use them against their enemy.
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Beast Master
Special: When taken as Primary Archetype, the animal companion is allowed to speak and use certain jutsus.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Speed, +1 to Strength
Stat Flaw: -1 to Intelligence, -1 to Tactics, -1 to Control
Description: The Beastmaster is a rare type of shinobi. They have an animal familiar that helps them fight, each being able to use intertwining techniques and skills with each other. If taken as a Primary Archetype, the user can sacrifice jutsu spoints to allow their animal to use jutsus as well. The animal can be either an intelligent, unique, speaking creature, or a normal animal that helps in it's own little satisfactory ways.
Daredevil
Special: When taken as Primary Archetype, the character can defy the laws of damage once during each thread.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Stamina, +1 to Willpower
Stat Flaw: -2 to Tactics, -1 to Intelligence
Description: A physically determined character, these fighter's have quite a good amount of stamina, and can take quite the beating from someone else. They are pretty much always frontliners and have more energy than most fighter's. Not quite as large in the defensive area as a human tank would be, but very useful otherwise.
Human Tank
Special: When taken as Primary Archetype, you gain another point in Strength.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Strength, +1 to Stamina
Stat Flaw: -2 to Speed, -1 to Control
Note: Cannot be combined with Quicksilver
Descriptions: The ultimate frontliners, these are very strong character's. Usually very large in size, the Human Tank is a shinobi with both great offensive and defensive attributes. Their agility is quite slow, they don't move fast at all, but using various special techniques that tend to be either ninjutsu, taijutsu, or a mix, they are ideal for causing massive damage.
Human Battery
Special: When taken as Primary Archetype, you gain another point in reserves.
Primary: Chakra
Secondary: Mental
Tertiary: Physical
Stat Merit: +2 to Reserves, +1 to Power
Stat Flaw: -1 to Strength, -1 to Speed, -1 to Willpower
Note: Cannot be combined with Quicksilver or Human Tank.
Description: Human Battery is an Archetype that doesn't base itself around a specefic fighting style, but more on chakra. Normally the Human Battery would use Ninjutsu ot Genjutsu. Like a Daredevil, but in terms of energy and chakra reserves. Can mold more chakra and draw chakra manipulation battles out longer than other Archetype's.
Tactician
Special: When taken as Primary Archetype, you gain another point in Tactics.
Primary: Mental
Secondary: Own Choice
Tertiary: Own Choice
Stat Merit: +2 to Tactics, +1 to Intelligence
Stat Flaw: -2 to Strength, -1 to Power
Description: The tactician is an archetype that focuses on multiple fighting styles. The tactician doesn't focus on a single way of fighting, but rather, uses many types of fighting against their opponent. Usually very quick thinkers and genius strategists. It's preferred for a tactician to take a good balance between offense, defense, and chakra-manipulation.
Quicksilver
Special: When taken as Primary Archetype, you gain another point in Speed.
Primary: Physical
Secondary: Mental
Tertiary: Chakra
Stat Merit: +2 to Speed, +1 to Stamina
Stat Flaw: -1 to Control, -1 to Power, -1 to Strength
Note: Cannot be combined with Human Tank
Description: An archetype that bases solely on speed, it's used by many assassins who prefer quick kills instead of drawn-out fights. Those who have this Archetype's movements are usually faster than those of another Archetype.
Virtuoso
Special: When taken as Primary Archetype, you gain a point in Reserves.
Primary: Chakra or Mental
Secondary: Mental or Chakra
Tertiary: Physical
Stat Merit: +1 to Intelligence, +1 to Tactics, +1 to Control
Stat Flaw: -1 to Stamina, -1 to Willpower, -1 to Power
Description: Artists. Virtuoso is a shinobi with a very unique sense of style, and it can't be easily explained, since it's up to the Virtuoso themself as to what they do. For example, someone who's primary weapon and style deal with an electric guitar, that's a Virtuoso. Someone very independent.
Polymath
Special: When taken as Primary Archetype, you gain another point in Intelligence.
Primary: Mental
Secondary: Chakra
Tertiary: Physical
Stat Merit: +2 to Intelligence, +1 to Tactics
Stat Flaw: -1 to Strength, -1 to Stamina, -1 Power
Description: A strategist of sorts, this type of fighter doesn't need to focus on a specefic type of style, and can take various techniques from various styles, but instead of being an all-out offense type, the Polymath needs to focus on defensive techniques to help the Polymath and the people around him/her.
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Cavalier
Special: When taken as Primary Archetype, gain a point in either stamina or control
Primary: Physical
Secondary: Chakra
Tertiary: Mental
Stat Merit: +2 Speed, +1 Power
Stat Flaw: -2 Intelligence, -1 Reserves
Description: The vanguard of any assault, cavaliers blaze across the front lines with a bravado few can match while spitting ninjutsu across the battlefield before closing in to finish the job up close and personal like. Many more sensible shinobi can't help but shake their heads and wonder how these fighters are able to push their luck and still cheat death at his own game.
Myrmidon
Special: When taken as Primary Archetype, gain a point in either Strength or Reserves
Primary: Physical
Secondary: Chakra
Tertiary: Mental
Stat Merit: +2 Stamina, +1 Reserves
Stat Flaw: -1 Tactics, -1 Intelligence, -1 Control
Description: A special breed of soldier, the Myrmidons are the jack of all trades in the shinobi military. Trained, and fully capable of outfighting anyone they can't out blast, and then outblasting the few people they can't outfight the Myrmidons fill the middle ground between pure taijutsu specialist and ninjutsu user.
Maverick
Special: When taken as Primary Archetype, gain a point in Willpower or Intelligence
Primary: Mental
Secondary: Physical
Tertiary: Chakra
Stat Merit: +1 Intelligence, +1 Tactics, +1 Willpower
Stat Flaw: -1 Power, -1 Control, -1 Reserves
Description: A rebel, a thinker, and a fighter, Mavericks are people who always seem to go against the norm. They do things at their own pace, at their own style, and at their own method, preferring not to stick to strict regimens. Highly intelligent, they are fully capable of thinking independently, which can be vital for certain types of missions. They specialize in independent fighting as well, using a mix of genjutsu and taijutsu to support themselves and only themselves.