| [5.0] Perk List | |
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| Tweet Topic Started: Aug 20 2016, 10:24 PM (5,090 Views) | |
| Bonga | Aug 20 2016, 10:24 PM Post #1 |
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![]() This is the perk directory for Road to Destiny. Some things you should be aware of include the various core caps. Players may only have ONE T4 without the use of power-up techniques at most, and only TWO Tier threes. Some special things players should be aware of at various grade ranks:
Chakra control is -NOT- considered a core. Perception is -NOT- considered a core. For non-core perks like Hearing, Handseals, etc:
You may only pick up a T2 at D+ and above, and a T3 at C+ and above. ![]() (T1) Well-Built Physique: This person's strength is above average when compared to their peers. Their strikes are naturally heavier than normal and they are capable of lifting items that most people have trouble with. They can easily carry the weight of another person without hindrance. (T2) Powerful Physique: This person's strength is top notch when compared to their peers. Their strikes are much more powerful than normal, to the point where lesser combatants would have to put everything they have to match their weaker, faster strikes. They are capable of lifting items with ease that most struggle with, and an unguarded punch could result in the opponent being thrown backwards. (T3) Mythic Physique: This person's strength is unnatural when compared to their peers. Their strikes are devastating, and they are capable of lifting objects that most people can't even dream of lifting. Their strikes can easily break weaker bones and they are capable of knocking down entire walls with a well positioned strike. (T4) Legendary Physique: This person's strength seems impossible when compared to their peers'. Their blows are destructive to the point that they can shatter most of what they strike, and weaker guards are completely meaningless to them. They can lift several tons over their head, as long as they can position themselves for a strong enough grip. They can collapse entire walls of powerful buildings with a single idle strike, and their full strength attacks create craters effortlessly. ![]() (T1) Exceptional Stamina: This person is well conditioned, mentally and physically. They are capable of pushing through debilitating fatigue and they can stay up longer than most, and their chakra reserves are a step above their peer’s own. (T2) Inexhaustible Stamina: This person is extremely conditioned; where others would faint or die from exhaustion, they find themselves able to continue on. They can fight for an extended period if they manage themselves well. This person possesses marked reserves of chakra in comparison to their peers, well and above others on a similar level. (T3) Mythic Stamina: This person’s conditioning is inhuman. Fatigue and exhaustion are hardly words that they understand anymore, and their life force and will to survive will let them live where others would have easily died. They are capable of performing several high-ranked jutsus and exhausting combinations without issue. They can fight for hours without rest. (T4) Senju Stamina: This person is an extremely powerful shinobi of the Senju clan. Finally realizing their potential, this shinobi has near impossible reserves of chakra and physical energy. They are incredibly difficult to kill: nothing short of completely obliterating a vital organ will ensure their death. Their stamina is legendary, and stands far and above their peers. ![]() (T1) Tough: This person's body is tougher than the average compared to their peers. They are capable of withstanding a blow that might knock another unconscious, and able to more effectively withstand punishment from blunt force. Their tolerance to pain is a step above their peers. Note: Does not toughen skin (T2) Rock Solid: This person's frame is considered to be more durable than the majority of their comrades'. They are capable of withstanding powerful blows and remaining conscious after a surprise attack, and wounds that would incapacitate lesser fighters are ineffective. They are able to force their broken limbs to work to a degree, although they risk permanent damage. Their tolerance to pain is far and above their peers, allowing them to continue when others would faint. Blows from lesser opponents do not affect them, Note: Slightly toughens skin. (T3) Unbreakable: This person is capable of withstanding blows that would normally shatter their bones, and wounds that would normally prove fatal. They can utilize their bodies efficiently under conditions that put strain on their limbs, being able to work with a broken limb with no issue. Their bones are significantly harder to break than average. Their tolerance to pain is exceptional, allowing them to endure inhuman levels of pain and misery. Note: Toughens skin. (T4) Juggernaut: This person is nothing short of unstoppable. Even the most potent blows prove ineffective, weapon strikes in non-critical areas are irrelevant, for the most part unable to puncture the skin. It's as if they don't feel pain in the least. Bringing this person down is no easy task, and requires exceptional force. They might die before they slip into unconsciousness, and weaker attacks might not even be felt. Note: Toughens skin. A lot. ![]() (T1) Fast: This person is faster than their peers, and has a quicker first step in comparison. They have a slight edge in speed. Note: (+2 OOC tile to movement.) (T2) Swift: This person has top notch speed compared to their peers, and they can stop and start remarkably faster than others. Note: (+4 OOC tiles to movement.) (T3) Rapid: This person has astonishing speed. They can stop and start on a dime; to lesser combatants, they are nothing but a blur and are hard to keep track of. Note: (+6 OOC tiles to movement.) (T4) Road Runner: This person accelerates and decelerates instantaneously. They disappear completely from the sight of lesser combatants. However, upon reaching their top speed, they suffer from tunnel vision. Their top speed is comparable to others using the shunshin jutsu. Note: (+8 OOC tiles to movement.) ![]() Chakra control is -NOT- considered a core. (T1) Competent Chakra Control: This individual has the chakra control that is to be expected of a competent Genin. They are capable of directing their chakra flow correctly in order to execute difficult techniques. However, they still have a hard time controlling the quantity and end up wasting chakra. The amount wasted is directly proportional to the difficulty of the technique. Furthermore, their control allows them to force chakra to flow through different places in their body, allowing them to have a chance at escaping Genjutsu. (T2) Advanced Chakra Control: This individual has the chakra control of a seasoned Shinobi. The waste in their techniques is reduced, to the point that they are capable of performing low ranking Jutsu without the slightest waste. However, advanced techniques still generate some waste, due to the difficulty of performing them. Their chakra control allows them to have a greater chance of fighting off Genjutsu, even when the Genjutsu user is focusing on keeping them within it. (T3) Mastered Chakra Control: This individual's chakra control is masterful. They generate no waste unless they perform the most advanced techniques, and they are difficult to keep within Genjutsu. Techniques that try to gain control of their chakra flow in general are not very effective against these individuals. Their prowesses extend further, letting them manipulate chakra with such ease that they can effectively cut down the seals required for their jutsu by half. Note: Handseals required for techniques are halved down. (T4) Legendary Chakra Control: This individual is so acquainted with the nature of chakra that they are able to control the amount they spend in a perfect manner. No technique is out of their grasp, and they are capable of detecting disturbances in their own chakra flow without any issue. Jutsu come to them with incredible ease, allowing for the use of few or no handseals at all. Only the most prominent may impede these individuals from breaking out of a Genjutsu. Note: Handseals required for techniques are a quarter of what they normally are, rounded down. ![]() Perception is -NOT- considered a core. (T1) Practiced Perception: This person's eyes are trained and practiced, able to spot objects in parallax and respond better than the average person. They are experienced with keeping track of fast moving targets. They suffer from tunnel vision when moving at Shunshin level speeds. (T2) Heightened Perception: This person has exceptional ability to track objects and persons, able to keep up with quick shinobi, weapons, and jutsu. They are able to respond well to objects in parallax and subtle shifts in the environment. They still suffer from tunnel vision when moving at Shunshin speeds. (T3) Amazing Perception: This person's ability to track objects is amazing. They are able to instantly locate objects in parallax and subtle shifts in the environment. Very few things escape their attention, and only the fastest of the fast are difficult for their eyes to track. The world seems to move in slow motion to them. They no longer suffer from tunnel vision and can see people moving at the speed of Shunshin. ![]() (T1) Deft: This person is more nimble than most, capable of moving with a degree of grace and throwing strikes faster than their own peers. Their movements are more precise, and they can land from great heights without worry. (T2) Agile: This person's movements are graceful and far quicker than their peers. There is little delay from the command to move and the act, allowing them to strike with noticeable swiftness. They are quite precise. (T3) Nimble: Relative to those on their level, this person's movements are refined and very precise, almost every action landing exactly where it was meant to with steady hands. They have almost no delay in their reaction time, and their hands appear literal blurs to the untrained eye. (T4) Polished: This person is godlike in their movements. They are graceful to the point of potentially being distracting and appearing unearthly; every movement seems effortless and precise. Keeping up with their hand speed with the eyes alone is virtually impossible for one without a visual augment. ![]() (T1) Swift Seals: This person creates handseals faster than their peers, constructing them with practiced accuracy and speed. Note: (1.5x) (T2) Amazing Seals: This person creates seals at a markedly faster rate than their peers, doing so with perfect accuracy. Note: (2x) (T2) One-handed Seals: A rare trait; this person is capable of performing handseals with one hand. They can only perform them a half the rate of their normal speed. (T3) Blinding Seals: This person creates handseals at a blinding rate; they can flash an entire string before an opponent can react, and shorter jutsu may be performed so quickly it seems as though the shinobi hasn't moved at all to make a seal. Note: (3x) ![]() (T2) Trained Hearing: With a trained sense of hearing, this person is able to easily detect disturbances around them, without care for size. They have a high degree of accuracy, and can detect the precise location and weight of the object. They can also detect weaponry in the air more accurately than others. (T4) Doublevision: This person's sense of hearing is so great that it is comparable to eyes on the back of their head. They can effortlessly detect even the faintest sounds around them, with the smallest discrepancy for size. They are able to fight entirely blind, granting them an immense advantage. Note: Provides a sensing tab. ![]() Fuuinjutsu perks count as professions, but they're predefined unlike taijutsu styles and kenjutsu (T1) Sealing Method Adept: This person is capable of sealing small sized objects, ranging from an assortment of weaponry. They are capable of devising skillcards and techniques that revolve around the use of this equipment. (T2) Sealing Method Proficient: This person is capable of sealing larger objects into scrolls, ranging from boulders to armor. They are capable of devising skillcards and techniques that revolve around utilizing objects of this size. (T3) Sealing Method Advanced: his person is capable of sealing larger objects into scrolls, ranging from very large boulders to armor. They are capable of devising skillcards and techniques that can revolve around stopping certain elemental techniques and utilizing objects of vast quantity/size. (T2) Juuinjutsu: This person is capable of storing seals on living flesh constructs. This allows them to apply previous sealing methods on actual beings, whilst also developing techniques revolving around this area, such as storing chakra, paralyzing, binding and much more. Note: Unique. Scales with the user's Fuuinjutsu perk and allows them to develop Juuinjutsu techniques. (T2) Barrier Ninjutsu: This person is capable of generating barriers by utilizing their chakra. Barriers are commonly used in conjunction with other individuals, although more powerful users will find themselves able to create strong fields by themselves. Note: Unique. Scales with the user's Fuuinjutsu perk and allows them to develop Barrier Ninjutsu techniques. ![]() Medical perks count as professions; not all are predefined like fuuinjutsu, but they are more defined than Tai and Ken styles. (T1) Nurse: This individual has the knowledge of emergency medical procedures and basic medical skills. They are not only able to diagnose less serious medical conditions and to treat injuries that require basic surgery, but they also understand the properties of various substances. As a result, they are capable of brewing the most basic of medications and enhancement items. (T2) Doctor: This individual is capable of getting a clear diagnosis of their patient. That being said they are capable of calling the shots when need be and possibly saving the lives of those in need. This person is renowned in the medical area and knows what they're talking about, capable of diagnosing severe injuries and utilising their chakra to treat injuries. Requires Nurse. (T2) Herbalist: This individual can brew basic medication and enhancement items using resources from nature. Their medicine can help treatment and rehabilitation greatly, with the ability to sedate patients to perform otherwise impossible operations. Their poisons can be potentially dangerous and their medication can cure basic illnesses. Requires Nurse. (T3) Surgeon: A surgeon is what is known as rare in the shinobi world. This particular individual can complete medical task that almost no other can. Those around, who are in need of surgery, have little fear if this person is to operate on them, capable of re-applying limbs and transplanting organs. Requires Doctor. (T3) Pharmacist: This character knows how to manufacture and administer life saving drugs and lethal poisons. They possess the knowledge to cure nearly every illness and poison save a select few. They may also develop their own power boosting drugs, which could assist their allies greatly in battle. Requires Herbalist. Edited by Matthew, Jan 27 2017, 10:28 AM.
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