New Traits - Printable Version +- Naruto, Ninja Arts! (https://narutoninjaarts.net) +-- Forum: Suggestions (https://narutoninjaarts.net/forumdisplay.php?fid=8) +--- Forum: General Suggestions (https://narutoninjaarts.net/forumdisplay.php?fid=11) +--- Thread: New Traits (/showthread.php?tid=652) |
New Traits - Shinari - 07-19-2020 sound traits: + mystic bells - genjutsu with senbons/kunais/shurikens thrown (tsumabeni effect - hit target gets disoriented - kai to cancel) + tainted blood - bleeds purple blood that forms a 3x3 poison gas (dmg=1/5 users nin, stacks) + hollow air tubes - boost all fuuton jutsus dmg by 15% and gives them knock back (includes extensions) + sound burst - whenever user uses a jutsu, 25% to release a sound burst in 5x5 aoe doing dmg around user (dmg=10% of users max chakra) + chakra absorbing touch - every successful punch steals 5% chakra from target (works with anything that increases hit range ie. jigokuzuki etc) star traits: + star chakra - when out of chakra, the users hp is used as chakra instead + Mithridatism - immune to poison damage (swapped to star trait from general trait) + meditation - restores hp and chakra 2x faster when resting + Condensed chakra - when taking dmg over 10% of your max hp, 50% chance to only lose 10% hp + Trancendent - every 2nd jutsu uses no chakra (drains only drain every 2nd tick instead) stream traits: + blast control (moved from general) - you will take 50% less dmg from explosive dmg and deal 1.5x dmg with explosive dmg (clay clan, explosive tags, bakuton etc) + hell spawn - you do a small aoe when you are supposed to die based on half you health, but survives with 1 hp and becomes invulnerable for 5 sec (5x5) (moved and changed from general trait) + steam explosion - all jutsus knock back + revved up - does 2% more dmg for every 10% hp lost + steam engine - 25% chance to create a smoke screen around the user when using a jutsu rain traits: + trap master - tags, caltrops and poison bombs will do dmg based on users highest stat 1/5 + the tools base dmg (moved and changed from general traits) + water tank - 25% chance to absorb water jutsu, taking no dmg and restoring chakra (can overload) + water pulse - water based jutsus does 15% more dmg and knocks back (includes extension, hoshigaki) + chameleon - takes 25% less dmg from the last element jutsu the user was hit by (changes when hit with a diff element type) + water imp - becomes invis when hit with a water based jutsu, lasting 5 sec (suiton, hoshigaki clan, extension etc, stepping on daibakufu trail counts) Iron traits: + Heavy blow - gives 30 extra crit with katana or sword equiped (shop weapons count) + Sword breaker - gives 50 extra dodge when equipping a sword or katana + Savage blow - 20% chance to do 20% of dmg dealt in 3x3 aoe when attacking/punching or using a tai tech + Swift movement - 15% to tp behind target when damaged, striking them for 1/5 the users tai + dualist - tai techniques damage twice for a lill less dmg new extra traits + hold ground - knock backs wont work on the user and multi hit knock backs will just hit once and pass through + stun skin - damaging the user has a 15% chance to stun enemies for 2 sec + status regeneration - when hit by a status effect heals 5% of max hp (only count once for tick effects like burn/bleed/poison etc) + crisis armor - gets a HP shield based on 50% of users max chakra when users hp falls bellow 25% (lasts till death or destroyed) + poison skin - direct contract with the user causes poison on enemies based on whichever users highest stat is 0.25x (stacks and picking poison spec makes it 0.5x) + toxic - poison does 25% more dmg cased by the user and ignores dmg redu |