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Horizons Rebirth

Traits and Flaws: Difference between revisions

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  1 Point Traits
  1 Point Traits


=== Fast Learner ===
=== ''Fast Learner'' ===
Requirements: 3+ Mind


Always a quick study, you are able to learn things faster than most. Reduce the number of Scenes needed for any Scene based training by 2. The minimum cannot be reduced below 1
=== ''Good Negotiator'' ===
All purchases that cost Ryo will cost you 10% less than normal. You must put in a request in the money requests channel to get the 10% back from purchases made with the shop bot.
=== ''Natural Teacher'' ===
Requirements: 3+ Mind
When teaching others techniques, you reduce the number of days required to learn something by 1, to a minimum of 1.
=== ''Observant'' ===
Requirements: 3+ Mind and 2+ Investigation
You pick up on things more easily than others, figuring things out or getting a feeling about what's going on. Treat all of your Investigation and Sensory Checks in missions, scenes, and events as being five higher. Cannot take with Unobservant.
=== ''Talented'' ===
Can be taken up to 4 Times.
Start with an additional 2 free SP.
=== ''Wellspring'' ===
Can be taken up to 2 times.
Requirements: 5+ Power and 3+ Chakra Control
You have a larger than average Chakra Pool. Each time you take this Trait your Chakra Pool increases in size by one step to a maximum of Large.
2 Point Traits
=== ''Ambitious'' ===
Can be taken up to 4 Times.
Always having big dreams for the future you find it hard to not give everything you do your all. Gain 5 additional Attribute Points to distribute as you wish. These attribute points can be counted for requirements on other traits.
=== ''Brute'' ===
Requirements: 5+ Body
You’ve always been strong and uncontrollable, unwilling to be stopped by anyone or anything. Treat your BOD as being 5 higher for any BOD related Checks. Can’t be taken with Frail Body or Pushover.
=== ''Deep Wellspring'' ===
Can be taken up to 4 times.
Requirements: 10+ Power and 5+ Chakra Control. Must also have taken Wellspring twice.
The depth of your Chakra far exceeds the normal amounts, becoming a proverbial sea of Chakra. Each time you take this Trait your Chakra Pool increases in size by one step to a maximum of Legendary.
=== ''Strong Willed'' ===
Requirements: 5+ Mind
From a young age you’ve always been a bit more willful, more likely to ask a parent why you should do something instead of just doing it. Treat your MND as being 5 higher for any MND related Checks. Can’t be taken with Gullible.
=== ''Untouchable'' ===
Requirements: 5+ Speed
You've always been more slippery than most. Treat your SPD as being 5 higher for any SPD related Checks. Can’t be taken with Clumsy or Slow.
=== ''Unwavering'' ===
Requirements: 5+ Power
You have never been afraid to tackle things head-on, even your opponents' attacks. Treat your POW as being 5 higher for any POW related Checks. Can’t be taken with Unambitious or Indecisive.
3 Point Traits
=== ''Crafty'' ===
Whether it be chemical or physical, you have a knack for creating various things. Reduce the number of Scenes required for any item made by you by 3 for the base form and for each separate additional benefit (to a minimum of 1 for the base item, and 1 for each additional benefit).
=== ''Elemental Affinity'' ===
Can be taken up to two times.
Requirements: 10+ Power and 5+ Chakra Control
You were born with a natural affinity for one additional Base Elemental Nature, you start with one additional Base Nature, and have the benefits of Affinity with it.
=== ''Family Heirloom (Item)'' ===
Your family has some item that has been passed down through the generations, and now it is your turn to carry it. Start with an item from the Blacksmith with 3 Slots. This item ignores title rank requirements like Chunin and Jonin.
=== ''Hearty'' ===
Requirements: 5+ BOD
Since birth, you’ve never really gotten sick, and through the Academy you found that your poison tolerance is in the same boat. The attribute reduction rate for all poisons is reduced by 2 for each attribute drained, to a minimum of 1.
=== ''Wallflower'' ===
Your presence is rather unremarkable, people often overlook you, even when you’re trying to draw attention to yourself. You receive a +5 bonus to all Stealth Checks, additionally you can start any scene with the Hidden condition without needing to use an Action or Technique to gain it, however once detected you must attempt to Stealth as normal for the rest of the Scene.
4 Point Traits
=== ''Family Inheritance'' ===
A member of your family built up a considerable amount of wealth and has given some of it to you. Start with 10,000,000 Ryo. Cannot take with Financial Obligations.
=== ''Savvy Investor'' ===
You’re always on top of your finances, and know how best to make a few extra bucks. Money gained from missions is increased by 50%. Cannot be taken with Terrible with Money.
=== ''Lucky'' ===
Things always seem to work out to your benefit in some way. When required to make Stat-Checking Rolls, +5 to that roll every time.
=== ''Unpredictable'' ===
Requirements: 10+ Speed or Mind
Your actions rarely make sense to your opponents, whether it be due to you having no plan at all, or because you are thinking so far ahead that you predict the opponents actions, you are difficult to predict. Treat all dodge attempts against your attacks as being 10 lower than normal.
5 Point Traits
=== ''Fast Recovery'' ===
Requirements: 10+ BOD
Scrapes will heal in a day, breaks heal in a week or two. You naturally recover 5 Toughness per round in combat.
=== ''Elemental Prodigy'' ===
Advanced Elemental Combinations come easily to you. Natures, KKG, and KKT slots are gained at the rank before they normally would be.
== Flaws ==
Each flaw you take will grant you an additional number of Trait Points as indicated by the category it is in. Unless noted otherwise, each of these options can only be taken once.
+1 Trait Point
=== ''Overly Cautious'' ===
Always getting caught up on the smallest flaws in something you are learning causes you to take longer than most to learn something new. Increase the number of Scenes needed for any Scene based training by 1. Cannot be taken if you chose Fast Learner.
=== ''Slow Healer'' ===
Ever since the first time you grazed a knee people noticed you took longer to heal than most. Your injuries tend to take twice as long to heal without the use of medical ninjutsu. A simple graze takes two or three weeks to completely heal over, and a broken bone can take up to six months. Suffers one additional reaction consequence when being healed in combat.
=== ''Unobservant'' ===
You are rarely paying attention to your surroundings, no matter how dangerous the situation. Treat all of your sensory rolls in missions, scenes, and events as being five lower to a minimum of 1.
=== ''Untalented'' ===
Start with 2 less free SP.
+2 Trait Points
=== ''Bad Negotiator'' ===
Can be taken up to five times.
All purchases that cost Ryo will cost you 20% more than normal. You must put a request in the money requests channel to have the extra money taken. If you do not do this, penalties will apply.
=== ''Dystechnica'' ===
Can be taken up to 5 times.
You have a lot of difficulties when it comes to learning new Techniques. Your total number of Technique slots is reduced by 5.
=== ''Gullible'' ===
Ever likely to believe what others tell you has made it easier for others to influence you. Treat your MND as being 5 lower for any MND related Checks.
=== ''Pushover'' ===
Whether it is due to a weak body, or just a complete lack of the desire to fight against such effects. Treat your BOD as being 5 lower for any BOD related Checks.
=== ''Slow'' ===
You are more likely to be a bit slower at reacting to attacks than others. Treat your SPD as being 5 lower for any SPD related Checks.
=== ''Indecisive'' ===
You’re not fully confident in your own abilities, and this causes you to second guess yourself at the worst of times. Treat your POW as being 5 lower for any POW related Checks.
=== ''Arrogant'' ===
You grossly overestimate your abilities and undervalue everyone else. Once a combat scene starts you cannot use any Offensive Jutsu over B rank for either Attacking or Clashing until you take damage from someone, the 3rd round of combat, or if your life is at risk. There are some situations where this trait can be ignored entirely, like an event that has extreme risk of death for all participants. The limitations of this drawback also do not prevent you from using a powerful technique as part of a sneak attack.
+3 Trait Points
=== ''Forgetful'' ===
Despite still being young you have an exceptionally bad memory and forget a lot of things you have learned. All experience gains you receive are halved, rounded down.
=== ''Sickly'' ===
Since birth, you’ve found yourself afflicted by all sorts of illnesses far more often than the people around you and have found through the Academy that your poison tolerance is in the same boat. The attribute reduction rate for all poisons is increased by 2 for each attribute drained.
=== ''One Track Mind'' ===
You’ve never been able to handle doing multiple things at once, resulting in you being unable to hold multiple jutsu at once. You can concentrate on one less thing per turn in combat.
=== ''Extraordinary Presence'' ===
You’ve always been someone to look at, as your chakra signature and overall look are extremely strong. Your Chakra is detectable by even those who do not have Sensory, when you are attempting to conceal your Chakra, anyone with Sensory level of expert or higher can detect your Chakra.
=== ''Short Attention Span'' ===
You always have trouble focusing for long periods of time on a single task, often starting multiple things before finishing even one. As a result you must Double the required amount of paragraphs for anything you need to create, like pills, or crafting. You can only take this trait if you start with at least 1 SP in Medical or Crafting.
+4 Trait Points
=== ''Barren Wellspring'' ===
Whether due to misfortune, disease, curse, or something else your Chakra reserves have always been smaller than your peers. Your maximum Chakra Pool is reduced by 50%. This Flaw cannot be taken by clans with a Chakra increase. Other effects that add to Chakra are not affected, like Jinchuriki and Strength of a Hundred Seal. Cannot be taken with Renewing Wellspring.
=== ''Slow to Act'' ===
You are a far more patient person than most people your age, however this has led to you being slow to react to things you shouldn’t be. You have one less Reaction each Turn in Combat.
=== ''Terrible With Money!'' ===
You’re terrible with money, and always spending it on useless items and trinkets with no value! All money gains are reduced by 30%.
=== ''Financial Obligations'' ===
Seems like your father has been in risky endeavours and hasn't been telling anybody. The Village now wants their money. Start the game with 10,000,000 Ryo In Debt. This money must come from Missions. Half the Ryo you gain from missions will be automatically taken until the debt is paid.
=== ''Unlucky'' ===
Things never quite work out the way you want them to. When required to make Stat-Checking Rolls, -5 to that roll every time.
=== ''Predictable'' ===
Maybe you shout out the name of your attacks before you even use it. Maybe you do the same thing over, and over, and over again. Regardless of the reason for it, you’re still extremely predictable. Treat all dodge attempts against your attacks as being 10 higher than normal.
+5 Trait Points
=== ''Elementary Reject'' ===
Despite all your best attempts, it is impossible for you to learn any elemental release. You get half the AP, rounded up, for giving up those elements and KKG slots when you would normally get them. This only applies to elements, KKG, you get naturally, not from purchases or giveaways etc. This does not apply to KKT slots.
=== ''Bad Battery'' ===
No matter how much they try, a person with this flaw can never truly control their flow of Chakra. As a result, double all Chakra Costs.  Can’t be taken with Renewing Wellspring. If you have this drawback, you cannot learn the Strength of a Hundred Seal Techniques.
[[Category:System Rules]]
[[Category:System Rules]]

Revision as of 17:44, 29 September 2024

Beyond just lineage and attributes built up from training, every character has some more unique traits. Some people are naturally gifted athletes, others are fortunate to have a greater level of intelligence, and some might have weaker aspects. This chapter will cover a system to help you really make your character more unique.

When making a character you will have in total 10 Trait Points (TP) to spend on the traits described below, with each one changing some aspect of your character. Additionally, you can choose to take flaws, each flaw will give a listed number of TP in exchange for a drawback.

Notes

At most you can only gain 20 points from flaws, you can take additional flaws if you wish, but you will not gain any points beyond 20 from them. This means you can up to a maximum of 30 Trait Points.

Unless noted otherwise you can only take each of these Traits and Flaws once.

For characters starting at a higher rank due to a previous Character's death or some other reason you can only count your Level 1 Attribute Points towards the requirements of any traits.

Traits

Traits are separated into tiers based on their cost. Unless noted otherwise, each of these options can only be taken once.

1 Point Traits

Fast Learner

Requirements: 3+ Mind

Always a quick study, you are able to learn things faster than most. Reduce the number of Scenes needed for any Scene based training by 2. The minimum cannot be reduced below 1

Good Negotiator

All purchases that cost Ryo will cost you 10% less than normal. You must put in a request in the money requests channel to get the 10% back from purchases made with the shop bot.

Natural Teacher

Requirements: 3+ Mind

When teaching others techniques, you reduce the number of days required to learn something by 1, to a minimum of 1.

Observant

Requirements: 3+ Mind and 2+ Investigation

You pick up on things more easily than others, figuring things out or getting a feeling about what's going on. Treat all of your Investigation and Sensory Checks in missions, scenes, and events as being five higher. Cannot take with Unobservant.

Talented

Can be taken up to 4 Times.

Start with an additional 2 free SP.

Wellspring

Can be taken up to 2 times.

Requirements: 5+ Power and 3+ Chakra Control

You have a larger than average Chakra Pool. Each time you take this Trait your Chakra Pool increases in size by one step to a maximum of Large.

2 Point Traits

Ambitious

Can be taken up to 4 Times.

Always having big dreams for the future you find it hard to not give everything you do your all. Gain 5 additional Attribute Points to distribute as you wish. These attribute points can be counted for requirements on other traits.

Brute

Requirements: 5+ Body

You’ve always been strong and uncontrollable, unwilling to be stopped by anyone or anything. Treat your BOD as being 5 higher for any BOD related Checks. Can’t be taken with Frail Body or Pushover.

Deep Wellspring

Can be taken up to 4 times.

Requirements: 10+ Power and 5+ Chakra Control. Must also have taken Wellspring twice.

The depth of your Chakra far exceeds the normal amounts, becoming a proverbial sea of Chakra. Each time you take this Trait your Chakra Pool increases in size by one step to a maximum of Legendary.

Strong Willed

Requirements: 5+ Mind

From a young age you’ve always been a bit more willful, more likely to ask a parent why you should do something instead of just doing it. Treat your MND as being 5 higher for any MND related Checks. Can’t be taken with Gullible.

Untouchable

Requirements: 5+ Speed You've always been more slippery than most. Treat your SPD as being 5 higher for any SPD related Checks. Can’t be taken with Clumsy or Slow.

Unwavering

Requirements: 5+ Power

You have never been afraid to tackle things head-on, even your opponents' attacks. Treat your POW as being 5 higher for any POW related Checks. Can’t be taken with Unambitious or Indecisive.

3 Point Traits

Crafty

Whether it be chemical or physical, you have a knack for creating various things. Reduce the number of Scenes required for any item made by you by 3 for the base form and for each separate additional benefit (to a minimum of 1 for the base item, and 1 for each additional benefit).

Elemental Affinity

Can be taken up to two times.

Requirements: 10+ Power and 5+ Chakra Control

You were born with a natural affinity for one additional Base Elemental Nature, you start with one additional Base Nature, and have the benefits of Affinity with it.

Family Heirloom (Item)

Your family has some item that has been passed down through the generations, and now it is your turn to carry it. Start with an item from the Blacksmith with 3 Slots. This item ignores title rank requirements like Chunin and Jonin.

Hearty

Requirements: 5+ BOD

Since birth, you’ve never really gotten sick, and through the Academy you found that your poison tolerance is in the same boat. The attribute reduction rate for all poisons is reduced by 2 for each attribute drained, to a minimum of 1.

Wallflower

Your presence is rather unremarkable, people often overlook you, even when you’re trying to draw attention to yourself. You receive a +5 bonus to all Stealth Checks, additionally you can start any scene with the Hidden condition without needing to use an Action or Technique to gain it, however once detected you must attempt to Stealth as normal for the rest of the Scene.

4 Point Traits

Family Inheritance

A member of your family built up a considerable amount of wealth and has given some of it to you. Start with 10,000,000 Ryo. Cannot take with Financial Obligations.

Savvy Investor

You’re always on top of your finances, and know how best to make a few extra bucks. Money gained from missions is increased by 50%. Cannot be taken with Terrible with Money.

Lucky

Things always seem to work out to your benefit in some way. When required to make Stat-Checking Rolls, +5 to that roll every time.

Unpredictable

Requirements: 10+ Speed or Mind

Your actions rarely make sense to your opponents, whether it be due to you having no plan at all, or because you are thinking so far ahead that you predict the opponents actions, you are difficult to predict. Treat all dodge attempts against your attacks as being 10 lower than normal.

5 Point Traits

Fast Recovery

Requirements: 10+ BOD

Scrapes will heal in a day, breaks heal in a week or two. You naturally recover 5 Toughness per round in combat.

Elemental Prodigy

Advanced Elemental Combinations come easily to you. Natures, KKG, and KKT slots are gained at the rank before they normally would be.

Flaws

Each flaw you take will grant you an additional number of Trait Points as indicated by the category it is in. Unless noted otherwise, each of these options can only be taken once.

+1 Trait Point

Overly Cautious

Always getting caught up on the smallest flaws in something you are learning causes you to take longer than most to learn something new. Increase the number of Scenes needed for any Scene based training by 1. Cannot be taken if you chose Fast Learner.

Slow Healer

Ever since the first time you grazed a knee people noticed you took longer to heal than most. Your injuries tend to take twice as long to heal without the use of medical ninjutsu. A simple graze takes two or three weeks to completely heal over, and a broken bone can take up to six months. Suffers one additional reaction consequence when being healed in combat.

Unobservant

You are rarely paying attention to your surroundings, no matter how dangerous the situation. Treat all of your sensory rolls in missions, scenes, and events as being five lower to a minimum of 1.

Untalented

Start with 2 less free SP.

+2 Trait Points

Bad Negotiator

Can be taken up to five times.

All purchases that cost Ryo will cost you 20% more than normal. You must put a request in the money requests channel to have the extra money taken. If you do not do this, penalties will apply.

Dystechnica

Can be taken up to 5 times.

You have a lot of difficulties when it comes to learning new Techniques. Your total number of Technique slots is reduced by 5.

Gullible

Ever likely to believe what others tell you has made it easier for others to influence you. Treat your MND as being 5 lower for any MND related Checks.

Pushover

Whether it is due to a weak body, or just a complete lack of the desire to fight against such effects. Treat your BOD as being 5 lower for any BOD related Checks.

Slow

You are more likely to be a bit slower at reacting to attacks than others. Treat your SPD as being 5 lower for any SPD related Checks.

Indecisive

You’re not fully confident in your own abilities, and this causes you to second guess yourself at the worst of times. Treat your POW as being 5 lower for any POW related Checks.

Arrogant

You grossly overestimate your abilities and undervalue everyone else. Once a combat scene starts you cannot use any Offensive Jutsu over B rank for either Attacking or Clashing until you take damage from someone, the 3rd round of combat, or if your life is at risk. There are some situations where this trait can be ignored entirely, like an event that has extreme risk of death for all participants. The limitations of this drawback also do not prevent you from using a powerful technique as part of a sneak attack.

+3 Trait Points

Forgetful

Despite still being young you have an exceptionally bad memory and forget a lot of things you have learned. All experience gains you receive are halved, rounded down.

Sickly

Since birth, you’ve found yourself afflicted by all sorts of illnesses far more often than the people around you and have found through the Academy that your poison tolerance is in the same boat. The attribute reduction rate for all poisons is increased by 2 for each attribute drained.

One Track Mind

You’ve never been able to handle doing multiple things at once, resulting in you being unable to hold multiple jutsu at once. You can concentrate on one less thing per turn in combat.

Extraordinary Presence

You’ve always been someone to look at, as your chakra signature and overall look are extremely strong. Your Chakra is detectable by even those who do not have Sensory, when you are attempting to conceal your Chakra, anyone with Sensory level of expert or higher can detect your Chakra.

Short Attention Span

You always have trouble focusing for long periods of time on a single task, often starting multiple things before finishing even one. As a result you must Double the required amount of paragraphs for anything you need to create, like pills, or crafting. You can only take this trait if you start with at least 1 SP in Medical or Crafting.

+4 Trait Points

Barren Wellspring

Whether due to misfortune, disease, curse, or something else your Chakra reserves have always been smaller than your peers. Your maximum Chakra Pool is reduced by 50%. This Flaw cannot be taken by clans with a Chakra increase. Other effects that add to Chakra are not affected, like Jinchuriki and Strength of a Hundred Seal. Cannot be taken with Renewing Wellspring.

Slow to Act

You are a far more patient person than most people your age, however this has led to you being slow to react to things you shouldn’t be. You have one less Reaction each Turn in Combat.

Terrible With Money!

You’re terrible with money, and always spending it on useless items and trinkets with no value! All money gains are reduced by 30%.

Financial Obligations

Seems like your father has been in risky endeavours and hasn't been telling anybody. The Village now wants their money. Start the game with 10,000,000 Ryo In Debt. This money must come from Missions. Half the Ryo you gain from missions will be automatically taken until the debt is paid.

Unlucky

Things never quite work out the way you want them to. When required to make Stat-Checking Rolls, -5 to that roll every time.

Predictable

Maybe you shout out the name of your attacks before you even use it. Maybe you do the same thing over, and over, and over again. Regardless of the reason for it, you’re still extremely predictable. Treat all dodge attempts against your attacks as being 10 higher than normal.

+5 Trait Points

Elementary Reject

Despite all your best attempts, it is impossible for you to learn any elemental release. You get half the AP, rounded up, for giving up those elements and KKG slots when you would normally get them. This only applies to elements, KKG, you get naturally, not from purchases or giveaways etc. This does not apply to KKT slots.

Bad Battery

No matter how much they try, a person with this flaw can never truly control their flow of Chakra. As a result, double all Chakra Costs.  Can’t be taken with Renewing Wellspring. If you have this drawback, you cannot learn the Strength of a Hundred Seal Techniques.