Cost:2 JP
Springtime of Youth If Fighting Against an opponent who has a Higher Level or Rank,The Young Player Attacks will deal +75 Damage and the Defensive Skills will defend an additional Skill.
Cost:4 JP
Saving Roll Avoid One Attack aimed,Can Only be used once every three turns. can stack 3 Times.
Cost:4 JP
Second Wind The Player Refuses to Give up! After Health has reached 0 or below, The Player is revived with 50 Life.
Cost:4 JP
Fleet Footed The Ninja's Maneuvers are increased by two,but cannot use Chakra Based Maneuvers on the same turn. Once per Turn.
Cost:4 JP
Extreme Conditioning When Maneuverability Points hits 0, user can use their Life instead of Stamina to recharge MP. However, all maneuvers cost +1 MP.Revive Technique.
Cost:4 JP
Heightened Senses Player Senses any Traps within a Range of 2. Once per battle. Can Stack Again to Increase Range to 3
Cost:6 JP
Extreme Dexterity The Selected skill will be able to Target or Defend against an additional Skill/Opponent, Once per battle. May stack Twice.
Cost:6 JP
Last Resort All Techniques do 100 More Life Damage,However User loses 50 More Life and Takes +100 more Life damage from attacks.Last for Three turns,Once per battle.
Cost:8 JP
Killer Instinct The User shows no mercy upon its enemies, If the Killing Technique results in the Enemy having -500 Life or More, the Opponent cannot revive. Once Per Battle.
Cost:0 JP
Trade In Purchaser may trade in all the traits they have, but only get back half total JP spent. May be purchased multiple times. Can only be Used after Re-rolling a Birthright.
Springtime of Youth If Fighting Against an opponent who has a Higher Level or Rank,The Young Player Attacks will deal +75 Damage and the Defensive Skills will defend an additional Skill.
Cost:4 JP
Saving Roll Avoid One Attack aimed,Can Only be used once every three turns. can stack 3 Times.
Cost:4 JP
Second Wind The Player Refuses to Give up! After Health has reached 0 or below, The Player is revived with 50 Life.
Cost:4 JP
Fleet Footed The Ninja's Maneuvers are increased by two,but cannot use Chakra Based Maneuvers on the same turn. Once per Turn.
Cost:4 JP
Extreme Conditioning When Maneuverability Points hits 0, user can use their Life instead of Stamina to recharge MP. However, all maneuvers cost +1 MP.Revive Technique.
Cost:4 JP
Heightened Senses Player Senses any Traps within a Range of 2. Once per battle. Can Stack Again to Increase Range to 3
Cost:6 JP
Extreme Dexterity The Selected skill will be able to Target or Defend against an additional Skill/Opponent, Once per battle. May stack Twice.
Cost:6 JP
Last Resort All Techniques do 100 More Life Damage,However User loses 50 More Life and Takes +100 more Life damage from attacks.Last for Three turns,Once per battle.
Cost:8 JP
Killer Instinct The User shows no mercy upon its enemies, If the Killing Technique results in the Enemy having -500 Life or More, the Opponent cannot revive. Once Per Battle.
Cost:0 JP
Trade In Purchaser may trade in all the traits they have, but only get back half total JP spent. May be purchased multiple times. Can only be Used after Re-rolling a Birthright.