The Nations of the Ninja Worlds
National Inherit Abilities are gained from your home nation.
Your secondary nations grants an ability equal to 1/2 the full bonus or the "**" Bonus
If you are purely from one nation you gain the 1/2 or ** bonus stacking with your original home bonus
Skill Set Bonuses are gained in full by your home nation and secondary nation. The bonuses cannot stack with each other but do stack with items. These bonuses allow you to go above the normal maximum in skills based on your modifying ability rank.
Your secondary nations grants an ability equal to 1/2 the full bonus or the "**" Bonus
If you are purely from one nation you gain the 1/2 or ** bonus stacking with your original home bonus
Skill Set Bonuses are gained in full by your home nation and secondary nation. The bonuses cannot stack with each other but do stack with items. These bonuses allow you to go above the normal maximum in skills based on your modifying ability rank.
Origina
Fire - +10 Chakra
+2 Intimidate +2 craft weapon -2 Diplomacy
Water - heal extra 50% from potions
+2 craft potions +2 Swim -2 Intimidate
Earth - + 4 to resist being moved
+2 Endure +2 Know geography -2 Acrobatics
Wind - +10 movement
+2 Acrobatics +2 Knowledge Local -2 Endure
Aether - +2 to hit with counters
+2 Knowledge Jutsu +2 Craft Scroll -2 Know nature
+2 Intimidate +2 craft weapon -2 Diplomacy
Water - heal extra 50% from potions
+2 craft potions +2 Swim -2 Intimidate
Earth - + 4 to resist being moved
+2 Endure +2 Know geography -2 Acrobatics
Wind - +10 movement
+2 Acrobatics +2 Knowledge Local -2 Endure
Aether - +2 to hit with counters
+2 Knowledge Jutsu +2 Craft Scroll -2 Know nature
Cascadia
Light - temporary 20 hp in day
+2 Perception +2 Know nobility -2 Appraise
Gravity - throw +50% distance and are thrown 1/2 distances
+2 Acrobatics +2 Lift -2 perception
Lunar - pets are treated as 2 ranks lower for determining bonuses and command DC
+2 handle Animal +2 Stealth -2 Diplomacy
Mind - +2 Gen Resist
+2 Know Jutsu +2 Know (any 1) -2 Endure
Cosmic - no delay on teleports cast (**teleports cost 20% less to cast)
+2 Know planes +2 Craft scroll -2 Sense Motive
+2 Perception +2 Know nobility -2 Appraise
Gravity - throw +50% distance and are thrown 1/2 distances
+2 Acrobatics +2 Lift -2 perception
Lunar - pets are treated as 2 ranks lower for determining bonuses and command DC
+2 handle Animal +2 Stealth -2 Diplomacy
Mind - +2 Gen Resist
+2 Know Jutsu +2 Know (any 1) -2 Endure
Cosmic - no delay on teleports cast (**teleports cost 20% less to cast)
+2 Know planes +2 Craft scroll -2 Sense Motive
Thundora
Dark - temporary 20 HP at night
+2 Bluff +2 Stealth -2 Heal
Lightning - chain attacks deal + 2 damage building / target (+2, +4, +6..)
+2 Appraise +2 Acrobatics -2 Disguise
Spark - +4 initiative
+2 Perception +2 Trap -2 handle animal
Sound - reducing AP takes away 1 more AP (**3/day re-roll perception check)
+2 perception +2 Know Local -2 Disable
Plasma - enemy defenses are treated as 2 ranks lower for the purpose of destroying them
+2 craft armor +2 disable -2 Climb
+2 Bluff +2 Stealth -2 Heal
Lightning - chain attacks deal + 2 damage building / target (+2, +4, +6..)
+2 Appraise +2 Acrobatics -2 Disguise
Spark - +4 initiative
+2 Perception +2 Trap -2 handle animal
Sound - reducing AP takes away 1 more AP (**3/day re-roll perception check)
+2 perception +2 Know Local -2 Disable
Plasma - enemy defenses are treated as 2 ranks lower for the purpose of destroying them
+2 craft armor +2 disable -2 Climb
Endless Forest
Grass - healing jutsus cast heal +4 HP
+2 heal +2 handle animal -2 endure
Poison - all damage dealt over time has an extra round duration (** all damage over time deals 2 more points / round)
+2 endure +2 disguise -2 lift
Bug - Damage reduction 2 / (random type)
+2 handle animal +2 trap -2 endure
Thorn - Counters deal + 4 damage
+2 weapon craft +2 armor craft -2 scroll craft
Petal - cannot be tracked by chakra or identity (** cannot be tracked by scent)
+2 stealth +2 disguise -2 perception
+2 heal +2 handle animal -2 endure
Poison - all damage dealt over time has an extra round duration (** all damage over time deals 2 more points / round)
+2 endure +2 disguise -2 lift
Bug - Damage reduction 2 / (random type)
+2 handle animal +2 trap -2 endure
Thorn - Counters deal + 4 damage
+2 weapon craft +2 armor craft -2 scroll craft
Petal - cannot be tracked by chakra or identity (** cannot be tracked by scent)
+2 stealth +2 disguise -2 perception
Northern Isles
Ice - when targets are slowed their inititiave is 1 (** resist 5 cold dmg)
+2 know geography +2 endure -2 acrobatics
Bubble - gens can stack on targets (** resist 5 mental dmg)
+2 know religion +2 escape -2 Know geography
Metal - + 1 Block (** resist 5 slashing)
+2 craft weapons +2 trap -2 know religion
Fog - attacks made against unaware targets get + 4 dmg
+2 slight of hand +2 stealth -2 intimidate
Snow - resist 10 internal dmg / round
+2 heal +2 linguistics -2 bluff
+2 know geography +2 endure -2 acrobatics
Bubble - gens can stack on targets (** resist 5 mental dmg)
+2 know religion +2 escape -2 Know geography
Metal - + 1 Block (** resist 5 slashing)
+2 craft weapons +2 trap -2 know religion
Fog - attacks made against unaware targets get + 4 dmg
+2 slight of hand +2 stealth -2 intimidate
Snow - resist 10 internal dmg / round
+2 heal +2 linguistics -2 bluff
Southern Wastes
Sand - not effected by difficult terrain
+2 disable +2 escape -2 craft item
Magma - +10 HP
+2 lift +2 climb -2 know engineering
Bone - + 1 Dodge (** resist 5 bludgeoning)
+2 craft items +2 trap -2 diplomacy
Mud - + 2 to escape pins and +2 DC on your own pins
+2 know geography +2 appraise -2 linguistics
Ghost - when draining chakra, drain extra 4 points
+2 know planes +2 disguise -2 sense motive
+2 disable +2 escape -2 craft item
Magma - +10 HP
+2 lift +2 climb -2 know engineering
Bone - + 1 Dodge (** resist 5 bludgeoning)
+2 craft items +2 trap -2 diplomacy
Mud - + 2 to escape pins and +2 DC on your own pins
+2 know geography +2 appraise -2 linguistics
Ghost - when draining chakra, drain extra 4 points
+2 know planes +2 disguise -2 sense motive
Spirit World
Steam - all jutsus cost 2 less stamina to cast
+2 know engineering +2 craft item -2 know planes
Laser - + 1 to hit (** 1/day negate a miss chance)
+2 perception +2 Acrobatics -2 escape
Dragon - + 4 to resist fear effects
+2 intimidate +2 climb -2 diplomacy
Sulfur - can visually analyze elemental weaknesses (** resist 5 burn)
+2 know nature +2 craft items -2 endure
Stone - DR 1 (** resist 5 piercing)
+2 endure +2 know geography -2 acrobatics
Time - 4/day can recall the last action you witnessed to force a reroll of the action, can be used on the same action consecutively
+2 all knowledges -2 all crafts
Space - movement is measured in teleports as long as your feet are on solid ground in between each movement (** teleports cost 1 less to cast / rank
+2 all knowledges -2 all crafts
+2 know engineering +2 craft item -2 know planes
Laser - + 1 to hit (** 1/day negate a miss chance)
+2 perception +2 Acrobatics -2 escape
Dragon - + 4 to resist fear effects
+2 intimidate +2 climb -2 diplomacy
Sulfur - can visually analyze elemental weaknesses (** resist 5 burn)
+2 know nature +2 craft items -2 endure
Stone - DR 1 (** resist 5 piercing)
+2 endure +2 know geography -2 acrobatics
Time - 4/day can recall the last action you witnessed to force a reroll of the action, can be used on the same action consecutively
+2 all knowledges -2 all crafts
Space - movement is measured in teleports as long as your feet are on solid ground in between each movement (** teleports cost 1 less to cast / rank
+2 all knowledges -2 all crafts
Earth
Law - protection justus resist +4 damage
+2 diplomacy +2 heal -2 bluff
Chaos - standard attacks are converted to dice rounded up + 1D4
+2 bluff +2 slight of hand -2 diplomacy
Forge - weapons crafted are treated as 2 ranks harder to break
+2 craft armor +2 craft (any 1) -2 know nobility
Scribe - scrolls written cost 2 less chakra to cast
+2 craft scroll +2 linguistics -2 appraise
Spirit - spirit form duration begins when you enter 8th gate (** spirit forms still accessable after choosing another)
+2 diplomacy +2 handle animal -2 trap
Heart - + 4 to resist charm based effects
+2 diplomacy +2 appraise -2 intimidate
Rust - items are treated as 2 ranks lower for the purpose of destroying them
+2 know local +2 know engineering -2 handle animal
+2 diplomacy +2 heal -2 bluff
Chaos - standard attacks are converted to dice rounded up + 1D4
+2 bluff +2 slight of hand -2 diplomacy
Forge - weapons crafted are treated as 2 ranks harder to break
+2 craft armor +2 craft (any 1) -2 know nobility
Scribe - scrolls written cost 2 less chakra to cast
+2 craft scroll +2 linguistics -2 appraise
Spirit - spirit form duration begins when you enter 8th gate (** spirit forms still accessable after choosing another)
+2 diplomacy +2 handle animal -2 trap
Heart - + 4 to resist charm based effects
+2 diplomacy +2 appraise -2 intimidate
Rust - items are treated as 2 ranks lower for the purpose of destroying them
+2 know local +2 know engineering -2 handle animal
Abyss
Greed- + 4 Carrying Capacity and +2 Equipment Capacity
+2 appraise +2 knowledge nobility -2 sense motive
Pride- 20% chance to take no effect from others buffs and debuffs
+2 sense motive +2 linguistics -2 disguise
Lust- gain advantage on skill rolls to persuade targets (** reroll a skill roll to persuade a target 1/day)
+2 diplomacy +2 seduction -2 know religion
Envy- 2/day touch a target to disable 3 random jutsus for 3 rounds
+2 appraise +2 know jutsu -2 heal
Gluttony- eating or drinking expendables gives you +1 to 2 random abilities for 1 hour (cannot stack)
+2 endure +2 heal -2 know nature
Wrath- gain tracking by identity (** gain tracking by scent)
+2 perception +2 intimidate -2 diplomacy
Sloth- sleeping for 8 hours heals all HP, CHK, and STM, (** sleeping for 8 hours restores all lost ability ranks)
+2 heal +2 know geography -2 endure
War- 2 burn dmg retaliation aura against melee attackers
+2 handle animal +2 lift -2 trap
Plague- gain advantage on rolls to resist disease (** 1/day reroll an attempt to resist disease)
+2 endure +2 trap -2 heal
Famine- only receives 5 HP / rank but gains +4 to both CHK and STM / rank
+2 endure +2 know planes -2 escape
Death- targets you knock out have their END reduced by 2 and take 10 dmg / failed END check
+2 trap +2 escape -2 heal
+2 appraise +2 knowledge nobility -2 sense motive
Pride- 20% chance to take no effect from others buffs and debuffs
+2 sense motive +2 linguistics -2 disguise
Lust- gain advantage on skill rolls to persuade targets (** reroll a skill roll to persuade a target 1/day)
+2 diplomacy +2 seduction -2 know religion
Envy- 2/day touch a target to disable 3 random jutsus for 3 rounds
+2 appraise +2 know jutsu -2 heal
Gluttony- eating or drinking expendables gives you +1 to 2 random abilities for 1 hour (cannot stack)
+2 endure +2 heal -2 know nature
Wrath- gain tracking by identity (** gain tracking by scent)
+2 perception +2 intimidate -2 diplomacy
Sloth- sleeping for 8 hours heals all HP, CHK, and STM, (** sleeping for 8 hours restores all lost ability ranks)
+2 heal +2 know geography -2 endure
War- 2 burn dmg retaliation aura against melee attackers
+2 handle animal +2 lift -2 trap
Plague- gain advantage on rolls to resist disease (** 1/day reroll an attempt to resist disease)
+2 endure +2 trap -2 heal
Famine- only receives 5 HP / rank but gains +4 to both CHK and STM / rank
+2 endure +2 know planes -2 escape
Death- targets you knock out have their END reduced by 2 and take 10 dmg / failed END check
+2 trap +2 escape -2 heal