Linked Defects

Linked defects are attached to a Race or Class ability that is applicable to the defect in question.

Activation Time

Linked to Attribute.

A character with this Defect cannot use one of his or her Attributes whenever desired because it requires a short time to activate. Once activation has started, only the character can stop it from becoming active when the appropriate time is up. This could represent a physical change that is not instantaneous, the collection of spiritual energies to perform a task, a device that takes time to 'power up', or an Attribute that only works when the character is mentally prepared (or angry, or overcome with another emotion).

1 SP The Attribute requires an additional round to initiate.
2 SP The Attribute requires an additional 2 rounds to initiate.
3 SP The Attribute requires an additional 3 rounds to initiate.

One additional SP is granted if the activation can be interrupted temporarily, but restarted where it left off.

Two additional SP are granted if the activation must start again from the beginning if it is interrupted before the Activation Time has elapsed.

Backlash

Linked to Attribute that requires a check to activate (GM's discretion).

The character suffers from an unfortunate side effect whenever an associated Attribute fails to work. If the character fails his or her check when using the Attribute, the character is hit with the energy or essence that would have powered the Attribute's use. The Backlash could be physical damage, memory loss, Ability Score drain, disorientation, or many other effects that make the character's life more difficult.

The player
and GM should determine the game effect of the Backlash.

1 SP The backlash occurs if the character fails the check by 6 or more.
2 SP The backlash occurs if the character fails the check by 3 or more.
3 SP The backlash occurs if the character fails the check by 1 or more.

Dependent

Linked to Attribute.

The character cannot use the chosen Attribute without first using a second (or more) Attribute. If the character fails to activate the second Attribute, he or she cannot use the other one either.

3 SP The Dependent cannot work until 1 other Attribute is activated.

6 SP The Dependent cannot work until 2 other Attributes are activated.

9 SP The Dependent cannot work until 3 other Attributes are activated.

Detectable

Linked to Attribute.

While using a specific Attribute, the character can be pinpointed and possibly identified by others who have specific detection techniques. For example, the Attribute's use may make a loud noise or a bright flash, send vibrations through the ground, or emanate mental shock waves that it normally wouldn't do..

Detection techniques include: astral; ethereal; human sight, hearing, or sense of smell; infrared; mental; radar; radiation; sonar; spiritual; ultraviolet; vibration; and others.

2 SP The Attribute's use can be detected using 1+ methods.

4 SP The Attribute's use can be detected using 2+ methods.

6 SP The Attribute's use can be detected using 3+ methods.

Involuntary Physical Change

This Defect is only available to characters who have an Alternate Form Attribute.(such as natural shape-shifting ability or possesses transformation and/or Sexy jutsu) The character may accidentally change from normal form to the Alternate Form (or vice versa), or an external trigger (cold water, natural force, etc.) may induce the change for 0 chakra.

This Defect is assigned once to indicate the character can accidentally change from normal to Alternate Form or from Alternate Form to normal form. The Defect is assigned twice if the character can transform both ways unintentionally.

2 SP It is difficult to trigger the Involuntary Change.

4 SP It is moderately easy to trigger the Involuntary Change.

6 SP It is easy to trigger the Involuntary Change.

One-Way Transformation

Linked to Attribute.

This Defect is usually only be taken in conjunction with the some type of Alternate Form, Elasticity, Insubstantial, Invisibility, or, Size Change Attributes. Once the character has transformed from a normal state, he or she cannot transform back to a prior form without meeting certain conditions. This might include a magical ritual, work by mechanics or lab technicians, consuming a specific substance, or simply the passage of time.

3 SP It takes several hours of work or special circumstances to enable the character to transform back to an earlier form.

6 SP As 3 SP, but the process requires expensive (or hard to find) replacement components, ingredients, or other prerequisites.

+1 Feat As 6 SP, but the process takes several days.

Restriction

Linked to Attribute.

One of the character's Attributes is associated with one or more disadvantages that limit its use. This Defect offers a near-endless number of limitations, and consequently the player and GM should discuss the ramifications of the selected Restriction.

The GM may increase the Points returned to the character to an alternate progression (such as 2 SP, 4 SP, 6 SP; or 3 SP, 6 SP, 9 SP,etc) if the Attribute this Defect is restricting considered considerably valuable).

Unreliable Power

Linked to Attribute.

One of the character's Attributes frequently does not function when desired. Before the character can use the Attribute, he or she must make a successful Ability check. If the Attribute does not have a 'Relevant Ability' entry, the character's Wisdom should be used as a default. If the Ability check fails, the character can try to use the Attribute again during the next round (when the character is in combat), or in a short period of time (when the character is not in combat).

At the GM's and player's discretion, Unreliable Power can also represent an Attribute that does not always function in the manner desired.

For example, a character with Size Change might not always grow to the desired size, For this alternative, the Ability check determines if the Attribute operates properly; a failed check indicates that it activates in an unexpected manner.

2 SP The character must make the check against DC 14. In noncombat situations, the character cannot attempt to use the Attribute again for 1 to 10 minutes.

4 SP The character must make the check against DC 17. In noncombat situations, the character cannot attempt to use the Attribute again for 10 to 30 minutes.

6 SP The character must make the check against DC 20. In noncombat situations, the character cannot attempt to use the Attribute again for 30 minutes to 2 hours.