Below are the current listed abilities that can be used in custom items, tools, weapons, and armors, but we are always expanding, and accepting suggestions.
Item Abilities :
Storing 1 Jutsu(C Rank or Less) - This allows the item in question to hold within it a jutsu, relatively weak, but it makes it Chakra Point Free for the user. Item Breaks after using, and must be repurchased.
$500
Storing 1 Jutsu(B Rank) - This allows for a particularly powerful jutsu to be sealed within an item, which is chakra free to the user. Higher level jutsu can not be sealed within items, due to the immense power they hold. Item Breaks after using, must be repurchased.
$1,500
Memory Storage - Store the memories of an individual that can be looked over later in exact detail. Once used, it holds that information forever.
$500
Skill Increase - At the cost of Chakra Points every post, the users ability in a particular stat increases. Maximum +5 total stats. This can be turned on and off. While on, it cancels any Chakra Point Healing items.
+1 : 2 Chakra Points Per Post; Cost : $2,000
+2 : 4 Chakra Points Per Post; Cost : $4,000
+3 : 6 Chakra Points Per Post; Cost : $6,000
+4 : 8 Chakra Points Per Post; Cost : $8,000
+5 : 10 Chakra Points Per Post; Cost : $10,000
Weapon Abilities :
Chakra Sensetive Metal - The metal in the weapon is chakra sensetive, making it easy to flow chakra into them, and through them, giving added effects and making each hit much more powerful. Only 1 element may be used at a time.
Wind : Extra Cutting, +1d20 Damage Rolls.
Lightning : Extra Piercing, Ignores 10 Armor.
Fire : Burns Over Time, Deals 5 Damage per Post for 4 Posts. Each successful strike resets the damage per post limit.
Water : Extra Flexible, +10 to Attack Rolls.
Earth : Heavier hits, upon rolling 15-20 and hitting your target, target is stunned for 1 post, and can not attack, but may still defend.
$1,000
Poisoned Blade - You have coated your blade in poison, and upon damaging them, the poison enters their blood stream, and causes one of the listed effects. It is a single strike effect, once its used, it can not happen again in the same thread.
Each Ailment only lasts 4 Posts.
Damage Over Time :
1 Damage - $100
2 Damage - $200
3 Damage - $300
4 Damage - $400
5 Damage - $500
Weakened Attack :
-1 to Attack Rolls - $100
-2 to Attack Rolls - $200
-3 to Attack Rolls - $300
-4 to Attack Rolls - $400
-5 to Attack Rolls - $500
Weakened Defense :
-1 to Defense Rolls - $100
-2 to Defense Rolls - $200
-3 to Defense Rolls - $300
-4 to Defense Rolls - $400
-5 to Defense Rolls - $500
Armor Abilities :
Hardened Armor - Deducts Damage taken when struck, but reduces attack rolls to to armor preventing fluid movement. Maximum -20 Damage Per Strike.
-5 Damage Per Strike, -1 to Attack Rolls : $1,000
-10 Damage Per Strike, -2 to Attack Rolls : $2,000
-15 Damage Per Strike, -3 to Attack Rolls : $3,000
-20 Damage Per Strike, -4 to Attack Rolls : $4,000