Post by Daichi Akimichi on Aug 9, 2018 19:17:28 GMT -5
Specialty System
Each Shinobi trains in their particular field of interest, becoming better at certain skills than others. These skills are considered Specialties, every Shinobi having their own set of personalized skills. Everyone learns their specialty before leaving the academy, meaning that by the time they are Genin, they are already somewhat acquainted with their specialty.
Increasing Specialty Level
Here on Shinobi Chronicles, we don’t force you to commit to a certain number of specialties! However, you only have a certain amount of points to increase your skill with them. Specialties scale from D through S-ranks and cost a single point to rank up to their next level. At each rank up, you are granted more points to slot in wherever you would like. Getting a skill up to S-rank grants that person access to that specialties Mastery Perk! The chart below explains what you get at each rank. Starting a character at any rank will give you the points for the previous ranks, as well as the one you are starting at.
Increasing Specialty Level
Here on Shinobi Chronicles, we don’t force you to commit to a certain number of specialties! However, you only have a certain amount of points to increase your skill with them. Specialties scale from D through S-ranks and cost a single point to rank up to their next level. At each rank up, you are granted more points to slot in wherever you would like. Getting a skill up to S-rank grants that person access to that specialties Mastery Perk! The chart below explains what you get at each rank. Starting a character at any rank will give you the points for the previous ranks, as well as the one you are starting at.
Specialty Progression
Specialties
---
---
---
---
---
---
---
Rank | Points Earned |
D-rank | 2 Points |
C-rank | 3 Points |
B-rank | 2 Points |
A-rank | 2 Points |
S-rank | 3 Points |
Specialties
Bukijutsu - When someone dedicates themselves to training in the art of weapon fighting, they are training in Weapon Techniques. People with this specialty tend to know how to use multiple weapons, usually carrying a few onto the battleground when they enter. Someone training in Bukijutsu can use weapons the same rank as their own, whereas people without this training can only use weapons beneath their rank. Weapon Styles are a way to fight with one’s weapon of choice, accessible to anyone. Only someone who specializes in Bukijutsu can make fighting styles equal to their rank, unlike those who do not. Those who do not are capped at D-rank Weapon Styles.
- Mastery Perk: Gain the ability to create a Legendary Weapon, a unique weapon that stands above the rest! And gain the ability to actively use two Sword Styles at the same time!
---
Fūinjutsu - Learning the complexity of seals, their functions, and then taking that knowledge to make your own is called Fūinjutsu. Seals created are usually used for a range of things; objects, living beings, and sometimes even chakra. It can even be used to restrict motion and Masters of Fuinjutsu are able to create their own Sealing Barriers.
- Mastery Perk: Gain the ability to use Barrier Ninjutsu that can have a variety of effects and the ability to create a Fūinjutsu capable of sealing away a Bijū!
---
Genjutsu - This is one of the three main jutsu categories, focusing on confusing and disorienting their opponent. Genjutsu usually work targeting one, or more, of the sense of the opponent and flooding their nervous system with chakra.
- Mastery Perk: A Genjutsu Master can blur the line between jutsu and reality with their skills, having genjutsu that seem to become reality. With this, a person is able to inflict actual damage on targets with their genjutsu.
---
Medical - This branch of Ninjutsu primarily focuses on healing the body, the augmentation of the body through chakra flow, and also using their knowledge to do more serious harm to opponents. Using Medical Ninjutsu often requires very advanced chakra control, as well as extensive medical knowledge.
- Mastery Perk: Gain the ability to implant Kekkei Genkai into themselves. The first KG implanted gives them access to up to A-rank of that Clan’s Jutsu. Up to three Kekkei Genkai can be implanted, but each successive implant reduces their overall effectiveness. 2 implants means you can only use up to B-rank in those KG, further decreasing to C-rank at 3 implants. A person with this perk can use this to implant a KG into someone else but they can only receive one. This cannot be used on others with the Medical Mastery Perk.
---
Ninjutsu - Though Ninjutsu can refer to anything that requires chakra to do, in this case it relates specifically to techniques that requires nature transformation. This specific type of Ninjutsu revolves around mastering the elements of the shinobi.
- Mastery Perk: Gain access to an Advanced Chakra Nature (or a second one, if the shinobi already has one)! Advances Chakra Natures have no weakness or strengths.
---
Puppetry - The art of using puppets in combat is a deeply involved road; from creating puppet parts to eventually learning to modify their own body. Similar to Medical Ninjutsu, using Puppetry takes a very advanced control of chakra, seeing as they have to control the puppet while managing the battlefield. At C-rank a person can use 2 puppets, 4 at B-rank, 6 at A-rank, and finally, 10 at S-rank.
- Mastery Perk: Gain the ability to modify one’s body with a puppet, even to extreme levels. And gain the ability to create Human Puppets. Human Puppets are created at the rank of the corpse they’re made from.
---
Summoning - The complexity of this specialty rivals that of Fūinjutsu, using a unique formula to summon creatures from extremely long distances. Using the unique summoning formula using a sacrifice of blood, resulting in most users biting their thumb before using it. At C-rank a Summoner has access to one contract, gaining access to a second at A-rank.
- Mastery Perk: A Master Summoner no longer needs a summoning formula to call forth their summons, so long as the blood sacrifice is still involved. They can also summon up to three summons at a time, as well as no longer needing to pay chakra upkeep for their summons!
---
Taijutsu - Dedicating one’s self to hand-to-hand combat and their physical capabilities. Using Taijutsu techniques requires stamina, often time causing users to lose from physical exhaustion compared to chakra. Master Taijutsu users are able to use Nintaijutsu, a sub-art that mixes both chakra and stamina to create devastating attacks. Fighting Styles are a way to fight for Taijutsu users, whether this be a specific stance or way of striking. Only someone who specializes in Taijutsu can make fighting styles equal to their rank, unlike those who do not. Those who do not are capped at D-rank Fighting Styles, the cap eventually rising to C-rank.
- Mastery Perk: A Master of Taijutsu has learned to control and use the force of their blows to perform inhumane features. This allows them to increase the range of their physical strikes with sheer force behind it. More than that, it allows them to maneuver in the air by using the transfer of force to ‘press’ against the wind itself.