Specialty Rules

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Specialty Rules

Post by Admin on Sun Mar 02, 2014 9:11 pm


Specialties

Specialties are the areas of jutsu that a ninja specializes in. This includes areas such as Ninjutsu and Genjutsu, among many others. A ninja initially knows some Specialties as part of their Focuses when starting out, and can learn more as they progress. Specialties are measured the same way stats are; numerically. You may earn Skill Points to train specialties (see training rules) and must have Specialties trained in order to use certain things. Certain items have specialty requirements, while all jutsus have a specialty requirement (see item and jutsu rules). Additionally, each specialty has a Mastery ability, which is attained when the specialty reaches level 1000. Specialties cost 1 skill point to train up 1 level (meaning they have a 1 to 1 ratio with skill points). To learn a brand new Specialty, it costs 300 skill points and the Specialty starts at level 0. A ninja cannot have more than 4 Specialties. Below is a list of the Specialties:

Ninjutsu
Ninjutsu is one of the most popular specialties in Naruto. It is used to mold chakra into specific forms either near or far from the user's body. This chakra can take on elemental natures or not, and can be used for a variety of purposes such as molding chakra into devastating fireballs, forming stone walls for defense, whipping around water to consume your foes, etc. While Ninjutsu is generally the most versatile specialty, and arguably the easiest to cause physical damage with, it is also generally easier to avoid/defend against given its physical nature.
Mastery: Legendary Jutsu- Ninjutsu over level 1000 can have 1 additional Type.

Genjutsu
Genjutsu is also a very popular specialty. Genjutsu is used by first being "triggered". A trigger is any physical action the shinobi does that is perceived by one of the physical senses of their opponent. Some examples include: eye contact, clapping triggering anyone who heard it, throwing an object into the air triggering anyone who sees it, etc. Once triggered, the shinobi can control the chakra flow through the opponent's mind, allowing them to change what they perceive. Genjutsu is generally the easiest specialty to hit with, though causes the least amount of damage (Genjutsu cannot cause physical harm). While a ninja is under the effects of Genjutsu, they may roll to see if they can detect/resist the Genjutsu or not (small chance). If they fail the die roll, they continue to be under the effects of the Genjutsu. If they succeed, they may pay chakra equal to 20% of the Genjutsu’s level in order to release it.
Mastery: Realistic Perfection- Genjutsu can take the Type "Realism". Realistic Genjutsu receive +20% to level when being detected via Perception.

Chakra Flow
Ninjas naturally have an ebb of chakra flowing through them at all times. This resonates within them and can be extend through things they are in contact with. Ninja who can manipulate and control this flow are able to utilize it for various jutsu that involve their bodies or extensions of it. Because of this, Chakra Flow is the go-to Specialty for any ninja who excels in hand-to-hand combat (either Taijutsu or with weapons). They can channel chakra through their muscles to improve their strength, mold chakra around a weapon they wield, enhance their senses, and much, much more. Ninja with advanced enough Chakra Flow are said to be able to deflect even Ninjutsu with as little as their hand. Note however that Chakra Flow cannot heal one's body as Medical can, as that requires advanced medical knowledge.
Mastery: Chakra Refinement- Chakra Flow jutsu can take the type "Potent Chakra". Jutsu with Potent Chakra are not hindered by an opposing ninja's Endurance or Strength.

Fūinjutsu
These are sealing techniques. Fūinjutsu is used to create seals for absorbing, releasing, manipulating, and much more. Seals are very versatile, and can be used to make bodily seals (both positive and negative), traps, barriers, storage, etc. Seals can be placed by hand (instantly) with chakra or prepared on an item beforehand with ink. Seals require a relatively flat surface in order to be made (they can be made on curved surfaces such as a tree, however will not be able to be placed on jagged surfaces such as grass). Seals can sometimes "stretch out" after being created to cover more area, but tend to be slower and much shorter range than their Ninjutsu equivalents. Seals can be smaller than one's palm or as large as one's chakra will allow them to make.
Mastery: Supernatural Sealing- Seals can be created in mid-air or on non-flat surfaces (unless otherwise specified in jutsu).

Kuchiyose
Summoning Jutsu. Kuchiyose tends to be the most costly specialty when it comes to chakra, however that is because it is used to summon forth animal companions which can be almost as strong as ninjas themselves. These animals can be used to overwhelm/outmaneuver opponents, perform deadly tandem jutsu, or many other things. To see specifics of how summons work, see the Special Item Rules.
Mastery: Senjutsu- Ninja with Senjutsu can enter sage-mode by meditating for at least 1 full post (during which time they cannot move or use chakra). When Senjutsu is first learned, the ninja receives Mastery of one of their summoning contracts. This Mastery will allow them to enter the sage form of that contract. A ninja who enters sage mode has it last for the same number of posts as they spent meditating. Mastery can (at that point) be purchased for any summoning contract (see Special Item Rules for details).

Iryō
Medical jutsu. Ninja with Iryō have expert knowledge of biology/anatomy as well as very refined chakra control. Any jutsu that would require such knowledge would require the Iryō specialty. While it is widely used for its healing abilities, Iryō may also be used offensively.
Mastery: Unnatural Medical Expertise- Ninja who have mastered Iryō may apply for "unnatural" medical items/jutsu/etc that are normally impossible for the novice to perform. Such things include manipulation of life energy/souls (ex Reaper Death Seal or Reanimation), the ability to make human puppets, gene splicing/manipulation (see Medical Procedure Rules), etc.

Kugutsu
Puppetry. Ninja with Kugutsu have been trained in manipulating puppets to fight for them in combat. They can use jutsu through their puppet(s), overwhelm their opponents with multiple puppets, or even deceive others using them. Puppets tend to be less versatile/efficient as normal ninja, however, giving them a slight disadvantage in combat. Despite this, Kugutsu is widely known as a skillful art and a deadly weapon. Puppets are apped as items (see Special Items rules).
Mastery: Forced Control- Chakra strings can be used to control opposing ninja so long as they are at least 2 ranks lower than the user and have less than 500 Strength. The ninja being controlled rolls a die before each of their posts in order to try and break free (medium chance).

Pātonājutsu
Pet specialization. This specialty allows one to work together with a pet as an ally to overwhelm or outmaneuver their opponents. Pets have their own stats, specialties, elements, and jutsu, and can even be given items to wear/use. When one takes the Pātonājutsu specialty, they receive a D-rank pet to start with. They must then train the pet as they would normally train themselves, all of which is described in the Special Items rules.
Mastery: Master Handler- Upon reaching Mastery of Pātonājutsu, one is allowed to reset this specialty back to 0 and receive another D-rank pet. This can be done up to two times (meaning the maximum number of pets one can have at a given time is 3). After resetting Pātonājutsu, a ninja can still use any level jutsu/item that requires Pātonājutsu.

Admin
Admin


Strength :
100 / 500100 / 500
Endurance :
200 / 500200 / 500
Speed :
300 / 500300 / 500
Perception :
400 / 500400 / 500
Stealth :
500 / 500500 / 500

Posts : 94

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