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Attributes & Specialties: How to choose your RPC's Strengths

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Cobra_X
Captain

Aged Gaian

PostPosted: Tue Jun 01, 2010 7:22 pm


--- Attributes/Specialties, Guidelines & Explanations ---


Section 1: What is an Attribute?

An attribute is a physical or mental quality of a character which you feel is integral to your RPC's persona. Attributes highlight the strongest the parts of your RPC by giving you in game bonuses which effect how you engage others in combat, but also determines how your character stacks up against other ninja. It allows you to build a completely individual RPC which can be tailored exactly the way you have envisioned them. Examples of attributes would be things like Speed, Strength, Intelligence, Cunning, and other such characteristics of a person's body or mind. What the attributes system allows you to do, is to tier your character's strength, setting them apart from other ninja, as well as give them certain advantages in combat.


Example: If you wanted your character to be known for their Speed, you would put that as their primary Attribute. Not only would this give you a bonus ability in combat, but also in any instance when you are battling against another ninja and you want to determine who is faster then the other, if you have speed as your Primary attribute, with all other factors being equal, you would be considered faster then an opponent who lists speed as their secondary, or tertiary attribute... and you would be MUCH faster then someone who did not even have speed listed as an attribute. This is not to say that if you do not have the 'Strength' attribute, you cannot consider your character strong... but compared to others, you would be weaker then someone who lists Strength as an attribute.



How to tier your attributes:

Every character can select 3 attributes which must be tiered as their Primary, Secondary, and Tertiary attributes...(Most RPCs will have the option to choose from any of the available attributes, but some Ninja Classes or Bloodlines will limit which attributes can be selected). Remember, where you place these attributes within those three options will have a large effect on your character, so you must consider how you want your character to be seen... and how you would like them to act in combat before choosing your attribute placement. If you want your character to be particularly Cunning... you cannot simply say they are without listing Cunning as an attribute. The placement of each attribute in either the Primary, Secondary, or Tertiary spots is the key though...

If you place an Attribute in your Primary attribute slot, you receive both the Benefit and the Combat Ability of that Attribute. If you place an attribute in your Secondary attribute slot however, you gain only the Benefit. And if you place it in the third slot, you gain bragging rights, nothing more...

- Primary Attribute: You receive the BENEFIT and the COMBAT ABILITY

- Secondary Attribute: You receive the BENEFIT

- Tertiary Attribute: Bragging Rights. You are able to use this slot to further differentiate your character from others. So if you list Speed and another RPC of the same rank does not have that attribute listed, your RPC is considered faster then them. Its treated almost like a half-rank, but you get no benefits from it. (Except in the case of great Chakra Reserves and Endurance where you get a small benefit)


Example:

Sai is known for his speed, but it's the combination of his speed and agility which makes him particularly dangerous in combat. Also to be considered are his abilities in stealth and his cunning nature which allows him to make quick decisions in combat. However, I need to consider what I want Sai to be particularly known for. I know that I want him to be incredibly fast, so I choose Speed as his Primary Attribute, but then comes the choice of whether I put Cunning or Agility as the Secondary Attribute. This would be a good time to assess which attribute bonus I find is most effective for my character and consider what I want my RPC to be. Only the secondary attribute will grant me the Benefit of that attribute, but I also want to consider what I want to establish as my character's strengths in a way which integrates with his personality, not just his combat ability per say...

In the end, I would probably choose:

Primary: Speed
Secondary: Cunning
Tertiary: Agility

...I would choose cunning partially due to Sai's personality, particularly in that he is not affected by emotions easily, or capable of being swayed by others. I don't get the added bonus of being able to evade my enemy's attacks as well, but perhaps I have a Kenjutsu or Taijutsu style, Cursemark concept, Bloodline, etc... in mind which could bolster that aspect of the character in a different way.


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Section 2: What is a Specialty?

A specialty is just what it sounds like, it is a specialized role within the shinobi world which your character excels at. Specialties range from increasing your combat effectiveness to making you an expert at sensing others to establishing yourself as a leader, granting bonuses to those under your command. They define what your character is best at and directly effect your combat abilities in many ways, so it's important that you choose them wisely. Benefits range from increasing the level of the techniques you perform, to allowing you to access certain jutsu or techniques you wouldn't normally be allowed to learn, and much more.

(The full range of Specialties will be available to all characters, but keep in mind that these cannot change after character creation. If you want to be able to utilize summons, you HAVE to take the Summoning Specialist specialty... so make sure you have a final goal for your character right from the start so you don't find that you are missing something later.)

Every RPC gets to choose 2 specialties at character creation and they benefit from both of them immediately. These bonuses apply to the character without any need to tier them as you would with Attributes, but keep in mind that some Attributes work better with some Specialties. [For Instance, all Summoning Specialists can sign a Summoning Contract and utilize summons, but only those with the 'Great Chakra Reserves' attribute in the Primary slot can utilize 'Sage Mode'.]


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Section 3: Stacking Rules

Stacking refers to the nature of bonuses and how they add or subtract from one another. In TUP there will be two kinds of stacking, stacking which applies to Nin-/Gen-/Tai-/Ken-jutsu and stacking which applies to stats, such as Strength, Toughness, Speed, etc. In both cases, there is a cap to how far things will stack.

Jutsu Stacking
In the case of Nin-/Gen-/Tai-/Ken-jutsu, you can only increase the effective rank of techniques by +1 rank total. The only exception to this rule is the Elemental Master's ability to increase their Ninjutsu by +2 in the case they are surrounded by their chosen element element. So, even if you have the Offensive Specialty, and are an Elemental Master... your offensive attacks with your element of choice will only count as +1 in rank.

Likewise, when dealing with the reduction of jutsu cost, or reduction in the number of posts required to learn a technique, such bonuses do not stack with each other. In all cases, you can take the HIGHEST bonus the situation allows your RPC, but you cannot combine the bonuses together unless noted specifically in a Specialty/Ninja Class/etc. (Examples of this would be being taught by a Teaching Master, or Training within a village Training Grounds.)


Stat Stacking
When dealing with stats, there are two kinds of stacks which you must keep in mind, Passive boosts and Active boosts. Examples of Passive boosts are Attribute benefits, Specialty benefits, Bloodline benefits, Stage one of Bijuu, and stats raised by the Taijutsu Class' [Train] ability.

- These abilities will stack with each other, but only up to a total Passive bonus of +2. So, if you have the Strength attribute (+1 to Strength, Passive) and [Train] Strength once (+1 to Strength, Passive), you have a total of +2 strength (Passive). Even if you [Train] Strength again, or if you have another passive boost to Strength, you will still only count as having +2 total, so don't waste your Specialties/[Train]/etc... on bonuses which won't stack.

Active boosts are different, but although the total bonuses do stack with Passive boosts, only one Active bonus can boost your stats at any given time, which means they do not stack with each other. Examples of Active boosts are any techniques which when activated, boosts your stats, such as Opening Gates in the Hachimon (8 gate style), Attribute Combat Abilities, or progressing into a further Stage of Bijuu. When stacked with Passive boosts, +4 is the absolute maximum a stat can be raised (with a few noted exceptions)...

- The 8th gate of the 8 Gates style can push you over the +4 limit.
- Bijuu allow hosts to get up to +5 (when activating advanced stages of Bijuu release)
- Bonuses from the Tactical Specialty do stack with your stats, even if you are at your bonus limit. This is because the bonus does not originate from you, but from someone else.


Opposite Stacking & Negative Stacking
In the circumstance that you have a negative modifier working against you, as well as a positive bonus, those bonuses will stack, essentially cancelling each other out. So, for example, if you have the Offensive Specialty, but also have the Chakra Control Specialty, a D-rank jutsu would cost 5 chakra points (a 1.5x increase in chakra cost, an effectively negative bonus)... but would then be reduced by 1 chakra point, for a total cost of 4 chakra points for the jutsu. The same concept follows for learning bonuses which would increase/reduce the number of posts required to learn ninjutsu.

Negative modifiers have no caps. So instances which work to reduce the rank of your jutsu, or increase the number of posts required to learn a technique, or increase the cost of a technique will add up indefinitely.
 
PostPosted: Thu Oct 07, 2010 7:58 pm


-- Attribute List / Descriptions --

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Strength: Ninja with this attribute are, (as if this were some great mystery), exceedingly strong. When it comes to physical prowess, no one can meet them, and feats which may seem impossible to others have now become child's play through constant discipline and conditioning.

Benefit(s): +1 rank to all Offensive Taijutsu techniques. Strength ninja can also easily match the strength of others, surpassing their rank and beyond. Though the effective rank of their Taijutsu strikes only rises by 1 rank, it is difficult, even for those 2 ranks above them to contend with their raw physical power. Effectively, a Genin with the Strength benefit would be considered even more powerful then a typical Chuunin.


Combat Ability - Once per combat, a ninja with this attribute can "Pump Up", using the almighty power of screaming to increase the power of any Taijutsu attack by an additional +1 rank. (This stacks with [TRAIN] boosts as well)

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Speed: Ninja with this attribute are masters of quickness, using their incredible speed to assault and confuse their foe, overwhelming them from multiple angles. It can be difficult for even those of higher ranks to keep up with their movements, and it can be nigh impossible to catch them when they are retreating.

Benefit(s): Speed Ninja receive a +1 rank bonus to their speed, but can even outperform those above their rank by a fair amount. As a Genin, they would be faster in their movements then even the average Chuunin, requiring somewhat of Sp. Jounin to keep up with or catch up to them. Their speed makes their movements blindingly fast, but it does not increase their reaction speed, and therefore does not increase their ability to evade incoming attacks. Higher level ninja with this attribute have been described as simply disappearing only to re-appear closer without showing any sign of movement in between.

However, not just movement speed is enhanced, but attack speed and tactile manipulation as well. With such an increase to the movement speed of their arms and hands, the deadliness of their strikes is enhanced, making such attacks difficult to keep up with as their movements seem like only a blur.


Combat Ability - Once per combat, a ninja with this attribute can utilize a 'Burst' technique, which enables them either to increase their speed by an additional rank (Putting a Genin's speed above that of a Sp. Jounin) for one post or perform an additional action for that round, enabling them to string together combo maneuvers. (Normally, most shinobi would only be able to use one jutsu per combat post.)

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Toughness: Ninja with this attribute are as tough as they come and are capable of taking hits with only a slight chuckle. Their internal and external hardiness grants them increased protection from Taijutsu, Stun effects, and even gives them increased resistance to poisons. Able to take more hits and still keep ticking, these ninja are legendary for how long they last in a fight, even when it seems like their opponent is beating them.

Benefit(s): Taijutsu strikes against these ninja count as if they were -1 in rank (effectively, user gets +1 rank to Toughness), and any Taijutsu strike which is considered 3 ranks below their effective defense rank will have no effect whatsoever (Unless performed by a ninja with the 'Strength' attribute in either their Primary or Secondary attribute slot). Any jutsu with a 'Stun' effect at your rank or below will have only a minor effect. Also, though ninjutsu still act as their respective ranks and the Toughness Ninja takes full damage from them, they can more easily withstand the attacks and continue to fight.


Combat Ability - Once per Combat, a ninja with this attribute can "Hold the Line', which allows them to remain focused and maintain their concentration even when under heavy physical or mental stress. Using this ability, they can completely stop any physical attack, or even ninjutsu used against them with budging an inch, ceasing all forward momentum of a person or object thrown against them (though they still take full damage from the attack).

Poison Resistance - Toughness ninja are also naturally more resistant to the effects of poison, meaning that although the poison still affects their body in the same way, they are able to act as if the poison was only half as strong as it was (decreasing the duration of the poison's effects and doubling the amount of time it takes for the poison to effect them).

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Endurance: Through incredible amounts of physical training, these ninja have become masters of their own bodies and can push far beyond other people's limits. Using their great endurance, they can go harder and last longer in a fight, pulling off far more techniques then the average shinobi would be able to perform without getting tired.

Benefit(s): Ninja with this attribute treat themselves as having stamina which is one rank higher then their current rank when placed in the Primary or Secondary Attribute slot. If placed in the Tertiary slot, it gives an additional 3 stamina per rank.


Combat Ability - Once per combat, even if they have absolutely no stamina left and are greatly fatigued, Endurance attribute ninja can "Limit Break" to re-energize themselves for two posts. This allows the user to perform up to three more taijutsu attacks and allows the user to ignore all forms of fatigue (So long as that fatigue is not actually physically impossible to push through... such as broken bones or severely ripped muscles... such as with the 8 gates style). After the 2 posts, the user then returns to their previous state of fatigue.

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Agility: Ninja with this attribute are very flexible and masters of dexterity, enabling them to more easily evade incoming attacks and keep their balance at all times. Being master's of dexterity, they are also rather adept in the use of projectiles or in the use of weapons, allowing them to grip, hold, and use weapons in strange and interesting ways, often confounding their opponents with the flashy display.

Benefit(s): An Agility Ninja receives a +1 rank to their evasion, and enables them to more easily dodge techniques, effectively making them more reactive and quicker to respond to an attack then even the typical Chuunin . Projectiles thrown by an agility ninja very rarely miss, and therefore must be in some way deflected rather then dodged. Agility ninja also cannot be knocked off their feet and can balance quite naturally on even the thinnest of wires without requiring the use of chakra. Somehow these ninja always seem to land on their feet, just like cats.


Combat Ability - Once per combat, a ninja with this attribute is able to invoke an 'Evade', whereby, even in the most impossible situation, they are able to find a way out of an attack or grapple hold, maneuvering their body nimbly in such a way to take almost no damage from an incoming attack and either completely avoid it, or maneuver around it to their advantage. (Cannot 'Evade' an attack from an opponent 3 ranks of speed higher then your own.)

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Intelligence: Ninja with this attribute are the strategists who can read several moves ahead. They are able to use their vast trained knowledge to gain an edge in battle, or innately understand the underlying principles behind even completely foreign situations. Through study and a training of the mind, their minds have been sharpened and honed to in a sense, see into the future of what will most likely occur.

Benefit(s): All jutsu, for the purposes of learning, are considered one rank lower and can be learned at an accelerated rate, of 3 fewer posts required. (Example: If a Genin wishes to learn a Chuunin technique, it counts as a D-rank and has a -3 learning counter... meaning he can learn it in 2 posts, when others would require 8.)


Combat Ability - Additionally, a ninja with this attribute can spend a post to "Analyze" an opponent allowing them to learn something specific about them, or understand the secret behind a technique or style. This also allows them to more easily dodge whatever attack is coming next, or make their next attack more likely to hit.

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Cunning: Ninja with this attribute are masters of thinking on the fly, using their quick wits to think up and apply counters amidst chaotic circumstances. Not only are they able to think on their feet, enabling them to more easily dodge/counter the opponent by predicting their movements, but they are also masters of setting their own traps, luring their enemies into their own setups naturally. Their Genjutsu are also usually a step above the rest, as the illusions they cast are particularly clever and harder to break free from.

Benefit(s): +1/2 rank to all Genjutsu (making all of their Genjutsu more difficult and convincing then normal). Able to think quickly to dodge/counter incoming attacks, and able to more easily detect traps set by an enemy. Their traps are also more effective then others, increasing their chances of working. Cunning ninja are also affected less by the manipulative effects of those with the 'Sexy Attribute'... though they would still be rather attracted to them.


Combat Ability - Once per combat, so long as the opponent is not more than 2 ranks above you, a ninja with this attribute can utilize "Insight" to either escape from a trap, jutsu, or attack which would otherwise hit them using some crazy maneuver, or through insight gained in fighting your opponent, make your next attack much more likely to hit through a brilliant tactic. (The RP maneuver used to escape or hit however, has to at least be somewhat legitimate, at least in theory)

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Sexy: Ninja with this attribute are incredibly attractive in every form. To those sexually interested in the user`s gender, their hearts, minds, and bodies melt in the mere presence of the user. This attribute allows the user to use the attraction of others to his/her advantage, in some subtle and not-so-subtle ways. Those attracted to the user are also much more likely to follow commands or requests from the user, without reasonable bounds. (Bonuses against this are given if your RPC is currently in a relationship with another RPC)

Benefit(s): Ninja with this attribute are so attractive, that anyone who would normally be attracted to the user`s gender will be unable to lie to the user, and will be much more likely to believe what the Sexy Ninja is saying. This makes any Genjutsu used by a Sexy ninja to act as if it were one rank stronger against a susceptible foe.


Combat Ability - Once per combat, a sexy Ninja can utilize the "Sexy Barrage" ability, a pose or otherwise flirtation to distract and knock the opponent off balance, thus gaining the upper hand. The sexy barrage works to make an opponent's attack miss, or mesmerize their opponent long enough to give them a higher chance of getting their own attack to hit their enemy.

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Strong Willed: Able to push themselves beyond the limits of the typical person by sheer will alone, these ninja truly do not know what it means to give up. Pushing forward through the hardest of conditions, these ninja are only strengthened when the odds seem against them. Whether it being learning difficult jutsu, or resisting that which would come against them, these ninja fight through, knowing that they will come out on top.

Benefit(s): Ninja with this attribute treat themselves as if they were 1 ranks higher when resisting Genjutsu. Also, these ninja are capable of learning one ninjutsu which is 2 ranks higher then their current level, but it requires 1.5x the normal posts to learn. Additionally, certain bloodlines which are mentally taxing to the user, or jinchuuriki will find it easier to resist falling to their own weaknesses in times of stress. (The exact benefits will be determined when relevant and on a case by case basis)


Combat Ability - Once per combat, a user can use their extraordinary "Will Power" to conquer the seemingly impossible, including: 1) Resisting Genjutsu up to 2 ranks above their rank automatically, or 2) Pushing through their normal limits of chakra or stamina to complete one last rallying action. Another use, could be to 3) Utilize a jutsu one rank above their own of any element they can control, even if they have not yet learned it. [This does not auto-learn the technique for them however... it must still be trained.]

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Great Chakra Reserves: Though few individuals are blessed with legendary amounts of chakra like Bijuu hosts are, variations in chakra levels still exist between shinobi. As the very basis of the techniques that the ninja world depends on, the amount of chakra a shinobi has directly effects what they can and cannot do. Those blessed to have high chakra however find that they are capable of using more ninjutsu then their companions, allowing them to last longer in combat, and in the most dire of need, draw from an inner power to go beyond their limits.

Benefit(s): Depending on whether this attribute is placed as the Primary, or Secondary attribute of a character, they recieve different boosts to their chakra levels...

Primary - User receives an additional +5/10 chakra points. [For every 10 points of chakra a user has, they receive an additional 5 points of chakra]
Secondary - User receives an additional +3/10 chakra points. [For every 10 points of chakra a user has, they receive an additional 3 points of chakra]
Tertiary - User receives an additional +1/10 chakra points. [For every 10 points of chakra a user has, they receive an additional 1 point of chakra]


Combat Ability - Once per combat, even if the user has been completely drained of their chakra, the user can still complete one final jutsu which they already know by utilizing their "Overdraft" ability. [This jutsu costs no Stamina to use]
 

Cobra_X
Captain

Aged Gaian


Cobra_X
Captain

Aged Gaian

PostPosted: Thu Oct 07, 2010 8:08 pm


-- Specialty List / Description --


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Offensive: Offensive Ninja are masters of dealing damage. The Ninjutsu & Taijutsu attacks they use are stronger the other ninja of their same rank. The downside to this is that their ninjutsu requires more chakra, and their taijutsu, more stamina... and it is more difficult for them to learn techniques.

Benefit(s): Offensive Ninjutsu, Taijutsu, and Kenjutsu all act as if they were +1 rank stronger, but have a 1.5x increased chakra/stamina cost [rounded up] as well. In addition, all techniques require 1 extra post to learn.)


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Defensive: Defensive Ninja are masters of protecting themselves and their teammates. Defensive Ninjutsu are bigger and more durable then on average and their defenses against Taijutsu are greater. These ninja are usually much hardier then the average ninja and have a great sense of duty to protect others. The downside to this is that their defensive techniques require more chakra to use and all other techniques are harder to learn.

Benefit(s): Defensive Ninjutsu act as if they were +1 rank higher and have a 1.5x increased chakra/stamina cost [rounded up] to use. The chakra cost of a jutsu can be doubled (at it's BASE value) to protect not only yourself, but your allies as well (up to 3 others), but they are not empowered like your normal defensive jutsu. Taijutsu techniques known can be used at double the stamina cost to defend negate and cancel out an equal rank taijutsu technique used against you or an ally (within reason). All non-defensive techniques require 1 extra post to learn [this includes all Taijutsu techniques])


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Elemental Master: No one wields the elements like an elemental Master does his own. These ninja are innately bound to a certain element, or in some cases two, and as such, that element is much stronger and easier for them to use. Not only are all Ninjutsu of their element stronger, but they are also less costly to use and easier to learn... and when surrounded by their element, the force of their jutsu are unmatched. Elemental Masters can even turn jutsu of their chosen element used against them back against their enemies.

Benefit(s):
Elemental Masters choose 1 element which acts as their specialty. (If Elemental Master is their only specialty... they may choose 2 elements, so long as they are not opposing elements [Ex. Suiton and Katon]). Ninjutsu of their chosen element always act as if they were +1 rank higher and require half the usual stamina cost. When surrounded by their element [Ex. In the middle of a lake for Suiton, or on a mountainside/deep ravine/cave for Doton] their jutsu act as if they were +2 ranks higher. Learning Ninjutsu of your chosen element takes 3 less posts then normal, but learning all other techniques requires 1 extra post.

The drawback comes however when facing an element opposite your chosen element. In an extreme environment of the opposing element's type, your chosen element's jutsu act as if they were -1 rank (Minimum E-rank). Jutsu of your opposing element type used against you harm you as if they were 1 rank stronger then normal.


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Sensei (Teaching Masters): Sensei are masters of teaching and learning in all forms of Ninjutsu, Taijutsu, and Genjutsu. They can teach any elemental technique so long as they have a scroll for it and those who learn from them are able to master their skills at a much quicker rate. On top of this, they also learn skills much faster on their own and can access additional elements and techniques other ninja would not be able to wield without special training.

Benefit(s): All techniques taught by a Sensei require 2 fewer posts to learn, 3 fewer posts if the Sensei already knows the technique. they can teach any technique, even if it is of an element they cannot wield so long as they have a scroll (with the exception of Medical ninjutsu). All techniques learned by the Sensei require 2 fewer posts to learn and at Special Jounin, they can learn additional skills which would normally be outside their ability. (Has full access to Sealing jutsu of their rank, and can learn up to 2 ninjutsu/genjutsu one rank below themselves of a chosen element. [This is gained again, for a different element at Jounin.]

Custom jutsu which could not be normally learned by a ninja, can be accessed by a sensei so long as they have seen it used at least once. (However, this requires 5 more posts then normal, -1 post for every time beyond the first it is seen used. (This does not apply to Bloodline ninjutsu, or to Clan Hiden jutsu, such as Nara/Akimichi techniques) Once learned however, these techniques can be taught to students.


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Tactical Support: Ninja with this specialty are masters of combat and of reading and understanding their enemies. They are naturally intelligent and make excellent team leaders, assisting their allies and making them stronger and more capable by extension. Due to their intelligence, they also learn all techniques at a faster rate.

Benefit(s): All techniques, Taijutsu/Ninjutsu/Genjutsu/Bloodline etc... require 3 fewer posts to learn. In combat, they are particularly adept at evading incoming attacks (+1 to Evade) and they can easily identify the tactics and abilities being used by their opponents in combat (allowing them to identify tactical maneuvers and the breadth and power of the jutsu an enemy is signing). Teammates under a tactical support specialist's leadership gain +1 rank bonus to Evasion and Speed, and can combo more effectively, allowing their allies perform two jutsu per post... so long as they have had the plan laid out to them directly.


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Chakra Control: Though central to the art of Ninjutsu itself, molding chakra is not always easy for all. Only Chakra Control specialists have truly mastered the art and are capable of using their chakra truly efficiently. Masters of control, they can utilize all techniques with less cost to themselves. As master's of chakra they are also able to mold it nearly effortlessly and training techniques comes more naturally to them then it does to others. Higher level shinobi even begin to learn how to utilize ninjutsu without the need for hand seals by forming the ninjutsu and molding it within their bodies naturally.

Benefit(s): All Nin-/Gen-/Tai-/Ken-jutsu techniques are reduced in cost as if they were one rank lower (for Chakra only) at Genin, and at Special Jounin and above, they cost one rank lower (for Chakra only) minus an additional 1 chakra point. Use of chakra control techniques such as Wall/Water walking cost nothing. Also, ninjutsu 2 ranks below the user and below do not require hand seals to perform.


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Summoner: Being rather rare in the shinobi world, Summoners are few and far between, but wield incredible power and versatility through the creatures they can summon. After signing a contract in blood on the Summoning Sage's scroll, the user can then be trained to call upon a wide variety of creatures which can come to their aid in a variety of situations. These ninja are almost always ready for any situation and often prefer to use their summons to fight alongside them, rather then fighting alone.

Benefit(s): Allows a ninja to sign a Summoning Contract and gain access to the summons within it. To call the summons, the users must still be trained by the Summoning's Scroll Carrier (Summoning/Contract Sage), and they can only learn summons up to their current rank. No shinobi can access summons without this specialty.


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Sensor: Ninja who specialize in sensing other people's chakras are generally rare and prized commodities within the ninja world. With the ability to detect other ninja with a sixth 'Chakra Sense', Sensors can help their teams avoid ambushes, track down enemies, or examine the battlefield for unique dangers. Being able to detect foreign chakra presences, their relative strengths and abilities, and even identify people solely by their chakra signatures, Sensors are intuitively aware of everything going on around them, making them priceless assets to their teammates and a liability to their enemies.

Benefit(s): Sensor ninja have an innate bonus to detect the chakra signatures of those around them at all times. They are the only ninja who can intuit another shinobi's position or movement purely by detecting their chakra. In all situations regarding [Stealth], Sensor ninja act as if they were one rank higher then their actual rank. Sensor ninja can also innately detect any ninja that does not have the stealth specialty or the [stealth] ability active that is in topic as them. Information gathered by the sensor includes:
1. Rough direction of the target (you could point toward the target, but not directly at him/her).
2. Distance from you to the target.
3. Current general chakra reserve levels: (0-40 = low)(41-100 = medium)(101-150 = High)(151+ = Massive)
Inactive cursemarks do not add to the passive total of your opponent, but you can sense the chakra of active cursemarks and classify that target as having "Evil Chakra." Jinchuuriki (bijuu hosts) and Konaga members always show up as having Massive reserves and are marked as having "Evil Chakra."
4. Sensors can tell when chakra is being manipulated.
5. Chakra signatures are like fingerprints that only exist inside the body. You can tell who someone is based off of their chakra signature if you have been with that person and sensed his/her chakra signature at the same time.
Note: A chakra signature cannot be described like a person's body can. If another sensor were to feel a person's chakra and have heard what that signature feels like and who it belongs to, they would not know who it is based off that information. You HAVE to have been with the target before while sensing their chakra signature to be able to identify someone purely through the sensor ability.

Note: Chakra Control is one of the specialties on this list that allows the user to control the flow of chakra in the body more easily. If a shinobi has Chakra Control and Sensor as his/her two specialties, then the user gains +1 effective rank to detecting ninja with the Stealth specialty.


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Stealth: Although the ability to [Stealth] is an Assassin Ninja Class exclusive ability, any shinobi can be a Stealth specialist, which gives them many useful bonuses in and out of combat. Stealth ninja excel at hiding their presence in mundane ways and are exceedingly good at make their actions and movements as minimal as possible, enabling them to hide their presence and intentions in many ways.

Benefit(s): Though Stealth ninja cannot make themselves seemingly invisible as Assassins can, they still find many ways to hide their presence. Stealth ninja have the ability to completely mute their footsteps and are extremely adept at moving without making any noise. Also, although they cannot disappear as an Assassin in [Stealth], they can still hide their chakra signatures to avoid being detected by a Sensor, or a shinobi with a detection bloodline (To detect a Stealth ninja via chakra signature, you must be an equal ranked Sensor ninja, or have a bloodline which puts you at an effective equal rank in terms of detection).

Stealth ninja also have a series of unique abilities which help them to hide their intentions and true identities in when they are in plain sight. When performing jutsu, they need not 'announce' the title of their technique, allowing them merely to use the necessary hand seals to create the effect. All Stealth ninja also have the ability to use Slight of Hand, allowing them to make small objects (shuriken, kunai, a scroll, etc...) appear and disappear in their hands seemingly instantaneously. This allows them to make subtle movements, removing or placing items in their pockets/pouches behind their backs without even the keenest observer noticing.

Additionally, Stealth ninja can 'infuse' any clone they make with their own chakra signature, which can throw pursuing sensors off their trail. If a stealth ninja is 'marked' by a sensor, the mark also appears on the clone, making the Sensor see a 'double' image. This forces them to make a choice as to which 'marked' target they will attempt to track down, giving the Stealth Ninja a better chance to escape.

Note: Chakra Control is one of the specialties available on this list. Having the Chakra Control specialty along with the Stealth specialty allows you to control and hide your chakra signature even better, and you will receive +1 to your rank as a stealth specialist.


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Combo: Masters of stringing moves together in one attack after the other, Combo Specialists are a fearsome group to deal with. With their innate ability to combine their quick wits and their incredible dexterity, they are able to perform twice as many actions as other ninja can in the same amount of time, giving them a supreme edge in combat. Forcing their opponents to deal with a set of attacks one after the other rather then a single directed attack like most others, Combo Specialists excel at keeping the pressure on and backing their opponents into a corner hard and fast.

Benefit(s): Whereas the average shinobi can only perform a single Nin-/Gen-/Tai-/Ken-jutsu in a post, Combo Specialists can perform 2 such jutsu in any combination they wish. In addition to this, when jutsu are performed back to back, one immediately after the other, both attacks always occur. The first attack can be blocked, dodged, or parried, but it cannot be negated or diverted in such a way that the second attack no longer occurs. The second attack always occurs after the first, making the Combo Specialist's opponent forced to deal with both attacks.

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