Suijin Umiken

Specialty System

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"There are many different paths before you, but you can not choose them all."

 

Specialty Caps & Starting Levels
Everyone has certain areas in which they specifically specialize. This ranges from the combat-oriented Ninjutsu and Taijutsu to the more trade-oriented Weaponsmithing and Tailoring. Unlike Shinobi, Civilians are all considered D-rank and are limited to Trade Specialties only. Shinobi, however, may learn either combat or trade specialties.

 

Specialty Caps & Starting Levels

  • D-C Rank | 1 Specialty (Starts with 1 Beginner)
  • B Rank | 2 Specialties (Starts with 1 Novice)
  • A Rank | 2 Specialties (Starts with 1 Adept, 1 Beginner)
  • S Rank | 3 Specialties (Starts with 1 Advanced, 1 Novice)
  • X Rank | 4 Specialties (No Starting)
  • Civilians | 3 Specialties (Starts with 1 Beginner)
    • Restricted to Trade Specialties.
  • All E-D Rank Weapons and Techniques are available to anyone without the required specialty.

Specialty Proficiency

Choose which specialty you list first wisely, as it will be your 'Primary' specialty. Although all of your specialties will essentially work the same way, only your primary will grant you a perk. And only your primary and secondary may be mastered. So be conscientious of your list order and read section two if you'd like to know more about each specialty's perk.

 

Your proficiency in each specialty is determined by your tier of skill with it. There are ordinarily four tiers in total: Beginner, Novice, Adept and Advanced. However, you are allowed to 'Master' your primary specialty once you reach S-rank (and your secondary at X-rank), granting a unique perk and the ability to use high-level techniques. Below, we will go over each tier of proficiency, as well as what they grant.

  • Beginner | Those who are a Beginner with a specialty are just learning how to use it, and may use it with C-Rank proficiency.
  • Novice | Those who are a Novice with a specialty are starting to get accustomed to it, and may use it with B-Rank proficiency.
  • Adept | Those who are Adept with a specialty have developed a talent with it, and may use it with A-Rank proficiency.
  • Advanced | Those who are Advanced with a specialty are extremely capable with it, and may use it with S-Rank proficiency.
  • Mastery | Those who have become a Master of a specialty have perfected their talent, and may use it with X-Rank proficiency.


Specialty Training
When you increase your shinobi ranking, you are able to sometimes learn new specialties, once your limit changes. In order to learn a new specialty and fill that slot, you must type a minimum of 1000 words training that specialty. At the end of this training, you will be a Beginner with that specialty.

 

Please keep in mind, you may only train your primary to the maximum proficiency for your ranking. All other specialties are capped one tier below. Therefore, a B-Rank Shinobi could train his primary to Adept but his second specialty will be capped at Novice.

  • Beginner  →  Novice  |  (Must be C Rank or Higher) 1500 words.
  • Novice  →  Adept  |  (Must be B Rank or Higher) 2500 words.
  • Adept  →  Advanced  |  (Must be A Rank or Higher) 3000 words.
  • Advanced  →  Mastery |  (Must be S Rank or Higher) 4000 words.

If someone who has the desired proficiency, or higher, in a specialty helps you train it, the word count will be split in halves between the two of you. For example, a Novice Ninjutsu user could help a Beginner Ninjutsu user hone his skill.

 

Specialty Masteries (Combat Only)

Spoiler

Ninjutsu - Mastering Ninjutsu increases your Chakra Capacity by 100 total CP.
Bukijutsu - Mastering Bukijutsu allows you to utilize the abilities of a legendary weapon.
Genjutsu - Mastering Genjutsu allows you to cast all Genjutsu below your Shinobi Ranking without hand-signs.
Taijutsu - Mastering Taijutsu increases your Stamina Capacity by 100 total SP.
Fuuinjutsu - Mastering Fuuinjutsu allows you to develop and utilize cursed seals (seals that can grant the user control of their victim, while granting the victim unique abilities).
Jumonjutsu - Mastering Summoning allows you to create a Sage Mode form for one of your contracts, for your character to learn and use.
Ningyojutsu - Mastering Puppetry allows you to create human puppets, and also allows you to become one yourself.
Iryojutsu - Mastering Medicine allows you to bring anyone back to life with a technique, so long as you're able to do so within 24 real hours of their death.
 

 

 

The Specialties Available

Combat Specialties

Spoiler
  • Ninjutsu [Ninja Arts]
    Ninjutsu is a term referring to almost any technique which allows the user to do something that they otherwise would be incapable of doing, made possible through the utilization of one's chakra. Unlike Genjutsu, which makes the opponent see illusions, the effects of Ninjutsu are real. They vary greatly in purpose, with the simpler Ninjutsu serving such tasks as transforming the user or allowing them to evade attacks. These techniques are often second-nature for experienced shinobi, who can use them at will. More complex Ninjutsu manipulate one's surroundings or utilize the elements.
    Perk - You are able to perform one-handed hand-signs for techniques that would ordinarily require two-handed hand-signs.
     
  • Bukijutsu [Weaponry]
    Bukijutsu refers to the general use of weaponry above the ranking of D, as well as the ability to perform bukijutsu techniques. Bukijutsu techniques are any technique that acts either through or upon a weapon. Therefore, a bukijutsu technique may not directly enhance the physical prowess of the user but may otherwise increase the effects, speed, strength or other characteristics of their weapon or weapon attack. Bukijutsu techniques that enhance or work in conjunction with a wielded weapon do not typically require handsigns. The maximum ranking of weapons you are able to wield is determined by your proficiency with this specialty.
    Perk - You may create a legendary weapon with a ranking that correlates with your shinobi ranking, increasing as it does.
  • Taijutsu [Hand-to-Hand]
    Taijutsu refers to any techniques or fighting styles involving the martial arts or the optimization of natural human abilities. Taijutsu is executed by directly accessing the user's physical and mental energies, relying on the stamina and strength gained through training. It typically does not require chakra, though chakra may be used to enhance its techniques. Taijutsu generally requires no hand seals to perform, occasionally making use of certain stances or poses, and are far quicker to use than ninjutsu or genjutsu. Taijutsu is simply put: hand-to-hand combat.
    Perk - You may learn the 8 Gates Technique up to those gates allowed by your proficiency with Taijutsu.
     
  • Genjutsu [Illusions]
    Genjutsu are techniques that are employed in the same fashion as ninjutsu, requiring chakra and hand seals. However, the primary difference between the two is that the effects of genjutsu are illusory; instead of attacking the victim's body, like taijutsu or ninjutsu, genjutsu techniques manipulate the flow of chakra in the victim's brain, thus causing a disruption in their senses. This includes creating illusions, stealing information, and controlling your opponent’s actions. There are various different methods of triggering an illusion. As far as the effects of your Genjutsu are concerned, there may be none that are physical (as Genjutsu is purely illusionary) and no effect may be permanent (when the technique ends, all effects end). When it comes to triggers, we allow for creativity such as combining Genjutsu with seals (if you know Fuuinjutsu). However, if you're only applying Genjutsu then your trigger must be activated by one of the five basic senses. Such as them looking at you, a certain part of you or a weapon in the case of Bukijutsu users.
    Perk - You are able to immediately determine when someone is in a Genjutsu, including yourself, up to a ranking that coorellates with your proficiency in Genjutsu.
     
  • Fuuinjutsu [Sealing]
    Fuuinjutsu are a type of jutsu that seal objects, living beings, chakra, along with a wide variety of other things within another object. Fūinjutsu can also be used to unseal objects either from within something or someone. This includes Juuinjutsu. Juinjutsu (Literally meaning "Cursed Seal Techniques") are a type of techniques used to bring someone under the control of the user. By applying a seal to the victim's body, the user brings the victim's abilities and actions under his/her control. With a simple secret hand seal, the user can inflict great mental and physical torment on the victim. Ordinarily, seals require specific techniques in order to be countered or nullified.
    Perk - Those who are a Fuuinjutsu specialist may use a technique to reverse any Fuuinjutsu that their proficiency permits.
     
  • Jumonjutsu [Summoning]
    Summoning is a specialty that allows a shinobi to form a summoning contract with a species of their choosing. Rather than fighting on their own, they typically summon creatures with special abilities to fight alongside them, or on their behalf. The Summoning Contract, as well as the creatures that may be summoned, must all be created in the Creature Creation forum. Once you have finished, you may use the Summoning Technique to summon any beast that is under that contract, so long as you have the chakra to do so and offer blood from the hand you signed the contract with as an offering. E-C ranked shinobi are limited to one contract, while B-S are limited to two, with SS-X being able to sign up to three. Summoning requires the "Summoning Technique".
    Perk - The chakra cost of summoning a creature is reduced by one ranking for shinobi who primarily specialize in Summoning.
     
  • Ningyōjutsu [Puppetry]
    Puppetry is a unique fighting style similar to weaponry; this specialty uses chakra threads to control puppets like marionettes. Any number of chakra threads can be used to control a puppet, but users with more skill can use fewer strings per puppet. Both Chiyo and Sasori demonstrated the ability to control entire puppets perfectly using just one thread. While most puppeteers would normally be able to control ten puppets at most (one per finger), Sasori's self-modification allowed him to control up to one hundred puppets at a time. Puppets, as well as their parts, are created as equipment under Equipment Creation [Link to be Added].
    There rules pertaining to Puppetry may be found by Clicking Here [Link to be Added].
    Perk - You are able to control twice as many puppets as your shinobi ranking would ordinarily permit.
     
  • Iryōjutsu [Medical Arts]
    Medicine is a very specific field of study that some shinobi choose to undergo, which ordinarily includes the use of one's chakra to perform Medical Ninjutsu, but can also be applied to other specialties; thus, it is very supplemental for a specialty. Those who specialize in Medicine may also undertake special positions in their villages, whether it be as a Researcher, Physician or anything else that may require advanced knowledge of medicine. Any technique that would require advanced knowledge of the body or is used to 'heal' damage to living tissue requires Medicine; although, there are numerous applications.
    Perk - You may create medical modifications to yourself.

 

 

Trade Specialties

Spoiler
    • Kusuri [Medicine]
      Kusuri, or Medicine, refers to those aspects of the medical field that don't require chakra or combat skills. Those civilians who specialize in it are able to create procedures and surgeries in the form of techniques, costing a word count rather than chakra. They are also able to produce cures for poisons, diseases and various other ailments, as well as any other medical supplies that they might need. Those who specialize primarily in Medicine are able to utilize Medical Jutsu, but only one ranking below their proficiency or lower, and not of a combat nature.
      Perk - You may utilize Iryojutsu techniques up to one ranking below your proficiency that require chakra.
       
    • Bukitōyō [Weaponsmithing]
      Bukitoyo, or weapon-smithing, refers to one's ability to produce an assortment of weapons using a variety of materials, including (but not limited to) metal, gems, wood, string and more. Anything from swords and thrown projectiles to bows and arrows may be crafted by learning and honing this specialty. The maximum ranking of the weapons a weaponsmith may produce is limited by their proficiency with this specialty. May only produce approved weapons under Equipment Creation.
      Perk - You receive a 50% reduction on the word count for all weapons.
       
    • Shitate [Tailoring]
      Shitate, or Tailoring, refers to one’s ability to produce clothing, attire, armor, personal containers and anything else that you would wear on your person. Although typically involving the employment of cloth, fabrics, leathers and other softer and lighter materials, tailors may also have to work with metal and other materials at times. The maximum ranking of the attire a tailor may produce is limited by their proficiency with this specialty. May only produce approved gear under Equipment Creation.
      PerkYou receive a 50% reduction on the word count for producing all items that fall under Tailoring.
       
    • Mokko [Carpentry]
      Mokko, or Carpentry, refers to one’s ability to construct buildings, structures and the furniture therein. Typically, this consists of working with wood, stone, metal, fabrics and various other materials. Some of the tools often employed include saws, hammers, nails and anything else needed in the process. The type of structures a Carpenter is able to build depend on their proficiency with Carpentry. (Click Here to Read Structure System [Link to be Added]) May only produce approved structures under Structure Creation.
      PerkYou receive a 50% reduction on the word count for producing all strucures.
       
    • Kōgaku [Mechanizing]
      Kogaku, or Mechanizing, refers to one’s ability to work with elaborate mechanisms and contraptions. Any weapon that’s complex in nature, such as a land mine, crossbow, launcher, puppet or puppet parts fall under the mechanizing specialty. Typically they work with wood and metal, although other materials may be incorporated if necessary. The maximum ranking of items a mechanizer may produce is limited by their proficiency with this specialty. May only produce approved weapons and puppets under Equipment Creation.
      Perk - You receive a 50% reduction on the word count for producing all puppets, puppet parts and mechanism-based equipment.
       
    • Kagakukō [Chemistry]
      Kagakuko, or Chemistry, refers to one’s ability to produce poisons, cures, explosives and any other substance or item involving chemicals or unusual liquids. Explosives that rely on chemical reactions or release a chemical also require this specialty to produce. Those with this specialty may produce poisons, chemical explosives or any other substance or equipment that relies on chemicals or takes the form of a consumable substance (such as pills, food or drinks).
      Perk - You receive a 50% reduction on the word count for producing all consumable items or chemical-based items.
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