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    Skills Information

    The Founder

    Posts : 650
    Join date : 2012-05-28

    Character File
    Skills & Elements: All
    Class: X
    Ryo: All of It

    Skills Information

    Post by The Founder on Fri Jun 02, 2017 12:12 pm


    Skills are the determining factor for what style of techniques a character can master. By spending a single Skill Point, which can be gained at registration or by advancing in Classes via Experience Points, a character will gain access to that branch of specialty, able to learn techniques of any Rank, depending upon that character's Class. Unlocking a Skill also allows for a character to register Custom Techniques for it, the registration for which is found here. There are no levels of progression through this; the character's own ability to use them based on his/her roleplay style and Stats determine the level of Skill In Character. Every so often, a special contest may be held for individual Skills to determine who is the best; the winner will receive the title of GrandMaster in that Skill, a title that must be defended at every subsequent contest.

    The Skills are as follows:

    -Genjutsu: The shinobi art of deception by means of assaulting the cerebral nervous system to alter the flow of energy in the brain, causing a myriad of effects controlled by the user that include, but are not limited to: hallucinations, manipulation, pain, and psychosis. Genjutsu most often involve some kind of trigger and can be more deadly based on the user's Intelligence, or more easily broken based on the target's Perception. More information on those Stats and their relevance to Genjutsu can be found here. Breaking a Genjutsu often occurs with a standard Genjutsu Kai or similar Technique, as well as pain or a Kai performed by someone touching the one affected; the method of breaking, as well as the trigger, often varies by each individual Genjutsu. As one of the three basic Ninja Arts, all shinobi are capable of performing D-Rank and lower Genjutsu.

    -Fuuinjutsu: The Ninja Art of sealing. Fuuinjutsu is a specialized and complex are involving the use of chakra-laced inscriptions to store things away in a separate dimensional space or even to seal living entities inside of other living entities. The most common application allows for mass storage of many items in a small and convenient scroll or markings on the body, while the more complex can create such legendary powers as Jinchuuriki. The complexity of the seal is created by the user's own cunning mind, allowing for virtually limitless versaility and creativity, making each person's seals slightly different from everyone else's. Intelligence is the key factor here, both for securing one's sealing formulas and for cracking another's. It will generally take no time at all to decipher and undo a seal with the appropriate unsealing technique if your intelligence is higher than the seal creator, but as that advantage wanes, it may take additional time and effort. Equal Intelligence often takes two posts, one Tier lower takes four; two tiers lower: seven; three tiers lower: ten. An Intelligence difference of more than three tiers is simply too great to overcome, no matter how much time is invested into the seal. With A-Tier Intelligence and B-Tier Stamina, a shinobi can even make use of chakra ink to form seals. As this, like many Skills on this list, is not on the three main Ninja Arts, Fuuinjutsu is not inherently known and generally requires a Skill Point placed into to it to learn techniques under its category.

    -Taijutsu: The most basic and fundamental skill of a Shinobi is hand to hand combat. All know of it at least to some degree, affording the capacity to train D and lower ranking techniques, but only the dedicated can master this field to an art form. While many will consider a punch to only be a punch, a Taijutsu user sees it as an expression of the self, a dance of sorts performed by two equals on a field where the only thing that matters is the fight. Taijutsu covers the broad range of physical combat, ranging from specific styles to special techniques and everything in between. It's a worthwhile Skill for any that find themselves in the heart of danger constantly, as so many factors go into determining one's power; other Skills are dependent upon one or two Stats, but Taijutsu uses them all, making for endless combinations of fighters that aren't proven better or worse until pitted against each other in every possible situation.

    -Bukijutsu: Like the fluid art of Taijutsu is Bukijutsu, a similar field different only is that its focus is on the use of many weapons. Bukijutsu users may sometimes choose a unique weapon or use many, but no matter their preference, what they wield is as much a form of heart as hand to hand combat is for a Taijutsu user. They can fight toe to toe with the most experience warriors and hold the advantage not just by the edges of their tools, but by the innumerous options available to them, for each weapon is unique in its own way, and only a Bukijutsu user can master them all. Unlike Taijutsu, Bukijutsu is not one of the three main Ninja Arts, establishing its uniqueness in the world. A Bukijutsu user is able to learn all Techniques of its branch as described in the opening paragraph, and even create Custom Techniques based on it; and while they can learn Kenjutsu and Kyujutsu techniques, they cannot create Techniques of their own for those branches. Normally, wielding multiple weapons is difficult, and will reduce a person's Coordination by a tier, but with enough natural Coordination, a Bukijutsu user will not suffer the penalty. This starts at C-Tier with two weapons, and increases by a weapon per Tier -there are certain techniques and styles and that can circumvent this drawback.

    -Kenjutsu: The art of the sword is one more complex and simply too great to not hold a field of its own. Even the most experienced Bukijutsu master, while no doubt skilled in the blade, will never be as good with a sword as one that devotes their life to it. Kenjutsu users use just this one class of weapon to the same effects as a Bukijutsu user uses their entire arsenal, with such skill and proficiency that more than makes up for a lack of versatility. Like the physical arts before it, Kenjutsu is based upon the user's body as a whole, and is never at a set advantage or disadvantage no matter the statistics, for every situation is different, and every combat situation ever-evolving. Like Bukijutsu, Kenjutsu users can wield multiple weapons without the one Tier loss to Coordination. They, too, start at C-Tier with two weapons, and progress one weapon for every additional tier. Again, certain techniques and styles can work around that flaw.

    -Ninjutsu: The most famous and practical of the Ninja Arts, Ninjutsu is founded upon the principles brought about by the Sage of the Six Paths and focuses upon the use of Chakra to accomplish a variety of tasks. As the most prominent of the three main Ninja Arts, Ninjutsu is widely practiced among the shinobi and as such comes more easily than other fields, allowing any shinobi to learn up to C-Rank without the Skill, while having the actual Skill represents time and dedication invested into this, beyond the already hefty amount of training that any academy student would devote, granting access to all ranks.

    -Kyujutsu: The art of the bow is a rarity among ninja; most would prefer their shuriken and kunai over any real long-range projectiles. Those that actually take the time to practice using the bow and arrow find themselves unlocking the potential to win a battle before the enemy can reach them -or even realize their presence. Archers use Strength to determine the might of their bows and the piercing power of their shots, as well as Coordination for rapid shooting and especially for accuracy. Those of higher Speed are often difficult to shoot and can overwhelm the archer's Coordination to an extent that proper aiming cannot take place. Archers with A-Tier Perception can see with incredible accuracy, affording an ability commonly referred to as Eagle Vision. Their eyesight does not diminish with distance, blocked only by obstructions and the natural curving of the Earth itself.

    -Ijutsu: Medics are invaluable on and off the battlefield. They keep soldiers fighting in the heat of battle and patch up warriors returning home. They are a necessity and those skilled in the art can accomplish such impressive tasks as implanting a Kekkei Genkai to bring a person into a whole new world of power. Medics are also capable of diagnosing illnesses and requesting or creating for themselves medicine or poisons. Intelligence for the required level of knowledge and control, Perception for the ability to assess, categorize, and organize needs on the battlefield or in the hospital, Coordination for the fine motor control demanded of intricate and delicate surgical procedures, and Stamina for the endurance to heal many grievous wounds are what determine a Medic's effectiveness. Medics have an intrinsic understanding of hazardous chemicals as it relates to the human body. This allows them to create up to B-Grade poisons and medicines. The creation of higher grade poisons and medicines would require the Chemistry skill.

    -Kugutsu: The art of puppetry was made famous long ago by the Village Hidden in the Sand, where famed users such as Sasori of the Red Sand and Kankuro would utilize the Chakra Threads technique to master the Puppet Technique, which can control a number of inanimate objects based on the user's Coordination. Not only does this Skill allow one to learn the Puppet Technique, it affords a basic knowledge of poisons and weaponry, so that puppet users can create their own mechanized monstrosities and the lethal edge coatings that often go with them. These both are limited to Level C and less, as only a Chemist or a Metalworker can craft those creations worthy of legend.

    -Kuchiyose: The Ninja Art of Summoning; Kuchiyose is founded upon the principles of a single technique: the Summoning Jutsu. While any shinobi can learn this technique, only those with this Skill are able to master it to such a degree as signing a secondary contract and even creating their own custom contracts with much more powerful creatures at their command than are normaly possible. Those without this Skill are lacking in their affinity for new and unused summons, therefore limiting their custom contracts to C-Rank and lower, while the highly trained can tame even the wildest of these. Stamina determines how big a creature can be summoned, and how many, as it takes not only a hefty toll on the user, but requires a certain caliber of shinobi to summon certain higher level creatures.

    -Sensory: One of the more utility-based Skills, Sensory attunes ones senses to the presence of chakra throughout the world around them. Many are incapable of this feat, while some actively seek to learn it for its incredible usefulness. A sixth sense can afford sight where none could be had, in areas of low to no visibility and even through villages and the like. Knowing this Skill grants access to the Sensing Technique, the foundation for all sensors. The power of a sensor is largely determined by their Perception, which is the attunement to all of their senses, as well as the world around them. Some sensors have even found or developed unique techniques that further extend their range to levels that rival even the Byakugan, while a rare few are so adept that such a level is natural to them. Chakra levels, locations, intent, and chakra nature can all be detected from a distance.

    -Chemistry: A master of the elements in a much different sense is the Chemist. Chemists mix and match compounds, herbs, formulas, and pretty much anything else in existence to create boundless substances that can do just about anything desired. From lethal poisons to cure-all antidotes and explosives and acids too, Chemists are master of all. They are known to find seemingly harmless plants in the wild and create combinations that turn the tide of battle and, as such, are considered invaluable on large scale operations and especially on the home front. Chemists are those that make life saving medicines used throughout village hospitals, metal treatments used in every smithy, oils necessary for daily living, and so much more. Those without the Skill are untrained in any of this, looking at a plant as just that, while Ijutsu and Kugutsu users are slightly more advanced, however, they are no replacement for a true Chemist, the only one that can craft Level B and higher chemicals. Intelligence is the determining stat for this field, because with Intelligence comes the knowledge of herbs and their effects, the result of mixing various chemicals, and the capacity for truly complex masterpieces of science. The smarter a Chemist is, the faster he is able to reverse or even reverse-engineer effects caused by another Chemist, using the same table as Fuuinjutsu: equal Intelligence often takes two posts, one Tier lower takes four; two tiers lower: seven; three tiers lower: ten. An Intelligence difference of more than three tiers is simply too great to overcome, no matter how much time is invested. Now, unlike Fuuinjutsu, a one tier higher Intelligence will take one post, but two tiers or more will take little to no time at all.

    -Weapon Smithing: This skill allows the ability to craft the tools of war. It governs everything deemed as an offensive leather of any material including leather whips and slings, metallic swords and spears, or wooden clubs and staves. A highly desired craft in the world next to armor, Weapon Smiths are sought after organizations and individuals in need of an item to suit their explicit task or training. Anybody can create an E-rank weapon, which would consist of a sharpened stick being heat treated or a tapered branch, in order to create real weapons one must invest a point into this skill. Weapon Smithing focusing heavily on Coordination in order to consistently strike the steel in the right places, and forging a keen, diamond-hard edge or point.

    -Armor Smithing: Being the next most profitable skill in the world, armor smithing governs everything designed to protect humans from impact which is worn on the body. This includes leather armors, metallic armors, shields, and any other unique method of protection. Although not as popular as it was back in the day, armor smithing is still a sought after craft for Samurai or Shinobi who wish to take on an extra method of defense aside from the standard issue flak jacket, or a fortified version of one. Just like Weapon Smithing, everyone has access to make an E-rank armor. This would include cured hide, a form of padded armor, or a shaved ring of wood to act as a small shield. Armor Smithing focuses on Coordination in order to get measurements and consistency when hammering steel or treating and measuring the leather.

    -Engineer: This category of crafting covers everything that is not an armor or weapon. Players with this skill will be able to craft unique and valuable trinkets to planning a building design layout that can benefit an entire dwelling. This can also include crafting a hidden passage, a living maze, or an electric fence. An Engineer can craft whatever they set their mind to. Everyone has access to E-rank crafts, which would consist of a poorly erected shelter, pitfall or deadfall traps, or a short wooden fence. Just like Armor and Weaponry smithing, Engineering requires Coordination in order to be proficient with your measurements and ensuring your crafts function as planned.

      Current date/time is Sun Aug 19, 2018 6:44 am