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 Post subject: Fighting Styles
PostPosted: Fri Nov 15, 2013 2:58 am 
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Fighting Styles

Note ~ All Fighting Styles taken at character registration allow you to start with associated techniques of that class up to a certain level dependent on your rank; Genin – D, Chūnin – C, Jōnin – B, ANBU – A, Kage – S (Tokubetsu Jōnin start with C, as well as B in one Fighting Style designated as their area of expertise). Many Fighting Styles grant advantages to your attributes. These advantages are always applied pursuant to the Attribute Boost Stacking Rules. Unless otherwise stated, advantages granted by a Fighting Style apply only when using techniques or weapons related to that Fighting Style. Reductions to the costs of techniques granted by Fighting Styles do not stack with any cost reductions granted by other sources (or with one another). A technique's rank may not exceed S-Rank with any Fighting Style's perks, as that does not exist.

Armed Combat
The Armed Combat Fighting Style is broken down into two forms: "Jack-of-All-Trades" and "Master-of-One". The Jack-of-All-Trades (or "JoAT") relies on using many kinds of weaponry effectively, while the Master-of-One (or "MoO") excels at one type of weapon. When a character elects to train a Minor in Armed Combat, their player must select one of the two paths for them to follow. They cannot take both paths.
Jack-of-all-Trades
  • Minor: Armed Combat JoAT Minors can understand, learn, and use weapon techniques for any weapon. They start with a pool of standard quality weapons costing no more than 30,000 ryō. All weapons in this pool refresh at the beginning of a new topic. The contents of this pool, at all ranks of the Fighting Style, can be altered upon entering a village, so long as it stays within the budget. Armed Combat Minors can create up to A-Rank custom Armed Combat techniques.
  • Major: Armed Combat JoAT Majors are inherently ambidextrous. They can determine the advantages and disadvantages of any weapon. Their weapon pool's budget increases to 60,000 ryō. They gain a Major Advantage to their tracking, as well as a Minor Advantage to their Strength and Coordination with weapons. They can create up to S-Rank custom Armed Combat techniques.
  • Specialist: Armed Combat JoAT Specs can treat any object as a weapon and can use their body with weapons in unorthodox ways. Their weapon pool's budget increases to 90,000 ryō. They gain a full tier to their tracking and a Major Advantage to their Strength and Coordination with weapons. They can however now learn kenjutsu and kyūjutsu techniques, but cannot create customs for those styles.
Master of One
  • Minor: Armed Combat Master of One Minors choose one type of weapon. They understand this weapon perfectly, and can learn and use a weapon techniques related to it, as well as techniques for other weapons. Upon acquisition of the Armed Combat Minor, they gain 30,000 ryō to purchase weapons of their selected weapon type, which they may take to a craftsman in-character to purchase higher-quality gear. They can create up to A-Rank Armed Combat techniques for their chosen weapon type.
  • Major: Armed Combat Master of One Majors are inherently ambidextrous. They get 30,000 additional ryō with which to purchase their main weapon type (for a total 60,000, if this Fighting Style is selected at character creation). They gain a Major Advantage to tracking, as well as a Major Advantage in Strength and Coordination with their chosen weapon type. They can create S-Rank custom Armed Combat techniques for their chosen weapon type.
  • Specialist: Armed Combat MoO Specialists inherently know the advantages and disadvantages of any weapon, especially as compared with their chosen weapon type, and they can use their body with their chosen weapon type in unorthodox ways. They get 30,000 additional ryō with which to purchase their main weapon type (for a total of 90,000 if this Fighting Style is selected at character creation). They gain a full tier to their tracking, and while wielding a weapon of their chosen type, they gain a tier to their Wisdom for the purposes of precognition, as well as a Major Advantage in Strength and Coordination with that weapon.
Brawling
From Arvento-Hellacian wrestling to the Asgaardian Storm striking style, brawling describes the many different forms of hand to hand combat that can be found in the remnants of the old Empire. Most of these styles were relegated to tournaments and sport, until the brief contact with the shinobi mainland one hundred years prior proved the effectiveness in a rigorous regimen of hand to hand combat. It has since become a mainstay in martial arts across the seven kingdoms.
  • Minor: Brawling Minors understand what it means to be a hand-to-hand fighter. They can learn and use Brawling techniques. Brawling Minors are trained in the body's weak points and how best to strike them. They may choose a specific style as their Signature Style. Brawling Minors receive 30 Stamina Points that may be spent only on their Signature Style and its subtechniques. Brawling Minors can create up to A-Rank customs for Brawling.
  • Major: Brawling Majors are trained to better exploit the body's weak points and positions. In addition to their Signature Style pool, Brawling Majors receive three Minor Advantages when Brawling. They may be distributed among the six stats however the Major sees fit; however, this distribution must be chosen at the time that Brawling Major is acquired, and cannot normally be changed. Maximum of one tier in any single stat. Brawling Majors can create up to S-Rank Brawling customs.
  • Specialist: Brawling Specialists are experts in close-quarters fighting and exploiting the body's weaknesses. Brawling Specialists gain a tier to their tracking. Brawling Specialists must choose a single style as their signature style. They receive a pool of 60 Stamina Points at the beginning of each topic, which can only be spent on the Brawling Specialist's signature style. Lastly, Brawling Specialists receive six Minor Advantages when Brawling. They may be distributed among the Brawling Specialist's Attributes however they see fit (with a total of up to one (1) tier in any single Attribute). The Brawling Specialist's distribution of Minor Advantages must be chosen at the time that Brawling Specialist is acquired, and cannot normally be changed.
Buddhism
Bukkyō, or the Doctrine of Buddha, known colloquially as Buddhism, is a Fighting Style that allows its users to make use of their spiritual energy in combat. Buddhism allows a character to learn and use stances. Buddhism acts in many was like ninjutsu, but in the place of hand seals are full-body movements. Stances can be used to achieve a variety of effects, from telekinesis to the manipulation of one's spiritual pressure (see the page on the Monk origin here). Intense training of body and mind, spiritual purity, and dedication to the monastic lifestyle is considered essential, if not required, by all monasteries throughout the countries.
  • Minor: A Buddhism Minor can understand, learn, and use monk stances. They can create up to A-Rank custom stances.
  • Major: Buddhism Majors are on their way to becoming one with themselves. When using a stance, their bodies seem to become harder, granting them a Minor Advantage in Constitution. While engaged in stances, the user becomes more in-tune with the cosmic forces and the flow of the world, and their Wisdom is considered one tier higher for the purposes of precognition. They can create up to S-Rank custom stances.
  • Specialist: Masters of the spirit, Buddhism Specialists can create powerful manifestations of their willpower. They receive a Major Advantage to their Constitution while using stances. When performing stances, their Wisdom is considered two (2) tiers higher for the purposes of precognition. Buddhism Specialists are so in-tune with their spirit that they receive 40 Stamina Points at the beginning of each topic. These points may only be used on Buddhist techniques.
Bukijutsu
Bukijutsu, literally meaning "Weapon Techniques", is a Fighting Style that encompasses the fields of the use of all weapons other than the more specific styles of archery, swordplay, and puppetry. The Bukijutsu Fighting Style is broken down into two forms: "Jack-of-All-Trades" and "Master-of-One". The Jack-of-All-Trades (or "JoAT") relies on using many kinds of weaponry effectively, while the Master-of-One (or "MoO") excels at one type of weapon. When a character elects to train a Minor in Bukijutsu, their player must select one of the two paths for them to follow. They cannot take both paths.
Jack-of-All-Trades
  • Minor: Bukijutsu JoAT Minors can understand, learn, and use weapon techniques for any weapon (excluding swords, bows, and puppets). They start with a pool of standard quality weapons costing no more than 30,000 ryō. All weapons in this pool refresh at the beginning of a new topic. The contents of this pool, at all ranks of the Fighting Style, can be altered upon entering a village, so long as it stays within the budget. Bukijutsu Minors can create up to A-Rank custom bukijutsu techniques.
  • Major: Bukijutsu JoAT Majors are inherently ambidextrous. They can determine the advantages and disadvantages of any weapon. Their weapon pool's budget increases to 60,000 ryō. They gain a Major Advantage to their tracking, as well as a Minor Advantage to their Strength and Coordination with weapons (again, excluding swords, bows, an puppets). They can create up to S-Rank custom bukijutsu techniques.
  • Specialist: Bukijutsu JoAT Specs can treat any object as a weapon and can use their body with weapons in unorthodox ways. Their weapon pool's budget increases to 90,000 ryō. They gain a full tier to their tracking and a Major Advantage to their Strength and Coordination with weapons (still excluding swords, bows, and puppets). They can however now learn kenjutsu and kyūjutsu techniques, but cannot create customs for those styles.
Master-of-One
  • Minor: Bukijutsu MoO Minors choose one type of weapon. They understand this weapon perfectly, and can learn and use a weapon techniques related to it, as well as techniques for other weapons (excluding swords, bows, and puppets). Upon acquisition of the Bukijutsu MoO Minor, they gain 30,000 ryō to purchase weapons of their selected weapon type, which they may take to a craftsman in-character to purchase higher-quality gear. They can create up to A-Rank bukijutsu techniques for their chosen weapon type.
  • Major: Bukijutsu MoO Majors are inherently ambidextrous. They get 30,000 additional ryō with which to purchase their main weapon type (for a total 60,000, if this Fighting Style is selected at character creation). They gain a Major Advantage to tracking, as well as a Major Advantage in Strength and Coordination with their chosen weapon type. They can create S-Rank custom bukijutsu techniques for their chosen weapon type.
  • Specialist: Bukijutsu MoO Specialists inherently know the advantages and disadvantages of any weapon, especially as compared with their chosen weapon type, and they can use their body with their chosen weapon type in unorthodox ways. They get 30,000 additional ryō with which to purchase their main weapon type (for a total of 90,000 if this Fighting Style is selected at character creation). They gain a full tier to their tracking, and while wielding a weapon of their chosen type, they gain a Tier to their Wisdom for the purposes of precognition, as well as a Major Advantage in Strength and Coordination with that weapon.
Cybernetics
The finest engineers in the Empire invented mithril machines that functioned in a similar method to shinobi implants, but with a mechanical bent. These are primarily used to drastically increase effectiveness, whether it be in a physical or cerebral capacity. As one receives a higher level of aptitude in the fighting style, they are able to handle more of the day to day maintenance on their own. At its highest level, a cybernetics specialist is probably more machine than man – this affinity allows them to even make minor repairs on the fly.
  • Minor: A Cybernetics Minor receives three cybernetic enhancement slots that they may use to improve their bodies via advanced mithril-based machinery. These enhancements are limited to a maximum of Apprentice level quality. Cybernetics Minors may begin with sufficient cybernetic enhancements to fill their slots at no cost. Cybernetic enhancements must be registered as individual items in the Other Registrations board.
  • Major: A Cybernetics Major’s body has begun to truly bond with their enhancements. Their three enhancement slots may now hold mithril-based cybernetic enhancements of up to Journeyman quality. They may begin with sufficient cybernetic enhancements to fill these slots, or they may upgrade their old cybernetic enhancements to a higher quality at no cost. Cybernetics Majors also have a deep understanding of how their enhancements function, and are able to repair damaged cybernetics while in a friendly village at no cost. Cybernetic enhancements must be registered or upgraded as individual items in the Other Registrations board.
  • Specialist: A Cybernetics Specialist’s machine implants have integrated perfectly with their body, at times making it difficult to tell where the machinery ends and the human begins. Cybernetics Specialists have three slots for mithril-based cybernetics, which may range to Mastercraft in quality. In addition to being able to repair damaged cybernetics in a friendly village at no cost, Cybernetic Specialists’ knowledge of machinery is such that they are able to jury-rig a damaged cybernetic enhancement such that it will continue to function until the end of the topic or until it is destroyed again. Cybernetic enhancements must be registered or upgraded as individual items in the Other Registrations board.
Firearms
A staple of Imperial warfare for over three centuries, firearms technology has increased drastically in the last hundred. Gone are the days of single shot “boom-sticks.” With the introduction of rifling, clips and magazines, and advanced scoping technology, truly advanced weapons have been devised. With the advancements in technology, of course, come advancements in training as well. As one trains in this fighting style, they get successively better at fighting the recoil that comes with automatic and semi-automatic weapons. At the higher levels, they train their eyes to better see and track the target they’re aiming at, and gain the ability to specialize in a specific type of firearm.
  • Minor: Firearms Minors have received basic training in operating firearms. Their ability to judge and calculate for recoil is much higher than someone without this training, granting them the ability to reduce the recoil penalty from firearms by a Minor Advantage. They receive a Minor Advantage in Coordination while using firearms. They begin with one (1) firearm upon approval, whose total value cannot exceed 200,000 ryō.
  • Major: Firearms Majors possess either a great deal of experience in the field with or an extensive degree of training in the use of firearms. They're exceptional judges of recoil as well, decreasing the recoil penalty from firearms by a Major Advantage. They gain a Major Advantage in their Coordination and a full tier to their tracking while wielding firearms. Thirty bullets of the type of the Firearm Major’s choice will always be available to Firearms Majors when they return to a village. They begin with up to two (2) firearms upon approval, whose total value cannot exceed 300,000 ryō.
  • Specialist: Firearms Specialists true marksmen, and true marksmen are worth a thousand swordsmen. Firearms Specialists' recoil penalty from firearms is eliminated. A Firearms Specialist's aim is nearly spot-on and, by using their keen senses in conjunction with the environment around them, they can even predict the movements of the fastest of men, allowing them to track one additional tier higher than usual. They gain a Major Advantage in both Reflex and Coordination while using firearms. Sixty bullets of the type of the Firearm Specialist’s choice will always be available to them when they return to a village. Firearms Specialists begin with up to two (2) firearms upon approval, whose total value cannot exceed 400,000 ryō. Additionally, a Specialist may choose one of the following areas to focus on:
    • Pistolero: “What if it was one guy with six guns?” The Pistolero is a connoisseur of single-hand firearms, often employing one in each hand to double their firepower. A marvel to witness from afar, a nightmare to be near in combat, they spew fire and smoke like a modern-day dragon. An additional four (4) firearms are granted to the Pistolero (that must be pistols), and the amount of ammunition that is available to them when they return to a village is increased to a total of ninety bullets. They may negate their reduction to the recoil penalty for firearms to gain a tier in Reflex for reactions, hand and arm movement while wielding pistols.
    • Sniper: “Yeah, though I walk through the Valley of the Shadow of Death, I will fear no evil… for I am the baddest motherfucker in the Valley.” The Sniper is the quintessential rifleman, often formerly employed as scouts by the Imperial Marine Corps. With an amount of effort that consumes 5 Stamina Points, the Sniper may hold perfectly still and blend in with their surroundings, becoming invisible to all forms of sight (including dōjutsu, but not including non-visual forms of sensory) for as long as they remain still – this can be done while observed, but those who observe the act do not forget the Sniper’s last visible location. If an opponent is unaware of the Sniper’s position during that time, the Sniper may negate their reduction to the recoil penalty for firearms to decrease that opponent’s Wisdom by a full tier for the purpose of a single shot. They are comfortable with unusual and unique positions required to align a shot, and thus are trained to climb what would normally only be dubiously climbable and perch in positions that would normally seem improbable at best while keeping their arms free to fire their rifle. They additionally begin with one mechanical scope with a 5x zoom capability and a ghillie suit.
    • Shotgun Surgeon: “You any good with that thing?” “I’m a fucking surgeon, not that I have to be at this range.” The Surgeon prefers quantity over quality, firing shot in lethal blasts anywhere they perceive a threat. While shotguns’ performance against armor is usually poor, the Surgeon has learned their art well, and may target weak points in armor so that they can damage their opponent. Along with this training comes the ability to inflict horrific pain with their weapon, and may negate their reduction to the recoil penalty for firearms to inflict a penalty of a full tier to an opponent’s Constitution. Surgeons begin with two additional pump-action shotguns.
    • Commando: “This is my rifle, there are many like it, but this one is mine. And it’s plenty good enough to fuck you up.” The Commando, a product of a modern army with novel weaponry and experimental tactics, is a specialist in the use of quick, damaging strikes, just as their favored weapon issues rapid bursts. Experts in mobility, they favour using their surrounding terrain to gain the upper hand in landing the first strike. They may negate their reduction to the recoil penalty for firearms to gain a tier in Reflex for the purposes of moving while wielding firearms. They begin with an additional semiautomatic rifle.
    *When using firearms, the wielder receives a full tier penalty to Coordination as a result of recoil. Mechs with attached firearms do not suffer this penalty.
Fūinjutsu
Fūinjutsu, literally meaning "Sealing Techniques", is a Fighting Style that involves the manipulation of patterns of symbols (often referred to as a whole as formulae) to a variety of ends. The most common use of fūinjutsu, as the name implies, is as a means of containing one thing within another. On occasion, and usually only when performed by more skilled practitioners, fūinjutsu is used to achieve effects beyond containing or releasing things (e.g. as restraints, to control the chakra of an opponent, to transfer chakra from one person to another). Additionally, though experimentation with the subject matter is usually forbidden, fūinjutsu contains a sub-type of techniques known as juinjutsu (literally "cursed seal techniques").
  • Minor: Fūinjutsu Minors can understand and learn seals, and use sealing techniques. They can create up to A-Rank customs for fūinjutsu. They begin with one (1) scroll upon approval as well as training in the Enclosing Technique and the Unsealing Technique.
  • Major: Fūinjutsu Majors have high proficiency in the sealing arts, represented by a Major Advantage to their Wisdom when dealing with seals. They are capable of analyzing, disrupting, and breaking seals. Fūinjutsu Majors begin with two (2) scrolls upon approval. They can create up to S-Rank customs for fūinjutsu.
  • Specialist: Fūinjutsu Specialists are so incredibly well-versed in the intricacies of seal formulae that it is not uncommon for their fūinjutsu to be completely undecipherable to those with even a marginal degree less in training. They gain one (1) tier to their Wisdom when interacting with fūinjutsu and fūinjutsu techniques, and can train fūinjutsu techniques at half wordcount. They are skilled in analyzing, disrupting, altering, and breaking seals. Fūinjutsu Specialists can also create any of their seals without paper, transforming their memory and calculations into chakra-created ink. They begin with two (2) scrolls upon approval as well as training in the Enclosing Technique and the Unsealing Technique.
Genjutsu
Genjutsu, literally meaning "Illusionary Techniques", is a Fighting Style that involves the the manipulation of the chakra flow of a target's nervous system, influencing how they perceive the world around them. Though this is usually used to create optical illusions or cause a target to experience simulated pain. The actual variety of affects that genjutsu can be used to create is only limited by the imagination of its users.
  • Minor: Genjutsu Minors can understand, learn, and use genjutsu. They can create up to A-Rank customs for genjutsu. They can bypass the requirement to state the use of C-Rank genjutsu and below, effectively able to hide their use in any given post.
  • Major: Genjutsu Majors have increased attention to detail, granting them a Minor Advantage in Wisdom. They can bypass the requirement to state the use of B-Rank genjutsu and below. They can pierce genjutsu B-Rank and below without the use of Genjutsu Kai's hand seal (though they still have to expend the Stamina). Genjutsu Majors can create S-Rank customs for genjutsu. For each two tiers of Wisdom the Genjutsu Major has above a target, their genjutsu is treated one rank higher for the purpose of breaking the genjutsu (max of one rank bonus, max cost of S-rank).
  • Specialist: Genjutsu Specialists have trained an almost unmatched attention to detail, and can blend reality with illusion flawlessly, as is represented by a Major Advantage to their Wisdom. They can pierce genjutsu A-Rank and below without the use of Genjutsu Kai's hand seal. Genjutsu Specialists can bypass the requirements to state the use of genjutsu A-Rank and below. Genjutsu Specialists train genjutsu at half their normal wordcount. Furthermore, a Genjutsu Specialist is able to use Genjutsu Kai on their allies from up to 30 meters away (though in order to do this, they are always required to use Genjutsu Kai's hand seal). For each tier of Wisdom the Genjutsu Specialist has over their target, their genjutsu are treated as one rank higher for the purposes of being broken (with a maximum of a two-rank bonus, with a maximum total rank of S-Rank).

Note: You are required to state the use of genjutsu if they are of a higher rank than what the Fighting Style allows you to bypass, or if you do not possess this Fighting Style.
Ijutsu
Iijutsu, literally meaning "Medical Techniques", a practice that not only encompasses Medical Ninjutsu but extends to the entirety of practice of all branches of medicine. Though obviously, especially with regards to the extent of any one person's training, it cannot be expected that the typical shinobi versed in ijutsu has a full understanding of every medical specialty, most with formal training have the working knowledge and practice required to engage in field medicine and trauma surgery. As with all Fighting Styles, the practical power of ijutsu expands exponentially for those who specialize in it, with the most well-renowned ijutsu practitioners being regarded as having mastered death. The signature feature of ijutsu techniques is the chakra control required to use them, as exemplified by the Chakra Enhanced Strength and Chakra Scalpel techniques.
  • Minor: Ijutsu Minors can understand, learn, and use ijutsu techniques, and have practical anatomical and diagnostic training. They can create up to A-Rank customs for ijutsu. Ijutsu Minors begin with the Mystical Palm Technique and a field medicine kit.
  • Major: Ijutsu Majors have incredibly well-practiced chakra control, granting them 50 Stamina Points at the start of each topic. These Stamina Points can only be used on Ijutsu techniques. They have extensive knowledge of anatomy, can perform surgery (notably including transplants). They are also well-versed in commonly-used poisons and how to counter them, granting the ability to craft apprentice-level antidotes. Ijutsu Majors gain a Minor Advantage to Coordination when attacking an enemy's vital organs. Ijutsu Majors can create S-Rank customs for Ijutsu.
  • Specialist: Ijutsu Specialists are master surgeons, practically always trained to be able to keep calm under the most stressful of situations in battle. Ijutsu Specialists can train ijutsu techniques at half wordcount. The extent of their mastery of medical fields including (but not limited to) anatomy, surgery, and the diagnosis of both toxins and diseases as present in the human body grant Ijutsu Specialists the ability to craft journeyman-level antidotes. They gain a Major Advantage to Coordination when attacking vital organs. Ijutsu Specialists also have the 50 Stamina Point bonus from Ijutsu Major increased to 100 Stamina Points. The same limits apply.
Kenjutsu
Kenjutsu, literally meaning "Sword Techniques", is a Fighting Style that is deceptively simple. In the simple form that most understand it, the Kenjutsu Fighting Style is a series of techniques that its users practice in order to better wield a blade. To those trained in it, kenjutsu techniques are a means of best using the simplest form of weapon known to man. The nuances that eventually developed into different schools on the philosophy of swordplay best represent the centuries of development that the Fighting Style has evolved through. In the modern era, the shinobi and samurai best renowned for their skill with a sword have often implemented the use of Chakra Flow (though in the case of the samurai, the use of the more well-developed Samurai Sabre Technique is more common), though the use of other techniques has made practitioners of the style legend in the past.
  • Minor: Kenjutsu Minors can learn and use kenjutsu techniques. They can create up to A-Rank customs for kenjutsu. They gain one (1) basic sword upon approval.
  • Major: Kenjutsu Majors are inherently ambidextrous, and are skilled in pinpointing the flaws in the attack and defense patterns of their opponents. They gain a full tier to their tracking, as well as a Minor Advantage to their Strength, Reflex, and Coordination. Their Chakra Flow is treated as if it were a rank higher than its cost. They can create S-Rank customs for kenjutsu. A Kenjutsu Major gains two (2) basic swords upon approval.
  • Specialist: Kenjutsu Specialists are masters of swordplay, and some have even been known to utilize more than two swords at a time with the utmost skill. The gain a full tier and a Major Advantage to their tracking, as well as Two Major Advantages and a Tier to distribute among their Strength, Reflex, and Coordination as the player sees fit. Their Chakra Flow is treated as if it were a rank higher than its cost. Kenjutsu Specialists may select one sword they own to make their "signature sword". Their signature sword is treated as two (2) ranks of crafting higher, up to masterwork, for the purposes of durability. A Kenjutsu Specialist gains four (4) basic swords upon approval.
Kuchiyose
Kuchiyose, literally meaning "Summoning", is the art of, well, summoning. It is the ability of a person to utilize the most common Space-Time ninjutsu, which generally involves signing a contract with a specific group of creatures. Masters of the Art of Summoning are able to turn the tides of battle by summoning powerful and versatile allies to aid them in a battle, and provide utilities that the summoner themselves may be lacking. The most talented of summoners are even said to be able to sign multiple contracts, further increasing their versatility and strength.
  • Minor: Kuchiyose Minors understand summoning contracts, and can learn and use summoning techniques. Kuchiyose Minors can create their own custom contract with a unique type of creature. They can create up to A-Rank custom summons and summoning techniques. They begin with Kuchiyose no Jutsu.
  • Major: Kuchiyose Majors are adept enough with the process of summoning they can perform the Summoning Technique with half the usual number of hand seals (rounded down, as with the Ninjutsu Fighting Style's perk). They may choose one summon to be their Partner. Partnered summons receive a Major Advantage to the stat that is their summoner's highest base stat. If it is a tie, the summoner chooses. Additionally, the cap on the sum of the value of their summons in SP that they can have summoned at any one time is increased by 1,000. They can create S-Rank custom summons and summoning techniques.
  • Specialist: Kuchiyose no Jutsu is second-nature to a Kuchiyose Specialist, allowing them to perform it without the use of hand seals. Their partnered summon is granted Major Advantage to both the Kuchiyose Specialist's highest and next-highest Attributes (at their base values; if multiple Attributes are the Kuchiyose Specialist's highest or next-highest Attribute, they may select which Attribute is effected). Additionally, the cap on the sum of the value of the Kuchiyose Specialist's summons in CP that they can have summoned at any one time is increased by 2,000. Lastly, a Kuchiyose Specialist's talent with and knowledge of summoning contracts allows them to sign a second contract (though they can still only create one custom contract; effectively, this allows a Kuchiyose Specialist to sign a contract belonging to another person in-character).
Kugutsu
Kugutsu, literally meaning "Puppet Techniques", is an incredibly specialized variant of bukijutsu. Its users manipulate a special tool type that gives the Fighting Style its name, with Chakra Threads. In attaching the threads to the puppets' joints, kugutsutsukai (literally meaning "puppeteer"; a term commonly used to refer to practitioners of the Kugutsu Fighting Style) can freely manipulate each puppet like a marionette, and in doing so often make use of traps and weapons hidden inside of the puppet to gain the upper hand in combat. Though any actual number of threads can be used to manipulate any one puppet, the number of puppets that can be controlled by a single user is considered to be a sign of skill with the Fighting Style.
  • Minor: Kugutsu Minors understand mechanics, and can learn and use kugutsu techniques (as well as bukijutsu that function as a part of or through their puppets). They can create up to A-Rank puppets and customs for kugutsu, and begin with access to one puppet on approval (with a 50,000 ryō budget), as well as the Chakra Threads technique and the Puppet Technique. They also receive a budget of 50,000 ryō that can be used to make repairs upon visiting a village (and as with the Bukijutsu pool, this budget refreshes with each entry of a village).
  • Major: Kugutsu Majors are able to use chakra threads to much more exact effect, granting them a Minor Advantage to their Coordination. The budget for the puppet that they begin with and their budget for repairs increase to 100,000 ryō each. Kugutsu Majors are taught to experiment with poison for application as a part of the hidden traps and weapons of their puppets, allowing them to craft apprentice-level poisons. They can create puppets and custom kugutsu techniques up to S-Rank.
  • Specialist: Kugutsu Specialists are capable of working in almost any environment. They are adept at setting traps and launching surprise attacks, functioning best in conditions where they are most primed to abuse their opponents' lack of information. These skills translate into a reduction of a Kugutsu Specialist's opponents' precognition by a tier toward the Kugutsu Specialist's puppets' traps and hidden weaponry. The budget for the puppet that they begin with and their budget for repairs increase to 200,000 ryō each, and they receive a Major Advantage to their Coordination as a result of their extensive practice with their Fighting Style. They have are also almost always more intimately experienced with poisons, allowing them to craft journeyman-level poisons.

Note: All those trained in the Kugutsu Fighting Style can utilize weapon-based techniques (which would, if used by a person, be considered bukijutsu) that function as part of or through their puppets.
Kyūjutsu
Kyūjutsu, literally meaning "Archery Techniques", is the use of a bow and arrow to preform various techniques. Masters of Kyūjutsu have impeccable eyesight and incredible aim, and are the utmost masters of ranged combat. Distance offers little protection from these death-dealers. Some are even known to utilize Chakra Flow through their projectiles, to increase their potency far beyond what a normal arrow is capable of.
  • Minor: Kyūjutsu Minors can learn and use kyūjutsu techniques. They start with a basic bow, twenty basic arrows, and a quiver. They can create up to A-Rank customs for kyūjutsu.
  • Major: Kyūjutsu Majors have almost inhuman visual acuity, allowing them to clearly see everything throughout a topic at all distances, so long as they can keep a line of sight. They gain a Major Advantage to their tracking, a Major Advantage to their Coordination, and a Major Advantage in Strength (with the latter being exclusively for familiarity with the draw strength of their bows). As a part of becoming more accustomed with archery at a shorter range, and as a part of leveraging their superior vision, Kyūjutsu Majors can identify the weak points of armor at a glance, noting the joints and joins where metal plates give way to mail and leather. Kyūjutsu Majors gain another forty basic arrows. Kyūjutsu Majors can create S-Rank customs for kyūjutsu.
  • Specialist: Kyūjutsu Specialists have trained their eyes for years, granting them the Eagle Eye perk. The Eagle Eye perk grants Kyūjutsu Specialists perfect vision until the horizon, so long as they can maintain a line of sight. If they have a vantage point (an elevated position determined to be applicable for this perk via approval by a member of Staff), they can identify roughly the events of any topic in the land forum that they are in. They are granted a full tier to their tracking, and a Major Advantage to their Coordination and Strength (again, as it relates to draw strength). In combat, they may select a target, granting them an additional Major Advantage to their tracking of that individual, as well as a tier to their Wisdom for the purposes of precognition with regards to that individual's movements and actions. This target's selection may not be changed until the target exits the topic or is neutralized. Kyūjutsu Specialists receive another forty free arrows.
Medicine
With the collapse of the Faith and its powers, scientists in the shattered remnants of the Empire scrambled to find away to treat injuries and diseases. Everything from the most minor cuts to serious diseases would have been cured with a prayer – after the Emperor’s death, they had to start from scratch. As a matter of life and death, it did not take long for the technological renaissance to make its way to medical technology. Imperials with this fighting style use such tools (which need not be purchased) to heal many of those aforementioned ailments.
  • Minor: Medicine Minors can understand, learn, and use Medicine techniques, and have practical anatomical and diagnostic training. They can create up to A-Rank Medicine customs. Medicine Minors begin with a field medicine kit.
  • Major: Medicine Majors have incredible knowledge on the application of healing techniques, granting them 50 Stamina Points at the start of each topic. These Stamina Points can only be used on Medicine techniques. They have extensive knowledge of anatomy, can perform surgery (notably including transplants). They are also well-versed in commonly-used poisons and how to counter them, granting the ability to craft apprentice-level antidotes. Medicine Majors gain a Minor Advantage to Coordination when attacking an enemy's vital organs. Medicine Majors can create S-Rank Medicine customs.
  • Specialist: Medicine Specialists are master surgeons, practically always trained to be able to keep calm under the most stressful of situations in battle. Medicine Specialists can train Medicine techniques at half wordcount. The extent of their mastery of Medicine fields including (but not limited to) anatomy, surgery, and the diagnosis of both toxins and diseases as present in the human body grant Medicine Specialists the ability to craft journeyman-level antidotes. They gain a Major Advantage to Coordination when attacking vital organs. Medicine Specialists also have the 50 Stamina Point bonus from Medicine Major increased to 100 Stamina Points. The same limits apply.
Ninjutsu
Ninjutsu, literally meaning "Ninja Techniques", is one of the primary Fighting Styles of all Shinobi. Usually performed by molding and shaping chakra through the use of handseals, Ninjutsu can be used to perform otherworldly tasks. Dragons of flame, walls of earth, torrents of water, all are under the jurisdiction of Ninjutsu. Shape and Nature transformations make up the vast majority of this Fighting Style.
  • Minor: Ninjutsu Minors can learn and use ninjutsu. They can create up to A-Rank customs for ninjutsu. Ninjutsu Minors use 25% fewer hand seals (rounding down, to a minimum of one hand seal) when performing ninjutsu.
  • Major: Ninjutsu Majors are well-experienced in the arts of shape transformation and nature transformation, having spent large spans of time practicing the mastery of both. Ninjutsu Majors receive a Minor Advantage to their Coordination, and can perform hand seals as if the Attribute used were a Minor Advantage higher. They use 50% fewer hand seals (this perk can reduce the number of hand seals required to zero) for a single chosen element, which can be an advanced element if the Ninjutsu Major in question has one. Ninjutsu Majors also use 25% fewer hand seals for every other type of ninjutsu (to a minimum of one (1) hand seal). At the start of each topic, Ninjutsu Majors gain 30 Stamina Points. These Stamina Points must be spent on ninjutsu. Ninjutsu Majors can create S-Rank customs for ninjutsu.
  • Specialist: Ninjutsu Specialists are masters of shape and nature transformation, and are usually veterans in the use of ninjutsu in live combat. Ninjutsu Specialists gain a Major Advantage to their Coordination, and can perform hand seals as if the Attribute used were a Major Advantage higher. Ninjutsu of a single chosen element are treated as one (1) rank more powerful (to a maximum of S-Rank; if an Attribute-boosting technique is increased in power in this manner, the effects of diminishing returns are lessened by a Minor Advantage for each tier of each effected Attribute). Ninjutsu Specialists use 50% fewer hand seals on all techniques (rounding down; this perk can reduce the number of required hand seals to zero). Ninjutsu Specialists may select one (1) technique that they know and permanently reduce the amount of hand seals that it requires to one (1; does not stack with the 50% reduction modifier from the earlier perk). Ninjutsu Specialists receive a pool of 60 Stamina Points at the beginning of each topic. These Stamina Points may only be used to pay for ninjutsu.
Piloting
[Description]
  • Minor: Pilot Minors understand the general mechanics for the use of constructing and operating mithril-powered machines of war, known as mechs. Pilot Minors may create Mechs up to A-Rank. They begin with a starting budget and repair budget of 50,000 ryo for their mech. Mechs are created using the Puppet & Mech Rules and are posted in the Other Registrations board.
  • Major: Pilot Majors receive a starting budget and repair budget of 100,000 ryo for their mech. Pilot Majors may create Mechs up to S-Rank. They receive a Major Advantage boost to their Coordination for the purposes of controlling their mech. Mechs are created using the Puppet & Mech Rules and are posted in the Other Registrations board.
  • Specialist: Pilot Specialists receive a starting budget and a repair budget of 200,000 ryo for their mech in addition to starting with the Advanced Pilot Education technique already learned. They receive a Major Advantage boost to their Coordination for the purposes of controlling their mech. Mechs are created using the Puppet & Mech Rules and are posted in the Other Registrations board. Their Major Advantage to Coordination also transfers to their mech for the purpose of the mech using Firearms and Firearms related techniques.
Sensory
Kanchi Taipu, literally meaning "Perception Type", are Shinobi capable of detecting the presence of others, commonly through the target's chakra. Skilled Sensors are capable of amazing feats, such as detecting targets from great distances, to discern the intent and amount of Chakra used in techniques, and the ability to completely suppress their own Chakra to go unnoticed. Extreme examples of aptitude in this field even show that Sensors can trace a Chakra Signature back to relatives or villages.
  • Minor: Sensory Minors understand chakra signatures, and can learn and use sensory techniques. They begin with the Sensing Technique. Using this technique, a Sensory Minor is capable of sensing up to four (4) chakra signatures at once on the battlefield, within a 100-meter range. Sensory Minors are capable of sensing characters' amounts of chakra (as represented by their Stamina). Sensory Minors are capable of passively sensing beings with enormous chakra; they are alerted if anyone with Godlike or higher Stamina enters their sensory range (even if the Sensing Technique is not active). Sensory Minors can create up to A-Rank customs for sensory.
  • Major: Sensory Majors are capable of sensing six (6) chakra signatures at once on the battlefield, within a 200-meter range. Sensory Majors are capable of sensing the fluctuation, intent, and amount of chakra. While the Sensing Technique is active, Sensory Majors gain a Minor Advantage to their Reflex and Coordination for the purposes of evasion. Sensory Majors are capable of passively sensing beings with Legendary or higher Stamina within their range. Sensory majors are capable of creating S-rank customs for sensory.
  • Specialist: Sensory Specialists can sense all chakra signatures within a 350-meter range. Sensory Specialists are capable of sensing fluctuation, intent, amount, and nature transformation of chakra. Sensory Specialists are able to detect if an individual is caught in a genjutsu by focusing on their chakra flow (a Sensory Specialist cannot perform this on themselves). While using the Sensing Technique, Sensory Specialists are granted a Major Advantage to their Reflex and Coordination for the purposes of evasion. Sensory Specialists are capable of passively sensing beings of Epic or higher Stamina within their range.

Note: For Sensory Minors and Sensory Majors, the largest chakra signatures are prioritized when determining who can be sensed, though this priority is overriden by those who the Sensory Minor or Major can actively see and focus upon (though again, from among those people, the largest signatures are prioritized). Also, passively sensing large chakra signatures does not inform the sensor of anything besides the fact that a large chakra signature exists nearby (fluctuation, intent, and nature transformation cannot be sensed passively).
Taijutsu
Taijutsu, literally meaning "Body Techniques", refers to any techniques involving the martial arts or the optimization of natural human abilities. Taijutsu rarely uses Chakra, instead using the Stamina and Strength gained through training; though Chakra can be used to enhance Taijutsu. The right Style for those who want to save their time and Chakra, instead relying on physical attributes. Taijutsu is simply put: Hand-to-Hand combat.
  • Minor: Taijutsu Minors understand what it means to be a martial artist. They can learn and use taijutsu. Taijutsu Minors are trained in the body's weak points and how best to strike them. They may choose a specific Taijutsu style as their Signature Style. Taijutsu Minors receive 30 Stamina Points that may be spent only on their Signature Style and its subtechniques. Taijutsu Minors can create up to A-Rank customs for taijutsu.
  • Major: Taijutsu Majors are trained to better exploit the body's weak points and positions. In addition to their Signature Style pool, Taijutsu Majors receive three Minor Advantages when preforming Taijutsu. They may be distributed among the six stats however the Major sees fit; however, this distribution must be chosen at the time that Taijutsu Major is acquired, and cannot normally be changed. Maximum of one tier in any single stat. Taijutsu Majors can create up to S-Rank customs for taijutsu.
  • Specialist: Taijutsu Specialists are experts in close-quarters fighting and exploiting the body's weaknesses. Taijutsu Specialists gain a tier to their tracking. Taijutsu Specialists must choose a single taijutsu style (e.g. Style of the Strong Fist) as their signature style. They receive a pool of 60 Stamina Points at the beginning of each topic, which can only be spent on the Taijutsu Specialist's signature style. Lastly, Taijutsu Specialists receive six Minor Advantages when performing taijutsu. They may be distributed among the Taijutsu Specialist's Attributes however they see fit (with a total of up to one (1) tier in any single Attribute). The Taijutsu Specialist's distribution of Minor Advantages must be chosen at the time that the Taijutsu Specialist is acquired, and cannot normally be changed.


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