Apr 7, 2021 4:25:53 GMT
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Diving into the role of a shinobi and building relationships and exploring plot are the focus of Rising Spirit. Alongside character development and growth, the journey of climbing the ranks and becoming stronger are mainstays as well.
Proficiencies
Rather than extensive jutsu lists, types of jutsu are broken into categories and a character's proficiency in an art determines their strengths and limitations.
Rookie
A rookie level proficiency means that a character has just begun to understand the fundamentals of the skillset. For martial skills this means basic formal training in the use of the skill that could narrowly outmatch an untrained civilian or match the skill of a bandit. Other proficiencies have only the building blocks of usefulness. For example a fuinjutsu proficiency might allow for sealing a single weapon in a scroll or a water release proficiency might allow one to gently move existing water.
Apprentice
An apprentice rank proficiency represents more familiarity with the basics than before. An apprentice is able to make practical use of their proficiencies, although the variety of their talents and magnitude of jutsu are still relatively minor. Being able to deceive a single sense without completely shutting it down would be an example of apprentice level genjutsu. Being able to create small personal walls and small earth spears with a doton proficiency would also be acceptable.
Journeyman
A journeyman proficiency level is the most varied, some journeyman might focus on a narrow approach to doing one or two approaches very well or they might focus more on learning additional practical uses for their skillset. Martial arts at this level are able to narrowly surpass Olympian level athletes in feats of skill and prowess. Fireball jutsu falls within the scope of a journeyman skillset for fire release.
Veteran
Possessing a veteran proficiency a character will possess a variety of highly impactful uses of an art. Martial arts such as taijutsu and forms of bukijutsu are considered to be at a superhuman skill level. Ninjutsu skills with high impact areas and degrees of control are possible at this level, such as performing the water dragon jutsu- although a lot of excess chakra goes to waste with these larger techniques.
Master
A master level proficiency leaves little to be desired in terms of strength or versatility in the art. The technique of martial artists at this level is highly refined in a plethora of styles that can be adapted to many situations. Larger ninjutsu techniques become easier to use without wasting excess chakra. Masters with arts capable of large areas of effect such as ninjutsu can destroy up to a city block, but such techniques extremely inefficient for their chakra reserves.
Grand Master
A grand master level proficiency reaches the pinnacle of what can be done with an art, this is typically the level of a kage's primary proficiency. Generally speaking they are able to achieve similar results to that of a master, but with a higher degree of skill that sets them apart when compared by an analytical eye. Grand Masters are also able to perform difficult and costly maneuvers with far less drain on their stamina or chakra. The upper limits of proficiencies focused on mass destruction are much lower than what is seen in the series, nothing larger than city-block level destruction will be approved.
Reaching Grand Master requires that a character has at least one other proficiency at the rank of master (separate from the one they are upgrading). The character must also have three S-Rank missions or S-Rank events completed. Only one proficiency per character can reach this level.
Basic General Techniques
Basic general techniques are common jutsu taught to shinobi in academy. These are taught as part of the academy curriculum, and all shinobi characters start with them. Non-shinobi characters can learn these techniques individually by submitting evidence of a training thread where they learn the jutsu from someone who already knows them.
Important Note: On Rising Spirit walking on walls is an earth release technique and walking on water is a water release technique. They are not something every shinobi has access to.
Non-Shinobi
Option 1. Begin with one apprentice proficiency and two rookie.
Option 2. Begin with one journeyman level proficiency and one rookie.
Genin
Option 1. Begin with taijutsu, shurikenjutsu*, stealth, and two additional proficiencies. One proficiency at apprentice level and the others at rookie.
Option 2. Begin with taijutsu, shurikenjutsu*, stealth, and one additional proficiency. Two at apprentice level and two at rookie.
Chunin (Requires a Rank Claim)
Option 1. Begin with taijutsu, shurikenjutsu*, stealth, and two additional proficiencies. One proficiency at journeyman level and the others at apprentice.
Option 2. Begin with taijutsu, shurikenjutsu*, stealth, and one additional proficiency. Two at journeyman level and two at apprentice.
Jounin (Requires a Rank Claim)
Option 1. Begin with taijutsu, shurikenjutsu*, stealth, and two additional proficiencies. One proficiency at veteran level and the others at journeyman.
Option 2. Begin with taijutsu, shurikenjutsu*, stealth, and one additional proficiency. Two at veteran level and two at journeyman.
*You may substitute shurikenjutsu with another form of bukijutsu if desired.
Character Abilities
Diving into the role of a shinobi and building relationships and exploring plot are the focus of Rising Spirit. Alongside character development and growth, the journey of climbing the ranks and becoming stronger are mainstays as well.
Proficiencies
Rather than extensive jutsu lists, types of jutsu are broken into categories and a character's proficiency in an art determines their strengths and limitations.
Rookie
A rookie level proficiency means that a character has just begun to understand the fundamentals of the skillset. For martial skills this means basic formal training in the use of the skill that could narrowly outmatch an untrained civilian or match the skill of a bandit. Other proficiencies have only the building blocks of usefulness. For example a fuinjutsu proficiency might allow for sealing a single weapon in a scroll or a water release proficiency might allow one to gently move existing water.
Apprentice
An apprentice rank proficiency represents more familiarity with the basics than before. An apprentice is able to make practical use of their proficiencies, although the variety of their talents and magnitude of jutsu are still relatively minor. Being able to deceive a single sense without completely shutting it down would be an example of apprentice level genjutsu. Being able to create small personal walls and small earth spears with a doton proficiency would also be acceptable.
Journeyman
A journeyman proficiency level is the most varied, some journeyman might focus on a narrow approach to doing one or two approaches very well or they might focus more on learning additional practical uses for their skillset. Martial arts at this level are able to narrowly surpass Olympian level athletes in feats of skill and prowess. Fireball jutsu falls within the scope of a journeyman skillset for fire release.
Veteran
Possessing a veteran proficiency a character will possess a variety of highly impactful uses of an art. Martial arts such as taijutsu and forms of bukijutsu are considered to be at a superhuman skill level. Ninjutsu skills with high impact areas and degrees of control are possible at this level, such as performing the water dragon jutsu- although a lot of excess chakra goes to waste with these larger techniques.
Master
A master level proficiency leaves little to be desired in terms of strength or versatility in the art. The technique of martial artists at this level is highly refined in a plethora of styles that can be adapted to many situations. Larger ninjutsu techniques become easier to use without wasting excess chakra. Masters with arts capable of large areas of effect such as ninjutsu can destroy up to a city block, but such techniques extremely inefficient for their chakra reserves.
Grand Master
A grand master level proficiency reaches the pinnacle of what can be done with an art, this is typically the level of a kage's primary proficiency. Generally speaking they are able to achieve similar results to that of a master, but with a higher degree of skill that sets them apart when compared by an analytical eye. Grand Masters are also able to perform difficult and costly maneuvers with far less drain on their stamina or chakra. The upper limits of proficiencies focused on mass destruction are much lower than what is seen in the series, nothing larger than city-block level destruction will be approved.
Reaching Grand Master requires that a character has at least one other proficiency at the rank of master (separate from the one they are upgrading). The character must also have three S-Rank missions or S-Rank events completed. Only one proficiency per character can reach this level.
General Techniques
Basic General Techniques
Basic general techniques are common jutsu taught to shinobi in academy. These are taught as part of the academy curriculum, and all shinobi characters start with them. Non-shinobi characters can learn these techniques individually by submitting evidence of a training thread where they learn the jutsu from someone who already knows them.
Rope Escape
Simply put this jutsu is used to wriggle ones way out of simple rope bindings.
Cloak of Invisibility
This jutsu uses camouflaged cloth to blend in with an object in the environment for stationary surveillance.
Kai
This technique is made to counter genjutsu, but it costs more to expel the genjutsu than that of the illusionist that cast it. It is best used to create a window of opporitunity to counterattack.
Transformation Jutsu
This jutsu allows the user to transform themselves into something else after performing several hand seals. Impersonating someone else is the most common, but animals and objects that the character is familiar with can be the subject of a transformation as well. The transformation can be within a quarter to double the characters mass, and they have the physical traits they are impersonating with the exception of things like secreting poison. The further away from their own body shape a person is, the harder it will be to move effectively and hide flaws. Particularly observant or suspicious characters may be able to find differences in a transformation and the real thing. A physical strike will dispel this technique. Proficiencies that require chakra can be used with this technique.
Clone Jutsu
After several hand seals, this jutsu creates an intangible doppelganger that can move but does not interact with the environment. They are often used as decoys to reduce the odds of being hit. These doppleganger do not have shadows, do not kick up dust, or disturb the grass as they step. This makes the value of the technique dependent on a variety of factors such as the opponents experience and the environment.
Body Flicker
A jutsu that requires a hand seal to perform, the user is able to move a short distance at an almost untraceable speed. It is predominantly used for travel, as in combat the technique lacks precision and leaves the user vulnerable to attack as they adjust to coming out of the flicker in a disoriented state.
Body Replacement
A jutsu that combines misdirection along with cover and the body flicker technique in order to avoid an attack. It requires a nearby object around the size of a human torso, such as a log, which is transformed to look like the user. At the last moment the shinobi moves the object into their place and replaces themselves while flickering behind cover or concealment. This jutsu takes several hand seals to prepare but can be held as long as the user performs no other actions or moves away from the vicinity of the object they will replace with. The hand seals for this are recognized by shinobi, making it situational at best against them.
Important!: You have to write in an appropriate environment to perform a substituition in the post prior to the one it is performed: you can not suddenly write in a place to use for cover or an object to substitute with in the same post.
Important Note: On Rising Spirit walking on walls is an earth release technique and walking on water is a water release technique. They are not something every shinobi has access to.
New Character Starting Abilities
Non-Shinobi
Option 1. Begin with one apprentice proficiency and two rookie.
Option 2. Begin with one journeyman level proficiency and one rookie.
Genin
Option 1. Begin with taijutsu, shurikenjutsu*, stealth, and two additional proficiencies. One proficiency at apprentice level and the others at rookie.
Option 2. Begin with taijutsu, shurikenjutsu*, stealth, and one additional proficiency. Two at apprentice level and two at rookie.
Chunin (Requires a Rank Claim)
Option 1. Begin with taijutsu, shurikenjutsu*, stealth, and two additional proficiencies. One proficiency at journeyman level and the others at apprentice.
Option 2. Begin with taijutsu, shurikenjutsu*, stealth, and one additional proficiency. Two at journeyman level and two at apprentice.
Jounin (Requires a Rank Claim)
Option 1. Begin with taijutsu, shurikenjutsu*, stealth, and two additional proficiencies. One proficiency at veteran level and the others at journeyman.
Option 2. Begin with taijutsu, shurikenjutsu*, stealth, and one additional proficiency. Two at veteran level and two at journeyman.
*You may substitute shurikenjutsu with another form of bukijutsu if desired.