All shinobi are trained in at least the basics of moving quietly, but stealth is also employed by all manner of creatures from thieves to criminals.
In roleplay stealth is somewhat difficult to quantify, but generally speaking there are many factors that come into play including visibility, skill, environment, and the awareness of an opponent. Some shinobi are more or less impossible to sneak up on, such as those with an active byakugan or sensory ability active. Others possess traits that provide them additional means to passively detect (such as enhanced hearing or scent).
One trained in stealth is also better at detecting attempts of others to go unseen: it is easier to spot something when you know the techniques being used. Please use your best judgements and avoid no-selling stealth proficiency or the counters to it.
Special: You can incorporate some other proficiencies into stealth attempts in order to improve it, a classic example being the hidden mist technique.
Weapon skill proficiencies are a popular choice for all types of warrior. Like taijutsu, weapon use by itself consumes no chakra. In comparison to taijutsu, a novice in bukijutsu is much more deadly with their strikes, but learning weapon forms to improve accuracy and technique take more time investment than open handed martial arts. Increasing a bukijutsu proficiency also improves physical capabilities, but only half as much as taijutsu does.
As a bukijutsu user becomes more skilled they also often upgrade their equipment. Journeyman often possess equipment that can take to chakra to enhanced the physical properties of the blade. Highly skilled weapon experts that have dabbled in ninjutsu may have weapons that can project a basic elemental attack from itself or might possess some unique abilities. Grand masters often carry legendary weapons with a plethora of unique abilities. Make sure to describe your character's weapons in the ability description.
Each type of bukijutsu takes up a proficiency slot.
Clarification: Unlike taijutsu, which requires nintaijutsu to utilize elements in physical attacks and enhancement, bukijutsu users can start encorporating other proficiencies they have into their weapon strikes at around journeyman level. The effectiveness of application is determined by ranks in both proficincies. You will want to write these details in the bukijutsu section of the app. This trait does not grant buki users access to elemental armor techniques that are exclusive to some nintaijutsu.
Shurikenjutsu (Thrown Projectiles) Weapons predominantly made for throwing fall under shurikenjutsu, and this also includes using said weapons in melee combat (such as stabbing with a kunai). Shurikenjutsu is a good choice for mid-ranged combat and an excellent choice for engaging others quickly. Compared to other bukijutsu, shurikenjutsu is somewhat less lethal due to the size of the weapon, but very skilled hands can hit targets in all the right places to make up for that.
Shurikenjutsu also includes the usage of smokebombs, explosive tags, etc. Explosive tags are small localized explosions that would be capable of maiming/breaking bones on a small area of the body where the blast impacts.
Kenjutsu (Swordplay) Swords are the go to weapon of samurai and some shinobi. Able to deliver piercing or slashing attacks, swords come in many shapes and sizes. It is a superb choice for melee combat, as even the untrained can usually deal significant damage with these weapons. It takes skill and discipline to use the weapon with agility and accuracy. Swords normally make for lousy throwing weapons, but some masters can achieve a mid-ranged boomerang-like effect with their blades.
Kyujutsu (Archery) A weapon style that has superior range to any other weapon or ninjutsu, kyujutsu proficiency increases the accuracy and precision of archery. At high levels of skill an archer is able to shoot and run and perform incredible shots. Archery by itself isn't capable of being used to fire multiple arrows at a time, but a couple of avenues exist to overcome this weakness (Fuinjutsu & Shadow Clone). As a melee weapon, even a chakra enhanced bow is pretty ineffective.
Other Bukijutsu There are many other weapon styles one can choose from. Onojutsu (axes), Bojutsu (staves), Tessenjutsu (fans), and many more. If you can't figure out the Japanese name for it, it is perfectly fine just to put the weapon type in English for the proficiency. Keep in mind any weapon made predominantly for throwing is shurikenjutsu.
Taijutsu encompasses the martial arts. The journey to improving taijutsu comes from learning and incorporating many different close combat styles and techniques into ones arsenal, while also building physical fitness to hone the body into a weapon.
Using taijutsu alone, one can easily put pressure on traditional ninjutsu users who rely on making hand seals. Taijutsu does not tap into chakra, making it a popular choice for many shinobi to supplement their talents with. Without supplementation, taijutsu is ineffective when an opponent can keep a martial artist out of range. This can be hard because developing taijutsu also increases agility with each rank.
The about section is where you should fill out important details about your characters life and who they are. The goal for this section is to write the things that will help other writers plot with your character. Personality traits, likes and dislikes, hobbies, and more can be added in an open format. You are okay to use lists for that but please do include at least a few paragraphs of writing.
We aren't really looking for a full on character history in this section, although you should include things that your character is known for. We should also be able to tell what village they are from, if they are a missing ninja, or a wanderer when we read this section. With that in mind, there should not be any information in this section regarding abilities not in the next section. Nothing in the about section should give your character an unfair advantage against other shinobi of their rank in combat.
In case you missed it, once you are done with your app, make sure to notify staff that the character is ready to be reviewed.
Proficiencies
Taijutsu [Apprentice] Sed at sagittis dui. Pellentesque tincidunt elementum nunc ut tincidunt. Nunc pellentesque massa eu efficitur bibendum. Phasellus luctus quis libero nec dignissim. Curabitur eleifend tortor lacus. Praesent et odio ut sapien efficitur porttitor.
Shurikenjutsu [Rookie] Sed at sagittis dui. Pellentesque tincidunt elementum nunc ut tincidunt. Nunc pellentesque massa eu efficitur bibendum. Phasellus luctus quis libero nec dignissim. Curabitur eleifend tortor lacus. Praesent et odio ut sapien efficitur porttitor.
Stealth [Rookie] Sed at sagittis dui. Pellentesque tincidunt elementum nunc ut tincidunt. Nunc pellentesque massa eu efficitur bibendum. Phasellus luctus quis libero nec dignissim. Curabitur eleifend tortor lacus. Praesent et odio ut sapien efficitur porttitor.
Fire Release [Rookie] Sed at sagittis dui. Pellentesque tincidunt elementum nunc ut tincidunt. Nunc pellentesque massa eu efficitur bibendum. Phasellus luctus quis libero nec dignissim. Curabitur eleifend tortor lacus. Praesent et odio ut sapien efficitur porttitor.
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Face Claim Series Name
Firstname Lastname looks like Character Name.
[div][attr="class","APP1"][div align="center"][attr="class","APP2"][img src="https://i.ibb.co/60YMLGV/image.png" alt="500px width please"][/div][div][attr="class","APP3"][h1]About First-Name[/h1] The about section is where you should fill out important details about your characters life and who they are. The goal for this section is to write the things that will help other writers plot with your character. Personality traits, likes and dislikes, hobbies, and more can be added in an open format. You are okay to use lists for that but please do include at least a few paragraphs of writing.
We aren't really looking for a full on character history in this section, although you should include things that your character is known for. We should also be able to tell what village they are from, if they are a missing ninja, or a wanderer when we read this section. With that in mind, there should not be any information in this section regarding abilities not in the next section. Nothing in the about section should give your character an unfair advantage against other shinobi of their rank in combat.
In case you missed it, once you are done with your app, make sure to [a href="https://risingspiritroleplay.com/thread/63/notify-character-review?"]notify staff[/a] that the character is ready to be reviewed.
[h1]Proficiencies[/h1] [b]Taijutsu [Apprentice][/b] Sed at sagittis dui. Pellentesque tincidunt elementum nunc ut tincidunt. Nunc pellentesque massa eu efficitur bibendum. Phasellus luctus quis libero nec dignissim. Curabitur eleifend tortor lacus. Praesent et odio ut sapien efficitur porttitor.
[b]Shurikenjutsu [Rookie][/b] Sed at sagittis dui. Pellentesque tincidunt elementum nunc ut tincidunt. Nunc pellentesque massa eu efficitur bibendum. Phasellus luctus quis libero nec dignissim. Curabitur eleifend tortor lacus. Praesent et odio ut sapien efficitur porttitor.
[b]Stealth [Rookie][/b] Sed at sagittis dui. Pellentesque tincidunt elementum nunc ut tincidunt. Nunc pellentesque massa eu efficitur bibendum. Phasellus luctus quis libero nec dignissim. Curabitur eleifend tortor lacus. Praesent et odio ut sapien efficitur porttitor.
[b]Fire Release [Rookie][/b] Sed at sagittis dui. Pellentesque tincidunt elementum nunc ut tincidunt. Nunc pellentesque massa eu efficitur bibendum. Phasellus luctus quis libero nec dignissim. Curabitur eleifend tortor lacus. Praesent et odio ut sapien efficitur porttitor.
[/div][div][attr="class","APP3"][h1]Face Claim Series Name[/h1] [b]Firstname Lastname[/b] looks like [b]Character Name[/b].[/div][/div]
Advanced Release(s) are a proficiency that require two elemental proficiencies of the required elements for them to be advanced past dormant. Similarly to a heritage, the advanced release must be taken at creation. Once a character is an apprentice level in both of the base elements, they may spend an upgrade to bring the advanced release from a dormant state to journeyman level.
Bakuton (Explosion Release) Bakuton condenses an electrical charge of electricity (raiton) into earthen material (doton) in order to create quick and violent explosions. As an advanced release it has devastating offensive power that excels at destroying barriers. These explosions are not super heated, relying on sheer sudden force and shrapnel to deliver its damage.
Hyoton (Ice Release) Hyoton combines water (suiton) and wind (futon) to quickly freeze liquids. The ice of the average user is cold enough that when fire begins to melt it, the water will douse it and refreeze unless the majority of the ice is dissipated. As an advanced element it has exceptional defensive capabilities. Offensively it is deadliest with direct touch but does not lack in ranged jutsu like ice shards. It is not known for devastating area attacks, but weather and terrain control are strong suits to this advanced release.
Mokuton (Wood Release) Wood release is a combination of earth (doton) and water (suiton) capable of creating life in the form of wood. It boasts impressive defensive capabilities such as making wooden barriers and structures, though at the beginning it lacks destructive power with only things like wooden spikes available to use as weapons. Advanced users of mokuton can create durable wooden constructs to do battle and some masters can even grow forests. Overall mokuton excels at terrain manipulation and defense, but is on the weaker side offensively.
Creating wood clones that have access to the character's jutsu and a telepathic bond with the user is dependent on having the shadow clone proficiency. Without it they are only able to create basic constructs that utilize melee attacks.
Yoton (Lava Release) Lava release combines earth (doton) and fire (katon) together to create molten lava. Lava release takes on many forms: acidic mudflows, quicklime which acts like a quick drying cement, to vulcanized rubber. Most users start with one manifestation of ability in a weak form and progress it over time, sometimes picking up other styles along the way. Manipulating pure molten rock comes at higher levels, a proficiency strong for controlling terrain or dealing incredible damage.
Ranton (Storm Release) Ranton combines the destructive power of electricity (raiton) and the predictable nature of water (suiton) to create beams of electricity that can be manipulated as easily as water. Raiton by itself is often difficult to use at a range because of the unpredictable nature of air currents, the streams of water used in storm release allow them to overcome this weakness. Ranton is very destructive and allows for very complex shaping and control.
Futton (Boil Release) Boil release combines fire and water to release corrosive vapors. Typically used from the mouth, this release can cover terrain with vapors that can easily dissolve most organic matter at its highest levels. While nothing stops a katon user from shooting fire into water, it would be very inefficient to try to bring large quantities to a boil, futton users do not have that problem. As a user advances they can boil more and more volume of water and make larger clouds of corrosive vapors.
Shakuton (Scorch Release) Scorch release combines wind (futon) and fire (katon) in order to created super heated flames capable of desiccating water. Shakuton progresses much like katon but typically does not immolate because it eats through matter so quickly that it loses fuel, but it has little trouble dealing with water. Advanced users can control highly compacted orbs and control the heat around them to protect themselves and others while quickly being able to direct them at targets without hand seals. Powerful users can conjure up to three of these orbs.
Jiton (Magnet Release) Jiton combines earth (doton) and wind (futon) in order to create magnetic fields capable of carrying and manipulating metallic objects. As a user grows in skill the amount of metal they can pick up increases. Some users make use of projectiles like shuriken and manipulate them on the fly, while others might use iron or gold dust to create waves of easily compacted material.
Other Combinations Other combinations can be applied for just like a normal ability. Please make sure to explain it is an advanced release and include the two elements that make it up. Exclusivity is not a requirement- say you wanted an advanced release that dealt with mushrooms instead of wood, you are allowed to use earth and water. If you are doing a unique combination understand it is not protected (meaning others can do something similar) and that its capabilities will be handled by arbitration with staff each time it advances. We are not allowing keikkei tota (combining three elements) at this time.
Enhancement proficiencies are unranked additions you can add to a character at the cost of a proficiency slot. If you choose to take an enhancement at creation, you would drop your lowest level proficiency to add it.
Physical Enhancement Physical abilities are usually weighted by a culmination of a characters martial arts skills. An enhancement puts a character a step and a half above where they would be normally, meaning the character would be better at that one thing than someone who would normally be a step ahead of them in other physical aspects.
Mental Enhancements Mental enhancements strengthen a characters mind or let them use it in a way that provide unique insights.
Mental Fortitude A character with a high degree of mental fortitude is naturally more resistant to the effects that genjutsu have on the mind and can break them more easily with kai. Normally it is more expensive to dispel a genjutsu than it is to cast it, but those with this trait can escape using less chakra. They are also able resist the effects of Yamanaka techniques more easily. Two examples are detailed below.
Photographic Memory An ability that gives the one who has developed this ability a near perfect recollection of anything they experience. Regarded as a powerful espionage ability, a glance at uncovered intelligence documents is enough to steal its contents. Those with access to bingo books (chunin and above) can quickly recall listed details about criminals in it. Missing ninja who were known to have this ability while they were in the village are often given a much higher ranking than their strengths may suggest.
Hearing Enhancement Those who have this trait are much less likely to be snuck up on than their peers and have a knack for gathering intelligence. Jutsu that target hearing can be used to disable this ability.
Scent Enhancement An enhanced sense of smell is useful for tracking and quickly identifying a person surrounded with clones. Enemies aware that they are being tracked by scent may be able to decieve this sense with scent masking.
Visual enhancement Some shinobi are born with extraordinary eyesight or are trained to be more perceptive. The limits of this extend to being able to perceptive clairty, allowing for them to read lips and find subtle breaks in foliage to track others down. This enhancemet cannot be improved and is not to be confused with dojutsu.
Underwater Adaptation Through experimentation or a rare genetic mutation the character is able to breath underwater and travel water at speeds that rival their movement on land.
Expanded Lung Capacity Useful for all occasions where holding one's breath is beneficial. It can be used in the water, under the ground, and in the event of attacks that target the respritory system. For shinobi that rely on making sound to perform jutsu, this could give a slight empowerment as well.
Anything not listed in the index is handled on a case by case basis.
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Restricted
Chakra Pool Enhancements- Jinchuriki only.
Jinchuriki- Will not be introduced until a character gains grand mastery in fuinjutsu and a group is able to succesfully capture a bijuu.
False Jinchuriki- By event only.
Edo Tensei- True Edo Tensei is not available for player characters at this time, but things like Earth Release Resurrection Technique: Corpse Soil from filler could be applied for.
Unique Canon Equipment- Things like the Seven Swords and the Treasured Tools of the Sage of Six Paths are limited to event reward only.
Implanted Kekkei Genkai- Limit 1 active implant per character. Advanced releases currently cannot be acquired via implant. See the experimentation proficiency for details.
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Limited Claims
Unlocking the secrets of these claims requires the completion of a difficult quest. These quests are challenging solo missions and are ran by the staff team. More often than not these missions will involve dealing with an NPC who has the claim (often hostile), success is not a given.
Assimilate All Creation Technique This jutsu allows the one who possesses it the ability to take on the properties of solid materials that the user touches. The most common use is touching stone or iron to harden the body against impacts and to put more weight behind attacks.
Casualty Puppet Requirement: Veteran level experimentation. Those with this technique can absorb the bodies of a freshly killed corpse, even gaining access to the proficiencies of the victim at up to a journeyman skill level. This technique is often disfiguring and often induces madness when in use. After the body has been used for combat the genetic material breaks down and the abilities are lost.
Earth Release Resurrection Technique: Corpse Soil Requirement: Veteran level earth release with ability to make rock clones. Journeyman level lightning release. This technique allows the user to infuse corpses with earth to sturdy them and then a precise shock is used to create a small degree of activity in the brain. This corpse has the abilities of the departed and is about as durable as a rock clone, sharing its weakness to lightning. This can only last for a few hours at most and the body is ruined afterwards/not reusable.
Eight Gates Requirement: The gate of healing. Veteran level taijutsu. The eight gates target eight specific chakra points in the body that limit the flow of chakra inside of an individuals body. By opening these gates, one can temporarily increase their physical capabilities. These limiters exist to prevent overexertion, and breaking the gates can have terrible side effects on the body up to and including death. Only the techniques used to open the first two gates are commonly taught, the others being closely guarded secrets among masters.
Living Corpse Reincarnation Requirement: Veteran level experimentation. Gaining this technique allows the one who gets it to gain a natural kekkei genkai or advanced release as they replace their body with another. They lose any kekkei genkai and advanced releases they might have possesed in their old body. Unless the body used belongs to another member's character kekkei genkai begin dormant. Advanced releases always begin dormant.
Splitting Technique The splitting technique is used to split the users body into two exact and independent parts. This technique can be used without handseals and lacks the fragility of a shadow clone.
Clan Limits No clan can have more than 1/6th of the site's total population after it exceeds six total characters across the forum. Any characters in the application section will be exempted (provided they were last edited no longer than a week before the posting), but no new characters will be make-able in these clans until the site population catches up.
In order to create a character of higher rank than genin, there must be space on a platoon. Each village has two playable platoons, with a third temporary platoon available to open if all genin slots are full.
(All temporary platoons are currently open! These characters may be moved to fill in missing spots in the other platoons as characters drop and may close if population falls. The reseve platoon cannot be reserved for placement by genin.)
Higher ranked characters are relied on by others. Applications for higher ranked characters will be looked at with a more critical eye, including OOC activity and behaviors. Applying for a character of higher rank doesn't guarantee acceptance. We generally give new members the benefit of the doubt, but those who have a history of dropping or neglecting their characters may be declined if demand for slots is high.
In an attempt to keep turnover as minimal as possible, anyone with a rank claim must pass undergo activity probation. A rank claim character must post at least ten times each month for the first three months from the date of their approval. Two failures to meet this requirement will mean the character will no longer be playable. One announced absence of a month is allowed by posting a notice in the OOC board during probation (the remaining days are paused). If you need longer we ask you drop the character and reapply when you can return. Becoming a missing ninja (Nukenin) during probation is grounds for losing the character as well.
You may reserve a rank claim for a particular platoon for up to 1 week, which can be extended by a week on request. Post the position you are going to be applying for below to reserve it, make sure to check the posts above your own and the claim list to make sure the position you want is not reserved.
Members may only have a single jounin rank claim, and up to two rank claims total. You must pass your first months requirement of 10 posts without accommodations in order to qualify for the second claim. If a rank claim character dies the owner of the claim must wait two weeks before claiming another, if available.
Genin do not need to claim, but we will put you into whatever platoon at random whim typically. If you want to be in a specific platoon you can reserve the space here as well. You can not reserve a spot in the reserve platoon.
Nukenin do not have rank claims, but can be made at up to chunin rank. Nukenin are always death enabled and can not make private threads. Shinobi villages must take it upon themselves to stop nukenin from sharing intelligence about the village or growing to powerful.
Overflow If there are more characters of high rank than positions, those characters will be moved into the next position that comes available rather than a new slot opening up. This only occurs when genin count drops below 8 and the reserve platoon closes or in rare cases where a missing ninja is redeemed.
If you know you are leaving the site please give us a heads up here.
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.