Custom Specialty Submissions

Sinthorus

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☞ HOW TO RP: CUSTOM SPECIALTIES

While the Speciality List offers a wide variety of paths, true masters of their craft often develop techniques and traits unique to their own journey. Custom Specialties allow players to further define their character's niche, representing the pinnacle of their growth in a specific field. However, because these represent a character's personal evolution, they are governed by strict requirements to ensure game balance and thematic consistency.



Custom Specialty Limits
  • The Path to Mastery: To submit a Custom Specialty, your character must have reached a minimum of 10 Attribute Points (AP) in the corresponding field (Mind, Body, or Spirit). You can only create a specialty for the specific attribute in which you have achieved this mastery.

  • Unique Soul: Custom Specialties are the result of your character's unique experiences. As such, they cannot be taught to others or traded between players. They are tied to the player they were approved for.

  • The Cost of Power: While standard specialties are often free perks of your build, Custom Specialties are evaluated on their potency. The more powerful or "game-changing" the effect, the higher the likelihood that Staff will require an AP cost to purchase and equip it.

  • Staff Oversight: Much like Custom Jutsu, the Staff reserves the absolute right to decline any submission deemed unfit, "broken," or unhealthy for the game's current meta. We encourage creativity, but balance is our priority.


Custom Specialty Guidelines
  • Outside of specific Bukijutsu related fields, Specialties cannot grant Statistic based increases nor Attribute Related gains. This includes Speed, Damage, Tracking, Durability, etc - anything that can be acquired from AP increases or considered standard CJ buffs. These were limited to bukijutsu and kenjutsu specifically, adding more to ensure the 7AU would have enough Ken/Bukijutsu Specs to achieve the 4 related specs perk. No Specialty whatsoever can grant AP increases or any direct perk attached to AP thresholds such as increased Free Dodge distance or bypassing durability, etc.

  • Specs can augment fields slightly but not on a level that adds another ability. Cannot be an effect that exists within another Spec already such as seal-less fields, increased chakra efficiency, etc. If the spec already exists, it cannot be created again. Specs also cannot grant access to fields one doesn't have on their bio nor new abilities unrelated to fields associated with said Attribute ( i.e. cannot add spatial manipulation to Fire related skills, cannot add AP reduction to AE fields, etc ). Cannot gain access to canon abilities removed from the game or on hold, i.e. Kara Members abilities' or similar.

  • In general, the stronger a field or skill is at it's base, the less leeway a Specialty will have. I.e. an elemental Spec will have more "wiggle" room than a Specialty based on Kinjutsu. Doujutsu/Bijuu Specs will be harder to approve due to their tier levels and skills; i.e. Sharingan only allows for techs to be copied for longer than normal.

  • Custom Specs can't be applied to Masteries. If a Mastery is held, a custom Spec cannot be held at the same time for that field.

  • Mind Specs must relate to purely Ninjutsu fields, normally excluding KG and Modes as they're housed under Fighting Style Specs typically. Any potentially approved will fall under Fighting Style Spec for consistency. Specs should resemble things similar to Heat Exhaustion, Static Shock, Single Hand Seal, Dispatch, and Peak Elementalist where specific fields are enhanced but not on such a scale that it feels like a custom jutsu applied to every jutsu of the respective fields.

  • Spirit Specs that are based on Yin replace the Yin Specialty, likewise for the Yang Specialty. These should behave in ways that do not prevent Genjutsu or other Spiritual skills from being detected nor clash with existing spiritual abilities and skills, such as Spiritual Taijutsu of the 2 Tails, Ronin's Kenjutsu, etc.

  • Body based Specialties are perhaps harder to justify by comparison as many will likely be directly damage/speed/durability based but should not allow for direct statistical increases ( no speed boost, damage boost, etc ). While canon ones exist, these should be the only ones that do.

  • Depending on how strong it is, there is the potential to cost up to 3 additional AP per bio to use. Full Y/Y based Specialties are not allowed.


Submission Template

Name: (Name of your Specialty)
Field: (Mind, Body, Spirit, or Fighting Style)
Link to Cap Breaker:
Effect:
(Describe the mechanical advantage clearly)

Should a Custom Speciality be approved, staff may add an AP cost to have it on the bio upon approval.
 
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Kooljay

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Name: Susano’o Specialist
Field: Fighting Style
Link to Cap Breaker: +2 SPRT Cap Breaker
Effect: Through absolute mastery over the Susano’o, the user may bypass the progressive manifestation stages when activating it. Upon activation, the user may immediately manifest any Susano’o form above the Initial stage without first manifesting the skeletal or partial forms and without waiting the standard stabilization period. This effect may only be applied once per match.
Note: Requires Eternal Mangekyo Sharingan
Note: Requires 10 in SPRT


Approved EMS Bio

Declined, this would be too strong for a few reasons, one being the potential access to it's Rinnegan level. In addition, 6 turns of Complete Body would be too much. I double checked some of the others to be sure and Obito's at 8 is also too long for its strength with just MS. I like the idea of a Susano’o Specialty, there could be a bunch of other cool concepts attempted outside of auto summoning Complete Body. But the time needed to stabilize it is one of the few direct counters to it as it can be more easily destroyed during those 2 turns of build up, vs starting at 100 HP and lasting for 6 turns. I can't approve this one.
 
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Ańbu Juniør's iconAńbu Juniør

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Name: Rushing Winds
Field: Body
Link to Cap Breaker: +2 Body Cap Breakers
Effect:
The user’s basic chakra-less Taijutsu techniques, such as hand and feet-related attacks, become capable of creating shockwaves of air pressure that extend up to mid-range, increasing the range of any non-projectile Taijutsu technique.
Note: Requires 10 in BODY.

Declined, Rushing Winds may be too much given your account and taijutsu buffs. I cant in good faith approve this given how high the damage can become and with this, it would be extended to 15 meters from you. You start fights with at minimum +30 to a large portion of your tai. This was part of the reasons for a removal of this from CES as it could extend the range wildly. A simple A rank strike becomes a 90 damage AoE without chakra and should you have S or F-ranked techniques, your damage mounts highly and you'd still have room for an additional boost to add on, potentially hitting +50/60 or even higher if it's an Inuzuka based technique without chakra ( not entirely sure how many of these exist, just the potential for it does ). The only way I'd approve of this would be if it were limited per turn and/or extended the range but only applied the base damage of the technique and not the potential boosted effects. Even then, I'd be weary of it.
 
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El Alucard

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Name: Phantom Flames
Field: Mind
Link to Cap Breaker: +2 Mind Cap Breaker
Effect: The user's fire techniques all become so hot, they manifest as superheated air rather than a clearly visible flame but maintain the same form, and effects of the original technique used. All these techniques have +10 damage and create a heat distortion and shimmer effect making them more difficult to visually track and avoid, however can still be blocked, neutralised, sensed and dealt with as a normal fire technique would.
Note: Requires 2 Fire Specialities
Note: Requires 10 in MIND

Declined, for starters, Specs should have 1 ability, not a few. This basically turns your fire techniques into Scorch without the visual way of detecting it to make it harder to track ( one ability) and also attempts to gain a +10 damage boost ( second ability), something not allowed for any Spec pointed out below. Even if allowed, that would count as an additional benefit and couldn't be approved either way. This also doesn't directly state how it makes it harder to see besides mentioning it becomes a heat distortion effect. It seemingly prevents direct vision based tracking ( chakra sensory excluded ) but still allows it to be countered as normal. While that may be the intent, Specs should be clear in the one effect they grant to prevent a situation where it becomes debated in battle.

Specialties cannot grant Statistic based increases nor Attribute Related gains. This includes Speed, Damage, Tracking, Durability, etc - anything that can be acquired from AP increases or considered standard CJ buffs. These were limited to bukijutsu and kenjutsu specifically, adding more to ensure the 7AU would have enough Ken/Bukijutsu Specs to achieve the 4 related specs perk.
 
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Serpent

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Name: Apex Blitz Master
Field: AGL
Link to Cap Breaker: [Here]
Effect: Speed is your forte and you have become so adept with fast movement that your reflexes naturally keep up. If the user's speed increases beyond their own ability to track, the user's tracking will scale +4 their current speed level, overriding any current tracking boosts.
Note: Requires at least 10 in AGL.

Declined, this would clash with the first rule listed in the thread about grant Stat/AP related increases. This could count as a statistical increase as it raises your tracking stat, even if dependent on having higher speed than your tracking to reach it. No statistical buffs, direct or indirectly, will be allowed, pointed out below:

Specialties cannot grant Statistic based increases nor Attribute Related gains. This includes Speed, Damage, Tracking, Durability, etc - anything that can be acquired from AP increases or considered standard CJ buffs. These were limited to bukijutsu and kenjutsu specifically, adding more to ensure the 7AU would have enough Ken/Bukijutsu Specs to achieve the 4 related specs perk.
 
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jagged

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Name: Radiation Acclimation
Field: Mind
Link to Cap Breaker: Effect: Having used the methods of the mysterious peacock for most of his life his body and Mind now have now partially acclimated to the detrimental side effects of his clan's techniques resulting in A rank and below Mysterious Peacock techniques not reducing the users Health upon use. S rank and higher technique still deal 10 damage per turn.
Note: Must have Mysterious Peacock method
Note: Must have 10 Mind

Pending, I had to double check the techs to be sure but the only issue with this is that the mode itself deals 10 damage per turn, being an A ranked technique while the techniques themselves do not cause damage. This would indirectly ensure S ranks and Forbidden ranked techniques also do not deal damage as the base mode no longer does. The only way it would be approved and still work with how you created it would be the blue line added. If this is fine, let me know and it will be edited to approved.
 
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Yin

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Name: Soul Perception
Field: Spirit
Link to Cap Breaker: Effect: Having elevated and trained to transcend that of what is normally spiritually possible, the Ronin is now able to sense entities in other realms and communicate with them via their voice or spirit projection. This means they are able to attack and defend against these entities as well however only with attacks/defenses involving spiritual damage. Naturally, this grants the Ronin +2 landmarks to their sensing.

Declined, Specs cannot have more than one effect. Attempting to sense entities in other realms as well as attack them in other realms along with increased sensory is far too much for one Spec. As for each effect itself, Ronin are capable of sensing spiritual entities; this does not allow them to sense any entity in another realm and would begin to cross over into Tendogan territory as a core component of their skills. In addition to this, Ronin don't naturally have the ability to interact with spiritual entities or project their spirit. That is, again, something that Tendogan users are capable of. Lastly, Specs cannot increase the range of tracking nor grant any form of Stat/AP increases, as stated in the first rule of the thread:

Outside of specific Bukijutsu related fields, Specialties cannot grant Statistic based increases nor Attribute Related gains. This includes Speed, Damage, Tracking, Durability, etc - anything that can be acquired from AP increases or considered standard CJ buffs.
 
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Kooljay

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Name: Sharingan Genjutsu Specialist
Field: Fighting Style
Link to Cap Breaker: +2 SPRT Cap Breaker
Effect: The user’s mastery over the hypnotic prowess of the Sharingan has reached its apex. The user is able to cast non-Mangekyo Sharingan genjutsu so long as the target’s eyes are within the user’s line of sight, without requiring direct eye contact. Sharingan genjutsu, such as Doujutsu: Genjutsu Sharingan, cast using this specialty while the Mangekyo Sharingan or Eternal Mangekyo Sharingan is active do not receive the boosts or additional abilities associated with those higher stages.
Note: Requires Sharingan and 10 in SPRT.
 

El Alucard

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Name: Moth Flame
Field: Mind
Link to Cap Breaker: +2 Mind Cap Breaker

Effect: The user's fire techniques create an inward force at their center instead of the usual outward force. This draws everything within mid-range toward the flame instead of pushing them away like normal fire would. The strength of the pulling force varies according to rank. Inanimate objects can be pulled in no matter the rank of the flame. Opposing techniques can be drawn toward the focal point only if the user's fire technique is one rank higher. Opponents and larger objects can only be physically drawn in by A-rank fire techniques or higher. This also means that any explosive fire techniques used, become implosive. The flames appear silver and white with pink edges (this is purely for looks and has no extra effect.)

Note: Requires 1 Fire Speciality
Note: Requires 10 in MIND
 
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