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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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