Bio Specialty List

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Lord of Kaos

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HOW TO RP: BIO SPECIALTIES


With the recent changes to the RP, notably the Attributes and Nindos addition, I realized it was time to revisit the Specialty List. While the previous Specialties were all useful, they almost all had some direct statistical advantage, such as increased damage, speed, or tracking. With the addition of Attributes, this was changed and as such, newer Specialties have been added to replace those as well as a broader emphasis on the Specialties one can have.​

Instead of the previous 4 categories of Specialties, there are now 5 different categories to choose from. These categories are Mind Specialties, Body Specialties, Spirit Specialties, Fighting Style Specialties, and Extraordinary Specialties. Each will have a small note regarding it’s type and information in the relevant posts below. Because there are more categories to pick from, we now will allow members to have up to 6 different Specialties in any order that members choose, though some will note some pairings are not allowed. Because of this, the previous Specialty Paths are removed and more freedom is granted in terms of choice.​


Specialty Types
Body Specialties are specialties that are inherently related to the body, such as Taijutsu/Kenjutsu Specialties, Speed and Tracking Specialties, and similar types.
Mind Specialties are specialties that are related to Ninjutsu such as Elemental Specialties, Summoning and Clone Specialties, and other advanced Ninjutsu types such as Modes, AN, etc.
Spirit Specialties are specialties that are inherently related to the spirit, such as Genjutsu/Spiritual Specialties, Chakra Specialties, and similar types.
A Extraordinary Specialty is a Specialty that cover a vast array of categories and fields, ranging from Tools, Clones/Summonings, and Unique Specialties. These vary more than any other type as they aren’t always directly attached to an Ability or Mode.
Fighting Style Specialties are generally the perks associated with specializing in a single CFS or if the user has one, his own submitted Specialty. These perks vary based on each CFS and Specialty.
 
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MIND Specialties
Mind based Specialties are Specialties that relate to ninjutsu, such as the various Elemental Ninjutsu, most Advanced Ninjutsu as well as some advanced fields of Ninjutsu. These Specialties all relate to the Mind attribute or are more standard than the extraordinary Specialties.

Heat Exhaustion:
The user’s Fire Release jutsu have been empowered, causing heat exhaustion when in close proximity to the user’s Fire jutsu. When targets are within 3 meters of a Fire jutsu, they will feel fatigue and an inability to fully control their chakra, spending double the chakra per jutsu for 2 turns afterwards. This chakra does not empower their techniques nor factor into any jutsu interaction.
Note: Requires 2 AP to purchase per bio.

Static Shock:
The user’s Lightning Release jutsu have been empowered, triggering Static Shock when in close proximity to the user’s Lightning jutsu. When targets are within 5 meters of a Lightning jutsu, they will feel a static cling and an inability to move freely, losing access to a Free Dodge for 3 turns. This does not prevent movement via jutsu, just the Free Dodge.
Note: Requires 2 AP to purchase per bio.

Redirection:
The user’s Wind Release jutsu have been empowered, creating a whirlpool around them that triggers a redirection when targets are in close proximity to them. When targets that have less than 30 chakra and less than 8 speed are within 4 meters of a Wind jutsu, it will be forcibly redirected back at the target at base damage. This only applies to jutsu and not sentient, living targets.
Note: Requires 2 AP to purchase per bio.

Dust Clouds:
The user’s Earth Release jutsu have been empowered, creating a thick cloud of dust around them that triggers Irritation when targets are in close proximity to them. When targets are within 5 meters of an Earth Release jutsu, they will be bombarded with a damage less dust that irritates the eye and is thick with chakra, blocking vision partially. This dust prevents targets from seeing beyond long range ( 1 landmark ) for 4 turns, regardless of ability.
Note: Requires 2 AP to purchase per bio.

Devouring Mist
The user’s Water Release jutsu have been empowered, creating a parasitic mist around them that eats at targets in close proximity to them. When targets are within 5 meters of a Water Release jutsu, they will begin to have their health slowly drained for up to 4 turns. This mist drains 5 health per turn the target uses with half of this healing the user for 5 Health every 2 turns. This reduction happens prior to healing, bypassing durability and defenses.
Note: Requires 2 AP to purchase per bio.

Freezing Winds
The user’s Wind Release jutsu have been chilled, allowing them to trigger the Frozen Status Effect. The user’s jutsu have a 20% chance of being able to freeze targets, based on the rank of the jutsu used. This is determined via official roll in the NRP Discord channel.

Stampede
Tremors stem from all around when the user uses large scale Earth jutsu, giving one the feeling of being in a stampede. Whenever the user uses large scale Earth jutsu ( 15 meters and larger ), earthquakes will be triggered that impede any other than the user from moving at high speeds along the earth. Any speed higher than 30 will become impossible during the creation or use of the jutsu, when logical. This does not apply to techniques that create swamps or portals in the sky or other illogical scenarios.

Will o’ Wisps
The user's flames have become superheated, creating lingering flames after use that deal great damage via burns. These burns cause an additional 5 damage per turn until healed, bypassing durability. Medjutsu and other sources of Active Healing will heal these burns, however.

Speed Force:
By coursing additional lightning through themselves, the user essentially turbo charges his Lightning Release jutsu. This causes them to vibrate at high speeds and once per turn, can phase through jutsu of lower chakra with no adverse effects. This does not bypass sealing or absorption abilities, however.

Single Hand Seal Specialist:
You can perform techniques of the skill you chose to specialize in by performing a single ( 1 ) hand seal. This can be applied to various Ninjutsu fields and Elements.

Increased Elemental Specialist:
You can perform techniques of a second element with faster seals and halved hand seals, if more than 3 seals ( 4 and up ).

Sourceless Materializing Specialist:
You can materialize your element or skill you specialize in without needing a source. This applies towards various Elemental Jutsu where logical such as Water or Earth based substances and Fields that require a source to first be present and not created such as Advanced Ninjutsu ( Rain, Sound, Ink, etc ).

Sustainment Specialist:
You can sustain creations and Jutsu of a field without limiting yourself, such as the use of S rank Earth Golem and allowing it to exist without sustaining it via chakra per turn. This is done by adding 1 handseal to the necessary total. This can be applied towards Elemental Jutsu, Adavnced Ninjutsu, as well as other fields one can specialize in where logical.

King Cobra:
The user is able to release poisons from their own body similar to snakes, being capable of releasing Poisons from their mouths or through spit without need for seals.
Note: Requires Poison.

Dispatch:
The user is capable of using Inner Sonar passively, capable of hearing things as if they were through a dispatch to prevent loud sounds from being damaging.
Note: Requires Sound.

Sixth Sense:
The user's senses are enhanced significantly, allowing him to use the Sensory AN with no chakra cost. In addition to this, additional sensory abilities are enhanced by an additional landmark. This does not stack with ability bonuses, but does stack with Attribute increases.

Artist:
The user is capable of using Ink techniques without having to physically draw them on objects, just in the air OR the user's ink creation resemble actual creatures and objects, allowing them to appear realistic.
Note: Requires Ink.

Smoke Screen:
The user's Body of Smoke state becomes one rank stronger by default, not counting as a boost.
Note: Requires Smoke.

Quicksand:
The user becomes able to convert any physical substance into Sand by crushing it passively within a few turns. If it is weak to sand, it requires a single timeframe placement. If strong to sand, it will require 2 turns and 1 turn for everything else.
Note: Requires Sand.


Origami Master:
The user is capable of creating Paper techniques with paper tags interwoven, increasing damage by 20.
Note: Requires Paper.


Ascension of the Dragon
Overuse of Yakuzan drugs have begin to take their toll on the body, causing damage yet that’s not all that has happened. Due to their extreme indulgence, users begin to become immune to the effects of the pills, ignoring drawbacks of taking up to 2 Pills.
Note: Requires Yakuzan Medicine

Waking a Sleeping Beast
Your family’s tree may not allow for usage of chakra but it contains it’s own hidden truths. Once every few generations, one is born with an enhanced Stone within them. This allows the user’s Awakened Beast state to become their default state, causing the change to be permanent. However, the user’s gained speed boost as well as durability are lowered to x1.5 the user’s speed and -10 physical damage, respectfully.
Note: Requires Stone of Gelel

Peak Elementalist
The user’s Elemental prowess is considered elite, amongst the best of the others. This causes one of his base elemental releases to gain elemental neutrality to all other base elements, including its weakness, while maintaining its strength.
Note: Requires at least 5 in Mind

Apex Hand Seal Specialist:
You can perform techniques of a skill specialized in without the usage of hand seals, though you must still perform complementary and logical body movements related to the technique. This applies even if said jutsu does not have specific movements detailed in its description. Does not require another Specialty to utilize.
Note: Requires at least 5 in Mind

Yin-Yang Specialist:
The user’s Homunculi last indefinitely until defeated and are created with the user’s HA, AE or AN, following similar rules established in the CoaT technique OR The user's Creation of All Things are capable of utilizing Doujutsu, excluding Tenseigan, Rinnegan, and Cosmic Shinkaigan. Sharingan will become a generic 3T Sharingan.
Note: Requires Yin-Yang and a 6 in Mind


 
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BODY Specialties

Body based Specialties are Specialties that are related to the body and fields stemming from it. These include Taijutsu, Kenjutsu, and Bukijutsu. Speed and Tracking related specialties also can be found under this umbrella as they directly involve the body.

Increased Tracking Specialist:
The user gains enhanced senses, tracking up to 1.5x faster. This allows him to physically track faster movement without chakra sensory.

Bukijutsu Specialist:
The user’s bukijutsu’s power becomes slightly enhanced, allowing projectile based weapons ( none Tech based ) to deal more damage than normal, adding 20 Bonus Damage

Dizzy Punch:
The user’s taijutsu strikes have a 10% chance of inflicting confusion on a target should more than 75% of the original damage lands. This excludes Critical and other damage modifiers. This does not apply to elemental Taijutsu or Nintaijutsu. Lasts up to 2 turns, capable of stacking up to three times and increasing odds up to 60%.

Force Punch:
The user’s taijutsu strikes have a 15% chance of stunning a target should more than 70% of the original damage lands. This causes targets to have a 15% chance of having their tracking lowered by 10%. This excludes Critical and other damage modifiers. This does not apply to elemental Taijutsu or Nintaijutsu. Lasts up to 3 turns and is capable of stacking up to three times, lowering active tracking by 30%.

Hyper Fang:
The user’s taijutsu strikes have a 5% chance of causing a target to flinch should more than 80% of the original damage lands. This causes targets to have a 10% chance of only being able to use 2 Jutsu per turn. This excludes Critical and other damage modifiers. This does not apply to elemental Taijutsu or Nintaijutsu. Lasts up to 2 turns and is capable of stacking up to two times, preventing a jutsu per turn each. Cannot be triggered in a way that the opponent cannot use any jutsu that turn.

Drunken Master:
The drunken master eludes most enemies and his feigns and tricks fools the smartest of warriors. Despite his actual speed not increasing, the user stumbles and falls in his normal movements, leading to unpredictable attacks. This unpredictability leads to his basic Taijutsu attacks gaining Critical status, turning all of his non elemental or enhanced Taijutsu into Critical Attacks that deal 1.5x the damage. Enhanced Taijutsu refers to Taijutsu augmented by any Ninjutsu or Nintaijutsu such as CES, EIG, Lightning Armor, etc and not purely Taijutsu.

Increased Speed Resistance:
You are able to slow opponents within a specific range, exerting a force that slows targets naturally. This causes a 2 Base Speed level decrease to opponents that are more than 8 meters from him.
Note: Requires at least 3 in AGL.

Advanced Tracking Specialist:
Your tracking capabilities become more advanced, allowing you to have x2 tracking speeds. This allows him to physically track faster movement without chakra sensory.
Note: Requires at least 4 in DEX.

Mythical Swordsman:
The user may have a canon Seven Swordsman sword on his bio, taking the place of his Custom Weapon. The user can also choose between any of the A rank and lower canon weapons to take into battle, using their canon skills associated with the weapons. This excludes S ranked weapons as well as Samehada.
Note: Requires at least 4 in BODY.

Kenjutsu Specialist:
The user’s sword strikes become capable of creating thin blades of chakra that extend up to mid range, increasing the range of any non-Iaido or non projectile Kenjutsu technique.
Note: Requires at least 4 in BODY.

Apex Tracker Specialist:
With more heightened senses, the user is capable of gaining a now increased x2.5 tracking. This allows him to physically track faster movement without chakra sensory.
Note: Requires at least 5 in DEX.

Apex Speedster:
The user’s speed is high enough to cause afterimages that trail up to 3 meters behind him, making it difficult to pinpoint his exact location without sensory. This prevents Genjutsu from being casted on the user unless the opponent can track faster than the user is moving unless it is touch based or sound based.
Note: Requires at least 5 in AGL.

Apex Speed Resistance:
You are able to slow opponents within a specific range, exerting a force that slows targets naturally. This causes a 2 Base Speed level decrease to opponents that are within 8 meters of him.
Note: Requires at least 5 in AGL.

Apex Weapons Specialist:
The user has the ability to use two of their own CW in one fight.
Note: Requires at least 6 in BODY.

Apex Bukijutsu Specialist:
The user’s expertise over bukijutsu has become more proficient, allowing him to enhance his Bukijutsu with his primary affinity passively. This changes the S/W of the attacks to mirror that of his Specialties. This only applies to Single Handseal, Sourceless Materializing, Increased Elemental, and Apex Handseal Specialties. This excludes sword use.
Note: Requires at least 5 in BODY.

Yang Specialist:
Users will gain heightened vitality translating to 1000 chakra increase to their natural reserves. As well, they are immune to recoil damage from techniques that cause it like Forbidden, though they still succumb to the jutsu's other subscribed affects.
Note: Requires Yang and at least 5 in Body.

Apex Combat Specialist:
The user’s extreme physique allows his body to naturally defend against physical attacks with better ease, notably those that critically injure him. Through training, the user is able to reduce 75% damage from a critical attack, meaning a critical attack will only deal 1.25x the damage instead of 2x. This only applies to physical damage.
Note: Requires at least 8 in BODY.

Apex Fabled Swordsman:
The user may have a replica of almost any canon weapon. Any S ranked canon weapon including the Uchiwa Gunbai, Samehada, and Seven Swordsman sword on his bio, taking the place of his Custom Weapon. The user can also choose between any of the A rank and lower canon weapons to take into battle, using their canon skills associated with the weapons.
Note: Requires 3 AP to purchase per bio.

Bone Breaker:

The user’s CQC skills become capable of cracking and breaking bones. Cracked bones occur when the user deals at least 80 damage to their limbs, slowing hand seal speed by half or lowering base speed by 20%, depending on limbs cracked. Taijutsu above A rank is also limited. Broken Bones occur when the user deals at least 120 damage to a limb, causing hand seal sign to take 3 times as long or uniquely lowers base speed by 50%, depending on the limbs broken. This also prevents taijutsu of any level with said limb.

Should a torso blow be used to crack bones, the target is afflicted with difficulty in breathing and an inability to use S rank or higher techniques that require breathing or their chest. Should they suffer a broken rib, they will fall unconscious after 2 turns, requiring active healing to heal these bones. This is not triggered via bladed weapon use, only held blunt weapons and direct hand to hand combat.
Note: Requires 3 AP to purchase per bio.
 
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SPIRIT Specialties
Spiritual based Specialties are Specialties related to the spirit or fields stemming from this. This includes spiritual fields such as Genjutsu, Atavistic Flames, Yin and more as well as includes chakra control related specialties.


Efficient Chakra Control Specialist:
You can utilize an element or skill you specialize in a more chakra efficient way, spending 10 less chakra than normal without reducing a technique’s potency. Does not require another Specialty to utilize.

Chakra Fortification:
The user can add an additional effective 10 Chakra or Siris to an element or skill they specialize in, though not at any increased cost or strain to the user. This simply allows their techniques to have 10 more chakra infused into them. Does not require another Specialty to utilize.

Mind’s Keen Eye
Genjutsu of any type, other than MS-level or those cast by Kunino, appear 'flawed.' This means that regardless of the caster's expertise or perfection, there will be some kind of tell within the illusion that is very obvious; such as a visual illusion appearing like static on a television, a smell being off, or a sound not making sense.

The Human Principle:
The user is able to ignore Health and Combat Fatigue penalties for the usage of their Atavistic Flame techniques OR the user’s highest level of Will to Survive will passively activate when their Health Points fall to 25% of their maximum. If the user is a Grandmaster, they can either activate Blaze or Inferno.
Note: Requires Atavistic Flames.

Iaido Aficionado
The user's skill with the Spiritual Iaido is revered amongst his peers, being much more effective than his counterparts. This allows his Spiritual Iaido and techniques based upon it to now deal damage based on it's rank.
Note: Requires Ronin Kenjutsu

Advanced Genjutsu Defense Specialist:
You can have a Genjutsu immunity of up to B rank, being immune to basic Genjutsu of that rank and lower.
Note: Requires at least 3 in SPRT.

Genjutsu Layering Specialist:
You can Multi-layer up to 2 Genjutsu within the same time frame, A+A rank combination.
Note: Requires at least 3 in SPRT.

Genjutsu Casting Specialist:
You are able to cast Genjutsu with only 1 seal, lowering the requirements for casting to just 1 seal unless specific triggers are required.
Note: Requires at least 4 in SPRT.

Genjutsu Range Specialist:
You can perform Genjutsu with one extra range added on. This does not apply to Sound Genjutsu, Doujutsu Genjutsu or other non Basic Genjutsu including Yin enhanced ones.
Note: Requires at least 5 in SPRT.

Yin Specialist:
Yin Specialists gain increased awareness of spiritual abilities, translating to the ability to detect any Genjutsu or spiritual technique affecting them below MS-level. This awareness also allows them to sense spiritual entities, like Katsuryoku spirits or Hungry Ghosts. Yin Specialists are also able to utilize Genjutsu Kai passively, up to B-Rank. Inducing Genjutsu on a target causes you to siphon some of their spiritual energy, augmenting your own spiritual prowess. For each illusion placed on a target(s) your spiritual techniques gain an effective 10 chakra and no more, 2 base speed levels stacking up to three times, and 10 damage stacking up to three times. The bonus is lost one turn after a target escapes from the illusion placed on them. They cannot be self-induced illusions or those applied to Summonings, Edo Tensei that belong to the user, and Chakra Creations.
Note: Requires Yin and at least 5 in SPRT.

Apex Layering Specialist:
You can Multi-layer up to 2 Genjutsu within the same time frame, S+S rank combination.
Note: Requires at least 5 in SPRT

Apex Range Specialist:
You can perform any normal Genjutsu up to long range away. This does not apply to Sound Genjutsu, Doujutsu Genjutsu or other non Basic Genjutsu including Yin enhanced ones.
Note: Requires at least 5 in SPRT.

Apex Genjutsu Defense Specialist:
You can have a Genjutsu immunity of up to A rank, being immune to basic Genjutsu of that rank and lower. In addition to this, the user’s ability to counter stronger Genjutsu increases and requires 10 damage less than normal to break from.
Note: Requires at least 5 in SPRT.

Apex Supernatural Defender:
The user’s honed and fortified mind grants him a better natural defense against spiritual attacks with better ease, notably those that critically injure him. Through training, the user is able to reduce 75% damage from a critical attack, meaning a critical attack will only deal 1.25x the damage instead of 2x. This only applies to spiritual damage.
Note: Requires at least 8 in SPRT.

Ethereal Flush:
The user spiritual defenses have been honed to a point that even spiritual tethers become difficult to apply. S rank and above spiritual tethers require an additional turn before their effects set in while A rank tethers do not trigger if the user has more than 75% spiritual health.
Note: Requires 3 AP to purchase per bio.

Fettered Bonds:
The user’s ability to utilize tethers and attachments to targets increases significantly, allowing them to be capable of applying an additional tether than normal per opponent. This applies to Yin techniques as well as other potential tether based abilities.
Note: Requires 3 AP to purchase per bio.

Chakra Battery:
The user’s ability to conserve chakra greatly increases, allowing them to spend chakra in the most efficient way, spending half the chakra cost for select fields without reducing a technique’s potency. This applies to a single field of the user’s choice.
Note: Requires 4 AP to purchase per bio. Does not stack with other sources that reduce chakra.
 
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FIGHTING Specialties
Fighting Specialties are specialties related to the basic style of fighting for the bio. This includes canon fighting styles as well as the various perks given by a CFS. Only one Fighting Style can be on any bio at any given time. Some AN as well as Mode and KG based Specialties can be found here.

Strong Fist:
The user’s pure Taijutsu attacks have strength to Elemental Ninjutsu. This does not include Nintaijutsu or enhanced Taijutsu via Gates, 7HB, CES or other States. Should the user's Taijutsu destroy a technique completely, the user will not suffer any effects such as burns or cuts from energy based Ninjutsu.
Note: Counts as Default Bio Fighting Style.

Bullseye:
The user’s skill with Bukijutsu increases significantly, allowing projectile-based Bukijutsu to move at enhanced speeds ( this does not include thrown weapons like daggers or rocks or elemental Ninbukijutsu such as Chidori Senbon). This allows select Bukijutsu to have 2 Bonus speed levels.
Note: Counts as Default Bio Fighting Style.

Sellsword:
The user’s basic Kenjutsu has enhanced to a point that his strikes against Ninjutsu have added force, allowing him to pierce through solid objects with 20 less damage needed than normal, not counting as a debuff or buff. This does not include Ninkenjutsu or enhanced Kenjutsu via Ronin Kenjutsu, Samurai techniques, Dokkodo or other none Raw Chakra enhanced Kenjutsu.
Note: Counts as Default Bio Fighting Style.

Blunt Weapons:
The user’s skill with blunt weapons advances, allowing his attacks to gain shattering force. This crushing force allows direct blows from his weapons to be capable of shattering other weapons if it directly overcome the opposing weapon in force. Should the damage exceed the health of the weapon ( i.e. 100 damage vs S rank CW with “80 health” ), this weapon will be considered broken and unusable. This does not include the Seven Arms, 7SM, nor Sage Weapons nor can it be used with Ninbukijutsu, only direct blows such as hammer strikes or staff blows.
Note: Counts as Default Bio Fighting Style.

Fortified:
The user’s defensive weapons have been reinforced with heavy sealing scripts, allowing his defensive weapons such as shields and armors to defend better than before. Techniques that are completely defended against by these weapons cause the techniques to “shatter” on contact and reform across the shield/armor as a coating of pure chakra. This coat adds a bonus 15 damage or 10 chakra to his next defensive technique. This cannot be used on consecutive techniques.
Note: Counts as Default Bio Fighting Style

Eight Inner Gates Master:
The user is able to passively activate up to 6th gate with no injuries factoring in.
Note: Requires EIG.

Breathless:
The user is able to use Silent Fist without a usage duration, combining with other Jutsu. This enables him to utilize Taijutsu that is harder to track, requiring at least 3x tracking. This does not increase the user’s actual speed, however, but makes proper tracking difficult.
Note: Requires SHB.

Calorie Control:
Practised users are able to convert their calories into chakra on their own. Because they are in complete control of how much of their body weight is turned into chakra, it poses less of a risk to the user and the red chili pill is no longer required to enter Butterfly Mode.
Note: Requires Akimichi Bio.

Marked:
The user has an increased available chakra pool for Curse Mark, doubling the original available amount and enhances all ninjutsu, not just elemental ninjutsu.
Note: Requires Curse Mark.

Enlightened Monk:
The user is able to use this mode without any time duration, lasting until the user is defeated.
Note: Requires Gift of the Hermit Monk.

Geppeto:
The user can have 2 more puppet available in battle, one being S rank.
Note: Requires Puppetry.

Smoke Screen:
The user's Body of Smoke state becomes one rank stronger by default, not counting as a boost.
Note: Requires Smoke.

Eyes of Hatred:
The users will be able to utilize the Sharingan Copy Technique on Forbidden Ranked Techniques and techniques copied last twice as long, up to 4 Ninja World Arcs.
Note: Requires Sharingan.

Gentle Fighting:
The user's Taijutsu Attacks all carry the effects of 8 Trigrams 16 Palms passively. Free form Taijutsu is capable of reducing 5 chakra per hit. This explicitly applies to Taijutsu only.
Note: Requires Byakugan.

Bloodbending :
The user becomes capable of manipulating a target's blood with just one touch, becoming able to control their physical actions at the cost of using Jutsu during this.
Note: Requires Ketsuryūgan.

Pierced Anatomy:
The user is immune to Physical Health drawbacks to the 60% threshold, meaning should he lose more than 60% health, he will experience the listed effects.
Note: Requires Shikotsumyaku.

Transmuted Monsters:
The user become capable of using Complete Sage Transformation with access to previously restricted fields such as Medjutsu, Fuuinjutsu, etc.
Note: Requires Sage Transformation.

Merged Medicine:
The users will become able to heal damage and regenerate health/chakra at double the normal rate when merged.
Note: Requires SnK.

Nature's Warrior:
The user is capable of ending Dokkodo and only suffering 10% less Health Drawbacks.
Note: Requires Dokkodo.

Order of Rot
The Rot knows no limits. It will spread far and consume all, rotting and destroying all that is near. Even the user’s corruption has spread to his weaponry and chakra system, allowing his non-elemental Ninjutsu and CQC weaponry to carry the effects of the Curse of Scarlet Rot. This means each of his Taijutsu and held bukijutsu attacks as well as his Ninjutsu will carry the Curse of the Scarlet Rot.
Note: Requires 2 AP to purchase per bio and requires Scarlet Rot.

Martial Artist:
The user's expertise in fighting and using fighting styles have excelled above his peers, leading to him seeking multiple skills to satiate his fighting hunger. The user becomes capable of declaring a Primary Fighting Style and a Secondary Fighting Style, their effects stacking when logical. Secondary effects only apply towards the Second CFS' techniques while the first applies more broadly when logical.
Note: Costs 3 AP to purchase per bio.

Poison Resistance:
The user’s resistance to harmful substances increases, causing poisons, toxins, and other status effects to be less effective. What this means is that the user’s resistance to status effects increases and the normal 10 point scale increases to 15 for the user, taking 1.5x longer before effects trigger. This also shortens the recovery period by 2 turns.
Note: Costs 3 AP to purchase per bio.

Sanity Recovery
While the user's Sanity has no more protection than the average ninja, the user's methods of recovery have been strengthened in comparison. Because of this, recovery methods produce twice as much Sanity than normal.
Note: Counts as Default Bio Fighting Style.

Hashirama Cell:
Since it’s discovery, the Hashirama Cell has been cultivated and honed, allowing those with them to have their skills enhanced better than before. This allows those with Wood on Yamato’s level to gain access to pollen based Wood jutsu and the Kanzeon Lotus King technique. Should Hashirama have this Specialty, it will increase his ability to use Wood even more, doubling the amounts of Bijuu chakra he can drain.
Note: Counts as Default Bio Fighting Style

Nekura Specialty
The foul Keigoku burns stronger within the Nekura who welcome it’s corruption rather than reject it. Invading and infesting the user’s chakra network, the user finds the effects of Unholy Conversion passively applied to his projectile based Ninjutsu, adding Keigoku within each of them without the additional chakra cost the technique requires.
Note: Requires 2 AP per bio to use and counts as Default Fighting Style

Gyojin Waterbending
FIshmen have a way with water and this is evident in their fighting, Fishman Karate. Though this is a unique form of fighting, truly elite Gyojin have transcended their limitations. Users of this Specialty are capable of extending the effects of Exploding Palm to all of their non-elemental Taijutsu strikes, allowing the strikes to have explosive shockwaves that blast targets back 5 meters and add 15 Bonus damage.
Note: Requires 2 AP per bio to use and counts as Default Fighting Style.
 
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Trait Points
25⚔️

EXTRAORDINARY Specialties
Extraordinary Specialties has the largest amount of Specialties as this field contains the more extravagant specialties that do not directly fit into one field or another. These include the various item based specialties, summoning based ones, as well as the more unique ones such as doujutsu theft. Most of these will come with either a high Attribute requirement or require you to spend AP to acquire.

Primary Crafting Expert:
The user is able to create attachments for his Items, allowing him to craft ores and other materials. These ores and materials can be added to items passively, counting as a Bonus Perk. This bonus perk cannot grant additional damage or increase speed by higher than allowed. Merchants are also able to use this to upgrade their S ranked Supplies into Forbidden Rank. These Forbidden ranked items are able to have 2 Combat perks, with slightly higher benefits but cannot debuff and Boost at the same time

Personal Summoning Specialist:
You can have one custom contracted animal with you at all times. Whether it be from Canon or Custom Contracts, you have the monopoly of that summon, and other users of the contract may not utilize it when facing you in battle, or in the NW until your defeat.

Shadow Clone Specialist:
You can have Shadow Clones and variants that return up to 50% of their chakra when dispersed. This also allows you to create 1 more Shadow Clone than normal.

Advanced Crafting Specialist:
The user is able to increase the number of Items they can hold on their bio by 1 for each type (1 Scientific Ninja Tool, 1 Medicine or Poison and 1 Supply), excluding Artifacts. Additionally Merchants are able to have up to 2 Extra Supplies or have an additional Perk per item up to S-Rank.

Naturalist Summoning Specialist:
You may produce the same special skills as the animals of the contracts you've signed (e.g., Toad oil, Spider silk, snake venom, etc ). This only applies to one contract unless the user has Apex Summoning Specialist as well.

Mechanic:
You are able to create a Cybernetic Dojutsu OR you can use up to 10 Scientific Ninja Tools you have access to in battle.

Seal Caster:
You Can have up to 2 Extra Body Seals on your bio. These seals must be S ranked or lower.
Note: Requires Fuuinjutsu.

Necromancer:
You are able to summon and maintain 1 extra Edo Tensei for a maximum of 2 per battle, or all 3 if using a Orochimaru, Kabuto, or Tobirama Senju biography. Additionally, you are able to access A-Rank applications of Talismans for further enhanced control over your Edo Tensei.
Note: Requires Kinjutsu.

Doctor:
The user is able to have an additional poison on their bio not counting towards their Supplies. In addition to this, the user’s medical healing abilities are enhanced, healing an effective 20 additional health each use. This does not apply to Kekkei Genkei or Yang based healing.
Note: Requires Medjutsu.

Rasengan Specialist:
The user's Rasengans have become noticeably more unique than his counterparts. This augmentation allows the user to utilize advanced natures, such as Custom Elements, Advanced Elements and other advanced fields such as Senjutsu with his Rasengans. This also allows access to canon Rasengan techniques that utilize basic Senjutsu, Six Paths Rasengan variants being excluded.

Middleman:
The user gains the ability to have a Merchant Companion in the Ninja World. This companion cannot be a Cyborg or have combat skills and will have a max rank of 1 rank lower than the user's rank. In order to advance ranks, the Merchant must complete it's own missions and can have up to 5 A rank Supplies.
Note: User cannot be a Merchant or have any Kumi/Tool related Specialties.

Apex Summoning Specialist:
The user can summon animals from both contracts in battle plus have a second personal summoning. This second summoning can only be S ranked and lower and cannot be a Mythical summoning.
Note: Requires Personal Summoning Specialist.


Apex Clone Specialist:
You can have Shadow Clones and variants that return up to 80% of their chakra when dispersed. This also allows you to utilize the Forbidden Shadow Clone jutsu without requiring Kinjutsu.
Note: Requires Shadow Clone Specialist.

Apex Crafting Specialist:
The user is able to steal the opponent’s held Items. This allows him to steal a CW, Tools or Supplies in battle from an opponent. He can steal up to 2 Items or a CW from the opponent in battle. Should the user also be a Merchant, he is capable of selling these items in the NW. Stolen items last up to 2 arcs or until the original owner takes them back - whichever is shorter. CW stolen cannot be summoned back to the user and must be forcibly taken back during that arc or gained back passively after 2 arcs. Should there be mechanics that prevent use besides ability requirements, the user will not meet them.
Note: Requires any Crafting Specialist Specialities


Rune King:
Mystic seals and scripts are your forte, aren't they? You've been gifted with the abilities of the Rune King, immune to the effects of sealing below A rank. In addition to this, the user’s barriers are enhanced with raw chakra, enhancing their ability to restrain or contain by a bonus 20 damage or 10 chakra, depending on barrier function.
Note: Requires 2 AP to purchase per bio.

Mutilated Dreams:
The user becomes capable of dealing permanent damage against this target if it does not result in death during that arc. This means the user can remove limbs and cause bodily damage that extends beyond the fight such as broken ribs, missing limbs, etc but these changes last only during the arc they take place in.
Note: Requires 2 AP to purchase per bio.

Casino Royale:
The user’s will to assist his allies extends greater than before, allowing him to share his spoils of battle with up to 3 Allies, granting a 10% Kumi boost to allies as well as +10% to Artifact Rolls.
Note: Requires 2 AP to purchase per bio.

Now you see it…:
The user’s desire to hide from detection embodies their very being to the core of their soul —masking their presence with a unique form of smell, sound and even visual suppression. This makes it impossible to sense them via the three mentioned senses and as such, prevents a complete suppression of chakra. Users are unable to conceal their base presence as well as suppress their chakra signatures at the same time.
Note: Requires 2 AP to purchase per bio. Currently cannot be held by Hayabusa Clan members.

Mad Scientist:
The user gains the ability to steal Doujutsu in the Ninja World, officially robbing his target of their Doujutsu should he defeat them in battle. This allows him to make use of the Doujutsu in battle for an arc after having it implanted during that arc, deteriorating after the arc’s end. These doujutsu are permanently in the state they stole them, unable to downgrade, and are capped at EMS level. This allows usage with MS, EMS, Tendogan, Tenseigan, Shinkaigan and Ketsuryugan. Cosmic Shinkaigan and Rinnegan are off limits.
Note: Requires eye to be transplanted properly to use as well as costs 4 AP to purchase per bio.

Apex Rasengan Mastery:
The user's expertise with his Rasengan allows him to use more powerful variants. This augmentation allows the user to gain access to canon Rasengan techniques that utilize more than 100 damage as well as Rasenshuriken related variants. These do not include the various Six Paths techniques nor character exclusive techniques that require specific abilities.
Note: Requires 2 AP to purchase per bio.

Tailed Beast Connections
Bijuu and their host require a strong connection to one another to maximize their true potential. Without it, they are just powerful mindless beasts. Having gained the trust of their Bijuu, the user’s Bijuu Chakra is notably stronger than before, gaining a powerful strength towards any field besides Yin-Yang, Anutu and their components as well as Wood, still holding a weakness to the latter. Along with this, the Jinchuriki gains access to a second Level Three ability on their Bijuu Pathway.
Note: Requires 2 AP to purchase per bio

This is the Way
Elite Mandalorians have an array of weaponry and high tech gadgets at their command, ranging from advanced droid companions to the latest starships. Without them, how can they consider themselves from Mandalore? Those who have this Specialty gain the ability to have both a Droid as well as a Starship on the same bio.

Pervy Sage’s Wisdom
The user is capable of summoning multiple summonings at one time. This Specialty allows the user to layer summoning, capable of summoning up to 2 A rank summonings at one time. S ranked and higher Summonings will still require singular summoning. This does not apply towards Mythical or higher Contracts. Jiraiya bios are capable of summoning an S + A rank combination.

Megazord
Summonings are vital to every ninja’s success, but they have their limits. What if we were to experiment on these summonings? This Specialty allows members to submit mecha versions of non Mythical+ contracts, allowing them to summon mechanical variants with SNT based enhancements. These can range from a cyborg like body, enhanced skills and more. These megazords as they’re known can range from 1 meter small to up to 15 meters tall and requires the user to have access to SNT and Medjutsu.
Costs 2 AP to have per bio.

Team Rocket!
Those summonings and pets look like they'd fetch a pretty penny on the black market. Maybe they'll do better as your pets. The user is capable of stealing summonings, pets, and animal companions from others. Mythical, Legendary and CoaT companions are unable to be stolen. Members are allowed access to the Masterball SNT.
Cost 3 AP to have per bio.

Whipping
You spent your Kumi to acquire a top of the line vehicle. It's only right to traverse the Ninja World with it. This allows you to use a Vehicle in the NW, following Approved guidelines for it.

Hastened Elements:
The user’s primary element has quicker speed than normal, moving faster than other users of the same field. This allows a field he specializes in to move at 2 base speed levels higher than normal. This only applies to fields enhanced via Single Handseal, Sourceless Materializing, Sustainment, Increased Elemental, and/or Apex Handseal Specialties.
Note: Requires 3 AP to purchase per bio.
 
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