Post by Broke The Lost Admin on Jan 29, 2019 6:36:04 GMT -5
Hello! Now that you're familiar with how many tiered perks a shinobi can buy at the corresponding shinobi grade, let's get into what exactly counts as 'core' and 'profession'. Cores dictate a shinobi's bodily power. The higher your cores, the more your shinobi character will be able to do and closer they become to being super-human. However, they must use the same slots to fill out profession perks. Profession perks dictate how skilled in their training a shinobi has progressed in their chosen professions. This means that you will not be able to fully upgrade all of your professions while keeping up in cores until later ranks of power, such as jounin.
Strength - This is the governing factor of how hard a shinobi can hit and how much they can lift. At T1/T2 strength, a shinobi is yet to start entering super-human levels as civilians can achieve this level as well. Strength is generally countered by Resilience and vice versa. The higher the difference between Fighter A and Fighter B's Strength and Resilience core (dependent on whom is attacking), the more damage will be inflicted. For example, if the cores are of the same tier for each fighter they will generally match evenly (Fighter A with T3 Strength, Fighter B with T3 Resilience.) On the extreme end, someone with T4 Strength will devastate someone with T2 Resilience while the opposite remains true of T4 Resilience versus T2 Strength.
Strong (T1)
This individual has above average strength and is considered to be 'early genin' tier. While they are stronger than most civilians, their strength still pales in comparison to what is considered admirable for a more experienced shinobi. Lifting others is doable yet difficult and requires both arms. They are able to reinforce their melee-ranged attacks with force, yet are not able to effectively break out of most bindings such as rope. Melee attacks tend to leave bruises or cut shallow, depending on the style.
Brute Strength (T2)
This person has gained more strength and can now be counted as 'late genin' tier in strength. They are clearly putting focus in their ability to bludgeon and harm in close-quarters and can easily lift other people, heavy objects and other things expected of a shinobi. Rope can be broken out of in two turns of struggle. They are also able to wield large weapons, though with signs of difficulty still showing. Attacks from this person can bruise and fracture soft areas of the body, such as the nose, or cut moderately, depending on the style.
Impressive Strength (T3)
This individual's strength is impressive and easily among 'chuunin' tier. Beyond an average shinobi and now stepping toward excellence, this person's attacks can easily break noses and crack bones with well-placed or repetitive strikes. Large weapons can be wielded with ease so long as they have the proper training, and attacks with such weapons can cleave deep wounds into enemies. Rope bindings can be broken out of after a single turn. Their strength is respectable and not to be taken lightly.
Herculean Might (T4)
Pushing the boundaries toward that of a super-human, this person's strength has reached 'jounin' tier. Feats thought impossible by genin and chuunin level shinobi are now accessible to them, such as hauling boulders at enemies and wrestling bears thrice their weight. Walls are more of an annoyance than an obstacle to them as they can charge through them, and their attacks are a bloody nightmare to be hit with. Melee attacks can shatter a bone with a single solid hit while kenjutsu attacks become increasingly deadly, able to cut through bone with a well-placed strike. Rope bindings can be ripped apart in a single motion. Their physical presence is dominating and few shinobi can achieve such a degree of muscular prowess.
Overwhelming Might (T5)
This person has strength that seems to be pushing the envelope and borders absurdity and fiction. Only a level below what can be considered truly super-human, they are at the 'kage' tier of strength. Their strength can guide them through charging down armies, ripping others in half and sending them flying with every attack. Grazing blows from this person tend to brutalize their foes as testament to the near-fabled power they now wield, reducing those that stand against them to a pulp in both spirit and body. Most binding-like jutsu does not affect them as they simply walk through it. Many who refer to this person by name add the epithet 'the Strong' to it.
Strength of the Ages (T6)
Beyond what is considered human and now at the 'legendary' tier of strength, this person will go down in history as one of the strongest humans to ever live. They are as strong as a giant condensed down into the form of a mortal man and are capable of doing things attributing to raw strength that are clearly works of fiction made a reality. A single strike from this person can punch a hole through the average person's body or shatter nearly every bone in their body. Sword-based attacks from them move through others as if they were not there. They leave craters where they strike and can grind rocks to powder in their palm. Many call them a goliath when referring to their strength. They are a one-out-of-ten-million shinobi that wields supreme, unconquerable power.
Resilience - This core effects how much attacks harm you as well as the effectiveness of stuns against you. Early on, stuns will be few-and-far between yet still affect those of - for example - T2 Resilience with T2 Strength. As the game progresses, however, stuns begin to phase out as higher tiers of Resilience completely negate them regardless of strength. As stated above, Resilience and Strength interact with each other when in close-quarters combat - the closer they are to being even, the more normalized people's attacks are toward each other. Higher tiers of Resilience affect pain tolerance, blunt force trauma reduction as well as how much trouble there is in cutting you with a (non-chakra flow assisted) blade or kunai.
Resilient (T1)
This individual has an above average level of pain tolerance and durability and can be considered 'early genin' level in resilience. Persevering through enemy attacks is easier, but their road to being able to shrug off the worst of the shinobi world is still long from here. Stuns still effect them fully and they won't last long before pain will hinder them from continuing a fight. Blunt force trauma is slightly reduced and minor cuts can be ignored.
Enhanced Resilience (T2)
This individual is more resilient to damage now and can be held as 'late genin' tier in their durability. Blunt force trauma is further reduced by this perk and shinobi with this more seasoned level of resilience will be able to handle non-shinobi without much effort. Stuns will still affect them to a degree where they won't be able to properly react in time to stop an incoming attack. Medium levels of pain can be fought through easily enough, though high levels can still debilitate them.
Impressive Resilience (T3)
This person's tolerance to pain and durability against common attacks is now more formidable, now at the 'chuunin' tier of it. With their impressive resilience, attacks from opponents with less strength than their resilience will not yield much of an effect in slowing them down. Blunt force trauma is reduced heavily for attacks of minor or 'genin' level strength. Stuns affect this person on a lessened level to allow them to react just before being capitalized on, to the extent of partially blocking the attack. High levels of pain can be soldiered through, though they cannot force their body to move if injuries prevent it from doing so.
Incredible Fortitude (T4)
Attacks seem to bounce off of the person to a degree, heralding their entrance to 'jounin' tier of resilience and fortitude. Blunt force trauma can be ignored from genin level shinobi and chuunin level shinobi have difficulty making a meaningful dent in them. Stuns begin to become negligible as they recover quickly, often able to block or dodge attacks of opportunity. Pain has begun becoming a thing of the past for them as only the most excruciating attacks get a meaningful reaction from them. They are able to fight through attacks that would render most unconscious, such as internal damage, severe burns, and shattered bones. They are also affected far less by most unempowered cutting attacks, reminiscent of their own skin becoming hide-like. This level of durability is not without consequence, however, as fighting through severe injuries will lead to further damage.
Domineering Fortitude (T5)
This person is a dominating force on any battlefield as they seem to be the shining example of a shinobi when it comes to endurance and fortitude, considerable as 'kage' level. Blunt force trauma from most attacks does not affect them while normal weaponry such as katana and kunai have immense difficulty properly cutting them. Stuns barely effect them and only establish a fraction of a second for follow-up attacks. Pain is a memory that they repress in order to accomplish their goals, making only the destruction of their body a viable way to put a stop to them. Their durability is unheard of among most shinobi and, while managing to drill a hole in their heart will still certainly kill them, they would be able to issue a final attack before dying.
Unstoppable Juggernaut (T6)
Do they even bleed? This person seems to be immortal by way of immunity to bodily harm now as they've reached 'legendary' status in their ability to ignore attacks. Stuns do not affect them. Blunt force trauma does not hinder them. Slashing attacks do not cut them unless aided by a potent chakra flow. They do not experience pain unless they choose to. Harming them is immensely difficult as kunai seem to bounce off of them and normal katana shatter upon contact. Shinobi and people worldwide fear this individual for they know conventional attacks cannot touch them, and many attribute this feat to being a god. Their skin can still be pierced through means of chakra flow or powerful ninjutsu. Fatal wounds such as stabs to the heart will still kill them, but this person would fight through it for a short time before dying of circulatory failure. Complete eradication of their organs will still result in a near-immediate death. They are a one-out-of-ten-million shinobi that views other shinobi's attacks as harmless efforts from mere children.
Reflexes - This core relates to a shinobi's ability to react to close-range attacks for the sake of dodging, as well as getting the most out of their perception tier. To react to an attack, you must both be able to see it (in accordance to perception) and have a high enough reflex core to counter. Those with higher reflexes will be able to dodge attacks easier based on the skill difference, so someone with T1 Taijutsu fighting someone with T3 Reflexes won't land many hits. Higher tiers of reflex will also help with performing fast hand movements, such as those common in the weaponist profession. This core can be considered the opposite of Resilience, where one focuses on enduring enemy attacks while the other is about not being hit to begin with.
Reflexive (T1)
This individual has an above average ability to respond to close-range attacks, commonly considered as 'early genin' level. Against opponents of similar level, they're able to dodge some of their attacks but not most. Those even less skilled than them, such as civilians, will have trouble landing a hit on them while those more skilled than them, such as chuunin, will hit them easily. There is still a lot of work to be done with close-quarters for this individual.
Sharp Reflexes (T2)
This person has become better at reacting to close-range attacks and can be considered 'late genin' tier at doing so. Among shinobi they are considered high average and can respond quicker to incoming attacks for dodging, and are quicker at making their own counterattacks. Lower tier attacks are easier to dodge while attacks around their level remain difficult to evade.
Impressive Reflexes (T3)
This individual has reached an admirable level of reflexes, easily able to dodge most standard attacks as they are now 'chuunin' tier in reflexes. Attacks from people below their skill level can be evaded easily, based on the difference in skill. Their response time is also sharper, allowing them to counterattack with less delay to punish their opponents.
Honed Agility (T4)
A truly masterful practitioner of close-quarters combat, this person is now at 'jounin' tier of agility. Attacks from those below their skill level can be evaded effortlessly, based on the difference in skill. Their response time is even faster and they can punish any attack they evade with a snappy, reflexive counterattack. They are an example of an exemplary shinobi for reaction speed and make quick work of lesser skilled opponents.
Amazing Agility (T5)
This person is a true prodigy when it comes to the ebb-and-flow of close-quarters combat and has ascended to 'kage' tier. Attacks from those below their skill level seem to never connect, based on the difference in skill, as they weave in-and-out of attacks to land their own. Their reaction speed is like lightning, instinctively weaving around incoming strikes to capitalize on their opponent's extension.
Pure Instinct (T6)
Beyond the realm of a mortal man lies this person, known as 'legendary' in the world of reflexive combat. Attacks from those below their skill level may never land, based on the difference in skill, as this person no longer relies on their perception to perceive attacks. Their body reacts to close-quarters naturally, making combat with this godly individual extremely difficult as even attacks that cannot be perceived can now be dodged. Their reaction speed is unmatched, for every attack their opponents make is met with an awe-inspiring counterattack. They are a one-out-of-ten-million shinobi that has mastered the art of evasion.
Speed - This core defines how quickly a shinobi can move from A to B, as well as evading long-range attacks such as most ninjutsu. Note that speed cannot be used to dodge in close-quarters, as that is entirely governed by the reflex core. Speed is very to the point. The higher your speed core, the faster you are. You become more difficult to pin down with attacks and can rapidly reposition to run circles around slower competition. One's stamina is not infinite, however, and those that sprint for too long in battle will eventually run out of breath. The stamina you waste while sprinting becomes lessened with higher speed tiers. Generally speaking, those with higher perception and speed tiers than their opponent's attacks will dodge them while moving around the battlefield.
Fast (T1)
This person has worked on their speed and can be considered 'early genin' tier. They are fast by normal human standards, yet usually fall behind when it comes to keeping up with other shinobi. Traveling long distances is still difficult on them as they are more suited to short sprinting bursts rather than marathon running. In addition, they can dodge slow projectiles that were launched a fair distance away without too much injury - if any. Fast projectiles, both of weaponry and ninjutsu origin, will usually hit their mark on this person. What is considered a slow and fast projectile is based on the difference between the incoming attack's tier/rank and your speed core is. Adds 1 tile movement to base speed.
Fleeting Speed (T2)
This person's speed has become elevated and is around the 'late genin' tier of speed. They are much faster than normal human standards, though still below what is considered admirable for a shinobi. Traveling long distances is difficult but manageable as their comfort with continued sprinting is becoming better. Slow projectiles can be dodged with relative ease, though fast projectiles remain difficult to evade. What is considered a slow and fast projectile is based on the difference between the incoming attack's tier/rank and your speed core is. Adds 3 tile movement to base speed.
Impressive Speed (T3)
This individual's speed has become far more impressive and can be considered as 'chuunin' tier. As far as regular human standards go, they are far beyond them and can travel from A to B rapidly. Traveling long distances is becoming easier for them as they've learned how to move their body to accommodate the demands of a shinobi lifestyle. Slow projectiles are easily dodged and fast projectiles can be narrowly avoided, usually while taking some injury. What is considered a slow and fast projectile is based on the difference between the incoming attack's tier/rank and your speed core is. Adds 5 tile movement to base speed.
Incredible Speed (T4)
Evolving now past the normal limits of a human, this person's speed can be counted as 'jounin' tier. They appear as a blurred movement that is incredibly difficult to track for the standard eye as they peruse a battlefield. Long-distance sprints have a lessened toll on their stamina and they are rarely hit by long-range attacks when at their full speed. Accelerating to their top speed takes a few moments. What is considered a slow and fast projectile is based on the difference between the incoming attack's tier/rank and your speed core is. Adds 7 tile movement to base speed.
Lightning Speed (T5)
Pushing the boundaries of what is considered unnatural and human, this person is often heralded as too fast for comprehension by most people. 'Kage' tier in every right, their speed is one of the pinnacles of shinobi fitness as they seem to leave one place and appear in another when moving. Dodging long-ranged attacks is second nature to them, easily able to maneuver around most airborne jutsu when on the battlefield. Acceleration to their peak speed takes a fraction of a moment, adding a surprise factor to those without high-tier perception. What is considered a slow and fast projectile is based on the difference between the incoming attack's tier/rank and your speed core is. Adds 9 tile movement to base speed.
One with the Wind (T6)
This person has broken the scale and become 'legendary' tier amongst shinobi that value speed. Their sheer speed is absolutely insane and cannot be comprehended by most shinobi. Stamina drain from sprinting is next to nothing for this individual as they can run a marathon across the world without issue. Hitting them with long-ranged techniques is next to impossible so long as they can react in time. The crackling of thunder can be heard whenever this person rapidly accelerates to their top speed, leaving only a blur where they were and a streak where they run. Many people compare this individual's feats of movement to a lightning bolt. They are a one-out-of-ten-million shinobi that is the fastest human alive. Adds 11 tile movement to base speed.
Vitality - Vitality defines your reserves of life energy within your body. Without the use of ninjutsu, this can be otherwise called 'stamina' and is used mostly when issuing close-quarters attacks and sprinting. Stamina can be converted into excess chakra through the use of handseals and is the basis of all forms of combative ninjutsu. If one burns through all their stamina, and in turn chakra, they will be brought to a near-death state from exertion. The higher tier of vitality one has, the longer they will be able to fight on without running out of stamina or chakra. For the purposes of combat, those that rarely convert their stamina to chakra will generally last longer than those that convert most of it to chakra as melee combat is less demanding than casting ninjutsu. The cost of ninjutsu is further modified by proficiency perks such as katon.
Novice Vitality (T1)
This person has a decent reserve of life energy and is able to engage in short skirmishes without much issue to their stamina - they are 'early genin' tier in vitality. Casting ninjutsu, however, is difficult for them as not only are minor jutsu a fair portion of their chakra reserves but they are also not too efficient at converting their life energy into chakra. They usually fall short in extended fights, or when performing exerting tasks beyond their limitations such as high-rank ninjutsu and complicated, straining close-quarters attacks.
Enhanced Vitality (T2)
Advancing to what can be considered 'late genin' tier of vitality, this person is now better at staying in a fight. Longer skirmishes can be handled without running out of stamina, provided they don't use demanding techniques. Casting ninjutsu has become easier on them as their ability to convert their life energy into excess chakra has improved. Minor jutsu take up a smaller portion of their overall expanding energy levels. A person at this tier of vitality usually can't use many high-rank attacks before collapsing and should be careful to pace themselves.
Impressive Vitality (T3)
This individual has impressive reserves of life energy and can be considered 'chuunin' tier at their ability to keep fighting. Longer skirmishes become easier to handle for them and they can now use several demanding, high-rank techniques before exerting themselves too heavily. Casting ninjutsu continues to become easier as their efficiency in converting energy to chakra improves. Most minor jutsu can be cast freely, provided they are also trained well in that field of combat, and they can use a fair share of high-rank attacks before exerting themselves too much. They are generally great in extended fights and in common, everyday fights don't have to worry much about exhausting themselves.
Substantial Vitality (T4)
This person continues to innovate and improve on their bountiful well of life energy, now marked as 'jounin' tier in their stamina and chakra reserves. Long skirmishes are no issue to them as they can go through a war-like scenario with a vigor that is admirable to most shinobi. Casting ninjutsu is quick and efficient for them as they waste very little in the conversion process. High-rank techniques in areas they are proficient in no longer make a significant dent in their chakra reservoir. Extremely long fights or short fights where they pour everything into very high-ranked attacks in quick succession can still bring them to the breaking point, but these situations are fewer for them than lesser trained shinobi.
Monsterous Vitality (T5)
This individual seems to rarely tire and is a shining example of near peak physical fitness amongst shinobi, considerable as 'kage' tier. Fighting is simply second nature to them, and they usually do not tire from fighting. The conversion of chakra from their life energy is nearly perfect, making them very efficient at casting ninjutsu. Engaging is back-to-back high-intensity fights in the case of either a dangerous mission or a full-out war with days of fighting are some of the remaining ways to properly drive this person to the limits. It takes a lot of effort to exhaust this person.
Endless Spirit (T6)
Fatigue has become an issue of the past. Their chakra reserves seem limitless and can be felt as pressure in the air to all near them. They have achieved a 'legendary' tier of vitality and, as such, can fight for days upon end without hitting their rumored limit. The world often jests that they have a bijuu sealed within them to coax on their fighting ability. One of few valid ways to rid this person of their immense reserves is by forcefully stripping it from them via draining techniques or sealing methods. A fight with this shinobi will usually end far before their endless fighting spirit gives out on them. They are a one-out-of-ten-million shinobi that is no longer shackled by the mortal concept of exhaustion.
Perception - This is a misc perk that can be upgraded whenever you hit a new rank-up (such at C- or B-), but has a role to play in conjunction with your reflex and speed cores. You will need equal perception to an attack's rank, someone's speed or their attack speed in order to see it fully (ex: T3 Perception can see T3 Taijutsu attacks, people moving at T3 Speed and B-ranks clearly.) Your ability to dodge these attacks remains dependent of your reflex and speed cores, however, for close and long range attacks respectively. If you have more perception than your own reflex or speed core, you will be able to see an attack incoming but be ill-equipt to properly respond/react. The only time that perception can assist you in dodging is if you have the Sharingan. Attacks that are above your perception tier to be able to see in full are harder to dodge or escape from.
Modest Perception (T1) - This person has modest perception and can be considered a civilian for the sake of seeing incoming attacks. They can plainly see D-rank attacks, people moving at T1 Speed and attacks from T1 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively.
Adept Perception (T2) - This person has adept perception and can be considered a genin for the sake of seeing incoming attacks. They can plainly see C-rank attacks, people moving at T2 Speed and attacks from T2 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively.
Impressive Perception (T3) - This person has impressive perception and can be considered a chuunin for the sake of seeing incoming attacks. They can plainly see B-rank attacks, people moving at T3 Speed and attacks from T3 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively.
Great Perception (T4) - This person has great perception and can be considered a jounin for the sake of seeing incoming attacks. They can plainly see A-rank attacks, people moving at T4 Speed and attacks from T4 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively.
Amazing Perception (T5) - This person has amazing perception and can be considered a kage for the sake of seeing incoming attacks. They can plainly see S-rank attacks, people moving at T5 Speed and attacks from T5 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively.
Clarity of Vision (T6) - This person has perfect perception and can be considered a legend for the sake of seeing incoming attacks. They can plainly see all attacks, people moving at T6 Speed and attacks from T6 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively. Overcapping perception from here is impossible without the Sharingan.
Handseal Speed - This is a misc perk that can be upgraded whenever you hit a new rank-up (such as C- or B-), and further increases your handseal speed beyond what is possible for your shinobi grade itself. Seeing someone's handseals clearly requires equal perception. The higher your handseal count, the faster in the round you complete your seals (sealing 8 seals with an 8 total handseals will take an entire round, while sealing 8 seals with 24 total seals would be far, far faster.) Combine the handseals from your shinobi grade and your handseal speed perk to get your total handseal speed (ex: 6 from C-grade and 6 from T3 for 12.)
Academic Handseals (T1) - This person was trained to utilize handseals properly, likely in the shinobi academy. Their sealing can be slow at times and they need some time to complete most jutsu. +2 handseals per round.
Practiced Handseals (T2) - This person has a respectable grasp of handsealing quickly. Their sealing tends to be moderately fast and they should complete most jutsu in a few moments, provided they are not interrupted. +4 handseals per round.
Impressive Handseals (T3) - This person has a deep understanding and muscle memory in regards to handseals. Their sealing tends to be exceptionally quick and they should complete most jutsu in just a moment, provided they are not interrupted. +6 handseals per round.
Mastered Handseals (T4) - This person has mastered the art of handsealing in a way that causes blurred movements to most eyes. Their sealing tends to be amazingly swift and they should complete most jutsu in a breath, provided they are not interrupted. +8 handseals per round.
Lightning Handseals (T4; Semi-Unique) - Beyond the normal limits of a shinobi, this person has a mastery of handseals thought impossible as their hands seem to not move at all when sealing. Their jutsu tend to be completed before most can see the first few seals, and will be in the motion of casting unless they are somehow interrupted. Acts as T5 Handseals for the purpose of perception. +16 handseals per round.
Chakra Control - This is a misc perk that can be upgraded whenever you hit a new rank-up (such as C- or B-), and has an important role on your ability to use non-elemental 'pure chakra' ninjutsu. Suimen, Shosen, Shikotsumyaku, Chakra Flow and Rasengan are a few examples of techniques that scale based on your chakra control tier. Although it functions very similar to Elemental tiers (as in the higher you go, the less demanding chakra costs are and the stronger your jutsu are), it is considered a misc perk because it tends to only offer one or two benefits for those that invest into it (such as Kaguyas, Medics and Swordsmen.) Does not reduce cost for all ninjutsu, as elemental proficiency perks define your mastery of them and not this perk.
Academic Control (T1) - This person has learned the basics of chakra control for ninjutsu, likely in the shinobi academy. Converting their life energy into chakra and chakra into jutsu is still difficult and straining upon them. They are able to use basic general ninjutsu, such as suimen, without much effort while C-rank ninjutsu and beyond consumes more chakra than a more experienced shinobi. They are barely able to mold their chakra for B-rank level techniques, reducing the stability of the jutsu and the power behind it. B-ranks are extremely draining, often consuming this person's entire reserve of chakra. Cannot use general ninjutsu A-ranks. Their attacks from this perk tree are not too impressive at all.
Novice Control (T2) - This person has reached a level of mastery over general ninjutsu that can be considered genin-level. Converting their chakra into jutsu is becoming easier on them, though is still far from what is admirable for a shinobi. They are able to use general ninjutsu, such as chakra flow, without much effort while B-rank ninjutsu and beyond consumes more chakra than a more experienced shinobi. They are barely able to mold their chakra for A-rank level techniques, reduced the stability of the jutsu and the power behind it. A-ranks are extremely draining, often consuming this person's entire reserve of chakra. Their attacks from this perk tree are subpar to standard.
Skilled Control (T3) - This person has reached a level of mastery over general ninjutsu that can be considered chuunin-level. Converting their chakra into jutsu is even easier on them and could be held as what is admirable for a shinobi. They are able to use general ninjutsu easily while A-rank ninjutsu and beyond consumes more chakra than normal. They have become better at stabilizing their attempt at A-rank level techniques, but utilizing A-ranks in battle will still consume most of this person's reserves. Their attacks from this perk tree are standard.
Masterful Control (T4) - This person continues to innovate and excel in the area of general ninjutsu and is now considered as jounin-level. Converting their chakra into jutsu is becoming effortless as they focus on the effectiveness of their non-elemental ninjutsu. Their access to general ninjutsu now extends up to the fabled Rasengan and A-rank ninjutsu no longer consumes more chakra than needed. D and C-rank general ninjutsu (including chakra flow) have begun taking less chakra to perform than normal. Their attacks from this perk tree are beyond standard, often causing more damage than their opponents expect.
Miraculous Control (T5) - This person is far beyond average when it comes to the arts of general ninjutsu and is now considered as kage-level. Converting their chakra into jutsu is seamless and D and C-rank general ninjutsu take dramatically less chakra to perform. B-rank general ninjutsu takes less chakra to utilize than normal. Their attacks from this perk tree are far beyond the standard, consistently causing spectacular results when compared to average.
Master of Energy (T6) - A true savant in the art of molding pure chakra. Converting their chakra into jutsu is a process as second-nature as breathing. D and C-rank general ninjutsu no longer consume much of any chakra while B-rank general ninjutsu takes dramatically less chakra to perform. Many consider this person as a legendary shinobi who was blessed with the secrets of chakra control. Their attacks from this perk tree shatter the known scale as a testament to their incredibly rare skill.
Mind - This is a misc perk that can be upgraded whenever you hit a new rank-up (such as C- and B-), and has an important role in defending against genjutsu. This battles directly against a genjutsuist's genjutsu tier and is further defined in the genjutsu guide.
Resolute Mind (T1)
Clear Mind (T2)
Strong Mind (T3)
Fortress Mind (T4)
Impenetrable Mind (T5)
Unconquerable Will (T6)
Taijutsu - One's skill in the art of taijutsu. Similar to ninjutsu and chakra control perks, higher tiers of this perk will lessen the physical strain of utilizing taijutsu for the sake of conserving stamina. In addition, every tier increases the attack speed and expertise of those upgrading this perk. Their attack speed is matched equally with their opponent's perception tier (T3 Taijutsu = T3 Perception), however properly responding to someone's taijutsu attacks is further dependent on the reflex core as well.
Academic Taijutsu (T1) - This person has a novice's understanding of taijutsu, likely having learned it in the academy or through getting in a few fights. They are capable of defending themselves to some capacity in close-quarters, though often fall behind the curve when compared to those more invested into taijutsu. Their attacks don't have much snap to them and it is rather easy to follow their offensive movements. Utilizing simple taijutsu techniques is doable, although techniques of C-rank and higher are exponentially more exhausting. Cannot use A-rank Taijutsu.
Affluent Taijutsu (T2) - This individual's understanding of taijutsu is more in line with the standard for a genin. They've been in their share of fights and their attacks and prowess in close-quarters is showing in a fledgling stage. Their attacks are still perceivable to the common eye. More advanced taijutsu is becoming easier to perform for them, although techniques of B-rank and higher are exponentially more exhausting. Using an A-rank Taijutsu will render them incapacitated in the aftermath if they are successful.
Adept Taijutsu (T3) - This person has advanced enough in taijutsu to be respected as 'chuunin' level in their abilities. Fighting hand-to-hand is second nature to them as their attacks in close-quarters have a particular snap to each swing, blurred to the common eye. Advanced forms and techniques of taijutsu are well within their limits as only A-rank Taijutsu remains difficult for them to perform without becoming winded.
Impressive Taijutsu (T4)
Masterful Taijutsu (T5)
Legendary Taijutsu (T6)
Kenjutsu - A skilled practitioner of kenjutsu will focus on their capabilities with a sword. Like taijutsu, higher tiers of this perk will lessen the strain of combat for the sake of conserving stamina. Every tier increases the attack speed and expertise of those upgrading this perk. Their attack speed is matched equally with their opponent's perception tier (T3 Kenjutsu = T3 Perception), however properly responding to someone's kenjutsu attacks is further dependent on the reflex core as well.
Elements - A wielder of either the five basic elements or a more advanced kekkei genkai element. No matter what element they wield, each tier they advanced down their chosen paths will lessen the strain of utilizing ninjutsu for the sake of conserving chakra. Each tier increases the strength of their jutsu while removing the instabilities that come with low mastery. By the time a ninjutsuist has a high mastery of their element, low-tier jutsu will require very little chakra. Reacting to ninjutsu attacks is based roughly on the rank and dynamics of a jutsu versus their opponent's perception tier, and properly responding to ranged ninjutsu is further dependent on the defender's speed core.
Genjutsu - The mastery one wields over mind-affecting jutsu that disorients the opposition and warps their sense of reality. This perk is a profession that governs the offensive capabilities of genjutsu techniques, hence acting the same as any other profession perk listed here. In order to defend against genjutsu, the defender must invest into mind perks that affects the struggle between the offense and defense perks as outlined in the genjutsu guide.
Bukijutsu - This governs the use of a wide variety of weapons in the shinobi arsenal, from fans to kunai to kusarigama. While it is possible to wield all these weapons, most shinobi will find themselves mastering only a few and leaving the majority untouched. Higher and higher tiers of bukijutsu unlock more weapons to be used with bukijutsu's profession scaling. Perks related to bukijutsu, such as kyuujutsu or weaponist, count as misc perks in which a bukijutsuist can buy them as high as their bukijutsu tier. An example being a C+ bukijutsuist with T3 bukijutsu being able to wield weaponist items (kunai, shuriken, senbon) as well as a bow (kyuujutsu) without having to waste inflated amounts of their limited slots for cores/professions at C+.
Beginner Bukijutsu (T1)
Novice Bukijutsu (T2)
Advanced Bukijutsu (T3)
Masterful Bukijutsu (T4)
Master of War (T5)
Human Armory (T6)
Medic - The medical prowess of a person. A low-tier medic will only be able to handle basic wounds and treat non-threatening injuries, while a high-tier medic seems to reverse the flow of death by counteracting godly attacks causing horrendous bodily harm with their own amazing techniques of healing. Medics are the needed backbone of any shinobi society to keep going as the difference between living and dying can more often be the presence of a competent medic rather than being executed by an enemy.
First Aid (T1)
Nurse (T2)
Full-Time Medic (T3)
Doctor (T4)
Surgeon (T5)
Miracle Worker (T6)
Fuuinjutsu - The ability to seal and unseal a wide variety of items and jutsu from scrolls. Low-tier fuuinjutsuists will be able to do mild feats such as sealing a small storm of shuriken to launch as a ranged attack later, while high-tier fuuinjutsuists can turn the might of a bijuu against them and seal the monsters into a mortal. Fuuinjutsu begins as a simple, straightforward profession before evolving into covering much more.
Cores
Strength - This is the governing factor of how hard a shinobi can hit and how much they can lift. At T1/T2 strength, a shinobi is yet to start entering super-human levels as civilians can achieve this level as well. Strength is generally countered by Resilience and vice versa. The higher the difference between Fighter A and Fighter B's Strength and Resilience core (dependent on whom is attacking), the more damage will be inflicted. For example, if the cores are of the same tier for each fighter they will generally match evenly (Fighter A with T3 Strength, Fighter B with T3 Resilience.) On the extreme end, someone with T4 Strength will devastate someone with T2 Resilience while the opposite remains true of T4 Resilience versus T2 Strength.
Strong (T1)
This individual has above average strength and is considered to be 'early genin' tier. While they are stronger than most civilians, their strength still pales in comparison to what is considered admirable for a more experienced shinobi. Lifting others is doable yet difficult and requires both arms. They are able to reinforce their melee-ranged attacks with force, yet are not able to effectively break out of most bindings such as rope. Melee attacks tend to leave bruises or cut shallow, depending on the style.
Brute Strength (T2)
This person has gained more strength and can now be counted as 'late genin' tier in strength. They are clearly putting focus in their ability to bludgeon and harm in close-quarters and can easily lift other people, heavy objects and other things expected of a shinobi. Rope can be broken out of in two turns of struggle. They are also able to wield large weapons, though with signs of difficulty still showing. Attacks from this person can bruise and fracture soft areas of the body, such as the nose, or cut moderately, depending on the style.
Impressive Strength (T3)
This individual's strength is impressive and easily among 'chuunin' tier. Beyond an average shinobi and now stepping toward excellence, this person's attacks can easily break noses and crack bones with well-placed or repetitive strikes. Large weapons can be wielded with ease so long as they have the proper training, and attacks with such weapons can cleave deep wounds into enemies. Rope bindings can be broken out of after a single turn. Their strength is respectable and not to be taken lightly.
Herculean Might (T4)
Pushing the boundaries toward that of a super-human, this person's strength has reached 'jounin' tier. Feats thought impossible by genin and chuunin level shinobi are now accessible to them, such as hauling boulders at enemies and wrestling bears thrice their weight. Walls are more of an annoyance than an obstacle to them as they can charge through them, and their attacks are a bloody nightmare to be hit with. Melee attacks can shatter a bone with a single solid hit while kenjutsu attacks become increasingly deadly, able to cut through bone with a well-placed strike. Rope bindings can be ripped apart in a single motion. Their physical presence is dominating and few shinobi can achieve such a degree of muscular prowess.
Overwhelming Might (T5)
This person has strength that seems to be pushing the envelope and borders absurdity and fiction. Only a level below what can be considered truly super-human, they are at the 'kage' tier of strength. Their strength can guide them through charging down armies, ripping others in half and sending them flying with every attack. Grazing blows from this person tend to brutalize their foes as testament to the near-fabled power they now wield, reducing those that stand against them to a pulp in both spirit and body. Most binding-like jutsu does not affect them as they simply walk through it. Many who refer to this person by name add the epithet 'the Strong' to it.
Strength of the Ages (T6)
Beyond what is considered human and now at the 'legendary' tier of strength, this person will go down in history as one of the strongest humans to ever live. They are as strong as a giant condensed down into the form of a mortal man and are capable of doing things attributing to raw strength that are clearly works of fiction made a reality. A single strike from this person can punch a hole through the average person's body or shatter nearly every bone in their body. Sword-based attacks from them move through others as if they were not there. They leave craters where they strike and can grind rocks to powder in their palm. Many call them a goliath when referring to their strength. They are a one-out-of-ten-million shinobi that wields supreme, unconquerable power.
Resilience - This core effects how much attacks harm you as well as the effectiveness of stuns against you. Early on, stuns will be few-and-far between yet still affect those of - for example - T2 Resilience with T2 Strength. As the game progresses, however, stuns begin to phase out as higher tiers of Resilience completely negate them regardless of strength. As stated above, Resilience and Strength interact with each other when in close-quarters combat - the closer they are to being even, the more normalized people's attacks are toward each other. Higher tiers of Resilience affect pain tolerance, blunt force trauma reduction as well as how much trouble there is in cutting you with a (non-chakra flow assisted) blade or kunai.
Resilient (T1)
This individual has an above average level of pain tolerance and durability and can be considered 'early genin' level in resilience. Persevering through enemy attacks is easier, but their road to being able to shrug off the worst of the shinobi world is still long from here. Stuns still effect them fully and they won't last long before pain will hinder them from continuing a fight. Blunt force trauma is slightly reduced and minor cuts can be ignored.
Enhanced Resilience (T2)
This individual is more resilient to damage now and can be held as 'late genin' tier in their durability. Blunt force trauma is further reduced by this perk and shinobi with this more seasoned level of resilience will be able to handle non-shinobi without much effort. Stuns will still affect them to a degree where they won't be able to properly react in time to stop an incoming attack. Medium levels of pain can be fought through easily enough, though high levels can still debilitate them.
Impressive Resilience (T3)
This person's tolerance to pain and durability against common attacks is now more formidable, now at the 'chuunin' tier of it. With their impressive resilience, attacks from opponents with less strength than their resilience will not yield much of an effect in slowing them down. Blunt force trauma is reduced heavily for attacks of minor or 'genin' level strength. Stuns affect this person on a lessened level to allow them to react just before being capitalized on, to the extent of partially blocking the attack. High levels of pain can be soldiered through, though they cannot force their body to move if injuries prevent it from doing so.
Incredible Fortitude (T4)
Attacks seem to bounce off of the person to a degree, heralding their entrance to 'jounin' tier of resilience and fortitude. Blunt force trauma can be ignored from genin level shinobi and chuunin level shinobi have difficulty making a meaningful dent in them. Stuns begin to become negligible as they recover quickly, often able to block or dodge attacks of opportunity. Pain has begun becoming a thing of the past for them as only the most excruciating attacks get a meaningful reaction from them. They are able to fight through attacks that would render most unconscious, such as internal damage, severe burns, and shattered bones. They are also affected far less by most unempowered cutting attacks, reminiscent of their own skin becoming hide-like. This level of durability is not without consequence, however, as fighting through severe injuries will lead to further damage.
Domineering Fortitude (T5)
This person is a dominating force on any battlefield as they seem to be the shining example of a shinobi when it comes to endurance and fortitude, considerable as 'kage' level. Blunt force trauma from most attacks does not affect them while normal weaponry such as katana and kunai have immense difficulty properly cutting them. Stuns barely effect them and only establish a fraction of a second for follow-up attacks. Pain is a memory that they repress in order to accomplish their goals, making only the destruction of their body a viable way to put a stop to them. Their durability is unheard of among most shinobi and, while managing to drill a hole in their heart will still certainly kill them, they would be able to issue a final attack before dying.
Unstoppable Juggernaut (T6)
Do they even bleed? This person seems to be immortal by way of immunity to bodily harm now as they've reached 'legendary' status in their ability to ignore attacks. Stuns do not affect them. Blunt force trauma does not hinder them. Slashing attacks do not cut them unless aided by a potent chakra flow. They do not experience pain unless they choose to. Harming them is immensely difficult as kunai seem to bounce off of them and normal katana shatter upon contact. Shinobi and people worldwide fear this individual for they know conventional attacks cannot touch them, and many attribute this feat to being a god. Their skin can still be pierced through means of chakra flow or powerful ninjutsu. Fatal wounds such as stabs to the heart will still kill them, but this person would fight through it for a short time before dying of circulatory failure. Complete eradication of their organs will still result in a near-immediate death. They are a one-out-of-ten-million shinobi that views other shinobi's attacks as harmless efforts from mere children.
Reflexes - This core relates to a shinobi's ability to react to close-range attacks for the sake of dodging, as well as getting the most out of their perception tier. To react to an attack, you must both be able to see it (in accordance to perception) and have a high enough reflex core to counter. Those with higher reflexes will be able to dodge attacks easier based on the skill difference, so someone with T1 Taijutsu fighting someone with T3 Reflexes won't land many hits. Higher tiers of reflex will also help with performing fast hand movements, such as those common in the weaponist profession. This core can be considered the opposite of Resilience, where one focuses on enduring enemy attacks while the other is about not being hit to begin with.
Reflexive (T1)
This individual has an above average ability to respond to close-range attacks, commonly considered as 'early genin' level. Against opponents of similar level, they're able to dodge some of their attacks but not most. Those even less skilled than them, such as civilians, will have trouble landing a hit on them while those more skilled than them, such as chuunin, will hit them easily. There is still a lot of work to be done with close-quarters for this individual.
Sharp Reflexes (T2)
This person has become better at reacting to close-range attacks and can be considered 'late genin' tier at doing so. Among shinobi they are considered high average and can respond quicker to incoming attacks for dodging, and are quicker at making their own counterattacks. Lower tier attacks are easier to dodge while attacks around their level remain difficult to evade.
Impressive Reflexes (T3)
This individual has reached an admirable level of reflexes, easily able to dodge most standard attacks as they are now 'chuunin' tier in reflexes. Attacks from people below their skill level can be evaded easily, based on the difference in skill. Their response time is also sharper, allowing them to counterattack with less delay to punish their opponents.
Honed Agility (T4)
A truly masterful practitioner of close-quarters combat, this person is now at 'jounin' tier of agility. Attacks from those below their skill level can be evaded effortlessly, based on the difference in skill. Their response time is even faster and they can punish any attack they evade with a snappy, reflexive counterattack. They are an example of an exemplary shinobi for reaction speed and make quick work of lesser skilled opponents.
Amazing Agility (T5)
This person is a true prodigy when it comes to the ebb-and-flow of close-quarters combat and has ascended to 'kage' tier. Attacks from those below their skill level seem to never connect, based on the difference in skill, as they weave in-and-out of attacks to land their own. Their reaction speed is like lightning, instinctively weaving around incoming strikes to capitalize on their opponent's extension.
Pure Instinct (T6)
Beyond the realm of a mortal man lies this person, known as 'legendary' in the world of reflexive combat. Attacks from those below their skill level may never land, based on the difference in skill, as this person no longer relies on their perception to perceive attacks. Their body reacts to close-quarters naturally, making combat with this godly individual extremely difficult as even attacks that cannot be perceived can now be dodged. Their reaction speed is unmatched, for every attack their opponents make is met with an awe-inspiring counterattack. They are a one-out-of-ten-million shinobi that has mastered the art of evasion.
Speed - This core defines how quickly a shinobi can move from A to B, as well as evading long-range attacks such as most ninjutsu. Note that speed cannot be used to dodge in close-quarters, as that is entirely governed by the reflex core. Speed is very to the point. The higher your speed core, the faster you are. You become more difficult to pin down with attacks and can rapidly reposition to run circles around slower competition. One's stamina is not infinite, however, and those that sprint for too long in battle will eventually run out of breath. The stamina you waste while sprinting becomes lessened with higher speed tiers. Generally speaking, those with higher perception and speed tiers than their opponent's attacks will dodge them while moving around the battlefield.
Fast (T1)
This person has worked on their speed and can be considered 'early genin' tier. They are fast by normal human standards, yet usually fall behind when it comes to keeping up with other shinobi. Traveling long distances is still difficult on them as they are more suited to short sprinting bursts rather than marathon running. In addition, they can dodge slow projectiles that were launched a fair distance away without too much injury - if any. Fast projectiles, both of weaponry and ninjutsu origin, will usually hit their mark on this person. What is considered a slow and fast projectile is based on the difference between the incoming attack's tier/rank and your speed core is. Adds 1 tile movement to base speed.
Fleeting Speed (T2)
This person's speed has become elevated and is around the 'late genin' tier of speed. They are much faster than normal human standards, though still below what is considered admirable for a shinobi. Traveling long distances is difficult but manageable as their comfort with continued sprinting is becoming better. Slow projectiles can be dodged with relative ease, though fast projectiles remain difficult to evade. What is considered a slow and fast projectile is based on the difference between the incoming attack's tier/rank and your speed core is. Adds 3 tile movement to base speed.
Impressive Speed (T3)
This individual's speed has become far more impressive and can be considered as 'chuunin' tier. As far as regular human standards go, they are far beyond them and can travel from A to B rapidly. Traveling long distances is becoming easier for them as they've learned how to move their body to accommodate the demands of a shinobi lifestyle. Slow projectiles are easily dodged and fast projectiles can be narrowly avoided, usually while taking some injury. What is considered a slow and fast projectile is based on the difference between the incoming attack's tier/rank and your speed core is. Adds 5 tile movement to base speed.
Incredible Speed (T4)
Evolving now past the normal limits of a human, this person's speed can be counted as 'jounin' tier. They appear as a blurred movement that is incredibly difficult to track for the standard eye as they peruse a battlefield. Long-distance sprints have a lessened toll on their stamina and they are rarely hit by long-range attacks when at their full speed. Accelerating to their top speed takes a few moments. What is considered a slow and fast projectile is based on the difference between the incoming attack's tier/rank and your speed core is. Adds 7 tile movement to base speed.
Lightning Speed (T5)
Pushing the boundaries of what is considered unnatural and human, this person is often heralded as too fast for comprehension by most people. 'Kage' tier in every right, their speed is one of the pinnacles of shinobi fitness as they seem to leave one place and appear in another when moving. Dodging long-ranged attacks is second nature to them, easily able to maneuver around most airborne jutsu when on the battlefield. Acceleration to their peak speed takes a fraction of a moment, adding a surprise factor to those without high-tier perception. What is considered a slow and fast projectile is based on the difference between the incoming attack's tier/rank and your speed core is. Adds 9 tile movement to base speed.
One with the Wind (T6)
This person has broken the scale and become 'legendary' tier amongst shinobi that value speed. Their sheer speed is absolutely insane and cannot be comprehended by most shinobi. Stamina drain from sprinting is next to nothing for this individual as they can run a marathon across the world without issue. Hitting them with long-ranged techniques is next to impossible so long as they can react in time. The crackling of thunder can be heard whenever this person rapidly accelerates to their top speed, leaving only a blur where they were and a streak where they run. Many people compare this individual's feats of movement to a lightning bolt. They are a one-out-of-ten-million shinobi that is the fastest human alive. Adds 11 tile movement to base speed.
Vitality - Vitality defines your reserves of life energy within your body. Without the use of ninjutsu, this can be otherwise called 'stamina' and is used mostly when issuing close-quarters attacks and sprinting. Stamina can be converted into excess chakra through the use of handseals and is the basis of all forms of combative ninjutsu. If one burns through all their stamina, and in turn chakra, they will be brought to a near-death state from exertion. The higher tier of vitality one has, the longer they will be able to fight on without running out of stamina or chakra. For the purposes of combat, those that rarely convert their stamina to chakra will generally last longer than those that convert most of it to chakra as melee combat is less demanding than casting ninjutsu. The cost of ninjutsu is further modified by proficiency perks such as katon.
Novice Vitality (T1)
This person has a decent reserve of life energy and is able to engage in short skirmishes without much issue to their stamina - they are 'early genin' tier in vitality. Casting ninjutsu, however, is difficult for them as not only are minor jutsu a fair portion of their chakra reserves but they are also not too efficient at converting their life energy into chakra. They usually fall short in extended fights, or when performing exerting tasks beyond their limitations such as high-rank ninjutsu and complicated, straining close-quarters attacks.
Enhanced Vitality (T2)
Advancing to what can be considered 'late genin' tier of vitality, this person is now better at staying in a fight. Longer skirmishes can be handled without running out of stamina, provided they don't use demanding techniques. Casting ninjutsu has become easier on them as their ability to convert their life energy into excess chakra has improved. Minor jutsu take up a smaller portion of their overall expanding energy levels. A person at this tier of vitality usually can't use many high-rank attacks before collapsing and should be careful to pace themselves.
Impressive Vitality (T3)
This individual has impressive reserves of life energy and can be considered 'chuunin' tier at their ability to keep fighting. Longer skirmishes become easier to handle for them and they can now use several demanding, high-rank techniques before exerting themselves too heavily. Casting ninjutsu continues to become easier as their efficiency in converting energy to chakra improves. Most minor jutsu can be cast freely, provided they are also trained well in that field of combat, and they can use a fair share of high-rank attacks before exerting themselves too much. They are generally great in extended fights and in common, everyday fights don't have to worry much about exhausting themselves.
Substantial Vitality (T4)
This person continues to innovate and improve on their bountiful well of life energy, now marked as 'jounin' tier in their stamina and chakra reserves. Long skirmishes are no issue to them as they can go through a war-like scenario with a vigor that is admirable to most shinobi. Casting ninjutsu is quick and efficient for them as they waste very little in the conversion process. High-rank techniques in areas they are proficient in no longer make a significant dent in their chakra reservoir. Extremely long fights or short fights where they pour everything into very high-ranked attacks in quick succession can still bring them to the breaking point, but these situations are fewer for them than lesser trained shinobi.
Monsterous Vitality (T5)
This individual seems to rarely tire and is a shining example of near peak physical fitness amongst shinobi, considerable as 'kage' tier. Fighting is simply second nature to them, and they usually do not tire from fighting. The conversion of chakra from their life energy is nearly perfect, making them very efficient at casting ninjutsu. Engaging is back-to-back high-intensity fights in the case of either a dangerous mission or a full-out war with days of fighting are some of the remaining ways to properly drive this person to the limits. It takes a lot of effort to exhaust this person.
Endless Spirit (T6)
Fatigue has become an issue of the past. Their chakra reserves seem limitless and can be felt as pressure in the air to all near them. They have achieved a 'legendary' tier of vitality and, as such, can fight for days upon end without hitting their rumored limit. The world often jests that they have a bijuu sealed within them to coax on their fighting ability. One of few valid ways to rid this person of their immense reserves is by forcefully stripping it from them via draining techniques or sealing methods. A fight with this shinobi will usually end far before their endless fighting spirit gives out on them. They are a one-out-of-ten-million shinobi that is no longer shackled by the mortal concept of exhaustion.
Important Miscs
Perception - This is a misc perk that can be upgraded whenever you hit a new rank-up (such at C- or B-), but has a role to play in conjunction with your reflex and speed cores. You will need equal perception to an attack's rank, someone's speed or their attack speed in order to see it fully (ex: T3 Perception can see T3 Taijutsu attacks, people moving at T3 Speed and B-ranks clearly.) Your ability to dodge these attacks remains dependent of your reflex and speed cores, however, for close and long range attacks respectively. If you have more perception than your own reflex or speed core, you will be able to see an attack incoming but be ill-equipt to properly respond/react. The only time that perception can assist you in dodging is if you have the Sharingan. Attacks that are above your perception tier to be able to see in full are harder to dodge or escape from.
Modest Perception (T1) - This person has modest perception and can be considered a civilian for the sake of seeing incoming attacks. They can plainly see D-rank attacks, people moving at T1 Speed and attacks from T1 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively.
Adept Perception (T2) - This person has adept perception and can be considered a genin for the sake of seeing incoming attacks. They can plainly see C-rank attacks, people moving at T2 Speed and attacks from T2 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively.
Impressive Perception (T3) - This person has impressive perception and can be considered a chuunin for the sake of seeing incoming attacks. They can plainly see B-rank attacks, people moving at T3 Speed and attacks from T3 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively.
Great Perception (T4) - This person has great perception and can be considered a jounin for the sake of seeing incoming attacks. They can plainly see A-rank attacks, people moving at T4 Speed and attacks from T4 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively.
Amazing Perception (T5) - This person has amazing perception and can be considered a kage for the sake of seeing incoming attacks. They can plainly see S-rank attacks, people moving at T5 Speed and attacks from T5 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively.
Clarity of Vision (T6) - This person has perfect perception and can be considered a legend for the sake of seeing incoming attacks. They can plainly see all attacks, people moving at T6 Speed and attacks from T6 CQC perks. Dodging is reliant on reflex or speed for short or long-ranged attacks, respectively. Overcapping perception from here is impossible without the Sharingan.
Handseal Speed - This is a misc perk that can be upgraded whenever you hit a new rank-up (such as C- or B-), and further increases your handseal speed beyond what is possible for your shinobi grade itself. Seeing someone's handseals clearly requires equal perception. The higher your handseal count, the faster in the round you complete your seals (sealing 8 seals with an 8 total handseals will take an entire round, while sealing 8 seals with 24 total seals would be far, far faster.) Combine the handseals from your shinobi grade and your handseal speed perk to get your total handseal speed (ex: 6 from C-grade and 6 from T3 for 12.)
Academic Handseals (T1) - This person was trained to utilize handseals properly, likely in the shinobi academy. Their sealing can be slow at times and they need some time to complete most jutsu. +2 handseals per round.
Practiced Handseals (T2) - This person has a respectable grasp of handsealing quickly. Their sealing tends to be moderately fast and they should complete most jutsu in a few moments, provided they are not interrupted. +4 handseals per round.
Impressive Handseals (T3) - This person has a deep understanding and muscle memory in regards to handseals. Their sealing tends to be exceptionally quick and they should complete most jutsu in just a moment, provided they are not interrupted. +6 handseals per round.
Mastered Handseals (T4) - This person has mastered the art of handsealing in a way that causes blurred movements to most eyes. Their sealing tends to be amazingly swift and they should complete most jutsu in a breath, provided they are not interrupted. +8 handseals per round.
Lightning Handseals (T4; Semi-Unique) - Beyond the normal limits of a shinobi, this person has a mastery of handseals thought impossible as their hands seem to not move at all when sealing. Their jutsu tend to be completed before most can see the first few seals, and will be in the motion of casting unless they are somehow interrupted. Acts as T5 Handseals for the purpose of perception. +16 handseals per round.
Chakra Control - This is a misc perk that can be upgraded whenever you hit a new rank-up (such as C- or B-), and has an important role on your ability to use non-elemental 'pure chakra' ninjutsu. Suimen, Shosen, Shikotsumyaku, Chakra Flow and Rasengan are a few examples of techniques that scale based on your chakra control tier. Although it functions very similar to Elemental tiers (as in the higher you go, the less demanding chakra costs are and the stronger your jutsu are), it is considered a misc perk because it tends to only offer one or two benefits for those that invest into it (such as Kaguyas, Medics and Swordsmen.) Does not reduce cost for all ninjutsu, as elemental proficiency perks define your mastery of them and not this perk.
Academic Control (T1) - This person has learned the basics of chakra control for ninjutsu, likely in the shinobi academy. Converting their life energy into chakra and chakra into jutsu is still difficult and straining upon them. They are able to use basic general ninjutsu, such as suimen, without much effort while C-rank ninjutsu and beyond consumes more chakra than a more experienced shinobi. They are barely able to mold their chakra for B-rank level techniques, reducing the stability of the jutsu and the power behind it. B-ranks are extremely draining, often consuming this person's entire reserve of chakra. Cannot use general ninjutsu A-ranks. Their attacks from this perk tree are not too impressive at all.
Novice Control (T2) - This person has reached a level of mastery over general ninjutsu that can be considered genin-level. Converting their chakra into jutsu is becoming easier on them, though is still far from what is admirable for a shinobi. They are able to use general ninjutsu, such as chakra flow, without much effort while B-rank ninjutsu and beyond consumes more chakra than a more experienced shinobi. They are barely able to mold their chakra for A-rank level techniques, reduced the stability of the jutsu and the power behind it. A-ranks are extremely draining, often consuming this person's entire reserve of chakra. Their attacks from this perk tree are subpar to standard.
Skilled Control (T3) - This person has reached a level of mastery over general ninjutsu that can be considered chuunin-level. Converting their chakra into jutsu is even easier on them and could be held as what is admirable for a shinobi. They are able to use general ninjutsu easily while A-rank ninjutsu and beyond consumes more chakra than normal. They have become better at stabilizing their attempt at A-rank level techniques, but utilizing A-ranks in battle will still consume most of this person's reserves. Their attacks from this perk tree are standard.
Masterful Control (T4) - This person continues to innovate and excel in the area of general ninjutsu and is now considered as jounin-level. Converting their chakra into jutsu is becoming effortless as they focus on the effectiveness of their non-elemental ninjutsu. Their access to general ninjutsu now extends up to the fabled Rasengan and A-rank ninjutsu no longer consumes more chakra than needed. D and C-rank general ninjutsu (including chakra flow) have begun taking less chakra to perform than normal. Their attacks from this perk tree are beyond standard, often causing more damage than their opponents expect.
Miraculous Control (T5) - This person is far beyond average when it comes to the arts of general ninjutsu and is now considered as kage-level. Converting their chakra into jutsu is seamless and D and C-rank general ninjutsu take dramatically less chakra to perform. B-rank general ninjutsu takes less chakra to utilize than normal. Their attacks from this perk tree are far beyond the standard, consistently causing spectacular results when compared to average.
Master of Energy (T6) - A true savant in the art of molding pure chakra. Converting their chakra into jutsu is a process as second-nature as breathing. D and C-rank general ninjutsu no longer consume much of any chakra while B-rank general ninjutsu takes dramatically less chakra to perform. Many consider this person as a legendary shinobi who was blessed with the secrets of chakra control. Their attacks from this perk tree shatter the known scale as a testament to their incredibly rare skill.
Mind - This is a misc perk that can be upgraded whenever you hit a new rank-up (such as C- and B-), and has an important role in defending against genjutsu. This battles directly against a genjutsuist's genjutsu tier and is further defined in the genjutsu guide.
Resolute Mind (T1)
Clear Mind (T2)
Strong Mind (T3)
Fortress Mind (T4)
Impenetrable Mind (T5)
Unconquerable Will (T6)
Professions
Taijutsu - One's skill in the art of taijutsu. Similar to ninjutsu and chakra control perks, higher tiers of this perk will lessen the physical strain of utilizing taijutsu for the sake of conserving stamina. In addition, every tier increases the attack speed and expertise of those upgrading this perk. Their attack speed is matched equally with their opponent's perception tier (T3 Taijutsu = T3 Perception), however properly responding to someone's taijutsu attacks is further dependent on the reflex core as well.
Academic Taijutsu (T1) - This person has a novice's understanding of taijutsu, likely having learned it in the academy or through getting in a few fights. They are capable of defending themselves to some capacity in close-quarters, though often fall behind the curve when compared to those more invested into taijutsu. Their attacks don't have much snap to them and it is rather easy to follow their offensive movements. Utilizing simple taijutsu techniques is doable, although techniques of C-rank and higher are exponentially more exhausting. Cannot use A-rank Taijutsu.
Affluent Taijutsu (T2) - This individual's understanding of taijutsu is more in line with the standard for a genin. They've been in their share of fights and their attacks and prowess in close-quarters is showing in a fledgling stage. Their attacks are still perceivable to the common eye. More advanced taijutsu is becoming easier to perform for them, although techniques of B-rank and higher are exponentially more exhausting. Using an A-rank Taijutsu will render them incapacitated in the aftermath if they are successful.
Adept Taijutsu (T3) - This person has advanced enough in taijutsu to be respected as 'chuunin' level in their abilities. Fighting hand-to-hand is second nature to them as their attacks in close-quarters have a particular snap to each swing, blurred to the common eye. Advanced forms and techniques of taijutsu are well within their limits as only A-rank Taijutsu remains difficult for them to perform without becoming winded.
Impressive Taijutsu (T4)
Masterful Taijutsu (T5)
Legendary Taijutsu (T6)
Kenjutsu - A skilled practitioner of kenjutsu will focus on their capabilities with a sword. Like taijutsu, higher tiers of this perk will lessen the strain of combat for the sake of conserving stamina. Every tier increases the attack speed and expertise of those upgrading this perk. Their attack speed is matched equally with their opponent's perception tier (T3 Kenjutsu = T3 Perception), however properly responding to someone's kenjutsu attacks is further dependent on the reflex core as well.
Elements - A wielder of either the five basic elements or a more advanced kekkei genkai element. No matter what element they wield, each tier they advanced down their chosen paths will lessen the strain of utilizing ninjutsu for the sake of conserving chakra. Each tier increases the strength of their jutsu while removing the instabilities that come with low mastery. By the time a ninjutsuist has a high mastery of their element, low-tier jutsu will require very little chakra. Reacting to ninjutsu attacks is based roughly on the rank and dynamics of a jutsu versus their opponent's perception tier, and properly responding to ranged ninjutsu is further dependent on the defender's speed core.
Genjutsu - The mastery one wields over mind-affecting jutsu that disorients the opposition and warps their sense of reality. This perk is a profession that governs the offensive capabilities of genjutsu techniques, hence acting the same as any other profession perk listed here. In order to defend against genjutsu, the defender must invest into mind perks that affects the struggle between the offense and defense perks as outlined in the genjutsu guide.
Bukijutsu - This governs the use of a wide variety of weapons in the shinobi arsenal, from fans to kunai to kusarigama. While it is possible to wield all these weapons, most shinobi will find themselves mastering only a few and leaving the majority untouched. Higher and higher tiers of bukijutsu unlock more weapons to be used with bukijutsu's profession scaling. Perks related to bukijutsu, such as kyuujutsu or weaponist, count as misc perks in which a bukijutsuist can buy them as high as their bukijutsu tier. An example being a C+ bukijutsuist with T3 bukijutsu being able to wield weaponist items (kunai, shuriken, senbon) as well as a bow (kyuujutsu) without having to waste inflated amounts of their limited slots for cores/professions at C+.
Beginner Bukijutsu (T1)
Novice Bukijutsu (T2)
Advanced Bukijutsu (T3)
Masterful Bukijutsu (T4)
Master of War (T5)
Human Armory (T6)
Medic - The medical prowess of a person. A low-tier medic will only be able to handle basic wounds and treat non-threatening injuries, while a high-tier medic seems to reverse the flow of death by counteracting godly attacks causing horrendous bodily harm with their own amazing techniques of healing. Medics are the needed backbone of any shinobi society to keep going as the difference between living and dying can more often be the presence of a competent medic rather than being executed by an enemy.
First Aid (T1)
Nurse (T2)
Full-Time Medic (T3)
Doctor (T4)
Surgeon (T5)
Miracle Worker (T6)
Fuuinjutsu - The ability to seal and unseal a wide variety of items and jutsu from scrolls. Low-tier fuuinjutsuists will be able to do mild feats such as sealing a small storm of shuriken to launch as a ranged attack later, while high-tier fuuinjutsuists can turn the might of a bijuu against them and seal the monsters into a mortal. Fuuinjutsu begins as a simple, straightforward profession before evolving into covering much more.