Skills

Skills are a measurement of power and understanding with an area of choice. All people should possess at least a single point in each area, displaying the most rudimentary understanding of such a situation. Such as even just knowing what it is; so on. Anyone can train to progress these Skills at any point, but certain measures can be taken to not only increase these skills permanently. Everyone starts with a limited amount of stars, when applied to a skill, the number value doubles. Below is a list of all the normal skills, and beyond that we will get into Occupational Skills.

## List of Skills

### History

**History** deals with your character's ability to recall historical events, legendary people, and past kingdoms with accuracy.

### Insight

**Insight** deals with your character's ability to tell whether or not a person is lying as well as predicting their next moves.

### Investigation

**Investigation** deals with your character's ability to effectively find clues and being able to use them.

### Medicine

**Medicine** deals with your character's ability to remedy illnesses, diagnose them, and perform actions necessary to stabilize and heal dying people.

### Nature

**Nature** deals with your character's ability to recall information about terrain, plants and animals, as well as the weather.

### Religion

**Religion** deals with your character's ability to accurately describe lore regarding one's own religion, rites and prayers, and so on.

## Tracking

**Tracking** deals with your character's ability to identify and use tracks to find a target.

## Occupational Skills

Like regular skills, occupational skills define a character's knowledge within an area. Unlike regular skills, these skills (so far) do not give you an exact amount of knowledge in areas. Instead, they mostly affect how well your character is able to perform their job and in turn: How much money they are paid for said job. Although, certain occupational skills do have potential outside of jobs, such as Surgery which can be used to create types of body modifications. Or even Blacksmithing, which can be used to create your own weapons. Below are a list of all the current occupational skills, their purpose, and where they can be applied. Please suggest occupations if you find one you think you're interested in going into with your character, or one you think will be relevant for the role-play!
**Note:** Occupational Skills can only be earned through IC experience, unless your rank specifies otherwise.

### List of Occupational Skills

 Blacksmithing
 Engineering
 Farming
 Medicine
 Surgery

## Combat Skills

In its most common aspect, these combat skills are applied directly to your character's understanding types of Jutsu, or techniques. This measurement is done through a five-star system, which goes from D to S-Rank levels. Different levels of ability offer limited power to the player, depending on how far they've advanced within an area. Everyone starts with a limited amount of combat skills, which also determines the level of techniques they can learn in the beginning.

There are five stars in total for each skill. These stars range from, one star which is equivalent to D-rank techniques, to five stars which is equivalent to S-rank. These not only determine the level of knowledge in such an area, but also how well a person can perform a technique. When performing a technique your Combat Stars will determine how effectively you can perform said jutsu.

For every Combat Star above your jutsu's caliber, 2 more points are added to its DC. In example, Ninja A has 3 Skill Stars in Ninjutsu. They decide to perform the Body Flicker, a D-rank technique. They have 2 Skill Stars extra, which converts to 2+ points. Adding this to the base, making its DC 6 points in total.

For every Combat Star below your jutsu's caliber, 4 points are deducted from the jutsu's DC. So in example of this: Ninja A tries to use Kirin, a S-rank technique. However they only have 2 Combat Stars, which is equivalent to C-rank power. So it is 3 stars below its normal level. This means that 12 points will be deducted from its total DC, the base is 20. This means that Ninja A's Kirin would only have a 8 in DC.

Everyone is granted a limited amount of skill stars, and as such can only invest so far into their character's knowledge and capabilities. This is important when creating a character, as you can only start with jutsu that your character would have the knowledge for. This means that in order to start with S-rank jutsu such as Kirin, you would first need five stars in Ninjutsu to have it.

## Nature Transformations

**IMPORTANT:** Take note of the difference between nature transformations in regular Naruto and in here. Earth and Lightning Style have been swapped, for balancing reasons.

When two jutsu clash, deciding the outcome of such a thing depends on the DC of each jutsu and comparing one with the other. This can differ significantly whenever the two jutsu clashing use elemental natures. All you need to bear in mind is that when two natures clash that are strong/weak against the other, the following occurs. The stronger element gains a +2 in its DC.

### Kekkei Genkai

The same thing that applies to regular transformations also applies to advanced natures. One thing that is **important** to note about kekkei genkai, they do not suffer the same weaknesses that basic natures do. This has been seen time and time again throughout the series with KKG, where even if one component of the KKG has a weakness against a technique it does not cancel it out. Point and case, Haku's Ice Style against Sasuke's Fire Style. Then later on in Shippuden with Dodai's Lava Style against Third Raikage's Lightning Style. As well as this, Kekkei Genkai are known to be particularly stronger than normal jutsu. Meaning that their DC value gains a +4 against normal jutsu. So where a 3-star jutsu, such as Fire Style: Majestic Flame Destroyer, would have a 12-point DC, a Lava Style B-rank ninjutsu would have a 16-point DC.

It is only when a kekkei genkai is met by its opposite that advantage/disadvantage applies. In these situations, the KKG with the advantage is given +4 against the corresponding KKG. When against normal natures that a KKG is strong against, the regular +2 applies still.