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> Jutsu and Chakra Guide
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 Posted: Jan 14 2015, 08:58 AM
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Jutsu


First things first: what is, and what isn't a jutsu? In a very broad sense of the term, jutsu are the special abilities which all ninja can use. What really sets a jutsu apart from a normal action, however, is the use of chakra-a mixture of two energies, physical and spiritual, to achieve unnatural effects that a human couldn't do otherwise. The manipulation of this chakra in different ways allows for different effects, typically through the use of handseals, but not all jutsu require them. Jutsu are separated into three different categories: Ninjutsu, Genjutsu, and Taijutsu, and six different ranks, E through A, and S. Jutsu may also be Restricted in concept, which is more of an OOC (Out of Character, meaning real world) restriction, or they may be Kinjutsu, techniques that are legally banned within the gameworld.

All of this will be described in greater detail below.

Additional Notes


*Should a jutsu say a "Skilled User" may do something, it refers to a user who is either 2 ranks higher than the jutsu in question or possess that jutsu as a Favored Jutsu.

*If a jutsu is written in a vague manner, assume the technique is on par with other similar jutsu of its rank. If a jutsu emulates a real world material, such as a sword or wire, and does not describe that item's qualities, assume it has the qualities of the real-world version.
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Jutsu Categories


Ninjutsu - Ninjutsu, or Ninja Techniques, are the majority of what Ninja deal in. These techniques create a wide variety of abilities, such as breathing fire, walking on water, or seeing in the dark. The common feature of all of these techniques is that they all have an effect on the outside world, and they all produce effects that the human body cannot replicate on its own. Most of these techniques require handseals, specific hand motions that, when used in a specific order, create a unique effect. More goes into these techniques than just the handseals, however-while each technique has its own specific sequence of seals, two different techniques may contain the same series, and many jutsu do not even require handseals-this results in an almost endless variety of potential ninjutsu.

Genjutsu - Genjutsu, or Illusion Techniques, are similar to Ninjutsu in that they employ chakra to achieve an unnatural effect. Genjutsu additionally require unique cues, sensory stimuli intended to catch one's attention. Genjutsu differ from Ninjutsu in that their effects are not real-a Genjutsu is only an illusion. Instead of attacking the victim's body, like taijutsu or ninjutsu, genjutsu techniques manipulate the flow of chakra in the victim's brain, thus causing a disruption in their senses. The effects of Genjutsu, as they are not bound by any laws of nature, can vary as wildly as the user's imagination. For more information on Genjutsu and how it works, please consult The Genjutsu Guide

Taijutsu - Taijutsu, or Body Techniques, refers to any technique utilizing the martial arts or the optimization of the human body. Taijutsu techniques vary from Ninjutsu and Genjutsu in that they do not typically require any sort of special motions or extra criteria, such as handseals and cues. Sometimes, Taijutsu require specific stances or poses, though this is rare. Overall, Taijutsu is much faster than any other style of jutsu use. Although almost all ninja are trained in basic Taijutsu, the normal punches, kicks, and throws that do not require chakra, more advanced techniques, that provide more power than is naturally possible, exist. With high level Taijutsu, one can use their body to perform insanely powerful feats, such as creating an earthquake with a kick, punching someone through a building, or throwing said building at someone.

Jutsu Sub-Categories


Aside from the three main categories of jutsu use, there are other, more specialized categories. For the most part, these can be classified under the broad scope of Ninjutsu, though other styles can be incorporated into these techniques. Jutsu may belong to multiple Sub-Categories at once. When creating new jutsu, you are NOT required to include the sub-category-this merely lays down guidelines for the different branches, as well as provides additional information.

Barrier Ninjutsu - Barrier Ninjutsu are techniques used to create...well...barriers. These jutsu create walls of chakra, typically transparent, that are intended to keep things in or to keep them out. More powerful barriers are more difficult to maintain, with the most powerful requiring multiple simultaneous users. Note that merely creating a solid wall is not a barrier-barrier jutsu specifically use Chakra itself to make themselves solid.

Bukijutsu - Bukijutsu, or Weapon Techniques, are simply techniques, usually Taijutsu, that employ the use of weapons. Bukijutsu are very commonly used in conjunction with other styles, but on their own, can achieve similar feats as standard Taijutsu, albeit with a weapon in hand. When used as a Ninjutsu instead of a Taijutsu, the weapon typically serves to focus and direct the intended effect in a more controllable fashion.

Chakra Absorption Ninjutsu - Chakra Absorption Ninjutsu are special techniques that absorb chakra, rather than use it. Chakra Absorption in and of itself is a Restricted Concept, though the application is uniquely different from standard Ninjutsu. These techniques typically require contact with the target, but beyond that, do not usually require special functions, such as handseals. Additionally, while the method to employ this ability may require chakra, Absorption itself typically does not.

Chakra Flow - Chakra Flow techniques are used to make chakra flow through foreign objects, thereby enhancing the abilities of the weapon. While the exact benefit varies according to the jutsu, this type of technique typically restricts itself to the weapon. These abilities require direct contact to initiate the flow, but do not require contact to maintain it after the fact.

Fuuinjutsu - Fuuinjutsu, or Sealing Techniques, are jutsu who achieve their effect through the use of complex markings called Seals. These techniques do not require handseals, instead requiring creation of the Seals themselves. After the creation of these Seals, various effects can be achieved-typically sealing and unsealing, a process by which objects are transported to a distant location, or even a different dimension, though Seals can also be used to restrict movement, thought, certain actions, or as a focal point for a different technique.

Hiden - Hiden, or "Secret" techniques, are jutsu passed down within a single group. There is no broad definition for these techniques, but they typically perform functions unlike most other jutsu. These techniques also can sometimes require specific bodily modifications, drugs, or other functions that make their use difficult or impossible to copy.

Medical Ninjutsu - Medical Ninjutsu are techniques used to heal or manipulate the body in a medical fashion. The knowledge of medical ninjutsu can be used for a variety of purposes apart from simply healing, such as creating and treating poisons, performing autopsies or surgeries, or attacking a person's body directly by deranging the target's nervous system or sending them into a comatose state by overriding their body with chakra. The vast majority of these techniques, however, do simply heal.

Nintaijutsu - Nintaijutsu, or Ninja Body Techniques, is a term used to describe the practice of augmenting one's body with Ninjutsu to assist in the application of Taijutsu. Using these techniques, one can make their Taijutsu even more dangerous, by making themselves faster, stronger, more durable, or simply giving their hits a new effect to be concerned with.

Space-Time Jutsu - Space-Time Jutsu are techniques that allow the user to manipulate the space-time continuum. While this certainly sounds impressive, this almost always equates to teleportation. While the exact method of teleportation may vary, this ability commonly employs the use of alternate dimensions. Access to these jutsu require Advanced Ability points, either from Advanced Abilities that may provide a form of Space-Time Jutsu such as Kuchiyose, or with the actual Space-Time Jutsu Advanced Ability itself, which allows for the creation of custom Space-Time techniques not connected to another Advanced Ability.
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Jutsu Ranks


The rank of a jutsu is typically used to categorize a jutsu's ability, and give an approximate understanding of the kind of person who could frequently and effectively make use of that jutsu. The rank a jutsu is given is determined by several factors; how destructive or protective a jutsu is, how complicated the concepts behind the jutsu's usage are, how much chakra goes into using the technique, even the concept of the jutsu itself, in some cases.

Note: The power of a jutsu, while typically within some parameters, is not absolutely determined by rank. As such, when creating a jutsu or other ability, please do not define the jutsu's ability using the terms "As powerful as an X-rank jutsu" or "Can block X-rank jutsu and below". This is too absolute, as not every jutsu will be just as powerful as jutsu of the same rank. Instead, try to define the power of a jutsu in more relateable terms by comparing it to things most people know-as strong as steel, for example. Scroll down to the Jutsu Effectiveness post for more information.

Using a jutsu that exceeds the user's rank by at least 2 ranks results in a few penalties. First, the cost of the jutsu increases by 50%. A jutsu with a cost of 100 chakra, when used by too low-ranking a ninja, will cost 150 instead. Additionally, the power of the jutsu will be reduced in half. These penalties increase by 25% each for every additional rank separating the ninja from the higher ranked jutsu. In the extremely unlikely case that an Academy Student obtains and uses an S-ranked jutsu, not only will the cost be doubled, the jutsu will have no effect. These chakra cost penalties apply to ANY AND ALL chakra costs associated with the jutsu in question on the part of the user.

E-rank - E-rank techniques are those designated as Academy Student Basics. This category is used exclusively when classifying techniques intended for Academy Students. A number of E-rank techniques must be learned before ninja can graduate, and are only difficult in the sense that students may not have learned how to properly control their chakra. Jutsu of this rank typically have costs ranging from 0 to 10, though exceptions exist.

D-rank - D-rank is a classification of technique typically used when classifying techniques intended for Academy Students, but of greater power than E-rank. D-rank techniques are often one of the first techniques a ninja will learn on their own, with typically limited application. Jutsu of this rank typically have costs ranging from 5 to 15, though exceptions exist.

C-rank - C-rank is a classification of technique typically used when classifying techniques intended for ninja of the Genin level. C-rank techniques are often one of the first techniques a ninja will learn that require a serious amount of training, and are some of the first with useful application. Jutsu of this rank typically have costs ranging from 25 to 50, though exceptions exist.

B-rank - B-rank is a classification of technique typically used when classifying techniques intended for ninja of the Chuunin level. B-rank techniques are typically useful and can be learned relatively easily with enough time. These techniques often provide very useful skills. Jutsu of this rank typically have costs ranging from 60 to 80, though exceptions exist.

A-rank - A-rank is a classification of technique typically used when classifying techniques intended for ninja of the Jounin levels. A-rank techniques are often very useful, but need extensive training before they can be mastered. These techniques are often quite powerful, providing skills that give a great benefit to almost any situation. Jutsu of this rank typically have costs ranging from 90 to 120, though exceptions exist.

S-rank - S-rank is a classification of technique typically used when classifying techniques intended for highly experienced Jounin and Kage-level shinobi. S-rank techniques are almost always unique to a single user, and as such are trademark abilities of that user. These abilities are the most powerful available, and their use can usually shift the course of any situation to the favor of the user's. Jutsu of this rank typically have costs ranging from 125 to 200, though exceptions exist.
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Jutsu Restrictions


Restricted Techniques - These are jutsu that are restricted in an OOC fashion. Obtaining these jutsu typically requires moderator permission, and may be restricted if they belong to concepts that are themselves restricted.

Kinjutsu - Kinjutsu, or Forbidden Techniques, are jutsu that are legally outlawed in the game world itself. These techniques are no harder to obtain than typical jutsu, and carry no OOC penalty for their use-however, if an authority figure sees you using said technique, IC penalties such as docked pay or expulsion from the village. Jutsu may be declared Kinjutsu if they cause harm to the user, if they violate the laws of nature, or if they cause an unforgivable amount of collateral damage in their use.

* Note *


It is possible for a jutsu to be both Kinjutsu and Restricted. A technique being declared Restricted does not prevent it from being declared Kinjutsu. If a jutsu is Restricted, its addition to your profile must be approved by at least one moderator.

Restricted Concepts


The following concepts are restricted in scope. They may still be possible to obtain with certain caveats, but all require approval of at least one moderator. If a concept requires approval of more than one moderator, it will be listed. In the rare event that a concept is entirely banned, a reasoning will be given for why, as well as the limit of any abilities to approach such a concept. In all below cases, if the ability is part of an already approved ability, you being allowed the "Parent" ability is considered your approval for the Restricted Concept.

Resurrection - True resurrection, bringing one dead entity back to a proper state of living, will always require a death in exchange, usually that of the caster. It may be possible to avert this requirement by resurrecting an individual in steps, rather than trying it outright with a single technique. Jutsu that resurrect an individual require 2 Moderator Approvals, and will always be considered Forbidden Techniques due to messing with the natural order of things.

Immortality - Absolute immortality, as in, cannot die by natural causes, and cannot be killed in any way, be it due to a single technique or a collection of techniques, is banned outright. There must be SOME conceivable way to kill your character, without being too specific (can only be killed by your brother under the full moon on your birthday). It is, however, possible to avoid dying in various ways, such as abandoning a body as it takes grievous injury, or extending your natural lifespan. Techniques that allow you to avoid natural causes of death are just as difficult to obtain than those that allow you to avoid being killed. To qualify as an "Immortality" technique, a jutsu need only allow you to survive an injury that would otherwise be fatal, or extend your lifespan beyond what one would consider human. Application of Medical Ninjutsu to an injury to heal from said wound does NOT apply. Avoiding natural causes of death requires a single moderator approval. Any technique that could allow you to receive a fatal injury and survive anyways requires approval by two moderators, and will usually carry harsh Limitations, Weaknesses, and/or Drawbacks.

Time Manipulation - Controlling the flow of time, as in slowing it down, speeding it up, or stopping it entirely is a HIGHLY restricted concept. While it is possible, it is only possible within a small area of effect and is minimally an S-rank concept, requiring harsh limitations, weaknesses, and/or drawbacks. Any jutsu or ability allowing the manipulation of time requires the approval of TWO moderators. -Note- Altering an individual's PERCEPTION of time is not held to these restrictions, but is still likely a high-ranking concept.

Time Travel - Travelling through time, either to the past or to the future, is a HIGHLY restricted concept. While it is possible, such techniques are always S-rank. Additionally, viewing or travelling to the future may only show one possible future of an infinite number of possible futures, and is thus near useless. Travelling to the past may only be done in short bursts (a few minutes at most). These techniques always require at least TWO moderator approvals.

Teleportation - Teleportation, moving from one location to another without crossing the distance in between, is a HIGHLY restricted concept. While it is possible, such techniques are always S-rank. Teleportation includes actually teleporting yourself, teleporting others, teleporting objects, or creating portals/rifts through which one can enter at one location and exit at another. Such techniques always require TWO moderator approvals. The exception to this is Kuchiyose no Jutsu, which can summon objects or people to the user's location, and Fuuinjutsu that allow one to summon objects from scrolls or similar objects.

Mind Control - Mind Control is using chakra to force an individual to WANT to do something, or to suppress certain instincts or thoughts. Mind Control is possible, but is always considered a Forbidden Technique, as such an action is deemed morally wrong by most societies. Such techniques are A-rank and above, with varying degrees of efficacy. Mind Control will typically carry harsh Limitations, Weaknesses, or Drawbacks. Mind Control requires at least TWO moderator approvals. Forcefully controlling one's body, despite the wishes of the victim, does NOT constitute mind control if the user is still mentally capable of resisting. It is possible to control the minds of creatures other than humans without requiring moderator approval, but particularly intelligent ones may be held to the same standard as humans.

Mind Reading - Mind Reading is the ability to obtain ones thoughts or memories without being explicitly told by any individual. Mind Reading also involves making your thoughts and memories known to another via chakra. Mind Reading is possible, but such techniques vary in efficacy, and may not be lower than B-ranked. Such techniques typically involve significant limitations, weaknesses, and/or drawbacks.

Flight - Flight is what it sounds like-the ability to move through the air without contact with the ground or any object that facilitates this flight. This is a very complicated concept, minimally A-rank; however, it is typically much cheaper in terms of chakra cost than other A-rank techniques, thereby allowing reliable use. Note that this refers specifically to unassisted flight-riding a bird summoning, standing on a platform of rock that you're lifting with chakra, or sitting at the top of a tornado that is touching the ground do NOT count as flight and are not affected by these rules. There are ways to achieve flight through the user of weaker techniques, but jutsu designed explicitly for flight must obey these rules.
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Limitations, Weaknesses, and Drawbacks


If you're reading this, you have likely found interest in creating your own jutsu, and found this guide referenced on the template itself. Jutsu can do a great many things-however, some jutsu may have negative aspects tied into their use. These negative aspects are Limitations, Weaknesses, and Drawbacks. While these may sound similar, here, they have very different definitions. Each will be described below. Please commit these to memory-being asked to include a drawback is very different from being asked for a weakness.

Limitations


Limitations are factors that reduce the usefulness or ease with which a jutsu can be used. Limitations are considered lesser in severity as compared to Weaknesses and Drawbacks, though an especially drastic limitation may still result in a jutsu being declared Kinjutsu. A limitation might be a condition under which the jutsu cannot be used, or a factor during the jutsu's use that can hinder the jutsu itself.

Examples of limitations may include only being able to use the technique in question when it's raining, or requiring a sizable amount of water, or a sacrifice of some sort be present, or even requiring certain conditions be met of the target, such as the opponent being unconscious.

Weaknesses


Weaknesses do not affect the caster of the jutsu directly; rather, they are means by which a technique may be defeated in an unconventional manner. Elemental interactions and simply destroying the technique do not count as weaknesses-a weakness is something you wouldn't necessarily consider being able to defeat the technique, yet can anyways. Weaknesses are considered more severe than Limitations, but less so than Drawbacks. A weakness could, however, be considered too obscure to count for much, or so likely to be encountered as to make the jutsu exceptionally difficult to succeed, thus making it a Kinjutsu.

Examples of a Weakness could be a flash of light dispersing a technique, or a thrown weapon being able to disperse the jutsu, or a technique being able to be overwhelmed by a Doujutsu.

Drawbacks


Drawbacks are the most severe of the negative jutsu modifiers, and almost always result in Kinjutsu status-though if the drawback is mild enough, Kinjutus status can be avoided. Drawbacks are features of the jutsu that can cause undue harm or danger for the caster or his allies. Friendly fire is NOT considered a drawback unless the nature of the technique makes it almost guaranteed to occur.

Examples of a Drawback may be a technique that produces incredible speed, at the cost of making the user incapable of reacting to new threats, or a very fast punch or kick that breaks the user's bones as it lands.

Note that when applying drawbacks, those that cause their harm regardless of the situation are considered more severe than those that only MAY cause harm. A jutsu that creates a large cloud of poison, while certainly more predisposed to backfiring than others, is a lesser drawback when compared to a technique that burns your arm for using it.
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What is Chakra?


Chakra is an energy source essential to most techniques in the World of Ninja, and necessary for life, found in every life form on the planet. It is created by molding physical and spiritual energy together. Physical Energy is present in the body itself, and can be increased by exercise and training. Spiritual Energy comes from the mind, and is increased by studying, meditation, and simple experience. Because of this, one's Chakra Level is equivalent to the combined total of their attributes times two, plus, of course, additional chakra sources.

Once molded, chakra can be used for a wide variety of things-walking on water, breathing fire, and creating illusions are just a fraction of the things possible through chakra. Chakra is usually invisible, but certain high level techniques are so powerful that the chakra becomes visible. Additionally, there are abilities that actually allow the user to see chakra on their own. Those who can detect chakra can usually identify individuals by the unique feel or color of that individual's chakra.

Where did chakra come from?


Chakra wasn't always here-Chakra was given to the world by an ancient man who was born with it. He spread chakra throughout the world with his own abilities, in an effort to spread acceptance and understanding. It has since become essential to life itself, and is possessed in some way by all living things.

Chakra Natures


Chakra can be molded into many different forms-the most common of these forms are the five elemental Chakra Natures. They are: Katon, or Fire Release, Suiton, or Water Release, Doton, or Earth Release, Raiton, or Lightning Release, and Fuuton, or Wind Release. Almost every individual is naturally drawn to one of these five elements, and find jutsu of that element to come naturally to them. This is referred to interchangeably as a ninja's Chakra Affinity, or Primary Element. It is possible, though quite difficult, to learn how to use additional elements.

In addition to the usual five, there are Advanced Elements, combinations of the primary elements, such as Ice or Wood, which are combinations of Water and Wind, and of Water and Earth, respectively. These elements are more powerful than the basic elements, but require special Kekkei Genkai, abilities passed down genetically.

Other Chakra Types


There are other sources of Chakra, though these cannot be tapped by any but those trained to access them, or those lucky enough to be gifted with them. These chakra types are Demon chakra and Sage Chakra. Demon Chakra originates from beasts made almost entirely of chakra. These beings are typically sealed inside of humans once encountered, though they are still occasionally found outside on their own. Sage Chakra is formed by mixing Natural Energy, a third energy found in nature, with Physical and Spiritual Energies. Only Sages and those with Cursed Seals are capable of utilizing Sage Chakra.

How Much Chakra Should I Have?


Your total chakra is can be calculated in the following way:
First, add up your attributes. Multiply this number by 2. Next, add any chakra you gain directly from traits (for instance, a trait that gives you 1 chakra for every 5 points in an attribute). Now, simply add 100 to your total chakra. This is how much chakra you have to work with. It's possible to have other additions too-usually, just add those additions to your final number.

Basic Chakra Natures


Every ninja, pet, and summoning is born with a single basic chakra nature that their body is more capable of using-this is similar to a person being right-handed or left-handed. It is possible, through training, to obtain access to more elements, but everyone has that one they're simply more comfortable with-this is known as their Elemental Affinity. Elemental Affinities may ONLY be from one of the Basic Chakra Natures-Fire, Wind, Lightning, Earth, and Water. Details on each will be provided below.

Extra elements may be purchased with Ninja Points, and some clans may possess abilities that allow a ninja to be born with two affinities naturally. Every character starts with at least one.

Katon / Fire - Katon, or the Fire Element, allows one to produce and manipulate fire and things associated with it, such as heat. Most Katon techniques, though not all, are performed by molding superheated chakra inside the stomach before releasing it via the lungs and mouth. There are also variants to this in the form of some mediums such as the use of gun powder, ash, explosive tags and chakra flow into a weapon. Obviously, most Katon techniques do their damage by burning a target, though Katon techniques tend to have physical substance behind them as well, allowing them to break as well as burn. Katon is strong against Fuuton because the air feeds the flames but weak against Suiton because it cools and smothers them.

Suiton / Water - Suiton, or the Water Element, allows you to produce and manipulate water and things associated with it, such as mist and other liquids that contain water. It takes much more ability to create the water outside the body than to manipulate what is already available or expel it from their mouths. One of the most versatile of the five basic chakra natures, Water Release techniques can not only change shape but can also be forced to become semi-solid. Water cannot, however, change form, though creating mist is possible. Offensive water techniques seem to inflict harm from the sudden force that they exert, which would cause massive internal damage to a human. Suiton is strong against Katon because it naturally extinguishes the flames (though a sufficiently powerful fire technique can cause evaporation) but is weak against Doton because earth structures can dissipate the force of water rendering the technique ineffective.

Doton / Earth - Doton, or the Earth Element, allows you to manipulate the surrounding earth for offensive and defensive purposes or create it; be it dirt, mud, or rock. Earth Release techniques have the ability to change the strength and composition of the earth from being as hard as metal to as soft as clay, as well as manipulating their density, making them heavier or lighter. This includes allowing the user to travel through ground and rock in various ways which can be essential for both transportation and for setting up attacks or creating defenses or for offense. Doton is strong against Suiton because earth naturally disperses the force of water or absorbs it, but weak against Raiton because it can easily travel through and break the ground apart.

Raiton / Lightning - Raiton, or the Lightning Element, allows you to generate lightning by increasing the high frequency vibrations of their chakra, allowing for piercing damage and fast movement. While uncommon, lightning can be infused into bladed weapons in a way similar to Fuuton through chakra flow for increased piercing power through vibrations, with the added effect of inducing numbness. When the technique is released from their bodies, and thus not requiring physical contact, it does not move as fast as true lightning. Instead, due to the control the user has to exert over it, it moves far slower, which can give opponents time to still react. Raiton is strong against Doton because it can easily travel through and break the ground apart but weak against Fuuton because it is a natural electrical insulator.

Fuuton / Wind - Fuuton, or the Wind Element, is performed by making chakra as sharp and thin as possible. Wind Release is mainly short to mid-ranged offensive techniques that combine brute force and keen precision to deal cutting and slashing damage. A rarity among the five chakra natures, wind techniques are usually performed by generating air circulation and can be enhanced through this method as well. Wind-natured chakra can also be channeled into blades to increase their cutting power and overall range. Fuuton is strong against Raiton because it is a natural electrical insulator but weak against Katon because the flames are fueled by air.

Advanced Chakra Natures


While every ninja is capable of using at least one element, there are some ninja who were born with the unique ability to create a specific mixture of two Basic Chakra Natures, resulting in a new Chakra Nature that is stronger than both. This is referred to as an Advanced Chakra Nature, and is only available to ninja who possess the proper Kekkei Genkai. As such, possessing one of these natures requires every element that comprises the Advanced Nature, as well as the appropriate Advanced Ability.

There are, however, certain rules for Advanced Natures that we should go over.

- First and foremost, Advanced Natures are noticeably more powerful than their single-element counterparts. As such, elements of an Advanced Nature will be more capable against single-element or element-less jutsu of a similar rank, unless they possess a weakness towards that element, in which case, they will be equal. For example, a B-ranked Mokuton jutsu might be superior to a B-ranked Doton jutsu, even if the two do the exact same thing-it may also be more resilient than a B-ranked Doton jutsu as well. However, against a Katon jutsu, Mokuton performs less effectively than against a Suiton or Raiton jutsu. This benefit is enhanced for every element that helps form the new element-Dust Release, for example, is typically on par with most techniques a full two ranks higher.

- Creating a jutsu from a Combined Element carries a minimum jutsu rank. This is not truly a minimum rank, however-it is merely the minimum rank at which the benefit of being a Combined Element is made apparent. For Advanced Natures, that rank is C-for Combined Nature Kekkei Genkai, it is B, and for Combined Nature Kekkei Touta (an element composed of 3 separate chakra natures), it is A. Creating jutsu below that rank for the various elements in question yields no benefit beyond making a jutsu of a basic element.

- Advanced Nature jutsu tend to also be more expensive than single element jutsu. While there is no hard and set rule, expect your Mokuton wall to cost you more than a Doton wall of the same rank and same size.

- Creation of your own Advanced Nature is possible-there are, however, a few things to keep in mind. First, when you make it, it immediately is added to the list of Global Advanced Chakra Natures unless it is restricted to a specific clan. Second, an Advanced Nature is not simply powering up one element with another, nor is it using two separate elements at the same time-an Advanced Nature MUST create a new material that neither of its component elements could create on their own. So, for instance, you cannot create a Bubble Element-water creates bubbles easily enough on it's own. However, Lava is an Advanced Element, as it is equally Fire and Earth. There is a Global Listing of Advanced Chakra Natures, however-please check that before resolving to make your own.
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Chakra Recovery


Chakra is an energy found within all living things that is necessary for life and many of the body's functions. While the world didn't use to have chakra, it has since become so intrinsic to the bodies of living creatures that to lose all of one's chakra is almost guaranteed to be fatal.

While it is an energy necessary for life, however, it is also the energy harnessed by ninja to perform the many incredible things they do, and as such it is lost at a rapid rate where ninja are concerned. Fortunately, chakra can be replenished naturally.

All times mentioned below refer to In-Game time. You don't literally have to wait an hour in the real world before you can recover chakra.

~ The rate of chakra recovery depends on two things: Total chakra use and activity.

There are four conditions of total chakra use that affects chakra recovery rate.

Light Chakra Use - This is simply defined as using less than 15 percent of your chakra within a period of activity. When you've only engaged in Light Chakra Use, you can recover all of the chakra lost in just an hour of rest, or two hours of light activity.

- Used less than 15% of total chakra
- 100% Recovery after 1 hour of rest or 2 hours of light activity

Moderate Chakra Use - This is defined as using between 15 and 60 percent of your chakra within a period of activity. When you've engaged in Moderate Chakra Use, you recover half of your still-missing chakra in an hour of rest, or a third of it in two hours of light activity. This continues until your current chakra level has reached the level of Light Chakra Use, at which point, you begin recovering at that rate.

- Used between 15% and 60% of total chakra
- 50% recovery of missing chakra after 1 hour of rest, or 33% after 2 hours of light activity.

Heavy Chakra Use - This is defined as using between 60 and 85 percent of your chakra within a period of activity. When you've engaged in Heavy Chakra Use, you recover a fifth of your still-missing chakra in an hour of rest, or a tenth of it in three hours of light activity. This continues until your current chakra level has reached the level of Moderate Chakra Use, at which point, you begin recovering at that rate.

- Used between 60% and 85% of total chakra
- 20% recovery of missing chakra after 1 hour of rest, or 10% after 2 hours of light activity.

Critical Chakra Use - This is defined as having used greater than 85 percent of your chakra within a period of activity. When you've engaged in Critical Chakra Use, you can only recover chakra during dedicated rest, and only recover 1% of your TOTAL CHAKRA per hour of dedicated rest. A ninja can easily find himself bed-ridden for an entire day while attempting to recover chakra from this state. This continues until your current chakra level has reached the level of Heavy Chakra Use, at which point, you begin recovering at that rate.

- Used more than 85% of total chakra
- 1% recovery of total chakra after 1 hour of rest; cannot recover without dedicated rest.

~~~


Periods of Activity


You've seen the phrase over and over again by now-but what is a period of activity? It is any extended period of time in which you use chakra without having recovered to full chakra level since. For instance, if you have 300 chakra and use 10, you're within the limit for Light Chakra Use-but, if you then use 40 chakra before you have a chance to recover, that counts as 50 for that period of activity, and you're now in Moderate Use territory. Even if you had waited an hour, but still engaged in light activity, you're still at around 45 chakra having been spent within that period of activity, since half of the initial 10 recovered before you spent more. If you had waited a full hour for rest, however, only the 40 chakra from later will count against your next recovery, which would again count as Light Use. The majority of the time, ninja will find themselves having gone into Moderate or Heavy use levels. Chakra recovery should always be considered during long missions.

Other Considerations


Items and Jutsu may alter the rate of chakra recovery. If an item or jutsu mentions a rate of recovery that differs from that listed here in this thread, assume the jutsu or item is correct.
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 Posted: Apr 5 2016, 03:08 PM
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Combining Chakra Types and Jutsu


Dual-Element Techniques


The last thing to consider about Chakra Natures are Dual-Element techniques. While similar to Advanced Natures, these techniques vary in a few important ways-namely, these techniques do not create a new material, but instead alter it.

For instance, an Advanced Nature of Water and Fire would be the Boil Release, a manipulation of super hot water vapor capable of melting material at high ranks-but a Dual Element technique using Water and Fire might simply be a large quantity of scalding hot water shot towards a target, or might be two simultaneous streams of fire and water. No new material is created, rather, the component elements are used to enhance or compliment each other.

To create a Dual-Element Technique, one must only apply for it like a normal jutsu and specify that it uses two elements. The user must also have both requisite elements.

Why use a Dual-Element technique rather than an Advanced Nature? Well, for one, it's easier-as long as you have the component elements, you can make a Dual-Element technique, no Kekkei Genkai required. On top of that though, in addition to simply being more powerful if more elements are used, a clever use of two elements together could eliminate weaknesses. Let's say you mix Fire and Lightning - Lightning is weak against Wind, but Fire absorbs it and gets stronger-your technique, rather than falling apart, is made stronger against a Fuuton jutsu. Additionally, Fire is weak to Water, but Lightning, while not advantageous to Water, is at least neutral to it-once again, your technique is not outright stopped by what used to be a weakness.

Cooperation Jutsu


Lastly, it is possible for two characters to combine their jutsu on the fly to create a more powerful technique. When this is done, the resultant technique is more powerful than the sum of the separate parts. An example of this would be combining Fire and Wind techniques to create a more powerful attack. The increased power can often be expressed as greater destructive force, a further range, more defensive power, or both. While this seems powerful, there are a few requirements of the two ninja involved. Note that this is NOT simply using one jutsu to take advantage of another jutsu's form-it's literally a combination of the two jutsu. A combination consisting of two elements is considered a Dual-Element jutsu, and follows the same rules as above, but is even more powerful for having different chakra sources contributing to the technique.

- The ninja must be using techniques that are similar in power and scope to each other. To combine in this manner, jutsu cannot be greater than one rank apart. Additionally, the component jutsu must be similar in size and shape. For example, Rasengan and Chidori can be combined, but Rasengan and Daitoppa cannot.

- Jutsu combined must have a similar purpose. A defensive jutsu cannot combine with an offensive technique, for example.

- The ninja in question must have some form of synchronization between them. This synchronization can be expressed as either familiarity with each other or as like-mindedness.

- Jutsu created through cooperation do not require a jutsu slot or submission of their own, but may not have effects that are not intuitive to the combination. Chidori and Rasengan, for instance, might be highly destructive when used together, but there's no reason why they might absorb the chakra of someone they strike.
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Jutsu Effectiveness


The power, durability or a number of other aspects that can be considered part of the overall quality of a jutsu is more complex than a mere matter of rank. A jutsu’s effectiveness can vary wildly within a rank from one jutsu to another, or even from one user of the same jutsu to another.

Bearing this in mind, any references to “Jutsu of a given rank” in rules and guides are meant to be general rules- If you encounter such language, it should be assumed that all other variables are held constant, and the reference is a general one. Jutsu rank alone will Never be the sole determinant of power.

As such, applications should Never contain absolute references to rank such as “Stopping all jutsu B rank or lower” or “Penetrating all jutsu B rank or lower”. How a jutsu functions in our RP world should be described using descriptive, accurate language so that the jutsu can be understood, on its own, without referencing the forum’s sorting system for categorizing different techniques. You should be referencing real world or in-game materials and phenomena. Armor being able to “Withstand a B rank jutsu” would be meaningless.

When comparing your jutsu to those of others, keep in mind the following factors, in order of importance:

Purpose/Usage: If a Jutsu creates some sort of physical barrier, then it stands to reason it can withstand a fair amount of physical punishment compared to other techniques, for example. A Jutsu made with unusually high piercing power, by that same token, would be better equipped for piercing defenses than general attack techniques.

Area of Effect: If a Jutsu covers a wide area, then its damage, defense or what have you are being divided over that area. An attack that covers a one hundred meter area, all other things held constant, would probably not deal as much damage at a single point of contact as a jutsu that puts all of its power into a single precise strike. Note that this is NOT an even division-a jutsu is not 100 times weaker than another because it covers 100 times the distance. However, the difference in power IS significant, and should be considered.

Number of Other Effects or Targets: A Jutsu that makes a single wall will obviously make a stronger wall than a similar one that produces several walls at once, or one whose wall might absorb chakra from the attack and return it to the caster, for another effect. Every time a jutsu adds targets or effects, the trade-off is that the intended effect becomes less potent.

Elemental Affinity: Besides actual elemental strength and weakness, elemental techniques can also benefit from techniques that fall within their specific nature. Continuing with our example of a wall, a wall made of Doton will be able to withstand more punishment than one made of fire- fire isn’t solid and shielding against physical attacks is beyond its natural limit. Note, however, that it is still possible to create a wall of fire that is just as durable as the wall of stone-but doing so could be considered higher ranked, could use more chakra, or could have other factors balancing it. In general, the more the element in question is suited to the intended task, the easier it will be to use that jutsu to the same power level as another. Also, because elemental techniques also utilize the Nature transformation skill in addition to shape transformation, they have an additional skill users can augment them with (More Below).

Jutsu Rank: Yes, we did say it isn’t the only factor, but it is an important factor nonetheless. Jutsu are divided by rank for a reason, and that is usually because, for whatever reason, they are sufficiently impressive to fall into a specific group with other jutsu. But, as you can see, a number of other factors should be considered before the actual rank of a technique is looked at in a given situation. But, that being said, if two techniques ever look evenly matched in all other regards, it is safe to say the one of the higher rank will win out.

Relevant Attributes: Attributes have a direct impact on how well a jutsu performs. Ninjutsu with more spirit behind them will be more effective, as will taijutsu with more strength, and genjutsu with more willpower.

Relevant Skills: Skills also play a key role, though not to the degree of attributes. There are a myriad of skills that affect all three core fighting styles. Most notably, however, two skills can affect the effectiveness of a ninjutsu in a similar way- Nature Transformation and Shape Transformation. Shape Transformation governs all ninjutsu, while Nature Transformation governs only elemental ninjutsu. If two users, all other things held constant, fired the same jutsu into a mirror matched blast, the user with the higher combined Nature and Shape Transformation would have the more powerful technique (The two skills should be treated as being about the same importance).

Strictness of Requirements: The difficulty to cast a technique also comes into play. Provided that there is a basis for each requirement (Stacking unneeded requirements just to power up a jutsu would be silly), it can be inferred a technique that has more core elements building up to it is more effective than a similar technique. Maybe one user can throw a fireball, but at the same rank, another user can throw a fireball that is an upgrade of another fireball, and this one requires high spirit, nature transformation and shape transformation to perform. It makes a relatively small difference by itself, but it can be taken into consideration. The size of the difference this makes depends on how many and how relevant the requirements may be.

Other Factors: Other factors may come into play. These can be anything from environmental factors, to bloodline benefits, to just how well or poorly using a specific jutsu is to a given situation. A jutsu that creates a tornado might be harder to evade when used under water, for example, because it would create a whirlpool instead. Keep in mind the precise situation when considering a jutsu's power. Depending on what those "other factors" may be, they could make a near undetectable difference, or they could completely change how-or if-a jutsu works. Shooting a fireball underwater, for instance, would usually be considered a bad idea.
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