The systems described below use Jutsu Points and Cost Points, both of which are used to make up all techniques.
• Cost Points (CP) – Abbreviated as CP and formerly referred to as Damage Points or DP. Cost Points represent the total converted cost of a technique before it is paid for in Stamina, Chakra, or other means. All damage and effects a technique contains has a certain amount of Cost Points they are worth, and by swapping out damage and putting in status effects you can balance your technique to an appropriate cost. Notice that damage, stat reduction, and stat addition can be performed for less cost as you get to higher ninja ranks; where as status effects always have the same flat CP value.
You are a Gennin and you want to make a technique that is worth 3 Jutsu Points. You have up to 60 cost points to work with. You can make a technique that costs 60 chakra and does 60 straight damage or you can get creative and make a technique that costs 60 chakra and does 30 damage and also does a status effect that costs 30 cost points.
As you gain ninja ranks techniques become easier to learn and you have access to higher level techniques. See the below chart.
• 21-40 Cost Points — 2 Jutsu Points
• 41-60 Cost Points — 3 Jutsu Points
• 61-80 Cost Points — 4 Jutsu Points
Chuunin
• 31-60 Cost Points — 2 Jutsu Points
• 61-90 Cost Points — 3 Jutsu Points
• 91-120 Cost Points — 4 Jutsu Points
• 121-150 Cost Points — 5 Jutsu Points
Jounin
• 41-80 Cost Points — 2 Jutsu Points
• 81-130 Cost Points — 3 Jutsu Points
• 131-170 Cost Points — 4 Jutsu Points
• 171-220 Cost Points — 5 Jutsu Points
• 221-270 Cost Points — 6 Jutsu Points
• 271-320 Cost Points — 7 Jutsu Points
• 321-380 Cost Points — 8 Jutsu Points
Sennin
• 61-120 Cost Points — 2 Jutsu Points
• 121-190 Cost Points — 3 Jutsu Points
• 191-260 Cost Points — 4 Jutsu Points
• 261-330 Cost Points — 5 Jutsu Points
• 331-400 Cost Points — 6 Jutsu Points
• 401-470 Cost Points — 7 Jutsu Points
• 471-540 Cost Points — 8 Jutsu Points
• 541-610 Cost Points — 9 Jutsu Points
• 611-680 Cost Points — 10 Jutsu Points
• 681-750 Cost Points — 11 Jutsu Points
• 751-820 Cost Points — 12 Jutsu Points
• 821-900 Cost Points — 13 Jutsu Points
• Element/Style Tag — This is a tag following the “Type” field that will indicate either an element (Ninjutsu/Genjutsu) or a style (Taijutsu). To use or learn a technique with one of these tags you will need a skill that allows you to use techniques of that type. For instance, you will need “Subtle Elements [Fire]” to use fire techniques and the “Mountain Ox Style” skill to use Mountain Ox Style techniques.
• Source Tag — This is a tag following the “Type” field that will indicate a village name, an item name, or a character name (with the word personal before it). To learn a jutsu with this tag you will either have to be from that village, be in possession of said item (and be able to use it), be the character named, or spend a five (5) post training thread learning the technique from someone who already knows it.
• Special Tag — A special tag will often follow the “Rank” field (But may follow the "Type" field as well) and will designate a special type of technique that may or may not refer to some special rules. Examples of some special tags may be “Forbidden: Powerful”, “Forbidden: Unacceptable”, “Sealing”, "Trap" or "Medical". If you are unsure of a tag's meaning or requirements, ask a staff member or the owner of said technique.
Type: Ninjutsu [Fire; Divine Fire Scroll]
Rank: Sennin [Forbidden: Powerful]
A ninja, to learn this, would need to know the skill Subtle Elements [Fire], have access to the Divine Fire Scroll or do a 5 post training with someone else who knows the jutsu, as well as permission from the kage to learn a Forbidden: Powerful jutsu.
Type: Taijutsu [Mountain Ox Style; Personal: Dude McGuy]
Rank: Chuunin
A ninja, to learn this, would need to know the Mountain Ox Style and either be Dude McGuy or do a 5 post training with someone who knows the jutsu (probably Dude McGuy himself, but not necessarily).
Type: Genjutsu [Kiri]
Rank: Genin
A ninja, to learn this, would need to be from Kiri, or do a 5 post training with a ninja who knows it to learn it. NOTICE, this jutsu is NOT a water jutsu. A jutsu does NOT need to be of the village element OR of the village style to be tied to that village. They have no dependance on each other. Good example of this? Kage Bunshin.
Taijutsu (literally meaning "Body Techniques") is one of the three types of jutsu. Taijutsu uses stamina to enhance ones physical strength and mobility, allowing the users to push their body beyond normal human capacity. Taijutsu is practiced in a wide variety of styles, from basic kicks and punches to more deadly applications that comes from years of honing ones body to physical perfection.
General Rules
• The maximum turn duration of Taijutsu is three (3) turns.
• You need free limbs as described in the technique in order to use a Taijutsu Technique (within reason).
• All ratios below are in [ Cost:Effect ] format.
Damage Ratios
• Chuunin [ 2:3 ] — Maximum 150 base damage
• Jounin [ 1:2 ] — Maximum 380 base damage
• Sennin [ 1:2 ] — Maximum 800 base damage
Stat Addition Ratios
• Jounin [ 2:3 ] — Maximum 360 base additions
• Sennin [ 2:3 ] — Maximum 720 base additions
Stat Subtraction Ratios
• Jounin [ 2:5 ] — Maximum 600 base subtractions
• Sennin [ 2:5 ] — Maximum 960 base subtractions
! Important — In battle, a stat may never be increased beyond 1.5x its base or below 0.5x its base. The only exception to this is Defense, which can be decreased to 0 or increased as high as possible. Learn more at Effects & Stats 2.01; Character Statistics.
Status Effects
• All Status Effects cost a flat amount, they do not get modified by ratios.
Damage Prevention
• The technique must state that it is a Response Phase jutsu to be able to prevent/counter damage.
Ninjutsu (literally meaning "Ninja Techniques") is one of the three types of jutsu. Ninjutsu uses chakra to construct physical effects, such as creating fireballs to summoning great beasts. They vary greatly in purpose and strength, from basic evasion techniques to attacks strong enough to level cities.
General Rules
• The maximum turn duration of Ninjutsu is four (4) turns.
• You need two free hands to make seals in order to use a Ninjutsu Technique.
• All ratios below are in [ Cost:Effect ] format.
Damage Ratios
• Chuunin [ 4:5 ] — Maximum 120 base damage
• Jounin [ 2:3 ] — Maximum 320 base damage
• Sennin [ 2:3 ] — Maximum 700 base damage
Stat Addition Ratios
• Jounin [ 2:3 ] — Maximum 400 base additions
• Sennin [ 2:3 ] — Maximum 800 base additions
Stat Subtraction Ratios
• Jounin [ 2:5 ] — Maximum 720 base subtractions
• Sennin [ 2:5 ] — Maximum 1200 base subtractions
! Important — In battle, a stat may never be increased beyond 1.5x its base or below 0.5x its base. The only exception to this is Defense, which can be decreased to 0 or increased as high as possible. Learn more at Effects & Stats 2.01; Character Statistics.
Status Effects
• All Status Effects cost a flat amount, they do not get modified by ratios.
Damage Prevention
• The technique must state that it is a Response Phase jutsu to be able to prevent/counter damage.
Genjutsu (literally meaning "Illusionary Techniques") is one of three types of jutsu. Genjutsu uses chakra to create phantasms and apparitions, manipulating their opponent's mind and disrupting their senses. While Genjutsu does not physically harm the opponent, properly used it can create false images, alter memories, or even trick the body into believing it's in pain.
General Rules
• The maximum turn duration of Genjutsu is five (5) turns.
• You need two free hands to make seals in order to use a Genjutsu Technique.
• All ratios below are in [ Cost:Effect ] format.
Damage Ratios
• Chuunin [ 4:5 ] — Maximum 90 base ghost damage
• Jounin [ 2:3 ] — Maximum 270 base ghost damage
• Sennin [ 2:3 ] — Maximum 600 base ghost damage
Stat Addition Ratios
• Chuunin [ 2:3 ] — No maximum
• Jounin [ 3:5 ] — Maximum 400 base additions
• Sennin [ 3:5 ] — Maximum 800 base additions
Stat Subtraction Ratios
• Jounin [ 2:5 ] — Maximum 720 base subtractions
• Sennin [ 2:5 ] — Maximum 1200 base subtractions
! Important — In battle, a stat may never be increased beyond 1.5x its base or below 0.5x its base. The only exception to this is Defense, which can be decreased to 0 or increased as high as possible. Learn more at Effects & Stats 2.01; Character Statistics.
Status Effects
• All Status Effects cost a flat amount, they do not get modified by ratios.
Damage Prevention
• The technique must state that it is a Response Phase jutsu to be able to prevent/counter damage.
Genjutsu Damage
Medical Ninjutsu is a specialization of techniques that focuses on restoring health to a target. Medical Ninjutsu cannot be used without first acquiring the skill "Medical Training" and do not receive modifiers under normal circumstances. More advanced Medical Ninjutsu Techniques require additional skills to learn and use. Medical Ninjutsu is just as widely varied as normal Ninjutsu techniques, but follow a different set of rules and ratios.
General Rules
• The maximum turn duration of Medical Ninjutsu is four (4) turns.
• You need two free hands to make seals in order to use a Medical Ninjutsu Technique.
• Medical Ninjutsu do not receive modifiers under normal circumstances.
• Medical Ninjutsu cannot heal Ghost Health under normal circumstances.
• Medical Ninjutsu Techniques follow standard Ninjutsu Damage caps for the amount of Healing the technique does.
• When any effect refers to "healing" it is referring to healing of Health unless specifically stated otherwise.
• Medical Ninjutsu Techniques do not receive any form of cost reduction from any source, including Concentration.
• All ratios below are in [ Cost:Effect ] format.
Healing and Damage Ratios
• Chuunin [ 1:1 ]
• Jounin [ 1:1 ]
• Sennin [ 1:1 ]
Stat Addition Ratios
• Chuunin [ 2:3 ] — No maximum
• Jounin [ 3:5 ] — Maximum 400 base additions
• Sennin [ 3:5 ] — Maximum 800 base additions
Stat Subtraction Ratios
• Jounin [ 2:5 ] — Maximum 720 base subtractions
• Sennin [ 2:5 ] — Maximum 1200 base subtractions
! Important — In battle, a stat may never be increased beyond 1.5x its base or below 0.5x its base. The only exception to this is Defense, which can be decreased to 0 or increased as high as possible. Learn more at Effects & Stats 2.01; Character Statistics.
Evolving is a keyword sometimes used in the "Points" field of a technique. A technique with this ability gains a Jutsu Point reduction if the user knows a specified technique. The technique with this ability fully replaces the required technique, and the replaced technique (though still known by the character for role play purposes and kept on their sheet) cannot be used again. Evolving, when it appears on a technique, will be accompanied by the regular price of the jutsu and then the alternate reduced price option of the jutsu. Once a technique is replaced by an Evolving technique it may not be Evolved from again.
When creating a technique with Evolving, the alternate JP cost of Evolving may never exceed the amount of JP spent on the required technique and may also never reduce the JP cost below one. In addition, the Evolving technique should be similar to the required technique. The most common use of Evolving is to create a 'larger' version of a technique at a higher ninja rank. Any abilities that reduce the Jutsu Point cost of a technique may only be applied once within a chain of Evolving techniques.
In the following example, the first level of the jutsu "Recovery I" is owned by the ninja. Because of this, they may now take "Recovery II" when they reach Chuunin rank for a reduced cost of one (1) Jutsu Point. If they do, they may never use "Recovery I" again as it is replaced.
Gift of the Spirits
Type: Ninjutsu [Medical]
Rank: Gennin
Cost: 60 Chakra
Effect: The target gains 60 chakra. This technique may only target a character once per battle and cannot target the user.
Description: A faint white beam strikes from the medical ninja's palm and hits the target, infusing it with energy.
Points: 3
Gift of the Spirits II
Type: Ninjutsu [Medical]
Rank: Chuunin
Cost: 120 Chakra
Effect: The target gains 120 chakra. This technique may only target a character once per battle and cannot target the user.
Description: A bright blue beam strikes from the medical nin's palm and hits the target, infusing it with an immense amount of energy.
Points: ⁿ/ₐ [Evolving 1; Gift of the Spirits]
The following is a brief explanation of the nature of Chakra. It attempts to give a basic grounding in the nature of chakra and some of its more advanced applications; of course this is not an exhaustive explanation. For the purposes of Ninja Academy, elements are damage types of Ninjutsu techniques. There are a number of elements, each one with its own mechanically flavor that is different from the rest.
• Fire
• Lightning
• Water
• Wind
The five basic elements are the "building blocks" of all the other elements in the game. Using different combinations of these five you can create any element you can think of. Sometimes these five elements are called "Subtle Elements" which is due to the name of the skill that is required to use them. In the absence of all elements, there is "Void", which is the word used to describe Ninjutsu damage that does not have an element.
• Ninjutsu with no element are called 'Void' and do not require a skill.
• The basic five elements make up all other elements. Use them when creating your own.
• Damage from a Ninjutsu element always has the effects of its appropriate Subtle Element or Combinatorial skill regardless of whether or not the source of the damage has access to those skills. For example, an item that is a bomb may deal Fire Element damage even though the item itself cannot know the Subtle Element skill.
• See 5.08: Combinatorial Elements for more information.
! Important — New characters get a choice of an Element -or- Taijutsu Style for free. Please check the character creation forum for more information on which skills are available to you!
Combinatorial Elements are some of the most interesting and exotic of attacks that a ninja can perform. However, the further you get from the basic five elements the harder it is to control and manipulate the chakra. In order to create these specialized types of chakra a character must go through a precise series of training and development. In our system, that means a character must take a skill to allow them to access to power of each elemental combination. Each Combinatorial skill will have requirements of the Subtle Elements skills for the elements needed to create them. For instance, to take “Combinatorial; Sand” you will need to have the skills “Subtle Elements; Wind” and “Subtle Elements; Earth”. The more basic elements that must be combined in order to make the combinatorial element means a higher skill cost and a more powerful effect.
Tier 2 (3 Basic Elements): -2 SP
Tier 3 (4 Basic Elements): -3 SP
Tier 4 (5 Basic Elements): -4 SP
The following are examples of elemental combinations:
• Water + Lightning = Storm
• Wind + Earth = Sand
• Earth + Lightning = Magnetics
• Fire + Lightning + Water = Acid
• Fire + Wind + Earth = Glass
• Fire + Earth + Water = Rust
• Fire + Earth + Wind = Dust
• Wind + Earth + Water + Lightning = Gravity
• Fire + Wind + Earth + Water + Lightning = Light
• Fire + Wind + Earth + Water + Lightning = Dark
Damage Reduction With Combinatorial Elements
Abilities of any kind that reduce the damage of a certain Element or Combinatorial Element will work to a degree on Combinatorial Elements that they are a part of. First off, the Element or Combinatorial Element that a character has a damage reduction to must make up at least 50% of the Combinatorial Element in question. If it does, then the player applies 50% of the damage reduction bonus to the Combinatorial Element in question, rounded up. For example, if a player has +100 Defense to Water based damage, they would receive +50 Defense against Ice based damage. They would not however get any bonus against Acid based damage, because Water only makes up 33.3% of Acid, which is below the 50% requirement.
A Multiple Element techniques (explained further below) are treated as if they are all elements in their tag. So any damage reduction or similar bonuses to jutsu of those type are fully applied as if the technique was only that type. For example, if a player has +100 Defense to Water based damage and has a technique that is "Type: Ninjutsu [Earth, Water]", they would apply the full +100 Defense to this technique.
Elemental or Combinatorial damage is considered to have no parts void damage. As such, void damage reductions are not applied to any Elemental or Combinatorial damage types.
Multi Element Techniques; Not Combinations
Any technique that uses more than one element but does not mix those elements (or make a combination element) only gets the skill bonus from the first element listed in the type. In the following example technique, the user would only apply the bonus from the skill "Subtle Elements; Fire" because Fire is listed first in the type field. This is considered the technique's "major" element. As a reminder, 'Void' is not an element and thus cannot be combined in this way.
Example Style; Super Cool Hax Firecloud Ball
Type: Ninjutsu [Fire; Lightning]
Rank: Jounin
Cost: 200
Damage: 300
Effect: n/a
Description: The user molds their chakra to create a fireball and launches it at the opponent. When the fireball hits, the chakra washes over the opponent and changes into lightning chakra, shocking them as well.
Cost: 3
Specialties are passed down from parent to child; any shinobi who can use the basic elements has also probably developed their first specialty. To develop a second specialty is more difficult but most people have worked it out by Jounin rank. A third specialty is extremely rare, but entirely possible; many Kages have a third specialty.
It is important to remember that you can perform jutsu without an elemental specialty. Specialties simply show an affinity with that element and offer bonuses to other abilities as well. So even if you do not have Fire Specialty you can still take the skill Subtle Elements; Fire and shoot fireballs all day. This is different than how the specialties are shown to work in Naruto canon.
A player receives their specialties at levels 30 and 80, and they are assigned with a random roll. There are three parts to gaining a specialty. First, you must roll a die to determine which specialty you are randomly assigned. Make sure to list the elements in the roll, assigning each a number. If you forget or fail to list the elements and numbers, the roll will be assigned based on how they are listed on the Skills page; Wind (1), Fire (2), Water (3), Earth (4), Lightning (5). Secondly, you must reach the required level to learn the skill. Lastly you must perform the required training indicated on the skill requirements. Once you complete all three of these you may access your specialty.
Specialties can combine their JP reduction effects if you have more than one. If you have ONLY the Wind Specialty, wind jutsu have a -1 JP cost. But if you are level 80 and have Wind Specialty and Earth Specialty, not only do Wind and Earth jutsu cost -1 JP each, but elements made of only those two (such as Sand) get the -1 JP reduction as well.
Your elemental specialties may be rolled early if you wish to know what they are to help plan your character. If you choose to do so you may add the skills to your character sheet with a [Locked] tag on them. When you reach the required level you can then complete the training to unlock them. You may not access the effects of the specialty early, and you may not complete the training until after you have met the level requirements.
Every martial artist fights differently, and very few ever end up fighting the same even when from the same school of learning. The way in which they progress in battle, and the goals in which they seek to achieve with each movement are so tuned that many schools of learning have emerged over the ages. So while many martial artists may use similar bases for their fighting abilities, many schools have brought to life a multitude of different styles of Taijutsu. And of course all students swear by their own style.
All Taijutsu Styles function differently with different sets of goals, bonuses, negatives and rewards. However, Taijutsu Styles do have a shared set of things that tie them all together, a unified set of rules that makes them all work similarly.
• All Taijutsu Styles are activated abilities that are activated in the Setup Phase as a free action. When a player has declared that they are in a particular Taijutsu Style only then may they begin to accumulate charges for that style.
• While a Taijutsu Style is active, whenever a Taijutsu attack of the particular style or a Taijutsu attack of no style (style-less) hits an opponent the user will gain one charge of that style.
• All Taijutsu Styles start with zero (0) charges and can hold a maximum of five (5) charges.
• All Taijutsu Styles may have Taijutsu techniques that use charges as part of their cost.
• All of these rules are true of all Taijutsu Styles unless the Style says explicitly otherwise.
A player must know the Taijutsu Style skill in order to learn techniques of that style. All techniques that require the use of charges will have the amount of charges needed included in their cost.
For reference in techniques, a charge is worth approximately 40 Cost Points. Gaining an extra charge on a successful hit with a technique is worth 40 Cost Points as well. Gaining more than two charges from a single technique will be incredibly rare if it is ever approved at all.
! Important — New characters get a choice of an Element -or- Taijutsu Style for free. Please check the character creation forum for more information on which skills are available to you!
Taijutsu Style Rules
• A character may only have one type of charge at a time. If a character would ever gain a charge from a different style they immediately lose any other charges they have.
• A style may never have more than five (5) charges. If a player has five (5) charges already and would gain an additional one, it is discarded.
• A player may choose to not gain a charge if they would gain one from any source.
• A technique may never be more than one style.
• The way in which charges are spent and what kind of bonus they give the user will be determined by the style skill for that particular fighting style.
• A technique may gain more than one charge, but only if it says so in the technique. The type of charge gained must be set when the technique is created.
• Some techniques in a particular style may require the user to spend charges in order to use the technique. In these cases the charges that are spent are subtracted from your total charges whether the technique connects or not. The amount of charges needed to be spent will be specified in the cost of the technique.
• Custom Taijutsu Styles must require the use of Taijutsu of the style in some way. If a character can make use of the style without Taijutsu of that style it will be denied.
• Setup Phase jutsu may not gain charges.
• A list of Taijutsu Styles can be found on the skills page as examples.
Area of Effect jutsu target all other characters on the field even if there are abilities that prevent any of those characters from being targeted. Unless stated otherwise, this includes your allies and does not include the user. They can be used with Taijutsu, Ninjutsu or Genjutsu as long as they make sense.
Dodging
Dodging an Area of Effect technique is more difficult than dodging a regular technique. Flavorfully, this is because dodging an attack that takes up a larger area is quite a bit harder to do. Mechanically, when dodging an Area of Effect technique your Evasion is treated as being 20% lower than its current value.
Ninja A attacks Ninja B with an Area of Effect Taijutsu that has a 180% Chance to Hit. Ninja B has 1400 Evasion currently, which would normally reduce the Chance to Hit by 140%, down to a total of 40%. However, since this is an Area of Effect Ninja B's Evasion is lowered by 20%, from 1400 to 1120. So Ninja B reduces the Chance to Hit by 112%, bringing the total Chance to Hit down to 68%.
• 1400 Evasion * 0.8 = 1120 Evasion
Costs
All Area of Effect techniques are three times the final Cost Points of the technique if it was not Area of Effect. For instance, a technique that cost 50 chakra on a single target would cost 150 chakra as an Area of Effect technique.
Additional Rules and Notes
• If you want an Area of Effect jutsu that does not target allies it will cost four times the final cost of the technique instead of three times.
• Area of Effect jutsu by default never target yourself unless otherwise stated.
A hybrid jutsu is a mixture of two or more of the three types of jutsu; Ninjutsu, Taijutsu and Genjutsu. Though at first glance hybrids may look strictly better than other types of jutsu, they require dedication to multiple offensive stats, splitting a user's stat pool in more directions than others. Each of the four combinations of hybrid jutsu have their own rules on how they function, and each of these are listed out below.
General Rules
Ninjutsu & Taijutsu
A fury of fire and fists landed one hundred blows against the unsuspecting Kaido, sending him to the ground as his clothing erupted into flame. His opponent stood over him, muscles bursting and wreathed in flame as he pulled his fist back, a final strike coming down and sending fire and force to wash over the battlefield and sear the earth.
• Uses Taijutsu caps for damage.
• Uses Ninjutsu ratios for stat additions and subtractions.
• Uses Ninjutsu ratios for damage prevention or countering.
• Uses Accuracy and Evasion to determine chance to hit.
• The maximum turn duration of a Ninjutsu & Taijutsu hybrid is three (3) turns.
• You need two free hands to make seals in order to use a Ninjutsu & Taijutsu hybrid.
• You need at least x/2 in your Taijutsu stat and x/2 in your Ninjutsu stat to use a hybrid technique that costs x.
• The cost of a Ninjutsu & Taijutsu Hybrid can be done in one of two ways. You can pay each cost in Stamina or Chakra depending on the ratio you are pulling from (outlined above) or you can split the cost evenly between Chakra and Stamina. Damage is always split evenly between Chakra and Stamina as it uses both the Ninjutsu ratios and Taijutsu caps.
Genjutsu & Ninjutsu
The battlefield had turned into a field of fauna, large thorny plants coming to life and reaching to wrap themselves around Yamato's limbs. Taking a step forward she would strike the first plant in the stem, only to have her hand slip through it as its form faded from existence. Two more plants wrapped her arms from the side, binding her in place and cutting with their thorns. It was impossible to tell what was real or imaginary.
• Uses Genjutsu ratios, caps and modifiers for ghost damage.
• Uses Genjutsu ratios and modifiers for stat additions and subtractions.
• Uses Ninjutsu ratios for damage prevention or countering physical damage.
• Uses Genjutsu ratios for damage prevention or countering ghost damage.
• Uses Accuracy and Evasion to determine chance to hit for physical damage.
• Uses Concentration to determine chance to hit for ghost damage.
• User decides when creating technique whether other effects use Acc/Eva or Con/Con.
• Do not apply Ninjutsu cost reduction from Concentration on strikes that use Concentration to hit.
• The maximum turn duration of a Genjutsu & Ninjutsu hybrid is four (4) turns.
• You need two free hands to make seals in order to use a Genjutsu & Ninjutsu hybrid.
• You need at least x/2 in your Genjutsu stat and x/2 in your Ninjutsu stat to use a hybrid technique that costs x.
Taijutsu & Genjutsu
Sweat dripped from the brow of Namie as she jump away from another devastating kick from her opponent. Each missed blow shattered the earth and sent shrapnel into the air to cloud her vision. How could someone so small be so powerful? She had seen kage who had hit softer than her current opponent. Sundering the earth like some sort of titan with each blow, it was become harder and harder to see. Bursting from the haze, Namie's opponent would catch her across the face with a powerful kick, the final thought the young ninja would have as she fell to the ground would be “that should have cleaved me in two...”.
• Uses Genjutsu ratios, caps and modifiers for ghost damage.
• Uses Genjutsu ratios and modifiers for stat additions and subtractions.
• Uses Taijutsu ratios for damage prevention or countering physical damage.
• Uses Genjutsu ratios for damage prevention or countering ghost damage.
• Uses Accuracy and Evasion to determine chance to hit for physical damage.
• Uses Concentration to determine chance to hit for ghost damage.
• User decides when creating technique whether other effects use Acc/Eva or Con/Con.
• The maximum turn duration of a Taijutsu & Genjutsu hybrid is four (4) turns.
• You need two free hands to make seals in order to use a Taijutsu & Genjutsu hybrid.
• You need at least x/2 in your Taijutsu stat and x/2 in your Genjutsu stat to use a hybrid technique that costs x.
• The cost of a Taijutsu & Genjutsu Hybrid can be done in one of two ways. You can pay each cost in Stamina or Chakra depending on the ratio you are pulling from (outlined above) or you can split the cost evenly between Chakra and Stamina.
Genjutsu, Ninjutsu & Taijutsu
Had there always been so many? Santo stared down at a dozen enemies that had appeared in front of him as he turned the corner of the abandoned city, each one wrapped in wind that held them a few meters off the ground. With a burst of speed the first would fly at him, causing him to sidestep in a state of panic right into the second one. Instead of sending him to the ground this ninja transformed into a violent gale that knocked him into the air head over heels as he struggled to find which direction was up or down. Before he could figure it out, two arms slid under his and he was caught in a grapple. Spinning rapidly he finally found the ground, and it was approaching fast. At the last moment his opponent leaped away, leaving Santo to slam into the ground with a grand crash.
• Uses Ninjutsu and Taijutsu for physical damage modifiers.
• Uses Taijutsu caps for physical damage.
• Uses Genjutsu ratios, caps and modifiers for ghost damage.
• Uses Genjutsu ratios and modifiers for stat additions and subtractions.
• Uses Taijutsu ratios for damage prevention or countering physical damage.
• Uses Genjutsu ratios for damage prevention or countering ghost damage.
• Uses Accuracy and Evasion to determine chance to hit for physical damage.
• Uses Concentration to determine chance to hit for ghost damage.
• User decides when creating technique whether other effects use Acc/Eva or Con/Con.
• Do not apply Ninjutsu cost reduction from Concentration on strikes that use Concentration to hit.
• The maximum turn duration of this type of hybrid is four (4) turns.
• You need two free hands to make seals in order to use this type of hybrid.
• You need at least x/2 in your Genjutsu, Ninjutsu & Taijutsu stats individually to use a hybrid technique that costs x.
• The cost of a Genjutsu, Ninjutsu & Taijutsu Hybrid can be done in one of two ways. You can pay each cost in Stamina or Chakra depending on the ratio you are pulling from (outlined above) or you can split the cost evenly between Chakra and Stamina.
There are specific types of techniques which create defensive structures to suit the user's needs. These may be created as Response Phase technique or Main Phase techniques, depending on the needs of the creator. These techniques can be Ninjutsu or Taijutsu- Genjutsu versions of defensive structures will require special attention and costing. Techniques that make something for defensive purposes fall into one of two categories - Barriers or Shields:
Barrier Jutsu
Barrier Jutsu are stationary objects that the user creates that stand between them and harm. Examples of Barriers are walls, domes or similar stationary structures. These are tagged with the type [Barrier].
• User may not relocate until the barrier is gone. If they do, the barrier is destroyed.
• User only rolls to dodge if the barrier is broken, and then only for the remaining damage.
• Additional Effects are only taken into account if damage gets through and hits the user.
• Follows the maximum turn duration for the technique type.
• Crumbles at end of phase if used in the Response Phase.
• User may not attack while behind a barrier unless the attack is of the same type as the barrier. (Ninjutsu Element, Taijutsu Style, Genjutsu Archetype).
• Attacks made from behind a barrier receive 50% modifiers.
• Barriers gain full offensive modifiers applied to their health amount when they are created.
• Barriers may target more than one character. This can be done in one of two ways: A Multi-strike Barrier or a Group Barrier.
• Ratios: Chuunin 3:5, Jounin & Sennin 1:2
Multi-strike Barriers
Multi-strike Barriers are a specialized type of Barrier jutsu that targets multiple characters with a single jutsu and applies a barrier to each.
• Allies inside of a Multi-strike Barrier follow all rules as if the Barrier was their own.
• Multi-strike Barriers function as Multi-strike jutsu. See Battle System 3.13; Multiple Hits and Modifier Division for more information.
Group Barriers
Group Barriers are a specialized type of Barrier jutsu that puts a barrier over multiple characters at once, giving all of those inside the protection and restriction of the barrier.
• When creating a Group Barrier technique, consider the following:
• Group Barriers have their cost increased by 0.1x for each additional character they can protect with the Barrier.
• Any physical attack which targets a character inside of a Group Barrier instead attacks the Group Barrier during their Response Phase. If the attack(s) would break the Barrier, the players targeted will then respond to those attacks just as if their own Barrier had broken.
• Allies may enter or leave a Group Barrier as a Set-Up Phase Action. There may never be more than the maximum number of characters in a Barrier. If the user relocates, the Group Barrier is destroyed.
• Allies inside of a Group Barrier follow all other rules as if they were in their own Barrier.
Shield Jutsu
Shield Jutsu are mobile objects that the user creates around themselves or allies to prevent them from harm. Examples of Shields can be bubbles, suits of armor, modifications to skin, or any other damage preventing structure that moves with the user. These are tagged with the type [Shield].
• User rolls to dodge all attacks as normal (Unless this is used as a Response Phase Jutsu).
• Additional Effects are only taken into account if damage gets through and hits the user.
• Follows the maximum turn duration for the technique type.
• Is destroyed at end of phase if used in the Response Phase.
• Shields do not gain modifiers when they are created.
• Shields may only target one character, regardless of circumstances.
• Ratios: Chuunin 3:5, Jounin & Sennin 1:2
Additional Barrier & Shield Rules
• All Shield and Barrier jutsu must be Chuunin rank or higher.
• All damage is dealt to a Shield or Barrier first, and then the character's it protects. Passive defensive abilities of the user do not apply to damage dealt to a Shield or Barrier unless they specifically state differently.
• Any Barrier or Shield which can target yourself can choose instead to target an ally.
• Barriers and Shields may have built in healing mechanisms, but never beyond their original capacity.
• Barriers and Shields may be healed at ratios listed above at the cost of the Main Phase and may be healed at double the ratios listed above as an upkeep. Turn duration for the type of technique apply as normal. Must be built into the technique.
• Barriers and Shields do not prevent Terrain and Climate effects unless otherwise stated.
• Barriers and Shields by default only affect physical attacks. Barriers and Shields for non-physical attacks will require special costing and attention.
• Any jutsu that targets an opponent with damage or effects while also making a Barrier or Shield may only use 10% of the resources spent on the technique for one or the other. That means either 10% resources must go towards the Barrier/Shield and 90% towards the damage/effects or vice versa. As always, you only get one modifier and must choose where the modifier goes when creating a technique with a Barrier and damage/effects.
Kinjutsu, also known as Forbidden Techniques, are a type of technique only available to ninja of the highest rank and level. Most Kinjutsu require a ninja of Sennin Rank, or level 100, but there are some instances of Kinjutsu that may be learned at Jounin Rank or as low as level 75. Kinjutsu may not be learned at lower ranks for 2x JP. In no instance may any effect allow a character below Jounin Rank to learn a Kinjutsu.
There are two types of Kinjutsu, powerful Kinjutsu and unacceptable Kinjutsu.
Powerful Kinjutsu
Jutsu that are beyond the power of normal jutsu and are extremely hard to learn. Thus they are also restricted to who can attempt to learn them and who can wield them, as they can turn tides in battles and wreck havoc upon a field when they are used.
• If you have the permission then you may use them without fear of being seen and becoming a missing-nin. If you do not have the permission of your Kage then these follow the normal Kinjutsu rules.
• To be allowed to use these techniques you will likely need Sennin status or at least level 100 and a good reputation with your village.
Unacceptable Kinjutsu
Jutsu that are beyond the power of normal jutsu and are extremely dangerous and immoral. Examples of these techniques would include Orochimaru's Immortality jutsu and also his Impure World Resurrection since they both result in the sacrifice of another person. Anything that goes against societies views as acceptable are in this category.
• If you are discovered to have knowledge of these techniques you become a missing-nin.
Kinjutsu Ratio :amp; Caps
The following ratios are replaced for damage for Kinjutsu:
• Genjutsu Ghost Damage [ 1:2 ]
The following caps are ignored for Kinjutsu:
• The physical damage cap for Ninjutsu & Taijutsu.
• The ghost damage cap for Genjutsu.
Kinjutsu Jutsu Points
When a technique is a Kinjutsu, it follows a special Jutsu Point cost calculation instead of the one provided for its ninja rank. The following list of Jutsu Points are used for all Kinjutsu regardless of ninja rank. In addition, the Jutsu Point cost of a Kinjutsu may be increased or decreased from these Cost Point guidelines based on a number of factors to help balance their unusual abilities.
• 501-600 Cost Points — 16 Jutsu Points
• 601-700 Cost Points — 17 Jutsu Points
• 701-800 Cost Points — 18 Jutsu Points
• 801-900 Cost Points — 19 Jutsu Points
• 901-1000 Cost Points — 20 Jutsu Points
• 1001-1100 Cost Points — 21 Jutsu Points
• 1101-1200 Cost Points — 22 Jutsu Points
• 1201-1300 Cost Points — 23 Jutsu Points
• ... etc.
Possible Consequences
There is the possibility of becoming a missing-nin if you are caught performing Kinjutsu not allowed by your village Kage. Unacceptable Kinjutsu are never allowed by a village Kage and always follow the below guidelines.
Missing-nin Status
• You are seen performing a Kinjutsu by another party who tells.
• You are seen performing a Kinjutsu by a Kage, ANBU, or other authority, and they live to tell.
• You commit an act of great attention (terrorism of obvious Kinjutsu) and there are survivors who tell.
No Missing-nin Status
• Someone sees but cannot tell (dead).
• Someone sees, but are not trusted and thus not believed.
• Someone sees, but cannot tell (mute, or incomprehensible).
Basically, if no one can tell or alert others to your using Kinjutsu, you will not be labeled a missing-nin.
Sealing Jutsu denotes a certain type of ninjutsu style that effectively marks a target with a seal that will affect that character outside of the current battle. The type "Sealing" can be placed after Ninjutsu in any technique much like the element, village name or other like tags.
Sealing Jutsu are a special type of Forbidden Jutsu, and as such they follow the same rules. All Sealing Jutsu are of either Powerful or Unacceptable rank and only ninja of Sennin Rank may take Sealing Jutsu (sometimes Jounin Rank under very limited circumstances; ask an administrator). All other rules for Forbidden Jutsu are applied to Sealing Jutsu
An attack that has multiple strikes is considered a Multi-strike Attack. A Multi-strike Attack divides all modifiers evenly between all strikes in which the modifiers would be applied, rounded up. In addition, a Multi-strike Attack must pay for all of it's effects on each strike. For instance, if a Ninjutsu that has three strikes also wants to deal the status effect 'Stunned', it must either pay for the effect three times, once for each strike, or it must choose a specific strike for the effect to be applied on. If a jutsu has multiple strikes and does not pay or clearly state which strike has the effect, it is assumed that the first strike has all of the jutsu's effects. A creation cannot normally have more than five strikes without special permission.
• First you find out the modifier, which for this example is 50.
• Next you divide the modifier by 4, which is 12.5, rounded to 13.
• Finally you add this to each fireball, which causes each to deal 33 damage a piece.
So what’s the point of Multi-strike Attack if they can miss more? They are more likely to hit an opponent, even if they may deal less damage. Because they must dodge for each attack there is a greater chance to land at least one hit.
Multiple Turn Modifiers
A jutsu that lasts multiple turns and reduces a player's stats for those turns has its modifier broken up over those turns. This is to make sure that a player only gets one modifier per turn, every turn. If a technique has a set amount of turns, the modifier is divided evenly over these turns, rounded up. If the technique has no predetermined amount of turns then the player applies their full modifier on the first turn and no modifiers on following turns.
Multiple Turn Damage Modifiers
A jutsu that lasts multiple turns and deals damage over these turns gets full modifiers on the first turn and then the damage dealt afterwards is unmodified by any stats.
Ghost Damage can be dealt only by Genjutsu. It reflects mental trauma; in other words, your mind has been tricked into thinking your body is in pain. Ghost Health is kept separate from (but the total is equal to) your actual health. Ghost Damage cannot be blocked and it cannot deal Critical Damage. Upon reaching 0 Ghost Health you must roll a 100 sided die. On a roll of 80 or below, your normal Health is set to 0 and your character falls under normal unconscious rules. (Battle System 3.07; Death & Unconsciousness) On a roll of 81 or above, you may choose to have your character become Stunned for one turn (this stun does not count towards the maximum that can be used on a player per battle), and after that one turn is over, your Ghost Health is regenerated to 20% of its total. This is a once per battle effect and is for characters only (this does not trigger for clones, summons, etc.).
Jutsu that have the effect at “Gennin does this, Chuunin does this' will not be allowed. Instead, the Jutsu will be split into Ranks (as are skills) and will have to be learned again at the appropriate level. This is a balancing tool, and encourages players to use Jutsu Points wisely.
All damage dealt to Chakra and Stamina is unmodified. When a stat talks about increasing damage on a technique, it is exclusively talking about Health damage.
Auto hits attacks are attacks that have a 100% Chance to Hit without any outside assistance. These will not be allowed in any fashion.
Weapon Jutsu are special types of Taijutsu, Ninjutsu, or Genjutsu that require a weapon to use. They follow a special set of rules when being created and are granted bonuses based on Special Abilities and Attributes of the weapon being used. Please note that not every jutsu that requires a weapon to use is a Weapon Jutsu. For instance, you can have a jutsu that requires a sword, but does not follow the restrictions or gain the bonuses below. In addition, it is also important to note that Weapon Jutsu are NOT Basic Weapon Attacks. A Basic Weapon Attack refers to the use of a weapon where the damage and cost are based on the level of the weapon. The term "Weapon Attack" can be used to reference either a Weapon Jutsu or a Basic Weapon Attack.
• Weapon Jutsu do not gain the effects of abilities that specifically effect 'Basic Weapon Attacks'.
• Weapon Ninjutsu and Genjutsu do not require seals.
• Weapon Jutsu receive all the effects from whatever applicable special abilities or attributes the weapon may have.
• Weapon Jutsu follow the typical rules and restrictions of the jutsu type (e.g. if you are using a weapon as part of a Taijutsu technique, the technique follows all taijutsu ratios, damage caps, etc.)
• Weapon Jutsu must be made for a specific weapon type. For examples, see the generic weapon types.
• Weapon Jutsu do not deal damage based on the weapon's level.
• Chuunin — +30CP
• Jounin — +40CP
• Sennin — +50CP
• Tags — The Jutsu Tag must list the technique type, the weapon type, and weapon size. For instance, Type: Ninjutsu [Medium Dagger] -or- Type: Taijutsu Ninjutsu Hybrid [Large Polearm, Ox Style, Iwagakure]
• Rank — In order to use a Weapon Jutsu of certain Ranks, your equipped weapon must be of a certain level (e.g. You cannot use a Level 10 Dagger with a Sennin Level Jutsu). The requirements are as follows:
• Level 30+ — Chuunin
• Level 50+ — Jounin
• Level 80+ — Sennin
• Multi-strike — Weapon Jutsu of a particular rank cannot have more strikes than the associated weapon is allowed to have at the same ninja rank.
Response Phase Jutsu refer to any jutsu that is able to be used in the Response Phase. Most often these jutsu will do something to help defend you from an incoming attack, such as creating a barrier to block damage or paying a cost to negate an attack aimed at you. All Response Phase Jutsu follow a series of restrictions, each of which is outlined below.
General Rules
• All Response Phase Jutsu must have a limit of uses per battle. The default is two (2) uses per battle.
• All Response Phase Jutsu have a Chance to Fail. See 'Chance to Fail' below.
• Response Phase Jutsu that entirely negates an incoming attack is called a Negation Jutsu. The most basic and common form of a Negation Jutsu is one that costs x CP, where x is the cost of the incoming attack.
• Genin ranked Response Phase Jutsu may not be Negation Jutsu.
• Chuunin ranked Negation Jutsu may only negate specific attack types (Ninjutsu, Genjutsu, Taijutsu, Basic Weapon, or Basic Unarmed).
• Jounin and Sennin ranked Negation Jutsu may only negate specific damage types (Physical or Non-physical).
Loss of Phases
When using a Response Phase Jutsu, you will often lose additional Phases as part of the effect. This changes with the rank of the Response Phase Jutsu. In addition, at higher ranks a player may gain access to these Phases after using a Response Phase Jutsu by increasing the Chance to Fail. This is noted under each rank below.
• Chuunin Rank: Loss of Setup Phase and Main Phase.
• Negation Jutsu may not increase Chance to Fail to gain their Main Phase.
Chance to Fail
All Response Phase Jutsu have a Chance to Fail. By default, this is a 5% Chance to Fail unless otherwise stated. If a player fails a Response Phase Jutsu it consumed their action. This means you may not try and dodge or do any other action instead, you will simply be hit by the attack that targeted you. See Battle System 5.23; Chance to Fail for more information.
Negating Multiple Attacks with a Single Response Phase Jutsu
To create a technique that negates multiple attacks in a turn it must follow certain restrictions.
• Techniques that negate multiple attacks cost an addition 25% CP.
• Review Jutsu Rules 5.28: Definition of Attack and Strike to better understand Response Phase jutsu.
Creating Response Phase Jutsu
When creating a Response Phase Jutsu, it will adhere to the above restrictions depending on how close to a Negation Jutsu it is. For instance, a technique that creates a Barrier in the Response Phase is not technically a Negation Jutsu, but it is very close in its final effect and thus will adhere by most if not all of the above restrictions. However, a Response Phase Jutsu that gives a much smaller bonus, such as a small addition to Evasion or a small bonus to Defense may have much smaller restrictions placed on it. Some examples may be the allowance of action in the Setup Phase, Main Phase, or cost reductions. Fail Chance may never be reduced below 5%. Response Phase Jutsu will be approved on a case by case basis following these guidelines.
The types of jutsu that may be used in the Setup Phase is very limited. In general, the Setup Phase is not a place to use jutsu and all approvals on custom Setup Phase jutsu will ask the question "can this be done in the Main Phase", even if that means making an "advanced" version of a technique to do so. You will not be allowed to target or attack your opponent in the Set-Up Phase; that should be left solely for the Main Phase.
• Setup Phase jutsu are not meant to be used to "lego block" jutsu together. This means that Setup Phase jutsu should not be created to simply add additional damage or effects to Main Phase jutsu.
• As such, if a Setup Phase jutsu does augment a Main Phase action, it should be extremely limited in what it works with. For instance, it should name the technique it augments by name or something similarly as restrictive.
• Setup Phase jutsu are not meant to give self buffs. Buffs should be built into Main Phase jutsu.
• Setup Phase jutsu are not allowed at Genin rank.
• Setup Phase jutsu at Chuunin rank may not augment Main Phase action.
• Setup Phase jutsu may not have more than one half the Jutsu Points of the maximum for their rank, rounded down (Chuunin: 2, Jounin: 4, Sennin: 6).
• Setup Phase jutsu by default have a one (1) use per battle limit unless otherwise stated.
• The Golden Rule for Setup Phase jutsu is to ask yourself "can this be done in the Main Phase". If yes, more than likely it should be.
Lightning Augmentation
Rank: Jounin
Type: Ninjutsu [Lightning]
Cost: 50 chakra
Effect: Treat the user's next Taijutsu or Basic Weapon Attack used this turn as if it were a Ninjutsu/Taijutsu hybrid attack with [Lightning] added to its types and effects.
Example Jutsu (Bad Example)
Gotta Go Fast
Rank: Jounin
Type: Ninjutsu [Lightning]
Cost: X + 35 Chakra
Effect: The user gains X Speed and Haste for one (1) turn.
A trap is a technique that needs to meet certain requirements on the battlefield to be performed. They have a higher Chance to Hit and may have ratios than regular techniques of their level based on how hard their conditions are to create. Traps can be Ninjutsu, Taijutsu, and Genjutsu just like any other techniques. There are two types of Traps: Dynamic and Set Traps, and each functions very different mechanically. All traps follow the normal rules for techniques of their type unless stated otherwise below.
Dynamic Traps
Dynamic Traps are the traps that are pulled off on the fly. When you use a previous attack to set up the next, or when you change the battlefield in your favor to create the conditions you need. At their base Dynamic Traps all have a bonus to hit. This bonus decreases based on how may times your opponent has had the technique used against them in a lifetime. See below for details.
• Dynamic Traps have a bonus +8x% Chance to Hit, where x is equal to the ninja rank of the user. This bonus is halved for Concentration based attacks, rounded up.
• Every time after the first that a character is the target of the same Dynamic Trap in their lifetime they lower the bonus Chance to Hit by 2x%, where x is equal to the ninja rank of the attacker. This bonus is halved for Concentration based attacks.
• The minimum Chance to Hit for Dynamic Traps is 20% instead of the normal 15%.
Set Traps
Set Traps are the traditional traps that you may think of when you think of the word "trap". These techniques are the type that you lay on the battlefield and wait for your opponent to fall into. Things such as a bear trap, a snare, a proximity explosive tag or other similar effects are all examples of Set Traps. The defining characteristic of a Set Trap is that it is laid on the battlefield and stays there until the user triggers it.
• At the start of the user's turn, the Chance to Hit for all Set Traps they have on the field is increased by 3x%, where x is equal to the ninja rank of the user. This bonus is halved for Concentration based attacks, rounded up.
• The maximum bonus that a Set Trap may obtain is 15x%.
• A Set Trap may be triggered by the character that created it as a free action in their Main Phase. A triggered Set Trap is considered a separate attack from any other attacks made by this character on this turn. This is considered an offensive technique action.
A jutsu may have an increased chance to critically strike built into it. A bonus like this on a technique is considered to be a "Passive Effect" and as such follows the limitations that can be found in Battle System 3.11; Critical Hits. This is a Passive Effect because it is built into the technique and always exists. This is different than a Jutsu that increases another attacks chance to critically strike as that would be an Active Effect.
Critical Jutsu!
Type: Taijutsu
Rank: Jounin
Cost: 150 Stamina
Damage: 200
Effect: This technique has a +25% to critical.
Description: By being awesome, the user has a better chance to KABOOM the enemy in the face. Word.
JP: 4
100 (Normal Cost) + [100 * ((2*25)/100)]
Though there are many uses of the word "attack" as it is such a common and necessary word in a system where combat is the center focus, there is a very precises definition of what an "attack" is in the rules. As you will read below, there are two words defined. It is important to note that an "attack" is always at least one "strike", but could be many more. "Strikes" are the building blocks and "attack" is a whole thing.
• Strike: — A "strike" is a component of an attack that add together to make a single Main Phase action. For example, if a ninja swings a sword three times, that is three strikes that make up a single attack.
All Ninjutsu and Genjutsu require seals to perform, which requires the freedom of both hands. A Seal-less Jutsu is a technique that does not require any seals to be made to perform. When a technique is Seal-less, it is marked with a "Special Tag" that is placed in the "Type" field (See Jutsu Rules 5.01; Jutsu Requirements and Tags). This will distinguish it as following the Seal-less Jutsu rules.
Requirements for Seal-less Jutsu
• Seal-less jutsu cost +30% of the total Cost Points of the jutsu, rounded down.
• If the additional cost for Seal-less would be less than 50, it is 50 instead.
Fire Dragon Flame Blast (Katon Karyuu Endan)
Fire Dragon Burst
Type: Ninjutsu [General; Fire]
Rank: Jounin
Cost: 200 Chakra
Damage: 300
Effect: None.
Description: The ninja draws in a deep breath and lets it out in a flame that flies at their opponents in a huge wall of incendiary might.
JP: 5
Sealless Fire Dragon Burst
Type: Ninjutsu [Fire; Seal-less]
Rank: Jounin
Cost: 260 Chakra
Damage: 300
Effect: None.
Description: The ninja draws in a deep breath and lets it out in a flame that flies at their opponents in a huge wall of incendiary might.
JP: 6
Genjutsu is perhaps one of the most complicated art forms in the ninja world. Creativity isn't only a desired trait to create illusions, it's a necessary one. While schools do not exist for Genjutsu as for Taijutsu, scholars of the illusions have created five well known Archetypes, or patterns, of Genjutsu specialization. In the very least, all practitioners of Genjutsu will be able to manipulate the senses, but some may master the basics. Although students who have dabbled in the illusion arts do not need to focus on an area in order to utilize Genjutsu, the ones who master an Archetype are lauded with high praise. Unlike Taijutsu styles, Archetypes are not village selective, though teachers of an Archetype may group together.
Not all Genjutsu fall under an Archetype. Archetypes are merely special focused disciplines of Genjutsu, much like how Taijutsu Styles are focused disciplines of Taijutsu. In order to use a Genjutsu of a specific Archetype however, one must be in that Archetype's state of mind. A player may only have one Archetype active at a time, though they are allowed to use general Genjutsu as well as Genjutsu from the active Archetype. In order to learn or use a Genjutsu Archetype, you must take the associated skill (linked below).
Genjutsu Archetype Rules
• A player may use their Setup Phase to activate any Archetype skill they own.
• A player may only have one Archetype active at a time. If they activate an Archetype, any other Archetypes are considered inactive.
• Genjutsu of a certain Archetype may only be used when that Archetype is active.
• Genjutsu techniques may not have multiple Archetypes.
• Bonuses from Genjutsu Archetype skills are not built into the techniques, but calculated during battle.
Coalescence is an optional mode found on some jutsu that allows them to be combined with other jutsu that also have matching Coalescence. The two jutsu combine into a single attack that is greater than the two parts on their own. It is important to note that a jutsu with Coalescence cannot combine with any other jutsu, but only with the one(s) it is specifically made to combine with it.
When considering Coalescence abilities it is important to realize that all the characters involved are paying partial pieces of a larger single jutsu. So if you have a jutsu that costs 200 Chakra and has Coalescence, you will be "adding" 200 CP to the larger Coalescence jutsu.
General Rules
• The # is the total number of characters needed to complete the Coalescence chain. No more, no less.
• The Technique is a list of techniques that must be completed in addition to this one to finish the chain. A Coalescence chain may not be finished until all of the listed techniques have been performed by at least one (1) member.
• The Damage & Effects are the things the combined technique will do when it is finished.
Creation Rules
• If a jutsu with Coalescence can be used without Coalescence, Jutsu Points are calculated normally plus an additional one (1).
• If a jutsu with Coalescence can not be used without Coalescence, its Jutsu Points are calculated normally, then divided by two (2), rounded up.
• The Cost Points of the Coalescence effects are split between the number (#) of people required to use it.
• The most important portion of creation is to make sure that all Cost Points are paid for somewhere in the Coalescence. The points do not need to be evenly split, but they must all be somewhere in the components.
Combat Rules
• For any concerns of battle limitations for the Coalescence, only the primary user is considered to have used the jutsu.
• If a character participating in a Coalescence starts a new turn before the Coalescence chain is completed the jutsu is considered to have failed. A jutsu that fails in this way is considered to have never been used.
• The Accuracy Modifier used for a Coalescence jutsu is the average value of all the characters involved in the Coalescence, rounded down.
• All characters involved in a Coalescence add their full modifier to the technique’s damage.
• The technique is considered ‘fired’ on the turn of the last character needed for the Coalescence.
• For any abilities that reference it, the primary user is considered to be the user for the Coalescence technique.
Katon; Nagare no Hosaki (Fire Type; Current of Flames)
Type: Ninjutsu [Fire]
Rank: Jounin
Cost: 200
Damage: 210
Effects: The target is afflicted with 'Scorched' for two (2) turns.
- Coalescence [2; Doton; Nagare no Sekiyu] : The target is dealt 400 damage and afflicted with 'Scorched' for four (4) turns and 'Impaired Touch' for two (2) turns.
Description: The user makes a series of seals and unleashes a stream of fire from their mouth. On its own this technique is very basic, but it was designed to work with another technique, Doton; Nagare no Sekiyu, in order to ignite the oil and deal massive damage to the opposing ninja.
JP: 6
Doton; Nagare no Sekiyu (Earth Type; Current of Oil)
Type: Ninjutsu [Earth]
Rank: Jounin
Cost: 200
Damage: 150
Effects: The target is afflicted with 'Impaired Touch' for two (2) turns and 'Opening [Katon; Nagare no Hosaki]' for one (1) turn.
- Coalescence [2; Katon; Nagare no Hosaki] : The target is dealt 400 damage and afflicted with 'Scorched' for four (4) turns and 'Impaired Touch' for two (2) turns.
Description: The user makes a series of seals and unleashes a stream of oil from their mouth. On its own this technique is very basic, but it was designed to work with another technique, Katon; Nagare no Hosaki, in order to ignite the oil and deal massive damage to the opposing ninja.
JP: 6
Status Effects are meant to be powerful and universal abilities that help ninja craft play styles and help throw wrenches in the game plan of your opponent. Because of this they are, by design, not things that are easily answered. Which means that creating a technique that removes Status Effects has a series of restrictions.
• Non-Medical Jutsu that remove Status Effects may not have any additional effects or damage.
• Status Effect removal requires a Main Phase action.
• A Setup Phase Jutsu may remove Status Effects if the effect was self inflicted.