This system uses Jutsu Points and Damage Points, both of which are used to make up all techniques.
Jutsu Points – Abbreviated as JP. Every level you get technique points dependent on your level (see chart at bottom or Leveling Rules). All techniques cost a certain amount of Jutsu Points. As a character you only get a certain amount of Jutsu Points in total, so spend them carefully!
Damage Points (DP) – Abbreviated as DP. Damage points represent the amount of stamina/chakra you can use in a technique. All damage and effects a technique contain have a certain amount of damage 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 and stat reduction and addition can be preformed for less cost as you get higher ranks and better ratios; where as status effects always have the same straight DP value.
-You are a Gennin and you want to make a technique that is worth 3 technique points. You have up to 60 damage 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 damage points.
As you gain ninja ranks technique become easier to learn and you have access to higher level techniques. See the below chart.
Gennin
21-40 damage points - 2 tech points
41-60 damage points - 3 tech points
(60 = Max Ninjutsu/Genjutsu Damage, the extra 20 can be used for effects)
61-80 damage points - 4 tech points
(80 = Max Taijutsu Damage)
Chuunin
31-60 damage points – 2 tech point
61-90 damage points – 3 tech point
(90 = Max Genjutsu Damage, the extra 60 can be used for effects)
91-120 damage points – 4 tech point
(120 = Max Ninjutsu Damage, the extra 30 can be used for effects)
121-150 damage points - 5 tech points
(150 = Max Taijutsu Damage)
Jounin
41-80 damage points – 2 tech point
81-130 damage points – 3 tech point
131-170 damage points – 4 tech point
171-220 damage points – 5 tech point
221-270 damage points – 6 tech point
(270 = Max Genjutsu Damage, the extra 120 can be used for effects)
271-320 damage points – 7 tech point
(320 = Max Ninjutsu Damage, the extra 60 can be used for effects)
321-380 damage points - 8 tech points
(380 = Max Taijutsu Damage)
Sennin
61-120 damage points – 2 tech point
121-190 damage points – 3 tech point
191-260 damage points – 4 tech point
261-330 damage points – 5 tech point
331-400 damage points – 6 tech point
401-470 damage points– 7 tech point
471-540 damage points– 8 tech point
541-610 damage points– 9 tech point
(600 = Max Genjutsu Damage, the extra 300 can be used for effects)
611-680 damage points– 10 tech point
681-750 damage points– 11 tech points
(700 = Max Ninjutsu Damage, the extra 200 can be used for effects)
751-820 damage points– 12 tech points
(800 = Max Taijutsu Damage, the extra 100 can be used for effects)
821-900 damage points– 13 tech points
Forbidden
921-1020 damage points- 21 tech points
1021-1120 damage points- 22 tech points
1121-1220 damage points- 23 tech points
1221-1320 damage points- 24 tech points
1321-1420 damage points- 25 tech points
1421-1520 damage points- 26 tech points
1521-1620 damage points- 27 tech points
1621-1720 damage points- 28 tech points
-Continues infinitely.
Jutsu Tag: A jutsu tag is the information in the () or [] following a technique's Rank or Type field. For instance, a jutsu with “Type: Ninjutsu [Fire]” has a jutsu tag of “Fire”. Jutsu tags are indicators of requirements that are built into a jutsu. For more information on these requirements see each type of tag below.
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.
This is a quick guide for creating your own Taijutsu technique. Below is the ratios, restrictions and information for each ninja rank which can be used to create your own techniques. All ratios are in the format [ Cost : Effect ] meaning that if the damage ratio is [ 4:5 ] that means for every 4 Stamina you can deal 5 damage with your technique.
Damage Ratios
- Chuunin [ 2:3 ]
- Jounin [ 1:2 ]
- Sennin [ 1:2 ]
Status Effects
Stat Additions & Subtractions
- Chuunin [ 4:5 ]
- Jounin [ 2:3 ]
- Sennin [ 2:3 ]
* Upkeep: Pay 90% of original price for every turn after that, max of 3 turns.
* Stat addition cannot increase any stat (except Defense) beyond 1.5x (x = your base stat)
* Genin rank Taijutsu techniques cannot Add or Subtract from stats.
Damage Prevention
- The technique must state that it is a Response Phase jutsu to be able to prevent/counter damage.
This is a quick guide for creating your own Ninjutsu technique. Below is the ratios, restrictions and information for each ninja rank which can be used to create your own techniques. All ratios are in the format [ Cost : Effect ] meaning that if the damage ratio is [ 2:3 ] that means for every 2 Chakra you can deal 3 damage with your technique.
Damage Ratios
- Chuunin [ 4:5 ]
- Jounin [ 2:3 ]
- Sennin [ 2:3 ]
Status Effects
Stat Additions & Subtractions
- Chuunin [ 4:5 ]
- Jounin [ 2:3 ]
- Sennin [ 2:3 ]
* Upkeep: Pay 80% of original price for every turn after that, max of 4 turns.
* Stat addition cannot increase any stat (except Defense) beyond 1.5x (x = your base stat)
Damage Prevention
- The technique must state that it is a Response Phase jutsu to be able to prevent/counter damage.
This is a quick guide for creating your own Genjutsu technique. Below is the ratios, restrictions and information for each ninja rank which can be used to create your own techniques. All ratios are in the format [ Cost : Effect ] meaning that if the stat addition/subtraction ratio is [ 3:5 ] that means for every 3 Chakra you can subtract or add 5 stat points to a character for a turn with your technique.
Damage Ratios
- Chuunin [ 4:5 ]
- Jounin [ 2:3 ]
- Sennin [ 2:3 ]
Status Effects
Stat Additions & Subtractions
- Chuunin [ 2:3 ]
- Jounin [ 3:5 ]
- Sennin [ 3:5 ]
* Upkeep: Pay 70% of original price for every turn after that, max of 5 turns.
* Stat addition cannot increase any stat (except Defense) beyond 1.5x (x = your base stat)
Damage Prevention
- The technique must state that it is a Response Phase jutsu to be able to prevent/counter damage.
Erosion is a keyword sometimes used in the "Points" field of a technique. Erosion means that if you learn this technique when you are a higher rank than then the technique is listed as, the technique costs less jutsu points. The number listed in the Erosion field is the number of Jutsu Points you reduce from the cost for every rank higher than it your character is (This will hardly, if ever, be higher than one). For example: In the following technique if you were to learn it at Chuunin rank you would subtract 1 from the cost and it would cost 3 technique points. At Jounin it would cost 2 and at Kage it would cost 1.
Kuchiyose no Jutsu (Summoning Technique)
Type: Ninjutsu
Rank: Gennin
Cost: x Chakra (depends on summon level, see summoning rules)
Damage: N/A
Effect: Allows you to summon one animal. (See Summoning rules for more info). Requires the skill "Contract Manager" to perform.
Description: Having signed a contract in blood, any ninja with this Ninjutsu technique can summon a beast, or beasts, from another plane of existence to use in battle. They must use their own blood as a "sacrifice" to summon them, after performing the hand seals corresponding with their animal and marking their point of summoning on the ground with both hands. Animals range from the famous Japanese Triad of the Toad, Snake, and Snail/Slug, to dogs, spiders, turtles, monkeys, and many more.
Points: 4 (Erosion 1)
Evolving is a keyword sometimes used in the "Points" field of a technique. A technique with this ability gains a JP reduction if a specified technique before it is known. The technique with this ability fully replaces the required technique, and the replaced technique (though still known by the character 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 reduced price of the jutsu. This does not apply if you pay the regular cost of the jutsu. This JP reduction may never exceed the amount of JP spent on the required technique and may never reduce a cost below one (1) JP point. Any jutsu being paid for with the 'evolving jutsu' cost cannot be purchased until the character has the required rank.
In the following example, the first level of the jutsu "Recovery" is owned by the ninja. They may now take the second level of the jutsu as they reach Chuunin for a reduced cost of one (1) Jutsu Point, however they may never use "Recovery; Level 1" again as it is overwritten.
Recovery; Level 1
Type: Ninjutsu (Medical)
Rank: Gennin
Cost: 60
Effect: Heal 60 Health on target
Description: A green glow surrounds the medical shinobi's hand as they use one of the few Jutsus that is able to restore life. Focusing their energy they will use their chakra to rapidly heal the wounds of the target.
Points: 3
Recovery; Level 2
Type: Ninjutsu (Medical)
Rank: Chuunin
Cost: 100
Effect: Heal 120 Health on target
Description: A green glow surrounds the medical shinobi's hand as they use one of the few Jutsus that is able to restore life. Focusing their energy they will use their chakra to rapidly heal the wounds of the target.
Points: 4 (Evolving 1; Recover; Level 1)
The following is a medium-level 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 will be applied to Ninjutsu techniques.
- Fire
- Wind
- Water
- Lightning
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. In the absence of all elements, there is "Void", which is what is used for such techniques as Shadow Clone. In other words, void chakra is chakra without an element.
- Void is simply chakra without any element; any decent ninja can do it.
- To use an chakra element aside void, you must have a skill that allows you.
- Light is a difficult combination; its use is rare.
The next easiest chakra to use after "Void" is one of the five basic elements. Between the basic elements and Light are many Combinatorial Elements, which are covered in 5.08: Combinatorial Elements.
Starting Elements by Village
Each village receives Subtle Elements or Combinatorial skills for free. Depending on where your character hails from, they receive an ability to use an element for free. You may have noticed that certain elements which are basic to a few of the villages (Sound, Plant, Cloud, and Sand) are considered Combinatorial. These villages, however, have put so much research into the elements that they can use the combination element even if they do not full understand the basic elements that make it up. Thus ninja from Sunagakure, Otogakure, Kumogakure and Kusagakure are allowed to the Combinatorial skill for free upon character creation.
The following are the skills your recieve for free upon character creation.
- Konohagakure recieves "Subtle Elements; Fire" free.
- Iwagakure recieves "Subtle Elements; Earth" free.
- Kirigakure recieves "Subtle Elements; Water" free.
- Sunagakure recieves "Subtle Elements; Wind" and "Combinatorial; Sand" free.
- Otogakure recieves "Combinatorial; Sound" free.
- Kusagakure recieves "Combinatorial; Plant" and "Combinatorial; Wood" free.
- Kumogakure recieves "Subtle Elements; Lightning" and "Combinatorial; Cloud" free.
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 all examples of elemental combinations:
Fire + Earth = Steel
Fire + Earth = Lava
Fire + Wind = Smoke
Water + Wind = Cloud or Ice
Water + Earth = Plant or Wood or Mud
Water + Lightning = Storm
Wind + Earth = Sand
Wind + Lightning = Sound
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 + (Void) = Dark
Damage Reduction With Combinatorial Elements
Abilities of any kind that reduce the damage of a certain element by a %, still work to some degree against combinatorial elements with said element as a part of it, but the percentage is lowered. For example, if you have 50% reduction to wind damage then you would have a 25% reduction to sand damage, since sand is made up of 50% of wind, and 50% of 50% is 25%. These percentiles are rounded down.
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.
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 preform jutsu without an elemental specialty (for example, if that element is a specialty of your home village, or if you've taken Subtle Elements to learn to use that element), but the specialties show an affinity with that element and offer bonuses to other abilities as well.
A player recieves their specialties at levels 30 and 80, and they are assigned with a random roll. To begin training for a specialty your Jounin will ask you to do something, at which point you make a roll that they will define. Most likely a 5 sided die with each element as a number.
The five specialty are listed on the skill page which can be found here.
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 AND Earth Specialties, not only do Wind and Earth jutsu cost -1 JP, but elements made of only those two (such as Sand) get the -1 JP reduction as well.
The first elemental specialty can be rolled for as early as character creation and placed on the character sheet. However, the effects of the specialty may not be used until the training is done. The training may not be done early, and can only be done once you reach level 30. Make sure that you ask a staff member to set up the roll for you (choosing which numbers are what element, usually as they appear on the skill page) and also that the staff member witnesses your roll.
Every martial artist fights different, 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. These schools have thus brought to life many different styles of Taijutsu, along with handfuls of students who swear by their own style.
All Taijutsu Styles will function differently with different sets of goals, bonuses, negatives and rewards. What will be the same in all of them is the concept of <style> charges. (<style> is written as such because each style will have a unique name for its type of chare, often it will be the name of the style. i.e. - Lotus style will build Lotus Charges and Crane Style will build Balance Charges). Every time a technique of the particular style strikes an opponent, the user of the technique will gain one <style> charge. As these charges build up, they will allow the user to access higher level techniques and other bonuses specific to that style. However, charges may not stack beyond five. If a player would receive a <style> charge when they already have five charges, they will simply not gain any further charges. Multi-hit techniques do not build multiple charges.
A player must know the Taijutsu Style skill in order to learn techniques of that style. All techniques that require the use of <style> charges will have the amount of charges needed included in their cost.
For reference in techniques, gaining an extra charge is worth approximately 40 Damage Points. Gaining more than two <style> charges from a single technique will be incredibly rare if it is ever approved at all.
Rules Overview
- Unless otherwise stated, a user starts a battle with zero <style> Charges.
- Every time a technique of the particular style strikes an opponent, the user of the technique will gain one <style> charge unless the technique or style itself specifies differently. A technique may, for example, deal less damage but gain two charges on a successful hit.
- Charges may only be gained once per turn. You may gain multiple charges through one source, but you may not gain multiple charges through multiple sources.
- A style may never have more than five charges. If a player has five charges already and would gain an additional one, it is discarded.
- 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. See the Lotus example below.
- 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. Any style may spend Charges in this way unless they say otherwise.
- A technique may never be more than one style unless given explicit permission by the staff through a majority vote.
- Charges may only be built for one Taijutsu Style at a time. If a player wishes to begin building charges for a Style after they have acquired charges for a different Style, they immediately lose all charges for the first style simultaneously when they receive a charge for the second style.
- A player may choose to not gain a charge if they would gain one from any source.
- A list of village Taijutsu Styles can be found on the skills page.
Example Skill
(More examples can be found on the skill page)
Effect: Lotus Charges may be spent in one of the two following ways.
1. The user may at any time spend a Lotus Charge to reduce the cost of a Lotus style technique by 5x% and raise its base damage by 5x% rounded down, with x being equal to the amount of charges spent.
2. The user may perform a technique that requires the use of Lotus Charges.
Description: Many of the Lotus Style taijutsu techniques take advantage of the extreme power and speed the user gains from opening the chakra gates, most notably the Lotus (?? Renge?) techniques, many of which begin with a flurry of attacks to force the opponent into the air, followed by a blow that sends the opponent into the ground at high speeds. Hi no Kuni has been the traditional home of this style, its secrets guarded with the ninja elite at a level nearing that of their bloodlines. However, it has been known throughout history for those not of the village to have learned this deadly style of combat.
Requirements: Konohagakure Ninja or 5 post training session with a ninja who already knows this skill.
Cost: -1
Example Technique
Type: Taijutsu
Rank: Sennin
Cost: 300, x Lotus Charges
Damage: 600
Effect: If this technique hits or is blocked it will deal critical damage. For the next x turns all techniques used by the target will have the base cost additionally equally paid in Stamina even if it did not have a Stamina cost, i.e. if they use a technique costing 100 chakra/stamina, they will also additionally pay 100 Stamina. If the user misses, they are left Vulnerable and Stunned for one turn. This technique may only be used once per battle.
Description: This Jutsu is almost identical to True Reverse Lotus, but instead one slams the opponent down and then tosses them into the air, instead of just kicking them into the air. The light beams are also larger and the punch used at the end is much more intense.
Points: 7
Area of Effect jutsu are jutsu that affect everyone in the battle. Unless stated otherwise, an Area of Effect (AoE) technique hits everyone on the field (opponent or ally) except the user. They can be used with Taijutsu, Ninjutsu or Genjutsu as long as they make sense.
Dodging
Dodging an AoE technique is different than dodging a regular technique. Logically, this is because dodging an attack that takes up a larger area is quite a bit harder to do. The quick explanation is that the chance to hit an opponent with an AoE technique is 150% greater.
In other words, to dodge an AoE attack you first calculate the Chance to Hit like you would normally. Once you have the Chance to Hit, multiply it by 1.5 (or take half of it and add it on).
Example:
If you have an AoE attack and the normal to hit would be 50%, you take half of that (25%) and add it onto the 50% to get a total of 75% chance to hit. Of course the normal maximum and minimum of 90% and 15% are still used. So a technique that starts with an chance to hit of 70% will still be capped at 90% chance to hit.
50% Chance to Hit * 1.5 = 75% Chance to Hit (AoE Attack)
Costs
All Area of Effect techniques are three times the Damage Points of the technique if it was not AoE. For instance, a technique that cost 50 chakra on a single target would cost 150 chakra as an AoE technique.
* Area of Effect jutsu are also treated like multi-hit jutsu, in which they obtain one full modifier divided by the number of targets.
* 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 mix between two or more kinds of jutsu such as a Ninjutsu/Taijutsu technique or a Genjutsu/Ninjutsu technique. These jutsu are especially hard to create and use because they require a split knowledge of each field as well as some special requirements. When creating hybrid jutsu it is important to remember these rules.
- When making a hybrid jutsu, you can pick and choose what you want from each field to be used in the technique. For example, you may make a jutsu that uses the Taijutsu damage ratio but then uses the Ninjutsu stat subtraction ratio as well.
- When calculating the costs for hybrid jutsu you may pay for the different parts of a jutsu appropriately or split completely even. For example, if you were to make the Taijutsu/Ninjutsu example from above, you would use the Taijutsu ratio for the damage and the Ninjutsu ratio for the stat subtraction. In this example you may pay equal amount of stamina and chakra for the technique OR you can pay the stamina for the Taijutsu damage and the chakra for the Ninjutsu stat subtraction, which is figured out as if it was not a hybrid jutsu.
When USING hybrid jutsu its important to remember these rules.
- To use a hybrid technique, you must have at least the cost of the technique in each stat that the technique uses. For example, if you have a Taijutsu/Ninjutsu hybrid technique that costs 100 chakra and 100 stamina, you must have 200 Taijutsu and 200 Ninjutsu to preform the technique.
Only Jounin Rank shinobi may take Kinjutsu, but usually they will only be available to the Sennin Rank, or level 100. This includes Juuin Jutsu (Curse Seals), Fuuinjutsu (Sealing Jutsu), and some Ninjutsu/Genjutsu/Taijutsu, and the occasional Hijutsu. All of these techniques contain a rank assigned to them and you must be that rank to learn them. You cannot purchase any of these for 2x JP cost at a lower rank. NO GENNIN OR CHUUNIN RANK OF ANY OF THESE TECHNIQUES ALLOWED NO MATTER WHAT. Jounin Rank of these will be very rare and not as powerful. Sealing jutsu and Curse Seals will never be Jounin.
There are two types of Kinjutsu, powerful Kinjutsu and unacceptable Kinjutsu.
Powerful Kinjutsu
Description: 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 serious havoc within battle.
Game Mechanics: These jutsu can be learned/ created with the permission of your Kage. 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 probably need Sennin status or at least level 100 and a good reputation with your village.
Unacceptable Kinjutsu
Description: 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.
Game Mechanics: These jutsu can never be allowed by a village Kage. If you are discovered to have knowledge of these techniques you immediately become a missing-nin.
The Kinjutsu Ratio
The ratio for a Kinjutsu is 1:2, and will follow the JP rules stated on the main site.
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 a victim, and the victim lives to tell.
-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 does not tell.
-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 Unnacceptable 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
You may learn technique 1 rank above your current rank by paying twice the amount of jutsu points that the technique normally costs. When you reach the next rank these points are NOT refunded. This can only be done for techniques ONE rank above your own, and no skill, bloodline or anything else can allow you to learn techniques two ranks above your current. This cannot be used to learn evolving jutsu.
All damage or stat reduction done in a single turn gains only one modifier. The modifier, if there are multiple hits, is divided by the amount of hits (rounded up) and then added to every separate hit. Usually we prefer to not have techniques use more than five hits at a single time, as rolling to dodge can get annoying. This applies to basic attacks, small weapon attacks and any other attacks that are not a jutsu and are not covered under the multiple target jutsu rules.
Example:
Ninja A has a Ninjutsu score of 200 uses a technique that fires four fireballs for 20 damage each.
- 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 peice.
So what’s the point of multi-attack jutsus 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 Stat Reduction 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 (has an upkeep) then the player applies their full modifier for every turn, but may not gain a Genjutsu modifier for any technique performed until the upkept technique is ended. Again, this is to assure that only one modifier is being applied per turn.
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 dead. Ghost Health is kept separate from (but the total is equal to) your actual health, and regenerates 5% every other turn. Upon reaching 0 Ghost Health you must roll a 100 sided die. On a roll of 80 or below, you pass out* until woken or until your Ghost HP reaches 100% (in 20 turns). On a roll of 81 or above, you are stunned for one turn (This stun does not count towards the maximum that can be used on a player per battle). After that one turn is over, your Ghost Health is regenerated 75% of its total, dropping by 25% each time your ghost health is reduced to 0 (Second time would be 50%, Third time 25%, Fourth time you are automatically unconscious). The modifier comes into effect after the die roll not during the die roll.
* - Passed out means that a player is treated as if their current HP is at 0 and they are unconscious. If their HP drops below 10% of their total health into the negative, they will die.
Ghost damage cannot be healed by normal medical techniques.
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.
There will be no auto-hit attacks of any sort unless agreed upon by all administrators at the time.
All passive damage reduction to certain types of techniques can never go further than 75% reduction. This means that skills and equipment with passive effects that reduce damage cannot stack to go beyond 75% reduction. This includes bloodlines.
You can learn jutsu in between missions and battles. You CANNOT learn a jutsu during a battle and you can only learn a jutsu during a mission if you role play it very well, and it has to be admin approved beforehand.
When using a Counter Response Phase technique there are several drawbacks depending on your rank (listed below).
- Loss of Setup Phase
- Loss of Main Phase
Chuunin
- Loss of Setup Phase (circumstantial)
- Loss of Main Phase
Jounin
- Loss of Main Phase
Sennin
- Loss of Main Phase (rarely circumstantial)
General Rules
- Counter Response Phase techniques may only be used against techniques that are of equal or less rank to the technique used. They must reference their own rank, not the rank of the ninja using them.
- Counter Response Phase techniques only work against attacks of equal or less rank to the user in general, if this is not mentioned within the technique this is assumed. Please try and state it within the technique.
- When using a Counter Response Phase technique against a multi-attack technique, treat the multiple attacks as one attack.
- All Counter Response Phase techniques must have a limit of uses per battle, and preferably never exceeding three uses per battle.
- Genin ranked Response Phase jutsu may only work on one specific type of attack. Categories such as "Taijutsu", "Ninjutsu" and "Genjutsu" are too broad and must be further broken down, such as "Hand Based Taijutsu", "Fire Ninjutsu", "Hearing Based Genjutsu".
Fail Chance
All response phase techniques have a 5% standard, unmodified, chance to fail. To determine the fail chance the player using the response phase technique is required to roll a 100 sided die. With the roll of a 5 or lower the technique fails. On the plus side, a response phase technique that fails does not cost anything, as it was never activated. If you fail a response phase jutsu it counts as your use of a jutsu for the response phase and you are hit by the attack. You do not get to use any other skills/techs or dodge roll.
Fail Chance is also dependant on the users rank against the rank of the opponent.
Rank equal to your own: 5%
One rank lower to your own: 1%
Two ranks+ lower than your own: 0%
One rank higher than your own: 10%
Two ranks+ higher than your own: 15%
A user may have a technique they create have a higher chance to fail to achieve certain bonuses. Such bonuses are shown below, but not limited to the below options.
*Note these are not the only way to achieve these bonuses; they are just the way to do so by modifying the chance to fail on the technique.
-50% chance to fail: May use Setup Phase Action.
Chuunin
-25% chance to fail: May use Setup Phase Action.
Jounin<
-25% chance to fail: May use Setup Phase Action.
-75% chance to fail: May use Main Phase Action.
Sennin
-50% chance to fail: May use Main Phase Action.
Blocking Multiple Techniques with One Jutsu
To create a technique that blocks multiple techniques in a turn it must follow certain restrictions.
- The response phase technique must be of at least Jounin level to block basic and/or weapon attacks. It must be of Sennin level to block techniques and other types of attacks.
- The cost of a technique that is blocking multiple other techniques must have a +25% cost increase as compared to its cost when responding to just one technique.
To be able to use any type of medical jutsu, unless otherwise stated, you must first obtain the skill First Aid Provider. Further skills are required to learn more advanced medical techniques, and all can be found on the skill page under the medical section.
-Medical Jutsu do not receive and modifiers normally.
-Offensive Medical Jutsu: Can only be accessed by people with 'Path of the Combative Medical Ninja'. These are the only allows Medical Jutsu that can deal damage to a player.
Medical Ratios
Damage/Healing:
Chunnin 1:1
Jounin 4:5
Stat Increases/Decreases:
Chunnin 1:1
Jounin 4:5
*Pay 70% of original price for every turn after that, max of 5 turns. These percentiles are for any type of upkeep.
*Stat addition cannot increase your stats more than 1.5x, (x = your base stat)
Dynamic Traps
A trap is a regular technique that needs to meet certain requirements on the battlefield to be performed. They have a higher chance of hit and better cost to damage ratios than regular techniques of their level. The ratio will change for each trap depending on the difficulty and amount of requirements.
There are three types of traps, Ninjutsu, Taijutsu and Genjutsu, just like any other techniques. The modifiers are all the same for each as if they were just a regular ninjutus/taijutsu/genjutsu. The only difference between traps and a regular technique is the bonus to accuracy and the buffed cost to damage ratios.
Each trap has a +20% bonus to hit to start with, and that bonus declines based on two things, your concentration and how many times the technique is used on you throughout your character's lifetime. So the first time a trap is used on you it has a +20% accuracy bonus. Then every time after that it decreases until it gets no bonus, it does not reduce it more than the bonus gives. Remember, that no matter what, the first time a trap is used on you it gets a +20% chance to hit.
-For every time the technique is used on you in your lifetime you get -2% to the bonus automatically.
-For every 40 points in concentration that you have, a trap has a -2% to the bonus. This only applies after the first time the trap is used.
Also, unlike regular techniques that can have a minimum of 15% chance to hit, the lowest a trap can go is 20% chance to hit.
When making a custom trap you MUST have at least two conditions, or one very specific condition. This is to prevent "accidental traps".
Trap Sheet
Type: <Ninjutsu,Taijutsu,Genjutsu> [Trap]
Rank: (The rank you have to be to learn this technique)
Conditions: (What conditions need to be present on the battlefield to perform this technique.)
Cost: (The amount of Nin/Gen/Tai needed to perform the technique)
Damage: (If no damage put "n/a")
Effects: (What the technique does aside from damage. Put n/a if there is none.)
Description: (Where you describe what the jutsu is.)
Examples:
Type: Ninjutsu [Trap]
Rank: Gennin
Conditions: Need at least four kunai/shuriken with strings attached to them and yourself to be on the field.
Cost: 100
Damage: 30, AOE
Effects: n/a
Description: By using a fire technique and the wires as a channel to transport the fire more accurately and quickly, you set fire to a large area via at least four strings attached to kunai/shuriken. The attack is large in range though and can be very destructive to allies if not used correctly.
Name: Shroud of the Banshee
Type: Genjutsu [Trap]
Rank: Gennin
Conditions: Need to be a thick fog on the field.
Cost: 100
Damage: n/a
Effects: Opponent is blind for 3 turns.
Description: While the opponent is in a thick fog already you trip their mind into seeing only fog, even if the fog disappears. They are effectively blind, but know no better as they still think they are in a thick fog.
Set Traps
These traps are different than the above as there is a chance you can fall victim to your own trap. The rules for status effects stay the same as it would for normal jutsu. The ratio for these traps will be as follows.
Taijutsu Damage Ratios
-Chuunin 1:2
-Jounin+ 2:5
Taijutsu Stat Subtractions
Stat Reduction Ratios
-Jounin+ 1:2
*Pay 90% of original price for every turn after that, max of 3 turns.
Ninjutsu Damage Ratios
-Chuunin 2:3
-Jounin+ 1:2
Ninjutsu Stat Subtractions
Stat Reduction Ratios
-Chuunin 2:3
-Jounin+ 1:2
*Pay 80% of original price for every turn after that, max of 4 turns.
Genjutsu Damage Ratios (Ghost Damage Only)
-Chuunin 2:3
-Jounin+ 1:2
Genjutsu Stat Subtractions
Stat Reduction Ratios
-Chuunin 2:5
-Jounin+ 1:3
*Pay 70% of original price for every turn after that, max of 5 turns.
For every turn after you lay down a set trap you and the opponent must make a roll in your response phase too see if you trigger the trap. On the first turn after the trap is set the person who set the trap has a 0% chance to set the trap off. The opponent has a 10% chance to set off the trap. The next turn you have a 5% chance to set off the trap and the opponent has a 20% chance. Every turn the owner of the trap's percentage increases by 5% and the opponent's chance of setting off the trap increases by 10%. The maximum for either person is 90%. The first person to roll under their percent on a 100 sided die sets off the trap and takes the damage and effects. Once you set off the trap you have a chance to dodge it, but it is a 15% chance to dodge, modifiers, equipment and non-bloodline skills cannot affect this percentile.
Example:
Opponent: 10%, 20%, 30%, 40%, 50%, etc.
Dynamic Traps (set up through course of combat): Constant +20% on to-hit roll, minimum of 1 prep step.
Set Traps (mines, tripwires, bear traps, etc.) Initial 10% to hit opponent, 0% to hit user. Opponent's percent to hit raises by 10% each turn while the user's raises by 5% each turn. Maximum of 90% to hit either person.
A jutsu may have an increased critical chance of up to 30% maximum. This is where a technique increases the critical strike chance of itself in the effects. This type of bonus is considered "passive" since the technique in question always has the bonus.
[Cost of the Jutsu] * 0.(2x), where x is equal to the percent critical increase.
Example:
Type: Taijutsu
Rank: Jounin
Cost: 160 Stamina
Damage: 200
Effect: This technique has a +30% to critical.
Description: By being awesome, the user has a better chance to KABOOM the enemy in the face. Word.
JP: 3
100 (Normal Cost) + [(100) * 0.(2*30)]