Clone Techniques are techniques that create copies of the user or their tools. Though the standard Clone Technique is considered the most basic of ninjutsu, these techniques are highly versatile, often used to distract enemies or fool them into thinking they have landed a hit on the user. Corporeal clones can aid the user in physical combat, and even use techniques independent of the original. There are varying methods of creating clones, some techniques using only chakra while others require some sort of medium to give the clones form and substance.
Clone Basic Rules
- Clones normally have Health equal to their base cost. A clone's Health must be stated in their respective technique.
- Clones do not have a normal Defense stat. Instead, when a clone is created, take its Defense modifier and add it to their starting Health.
- Clones of any type may be affected by any type of attack, unless otherwise stated by a technique or skill. (i.e; Genjutsu, Taijutsu, Ninjutsu, Basic Attacks)
- Clones do not regenerate Chakra or Stamina.
- All clones bear a fraction of their creator's statistics (aside from Health), with the exact percentages detailed in each individual Clone Technique, and are otherwise treated as another combatant.
- Clones created by Ninjutsu techniques may utilize any techniques known by their creator. Clones created by Genjutsu may utilize only Genjutsu techniques known by their creator. Clones created by Taijutsu may utilize only Taijutsu techniques known by their creator. Techniques may be used regardless of prerequisites.
- Clones may utilize techniques even if they do not meet the stat requirement for those techniques.
- Clones may not utilize techniques which produce Summons or Clones.
- Clones do not possess any skills without additional costs. (And may never possess skills not possessed by their creator.)
- Clones may not possess bloodline or advanced system skills without special permission by staff.
- Clones do not normally possess any items, other than small weapons when created. Clones begin play with a number of small weapons equal to the amount and type of small weapons possessed by the creator. Small weapons thrown by clones are destroyed after their attacks resolve.
- Any technique or ability with a usage limit performed by a clone is treated as if it was performed by the creator of the clone. (If a clone uses a technique that may only be used 1 time per battle, the creator may not use the same technique.)
- Any technique that has a cost outside of normal Chakra & Stamina costs is paid by the creator. (A technique that requires Health as part of the cost is paid by the creator.)
- Any technique that has negative effects on the user that is used by a clone, applies its effect to the creator of the clone. (A technique that would make a user "Stunned" would make the creator of the clone "Stunned".)
- Only clones of a single type may be under the control a single creator at any time. (i.e. you cannot have Water Clones, and Rock Clones on the field at the same time.)
Clone Phase Rules
- All Clones of the same type share a single turn.
- Clones always gain their first turn directly before their creator's next turn after producing them. Following that, all clones utilize their Speed statistic to determine turn order. A clone's starting Turn Order is equal to its creators at the end of the turn it was created.
- Clones adhere to the maximum turn duration rules of the technique type. (i.e; Clones created by Taijutsu may last 3 turns.) In this instance durations refer to the turns of the clones, and not the user.
- Each type of clone gains 1 offensive Main Phase actions that may be utilized each turn (unless stated otherwise by a technique or skill), regardless of the number of clones of that type present on the battlefield. (i.e. Shadow Clones may take 2 offensive Main Phase actions on their turn, even if 4 clones were created.)
- Each clone may perform in Coalescence techniques as if they were not Offensive Actions.
- Each clone may use Non-Offensive Actions in their turn.
- All Actions used by clones of a shared type have a combined CP cap for a single turn based on the User's ninja rank.
Chunin: 300 CP
Jonin: 600 CP
Sennin: 1200 CP
- 10% of the user's Chakra & Stamina: 10 CP
- 25% of the user's Chakra & Stamina: 30 CP
- 50% of the user's Chakra & Stamina: 80 CP
- 75% of the user's Chakra & Stamina: 150 CP
- 10% of the user's Non-Tank Stats: 20 CP
- 25% of the user's Non-Tank Stats: 60 CP
- 50% of the user's Non-Tank Stats: 160 CP
- 75% of the user's Non-Tank Stats: 300 CP
Offensive Actions per Clone Type
- 3 Offensive Actions Maximum per turn: 300 CP
- 2 Offensive Actions Maximum per turn: 100 CP
- 1 Offensive Action Maximum per turn: 00 CP
- 25% chance to afflict Status Effect: .5x the CP of the Status Effect
- 50% chance to afflict Status Effect: CP of the status Effect
- 75% chance to afflict Status Effect: 1.5x the CP of the Status Effect
- Possessing Skills: 40 CP per -1 SP.
201-250 Cost Points — 7 tech points
441-500 Cost Points — 10 tech points
To learn a summon you must:
- Be level 30 and Chuunin rank.
- Learn the technique "Kuchiyose no Jutsu (Summoning Technique)"
- Learn the skill "Contract Manager"
- Choose a animal type to summon. Be specific. (i.e. German Shepherd, White Wolf, etc.)
- Create levels 0-4 of your summon (see below)
- Summons have their own turns independent of the summoner.
- Summons always gain their first turn directly before their creator's next turn after summoning them. Following that, summons utilize their Speed statistic to determine turn order. A summon's starting Turn Order is equal to its creators at the end of the turn it was summoned.
- For all reference of rank and level, a summon is considered to be the same rank and level as the summoner.
- Summons leave the battlefield when their summoner dismisses them (Setup Phase Action) or when their Chakra, Stamina or Health reach zero (0).
- If a summon's Chakra, Stamina or Health reach zero (0), that summon cannot be summoned again for one (1) day role play time.
- When you use the technique Kuchiyose no Jutsu in battle you roll a 50 sided die. Depending on your level and rank, you will be able to summon a level of the indicated level or lower. (see below)
- If you make a successful die roll for a certain level summon you may choose to summon a lower level summon instead.
- All summons can preform techniques without needing to make seals.
- Two of the same exact summon cannot be out in the same battle.
- You can only have one summon on the battlefield at a time.
EQUATION: Die Roll (1d50) + User Level + Rank Modifier
61-100 : Level 1
101-130 : Level 2
131-160 : Level 3
161+ : Level 4
Creating Summon Families
- A Summon Family is a specific group of summons. It is like a clan, but for the summons.
- When you take the Contract Manager skill you gain access to a single Summon Family.
- A single Summon Family has exactly five (5) members in it, one of each level.
- When creating a Summon Family you may substitute a higher level summon to have duplicate of lower levels. Ex: You can have zero level 3 summons and instead have two level 2 summons.
- Summon families get one (only one) Subtle Element or Combinatorial Element to start with. All summons in the summon family are considered to have this skill for free (even if it is not on the summon sheet). If you choose a combination element you do not get access to the base elements. Any additional elements require skills that will need to be taken by the individual summons. Combinatorial Elements above Tier 1 need special staff permission.
- Summon Families are posted in the "Summon Families" forum found in the Creation Area. These sheets need only one approval (to confirm the choice of element) and are not moved once approved.
- The Summon Family page is simply a reference to the approved summons and may be edited at any time (except for the chosen element).
- You may, with the permission of the creator, use summons that have already been approved.
- There may be multiple Summon Families within the same species, and they may even share summons if all creators agree.
- Once you finish creating a summon(s) and they are approved, you may never edit them again. This includes stats, skills, techniques, everything.
- Summons are the individual creatures that are part of a Summon Family. The have a level that ranges from 0 to 4. Each level may be approved separately.
- Each level has a different number of techniques it can have. The amount of jutsu points and the limitations of levels are listed in the table below.
- Higher level summons are allowed weapons, these can range from claws and teeth to actual swords and daggers. However, please try and make sure that it is logical.
- Summon weapons should have little to no effects on them and if they do it should balance itself. Staff discretion.
- Summons may not have Hindering skills.
- Summons may not take any "Path" skills aside Path of the Medic and Path of the Advance Medic without special staff permission (rarely given).
- Summons may not learn Advanced Systems.
- Summon may not have advanced regeneration skills (Chakra Flow, etc.) and may not have Second Wind or any similar skills.
- Henge no Jutsu, Kawarimi no Jutsu and Bunshin no Jutsu are NOT free for summons. Each costs 1 jutsu point to learn.
- Summons cannot learn clone techniques aside from Bunshin no Jutsu.
- Post your summons in the "Summon Creation" forum found in the Creation Area.
- Summons should be based on real life animals, admin approval is needed for other considerations.
*Note: Equipment, Techniques and Skills are not allowed to modify a summon roll chance. There will be very, very few exceptions to this rule, and all exceptions need admin approval.
|Level||Chakra||Description||Amount of Techs||Skill Points||Stats||Weapon|
|0||60||The weakest of all summons. A very young species, usually almost no help at all. Does give stat boosts to the creator for being around though. Very Small, can be held in one hand.||0 (boosts one of your stats +100)||0||100 (Since it cannot attack, I would suggest some defense for it.)||none|
|1||160||A teenage of the species. Is usually sarcastic and unpredicatble in nature, when compared to the other levels. The second level of fighter. Half the size of a human.||30 Jutsu Points, Genin techs and no more than 3 Chuunin techs||5||3,500||Level 10 Medium Weapon|
|2||240||A young adult of the species. Usually knowledgable and pretty proud. Calmer and more battle worn than the levels before it. Third level of fighter. Same size as a human||48 Jutsu Points, Genin, Chunnin and no more than 1 Jounin tech.||8||5,500||Level 20 Large Weapon|
|3||320||A middle aged animal of the species. A veteran of battle, usually has some kind of scar or battle wound. A heavy fighter and much wiser than any of the lower levels. Four times the size of a Human||70 Jutsu Points, Genin, Chuunin and no more than 3 Jounin techs.||10||8,000||Level 30 Large Weapon|
|4||400||The oldest, largest and wisest of the species. The most powerful and intelligent available. Huge, many many times larger than a human. The size of Jiraya's frog summon.||120 Jutsu Points, Genin, Chuunin, Jounin and only 1 Sennin techique.||15||10,000||Level 50 Large Weapon|
Name: (Name the summon of this level)
Appearance: (Describe their color, scars, eye color, etc.)
(Health Power) 0
Pets can ONLY be used by people in pet based clans and they must have a skill that allows them to do so.
There are animals that are feasible to train and find companionship with and others that are just out of reach. Some animals are just naturally too difficult to find loyalty within and so it is impossible to acquire one. Other cases, such as 'rare' or 'extinct' animals, are also out of reason. It is preferred that people remain within the boundaries of 'simple' species, such as the following examples:
-Canines (Dogs, wolves, etc.)
-Monkeys (monkeys, apes)
-Birds (Slew of birds)
-Reptiles (Snakes, lizards, etc.)
-Amphibians (Frogs, Toads)
Pets can ONLY be used by people in pet based clans and they must have a skill that allows them to do so. People who are not in clans whose focus are pets may not obtain a pet of any kind.
Pets always has the same level as its owner. No matter when you obtain an animal, it will level in relation to the person who owns it. If a pet ever switches owners its stats are readjusted for the new owner. This is because no matter how powerful or intelligent a pet may be, it can only do as well as its master.
Pets also come in one of three sizes: small, medium and large. Pets are capable of growing in size as they are trained and as time passes. Depending on a pet's size it will get different amounts of stats, jutsu points and skill points. Pets may only ever increase in size, they may never 'shrink' and become smaller in size. Animals may increase to the next size after either A.) Gaining 20 levels with its current owner or B.) After a significant time skip has been made in character (at least one year). When increasing the size of your pet, please account for reasonable time to elapse; it would not make sense for your pet to be a puppy one day and as tall as your waist the next. Also, when increasing a pet's size, they get the stats, jutsu points and skill points for their new level on the next increase in level they receive. You are not required to increase the size of your pet at any time, it is entirely optional.
The following are the stats, skill points and jutsu points that an animal gains per level. Unlike ninja, these never change over different ranges of levels.
- $100 or 2000 words 'Taming' a wild animal
- 40 Stat Points per level
- 2 Jutsu Points ever level
- 1 Skill Point every 4 levels
Medium: Level 0 (250 Stat points; 4 Jutsu Points; 1 Skill Point)
- $200 or 4000 words 'Taming' a wild animal
- 50 Stat Points per level
- 1 Jutsu Point ever level
- 1 Skill Point every 5 levels
Large: Level 0 (300 Stat points; 2 Jutsu Points; 0 Skill Points)
- $300 or 6000 words 'Taming' a wild animal
- 60 Stat Points per level
- 2 Jutsu Points ever third level
- 1 Skill Point every 6 levels
General Pet Rules
- Any skill or trick (jutsu) that a pet learns must be either created for pets or given approval by staff to be used for pets.
- Pets may use only one basic element for Ninjutsu and Genjutsu Tricks (jutsu).
- Pets may never learn Taijutsu styles or Path skills.
- Pets may not manipulate a trick (jutsu) that causes more than one status at a time.
- Pets may never manipulate Hijutsu or Kinjutsu (Forbidden) on their own.
- Pets may never use "Puppet" jutsu or "Clone" jutsu.
- Pets may not use Kuchiyose or any summoning techniques.
- Pets may not learn the Eight Gates.
Pet Tricks are the jutsu that pets learn. They are called 'Tricks' rather than jutsu to draw a line in the difference between the two. Pet Tricks are a specialized type of jutsu that only pet's may use. Since Pet's are not allowed to learn jutsu that were not specifically made for them, Pet Tricks are going to be what all the Jutsu Points your pet receive will be spent on.
Pet Tricks are separated into ranks which are dependent on the master's rank; Gennin, Chuunin, Jounin and Sennin. Pet's may not learn Tricks of a higher rank than their master under any circumstances. Tricks follow the same ratios and guidelines found in 5.02, 5.03 and 5.04 of the Jutsu Rules. However, they have different Cost Point caps for each of the ranks. The Cost Point caps and Jutsu Point costs for pet Tricks are as follows.
0-20 Cost Points - 1 tech point
21-40 Cost Points - 2 tech points (30 = Max Ninjutsu/Genjutsu Damage; 40 Max Taijutsu Damage)
0-30 Cost Points — 1 tech point
31-60 Cost Points — 2 tech point (60 Max Genjutsu Damage)
61-90 Cost Points — 3 tech point (75 Max Ninjutsu Damage; 90 Max Taijutsu Damage)
0-40 Cost Points — 1 tech point
41-80 Cost Points — 2 tech point
81-130 Cost Points — 3 tech point
131-170 Cost Points — 4 tech point (150 Max Genjutsu Damage; 170 Max Ninjutsu Damage)
171-200 Cost Points — 5 tech point (200 Max Taijutsu Damage)
0-60 Cost Points — 1 tech point
61-120 Cost Points — 2 tech point
121-190 Cost Points — 3 tech point
191-260 Cost Points — 4 tech point
261-330 Cost Points — 5 tech point
331-400 Cost Points — 6 tech point
401-470 Cost Points — 7 tech point (470 Max Genjutsu Damage)
471-540 Cost Points — 8 tech point (500 Max Ninjutsu Damage; 540 Max Taijutsu Damage)
Pet Combat Rules
- Pets are capable of doing combat as long as their master remains conscious. The moment their master loses consciousness or perishes, the pet may not continue to do combat.
- Pets gain phases in accordance to their speed relative to their master's. Pet's always take their own turn during the same time as their master's turn. If a pet's speed is twice that of its master's, it may take two actions on their turn. If a pet's speed is half or less that of the master's, it may only take a turn every other turn the master has.
- Pets may at most have two turns per their master's turn and at least have a turn every other turn of their master's.
- Pets may not be "killed" unless their master is killed, even if their Health is reduced below -10%.
- Pets may not use weapons unless specifically designed for a pet.
- Pet's may not use any armor or item that is not specifically designed for a pet.
- Any bonuses from items may not increase the stats of a pet by more than 110% of its total stats.
- A pet, like a ninja, cannot have any of its stats ever increased beyond 150% its base amount.
Name: [Name of Pet]
Class: [Type of animal]
Size: [Small, Medium, or Large]
Description: [Description of physical features]
Personality: [Description of personality; aggressive, passive, etc.]
Level: [Pet's level; Same as master's]
Stat Points: [Total number of stat points available/used]
Total SP: [Unused Points] / [Total Amount of Points]
[List skills here]
Total JP: [Unused Points] / [Total Amount of Points]
[List Tricks here]