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 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 base 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".)
• All clone techniques have a maximum number of clones they may create. This maximum is the number that can be on the battlefield at one time as well.
• 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.)
• The creator or the clones may dismiss as many clones as they wish as a free action during their Setup Phase.
• 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 1 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.
• Clones that share a turn use the lowest Speed amongst them for calculations of Speed Percentile and Turn Order.
• 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
• 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
Non-Tank Statistics
• 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
• 2 Offensive Actions Maximum per turn: 100 CP
• 1 Offensive Action Maximum per turn: 00 CP
Skills
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
• 201-250 Cost Points — 7 tech points
• 441-500 Cost Points — 10 tech points
Learning Summons
To learn a summon you must meet the following requirements.
• Learn the technique "Kuchiyose no Jutsu (Summoning Technique)"
• Learn the skill "Contract Manager"
• Choose a specific animal type to summon. (i.e. German Shepherd, White Wolf, etc)
• Create levels 0-4 of your summon.
• 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 Chakra, Stamina or Health reach zero (0).
• At the start of a summon's turn, if it did not regenerate on its previous turn and would not regenerate on this turn, they are unsummoned and removed from battle.
• 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.
• Level 0 summons cannot take any action in battle aside responding to attacks aimed at them. They do not get their own turns and respond to attacks that target them during the summoner's Response Phase.
• While on the battlefield, level 0 summons give the summoner +100 in a stat. The stat is chosen when the summon is created.
• All summons can preform techniques without needing to make seals.
• A specific summon may only be summoned once per battle by any characters.
• You can only have one summon on the battlefield at a time.
• The summoner or the summon may dismiss the summon as a free action during their Setup Phase.
• Any ability that modifies a Summon Roll needs Admin approval. These should be few and far between.
Chuunin — +10
Jounin — +30
Sennin — +40
Roll Requirements
Between 61-100 — Level 1
Between 101-130 — Level 2
Between 131-160 — Level 3
Above 160 — Level 4
• 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 only need approval if you are taking a Combinatorial Element above Tier 1.
• 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.
• 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 equipment. These can range from claws, teeth, or thick hides to actual swords, daggers, or armor. The value that may be used on summon equipment is below and a summon may only have one piece of equipment. You may not purchase multiple pieces of equipment with the money allowed.
• 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.
• Summons 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.
• Summons are not limited by level when taking skills.
• The stat that a level 0 summon boosts for its summoner is chosen when the summon is created.
• 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.
Level | Chakra | Description | Amount of Techs | Skill Points | Stats | Equipment |
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. | None, but while on the field the summoner gains +100 in a stat. | 0 | 100 | None |
1 | 160 | A teenage of the species. Is usually sarcastic and unpredictable 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 | $400 |
2 | 240 | A young adult of the species. Usually knowledgeable 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, Chuunin and no more than 1 Jounin tech. | 8 | 5,500 | $800 |
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 | $1200 |
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 technique. | 15 | 10,000 | $2000 |
Pets (Ninkemono) are a type of Secondary Character that begin on the battlefield with their owner and share their turns. Pets possess only a Health statistic and give their owner one (1) Pet Action that can be used during their turn. Most non-mythical animals may be created as pets, with Staff being the final arbiters of what is acceptable.
Training & Acquiring Pets
A character must have Path of the Tamer to acquire a pet. A character with this path gains a number of Training Points each time they level up (see Skills for more information). These Training Points are used to purchase Pet Abilities for their pets. Whenever a player purchases a new Pet Ability they have two options; Add the ability to an existing pet they own or choose to acquire a new pet with the ability. The pet then gains an appropriate amount of Health based on the number of Training Points spent on it.
• A character may have a single pet with all of their Pet Abilities, as many pets as they have Pet Abilities, or anywhere in between.
• A new pet does not have any additional costs associated with it, it simply starts existing mechanically with the new Pet Ability on it.
! Important — It is essential to remember that each pet has its own individual Health and spreading out Pet Abilities has its own risks and rewards.
Pet Actions
A character who has the Path of the Tamer gets one (1) Pet Action during each of their turns, no matter the number of pets they have. A Pet Action may be used in one of the following ways.
• Activate a Pet Technique — While pets do not have techniques themselves, their owners may create and own techniques that make use of the pet while they are on the battlefield. Only techniques with a 'Pet Combination' effect are able to be used in this way. See the section below 'Creating Pet Techniques'.
• Perform a Basic Pet Attack — A pet may use their action during the Main Phase to add a strike to one (1) attack the owner makes in this turn. This strike deals damage equal to the owner's level divided by 2, rounded up. This attack uses Accuracy and Evasion to determine chance to hit.
Pet Statistics
While a pet does not make use of all of its statistics, it still has a majority of them for consideration of other effects and abilities. The following defines the statistics of a pet.
• Chakra & Stamina — A pet does not have a Chakra or Stamina statistic. Any effect that would reference these have no effect.
• Taijutsu, Ninjutsu, Genjutsu, Defense — A pet is considered to have a score of zero (0) in these four stats.
• Speed, Concentration, Accuracy & Evasion — A pet is considered to have a value equal to their owners base stat in each of these four stats. While Speed and Accuracy are not used under normal circumstances, they may be relevant for other effects or abilities in combat.
Creating Pet Abilities
A Pet Ability is made up of a name, effect, cooldown, and point cost. These are used together to allow for small and large Pet Abilities that are balanced between each other smoothly.
• Cooldown — This is a range of numbers on 1d10. When a Pet Ability is used it is on cooldown and may not be used again until it comes off cooldown. At the start of each turn the character rolls 1d10 for each Pet Ability on cooldown. A roll within the cooldown range means the Pet Ability is off cooldown and ready for use once more. For instance, a cooldown of 7-10 would mean that on a roll between 7 and 10 the ability is ready for use again. If the user rolls a 5 it remains on cooldown and they may try again next turn. On a roll of a 9 it becomes available once more.
• Training Point Cost — This is the number of Training Points the owner must spend to gain this Pet Ability. This may never be lower than three (3).
Creating Pet Techniques
While pets do not themselves have techniques, pets do allow their owner to utilize them in techniques for unique bonuses. At the cost of their Pet Action for their turn, a character with Path of the Tamer may use a technique with a 'Pet Combination' modifier. A 'Pet Combination' modifier is determined by the technique during creation and may add up to an additional 20% Cost Point worth of value to the technique's cost. This additional effect may allow the technique to break it's cost cap. Pet Techniques cost an additional two (2) Jutsu Points.
In addition, a character may use a Pet Technique without the use of a Pet Action, however they do not gain the 'Pet Combination' effects.
Imitation Beast Ninja Art; Four Legs Technique | Gijū Ninpō: Shikyaku no Jutsu
Type: Taijutsu [Pet]
Rank: Chuunin
Cost: 145
Damage: 60
Effect: The user is granted 'Haste' for three (3) turns.
Pet Combination: The user is granted 'Enlarged' for one (1) turn.
Description: This technique grants animal-like accelerated fighting instinct and reflexes to the user. By enveloping their entire body in chakra and moving on all fours, they can obtain high speed movement and reflexes like that of a wild animal. This technique enhances the user's feral-like appearances; their canine teeth, their finger and toenails grow to claw-like length, their eyes also become more wild with their pupils becoming slits.
When under the effects of this technique, a user will display great feats of physical strength, speed, agility and endurance. The form is best suited for using and supporting the ferocious "hit-and-run" tactics that those who tame beasts are well known for, leaving the enemy barely any time to launch a counter attack. In addition, if the pet charges with the user they form a ferocious combination attack that sets the user up for a devastating followup.
Cost: 7 JP
• Pets may be targeted as normal and respond to any attacks that target them during the Response Phase of the owner.
• A pet that is unconscious may not have its Pet Abilities utilized.
• If a character has no conscious pets on the battlefield they do not gain any Pet Actions.
• A pet may not take actions in any phase that their owner has lost.
• A pets may not be transferred mechanically to other characters. If you wish to inherit a pet from another character you may do so in role play only, and the pet is treated as a new pet for all mechanical purposes.
• A character with Path of the Tamer may exchange 500 CXP for one (1) Training Point. See Leveling System 4.07; Currency Experience Points for more info.
This pet gains access to the 'Social' Role-Play Traits and 8 points that they may allocate to those traits. An owner may choose to apply either their Role-Play Traits or their Pet's when making a check. May not be taken with 'Athletic' or 'Sagely' on the same pet.
Cooldown: Passive
Cost: 3 Training Points
Athletic
This pet gains access to the 'Physical' Role-Play Traits and 8 points that they may allocate to those traits. An owner may choose to apply either their Role-Play Traits or their Pet's when making a check. May not be taken with 'Adorable' or 'Sagely' on the same pet.
Cooldown: Passive
Cost: 3 Training Points
Critical Bite
Increase the Critical Strike chance of the next attack the owner uses this turn by 10%. Must be used in the Setup Phase.
Cooldown: 9-10
Cost: 5 Training Points
Defense Roll
When this pet takes damage you may apply the owner's Defense stat to the damage from the attack.
Cooldown: 7-10
Cost: 3 Training Points
Distraction Tactics
Increase the Evasion of the owner by 100 until the end of the turn. Must be used before and mentioned in dodge roll.
Cooldown: 8-10
Cost: 8 Training Points
Dynamic Marking
Target opponent is afflicted with 'Dynamic Marking' for three (3) turns. 'Dynamic Marking' has no effect on its own. This is its own separate attack, uses Accuracy to hit, and is considered an Unarmed Basic Attack. Must be used in the Main Phase.
Cooldown: 5-10
Cost: 3 Training Points
Exposing Strike
This pet performs a Basic Pet Attack with the additional effect of afflicting one (1) turn of 'Exposed' to the opponent. May only be used in the Main Phase.
Cooldown: 7-10
Cost: 8 Training Points
Fazing Strike
This pet performs a Basic Pet Attack with the additional effect of afflicting 'Fazed' to the opponent. May only be used in the Main Phase.
Cooldown: 6-10
Cost: 4 Training Points
Focus Up
All allies gain +100 Concentration for one (1) turn. Must be used in the Setup Phase.
Cooldown: 7-10
Cost: 8 Training Points
Herding Command
All allies gain +100 Accuracy for one (1) turn. Must be used in the Setup Phase.
Cooldown: 7-10
Cost: 8 Training Points
Mauler
The damage dealt by Basic Pet Attacks may be dealt as Bleed Damage.
Cooldown: Passive
Cost: 10 Training Points
Sacrificial Save
This pet may take half the total damage from an attack that targets an ally. If they do, that ally also takes only half total damage from that attack.
Cooldown: 10
Cost: 10 Training Points
Sagely
This pet gains access to the 'Mental' Role-Play Traits and 8 points that they may allocate to those traits. An owner may choose to apply either their Role-Play Traits or their Pet's when making a check. May not be taken with 'Adorable' or 'Athletic' on the same pet.
Cooldown: Passive
Cost: 3 Training Points
Sonic Bark
This pet performs a Basic Pet Attack with the additional effect of it being the Sound Element. May only be used in the Main Phase.
Cooldown: 6-10
Cost: 6 Training Points
Team Mascot
All allies gain +50 Accuracy and +50 Evasion for one (1) turn. Must be used in the Setup Phase.
Cooldown: 7-10
Cost: 8 Training Points