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8. Jutsu

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8. Jutsu

Post by FD Admin on Sun May 22, 2016 4:56 pm


If you've read or watched Naruto, then you likely have an understanding of how the various jutsu types work - however, on an RP site like Fighting Dreamers, the limitations have to be clearly defined in the interest of balance and fairness.

This guide will cover the standards/guidelines and limitations of jutsu as a whole - specifics for each type, along with blank templates for custom creations, can be found in the respective guides.

Jutsu Ranks

Just as with the shinobi themselves, techniques use a letter ranking system. It ranges from E-S, and the rank of a technique is determined by the size, power, scope, and complexity of the jutsu. For example, a simple stream of fire would be a lower rank than a fire technique that creates a swirling or twisted stream of fire, as the manipulation of the element is more complex.

Although there is an average damage rating for each rank, keep in mind that this varies based on jutsu type, element, and other such factors. For example, a C-Rank fire ninjutsu is likely to cause a burn serious enough to need some first aid, but a C-Rank water jutsu is likely not going to cause much beyond a noticeable level of soreness. On that same vein, advanced elements tend to have more devastating effects than basic elements - for example, a lava technique is sure to cause highly serious burns no matter the rank of the technique - so in those cases the ranks tend to dictate the size, scale, and complexity (think shape transformation) rather than the damage.

E-Rank techniques are the weakest of the techniques. They are easy to see through and avoid, and cost very little chakra to execute. As such, they don't require much in the way of hand seals, either. These are things such as the substitution technique. They are extremely easy to execute, so anybody can use them regardless of aptitude expertise.

D-Rank techniques, while still weak overall, have more use than E-Rank techniques. They're still very simple and don't utilize much chakra, but they are more commonly used in combat than the lower rank. Though they're also easy to execute, they require slightly more knowledge than E-Rank techniques -- thus, without proper knowledge of the jutsu type, they cannot be used. At this point, you must pay attention to the aptitude tiers. Though techniques at this rank are mostly an annoyance, when used correctly they can help to change or level the playing field.

C-Rank techniques are the bread and butter of a ninja's arsenal once they've begun their career. Any C-Rank ninja should know a handful of techniques at this rank, no matter the type. They are considered the "average" in technique difficulty, power, size, etc. While these techniques are usually not enough to kill a person, this is when jutsu start to inflict more noticable damage. Wounds from these are typically not very serious short of burns, or bruises. If they land right, they can cause fractures, but this is rare unless it's a taijutsu technique backed with a high strength tier.

B-Rank techniques are where damage becomes even more prevalent, and the techniques become larger and more complex. They can cause more lasting damage - fractured or broken bones, minor internal damage (bruising), deeper cuts requiring stitches, etc. Though they aren't very likely to result in death, it can happen under the right circumstances.

A-Rank techniques are the "elite" rank. These techniques are capable of causing fatal injuries and killing, even if they are small in scale and simple. Limbs can be blown off, or the damage significant enough to require amputation.

S-Rank techniques are the most powerful. These are the techniques that are powerful and/or large enough to level multiple buildings or even an entire village in one go depending on the effects of the jutsu, and are almost guaranteed to cause death - or at the very least, inflict serious, lasting damage - when they strike at full force. They are also some of the most complex techniques, making them the end-all-be-all picks for ending fights quickly.

Hand Seals

For jutsu types that utilize chakra, the ninja must first form the chakra and then release it -- this is usually (though not always) accomplished with hand seals. There are twelve basic hand seals that are used, and the exact seals used varies based on the technique. For this reason, it is possible to identify the technique an opponent will use by recognizing the string of hand seals (if you're familiar with it).

On Fighting Dreamers, while we don't require you to write the exact hand seal sequence for techniques, we do require a hand seal count for jutsu. In the interest of maintaining consistency, the amount of hand seals required for a technique depends on the rank of the technique. The standard range is as follows:

E-Rank: 0-1
D-Rank: 1-2
C-Rank: 3-6
B-Rank: 7-12
A-Rank: 13-20
S-Rank: 20-35

Keep in mind that while this range, especially at higher ranks, seems excessive, the more powerful and complex a technique, the longer it takes to prepare. However, by investing into higher dexterity tiers or the legendary tier for ninjutsu, these amounts can be reduced significantly, giving you an edge in combat.

Jutsu Types

When viewing or creating a jutsu on Fighting Dreamers, the jutsu type is always listed below the name and rank of the technique. This serves to clarify what limitations there may be for any given technique. For example, if a jutsu's type is listed as genjutsu, then it cannot have real-world effects, ninjutsu cannot create illusions, etc.

For classifying your techniques, the types are:

  • Ninjutsu
  • Taijutsu
  • Genjutsu
  • Bukijutsu
  • Iryō Ninjutsu
  • Fūinjutsu
  • Dōjutsu

In some cases, a technique may fall under two types, a common example being taijutsu augmented with elemental chakra. In those cases, You would simply list both (ex: Taijutsu | Ninjutsu  or Bukijutsu | Fuuinjutsu), and adjust the template as necessary (including an element section for a taijutsu that utilizes fire-element chakra). Keep in mind that you will need to have appropriate proficiency with each type for many of these jutsu to work. For example, you couldn’t utilize a technique that includes what would be classified as B-Rank Ninjutsu in combination with a weapon unless your Ninjutsu aptitude is at least Tier III.


All techniques must have a listed range. Even if the technique can reach ridiculously far, it cannot stretch forever.

A technique can be classified by the following ranges:

Melee - This means you're close enough to touch your opponent, either with your hand or foot. This would typically only apply for taijutsu, but weapons roughly the length of a kunai would keep you within this range. Anything beyond that is classified as close range.

Close - Close range refers to techniques that are just beyond melee range, but reach no more than 1 meter (~3 feet) away from the user.

Mid - Mid-range techniques are just beyond 1 meter (~3 feet), but reach no farther than 5 meters (~16 feet).

Long - Long range techniques can range anywhere from 5 meters (~16 feet) to 15 meters (~49 feet).

Far - Anything that reaches farther than long range techniques [15 meters (~49 feet)] falls under this category. There is no range cap, but you must be reasonable in your technique's range. For example, it makes little sense for a B-rank fireball technique to reach 20 meters, let alone 25.

Chakra Cost

To keep things relatively simple, rather than have some complicated formula to rate shape and nature transformations and calculate the chakra cost off of that, the amount of chakra needed to perform a technique will be based on rank. Since the shape and nature transformation are already taken into consideration for the technique's rank, there's no need to try and analyze those further. For all techniques, the ranges for chakra cost are as follows:

E Rank: 1 - 2
D Rank: 3 - 5
C Rank: 6 - 9
B Rank: 10 - 15
A Rank: 20 - 25
S Rank: 35 - 40

Keep in mind that some special techniques, such as ones that you can gain access to via events or special missions, may have costs that don't match this chart. This is either because they are stronger than most techniques should be for their rank, or they have special conditions. But unless you're acquiring such a technique, the above chart should apply.

Technique Upkeep

In addition to the base chakra cost (above), some techniques require a constant upkeep. In those cases, you're required to pay an "upkeep cost" in chakra. While it may sound daunting, the costs are rather low in the earlier ranks, and the odds of having to maintain a jutsu of a higher rank for more than a few posts are low. This is simply a mechanism put in place to prevent somebody from only spending a minimal amount of chakra and manipulating the technique for an entire fight without worry (most techniques should specify a maximum duration, but if it has a high enough cost).

The easiest way to determine if a technique needs an upkeep cost or not is if it can be - or is - maintained beyond the initial post. For example, if you create a water dragon and are still manipulating it in your next post, you would have to pay an upkeep cost. In general, if you have to continuously expand or manipulate your chakra, expect an upkeep.

Just like chakra costs, the amount needed for upkeeps is based on rank (with special techniques having numbers that may not match with this chart):

E Rank: N/A
D Rank: 1 CP Per Post
C Rank: 2 CP Per Post
B Rank: 3 - 4 CP Per Post
A Rank: 5 - 6 CP Per Post
S Rank: 9 - 10 CP Per Post

With the exception of Dōjutsu, E-Rank techniques, Water Waking/Tree Climbing, and Bijuu forms, you cannot cast more techniques while paying the upkeep for a technique unless the techniques share a "parent-child" relationship (meaning the first must be active for the second to be used or are an extension of a technique, such as Nara techniques). Dōjutsu and Bijuu forms have upkeep costs associated with them, but these costs are imposed in a different fashion - activating a Dōjutsu simply increases the circulation of energy to the eye (and the chakra is then used by the eye, which removes it from your chakra pool), while in the case of Bijuu forms, the jinchuuriki's chakra is being "eaten" away by that of the Bijuu. Neither case is an application of chakra that requires much concentration, and they are thus exempt from this rule.

Purchase Costs

For most techniques, purchase costs for techniques are determined by rank:

E-Rank: 2 Funds
D-Rank: 4 Funds
C-Rank: 8 Funds
B-Rank: 12 Funds
A-Rank: 16 Funds
S-Rank: 25 Funds

Special techniques with unique costs will have their purchase costs (if applicable) listed in their data book entry, while some will state that purchase isn’t necessary to access the technique (in rare cases).

A Note About Multi-Rank Jutsu & Equipment
Some techniques and weaponry/equipment occupy multiple ranks, with their effects, attributes, and strengths varying accordingly. These jutsu are charged for the highest rank available to the user, and can only used up to that rank. So a B-rank Ninja buying a C-A Rank jutsu pays the cost of a B-rank jutsu. Once they reach A-rank they must re-purchase the jutsu to access the next rank, but the cost will be discounted by what the user previously paid. An A-rank ninja upgrading a C-A rank jutsu they purchased at B-rank will only pay the difference between A and B rank, not the full cost.

Multi-rank jutsu/equipment must have the rank available to the user noted in their arsenal, usually as the letter in parentheses, bolded, like so:

Name: Bob’s Metal Willy
Rank: B-S (A)


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