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7. Jutsu Guide

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7. Jutsu Guide Empty 7. Jutsu Guide

Post by FD Admin Sat Nov 09, 2019 3:14 pm

Jutsu


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.

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.

Range

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.

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 most 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: 1-3
C-Rank: 4-7
B-Rank: 7-10
A-Rank: 10-15
S-Rank: 15+

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.

Difficulty:

Simply put, difficulty is designed as a scale to describe how much effort and/or focus it takes to use a technique. The difficulty of a technique is judged on a six point scale ranging from low to high that is largely determined by both the concept of a technique and canon reference.

The difficulty of a technique can be rated as follows: Minimal, Low, Average, Medium, High, and Extensive.

The scale is not designed to be an overly specific limitation, but rather a general ruling to determine how much time it might take to utilize a technique in a given situation. A technique of minimal or low difficulty can be done without strain or effort while a technique of high or extensive difficulty might take more serious dedication.

There may be times when techniques or a minimal or low difficulty level can possibly be performed whilst using other techniques. This will always be noted in the description of such a technique [for reference see the Water and Tree Walking Techniques] and should not be assumed possible with all techniques, only those where specifically mentioned.

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

Passive Taijutsu Styles are free with investment into the Taijutsu Aptitude, but Active Taijutsu Styles, on initial purchase, cost 25 Funds, unless it is acquired through a clan/bloodline (no matter the number of techniques). To add custom techniques to any style (whether the style is custom or not) the costs are as follows:

E-Rank: 2 Funds
D-Rank: 4 Funds
C-Rank: 6 Funds
B-Rank: 8 Funds
A-Rank: 12 Funds
S-Rank: 18 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).


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7. Jutsu Guide Empty Re: 7. Jutsu Guide

Post by FD Admin Sat Nov 09, 2019 3:21 pm

Ninjutsu



Ninjutsu (lit. "Ninja Techniques") refers to almost any technique that allows the user to do something that they otherwise would be incapable of doing, including, but not limited to, manipulation of elements, transformation, and even aiding the ninja in evading attacks. Arguably one of, if not the, most common aptitudes, its flexibility makes it incredibly useful to have, even at lower levels.

Although by Naruto canon standards, Ninjutsu also encompasses medical ninjutsu and includes barrier and space-time ninjutsu, for the sake of simplicity, these things will be considered and covered separately.

Ninjutsu comes in two basic forms: Non-elemental and elemental ninjutsu.


  • Non-elemental ninjutsu are things that vary the most in both purpose and execution. Non-elemental ninjutsu includes transformation, substitution, shadow clones, and even the chakra string technique used for puppetry. They are rarely used for offensive purposes outside of the chakra string technique. Their primary purpose is utility. Barriers are not inherently included as a part of ninjutsu for simplicity's sake - barrier techniques can only be acquired through the appropriate profession.
  • Elemental ninjutsu are, just as they sound, techniques with an elemental basis. The five basic elements are Katon (Fire), Suiton (Water), Doton (Earth), Raiton (Lightning), and Fuuton (Wind). There are also advanced elements that are created by combining basic elemental chakra types, but these are most commonly (not always) a result of a bloodline, or Kekkei Genkai.


For elemental ninjutsu, the damage at each rank varies based on the element as described above. Each element has a particular damage "type" associated with it: Katon and Raiton cause burns, Suiton and Doton cause blunt damage (one can suffocate opponents using water as well), Raiton can cause numbing, and Fuuton utilizes cutting power. The higher the rank of the technique, the worse the burns, the more severe the blunt damage, and the deeper the cuts.

Shape Transformation

Shape transformation refers to controlling the form of chakra (think actual shapes) as well as its movement and potency. For example, the Rasengan technique is purely shape transformation - the chakra is confined within a spherical space, and is spun around within that space. This is where it derives its power. Although this is a far different example, when a jinchuuriki takes on one of the "bijuu forms" and utilizing their tailed beast's chakra, the shape they take is the beast's chakra forming around them in the shape of that beast. Simpler examples include dragon-shaped fireballs, whirlpools, and even earthen domes. Although there is also nature transformation applies to the chakra, it's the shape transformation that results in the techniques forming and moving in those ways.

Nature Transformation

As the name implies, nature transformation deals with changing the nature of the chakra, which is most commonly in the form of the five basic elements.

As with most things regarding elements, certain elements are weak against or overpower other elements. In the realm of Naruto, most of these are common sense, but it's important to ensure you're aware of these elemental advantages and disadvantages to avoid making (potentially fatal) mistakes in combat.

  • Fire (Katon) is strong against Wind but weak against Water
  • Wind (Fuuton) is strong against Lightning but weak against Fire
  • Lightning (Raiton) is strong against Earth but weak against Wind
  • Earth (Doton) is strong against Water but weak against Lightning
  • Water (Suiton) is strong against Fire but weak against Earth


When a technique clashes with another technique of equal power, but one has a nature advantage, the one with the "superior" nature will prevail and break through, following its intended path. But even if a technique is of an "inferior" nature, if powerful enough it can overpower a technique of "superior" nature. For example, a huge lightning storm (A-Rank) could easily overpower a small gust of wind (C-Rank).

When two techniques of equal power and the same nature clash, they will cancel each other out. However, if one technique is stronger (higher ranked) than the other, the stronger technique will not only power through the weaker technique, but it will absorb the weaker technique and grow stronger.

With respect to this section of the guide:
  • C-Rank and below - “Weak”
  • B-Rank - “average”
  • A/S-Rank - “strong/powerful”

However, do keep in mind the functions of a technique - an A-Rank technique that is high rank due to shape transformation might not have as much brute strength as a B-Rank technique that is purely power with little to no shape transformation.

Combined Nature Transformation

More commonly referred to as advanced elements, combined nature transformations occur when a technique uses two or three basic natures simultaneously to create a completely new nature with unique properties that wouldn't otherwise exist, such as Boil release.

There are known advanced elements (ones shown in canon), but you can create your own provided the basic element composition makes sense. However, in cases where you cannot come up with a logical combination, please contact a systems staff member to discuss possible alternatives.

Canon advanced releases are as follows:

  • Ice Release (Hyōton/Hyoton) - Created by combining Water and Wind
  • Wood Release (Mokuton) - Created by combining Earth and Water.
  • Lava Release (Yōton/Yoton) - Created by combining Earth and Fire.
  • Storm Release (Ranton) - Created by combining Lightning and Water.
  • Boil Release (Futton) - Created by combining Fire and Water.
  • Steam Release (Futton) - Created by combining Fire and Water.
  • Explosion Release (Bakuton) - Created by combining Earth and Lightning.
  • Scorch Release (Shakuton) - Created by combining Fire and Wind.
  • Magnet Release (Jiton) - Created by combining Earth and Wind.
  • Dust Release (Jinton) - Created by combining Earth, Fire, and Wind.


Techniques from filler material that would normally be classified as advanced elements (such as Crystal and Steel Release) but don't have known nature combinations will only be listed in the Abilities Databook. While still listed in the match-up table below, these are not all available through staff-made clans (but unless otherwise specified, you’re free to create custom clans for them).

Dust Release is only available as an Ability and is limited like all other non-bloodline advanced elements.

Although technically, in canon, Steam and Boil are two different uses of the same thing (Boil), it’s much simpler to separate them rather than try to police which kind of Boil is used.

In canon, using combined nature transformations requires a kekkei genkai (two elements) or a kekkei touta (three elements). While on Fighting Dreamers this is true for the most part, it is possible to create a custom advanced element (within reason) if you choose to create a character without a clan/kekkei genkai or a bijuu. However, in the interest of maintaining a level of exclusivity, only 2 non-clan/non-jinchuuriki characters can possess the same advanced elemental nature at any given time, and you cannot use any clan techniques (if applicable) without being taught these techniques through roleplay by a member of the appropriate clan. In the case of elements that are also used by jinchuuriki, you cannot learn jinchuuriki-exclusive techniques. Please see the Banned & Limited list for exceptions and exclusion.

Should you go on an unannounced extended hiatus, and there is a "waiting list" of people wishing to access that element, you will lose your spot and must re-work your character without the element should you return and there are no available spots. If this is the case, you will be refunded the costs of your techniques and any points you put into your ability trait so that you can re-use them for something else.

Yin and Yang

Aside from the five basic elemental nature transformations, there are two other chakra natures - Yin and Yang. While they aren't natures in the traditional sense, they are the source of all non-elemental techniques, including genjutsu, medical ninjutsu, and other techniques that are classified as ninjutsu without any elements.

  • Yin Release (Inton) is the basis of spiritual energy and imagination.
  • Yang Release (Yōton) is the basis of physical energy and vitality.


On Fighting Dreamers, while knowledge of Yin and Yang chakras exists, conscious manipulation of these natures is limited to the basic applications, such as those techniques in the Databook (and genjutsu is known to be yin release). Neither (currently) have specific applications outside of that.

Custom Ninjutsu Creation

When creating custom ninjutsu, use the following template:

Name: What is the jutsu called? You aren’t required to use a Japanese name, but if you do, please include an English variant as well.
Rank: Self-explanatory - please see the Jutsu Guide for details.
Type: Ninjutsu
Element: List the element, or N/A if there is none.
Range: See the Jutsu Guide for details.
Description: Describe the jutsu as thoroughly as necessary.
Restrictions: Are there any restrictions for this jutsu’s use?
Hand Seals: See the Jutsu Guide for details.
Difficulty: Minimal, Low, Average, Medium, High, Extensive
Chakra Cost: See the Jutsu Guide for details.

Code:

[b]Name:[/b]
[b]Rank:[/b]
[b]Type:[/b] Ninjutsu
[b]Element:[/b]
[b]Range:[/b]
[b]Description:[/b]
[b]Restrictions:[/b]
[b]Hand Seals:[/b]
[b]Difficulty:[/b]
[b]Chakra Cost:[/b]


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7. Jutsu Guide Empty Re: 7. Jutsu Guide

Post by FD Admin Sat Nov 09, 2019 3:27 pm

Taijutsu



Taijutsu refers to any form of techniques involving martial arts or optimization of natural human abilities. In simpler terms, Taijutsu is hand-to-hand combat.

Although most taijutsu canonically doesn't require the use of chakra, chakra costs are applied on Fighting Dreamers to emulate exhaustion and prevent people from being able to endlessly use taijutsu. Additionally, it is possible to use chakra, both with and without an element, to enhance the power of one's strikes (in the form of a specific technique). All Taijutsu on Fighting Dreamers adheres to the following rules:

  1. Taijutsu Techniques do not always require chakra and as such are separated into three further categories:
    1a. Passive Taijutsu: Refer to base and simple attacks such as punches or kicks. Passive Taijutsu is always dictated by an accompanying Taijutsu style that is used to dictate how your character fights. This is the sole category of Taijutsu that by default uses no chakra. This type of Taijutsu is free with investment into the Taijutsu Aptitude.
    1b. Active Taijutsu: Refers to more complex but still 'basic' attacks. Active Taijutsu are always dictated by the usage of an Active Taijutsu Style. Examples include things such as Gentle Fist or Drunken Fist, two Taijutsu Styles which actively modify the physical attributes of your character, dexterity and evasiveness respectively, whiles sacrificing ability in other areas such as striking strength. The cost of using or buying an Active Taijutsu style varies depending upon its rank. Any amplification of strikes or moves that require chakra to execute will have an appropriate cost dependent on the technique's rank.
    1c. Taijutsu Techniques: Here on Fighting Dreamers, any technique related to Taijutsu that does not fall under the above two categories is referred to as simply a Taijutsu Technique. This refers to any related Jutsu in which chakra is used in an ambiguous fashion to amplify an attack. These may include elemental based attacks, such as earthen fists, flaming fist or simply a technique which utilizes chakra to strengthen the effect of your technique such as Leaf Whirlwind.
  2. All Taijutsu attacks must occur in the immediate range (0m) from the target.


An Important note on styles: Passive Taijutsu don't have an associated chakra cost, and as long as a passive style is being used, no specific "techniques" are required. For Active Taijutsu, while in many cases specific techniques may not be needed, for anything outside of basic strikes (within the style), and anything that increases chakra output, a listed technique is required.

Style Creation

When creating a style, use the following template:

Name: What is the style called?
Style Type: Passive or Active?
Focus: Power, speed, maneuverability, etc. | Punches, kicks, grappling, etc. (example: Speed | Mixed)
Requirements: Does the style have any requirements (such as requiring a Dōjutsu to be active, such as the Byakugan being a requirement for the Gentle Fist)?
Description: Describe your style. This doesn’t need to be long - just enough to explain the point of the style. Include the posture associated with this style.
Techniques: List the techniques that are part of the style. When applying, only list techniques that you have sufficient proficiency to use. You are allowed to add to this later to account for aptitude investments.

Code:
[b]Name:[/b]
[b]Style Type:[/b]
[b]Focus:[/b]
[b]Requirements:[/b]
[b]Description:[/b]
[b]Techniques:[/b]

<blockquote>List techniques here</blockquote>

Custom Taijutsu Creation

When creating custom taijutsu, use the following template:

Name: What is the jutsu called? You aren’t required to use a japanese name, but if you do, please include an english variant as well.
Rank: Self-explanatory - please see the Jutsu Guide for details.
Type: Taijutsu
Style: Is this technique part of a style? If not, list as N/A.
Element: List the element, or N/A if there is none.
Range: See the Jutsu Guide for details. Unless augmented with chakra, taijutsu should really only be Melee range.
Description: Describe the jutsu as thoroughly as necessary.
Restrictions: Are there any restrictions for this jutsu’s use?
Difficulty: Minimal, Low, Average, Medium, High, Extensive
Chakra Cost: See the Jutsu Guide for details. If the technique is part of a style, feel free to list the final cost after the reduction.

Code:

[b]Name:[/b]
[b]Rank:[/b]
[b]Type:[/b] Taijutsu
[b]Stance:[/b]
[b]Element:[/b]
[b]Range:[/b]
[b]Description:[/b]
[b]Restrictions:[/b]
[b]Difficulty:[/b]
[b]Chakra Cost:[/b]


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7. Jutsu Guide Empty Re: 7. Jutsu Guide

Post by FD Admin Sat Nov 09, 2019 3:28 pm

Genjutsu



Genjutsu is a category of jutsu with effects that affect the mind rather than the body. Like ninjutsu, genjutsu requires the use of chakra and hand seals, but its main purpose is to cripple the opponent's willpower in order to win.

While there are many genjutsu that freeze an opponent in place, it's important to note that one cannot use this as a method to prevent the opponent from moving so that the caster can move in for the killing blow - maintaining genjutsu, especially stronger ones, requires a lot of concentration, thus keeping the caster occupied during the initial phase of the jutsu.

Categories of Genjutsu

Just like Ninjutsu has categories (elemental, medical, etc), Genjutsu can also be divided into categories: optical illusions, sensory based illusions, and memory based genjutsu.

Optical Illusions

Unlike other types of genjutsu, those in the optical category don’t involve your chakra entering the other’s network. A basic example of this would be the basic clone technique: they are simply refracted light, much like a rainbow, and are very easy to dispel. While they cannot completely cloak existing objects or surroundings, they can change the appearance of things. In addition, if dispelled by a single person, the illusion goes away for others. Though easily dispelled using Kai (pain does not work for these), they can be difficult to detect - especially when it comes to things such as minorly altering the appearance of nearby foliage. However, lower ranked (D/C) optical genjutsu are the easiest to detect and dispel of all genjutsu types. These genjutsu do not require anything special to activate, and have a very high success rate.

Sensory Illusions

The most commonly used type of Genjutsu, sensory illusions are activated by entering the target’s chakra network and causing a disturbance, affecting their senses directly. Following that, these illusions can only affect the following senses:

  • Sight: An example would be creating a vision of a forest around the target.
  • Sound: Affects your sense of hearing. An example would be a constant ringing sound plaguing your target, or completely nullifying their hearing.
  • Touch: Anything that you feel, such as heat, pain, or general body sensation/numbing.
  • Taste: Although not as frequently used, some genjutsu can affect a target’s sense of taste, such as by generating a taste in their mouths to throw off their focus.
  • Smell: Often used in conjunction with sight (creating smells to go along with visuals in order to create a more convincing illusion), but can also be used alone to create distracting scents.
  • Balance: The most common example would be creating a feeling of the world spinning around the target.
  • Kinesthetic: Bodily awareness - feeling and controlling your body. An example of this would be causing a target to lose awareness of a limb.
  • Temporal: Sense of time. Both a difficult and rare type of sensory manipulation, temporal genjutsu tend to either speed up or slow down a target’s perception of time.


The more senses are affected, the more complex/difficult the illusion is to create - but at the same time, more difficult to identify as an illusion. Unlike optical based genjutsu, sensory based genjutsu only affect those that are within the effect upon activation - meaning that anybody who enters a space where a genjutsu was previously activated will not be affected by it. If a sensory genjutsu is single-target, it requires some sort of trigger to activate - these can be sights, sounds, certain objects, or even a specific action (as an example, sharingan users often use their eyes as a trigger, which is why it’s common advice for others never to look directly at a sharingan user’s eyes). If the target’s attention is captured by the trigger, the genjutsu is activated. Area of effect genjutsu do not require a trigger.

While sensory-based genjutsu are in effect, the jutsu user has restricted movement. This is particularly important when genjutsu restrict a target’s movement -- if the target cannot move, neither can the user.

Genjutsu cannot, under any circumstances, dictate a person’s actions or forcibly create or amplify their emotions. While most people would have emotional responses to certain illusions, you cannot dictate them.

Mediums

As genjutsu are so different from others types of jutsu, this is a very important detail. The Medium determines exactly what type of genjutsu is being used. The categories are:

Single Target: These are genjutsu that only influence a single person. These tend to be the most potent types of genjutsu as they are concentrated on a single target, and are often the most difficult to notice and thus break free from. For these types of genjutsu, after the chakra has been formed (no hand seals necessary), the user has to catch their target’s attention (through any sense) to trigger the illusion. These triggers should be things that are rather obvious, such as a shout, a bright light, or a strong smell.

Multiple Targets: These techniques are able to affect multiple targets (up to a maximum, dictated on a case-by-case basis). Although they tend to be less potent than single target genjutsu, they can still be quite powerful. These can be dispelled one of two ways: either one person pays the cost for everyone, or each person dispels it themselves. When each person dispels the jutsu for themselves, they pay a fraction of the original technique cost (divided by number of targets) +2. When a single person pays the cost for everyone, that person pays the cost of the original jutsu +2 for each person affected.

Similarly to single target genjutsu, multiple target genjutsu only affect those whose senses have been triggered in some fashion. So, if there are 4 targets but only two notice the trigger, only those two will be affected.

Area of Effect: Affects a specific area. These are usually the easiest to break out of, but can be the most difficult to notice. When creating an AoE (Area of Effect) genjutsu, please specify the size of the area that is affected. Area of Effect Genjutsu require only a single person to dispel. Once this person dispels the Genjutsu, it breaks for everyone else as well.

Genjutsu Focus: These techniques only affect those that experience the specified focus. A focus is an item that is used to attract the attention of the target - these must be items that will attract the attention of the target through a specific sense and cannot be bland or difficult to distinguish (examples include perfumes, special jewelry, bells, or anything of that nature). One well-known example of a genjutsu focus is an Uchiha’s Sharingan eyes.

A single character can only have a set number of focus items at maximum (as dictated by appropriate tiers). Due to the nature of the items, they must be registered items in the user’s inventory, and it must be noted that they are to be used as a genjutsu focus (an exception is given for the sharingan/similar things, which can, by default, be used as a focus and thus grants an additional focus slot).

If the target does not experience the focus, they do not fall under the genjutsu.

Optical: This applies only to Optical category genjutsu. Just like Area of Effect techniques, when one person dispels an optical genjutsu, it is dispelled for everyone. These techniques can only affect the sense of sight, not any of the other senses, since they are purely distortions of light. Specific numeric limits on the ranges of these techniques should be placed to make sure that folks aren’t creating optical illusions from ridiculous distances.

Illusion Capacity

Due to the nature of genjutsu, the types of illusions, as well as how many senses can be affected (for sensory illusions), are limited by technique rank as follows:

D-Rank: 1 Sense | Sight, Sound, Touch, Taste, Smell
C-Rank: 3 Senses | Sight, Sound, Touch, Taste, Smell
B-Rank: 4 Senses | Sight, Sound, Touch, Taste, Smell, Balance
A-Rank: 5 Senses | Sight, Sound, Touch, Taste, Smell, Kinesthetic
S-Rank: 7 Senses | Sight, Sound, Touch, Taste, Smell, Balance, Kinesthetic, Temporal

Applying/Dispelling Genjutsu

When applying a genjutsu, you don’t need to post every exclusive detail of your jutsu unless it successfully activates, but you must write out the conditions for activation (to clarify, you would have to, for example, write about a certain sound that must be noticed for your genjutsu to activate). Whether the genjutsu successfully activates or not is left up to the target, but members are expected to be logical. If the user has a very large or loud focus item, the chances of a target not experiencing it are low - do not try to weasel your way out of getting caught in a jutsu if it doesn’t make sense for you to avoid it.

If a genjutsu is successful, you still don’t need to disclose every last detail -- but you should at least provide the category, medium/affected senses, and chakra cost - the target needs to know how much chakra is required to dispel the genjutsu, after all, and they can’t adhere to conditions they aren’t aware of.

On the flip side, when you’ve been caught in a genjutsu, you must first determine that you’re in one (this deduction must make logical sense - not all genjutsu is easy to detect), and then you must apply any of the appropriate methods to dispel it. The methods for dispelling genjutsu are through pain, Kai, or by receiving help from others (NPCs cannot help you unless they are played by another person on an NPC-specific account).

Genjutsu Resistance

It is possible to be resistant to certain Genjutsu, but never to become fully immune to Genjutsu. The only possible way to become fully immune to Genjutsu would be to lack all of one’s senses, which would not only be ridiculously impractical and irrational, but it would make a character pretty much useless. One can be resistant to Genjutsu by lacking a sense (blindness, deafness) or by using a machine that, at the cost of a chakra upkeep, enhances the wearer’s perception of specific types of Genjutsu (a single sense). These devices are always A-Rank or above, but they are classed as items so anyone can use them.

Another method for gaining Genjutsu resistance is via Dōjutsu or Kekkei Genkai. For example, Byakugan users are able to see chakra, and thus see the disturbances and thus resist them. However, the ability to resist Genjutsu must make logical sense, and must be covered in-depth. Simply having a passive genjutsu resistance on an advanced element clan would not make sense and would thus not be approved.

Custom Genjutsu Creation

As genjutsu are more complex than other jutsu types, the template is longer and requires more detail.

Name: What is the jutsu called? You aren’t required to use a Japanese name, but if you do, please include an English variant as well.
Rank: Self-explanatory - please see the Jutsu Guide for details.
Type: Genjutsu
Medium: See above. One medium per jutsu. If multiple targets are possible, specify a maximum.
Range: See the Jutsu Guide for details. Range for genjutsu can also be qualitative values such as line of sight, hearing range, eye contact, etc.
Description: Describe the jutsu thoroughly: How is the genjutsu initiated? What does it do? What toll does it have on the user (movement restrictions, etc)? What senses does it affect (if any)? Be as thorough as possible here.
Restrictions: Are there any restrictions for this jutsu’s use?
Duration: How long your genjutsu lasts. This is either a number of posts, or is reliant on something else (e.g. It’s active as long as you’re playing a flute or as long as you remain in physical contact with someone). In the case of memory altering techniques, this can sometimes be hard to determine as the altered memories can last for years. Keep in mind that you have to pay an upkeep cost for a lasting illusion.
Hand Seals: See the Jutsu Guide for details. Only necessary if your jutsu doesn’t have a focus or activation trigger.
Difficulty: Minimal, Low, Average, Medium, High, Extensive
Chakra Cost: See the Jutsu Guide for details.

Code:
[b]Name:[/b]
[b]Rank:[/b]
[b]Type:[/b] Genjutsu
[b]Category:[/b]
[b]Medium:[/b]
[b]Range:[/b]
[b]Description:[/b]
[b]Restrictions:[/b]
[b]Duration:[/b]
[b]Hand Seals:[/b]
[b]Difficulty:[/b]
[b]Chakra Cost:[/b]


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7. Jutsu Guide Empty Re: 7. Jutsu Guide

Post by FD Admin Sat Nov 09, 2019 3:38 pm

Iryō Ninjutsu



Iryō ninjutsu is a branch of ninjutsu that focuses on healing, but also includes the manipulation of the user's and other's bodies. On Fighting Dreamers, only those that practice this at higher levels are labeled "medic-nin". Due to the nature of this category of ninjutsu, it requires a lot of chakra control (not to be confused with the attribute) and extensive knowledge on the human body, herbs, medicines, and poisons. These techniques typically require higher chakra costs than any other Ninjutsu, but they don't require hand seals to use.

It's important to note that while this aptitude has a focus on healing, the knowledge required can also be applied to damaging techniques and the creation of poisons, so it also has offensive applications. It should be noted that, although it is possible to help slow the effects of a poison B-Rank or below with a technique, proper treatment with an antidote is required to completely counteract a poison.

The template for Iryō Ninjutsu is as follows:

Name: What is the jutsu called? You aren’t required to use a Japanese name, but if you do, please include an English variant as well.
Rank: Self-explanatory - please see the Jutsu Guide for details.
Type: Iryō Ninjutsu
Range: See the Jutsu Guide for details. Most Iryō Ninjutsu should be Melee range.
Description: Describe the jutsu as thoroughly as necessary.
Restrictions: Are there any restrictions for this jutsu's use?
Difficulty: Minimal, Low, Average, Medium, High, Extensive
Chakra Cost: See the Jutsu Guide for details. These should have a 25% higher chakra cost than normal at minimum. Higher ranked techniques that accomplish more incredible feats of healing require even more chakra.

Code:
[b]Name:[/b]
[b]Rank:[/b]
[b]Type:[/b] Iryō Ninjutsu
[b]Range:[/b]
[b]Description:[/b]
[b]Restrictions:[/b]
[b]Difficulty:[/b]
[b]Chakra Cost:[/b] These should have a 25% higher chakra cost than normal at minimum. Higher ranked techniques that accomplish more incredible feats of healing require even more chakra.


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7. Jutsu Guide Empty Re: 7. Jutsu Guide

Post by FD Admin Sat Nov 09, 2019 3:39 pm

Fūinjutsu



Fūinjutsu refers to sealing techniques. These are the jutsu used to seal objects, living beings, chakra, other things within other objects, be they weapons, scrolls, or even sealing things within a living creature. This also includes the unsealing of sealed objects, etc. In addition, fūinjutsu can be used to create barriers and restrict movement. While fūinjutsu doesn't directly have offensive capabilities on its, it has a lot of utility and can have a huge impact on the conditions of the battlefield. Not only that, but it can be used to seal and unseal techniques, including elemental ninjutsu, which can then be redirected at an opponent. Masters of Fūinjutsu are powerful in their own rights as they likely have knowledge of seals to do just about anything, and unlike genjutsu, removing a seal is not a simple task by any means.

The applications of Fūinjutsu extend far beyond simply drawing symbols on a page to keep doors or scrolls from opening. For example, by combining Fūinjutsu with barrier Ninjutsu, you can create sealing barriers. Elemental properties can be given to seals as well, an example being to create a vacuum of wind that draws targets into the seal, or to set a trap that, when activated, launches a pillar of fire out of the seal. The chakra seal on Tsunade's and Sakura's foreheads are another application of Fūin. This is an aptitude that is (mostly) limited by your creativity.

Sealing

Generally, a standard seal requires some degree of preparation. Whether it's by drawing the seal on a piece of paper that is then applied to a surface, or having to take the time to draw seal marks at specified distances from each other. This makes it slightly more difficult to use in combat if you don't have seals prepared beforehand.

However, you can use seals to hold and re-direct techniques, or store techniques to be launched without the use of hand seals, etc. It's commonly used by weapons enthusiasts to store a wide array of weapons that they can then carry in a scroll instead of carrying an armful of weapons around.

Template


Name: What is the jutsu called? You aren’t required to use a Japanese name, but if you do, please include an English variant as well.
Rank: Self-explanatory - please see the Jutsu Guide for details.
Type: Fūinjutsu
Element: List the element, or N/A if there is none.
Range: See the Jutsu Guide for details.
Description: Describe the jutsu as thoroughly as necessary. Include how the seal is applied.
Restrictions: Are there any restrictions for this jutsu’s use?
Difficulty: Minimal, Low, Average, Medium, High, Extensive
Chakra Cost: See the Jutsu Guide for details.

Code:
[b]Name:[/b]
[b]Rank:[/b]
[b]Type:[/b] Fūinjutsu
[b]Element:[/b]
[b]Range:[/b]
[b]Description:[/b]
[b]Restrictions:[/b]
[b]Difficulty:[/b]
[b]Chakra Cost:[/b]


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7. Jutsu Guide Empty Re: 7. Jutsu Guide

Post by FD Admin Sat Nov 09, 2019 3:47 pm

Bukijutsu, Weapons, Items, Etc.



Bukijutsu refers to techniques that require the use of weaponry (which naturally includes kenjutsu, but bukijutsu is an umbrella term for all weaponry). While most ninja have a basic grasp of the most common ninja weapons and tools, such as kunai and shuriken, this is an aptitude that is very flexible - bukijutsu can be used in combination with other aptitudes in order to achieve more powerful, devastating effects.

In addition to referring to the techniques themselves, those who invest in the bukijutsu tier are also assumed to be more skilled in the use of various weapons. So, while any character could pick up weapons of any rank, they cannot make full use of the special attributes/abilities of a weapon that’s a higher rank than they would normally have access to. So, a character with Tier II Bukijutsu could still use an S-Rank weapon, just not make full use of its abilities/attributes. The only attribute that any character can make full use of is a special material attribute, or anything that modifies the physical state of the weapon. Special techniques/chakra applications can only be used by those with the appropriate Bukijutsu tier. The only exceptions to this are legendary weapons, which are special weapons earned through special “event” objectives, and have abilities that can be used by any who manage to get their hands on them.

Although you aren’t limited in the types and number of weapons you can use, we expect folks to use a bit of sense in choosing what weapons they carry around and how.

Ranks
A weapon’s rank determines the quality of the material as well as its potential abilities.

E-Rank weapons are basic items such as unmodified kunai and shuriken, explosive notes, senbon, unmodified arrows, etc. Though not of high quality, striking an opponent in just the right place (such as shooting an arrow through the enemy’s heart) could cause serious injury or even death.

D- and C-Rank weapons are a bit larger and sturdier than E-Rank weapons, and the difference between D and C ranked weapons is in the quality of the materials as well as a difference in size. Much like E-Rank weapons, while they are not of high enough quality to be a huge threat in and of themselves, the right strikes can still cause serious injury or death.

B-Rank weapons are decently sturdy weapons and are allowed better access to special attributes, such as chakra conductivity or being constructed of a special material. You can even use a weapon’s special attribute slots to dictate it as a genjutsu focus item or grant them a special chakra use that’s akin to a jutsu that can only be used with that particular weapon. It’s much easier to inflict serious wounds with these weapons as they are of better quality.

A-Rank weapons are very sturdy weapons and are allowed even more attribute capabilities. These are weapons that can slice through or easily shatter bones when struck correctly.

S-Rank weapons are the most well-constructed and are allowed the most variety and flexibility in special attributes. Although they aren’t much different from A-rank weapons in terms of quality, their higher levels of attributes brings them one step up as they can have more, stronger abilities.

Techniques
In order to classify as a Bukijutsu technique, there must be very specific use of weaponry within the technique, and the technique cannot be used without the presence of a weapon. The rank of a technique should appropriately reflect its difficulty/power based on the type of technique it is. Use the template of whichever type of technique is most mirrored and add Bukijutsu under "Type". Otherwise follow the rest of the template.

Purchase Costs

Generally, data book weapons and custom weapons all have the same purchase costs:

E-Rank: 2 Funds
D-Rank: 6 Funds
C-Rank: 10 Funds
B-Rank: 16 Funds
A-Rank: 22 Funds
S-Rank: 30 Funds

Legendary weapons and other specially-gained items are not purchased, so the purchasing costs don’t apply to them.

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)

Items/Equipment
Anything that doesn’t fall under the “weapons” category is considered an item or a piece of equipment, depending on its usage. A special mask, for example, would be considered equipment, whereas a roll of tape would be considered an item. This classification isn’t stressed under all circumstances as it can be a bit iffy, but remembering that anything that you have to wear to make use of is equipment is helpful.

For the purposes of this guide, anything referred to as an item from this point forward refers to things classified as both items and equipment.

Item Registration
Due to the nature of items, they don’t always need to be “registered” in a character’s arsenal. For example, a character that likes to sew might carry a sewing kit around, but doesn’t necessarily need to register it. Anything that would be considered D-Rank or below does not need to be “registered” UNLESS you want to be able to use it in a combat situation.

C-Rank and above items must ALWAYS be properly registered in a character’s arsenal.

Item Ranks
The only thing that an item’s rank determines is its “attribute points”. See the “Item Attributes” section for more info.

Purchase Costs

Item costs scale much more drastically when reaching the higher ranks due to the implications.

E-Rank: 0 Funds
D-Rank: 3 Funds
C-Rank: 8 Funds
B-Rank: 14 Funds
A-Rank: 25 Funds
S-Rank: 40 Funds

Weapon/Item Attributes
When creating a piece of equipment of a high enough rank, you’re able to grant it special attributes. These attributes are also given ranks, based on the extent and power as well as the type of the attribute/ability. It’s important to note that no attribute can be of a higher rank than the equipment itself, and you must have the appropriate tier investments in Bukijutsu to make use of any activatable weapon abilities (things that just alter the physical properties of the weapon will always be put to use, of course).

When considering attributes for your weapon, think of each rank as having a set number of “attribute points” and the higher rank/more powerful the attribute, the more “attribute points” it requires:

Available points per item rank:

E-Rank: 0 AP
D-Rank: 1 AP
C-Rank: 2 AP
B-Rank: 4 AP
A-Rank: 8 AP
S-Rank: 16 AP

Point cost per attribute rank:

E-Rank: N/A
D-Rank: 1 AP
C-Rank: 2 AP
B-Rank: 3 AP
A-Rank: 5 AP
S-Rank: 10 AP

The details of these abilities are up to you, but keep in mind any appropriate rules and rank scalings for them (for example, if your weapon’s ability involves chakra/a technique, keep the jutsu guidelines in mind for its rank).

Item Creation
When creating a weapon, item, or other piece of equipment, use the following template:

Name: The item’s name. A Japanese name is not necessary.
Type: Example formats: Weapon - Projectile || Item - One-Time Use || Equipment - Worn
  • A [Held] type weapon/tool is used continuously and is held by the user in their arms or legs to be used successfully (eg. a sword etc.)
  • [Worn] items are simply worn without any need to use them for additional gain.
  • A [Projectile] weapon is flung, however it is able to be picked up and reused by either you or your opponent who possesses the required attributes to use such a weapon (eg. Windmill Shuriken, a tomahawk axe etc.).
  • A [One-Time Use] weapon/tool is to be used only once per topic and is destroyed upon use, such a weapon/tool is regained by the user but only after the topic is over during their free time (eg. exploding tags).
  • A [Combination] weapon is used in tandem with another tool or weapon (eg. a Bow weapon is used with certain types of arrow tools to make a lethal combination etc.).
  • [Remote Control] weapons are used independently of the user’s direct control and can be manipulated even when they are further away, however that does not mean that user is not focused on controlling them and can use other tools and move freely (eg. a puppet, a wire-controlled sword).

Classification:Offensive/Defensive or Supplementary. Offensive is used for weapons that are used in various means to injure your opponent, also for tools the main use of which is to injure your opponent. Defensive is a weapon/tool that is used to protect you or a desired target. Supplementary is a tool which is neither offensive nor defensive but has an interesting supporting ability and can be used in various ways to serve great use on the battlefield. Keep attribute points in mind when deciding.
Rank: Self-explanatory.
Range: See the Jutsu Guide for details.
Quantity: How many of said weapon/tool you possess.
Description/Attributes: The appearance of the weapon as well as all of its abilities go here as detailed as possible. Usually the description entails what the weapon looks like, its size, any memorable signs of the weapon, most ways in which the weapon can be used, all hidden abilities and effects of the weapon etc. Be sure to include the rank of each attribute as well as a proper description.

Code:
[b]Name:[/b]
[b]Type:[/b]
[b]Classification:[/b]
[b]Rank:[/b]
[b]Range:[/b]
[b]Quantity:[/b]
[b]Description/Attributes:[/b]



Ninja Kits



Ninja kits are, as the name implies, sets of items that are packaged together to form a “kit”. While it’s not required for every ninja to use kits, if you carry a lot of items on your person, putting them in a kit helps to keep things believable (you wouldn’t want to carry a handful of senbon in your pockets, after all). Typically, a kit will be a bag with compartments to store the items contained within, but custom kits can take many forms (for example, a leather strip with slots to keep weapons in that is rolled and tied to keep them consolidated, or a special compartmented quiver for sorting various types of arrows and bolts, etc). Kits can also be given to other player characters within a thread.

This also makes it easy if you want to have specific kits for certain situations, or if you like to switch up your combat styles and strategies and have various kits for that.

On FD, creating a kit is free - however, any items that you want to put in a kit that require registration must be approved through the proper channels before they can be placed in a kit. The only exception so this rule is that standard ninja items like senbon, regular shuriken, and kunai do not need to be pre-registered. These can be included in any kit.

If you wish, there are also pre-created kits in the equipment data book that you can use either as they are, or to help you in creating a more customized kit.

Here’s a Bukijutsu aptitude tier refresher:

Tier I (Rookie): Able to use D-Rank jutsu. Able to purchase up to C-Rank weaponry. Able to create up to 2 kits, up to B-Rank.
Tier II (Apprentice): Able to use C-Rank jutsu. Able to purchase up to B-Rank weaponry. Able to create up to 3 kits, up to A-Rank.
Tier III (Adept): Able to use B-Rank jutsu. Able to purchase up to A-Rank weaponry. Able to create up to 4 kits, up to S-Rank.
Tier IV (Expert): Able to use A-Rank jutsu. Able to purchase up to S-Rank weaponry. Able to create up to 5 kits, up to S-Rank.
Tier V (Master): Able to use S-Rank jutsu. Able to purchase up to S-Rank weaponry. Able to create up to 6 kits, up to S-Rank.

Legendary: All of the user's weapons are chakra conductive, no matter the weapon's rank. In addition, the user can purchase a single extra ability slot on a maxed S-Rank weapon to improve its utility (no power/damage additions). Weaponry purchase costs are reduced by 15%. Able to create up to 8 kits, up to S-Rank.

Kit Ranks & Slots

Kit ranks themselves determine the kit’s slot capacity, but have no bearing on the rank of the weapons/items contained within them. Slot capacity for kits is as follows:

D-Rank Kit: 20 slots
C-Rank Kit: 30 slots
B-Rank Kit: 45 slots
A-Rank Kit: 60 slots
S-Rank Kit: 80 slots

And the slot requirements for items are as follows:

E/D-Rank: 1 slot (small items such as shuriken and senbon cost 1 slot for a quantity of 3)
C-Rank: 5 slots
B-Rank: 12 slots
A-Rank: 20 slots
S-Rank: 35 slots

**NOTE: Legendary items cannot be included in kits, but can be sealed in scrolls.**

Kit Creation

Creating a kit is relatively simple - as mentioned above, the only costs associated with kit creation are the costs to have your equipment approved prior to having it placed in a kit. With that taken care of, you’ll just need to fill out the template:

Name: Self-explanatory.
Rank: Self-explanatory.
Description: Describe what your kit looks like. Is it a backpack? A tote? A strip of leather with loops to hold weapons? That’s all up to you. This is also where you’ll describe how it’s worn/carried.
Contents: List the contents of your kit, including the number of slots each item takes up like so: Broadsword [4].

Code:
[b]Name:[/b]
[b]Rank:[/b]
[b]Description:[/b]
[b]Contents:[/b]

Scroll Sealing



While scroll sealing falls under the fuuinjutsu category, it also has a direct connection to weapons, items, and kits - many use scrolls as a means to store the things that are too cumbersome or difficult to carry around constantly, but are vital to keep with them. Since you’re not restricted to only focusing on a few aptitudes on FD, the ability to utilize scrolls for the purposes of sealing items/weapons is granted to those with just the most basic understanding of the craft (Tier I). Those that invest further gain the ability to seal jutsu into scrolls as well.

Here’s a fuuinjutsu aptitude tier refresher:

Tier I (Rookie): Access to D-Rank sealing techniques.
Tier II (Apprentice): Access to C-Rank sealing techniques. Able to seal jutsu D-Rank or below into scrolls.
Tier III (Adept): Access to B-Rank sealing techniques. Able to seal jutsu C-Rank or below into scrolls.
Tier IV (Expert): Access to A-Rank sealing techniques. Able to seal jutsu B-Rank or below.
Tier V (Master): Access to S-Rank sealing techniques. Able to seal jutsu A-Rank or below.

Legendary: Seals can be applied to any surface or even burned into the air via chakra at no additional cost.Up to S-Rank jutsu can be sealed.

Bonus Tier: Reduces the slot requirement for Jutsu when sealed within a scroll by 10% (Rounded down to the nearest whole number) per investment, capping at 10 investments, but a technique cannot have a requirement of less than 1 Slot.

Scroll Sizes & Slot Capacity

Just like ninja kits, scrolls of different sizes have different slot capacities:

Mini: 10 slots
Small: 25 slots
Medium: 40 slots
Large: 50 slots
Extra Large: 75 slots
Giant: 95 slots

The slot requirements for items/weapons are the same as they are for kits:

E/D-Rank: 1 slot (small items such as shuriken and senbon cost 1 slot for a quantity of 3)
C-Rank: 5 slots
B-Rank: 12 slots
A-Rank: 20 slots
S-Rank: 35 slots

Legendary items/weapons can also be sealed in scrolls - they have a slot requirement of 15 plus the slot requirement of their appropriate rank. So a legendary gauntlet weapon that is A-Rank would take up 35 slots, and an S-Rank legendary item would take up 50.

However, unlike with kits, scrolls can also be used to seal techniques. While this is mostly used during combat (such as to seal an opponent’s jutsu and then launch it back at them), it can be used to keep pre-prepared techniques handy.

The slot requirements for jutsu are as follows:

E/D-Rank: 3 slots
C-Rank: 10 slots
B-Rank: 20 slots
A-Rank: 30 slots
S-Rank: 45 slots


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