Technique Slots:
This determines how many of these techniques you can equip, depending on how many of your points you have in each category. All techniques aside from Ability Slots are attributed with a certain number of slots based on their rank:
D-Rank: 1 Slot
C-Rank: 2 Slots
B-Rank: 3 Slots
A-Rank: 4 Slots
S-Rank: 5 Slots
Starting off, you are given 3 free slots for each category of Ninjutsu, Genjutsu, and Kekkei Genkai. You earn an additional slot for every 250 in that stat, afterward; for example, if you have 500 Ninjutsu, you have 5 technique slots with which to equip techniques.
Personal- and Hiden-class techniques, expounded upon below, are special in that they all cost only 1 slot. This is regardless of its rank. However, you may not equip or submit any Personal-class techniques above your rank.
Hand Seals:
Additionally, each rank of techniques has a minimum number of hand seals required to perform them. The specific number doesn't need to be stated, nor does the sequence of seals; it is a measure of how long it takes to perform the technique, and is assumed through its rank.
D-Rank: +1 Hand Seals
C-Rank: +10 Hand Seals
B-Rank: +20 Hand Seals
A-Rank: +30 Hand Seals
S-Rank: +40 Hand Seals
Regardless of the level of the stat each technique applies to, D-Rank techniques can almost always be formed very quickly. As the number of seals increase, so too does the amount of techniques you can perform in that round decrease. Cast at full power (meaning, without skipping hand seals), all techniques of B-Rank and above will take the majority of a turn to perform. Performed in the same manner, S-Rank techniques usually require an entire turn without interruption to cast.
And, as with canon, each nature transformation is punctuated by a specific seal.
Casting and Defending:
As a general rule, no more than two to three techniques should be cast in a round for Ninjutsu, Genjutsu, or Kekkei Genkai. Remember that each turn in combat must flow with the one preceding it; this essentially means that you cannot perform a bunch of hand seals and cast, perform a bunch of hand seals and cast, and repeat this several times over in one turn. Your opponent isn't just sitting there while your character is doing all of this. Always remember to consider your opponent's reaction to what you're doing.
However, some techniques like the Shadow Clone technique which only requires one hand seal, may be used as a setup or follow-up to deceive.
When defending, remember to consider the time you have to defend. Weaving dozens of hand seals while a fireball is flying at you from mid-range doesn't make much sense, does it? If your character is especially skilled in any discipline, then they may be able to do so. But you must always consider your character's aptitude in comparison to that of your opponent's skill.
If you are that much more skilled than your opponent, you may be able to do more than just dodge with Speed.
Thresholds:
Save for Chakra and Chakra Control, each category is valued at 150% for the purposes of measuring how much Chakra can be expended on techniques pertaining to each. For example, a user with a Ninjutsu stat of 1,000 may spend up to 1,500 Chakra worth of Ninjutsu techniques in a fight.
When casting techniques from each category, you expend Chakra but the cost of the spell is also pulled from the threshold of the corresponding substat.
Costs:
Remember to consider the min/max costs for each rank of jutsu as well as the slots allotted to each rank before submitting.
D-Rank: 100 - 499 Chakra
C-Rank: 500 - 999 Chakra
B-Rank: 1,000 - 4,999 Chakra
A-Rank: 5,000 - 9,999 Chakra
S-Rank: +10,000 Chakra
As a rule of thumb, do not submit any techniques outside of your player-character's access; if your character doesn't have the Earth Release transformation, don't submit a bunch of Earth Release techniques. You're not restricted from doing so altogether, though. Just try to keep your imagination in check.
Technique Types:
• Personal: These are created by and known only to the user.
• Hiden: Closely-guarded, these techniques are specific to either a clan or a village. Not to be confused with Kekkei Genkai, the clan subtype are restricted to a certain clan but do not fall under Bloodline Limit classification due to the fact that they don't require a bloodline requisite.
• Village: Village subtypes are available to all members of the village to learn, regardless of their classification. To secede from the village with its secrets warrants immediate capture or assassination.
Regardless of type, the maximum number of Personal- and Hiden-class techniques one can have in either their personal or clan's arsenal is as follows:
D-Rank: 10 Techniques
C-Rank: 8 Techniques
B-Rank: 6 Techniques
A-Rank: 4 Techniques
S-Rank: 2 Techniques
There is no limit to the number of Village-class techniques your village may have.
If you wish to add another after reaching your maximum, you must replace it with a pre-existing one. And, although it isn't a rule, try not to submit more than 5 techniques at once as a courtesy to submission staff.
Ranges:
Consider these ranges when submitting techniques. Remember, the rank of the technique determines just how powerful it can be. The range of a technique has a lot to do with just how powerful the technique is, so don't exceed these parameters:
E-Rank (Radius): 5m radius
D-Rank (Radius): 10m radius
C-Rank (Radius): 15m radius
B-Rank (Radius): 20m radius
A-Rank (Radius): 25m radius
S-Rank (Radius): +30m radius
E-Rank (AoE): 3m diameter
D-Rank (AoE): 5m diameter
C-Rank (AoE): 10m diameter
B-Rank (AoE): 15m diameter
A-Rank (AoE): 20m diameter
S-Rank (AoE): +25m diameter
E-Rank (Direct): 15m line
D-Rank (Direct): 20m line
C-Rank (Direct): 25m line
B-Rank (Direct): 30m line
A-Rank (Direct): 35m line
S-Rank (Direct): +40m line
Note that S-Rank techniques have a greater freedom of range than those below it. How much greater depends on the effect, and may be limited by submission staff.
Counterbalancing Nature Transformations:
As most of you know, each chakra nature has one that it is inferior to and another it is superior to:
For example, Player A uses Fire Release: Great Fire Annihilation against Player B:
If feasible, Player B may then use such a technique as Water Release: Water Formation Wall to stop it, as it is at least half the cost of the Fire Release technique it is pitted against:
Of course, stats must be considered in every case.
For instance, if the Fire Release user had a stat that was twice that of Player B's Ninjutsu stat, he would've been able to invoke the Great Fire Annihilation technique faster than Player B would've been able to use the Water Formation Wall---and would've been heavily burned, if he couldn't dodge.
Damage Calculation:
Of all the bad shit that can happen to your character, everything can more or less be boiled down to three different levels of severity: Minor, Moderate, and Major.
Minor wounds are shallow cuts, bruises, and scratches. Nothing that warrants any immediate concern. Moderate wounds can be considered major wounds that do not affect any vital organs or areas of the body. For example, a hole through the shoulder caused by impaling would be moderate for the fact that it does not require immediate attention---which is what major wounds warrant.
Basically, a major wound is any wound that requires your character's attention the instant it is acquired. Heavy bleeding, lost of limb, more than a few broken bones, etc. These may require you to pause or completely exit combat altogether in order to patch yourself up. These are not injuries your character can fight through.
As always, everything is to be played out in-game; be smart and, most of all, be respectful of your peer in this situation. Things can get dicey when people's character's lives are in danger.
This determines how many of these techniques you can equip, depending on how many of your points you have in each category. All techniques aside from Ability Slots are attributed with a certain number of slots based on their rank:
D-Rank: 1 Slot
C-Rank: 2 Slots
B-Rank: 3 Slots
A-Rank: 4 Slots
S-Rank: 5 Slots
Starting off, you are given 3 free slots for each category of Ninjutsu, Genjutsu, and Kekkei Genkai. You earn an additional slot for every 250 in that stat, afterward; for example, if you have 500 Ninjutsu, you have 5 technique slots with which to equip techniques.
Personal- and Hiden-class techniques, expounded upon below, are special in that they all cost only 1 slot. This is regardless of its rank. However, you may not equip or submit any Personal-class techniques above your rank.
Hand Seals:
Additionally, each rank of techniques has a minimum number of hand seals required to perform them. The specific number doesn't need to be stated, nor does the sequence of seals; it is a measure of how long it takes to perform the technique, and is assumed through its rank.
D-Rank: +1 Hand Seals
C-Rank: +10 Hand Seals
B-Rank: +20 Hand Seals
A-Rank: +30 Hand Seals
S-Rank: +40 Hand Seals
Regardless of the level of the stat each technique applies to, D-Rank techniques can almost always be formed very quickly. As the number of seals increase, so too does the amount of techniques you can perform in that round decrease. Cast at full power (meaning, without skipping hand seals), all techniques of B-Rank and above will take the majority of a turn to perform. Performed in the same manner, S-Rank techniques usually require an entire turn without interruption to cast.
And, as with canon, each nature transformation is punctuated by a specific seal.
Casting and Defending:
As a general rule, no more than two to three techniques should be cast in a round for Ninjutsu, Genjutsu, or Kekkei Genkai. Remember that each turn in combat must flow with the one preceding it; this essentially means that you cannot perform a bunch of hand seals and cast, perform a bunch of hand seals and cast, and repeat this several times over in one turn. Your opponent isn't just sitting there while your character is doing all of this. Always remember to consider your opponent's reaction to what you're doing.
However, some techniques like the Shadow Clone technique which only requires one hand seal, may be used as a setup or follow-up to deceive.
When defending, remember to consider the time you have to defend. Weaving dozens of hand seals while a fireball is flying at you from mid-range doesn't make much sense, does it? If your character is especially skilled in any discipline, then they may be able to do so. But you must always consider your character's aptitude in comparison to that of your opponent's skill.
If you are that much more skilled than your opponent, you may be able to do more than just dodge with Speed.
Thresholds:
Save for Chakra and Chakra Control, each category is valued at 150% for the purposes of measuring how much Chakra can be expended on techniques pertaining to each. For example, a user with a Ninjutsu stat of 1,000 may spend up to 1,500 Chakra worth of Ninjutsu techniques in a fight.
When casting techniques from each category, you expend Chakra but the cost of the spell is also pulled from the threshold of the corresponding substat.
Costs:
Remember to consider the min/max costs for each rank of jutsu as well as the slots allotted to each rank before submitting.
D-Rank: 100 - 499 Chakra
C-Rank: 500 - 999 Chakra
B-Rank: 1,000 - 4,999 Chakra
A-Rank: 5,000 - 9,999 Chakra
S-Rank: +10,000 Chakra
As a rule of thumb, do not submit any techniques outside of your player-character's access; if your character doesn't have the Earth Release transformation, don't submit a bunch of Earth Release techniques. You're not restricted from doing so altogether, though. Just try to keep your imagination in check.
Technique Types:
• Personal: These are created by and known only to the user.
• Hiden: Closely-guarded, these techniques are specific to either a clan or a village. Not to be confused with Kekkei Genkai, the clan subtype are restricted to a certain clan but do not fall under Bloodline Limit classification due to the fact that they don't require a bloodline requisite.
• Village: Village subtypes are available to all members of the village to learn, regardless of their classification. To secede from the village with its secrets warrants immediate capture or assassination.
Regardless of type, the maximum number of Personal- and Hiden-class techniques one can have in either their personal or clan's arsenal is as follows:
D-Rank: 10 Techniques
C-Rank: 8 Techniques
B-Rank: 6 Techniques
A-Rank: 4 Techniques
S-Rank: 2 Techniques
There is no limit to the number of Village-class techniques your village may have.
If you wish to add another after reaching your maximum, you must replace it with a pre-existing one. And, although it isn't a rule, try not to submit more than 5 techniques at once as a courtesy to submission staff.
Ranges:
Consider these ranges when submitting techniques. Remember, the rank of the technique determines just how powerful it can be. The range of a technique has a lot to do with just how powerful the technique is, so don't exceed these parameters:
E-Rank (Radius): 5m radius
D-Rank (Radius): 10m radius
C-Rank (Radius): 15m radius
B-Rank (Radius): 20m radius
A-Rank (Radius): 25m radius
S-Rank (Radius): +30m radius
E-Rank (AoE): 3m diameter
D-Rank (AoE): 5m diameter
C-Rank (AoE): 10m diameter
B-Rank (AoE): 15m diameter
A-Rank (AoE): 20m diameter
S-Rank (AoE): +25m diameter
E-Rank (Direct): 15m line
D-Rank (Direct): 20m line
C-Rank (Direct): 25m line
B-Rank (Direct): 30m line
A-Rank (Direct): 35m line
S-Rank (Direct): +40m line
Note that S-Rank techniques have a greater freedom of range than those below it. How much greater depends on the effect, and may be limited by submission staff.
Counterbalancing Nature Transformations:
As most of you know, each chakra nature has one that it is inferior to and another it is superior to:
Fire (火) → Wind (風) → Lightning (雷) → Earth (土) → Water (水) → Fire (火)
In the roleplay, polar techniques pitted against one another will typically result in either a nullification or overpowering of the stronger; this means that a weaker attack with a superior nature can nullify a stronger attack of an inferior nature at only half the cost. This doesn't apply to advanced natures.For example, Player A uses Fire Release: Great Fire Annihilation against Player B:
- Gouka Mekkyaku (Great Fire Annihilation) - 8,000 Ninjutsu
An advanced version of the Great Fireball technique, this flamethrower expelled from the lips extends to a 15m-wide cone and is several times hotter than its counterpart, burning nearly white-hot. Covering a wide range, this technique is especially effective against an enemy with superior numbers.
If feasible, Player B may then use such a technique as Water Release: Water Formation Wall to stop it, as it is at least half the cost of the Fire Release technique it is pitted against:
- Suijinheki (Water Formation Wall) - 4,750 Ninjutsu
Either spitting water from the mouth or using the water directly surrounding them, the user manipulate water into a 3m circle around them before it rushes violently outward and upward to deflect oncoming attacks. The wall persists for up to 4 rounds before the technique dissipates and must be performed again to create.
Of course, stats must be considered in every case.
For instance, if the Fire Release user had a stat that was twice that of Player B's Ninjutsu stat, he would've been able to invoke the Great Fire Annihilation technique faster than Player B would've been able to use the Water Formation Wall---and would've been heavily burned, if he couldn't dodge.
Damage Calculation:
Of all the bad shit that can happen to your character, everything can more or less be boiled down to three different levels of severity: Minor, Moderate, and Major.
Minor wounds are shallow cuts, bruises, and scratches. Nothing that warrants any immediate concern. Moderate wounds can be considered major wounds that do not affect any vital organs or areas of the body. For example, a hole through the shoulder caused by impaling would be moderate for the fact that it does not require immediate attention---which is what major wounds warrant.
Basically, a major wound is any wound that requires your character's attention the instant it is acquired. Heavy bleeding, lost of limb, more than a few broken bones, etc. These may require you to pause or completely exit combat altogether in order to patch yourself up. These are not injuries your character can fight through.
As always, everything is to be played out in-game; be smart and, most of all, be respectful of your peer in this situation. Things can get dicey when people's character's lives are in danger.