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Jutsu Guide V1
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Jutsu Guide V1
Jutsu Guide
Below are several fields that will thoroughly explain each segment of the jutsu template. The purpose is to be helpful to members when creating jutsu, as well as to make the workload for staff less stressful. Please follow the provided jutsu template and stay within the values placed by the guide per rank. This will assist both staff and members alike in speedy approvals so we can all enjoy our creations IC! If you do not understand something, or believe your creation does not fit or belong in certain fields, please feel free to ask the staff for their assistance. If a staff member grades your jutsu, it will be in accordance with this jutsu guide: so please don't make a fuss. If you feel that the grading was done improperly, then bring it up to an Administrator. When making a jutsu, please make them 1 jutsu per thread for easy & fast navigation. Also consider that every custom jutsu made, will be added to our library(Unless you specify it's unique to your character.)Jutsu costs
D Rank- 150EXP
C Rank- 300EXP
B Rank- 450EXP
A Rank- 600EXP
S Rank- 750EXP
Name: A very straightforward description and understanding of this field in the jutsu template. The name of a jutsu is for identification purposes. If you want to include the Japanese name and kanji, that's fine- but please include the English translation as well. Also, please don't give jutsu misleading names, such as an Earth technique named after a water technique. Please keep the names appropriate to the jutsu, so that we can easily find them in the jutsu library.
Rank: The ranking field in the template is to determine the skill level and overall power of a jutsu. Rank and power are closely associated on NM, for the power of the jutsu reflects upon the rank of jutsu multiplied by your chakra stat. Please accurately rank all of your jutsu, and accept it if a staff member asks you to lower the rank of a jutsu. Multi-ranked jutsu must be bought for each rank of their scaling.
- Ranking:
- E Rank- E Rank jutsu are all supplementary in nature. They provide no significant change in battles, but they each have their own uses. Applied in the right situations, they can be even more deadly than a flashy high powered technique. Jutsu of this level are comparable to academy jutsu. Academy Jutsu do not need necessary skills to use(Such as a Bukijutsu user can still use Replacement Techniqe even without Ninjutsu skill).
D Rank- D Rank jutsu are the basis of all forms and styles. They possess little to no power, but are slightly effective in combat depending on how they are used. D Rank jutsu are typically common knowledge(not use, just information) to all Genin, with the exception of specific fighting styles.
C Rank- C Rank jutsu is when your own personal skill starts to show. At C Rank, jutsu begin to show their deadly power and provide an average advantage during combat. C Ranks are comparable to Chuunin level skills and fighting styles. C Ranks typically make up the majority of a shinobi's arsenal. At C Rank, jutsu can begin to boost attributes sch as stats, but only one at a time and cannot be stacked.
B Rank- B Rank jutsu are somewhat like your signature styles of combat. They are less common than C Ranks, but possess a decent amount of additional power. The skill level of B Rank jutsu are akin to the Special Jounin level. The creativity and complexity of the jutsu on this level far exceed the previous rank.
A Rank- A Rank jutsu are usually game changers during mid-combat. The power these jutsu possess are tremendous and typically, there is no need to use a higher level of jutsu during missions or in battles against shinobi of the same rank. The skill level of these jutsu are akin to the Jounin rank. The creativity and complexity of A Ranks are superior to B Ranks, allowing for boosts of two stats and stacking. However, buffing two stats means splitting the total boost gained.
S Rank- S Rank jutsu are considered the most powerful rank of jutsu. They are one's ace in the hole so to speak. Things can go badly very quickly and using an S Rank technique can completely flip a disadvantage into an advantage. The level of these jutsu are akin to a kage or Sannin. S Rank jutsu are very deadly but also very costly on chakra, using them often will lead you to become fatigued rather quickly. This rank is the minimum rank for Limited techniques.
Specialty: Specialty or Type, is the field in which you include the necessary skills required to perform your jutsu. Fairly straightforward in understanding- if you are using a sword technique, then it falls under the Bukijutsu specialty. If you're using a melee fighting style with your fists, then its specialty is Taijutsu. If you're using a jutsu to heal someone's wounds, then your specialty is Medical Ninjutsu. Many of these specialties may be combined to do different things, but as a general rule: D-C Ranks may only use one specialty, while B-S Ranks may use two specialties. This applies mostly to custom jutsu, seeing as certain canon jutsu are known to use more skills. Canon jutsu will follow whatever approved skills they are posted as. Below are a few specific specialty restrictions. Generally, if the specialty specifies the ability to do these specific things, they are the only specialty capable of performing this feat. So please don't try making Taijutsu that can ward off poisons, pure Ninjutsu that buffs your stats, or Fuinjutsu to heal your wounds.
- Specifics:
- Ninjutsu- Generally enables a shinobi to manifest chakra outside their body, such as elemental ninjutsu.
Bukijutsu- Enables a shinobi to infuse their weapons/objects with chakra(Such as the ability chakra flow)
Ninbuki- This combined specialty of (Ninjutsu & Bukijutu) Enables the shinobi to empower their own body through stat buffs similar to Nintaijutsu, but more restrictive to the muscles used for their attacks. Not their whole bodies.(Such as swinging a sword & empowering your arms to give more Strength).
Medical Ninjutsu- Enables a shinobi to heal the body, create/cure poisons & other harmful substances. Additionally allows the shinobi to create soldier pills for various effects.
Nintaijutsu- This combined specialty of (Ninjutsu & Taijutsu) enables the shinobi to empower their own body through stat buffs, etc.
Resource Cost: This field of the jutsu template is easy. There are three types of resources. Chakra, Senjutsu chakra & Stamina. Normally, a member may only have access to one of two or these types. Normal chakra & Stamina are what everyone possesses. Senjutsu chakra is limited to those with a skill as a Sage. Senjutsu chakra adds another level of power and skill to the user's techniques, but that will be covered in another topic. So long as the user's stamina does not fall below 15, they can still move about freely while tired with minimal effort. Once your stamina hits 15, you will be drastically slowed and weakened(80% stat reduction).
- Chakra cost:
E Rank(1 Point)- 5 chakra
D Rank(1 Point)- 10 chakra
C Rank(2 Points)- 20 chakra
B Rank(3 Points)- 30 chakra
A Rank(4 Points)- 40 chakra
S Rank(5 Points)- 50 chakra
Handsigns: Handsigns or handseals, are essential for most jutsu regardless of specialty. Handsigns are the channeling process of chakra molding within the chakra pathway system. Handseals draw forth the chakra, mold the technique according to the handseal and amount of handseals. The number of handseals required for jutsu vary, though a base amount is placed per rank. Additional handseals may be added, but not subtracted from the base amount. Very few jutsu excluding most Taijutsu and Bukijutsu techniques will not have handseals. Lastly, do not use the exact same handseals for multiple jutsu. If they differ in any way, they will require a change in handseal.
- Handseals:
E Rank- 1 handseal
D Rank- 2 handseals
C Rank- 3 handseals
B Rank- 4 handseals
A Rank- 5 handseals
S Rank- 6 handseals
The use of elemental techniques always start with the handseal associated with them.
Rat (子, Ne): This hand seal is commonly affiliated with the special Shadow Techniques of the Nara clan.
Ox (丑, Ushi)
Tiger (寅, Tora): This hand seal is commonly affiliated with Fire and Earth Release.
Hare (卯, U)
Dragon (辰, Tatsu)
Snake (巳, Mi): This hand seal is commonly affiliated with Earth, Lightning, and Wood Release.
Horse (午, Uma)
Ram (未, Hitsuji)
Monkey (申, Saru)
Bird (酉, Tori): This hand seal is commonly affiliated with Wind Release.
Dog (戌, Inu): This hand seal is commonly affiliated with Water Release and the movie-only Ice Release.
Boar (亥, I)
Duration: Certain jutsu have instant cast and effect, while others have lasting effects over an extended period of time. The cost for both types of jutsu are the same, but the power of the jutsu will only be 1/2 the total power for duration types over every post they remain active. The half power can be strengthen for duration techniques by applying an additional half of their ranked jutsu's chakra cost per post however. If using a B Rank duration jutsu & you desire or need full power per post, after the initial post's chakra cost, every post after that will require 50% additional chakra per rank. In addition to this, certain ranked jutsu may only last for so long. There is no cooldown associated to most jutsu, but staff may require a cooldown if they feel the need.
- Durations:
E&D Rank- 1 post
C&B Rank- 2 posts
A&S Rank- 3 posts
Disclaimer: The 3 stats below are derived from your whole chakra power stat. If you have 30 jutsu power, you have 30 stat points to divide between the jutsu's Range, Power & Speed upon creation. When distributing stat points to jutsu, always round to the highest whole number. When putting stats into your jutsu, we do not use point-for-point stat distribution. Instead we use percentages. I will show an example. Say I have 10 chakra stat & I use a C Rank jutsu. That gives me 5(multiplier)x(12)=60 jutsu stat points. Even though we have 60 stats, we divide these stats by percentages in the individual stat distribution. In whole integers please(like 5%, 10%, 20%, etc). "Stats" & Points are correlate directly to the Stat system. So if a jutsu says it has 5 stats in one of the 3 fields(Range, Speed or Power), then it equal to 5 Points. Example below.
Name: Water jutsu
Rank: C rank
Specialty: Ninjutsu
Resource Cost: 20CP
Handsigns: Tiger, Ox
Duration: Instant/1 post
Range: 20%(12 stats)
Power: 50%(30 stats)
Speed: 30%(18 stat)
Description: Shoots a ball of water.
Effects: Wets the immediate area it makes contact with.
Requirements: C Rank Elemental Ninjutsu, Water Element
Range: The range field of the jutsu template is very straightforward and simple to understand. All ranks of jutsu have a three stats that determine their full capabilities. Range is the stat which determines their maximum effectiveness based on total distance traveled. Ranges for ranked techniques can vary greatly depending on how the jutsu is created and jutsu power is divided. Depending on the nature of the jutsu, even a D Rank technique can have a longer range than an A Rank technique. Range is measured in meters. 1 stat point in Range correlates to one full 1 meter distance travel. That is for linear travel however. Circumference(AOE-Area of effect) jutsu that take up a whole field, cost a bit more in range. 3 stat points correlates to 1 meter AOE(Or if just 1 point is used, the AOE is 1/3 of a Meter). Additionally, the size of certain jutsu can be increased the same way(Like increasing the fire of a fireball) This takes two sets of range. A) for total distance traveled. B) for size of fireball.
Size of constructions(whether object or autonomous are not affected in this stat, however it should be noted here that the size of constructed objects or automatons have a limit based off of rank. This size includes height & length of said constructs. Whether they be constructed weapons or even summons. This does not apply for things like fireballs and other jutsu. As a general rule of thumbs, this is meant for physical construction creation. Not elemental or Pure ninjutsu attacks, though certain jutsu application may require it. Do not misuse this as it will be monitored.
- D: 0-5 Meters
- C: 0-10 Meters
- B: 0-15 Meters
- A: 0-20 Meters
- S: 0-25 Meters
Power: Arguably the most important part of a jutsu. The power stat determines the jutsu's overall effectiveness in terms of damage and defense. Add plenty of points into the power stat if you wish to hit hard or apply certain effects with efficiency. Power stat is straightforward in that 1 point in power stat correlates to 1 point in jutsu power. Likewise, effects also operate on the same ratio.
For chakra absorption techniques, the amount of chakra absorbed is equal to the power of the jutsu(So 1 power would be 25 chakra points)
For elemental differences, the power remains the same for both jutsu if neither has a weakness to the other(Such as water versus fire). Elements with a disadvantage that clash with their elemental weakness, lose 30% power.
Description: Descriptions are very important when conceptualizing a jutsu. Not only does it help you create and get the jutsu approved. It also helps other readers(including staff) to understand the full appearance and effect of the jutsu. Be as descriptive as possible when creating jutsu. Please do not insinuate things that are not clearly there. If you do this, your jutsu will be approved without the subtle abilities or effects.
Effects: The effects are somewhat tricky, yet also simple. The effects of a jutsu can range in many areas- such as a fire jutsu causing burning damage. A stunning jutsu to cause paralysis. A poisoning jutsu to apply poison, etc. Please note that in effects, the effectiveness of a jutsu's effect is determined by the power stat of a jutsu. In some cases, even the speed stat can be used.
Requirements: This field in the template is both important and trivial. It is important for you to include any special characteristics which enable or disable someone from using the jutsu you've created. Such as needing a certain bloodline, Hiden, Specialization or element.
Name:
Rank:
Specialty:
Resource Cost:
Handsigns:
Duration:
Range:
Power:
Speed:
Description:
Effects:
Requirements:
- Code:
[b]Name:[/b]
[b]Rank:[/b]
[b]Specialty: [/b]
[b]Resource Cost: [/b]
[b]Handsigns:[/b]
[b]Duration: [/b]
[b]Range:[/b]
[b]Power:[/b]
[b]Speed:[/b]
[b]Description:[/b]
[b]Effects: [/b]
[b]Requirements:[/b]
Summoning Guide V1
Summoning Guide
Summoning techniques or better known as "Kuchiyose no Jutus" are a fickle system. Sometimes hard to define and other times very ambiguous. Here on Chaos Seeds, we have set summonings apart and their own advanced specialization Jikukan. Yes Jikukan(Space-time Ninjutsu) is a sub-spec of Ninjutsu. Unlike other techniques that use the jutsu format, summonings fall under special rules and exceptions. We will get into that later: first, let's explain their costs and training requirements for those interested in the summoning skill. Yes, summoning prices are roughly 3x normal jutsu prices and training is a bit higher, but you will see why.
Summoning costs
C Rank- 600EXP
B Rank- 900EXP
A Rank- 1,200EXP
S Rank- 1,800EXP
Specialty: Summons may also learn specializations, much like their counterpart summoners. The difference in this is that in the majority of cases, a summoned creature may only learn 1 Specialization up to and equal to their summoned rank. So a C Rank summoning may not use B Rank jutsu, techniques or items. As a general rule, summons with specialties that require items(Like Bukijutsu, Medical Ninjutsu or even Fuinjutsu) may be summoned with all necessary items to perform their techniques only. You as the summoner may not use the items yourself. Additionally, any weapons your summon has must be paid by yourself before use.
C Rank Summons are the lowest possible summon. A summon may have a Limited technique or item equal to its own Rank from SS up to X Rank. However this will take over your Limited Tier 1 or 2 slot depending on what tier the summoned creature possesses.
Resource Cost: You as the summoner will pay for the summon's chakra cost, to summon the creature from Point A to Point B, Point B being where you are. Returning to Point A requires no chakra. Much like the jutsu system, the cost of summon depends largely on the rank of the summon. Certain exceptions may apply, but will be covered as needed.
- Chakra cost:
C Rank- 40 chakra
B Rank- 60 chakra
A Rank- 80 chakra
S Rank- 100 chakra
Duration: While you as the summoner will pay the initial source for summoning the creature- the duration of the of the summon depends largely on you and the summons' capacity to maintain their own stamina & chakra pool. The summoned creature will pay full rank equivalent to their rank, per post to maintain the summon. The summoner will pay half rank cost per rank of summoning. Failure to do so will revert the summoning back to the scroll or wherever they are originally from. This can be extended if you as the summoner has a means to transfer chakra to your summon, but your summon may not transfer chakra to you.
Stats:
Disclaimer: The stats of a summoned creature vary, based on rank of summoned creature. However, they all possess averaged stats. Each rank of summoned creature has an average of +2 or +3 stat points in all six stat areas. This means a C Rank(minimum rank summon) will have 3 Points in all six stats. A B Rank would have 5 in all stats. An A Rank would 7 in all stats. Lastly, an S Rank would have 9 in all stats.
Example
Name: Summoning: Dire WolfRank: C rank
Specialty: Jikukan
Resource Cost: 20CP l 20CP per post(Summon), 10CP per post(Summoner)
Handsigns: Snake Tiger, contrast seal
Duration: N/A
Power: 3 Points
Speed: 3 Points
Perception: 3 Points
Durability: 3 Points
Chakra: 3 Points
Endurance: 3 Points
Description: A common and lowest rank of summoned creatures from the canine family. The size of the creature is 1M(Height)x4M(Length)
Effects: Summoned creature is capable of physical attacks, as well as any jutsu in its own jutsu list
Requirements: C Rank Jikukan, Dire Wolf contract
As you may have guessed, the majority of summoned creatures have fairly high stats. Summons are very powerful creatures after all. Common knowledge in this is that as a summoner, you may only have a contract with ONE species of summons. Such as serpents. If you have serpents, you can register many types of snake summons, but may not summon any wolves. An exception to this is certain jutsu techniques pertaining to Limiteds and other undisclosed specifics.
Range: Range of summonings varies, as there is no real degree to which a summoning may not travel away from the summoner. Assuming its chakra source sustains itself long enough to reach its destination. The majority of summons are sentient creatures, capable of understanding the common language verbally and written. Therefore they are treated like a secondary character to your own. Below is the range of SIZE in which summons may be summoned with. Do not exceed these standards, though some summons may be exceptions.
- D: 0-5 Meters
- C: 0-10 Meters
- B: 0-15 Meters
- A: 0-20 Meters
- S: 0-25 Meters
Power: Just as the shinobi's physical stats are defined in such ways, a summon's physical strength stat is defined by its "Power" stat. It follows the same principles as the stat system and overburdening.
Speed: The most self-explanatory of stats, Speed is how quickly your summon may move, attack or perform handseals. Size hardly matters for such creatures.
Description: Describe the summon as best as possible. Include any quirks in personality, moral codes, clothing/items. Anything not included in its description will be voided if attempted to use IC.
Effects: Certain summons have special characteristics, mostly linked to their species. Such as a serpent may have venomous bites. These are physical qualities that can be used in battle, but don't go overboard and try to give them many effects or it may get denied. Additionally, you may include weight into this "Effects" Again, try to be as realistic as possible for the size of the summoned creature. Don't summon a 5M Dire wolf and say it weighs 2 tons.
Name:
Rank:
Specialty:
Resource Cost:
Handsigns:
Power:
Speed:
Perception:
Durability:
Chakra:
Endurance:
Description:
Effects:
Requirements:
- Code:
[b]Name:[/b]
[b]Rank:[/b]
[b]Specialty:[/b]
[b]Resource Cost:[/b]
[b]Handsigns:[/b]
[b]Power:[/b]
[b]Speed:[/b]
[b]Perception:[/b]
[b]Durability:[/b]
[b]Chakra:[/b]
[b]Endurance:[/b]
[b]Description:[/b]
[b]Effects:[/b]
[b]Requirements:[/b]
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