4) Abilities, Concentrations, and Jutsu Types

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4) Abilities, Concentrations, and Jutsu Types

Post by NSRP » Mon Nov 02, 2015 1:04 am

Ninja Skills Shinobi come with a plethora of skills that can be used to get the job done. Here at NSRP we've split those skills into two designations. The first would be abilities, which are primarily physical attribute to the character that was on them inherently, or added to them. The other would be Concentrations, which are learned skill sets such as affinities, taijutsu skills, and so forth. Below is an explanation of both Abilities and Concentrations, and then a comprehensive list of publicly available forms of both.



AbilitiesAbilities are a type of "slot" we used here on NSRP to measure unique characteristics about a character. Abilities aren't necessarily specific ways of fighting, but simply skill sets that the user has up their sleeves for utilization. Abilities can be, but aren't always, chakra based, but don't fall under a specific style of jutsu. Below is a short list of abilities.
  • Kekkei Genkai
  • Body Modifications
  • Companions
  • Unique Chakra Properties
  • Transformations
All abilities should fall into one of these categories, if you're unsure about if something is an ability simply check with a staff member. If an ability allows for jutsu, you do not need an additional concentration that utilizes these jutsu, as they fall under the abilities skill.

Kekkei Genkai are genetic traits that the shinobi has, allowing them to use unique skills that are otherwise impossible to obtain. Most typically these kekkei genkai are found in clan members, but a non-clan member can be born with a unique kekkei genkai. More about Kekkei Genkai can be found Here

Body Modifications are physical changes made to the shinobi to enhance their skills. This could be giving them metal skin, or a prehensile tail. Or it could even be replacing the users entire body with an element, or turning them into an immortal. Body modifications are typically a very dangerous undertaking. More information on Body Modifications can be found [Here].

Companions are pets, summons, and henchmen. Information concerning companion abilities can be found in the [companion] section of the rules.

Unique Chakra Properties are typically similar to kekkei genkai, as they are not a property that falls into the norm. These are very rare, and typically involve things like Genma, or other [spirits], but can simply be rare unexplained occurrences that cannot be otherwise categorized.

Transformations are changes that involve both physical and stat changes. This is something like a character turning into a werewolf, or allowing a spirit to overtake them. Transformations include abnormal stat boosting. More rules on Transformations can be found [Here].

All characters have 3 abilities slots at start up, that can be utilized at any point in the characters existence.



ConcentrationsConcentrations are jutsu based skill sets that a character can utilize. Concentrations fall into a specific jutsu field, and can be utilized by mastering that skill. Your stat in a jutsu field determines how many concentrations you can learn in that jutsu field. The only jutsu that do not require a concentration are generic ninpou. Below is a list of the typical concentrations for each type of jutsu. Most characters are limited to Eight (8) Concentrations per Jutsu Type, and all characters are limited to a total Eighteen (18) concentrations. Each character has the option of removing unused concentrations; this means that the character has no techniques or otherwise that rely on using that concentration.

Ninjutsu:
  • Elemental Affinities, Extensions, and Supers
  • Sensory Techniques
  • Fuuinjutsu
  • Iijutsu
Taijutsu:
  • Upper Body
  • Perception
  • Sword Weapons
  • Custom Taijutsu Concentrations
Genjutsu:
  • Sight Initiated Genjutsu
  • Sound Initiated Genjutsu
  • Overlay Genjutsu
  • Misc. Genjutsu Types
This is not to say that there are not other things listed here that can be concentrations, these are simply the most common ones.

As we said, the number of concentrations you have for each jutsu type is based off of your stat in that field. It follows for the following pattern.
  • 1 in [Type]Jutsu: 1 Concentration
  • 5 in [Type]Jutsu: 2 Concentrations
  • 10 in [Type]Jutsu: 3 Concentrations
  • 15 in [Type]Jutsu: 4 Concentrations
  • 20 in [Type]Jutsu: 5 Concentrations
  • 25 in [Type]Jutsu: 6 Concentrations
  • 30 in [Type]Jutsu: 7 Concentrations
  • 35 in [Type]Jutsu: 8 Concentrations
  • *45 in [Type]Jutsu: 9 Concentrations
  • *50 in [Type]Jutsu: 10 Concentrations
ExampleShow
  • Ninjutsu: 21
  • Taijutsu: 14
  • Genjutsu: 6
  • Stamina: 10
  • Control: 10
  • Strength: 2
  • Speed: 7
  • Instinct: 10
This chuunin would have:
5 Ninjutsu Concentrations [Suiton, Fuuton, Mist, Sensor, Open Slot]
3 Taijutsu Concentrations [Upper Body, Perception, Sword Weapons]
2 Genjutsu Concentrations [Sight, Overlay]

Pyramids

On Naruto Saigen Roleplay, you are not able to just take any jutsu at any time. Jutsu work in sections known as pyramids. Each 'type' of jutsu is its own pyramid. For a pyramid to work, you must always have one more jutsu of a lower rank than you do of a higher rank. For example, you must have four D-rank jutsu before you can have three C-rank jutsu to get two B-rank jutsu and one A-rank jutsu.

In order to prevent a build up of useless low-ranking techniques, we allow D and C rank jutsu to cap out at 5 jutsu on the pyramid. This means that once you get 5 D-rank jutsu, you can have unlimited C-rank jutsu. This is the same for C-rank jutsu, once you have 5 you may have an unlimited amount of B-rank jutsu.

Pyramids for Ninjutsu are one for each concentration in ninjutsu
All genjutsu share a single pyramid.
All taijutsu share a single pyramid.


Important Notes Regarding Concentration & Abilities
  • While all characters are required to take up a primary affinity, they are not required to have the concentration for it.
  • While abilities can be lost (death of a companion, removal of genma, etc), concentrations are forever, so be mindful of which you pick up.
  • For jutsu such a nintai styles which fall under two categories, you must have the appropriate taijutsu concentrations, and a ninjutsu concentration for it's ninjutsu counterpart. This means a nintai style that uses ninpou would only need the taijutsu concentrations, while a style like shockfist would require raiton in addition.

If you need help, private message Niro, Valkier, or the nearest online Moderator.

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4) Concentrations, Abilities, and Jutsu Types

Post by NSRP » Fri Nov 20, 2015 9:22 pm

Genjutsu Genjutsu is one of the three primary forms of shinobi arts used in the world. Genjutsu are performed through hand seals, where the user channels chakra using an initiator to introduce chakra into another person’s chakra system. Once they have done so, they use their chakra to create illusions in the targets brain. Initiators come in 6 forms, and the illusions come in 4 forms. In this guide we’re going to explore the 6 types of initiators, the 4 forms of genjutsu, and how to counter genjutsu in general.

Genjutsu fall into the same concentration system for all the other types of jutsu. Each sense used for an initiator is a concentration, and then any additional tricks or skills you develop through genjutsu such as hypnotism, senseless genjutsu, and so forth would also take up concentration slots.

Genjutsu require Genjutsu and control to perform.This means a C-rank genjutsu requires 10 Genjutsu AND 10 Control.
Initiators Initiators are the way a genjutsu user moves his chakra into his targets. The user must be perceived by the target by some method to introduce the chakra to their target. To be perceived, it must be done through one of the 6 senses; Sight, Hearing, Touch, Taste, Smell, or Sensor. We’re going to explain in brief how to use each sense, and how it affects genjutsu.

Sight
One of the easier senses to initiate genjutsu with, sight is used by channeling the chakra through the user, through another person, or through an object, to instigate the genjutsu. Common examples of this are eye contact, seeing the hand seals, seeing a specific weapon, or seeing an action. The intend target(s) must place their eyes on the initiator for at least a brief moment to be initiated.

Its understood that typically, the harder it is to get someone to look at something, the stronger the genjutsu is. This means that while “seeing the user perform the hand seals” is typically pretty easy to obtain “maintaining eye contact with the user” is much harder to retain, so the latter is likely a much stronger genjutsu, allowing for more strength the longer the eye contact is maintained.

Using sight to initiate genjutsu is one of the more commonplace genjutsu initiators found. Initiating through Sight requires one concentration.

Hearing
Arguably the easiest sense to use to initiate genjutsu with, hearing is used by channeling chakra through a sound. This can be a sound made by the user, made by a weapon, or made by an ally. Common examples of this are the sound of clapping, whistling, a bell attached to a weapon, or even the sound of an exploding tag going off. The intended target(s) must hear the sound for at least a brief moment to be initiated.

Its understood that typically, the longer a sound lasts, the stronger the genjutsu is. The strongest sound based genjutsu typically require the user to maintain a continuous sound (typically playing some sort of instrument), that preoccupies them to some length. That being said “hearing the user clap their hands” is likely a weaker jutsu than jutsu that require ‘as long as the user continues talking’.

Using sound based genjutsu is the most commonplace genjutsu initiator found. Initiating through Hearing requires one concentration.

Touch
One of the more difficult genjutsu initiators to use, touch based genjutsu are initiated through physical sensation. This can be done by the user touching the intended target, striking them with a weapon, or even them holding an object. Common examples would be the user touching the targets forehead, slicing them with a kunai, or having them pick up a letter. The intended target does not have to feel the sensation, as long as it’s there (in the case of characters that may be paralyzed or have some other effect going on).

It is understood that typically, the harder it is to pull off contact, the stronger the genjutsu is. This is why touch can be one of the hardest initiators to specialize in, as in the middle of a fighting, grabbing a hold of someone may not be easy for a genjutsu user who is not usually in the middle of a fight. Just grazing a target wherever is a lot easier, and typically a weaker genjutsu, than having to grab hold of a specific body part for a length of time. Sustained contact can also allow for stronger genjutsu.

Using touch based genjutsu is rare for combat based shinobi, but many interrogators enjoy utilizing them. Initiating through Touch requires one concentration.

Taste
Arguably the most difficult initiator to use, taste based genjutsu are initiated through having the user physically taste something. This can really only be done one way, by introducing some object or liquid into the mouth. An example would be hitting them with a body of water, and getting that water in the mouth, or shoving a pill into their mouth, or even simply handing them a plate of food and having them eat.

It is understood that the harder it would be to get the initiator into the targets mouth, the stronger the genjutsu is. Taste based genjutsu are considered some of the strongest genjutsu, purely because they can be so hard to pull off. Typically, the genjutsu that require larger amounts of food are stronger than ones that require just a small amount of liquid to be tasted.

Using taste based genjutsu is extremely rare, but finds its use for users specializing in espionage. Initiating through Taste requires one concentration.

Smell
A somewhat common initiator to use, smell finds itself in an unique niche between difficult to apply, and difficult to avoid. Genjutsu using smell are initiated through the user evoking a scent from themselves, or through some sort of medium. Most commonplace are the smell of the users breath, the scent of flowers, or the smell of salt.

It is understood that the harder it is to produce the scent, the stronger the genjutsu is. This means genjutsu initiated from the scent coming from a field of flowers are typically weaker than perhaps the scent of a perfume the user is wearing. Scent based genjutsu can be very hard to avoid, as typically the targets are not even aware they are smelling the scent.

Using scent based genjutsu isn’t common, but it isn’t a rare occurrence either, filling a very specific niche for users who find it useful. Initiating through Smell requires one concentration.

Sensor
The sensor initiator is a very specific one that doesn’t find itself in use by many genjutsu users. The sensor initiator is initiated by the target sensing the users chakra. This is the only way to initiate these type of genjutsu. Due to their very particular use, and the difficulty of proper use, not many genjutsu users will delve into sensor initiated genjutsu.

However, it does fill a sense, and can become very useful in users. Due to the fact that it can only be initiated one way, genjutsu that use the sensor sense to initiate do not take into account the initiator for rank. Initiating through Sensor requires one concentration
Types of Genjutsu There are four types of genjutsu used by genjutsu users, it’s assumed that these for classifications cover all possible genjutsu. If you believe you have a genjutsu that is not covered in these four types, you are welcome to address the issue with a staff member who will clarify for you or find a solution. The four types of genjutsu are illusion, status, overlay, and warp.

Illusion
Illusion genjutsu are those that create illusions to trick one of the 6 senses. An illusion genjutsu does not have to be an illusion of the initiator used, despite popular belief. Most commonly, illusion genjutsu create the illusion of some sort of sound to distract the target, or an image that can be used to confuse, appaul, or scare the target. These are not the limitations, however, as illusion genjutsu can deceive any of the six senses.

There are two unique cases for illusion genjutsu that have to be discussed. One would be sensory control, and the other would be illusion of force.

Sensory control is complete control over a sense through genjutsu. Samples of these genjutsu can be found in the archives with sight based initiators. Requirements must be maintained, but otherwise the genjutsu can be modified to match the user. Sensory controlling genjutsu can be stacked, but cannot be combined into one genjutsu due to their complex nature.

The illusion of force is the other exception. The illusion of force is creating the feeling of something pulling, or pushing, or evoking some sort of force against the target of the genjutsu. These are typically binding genjutsu, or making something the user is carrying weigh more. Illusion of force jutsu are reserved for [Genjutsu Specialists] Due to the nature of these genjutsu, they can be broken not only through the use of kai, but by being stronger than the illusion being placed on the target. There are a two rules concerning these genjutsu.
  • They must allow at least a post long grace period where the target can form their hands to make the kai seal in the event they realize they are in a genjutsu.
  • The strength required to break out of the illusion is equal to the requirements to perform the genjutsu. For example, a C-rank genjutsu requires 10 in genjutsu to perform, meaning it would only take 10 strength to break out of. S-rank jutsu can have additional requirements to perform, to have higher strength requirements.
The requirements for breaking out of them with Kai is the same as any illusion genjutsu of that rank.

Below is a table that explores the strength of genjutsu at each rank.
RankStrength
E-rankExtremely simple, effecting only one sense in a very minor way. Has almost 0 combat effect. Visual illusions are stationary, auditory or physical illusions are easily ignored.
D-rankTargetting a single sense in a minor way, this is such as making a loud noise a single time, creating disturbances in the targets vision, annoyances or discomforts in smell or touch.
C-rankTargetting 2 to 3 senses in a minor way, equatable to D-rank in strength, or stronger illusions on a single sense, such as modifying visual patterns, creating a series of noises or altering the environment.
B-rankTargetting up to every sense in a minor way, equatable to D-rank strength, or strongly modifying a single sense. Removing vision for short periods of time, or toying with how the environment is perceived to limit motion, allowing the user to disappear for periods of time
A-rankPowerful illusions that include manipulating minor senses such as scent or taste, completely altering perception, or making powerful illusions with grand consequences, that could imitate ninjutsu.
S-rankExtremely powerful illusions that completely alter the targets perception, limiting their ability to properly navigate the world due to sensory alterations. This include completely removing multiple senses, or controlling even vision or touch without prejudice.
Status
Status genjutsu are ones that modify the processes the brain uses to think. This is typically the creation of emotions, calling forth of memories, or simply giving them thoughts. Status genjutsu are more complex than illusion genjutsu, and are C-rank minimum. This means that you must have some experience in illusion genjutsu to be able to use status genjutsu.

The only unique case in status genjutsu is sleep genjutsu. Genjutsu that put targets to sleep must include 1 post that gives the target a chance to realize they're in a genjutsu, and only requires 10 genjutsu to break. Sleep genjutsu with these specs must be A-rank, though the rank can be lowered by extending the post count before hand, and the kai requirement can be increased by making it higher ranked.

Below is a table exploring the strength of status genjutsu at various ranks.
RankStrength
C-rankThese are minor changes in emotion that evoke specific thoughts or feelings. While these have minor combat influence, a smart genjutsu user can use it to make tinges of fear that will make targets doubt themselves, bursts of anger to make them rash, or happiness to momentarily subdue them.
B-rankSlightly more powerful, these status genjutsu can evoke specific thought patterns, making people recall memories, or place ideas in their head. The emotion they evoke is strong enough to alter the course of battle, and can be used to sway people in moments of indecision.
A-rankVery influencial genjutsu, A-rank status used appropriately can send people into a mindless rage, or burden them with sadness that will bring fights to a halt.
S-rankExtremely powerful emotions that can paralyze targets in fear, or manipulate who they view as friend or foe. Altering allegiances and ending friendships that have lasted life times, S-rank status genjutsu are feared by many.
Overlay
The next type of Genjutsu is Overlay genjutsu. Overlay Genjutsu are essentially teleporting the minds of the user and the one target into a new world, or an all new reality. This reality is an all encompassing, but limited, illusion technique, with just a dash of status slipped in. Overlay genjutsu create entire scenes, worlds, for the mind to experience.

Now, the interesting thing about overlay genjutsu is that it gives you a "fake" body. Keep in mind in an overlay genjutsu NOTHING is real. It's all in your head, so the kunai flying at your face won't actually stab you, while in an illusion genjutsu, the kunai might divide into 3, and only one of them will actually stab you. This doesn't mean that you can walk off an Overlay, due to the mental stress that they cause, they are able to debilitate those that are weak in genjutsu. The 'damage' done in Overlay genjutsu is based on the user's genjutsu stat versus the caster's genjutsu stat.

In RP, Overlay only take an instant in the 'real world' but can take a long time to pass in the actual genjutsu. Because of this, only the one target that is affected and the user post during the overlay's duration. They are also the most chakra consuming type of genjutsu.

Overlay also require specific stats to use, and have a minimum rank of B rank. The following stats are required:
  • B-Ranked Overlay - 27 Genjutsu, 25 Control, and 25 Instinct
  • A-Ranked OVerlay - 33 Genjutsu, 27 Control, and 27 Instinct
  • S-Rank Overlay - 37 Genjutsu, 37 Control, and 30 Instinct
Using Overlay Genjutsu requires one concentration, and is reserved for [Genjutsu Specialists.]

Below is a table explaining the strength of Overlay.
RankStrength
B-rankRelatively minor in effect, these overlay typically make rather normal scenarios, or simply borrow the exact scenario the user is currently in. These Overlay are often used to evaluate the opponent, pass information between allies, or serve as a confusion or intimidation tactic. B-rank Overlay are relatively non-traumatic.
A-rankMore traumatic, and less realistic, these Overlay allow the user to express strength over their target, display feats the likely wouldn't be able to repeat in reality, and induce some pain and suffering to their targets. Time is often malleable in these genjutsu, but not limitless.
S-rankThe majority of Overlay fall into this category, express extended influence over the target, manipulating and defeaning their minds with endless hours of torture and torment. S-rank Overlay are something to be feared.

Warp
Warp is the fourth type of genjutsu, and arguably the hardest type to use. Warp genjutsu combine the basics of both illusion and status genjutsu to create sensory illusions, while also evoking mind sets or ideas alongside the illusion. These genjutsu fall under the same limitations as both illusion and status, and also have some control requirements, listed below.
  • C-rank: 13 Control
  • B-rank: 23 Control
  • A-rank: 28 Control
  • S-rank: 38 Control
Using Warp Genjutsu requires one concentration. A-rank and S-rank Warp Genjutsu can only be used by [[Genjutsu Specialists.]

Breaking out of Genjutsu

There are three ways to break out of genjutsu: Physical pain, loss of consciousness, and the use of the kai technique.

Pain can be extremely dangerous to use, as the cost isn’t necessarily equal to the power of the genjutsu. Below is a general list of the level of pain needed for each rank of genjutsu to break out of it.
  • E ranked Genjutsu can be broken by a blunt hit.
  • D ranked Genjutsu can be broken by a stab wound.
  • C ranked Genjutsu can be broken by a major stab wound, or the loss of a finger.
  • B ranked Genjutsu can be broken by extreme stab wounds, large third degree burns, and things of this level.
  • A ranked Genjutsu can be broken out of something as major as a loss of a limb.
  • S ranked Genjutsu require the person to be on the brink of death for them to be countered.
Alternatively, if the victim of the genjutsu isn’t worried about the position in the fight, loss of consciousness will immediately break any genjutsu the user is currently in. Being as the brain is no longer active, it cannot be effected by genjutsu, ending the genjutsu immediately.

Kai is a technique used by shinobi to break genjutsu. The technique causes the user to momentarily stop the flow of their chakra, disrupting the illusion and breaking it. The use of kai requires Instinct and genjutsu, more of each allowing the user to break out of stronger genjutsu. Below is a table for the stat requirements for each rank of genjutsu based on the type.
Rank of GenjutsuRequirement for IllusionRequirement for StatusRequirement for Warp
E-rank1 Instinct, 1 Genjutsu - -
D-rank3 Instinct, 1 Genjutsu - -
C-rank11 Instinct, 5 Genjutsu 10 Genjutsu 11 Instinct, 10 Genjutsu
B-rank22 Instinct, 14 Genjutsu20 Genjutsu22 Instinct, 20 Genjutsu
A-rank27 Instinct, 21 Genjutsu25 Genjutsu27 Instinct, 25 Genjutsu
S-rank38 Instinct, 32 Genjutsu35 Genjutsu38 Instinct, 35 Genjutsu

A few notes on Genjutsu.
  • Stacking Genjutsu is possible. However, the requirement to Kai will always be that of the lowest accumulative requirements of the genjutsu they're affected by. This means if a person is being effected by even 2 S-rank Status and 1 D-rank Illusion, they would only need to meet the requirements for the D-rank illusion to break out of all three.
  • Some S-rank genjutsu can have increased requirements to perform, such as control, genjutsu and instinct, should it be appropriate for the jutsu's effect. In these events, the requirements to kai out of the genjutsu can also be increased, and should be listed in the description.
  • Genjutsu spend chakra for use, even if the target is not initiated.
  • Genjutsu can be designed to target multiple people or individuals.
    • Genjutsu designed for multiple targets cost double the stamina, but the cost is static at performance.
    • Genjutsu designed for single targets can still hit multiple targets, but is "used" for each one, meaning a single target genjutsu hitting 4 people would cost 4x the amount of chakra.
  • Genjutsu that limit willingness to move, or otherwise deceive the target in a manner that would inhibit their ability to defend against an obvious attack will be instantly ended if the user makes any action that would directly result in the death of the target. A genjutsu that makes 1 kunai appear to be 3 would be fine, as would a genjutsu that makes the kunai turn invisible mid flight. But a genjutsu that makes the target so depressed they don't want to move would be ended, should the kunai be aimed at their heart.
And that is Genjutsu on NSRP

If you need help, private message Niro, Valkier, or the nearest online Moderator.

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4) Concentrations, Abilities, and Jutsu Types

Post by NSRP » Sun Dec 13, 2015 3:05 am

Taijutsu Taijutsu, when defined as hand to hand combat capability, is basically your character's ability to perceive movement, and consequently react to it. In short, it's a quantification of your character's hand-eye cordination and discipline over their body. The Taijutsu Stat, and Taijutsu themselves are tangently related. So first we'll explore the Stat itself, then go into the different types of Taijutsu.

The Stat
As the less obviously useful of the three jutsu types, taijutsu is actually pretty woven thoroughly into your character's own abilities. In addition to determining the rank of jutsu you can use and your character's aim when using ranged attacks, taijutsu also acts as supplement to your Speed and Strength stats when in close quarters combat, which is to say that Strength, Speed, and Taijutsu stats of two characters in a fight need not be identical for them to be evenly matched.

For instance, Ryu, from Street Fighter, is a taijutsu master, but he's kind of scrawny unless you know the combo for a Hadouken. His stats would be something like as follows:
  • Strength: 25
  • Speed: 25
  • Taijutsu: 34
Zangief, from the same game, is a Russian powerhouse, and ladies everywhere swoon before his spiky chest hair. His stats would be as follows:
  • Strength: 31
  • Speed: 25
  • Taijutsu: 29
In NSRP's system, these two characters would be more or less on the same level in combat, provided they were played correctly. Zangief's superior strength would mean that Ryu wouldn't be able to take him on directly, but Ryu's Speed and Taijutsu stats would allow him to dodge the more powerful attacks, deflect the less powerful ones, and focus his own attacks on Zangief's kidneys, weakened by years of alcohol abuse. Vodka is a harsh mistress.

The important thing to note here is that low taijutsu means that, without jutsu you're largely limited to punches and kicks. As you develop a higher taijutsu stat, your characters ability to improvise maneuvering within a fight without techniques increases.

The Concentrations
In order to utilize Taijutsu techniques and styles on Saigen, you must take the appropriate concentrations. Unlike Ninjutsu the concentrations of Taijutsu are not allocated per style, but correspond to the areas in which the shinobi has trained the fundamental skills required to perform the more advanced skills that are Taijutsu. The styles themselves require certain fundamental skills as prerequisites in order to learn them effectively. For example, a Samurai style may require the concentrations: [Upper Body], [Lower Body] and [Sword Weapons]. This means that all taijutsu share a pyramid, however which styles a user is able to add to their repertoire is entirely dependant upon these concentrations.

Taijutsu are categorized in two ways, either contained within a Style, or independent. A style can have prerequisite concentrations, and all jutsu within that style are presumed to require those concentrations. Or, jutsu can list individual concentrations. So, if a jutsu was an independent taijutsu without a style, it would appear as so:
Example:
Kunai Back Flip
C-Rank Taijutsu Maneuver
Prerequisite: [Acrobatics] [Projectile Weaponry]
The user does a back flip, and mid flip releases a kunai at their target.
However, if it was in a Kunai Back Flip style, which already listed the [Acrobatics] and [Projectile Weaponry] requirements, it would be written as
Examaple:
Kunai Back Flip
C-Rank Taijutsu Maneuver
The user does a back flip, and mid flip releases a kunai at their target.
And that's how easy it is! Below is a list of the premade concentrations we have for taijutsu. If you have custom concentrations that aren't contained within these ones, you can make them up yourself.
Taijutsu ConcentrationsShow
Close Quarters Combat:
The fundamental skill of [Close Quarters Combat] indicates the user's proficiently to efficiently utilize martial arts and advanced combat moves involving the body for example but not limited to, adv kicks, grapples, adv punches, etc.
nocodeShow
[quote=Close Quarters Combat]The fundamental skill of [b][Close Quarters Combat][/b] indicates the user's proficiently to efficiently utilize martial arts and advanced combat moves involving the body for example but not limited to, adv kicks, grapples, adv punches, etc.[/quote]
Deft Hands:
The fundamental skill of [Deft Hands] indicates the user’s proficiency with using their hands in very specific and complex movements, like sleight of hand and targeting very small and specific points on an opponent’s body. This facilitates their use of related Taijutsu in various ways.
nocodeShow
[quote=Deft Hands]The fundamental skill of [b][Deft Hands][/b] indicates the user’s proficiency with using their hands in very specific and complex movements, like sleight of hand and targeting very small and specific points on an opponent’s body. This facilitates their use of related Taijutsu in various ways.[/quote]
Acrobatics:
The fundamental skill of [Acrobatics] includes the user’s ability to contort their body into unfamiliar positions in order to avoid attacks, as well as the user’s ability to fall safely and perform Ukemi and other feats of gymnastics. This facilitates their use of related Taijutsu.
NocodeShow
[quote=Acrobatics]The fundamental skill of [b][Acrobatics][/b] includes the user’s ability to contort their body into unfamiliar positions in order to avoid attacks, as well as the user’s ability to fall safely and perform Ukemi and other feats of gymnastics. This facilitates their use of related Taijutsu.[/quote]
Rigid Structure:
The fundamental skill of [Rigid Structure] describes the user’s ability to adeptly position and lock in their skeletal structure to efficiently absorb blows with minimal damage to their person. This facilitates their use of related Taijutsu.
NocodeShow
[quote=Rigid Structure]The fundamental skill of [b][Rigid Structure][/b] describes the user’s ability to adeptly position and lock in their skeletal structure to efficiently absorb blows with minimal damage to their person. This facilitates their use of related Taijutsu.[/quote]
Stealth:
The fundamental skill of [Stealth] describes the user’s proficiency in remaining silent, unseen and unnoticed as they go about tasks. This facilitates their use of related Taijutsu.
NocodeShow
[quote=Stealth]The fundamental skill of [b][Stealth][/b] describes the user’s proficiency in remaining silent, unseen and unnoticed as they go about tasks. This facilitates their use of related Taijutsu.[/quote]
Medicine:
The fundamental skill of [Medicine] describes the user’s mental and physical ability to perform traditional and mainstream medicinal practices. This facilitates their use of related Taijutsu.
NocodeShow
[quote=Medicine]The fundamental skill of [b][Medicine][/b] describes the user’s mental and physical ability to perform traditional and mainstream medicinal practices. This facilitates their use of related Taijutsu.[/quote]
Perception:
The fundamental skill of [Perception] describes the user’s practiced methods of more keenly focussing their senses for a short time. This facilitates their use of related Taijutsu.
NocodeShow
[quote=Perception]The fundamental skill of [b][Perception][/b] describes the user’s practiced methods of more keenly focussing their senses for a short time. This facilitates their use of related Taijutsu.[/quote]
Sword Weapons:
The fundamental skill of [Sword Weapons] indicates the user’s proficiency with swords and sword-like weapons such as knives, daggers, sword-breakers and the like. This facilitates their use of related Taijutsu.
NocodeShow
[quote=Sword Weapons] The fundamental skill of [b][Sword Weapons][/b] indicates the user’s proficiency with swords and sword-like weapons such as knives, daggers, sword-breakers and the like. This facilitates their use of related Taijutsu.[/quote]
Hafted Weapons:
The fundamental skill of a Hafted Weapons indicated the user’s proficiency with various axes, blunt weapons, flails and the like. This facilitates their use of related Taijutsu.
NocodeShow
[quote=Hafted Weapons] The fundamental skill of a [b]Hafted Weapons[/b] indicated the user’s proficiency with various axes, blunt weapons, flails and the like. This facilitates their use of related Taijutsu.[/quote]
Polearm Weapons:
The fundamental skill of [Polearm Weapons] indicates the user’s proficiency with staves, spears, halberds, pikes, scythes and other like weapons. This facilitates their use of related Taijutsu.
NocodeShow
[quote=Polearm Weapons]The fundamental skill of [b][Polearm Weapons][/b] indicates the user’s proficiency with staves, spears, halberds, pikes, scythes and other like weapons. This facilitates their use of related Taijutsu.[/quote]
Projectile Weapons:
The fundamental skill of [Projectile Weapons] indicates the user’s proficiency with weapons designed to attack from afar, such as bows, shuriken, senbon, launchers and the like. This facilitates their use of related Taijutsu.
NocodeShow
[quote=Projectile Weapons]The fundamental skill of [b][Projectile Weapons][/b] indicates the user’s proficiency with weapons designed to attack from afar, such as bows, shuriken, senbon, launchers and the like. This facilitates their use of related Taijutsu.[/quote]
Corded Weapons:
The fundamental skill of [Corded Weapons] indicates the user’s proficiency with long rope-like weapons such as chains and wire. This facilitates their use of related Taijutsu.
NocodeShow
[quote=Corded Weapons]The fundamental skill of [b][Corded Weapons][/b] indicates the user’s proficiency with long rope-like weapons such as chains and wire. This facilitates their use of related Taijutsu.[/quote]
Heavenly Body Control:
The fundamental skills of [Heavenly Body Control] cannot be mastered by those with less than 35 Taijutsu, Strength and Speed. These skills include those required to create almost ninjutsu-equivalent effects simply from the movement of one’s body such as animal shaped blasts of compressed air from especially positioned hands and other similar feats which are beyond reality. This facilitates their use of related Taijutsu, and requires [Taijutsu Specialist.]
NocodeShow
[quote=Heavenly Body Control]The fundamental skills of [b][Heavenly Body Control][/b] cannot be mastered by those with less than 35 Taijutsu, Strength and Speed. These skills include those required to create almost ninjutsu-equivalent effects simply from the movement of one’s body such as animal shaped blasts of compressed air from especially positioned hands and other similar feats which are beyond reality. This facilitates their use of related Taijutsu, and requires [[url=https://www.narutosaigen.com/forums/viewtopic.php?&t=?p=4149216&t=5899078]Taijutsu Specialist.[/url]][/quote]
The Jutsu

Taijutsu as techniques is divided into 3 subcategories, much like the various forms of ninjutsu. These three categories are: Maneuvers, Stances, and Disciplines. Below we'll explain each category.

Taijutsu written as absolutes, (I.E. This stealth jutsu cannot be detected unless by a higher ranked perception jutsu), can be overruled by common sense, (I.E. A person with high instinct can see through a D-rank stealth jutsu given the appropriate circumstances).

Maneuvers
Maneuvers are the fighting parts of taijutsu. They consist of punches and kicks of varying power, flips, dodges, and so on. They can be very complex, or vary simple, with techniques representing a mastery of the technique in most any appropriate situation for it. In general, the ranks for taijutsu maneuvers are determined by one or both of two things: their power and their complexity.

It should go without saying that the higher ranked your taijutsu, the more powerful it is. An S ranked Falcon Punch, when pitted against a D-Ranked Thump no Jutsu should obliterate whoever was dumb enough to turn thumping someone into a technique.

That said, and as with all other jutsu and their corresponding stats, your stats need to be able to back up your jutsu. If it's not feasible for a character to be splitting boulders with a Strength stat of 3, it doesn't matter that he has 45 in Taijutsu.

Additionally, combination attacks like the Primary Lotus or the Lion Barrage also warrant higher ranks by virtue of their complexity, because the fact is that it's statistically unlikely that you'll manage to kick an opponent in the chin, launch them upwards and then pound them out of the sky before they do something about it, especially if they're at a similar level to your character. The higher rank lends your technique authority to actually carry out the attack sequence by making it harder for your opponent to pull out a suitable trump card.

While taijutsu tends to be within the realm of somewhat feasible, even at the higher ranks, there is a portion of Taijutsu that breaks into the realm of Fantastic. Referred to as Heavenly Taijutsu, these are techniques that create ninjutsu like effects with raw power. They are divided into two sub sections, Psuedo and True. Psuedo-Heavenly Taijutsu involve direct transfers of motion, meaning things like slashing your sword, and creating an air wave, the size of your sword, that flies forward 30meters, or punching so fast that your fist catches on fire. These can be achieved by anyone who has the strength or speed to accomplish them (35+ Strength or Speed depending on effect.) True Heavenly Taijutsu involves an insane amount of practice and training, and involve punching the air to create an elephant of raw energy that flies forward and knocks over a building, or kicking and creating a tornado from your foot. These jutsu have the same stat requirements (+35 Strength or Speed depending on the effect), but also require you to be a [Taijutsu Specialist].

Note: Both Pseudo-Heavenly and Heavenly never have a direct 1:1 stat transfer, and generally are 2/3rds, 3/4ths, or some variation of.
Martial Maneuvers
Rank EAttacks at this rank are very simple and have little power outside of your physical stats. These are attacks that can be made even by untrained people such as punches, kicks, headbutts, or elbow/knee strikes.
Rank DAttacks at this rank would require basic training and have a bit more complexity allowed to them. They're still fairly religated to your physical stats and don't allow for much outside of what a real world martial artist may be able to accomplish.
Rank CAttacks at this rank are fairly complex in execution. Combination attacks are more plausible and so are some execution moves. You're still limited to what is possible to a martial adept in the real world but are able to achieve what the absolute masters would consider impressive.
Rank BAttacks at this point are truly dangerous and complex in their execution. Things that excede the realm of real possibility, multi-hit combos, and even slight physics breaking attacks become your reality.
Rank AAttacks at this rank break the laws of physics to extremes. Punches can cause shockwaves. Kicks can cause earthquakes. Precision can break bones with a flawlessness and ease that makes others fear you as a monster. Any one of these should be a game ender.
Rank SThe pinacle of power that any mortal can achieve. Your attacks are so precise and complex that others simply can't comprehend them. Your body is no longer a mortal sack of meat but a machine designed to tear the fabric of reality apart as to bend it to your will through raw force of body alone.
Stances
Stances, unlike maneuvers, are not specifically combat oriented, but have to do with modifying how the user controls their body. Stances are things like moving silently, bracing themselves for damage, or preparing for specific kinds of attacks. They involve altering themselves from the default, changing the way they would normally respond to a specific way to elicit a specific type of result. Stances can be game changers, inside and outside of combat, that heavily modify how well a character is able to perform.

Stances are typically growth based. This means that you will have multiple stances of multiple ranks, which may or may not achieve the same or similar effect. Stances are active meaning they must be conscious and aware of what they are doing. Many styles are based around stances, meaning that the fundamentals of a style are achieved by entering a "mode" more or less.
Stances
Rank EStances are very simple in form and function, usually following what a real world style may teach at its novice level. While requiring some practice to use in combat conditions they rarely do more besides offer reasonable defenses and balanced offensive ability.
Rank DTraining allows an individual to more finely control their body, causing their steps to become lighter or more sure on uneven terrain. These usually require a fair deal of practice but with proper execution offer a varied set of possible skills from wasting minimal effort in drawing a blade to running on all fours.
Rank CThose who train themselves to the pinnacle of what is humanly possible can walk with absolute silence in their step. They can ignore uneven terrain and even avoid hazards with graceful ease. There is very little wasted energy in attacks and defenses as well, causing for a wide array of useful skills to any warrior.
Rank BRequiring focus that few humans possess these stances allow for the body to react almost at the speed of thought. When employed a warrior can fully use their body's potential to react or act with absolute fluidity. Those who train this much are able to control the chemical balance of their body to some degree, allowing for bursts of adrenaline or even controlling the body's internal temperature.
Rank AAbsolute masters can achieve feats of bodily control that is the stuff of legend. These feats span heating their body to sweltering temperatures or resisting damage by the sheer power of their muscle control. A weapon master has transcended steel and flesh to make them indistinguishable and a martial adebt has perfected his body and his control over it, breaking the laws of reality.
Rank SThose who transcend mortality and break into the realm of lesser dieties belong here. These feats include controlling your body on a microscopic level. While you may not be able to achieve what those who use ninjutsu may, few would know the difference as you stop bleeding, throw punches that burn on contact, and control yourself at what would seem the speed of thought itself.
Disciplines

Disciplines are similar to Stances, but are considered passive. A discipline is a mindset, ability, skill, or alteration to the normal process of the mind that improves the character's abilities. The purpose of disciplines is to display a character's natural capability of doing something, even when under pressure. All disciplines have a Instinct Requirement that, at a minimum, is equal to the taijutsu requirement for the rank of that technique.. Disciplines involve things like first aid level treatment ability, resistance to disorienting effects, or being extremely skilled at lying. While many styles do not involve Disciplines at all, some styles with be almost entirely comprised of disciplines.

While Disciplines are passive, this does not always mean they are in effect. Some Disciplines will be considered "contingencies" where they take effect after certain requirements are met. For example, a jutsu that turns causes you to go into a blind fury when you're sustain a certain level of injury would be considered a Discipline, only if it happens automatically, whether it's appropriate for the character to do so or not.
Mental Disciplines
Rank EThe school bully is capible of these with a bit of practice. Not showing fatigue, recognizing basic patterns, and avoiding common distractions are all common here.
Rank DWith effort one can dispense of distractions and focus down on a goal. They can look for preassure points to strike or weaknesses in guard. They can also avoid more intricate distractions, seeing through a common fient to defend against the real attack. Things expected of basic military training would be here.
Rank CThose who train at great length can ignore most pain and fear. They can easily follow a target and are rarely if ever distracted. Lies are as truth and small openings are as open fields to their perceptive eyes.
Rank BFlawless control of one's mental stability is here, making it difficult for someone to confuse or disorient those who have trained to this level. Openings invisible to mortal senses are known here and patterns are remembered and used against opponents to devastating effect.
Rank AThe legendary monk, unphased by the outside world, has trained to this rank. His senses are as one and mixed between themselves. He can recognize even the faintest movement and see what may become of it.
Rank SThose who transcend what is possible move into the realm of improbability. They can slow time's passage to them. They can see through falsehood or create their own where truth and fiction seem to blur. Pain, fear, distraction, and even the shadow of death are keenly known, but ignored if they so choose.
Requirements

Like Ninjutsu, Taijutsu requires certain stats in order to function, using the following table:
,1
Taijutsu RankStat Requirement
D-rank1
C-Rank10
B-Rank20
A-Rank25
S-Rank35
That about sums up the philosophy behind Taijutsu at NSRP. If you have any other taijutsu related questions, the chatbox is usually a good way to get a consensus on something. And remember: When in doubt, punch it to death.

If you need help, private message Niro, Valkier, or the nearest online Moderator.

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4) Concentrations, Abilities, and Jutsu Types

Post by NSRP » Mon Dec 21, 2015 7:55 am

Ninjutsu Ninjutsu, for the purposes of roleplay, is a pretty general term used on pretty much anything that would otherwise be physically impossible in our universe. Derived from the old martial art ideas of Chi and Chakra, ninjutsu is the physical expression of techniques using the character's chakra network, an "untapped" body system in most humans that shinobi have "harnessed".

The Stat

Just like Taijutsu uses Speed and Strength as complementary stats, Ninjutsu and Control pretty much go hand in hand. While your ninjutsu stat controls the overall power of your techniques, your control obviously determines your ability to control your chakra and techniques. For instance, Rasengan is powerful because it requires both high control and ninjutsu stats to perform. The standardized measurement for all Ninjutsu is Meters

The following ninjutsu stats are required to use the following rank of Ninjutsu.
Ninjutsu RankStat Requirement
C-Rank10
B-Rank20
A-Rank25
S-Rank35
The Jutsu

Unlike other types of jutsu, there are a lot of numbers regarding the ninja arts. From speed to defense, there are many things to check up on. For ninjutsu, the rules for offensive and defensive techniques are slightly different. So we'll explain the rules for each. First, offensive jutsu.

Offensive jutsu are those that do damage, or negatively impact in some manner. Aside from the advantages of their various elemental origins, offensive jutsu, follow a simple algorithm for speed and strength. For the requirement to perform a technique, the amount of speed and strength it has to distribute is 2 times that. This means a B-rank jutsu, which has a requirement of 20 to perform, has 40 points to distribute between speed and strength. This is designated at creation, in the description. This means a B-rank jutsu could have an even spread of 20 speed, and 20 strength, or have 39 strength and only 1 speed. Jutsu that do not move on their own, or do not have a force of impact, do not get to use the additional stats.. This means a b-rank fireball that is thrown, could not have 40 strength and 0 speed (since the users strength would replace it's speed), it would only have 20 strength.

Below is a simple chart for reference on how many points can be distributed at the base requirement for each rank. Additional requirements can be imposed on the technique to raise the number of points at any level.
Jutsu RankPoints to Distribute
D-rank*10
C-rank20
B-rank40
A-rank50
S-rank70
*D-Rank Ninjutsu are given bonuses for balance purposes. Prerequisites on a D-Rank can only be between 6-9 Ninjutsu, as 5 and below is already calculated into the base strength of a D-Rank with this bonus.

Additionally, there are some jutsu that explode. Explosive power is examined later in this post.

If one wishes to fire multiple projectiles, the rule of thumb is the rank of the jutsu is raised by one but the size and power is kept the same. This means to shoot 5 different fireballs at B-Rank power, the technique is actually A-Rank. This is true for any technique that does not work as a single entity.

Additionally, for jutsu that you wish to control after use, they force the user to be immobile. This means you cannot move while controlling the jutsu, but can freely control the jutsu. The exception to this is [Advanced Channeling] which returns your mobility while using these techniques.

Defensive Jutsu are those that erect protection for the user or for others, or are otherwise stable aspects that do not provide any offensive or supplemental purpose. These jutsu erect themselves at a certain speed, and can withstand a certain amount of damage before they break. Much like offensive techniques, defensive techinques are granted 2 times their requirement to distribute between the speed they come up, and the strength they can withstand. You can refer to the chart above to determine the distribution for the base of each rank.

Weaker techniques have additional strikes that are required to break through a defense, meaning a single hit must surpass a defense's strength in order to destroy it. When offensive and defensive attacks meet, the difference in the strength of the two techniques will determine which 'wins.' If they are equally strong, or if the defensive technique is stronger, then the attack will be fully blocked. If the attacking strength is higher, the offensive jutsu will break the defense and continue on. However, in such a case the strength of the resulting attack will be reduced based on the strength of the defense with the understanding that differences higher up the stat scale are considerably "bigger." However, defensive techniques can also be destroyed by landing consecutive hits which when added together have a total strength equal to 2.5x the defence's strength. This means that a 10 strength wall can be destroyed by a 11 strength fireball or will require three 10 strength fireballs to destroy it, as 30 is over 25, with the last fireball continuing on with 5 strength.

Much like how explosions take away from offensive ninjutsu's strength, they require build up for defensive ninjutsu. Explosive force offers no additional power against a defense and detracts from it in the same manner any other impact does. The additional explosive force acts as a secondary impact against a defense, not as a single strike.

A few notes about ninjutsu:
  • Jutsu that reinforce existing objects/jutsu/etc. work in two ways, focused or unfocused. Focused techniques in this context mean the user is sustaining contact with the targetted object, jutsu, or area, and cannot perform any other techniques while reinforcing it. While unfocused are simply cast and then remain for their duration. The above rule can also be applied for increasing the speed of objects/jutsu or creating areas that increase the speed of specific objects or jutsu, so long as it is logical.
    • Focused techniques offer strength equal to their rank in whatever they are reinforcing. So a B-rank technique would offer an additional 20 strength to it's target.
    • Unfocused techniques offer 1/2 strength equal to their rank, in whatever they are reinforcing. So a B-rank technique would offer an additional 10 strength to it's target.
There are two ways a technique can be considered explosive.
Added Explosions:
The first are techniques that simply have an explosive effect ADDED onto their normal function. This would be a Mud Dragon Jutsu that explodes after it swallows the target, or an exploding wall. These techniques work rather simply.
  • You can take away 2 points to distribute from the jutsu, to add 1 point of strength to the explosion.
ExampleShow
A b-rank jutsu with 40 points to distribute, could take away 6 points, to make the jutsu explode with 3 strength, while it has a speed and strength of 17.

Magic Missile • Ninjutsu
B-Rank Jutsu
The user preforms the hand seals as they eject an orb of chakra no larger than a baseball from their hand that moves at a speed of 17 over 20 meters. The orb strikes with a strength of 17, and after striking explodes with a force of 3 strength in a 1m3 area.
The size of the explosion grows by 5m3 per 5 str. (2str explosion over 1m3, 5 str explosion over 5m3, 10 str explosion over 10m3, 15str explosion over 15m3 and so on.) This method directly weaken the jutsu to give it explosive power.
Bomb Techniques:
The other method is bomb techniques. These are techniques that have no additional strength like above, and must rely on pure explosive force. The jutsu are treated as having no additional strength, and any strength regarded is considered explosive. This is the method explosive tags use, but many other methods outside of fuuinjutsu exist. These jutsu have a strength, speed, and size analogous to the rank of the technique. Seen below:
Rank of ExplosionsSizeStrengthNumber of D-rank Tags
D-rank 1x1x1m5 Strength1 Tag
C-rank2x2x2m10 Strength2 Tags
B-rank8x8x8m20 Strength4 Tags
A-rank16x16x16m25 Strength8 Tags
S-rank32x32x32m35 Strength16 Tags
The pattern continues for 35+ Ninjutsu, by 5 points.

Additionally, through the use of Ninjutsu, a shinobi is able to create clones and other automated creations which work similar to clones. These creations are quite versatile, and able to perform a wide range of tasks. Depending on the rank of the jutsu used to create the clone, the clone will have a number of stat points to assign to its Taijutsu, Stamina, Strength and Speed scores as shown in the table below. All other scores of the clone are assumed to be equal to the caster's. Please note that clones may also be created to have 'special abilities'. These include, but are not limited to, exploding on death, flight, the ability to cast their own jutsu and so on. For each one of these abilities that a clone has, the amount of stat points it is assigned will go down one rank. This means that if you cast an S-rank clone that can fly, it will only have the stat points of an A-rank clone. If you cast an S-rank clone that can fly, explode and cast it's own jutsu, it will only have the stats of a C-rank clone.
Clone Stats
Jutsu RankDistributable PointsMax in One Stat
E-rank6 points2
D-rank12 points6
C-rank2713
B-rank4518
A-rank8527
S-rank11535
S-rank(40)14440
S-rank(45)16043
S-rank(50)17545

Elemental techniques have a variety of strengths and weaknesses as detailed by [This]. Elements are treated as having 5 more strength than normal when considered against elements they are stronger than. This means that a Suiton water bullet with 10 strength that collides with a Katon fire bullet with 14 strength would win by 1 strength point. This, however, only affects the actual strength of the technique. Other factors such as area of effect and size are still to be taken into account when considering how heavily a jutsu is actually damaged.
You are allowed to increase the prerequisites for ninjutsu, but be mindful of the limitations set for it.
  • Prerequisites cannot exceed the minimum requirement for the next rank up
  • Increased prerequisites increase the chakra cost and the time it takes to complete the hand seals for that jutsu
  • At any point, you can post a mod to swap out your jutsu with the same jutsu to increase the prerequisites for it, allowing you to redistribute the stats. You may not decrease them, so be mindful of the decisions you make.

And that, dear reader, is the bulk of what you need to know about Ninjutsu.

If you need help, private message Niro, Valkier, or the nearest online Moderator.

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