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Class 08: Jutsu

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Chaoscarrier
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PostPosted: Fri Jun 29, 2012 12:17 am


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PostPosted: Wed Jul 04, 2012 7:55 pm


Introduction

Jutsu are the ninja techniques of the world. They can range from simple kicks and punches, to manifesting balls of fire, controlling the minds of others, or a plethora of other outcomes.
Each use however also puts strain on it's users body, draining them of the precious life energy known as Chakra. This energy can be restored with rest, or by focusing in emergencies, but the more powerful the Jutsu the more Chakra it takes. Taijutsu, the techniques of martial arts, is the one exception. It often takes no Chakra, however a few rare exceptions DO exist.

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PostPosted: Wed Jul 04, 2012 7:56 pm


Jutsu Slots

You gain Jutsu Slots as your Intelligence stat increases. For every 5 Int you unlock 1 Basic Jutsu, for every 10 Int 1 Normal Jutsu, For every 15 Int 1 Custom Jutsu, and for every 20 Int 1 upgrade.

This means that if your character had 250 Intelligence he would have:

50 Basic Jutsu slots
--The way basic jutsu work is very simple. When first created they are always level 0, hence can only benefit from the "rp effect". They can be upgradeable, and once upgraded can benefit from all effects.

25 Normal Jutsu slots
--Normal jutsus can either be Jutsu from the Pre-made Jutsu and Normal Jutsu threads, or other players' customs that they teach you.

16 Custom Jutsu slots
--The way custom jutsus work is that they are always increasing in level as they are unlocked. The first custom jutsu is level 5, the second level 10, the third level 15, etc. The only exceptions to this rule are members that choose to start clan-less(No-Clan), since their custom techniques come in 5 levels higher than everyone else. These can also be taught to other players, taking up one of their normal jutsu slots. If the jutsu was upgraded, when the other player learns it it will be returned to the state it was in before it was upgraded.

12 Upgrade slots
--Upgrades work similarly to Custom Jutsus. For every one you unlock you are able to upgrade a stronger technique. The first upgrades jutsus of level 5 and under, the second upgrades jutsus of level 10 and under, etc.
PostPosted: Wed Jul 04, 2012 7:58 pm


Affinities

The Elements of NFS are the same as the ones that appear in Naruto:

Fire, Water, Wind, Earth, Lightning

Most existing Jutsu has an element tied to it, some may even have two elements. If a Jutsu has one element you have an affinity for, you only pay it's Level*5 Chakra as a cost to activate it if it's Nin/Genjutsu(Level*2 Fatigue for Taijutsu) and it's Level*2 Chakra as a cost to sustain it if it's Nin/Genjutsu(Level*1 Fatigue for Taijutsu).

If the Jutsu has two elements that you have an affinity for, it's activation cost is Level*2 Chakra for Nin/Genjutsu(Level*1 Fatigue for Taijutsu) and its sustain cost is Level*1 Chakra for Nin/Genjutsu(Level*.5 Fatigue for Taijutsu).

However if a Jutsu has no element attached to it, or you have no affinity for said technique, it's activation cost is Level*10 Chakra for Nin/Genjutsu(Level*3 Fatigue for Taijutsu) and its sustain cost is Level*5 Chakra for Nin/Genjutsu(Level*2 Fatigue for Taijutsu).

For Example: Jin uses is using a level 20 blood manipulation Jutsu that has the elements Water and Lightning tied to it. He happens to have both Water and Lightning as his two chosen elements. This means the cost to activate the Jutsu will be 40 rather than 200 and the cost to sustain it will be 20 rather than 100.
OR
Jin is using a level 20 Jutsu that creates a scythe of ice from the ground and tries to slice it's target. The Jutsu has the Water and Wind elements tied to it. Jin has the Water and Lightning as his chosen element affinities, this means the cost to activate the power will be 100 Chakra instead of 200 and the cost to sustain it will be 40 rather than 100.

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PostPosted: Wed Jul 04, 2012 8:00 pm


Jutsu Stats

All Jutsu, both those made custom-wise and those available to learn otherwise have several common "stats" that comprise of their making.

...Level:
Level determines a lot of things. First of all whenever a Jutsu is created it's "level" is spent like points to buy effects. Essentially the higher level a Jutsu is the more potent the effects it has and the more different effects it may have as well.
...Style:
This is what style of Jutsu you choose to use. These may be either Ninjutsu, Genjutsu, or Taijutsu. Eye techniques such as the Sharingan and Byakugan fall under the Ninjutsu category.
...Affinity:
As stated above, most techniques may have one or two elemental affinities tied to them. Some may not even have an affinity at all. Depending on which case it may be, affinity primarily helps decide the cost of a Jutsu. It also can also give you an edge over an opponent of a weaker elemental affinity and vice versa.
...Type:
All Jutsu are classified as a type of technique, whether that be Passive or Offensive. Offensive techniques however, have sub-categories.
Passive techniques are all that do not deal any type of actual harm/damage but are actually beneficial such as Buffs and Healing techniques.
Offensive techniques are any and all techniques that do some form of Harm to another. This includes De-buffs, Damage and the likes. However, techniques that have damage on them are also sub-categorized into one of six types: Offensive- (Impact, Tearing, Heat, Cold, Mental, or Internal) as to represent which of the six Critical Damage Charts they apply to.
...Accuracy:
This adds to your "Seal Speed" stat (for Ninjutsu/Genjutsu) or "Agility" (for Taijutsu) when determining your Power Check(PC) to see your chances of success during Combat. Generally speaking this will always be tied to the Level of a Jutsu. However some may be modified to have more or less accuracy.
Note that the total accuracy gained from buffs or Accuracy+ can never exceed *5 the stat that precedes it. This means your Seal Speed*5 for Ninjutsu and Genjutsu, or your Agility*5 for Taijutsu. If it does exceed this, the excess is not applied.
...Range:
This determines how far your Jutsu can move. If the range is "Self" you can only effect yourself with the Jutsu. If it's "Touch" you can only affect anywhere you could physically reach out and touch (generally melee weapon attacks, punches, kicks, etc are this range). It it's "Ranged" you can generally affect anything at a decent distance (around 200ft). If it's "Sight" you can affect anything within your line of sight.
The further the range the less potent the other effects on the Jutsu will be, but the harder it will be for your opponent to deal with it as a whole.
...Effect:
Here you will see the special effects a Jutsu has. This generally covers whether the Jutsu damages your opponent, snares them in place, stuns them, or any other such effect. These can be found in the Jutsu-Item Creation Thread
...Description:
This is the RP description, kind of a broad overview of "what" the Jutsu does exactly.
PostPosted: Wed Jul 04, 2012 8:01 pm


Creation

This is where things start getting creative. As stated above, when creating custom jutsus, you get points based on the level of the technique to use. The objective here is to use these effects to build the jutsu, almost as if it were a game of Tetris. In this case the box is the jutsu and the tiles are the effects. The higher level the jutsu is, the bigger the box will be and the more tiles you'll be able to fit.

If you have played the game before you'd know that if you make a placement error, you would have to work extra hard to fix it. Jutsu creation works the same way. If you mix some effects together you may get undesirable outcomes which would impede the Jutsu's effectiveness.

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