General Technique Information

## Ninjutsu

Ninjutsu refers to any technique that utilizes chakra and allows the user to perform actions that a normal person otherwise would be incapable of doing. Unlike genjutsu, which causes the opponent to experience illusions, the effects of ninjutsu are real and physical in most cases. Ninjutsu relies on chakra and, most of the time, hand seals to be effective. The hands are put in sequential positions that molds and manipulates chakra in the necessary manner to perform a jutsu. This is not always needed, however, and some jutsu become second nature to experienced ninja, after which they can perform them at will. Additionally, many ninjutsu can be classified as an elemental jutsu, in those cases where a specific element [e.g. wind, water, fire, earth, lightning] is used.

Along with further descriptions of guild usage, below are links to each of the various Ninjutsu elements.

## Genjutsu

Genjutsu are techniques that use chakra to create illusions. Unlike ninjutsu, the effects of genjutsu are not real, being only sensory illusions experienced by those who fall victim to it. Genjutsu falls under the broad category of yin release. A genjutsu is created when a ninja controls the chakra flow of a target's cerebral nervous system, thereby affecting the six senses. These senses are sight, sound, touch, taste, smell, and chakra. This is frequently used to create false images and/or trick the body into believing it has experienced physical pain. Genjutsu can also be used to manipulate others, similar to brainwashing, by feeding the victim illusive suggestions. Most genjutsu is performed visually, requiring the target make eye contact with the caster. Other methods include integration with nature transformation, and, in the anime, ingesting special pills that activate when the target sleeps. Audible genjutsu is deemed the most dangerous because the user can trap victims from long distances.

Those under the influence of genjutsu will either appear to be unconscious or continue to move around under the pretense of the genjutsu. The genjutsu caster can always see and participate in their created illusions. The latter is very effective in battle as a genjutsu user can make themselves appear to be somewhere else and attack the victim from behind or change the environment to make the victim see a flat plain where there is a steep cliff. There are three options to combat the effects of Genjutsu. The first option is for the ninja to stop the flow of chakra in their body, and then apply an even stronger power to disrupt the flow of the caster's chakra. This technique is called Kai (Release). The second option is to have a ninja unaffected by the Genjutsu make body contact and use their chakra to disrupt the caster's flow. The third is for the ninja caught in the Genjutsu to inflict some sort of bodily harm to themselves or for an outside pain source to be introduced.

## Taijutsu

Taijutsu! Otherwise known as the art of using ones own body as a weapon! Physical arts mastered through tempered hard work, determination, and sweat. Most users of Taijutsu are physically fit, but there are shinobi capable of using their odd shapes and forms to practice their own deadly varients.

* Techniques in Taijutsu progresses in strength with each Stage. The rank of your RPC determines up to which stage they may train in.
* A Taijutsu slot limit determines how many styles of Taijutsu a character may know. A character’s rank, meanwhile, limits how many stages they can train in. If you RPC has a Taijutsu slot limit of one [1] then they may learn one [1] style of Taijutsu and all the techniques, that their rank allows, within that style.

## Bukijutsu

Bukijutsu! The art of using weapons in combat. Much like Taijutsu, Bukijutsu requires hard work and dedication in order to master. They revolve around the manipulation of one's body along with their blade and, as a result of the combination, are known as some of the deadliest techniques in all the world over.

* Techniques in Bukijutsu progresses in strength with each Stage. The rank of your RPC determines up to which stage they may train in.
* A Bukijutsu slot limit determines how many styles of Bukijutsu a character may know. A character’s rank, meanwhile, limits how many stages they can train in. If you RPC has a Bukijutsu slot limit of one [1] then they may learn one [1] style of Bukijutsu and all the techniques, that their rank allows, within that style.

## Sustained Techniques

* If a jutsu allows for sustained activation [which is more than the single post it took to activate and implement it] it will have the amount of chakra needed to maintain its activation listed. If it isn’t listed, but does allow for a sustained use, then you pay the initial cost for every post following [that maintains the jutsu].
* RPC’s are limited to activating 3 jutsu per post [only two of which may be ‘offensive’ jutsu]. However [and only after the initial activation is posted] sustained jutsu do not count towards this limit unless being used a second or more times as an ignition.
* Sustains are Broken into 3 Categories
	+ Ignition: Sustains tied to effects typically offensive in nature that produces a singular effect again for the cost of its sustain and an activation. Additional uses past the first use, one pays the sustain cost and activation to trigger it again in the same post. I.e sending out two sensory pulses in one post or releasing two fireballs from a sustained giant fireball that releases a fireball per post. Ignition sustains typically require a lot of focus and if a target sustaining one is struck or injured in that time the sustain ends, it will also often end if the user is breaking certain criteria. i.e "The user's arm holds up a ball of fire" they must continue holding up said ball of fire to continue using it.
	+ Lingering: Sustains tied to Genjutsu and other buff related abilities. Lingering sustains have no ignitions and are ongoing effects that are in constant effect to how long they are sustained for. Lingering Sustains have no reason for ignition as the name suggests the effect is always ongoing and isn't often time an attack.
	+ Maintenance: Maintenance sustains function similarly to Ignition sustains and Lingering sustains together in that by paying the amount of the sustain the sustained amount is used to repair an ongoing effect of a jutsu. I.e A rock armor jutsu that's sustained where the sustain is paid for to repair it but if more reparations are needed the sustain can be paid again to further repair it. A maintenance sustain would not take an activation like an Ignition sustain however, if ever there is a time a maintenance sustain isn't paid the technique ends immediately requiring the full amount be paid again. If a technique otherwise specifically says it ends a technique a Maintenance sustain cannot be paid to restore it.

## Jutsu Learning Qualifications

By default, all RPCs have access to C-rank and lower jutsu unless they are academy students.

* At 300 XP, RPCS of D-rank body are granted access to B-rank techniques.
* At 600 XP, RPCS of C-rank body are granted access to A-rank techniques.
* At 1,200 XP, RPCs of B-rank body are granted access to S-rank techniques.
* At 2,400 XP, RPCs of A-rank body are granted access to S+-rank techniques.

## Special Notes

There are a few key points and notes that you should keep in mind while both using and interacting with ninjutsu.

### Elements

The chart to the right displays ninjutsu elements and their strong and weak suits. Techniques do not deal additional damage when they make contact with a ninja who has inferior chakra elements, rather, if the superior technique collides with the inferior element, the superior will typically come out on top.

**Fire beats Wind ▰ Wind beats Lightning ▰ Lightning beats Earth ▰ Earth beats Water ▰ Water beats Fire**

Some bloodline techniques use another element that it specific for them by way of mixing two of the previously mentioned elements. These including the Hari [Glass] element, Hyoton[Ice] element, Mokuton [Wood] element, and more. Each bloodline will have the details outlining their element’s weaknesses and strengths so please be aware of those.

For guild purposes, we attempt to use rank modifications-

* The inferior element will lose one [1] rank of effectiveness against its weakness.
* Techniques that lose in head-to-head battles become absorbed, adding to the winner jutsu's chakra. (see 'Counter Balancing' below)

### Counterbalancing

For relationships between chakra natures, there is a principle known as counterbalancing (相殺, Sōsai). This principle states that two techniques of the same nature would cancel each other out if the same amount of chakra was put into them. For example, in Kakashi's fight with Kakuzu, he was able to cancel Kakuzu's Lightning Release: False Darkness by deflecting it with his own technique, the Lightning Cutter. However, if one of the techniques had more chakra put into it, it would overcome the other technique. Not only that, but the stronger technique would absorb the weaker one, and the user of the weaker technique would receive more damage than the original amount, as he will have added to the technique. For example, in Sasuke's fight with Itachi, they both use the Fire Release: Great Fireball Technique against each other, and Sasuke's technique begins to overwhelm Itachi's as he activates his Cursed Seal of Heaven. Itachi would have been hit by both his own technique as well as Sasuke's. Itachi responds to this by using Amaterasu, the highest level Fire Release technique [ i.e. Blaze Release ], which absorbs all the fire previously created by the two techniques, growing into a large mass of black flames.

### X-Rank Techniques:

* X-Rank techniques, unless otherwise stated (or are Eisijutsu or Fuuinjutsu), only require training of that base rank Use of that technique at higher ranks does not require it to be learned as that rank.
* X-ranked techniques, with the exception of Kai and the unnamed dodge technique, cannot be used beyond two ranks of your body rank. This means that an X-ranked lightning ball, in the hands of a D-ranked genin, can only be used at B-ranked.

### Actions

* Actions are broken into three categories: Offensive, Defensive, Supplementary
* Offensive: Any technique designed with the intent to engage in a collision and often times with the intent to overpower it. These are limited to [2] per post.
* Defensive: Any techniques designed to typically stop or defend against an attack, solely with the intent to defend or evade. Using Healing jutsu is treated as a Defensive action. I.e Raising a Mud Barrier, Shunsin. These are also Limited to [2] per post.
* Supplementary: Techniques listed as supplementary don't consume an action but still consume an amount of resource. There isn't a limit to supplementary action.
* Example Combinations:
	+ [2] Offensive, [1] Defensive
	+ [2] Defensive, [1] Offensive
* Additional Actions: In the event of gaining additional actions either via a technique or other means the techniques used can be either applied to being [Offensive] or [Defensive] unless stated otherwise.

### E-Rank Techniques

* All E-rank techniques do not take slots to learn.
* In order to train the E-rank techniques of an element, or even Genjutsu, the character must be capable of learning those techniques. In other words, a character can only learn the E-rank techniques under the elements they chose at creation.
* If a character cannot learn Ninjutsu techniques, such as some Bukijutsu and Taijutsu class disciplines, or does not gain slots for them through class ranks, they cannot learn the E-rank techniques of the category.
* This goes for Genjutsu and all Special categories as well [Iryojutsu, Kugutsu, etc.].
* This does not apply to Bukjutsu or Taijutsu techniques, and learning any Stage One [E-rank] techniques still requires taking up a style slot.

### Non-Elemental Techniques

Not all ninjutsu fall under the element chart, including; Maruton [Null element], Iryojutsu [Medical techniques], Kugutsu [Puppet techniques], Genjutsu [Illusionary techniques], and some Bloodline-specific techniques.

* No matter what element(s) your RPC has, all can learn Maruton jutsu - indeed all characters start off with six [6] Maruton techniques. These six [6] slots do not consume jutsu limit slots..
* Iryojutsu can only be learned by characters of the Medic class.
* Kugutsu techniques can only be learned by characters of the Puppeteer class.
* Genjutsu can be learned by any character, and take up Genjutsu slots, not Ninjutsu slots.
* Sensory jutsu, including the sensory jutsu within the elemental jutsu list which provide sensory abilities, can only be learned by Sensory Class Ninja.
* Bloodline techniques can only be learned after a successful application has been accepted for a specific bloodline. These techniques do not take up any slot restrictions on a RPC’s profile.

### Special Notes

Determining victors in collisions is decided on more than just flat ranks, number of attacks or loosely worded descriptions. All techniques barring Simple, Complex, and Counter-Balancing follow the following rule. If the amount of resources spent for a technique equates to the technique it is colliding against the techniques will cancel out. I.e A puppeteer with a hundred actions from army of a hundred spends an amount of 30 E-ranks worth of attacks towards an opponent. The total amount of resource spent to do so equates to {150} the defending individual may spend an S-rank amount {150} of chakra with an appropriate technique to successfully defend against all 30 attacks. In instances where Genjutsu is used and the cost of kai is increased. One need only to spend said Genjutsu's rank + {the extra cost} to kai. The amount of resource a technique is treated as barring Simple, Complex, and Counter-Balancing will never be treated as lower than its listed rank despite any applied resource reductions. In regards to the following three exclusions.

Simple and Complex is Treated as its Resource + Applied stats - Enemies Opposing stats

Examples: Simple C{2 stats} = and A in Resource, reduced by enemy stats

* A Technique with the {Overwhelming} trait is treated as its resource x1.5.
* A Technique subject to Counter-balancing is either treated as a rank higher in Resource or a rank lower in Resource
* When defeating another Ninjutsu with Ninjutsu in a Collision that Ninjutsu's resource is added to the final total. I.e an A-rank beats a B-rank the total Resource of the technique for determining collisions is [200]
* A [Simple] technique is treated as [2]-ranks lower in resource when colliding with [Spiritual] and [Ninjutsu] this is compensated through stats
* A [Complex] technique is treated as [1]-rank lower in resource when colliding with [Spiritual] and [Ninjutsu] this is compensated through stats
* The Following is a List of How to Divvy up one's Resource
* A technique that adds additional resource to a technique for additional effects requires one to use the [listed] rank + an additional amount of resource to counter fully. It is only in these cases ((similar to kai)) one may impart more chakra to defend against the added offense.
* Resource Economy {Overwhelming}
	+ E : 5 {7.5}
	+ D: 10 {15}
	+ C: 20 {30}
	+ B: 40 {60}
	+ A: 80 {120}
	+ S: 160 {240}
	+ S+:320 {480}

**Errata:** Any technique that states it produces any additional [X]-rank entities unless those entities are paid for via said resource, those techniques may be dispersed of by a technique or amount of techniques of an equivalent resource equal to the amount spent to produce it.

I.e A technique which states it produces 5-water monkeys each of A-rank strength. Unless an A-rank amount was paid for each Monkey the resource is divided equally among the entities. [100] / [5] making each entity only about as strong as [20] resource each.

**For more info in regards to Collisions refer to the following**

* Dealing with Multiple Actions, Swarming, and Resource Collisions
* Stats, Armor, Dodging, and Blocking
* The Variations of Close Combat and Styles: Simple, Complex, and Spiritual

## Physical Techniques

There are ‘physical’ techniques that, at times, require the use of chakra. Bukijutsu [Weapon techniques], Taijutsu [Body techniques], and Formless may ask for chakra costs on certain actions. For Tai and Buki, these will be listed as either complex [chakra and stamina cost] or spiritual [chakra cost] techniques. Formless techniques will mention if chakra cost is needed but are otherwise treated as stamina-only techniques.

* Formless are the Maruton version of physical techniques. This means you do not need a slot for Buki or Tai to learn physical techniques, thus making them accessible to all characters.
* Formless have their own slot limits.

## Body Flicker

* Shunshin no Jutsu [ Body Flicker Technique ] can only be used three [3] times per battle.
* A very slight amount of preparation is required for this technique.

## Substitution

* The substitution technique can only be performed four [4] times per battle.
* You must be near(within 10 feet) an object roughly the same size as your character.
* Other roleplayers' characters ( unless willing ) cannot be used as a substitute.
* Spawning random, faceless characters to use as substitutes is not permitted.
* All clones, with the exception of the standard clone, may be used in substitution.

## Clones

* Unless otherwise stated, clone techniques only produce a single clone per activation.
* Unless otherwise stated, elemental clones cannot perform elemental jutsu other than their element.
* Clone(s) can use a single action on the post they are created. If they choose to make more clones in this action then the second set of clones receives no actions until the following post. Clones can perform a maximum of 2 actions per post but only after the post of their creation.
* Unless otherwise stated Clone(s) may only use the chakra they are comprised of to perform techniques, if the clone(s) perish before this chakra is spent, it DOES NOT return to its creator. One can put more chakra into their clone than the listed rank, but this does not make the clone anymore durable.
* Unless otherwise stated a Clone(s) aside from shadow clones cannot transfer memories from one to another after their destruction

## Technique Costs

Chakra and/or stamina are needed to perform attacks such as ninjutsu, genjutsu, bloodline techniques, and complex taijutsu and bukijutsu. Below is a simple chart that displays the chakra cost of such techniques. Rank X ( Variable Rank ) techniques are capable of being activated with different amounts of chakra. This slightly differs from techniques that can be modified with additional chakra, but have definite ranks. Variable Rank techniques always have the necessary information for their usage within their descriptions.

### Cost of Techniques

Chakra is needed to perform ninjutsu, genjutsu, bloodline techniques, and complex taijutsu and bukijutsu. Below is a simple chart that displays those chakra costs:

* Rank E [ 5 ] chakra.
* Rank D [ 10 ] chakra.
* Rank C [ 20 ] chakra.
* Rank B [ 40 ] chakra.
* Rank A [ 80 ] chakra.
* Rank S [ 160 ] chakra.
* Rank S+ [ 320 ] chakra.

### Simple Techniques:

Stamina is needed to perform attacks such as physical ("simple") taijutsu and bukijutsu. Below is a simple chart that displays the stamina cost of such techniques.

* Rank E [ 5 ] stamina.
* Rank D [ 10 ] stamina.
* Rank C [ 20 ] stamina.
* Rank B [ 40 ] stamina.
* Rank A [ 80 ] stamina.
* Rank S [ 160 ] stamina.
* Rank S+ [ 320 ] stamina.

### Complex Techniques

Complex techniques cost both stamina and chakra to perform, and beat simple techniques of the same rank. Below is a simple chart that displays the costs.

* Rank E [ 5 ] chakra OR [ 5 ] stamina.
* Rank D [ 5 ] chakra and [ 5 ] stamina.
* Rank C [ 10 ] chakra and [ 10 ] stamina.
* Rank B [ 20 ] chakra and [ 20 ] stamina.
* Rank A [ 40 ] chakra and [ 40 ] stamina.
* Rank S [ 80 ] chakra and [ 80 ] stamina.
* Rank S+ [ 160 ] chakra and [ 160 ] stamina.

### Spiritual Techniques

Chakra is needed to perform special Taijutsu and Bukijutsu technqiues, called spiritual techniques. Spiritual techniques beat simple and complex techniques of the same rank. When interacting with physical techniques, Ninjutsu is treated as a spiritual technique. Below is a simple chart that displays the chakra cost of such techniques.

* Rank E [ 5 ] chakra.
* Rank D [ 10 ] chakra.
* Rank C [ 20 ] chakra.
* Rank B [ 40 ] chakra.
* Rank A [ 80 ] chakra.
* Rank S [ 160 ] chakra.
* Rank S+ [ 320 ] chakra.

## Errata

* Any technique that applies multiple attacks can only apply 1 stackable ability/status effect. Essentially 1 Action, 1 Technique, 1 Stack unless otherwise stated.
	+ Errata - Due to an occurrence and rise of popularity of alternate methods of using Jutsu, whether through Mystic Hero or Somantic Gestures, Jutsu still require an equivalent amount of time and preparation to cast. Meaning while alternate methods for releasing Jutsu, they are always equal to standard Hand Seal method in terms of speed and chakra efficiency regardless of how an alternate method may be done.

TL;DR Version ~~ Alternate Jutsu Casting still require the same amount of time and chakra preparation as the standard means of Hand Seals.

## Overwhelming Techniques

Overwhelming Jutsu exhibits a finer mastery in a technique, exhibiting a combination of finer precision and mastery over their form either through sheer power or deft skill. Simple and Complex techniques are shown to be applied with finer control in skill, while Spiritual techniques are denser in their chakra make up when made Overwhelming.

When an Overwhelming trait is applied to a technique, it is treated as [1.5x] the amount in its resource and wins out in clashes against other techniques of the same rank. If the opposing technique is also Overwhelming, the collision is equal due to both techniques possessing similar power.

* Simple & Complex Overwhelming techniques are able to interact with other Simple & Complex abilities, these cannot apply Overwhelming to Spiritual techniques.
* Spiritual techniques can interact with other Spiritual techniques with an Overwhelming trait, but cannot affect Simple & Complex techniques.
* Overwhelming is a trait granted by various Disciplines, Cross Class/Specializations and other factors such a Senjutsu and Demon Chakra. Overwhelming cannot apply to S+ techniques with one exception; when it is added by Senjutsu [Sage or Forbidden Seals], Golden Dragon Marks, & Demons, only then can this apply to S+ techniques.

A Defender who is faced with a Overwhelming technique can invest [1.5x] the chakra cost of a non-overwhelming technique to equally match an opposing Jutsu. This gives all RPCs who may not have access to Overwhelming jutsu a means to defend themselves.