A character's ability is measured in statistics.
These are scores, measured in six ranks, that represent a character's aptitude in several distinct physical and mental disciplines. They do not represent combat knowledge, experience, or training, which is measured separately (by styles). The statistics ("stats") are sense, skill, speed, stamina, strength, and sturdy. The six ranks are measured in terms of shinobi proficiency from E-rank to S-rank, lowest to highest ("E-rank", "D-rank", "C-rank", "B-rank", "A-rank", "S-rank"). Each one roughly corresponds with a general level of proficiency displayed by a certain level of shinobi.
E-rank: The civilian average, which is representative of the level of a new academy student who otherwise lacks significant shinobi training in the relevant stat. A person with E-rank strength or speed is about as strong or fast as you or I would be expected to be in our daily lives.
D-rank: Considered a low level of proficiency for a shinobi, but signifies having begun training in this particular field. A genin would be expected to display this level of proficiency in most areas, but would typically have a higher rank in at least a couple of statistics. A chūnin would be expected to display this level of proficiency only in their weakest areas.
C-rank: The shinobi average, representative of a standard level of proficiency that most will strive to achieve at a minimum in any particular area. Most chūnin are around this level in most stats, while it would be rare to find a jōnin with any rank below this. Genin strive to reach this level in a stat before promotion to chūnin.
B-rank: Demonstrative of an advanced level of understanding or proficiency; above average. Chūnin will often display this level of proficiency in their better stats, while many jōnin display this at base level. A genin would be considered talented in a stat rated at this level.
A-rank: Superior competency and outstanding ability. A jōnin would be expected to display this level of proficiency at their primary disciplines as the hallmark of an elite-level shinobi. A lower-ranked shinobi could be considered prodigious in a field for demonstrating this level of mastery (such as Rock Lee with speed).
S-rank: Considered exceptional; among the best in the village. A level of proficiency above even what would be expected for jōnin-level practitioners. A stat rated at this level approaches what might be expected of a Kage.
Statistics are purchased in ranks.
A character begins at E-rank in each of the six stats. Any further advancement in a stat must be purchased with XP, with an increasing cost for each rank. The rate is 20, cumulative with each previous rank purchased. This means that the price to increase a stat by one rank is;
20 for E-rank to D-rank.
40 for D-rank to C-rank, or 60 from E-rank to C-rank.
60 for C-rank to B-rank, or 120 from E-rank to B-rank.
80 for B-rank to A-rank, or 200 from E-rank to A-rank.
100 for A-rank to S-rank, or 300 from E-rank to S-rank.
Sense is used to understand the world and react to the things in it.
A character has a number of awareness points based on their rank in sense, which can be expended to avoid an attack that would otherwise be expected to be successful, on account of a character's high level or perception to avoid the blow. These dodges cost one (1) awareness point each. A character's pool of awareness points refreshes between topics, except in instances where two topics are immediately joined in the timeline. A character's rank in sense also governs the techniques that they can recognize; a character can recognize any techniques that they know and any techniques they do not know of a rank equal to or lower than their rank in sense.
At E-rank you have 0 awareness points.
At D-rank you have 1 awareness points.
At C-rank you have 2 awareness points.
At B-rank you have 3 awareness points.
At A-rank you have 5 awareness points.
At S-rank you have 8 awareness points.
Skill is used to understand how well your character can aim their attacks.
This attribute is primarily offensive, used to guide and direct attacks both in melee and at a range. It governs precision with taijutsu strikes, dexterity with a sword, or aim with a ninjutsu technique. It is compared against the target's speed to determine how often attacks might generally be expected to land. Its rank is compared directly (i.e. C-rank speed vs. A-rank skill, an advantage for A-rank skill). Skill also tertiarily governs how many hand-seals your character can perform in a single post and how many non-technique-based attacks you can perform in a post. These totals are presumed to be "under pressure" totals, meaning it is the number of seals and basic strikes (punches, kicks, sword swings, thrown kunai) that can be performed in-combat, even while experience attempts from your opponent try to harry you. In uninterrupted circumstances, or when benefitting from advantages in distance or location, these values may be tripled. Techniques with no hand seals, or those reduced to 0 hand seals, may be performed as many times in a post as the user has chakra to support.
At E-rank you can perform 3 hand-seals per post | one non-technique strike per post.
At D-rank you can perform 6 hand-seals per post | one non-technique strike per post.
At C-rank you can perform 12 hand-seals per post | two non-technique attacks per post.
At B-rank you can perform 24 hand-seals per post | two non-technique attack per post.
At A-rank you can perform 48 hand-seals per post | three non-technique attacks per post.
At S-rank there is no limit on the number of hand-seals you can perform per post | three non-technique attacks per post.
Speed is used to understand how quickly your character can move.
This is an attribute used both offensively to close distance with targets and defensively to maintain distance from a foe and avoid their attacks. It is compared against an enemy's speed to determine distance in combat and against an enemy's skill to determine how often attacks are likely to land. Its rank is compared directly (i.e. C-rank speed vs. A-rank skill, an advantage for A-rank skill).
Stamina is used to understand your character's energy and chakra reserves.
Stamina is used to determine how many techniques your character can use before becoming exhausted. A character has a number of chakra points based on their rank of stamina. There is no consequence for reaching zero remaining chakra other than not being able to utilize any more techniques for the remainder of the topic. A character's pool of chakra points refreshes between topics, except in those instances in which two topics are immediately joined in the timeline.
At E-rank you have 0 chakra points. This is sufficient for walking on water and using chakra to climb, but little else.
At D-rank you have 10 chakra points.
At C-rank you have 20 chakra points.
At B-rank you have 30 chakra points.
At A-rank you have 40 chakra points.
At S-rank you have 50 chakra points.
Strength is used to understand the power behind your character's physical attacks.
For all those sword swings, punches, and non-technique-based attacks, including all those basic attacks with no chakra cost, damage is calculated by the attacking character's strength value. If the damage dealt with strength is not avoided or absorbed with durability points, then the defending character suffers wounds or damage in accordance with the type of attack suffered. Use common sense here. A sword swung with a significant strength advantage over the defender's defense from sturdy that is not blocked or avoided could puncture an organ or remove a limb. A strong punch could break bones. These can threaten a character's options in defense and attack, or in the worst cases, result in death.
At E-rank you deal 1 point of damage.
At D-rank you deal 2 points of damage.
At C-rank you deal 4 points of damage.
At B-rank you deal 6 points of damage.
At A-rank you deal 8 points of damage.
At S-rank you deal 10 points of damage.
Sturdy is used to understand how much punishment your character can take.
This can take the form of incredible endurance, a resistance to pain, or simply the sheer force of will to avoid going down, at least until your durability points run out. A character has a number of durability points based on their rank of sturdy. A character's pool of durability points refreshes between topics, except in those instances in which two topics are immediately joined in the timeline. When your character would take damage, you can either accept the consequences that the attack would inflict (i.e. a broken nose from a punch to the face, a severed arm from a sword slash at the shoulder) or absorb that damage using durability points and receive no consequences. A player does not have to use durability points in the face of an attack they do not wish to absorb with them.
At E-rank you have 0 durability points.
At D-rank you have 10 durability points.
At C-rank you have 20 durability points.
At B-rank you have 40 durability points.
At A-rank you have 60 durability points. Beginning at this rank, non-technique-based attacks deal only half damage.
At S-rank you have 80 durability points.
Some stats involve direct comparisons between them to determine outcomes.
This usually involves a comparison of skill versus speed, although it can also involve comparing other statistics. For instances where there is subjectivity ("how often would C-rank skill hit A-rank speed?"), the following advice is given. These are only guidelines, on account of the fact that extenuating circumstances often present themselves in combat, such as variation in terrain. All the speed in the world cannot save someone stuck in a locked room with no way out. Similarly, someone at the top of a mountain would be under no threat from a technique like Earth Release: Swamp of the Underworld, which targets the base of that mountain. Conversely, only the greatest difference in speed vs. skill might assist someone in avoiding such a massive technique if utilized point-blank. Use common sense where appropriate, and always practice respect with your fellow players.
A difference of 0-1 tier(s) implies general parity between two fighters. Since there is an inherent defensive advantage, a character can be expected to hit an equally skilled opponent only about one-third of the time with any given attack.
A difference of 2 tiers implies a noticeable advantage to one party, with attacks either connecting or being avoided about half of the time.
A difference of 3 tiers implies a significant advantage to one party, with connecting or avoiding attacks two-thirds of the time.
A difference of 4 tiers implies an overwhelming advantage to one party, who would be expected to connect or dodge three-fourths of the time.
A difference of 5 tiers is completely insurmountable by the weaker party. They cannot avoid, connect attacks, or dodge using speed or skill (but may still utilise sense).
It is important to note that just because one is unable to avoid an attack, it does not mean they are entirely unable to do anything about it. Bracing oneself for a hit can help reduce some of its harm. Unless an extenuating circumstance, environment, excessive stat difference, or outmaneuvering leaves one with no other choice but to fully accept the harm an attack might inflict, most connected hits might take the form of a glancing blow. Dangerous, painful, but not fatal. A successful sword strike might cut deeply, but not through the collar-bone. A punch might break a rib, but a fighter can keep going on a few broken ribs. However, luck and perseverance only carry someone so far. Wounds will eventually build up, and if one isn't careful, a debilitating blow might always linger right around the corner.
Might, Will, and Fate points are a special resource that can be used to modify your statistics and provide other benefits in combat. A character starts with 3 points to distribute between these categories. A character's pool of Might, Will, and Fate points refresh between topics, except in those instances in which two topics are immediately joined in the timeline. Multiple expenditures of these points can be combined in a single instance of use.
Might points can be used in the following ways:
Increase your skill, speed, or strength by 2 ranks for any single non-technique-based attack or action (such as a punch or a dash).
Increase the damage or defense of a technique by 10.
Will points can be used in the following ways:
Gain 15 chakra points for the remainder of a topic.
Gain 15 durability points for the remainder of a topic.
Fate points can be used in the following ways:
Avoid certain death through a contrivance of fate or destiny. You may choose to exit the topic or to remain but without the potential consequence of death, though posts made after choosing to remain do not grant XP. This ability costs 2 Fate points.
Elements
Possessing an element (or "nature transformation") is a prerequisite for using certain techniques. There are five basic elements, in addition to special advanced elements (associated with specific kekkei genkai). Only the five basic elements are available to those without the requisite kekkei genkai. The basic elements are earth, fire, wind, lightning, earth, and water. Each element costs 50 XP (with the exception of water; given the frequency of that nature transformation in the game's setting, it only costs 20 XP).
Elements have specific strengths and weaknesses.
Each basic element is strong against one element and weak against another. Advanced elements from kekkei genkai clash in unique ways, which are detailed in their entries. A technique counts as 1 rank lower when clashing against a technique of an element that is superior to it. The basic elements clash against each other as followers;
Earth is strong against water and weak against lightning.
Fire is strong against wind and weak against water.
Lightning is strong against earth and weak against wind.
Water is strong against fire and weak against earth.
Wind is strong against lightning and weak against fire.
This means, for example, an A-rank wind technique would only be as powerful as a B-rank wind technique when clashing against a fire technique (and would therefore lose out to an A-rank fire technique).
Rank
A character's rank as a shinobi is usually determined by their XP total. However, a player with a different idea about their character's story or progression can choose to remain at a lower rank in-character for as long as desired. The general rank of a player at any given XP total is as follows:
Genin at 100 XP.
Chūnin at 500 XP.
Jōnin at 900 XP. A character may choose also to become a member of the ANBU at this level.
Styles are the measure of a character's training and experience with specific combat-applied disciplines. Whereas stats govern a character's proficiency in certain raw metrics, styles are how stats are practically applied in combat. The available styles are bukijutsu, fūinjutsu, ijutsu, ninjutsu, taijutsu, and shunshin. Each style has two ranks (adept and expert), which demonstrate the extent of a character's proficiency in that style. Each style gives unique bonuses for having ranks in that style, and at least one rank in that style is generally required to perform named techniques of that type (bukijutsu is required to perform any named bukijutsu techniques). The sole exception to this ninjutsu, which may be performed without the style.
Styles are purchased in ranks.
A character begins with no ranks in any style. Any advancement in a style must be purchased with XP at the following rate:
20 for non-proficient to adept.
30 for adept to expert, or 50 for non-proficient to expert.
Bukijutsu is ranged weapon combat.
While the technical description of bukijutsu refers to all combat via weaponry, Gekokujo applies the term solely to ranged weapons for mechanical considerations. This includes, but is not limited to, shuriken, senbon, bows, ranged use of kunai, and any weapon whose use is performed primarily at range (this also includes puppets, and the use of the Puppetry Technique would be a flavorful use of this style). Weapons such as a meteor hammer would qualify for bukijutsu, while a kusarigama (which is primarily used as a scythe in melee) would not. In addition to allowing for the use of bukijutsu techniques and the creation of custom bukijutsu techniques, ranks in this style provide the following benefits:
Adept: Bukijutsu techniques that you use cost 1 chakra point less to perform (to a minimum of 1), and attacks you make using ranged weapons deal an additional 2 points of damage. This benefit does not stack with any other cost reductions.
Expert: Techniques you use with the Volley keyword deal 100% damage (rather than 50%). You can make one additional non-technique-based attack per post with ranged weapons.
Fūinjutsu is the application of seals and sealing techniques for combat and utility.
This includes things like the Sealing and Unsealing Techniques to quickly draw weapons in combat or the use of the Fire Sealing Technique to extinguish a roaring inferno. When attempting to unseal a fūinjutsu, compare the existing seal-maker's sense plus their rank in fūinjutsu against the unsealer's sense plus rank in fūinjutsu (with the greater value winning). This is typically done through the application of an unsealing technique such as the Five Elements Unseal. In addition to allowing for the use of fūinjutsu techniques and the creation of custom fūinjutsu techniques, ranks in this style also provide the following benefits:
Adept: You can perform the Enclosing Technique and Unsealing Technique instantaneously. These techniques no longer cost any chakra points. You gain an additional 10 points of durability.
Expert: You gain the ability to seal tailed beasts. When you miss an attack when attempting to apply a seal, expend only half the usual chakra points.
Ijutsu governs healing techniques and advanced medical knowledge.
The purview of medical ninjutsu includes techniques such as Mystical Palm, but also techniques developed primarily for a surgical purpose (like the Chakra Scalpel) and techniques whose fine levels of specific chakra control are generally achieved by medical-nin (such as Chakra Enhanced Strength). Ranks of this style also afford the character advanced anatomical and medical knowledge beyond that of a typical shinobi. In addition to allowing for the use of ijutsu techniques and the creation of custom ijutsu techniques, ranks in this style also provide the following benefits:
Adept: Keen anatomical knowledge means you know where to strike. Ignore an opponent's last 10 points of durability.
Expert: The Mystical Palm Technique is no longer half as effective when applied to yourself. You can preform the most complex surgeries, and display impressive chakra control. Gain 10 chakra points that can only be used on ninjutsu, ijutsu, or Chakra Enhanced Strength and its derivative techniques.
Ninjutsu is the broad application of chakra-based techniques lacking other specific style qualifications.
The broadest of all style categories, ,any other styles are technically subsections of ninjutsu in canon, such as fūinjutsu and ijutsu. However, for game design purposes, Gekokujo applies this term solely to the use of general chakra-based techniques that are not fitting of the other categories. Earth Style: Wall and Water Style: Dragon Bullet are quintessential examples of ninjutsu techniques. Unlike other styles, ranks in the ninjutsu style are not required to perform ninjutsu techniques. The ninjutsu style is still required to make custom ninjutsu techniques, and ranks in this style also provide the following benefits:
Adept: Choose a ninjutsu technique. Its required number of handeals is reduced to one. If its total number of seals was already one, it is reduced to zero.
Expert: +1 rank to skill for the purpose of aiming ninjutsu techniques. All techniques of a chosen element are treated as +1 rank higher in potency (but not cost) and scale accordingly to either a specific techniques unique combination of keywords or the generic damage table.
Taijutsu is melee combat, using both weapons and the body.
While the technical description of taijutsu in canon generally refers to techniques performed with the body and described similarly to martial arts, Gekokujo applies the term to both this category and also all melee weapons. This is a mechanical and game design consideration, and is exemplified through Might Guy's use of nunchaku and the teaching of weaponry in real-world martial arts courses. In addition to allowing for the use of taijutsu techniques and the creation of custom taijutsu techniques, ranks in this style also provide the following benefits:
Adept: Your melee attacks deal +1 damage to an opponent's durability.
Expert: Your basic attacks cost an additional point of awareness to avoid with sense. You can now benefit from two-tier boosts from techniques.
Sensory is the detection and interpretation of chakra signatures.
While all shinobi possess the ability to detect the presence of chakra released in especially large quantities, sensor-type shinobi are those few capable of doing so with precision and at their discretion. They are often, but not always, skilled in techniques (such as the eponymous Sensing Technique) that allow them to rapidly gain information about their opponents directly through an observation and understanding of their chakra. In addition to allowing for the use of sensory techniques and the creation of custom sensory techniques, ranks in this style also provide the following benefits:
Adept: Techniques with the Detection or Stealth keywords cost 2 chakra points less to perform (to a minimum of 1). This benefit does not stack with any other cost reductions.
Expert: +1 rank to sense for determining your number of awareness points. If you already have S-rank sense, gain +2 awareness points instead.
Shunshin is the use of the Body Flicker Technique in any significant way.
While almost all shinobi are taught the Body Flicker Technique at a young age, true mastery of the technique—such that a shinobi is able to make mechanical use of it inside or outside of combat—is governed by this style. This is a technique that scales with mastery, with novices of the art being significantly slower, and thus unable to make great practical use of it, compared to advanced practitioners. The Body Flicker Technique is not a usable technique in Gekokujo, but is instead represented as a style conferring benefits to the user, which represent the user having performed the Body Flicker Technique when invoked. Customs that are similar in nature, conceptually, to the Body Flicker Technique will require the possession of this style, which provides the following benefits:
Adept: You can use the Replacement Technique two additional times per thread. This technique only requires one hand seal.
Expert: +1 rank to speed to avoid attacks. If this would raise your speed beyond S-rank, your opponents cannot use awareness points for one round after you have used awareness points to dodge an attack.
Techniques The jutsu and named physical attacks performed by characters are known as techniques, and cost chakra points in return for varied benefits. The base cost of a technique, as well as its damage, is determined by its rank. The following chart outlines the cost and damage associated with each rank of technique. Keywords augment the cost and damage of abilities and will be outlined further on.
D-rank: 1 chakra point, 4 damage.
C-rank: 2 chakra points, 8 damage.
B-rank: 3 chakra points, 12 damage.
A-rank: 4 chakra points, 16 damage.
S-rank: 5 chakra points, 20 damage.
When a technique clashes with another technique both deal damage to one another. For example, if an S-Rank technique, which deals 20 damage, clashes with an A-rank technique, which deals 16 damage, the S-Rank technique would win the clash and continue as intended, though only 4 damage would remain. When a technique deals damage to the Defense keyword it acts in similar fashion, dealing as much as it can do the Defense and then proceeding, if able, as normal.
Techniques are composed of keywords to define what it is that technique does.
These keywords are each cost individually and are added to the base cost of a technique's rank. The keywords available are as listed;
Boost: 1 chakra per tier; A single stat can not be boosted by more than one tier by a technique, unless a style perk allows for additional bonuses. Boosts apply to a single technique.
Chakra Flow: X chakra; This allows the player to replace damage from their strength with damage from their technique by paying that cost for damage from that attack. This cost is paid per attack [and can clash against other ninjutsu (though it is vulnerable to the practical limitations of the specific chakra flow technique, i.e. a sword slash might split a fireball but will not dispel it, and an arrow will not shield your legs from a wave of mud).
Defense: 1 chakra per 4 Defense; Acts in similar fashion to a player's durability from sturdy.
Deprive: 2 chakra per sense on a single player, 4 chakra per sense if the technique Deprives in an area. Deprive removes one of the senses from a player.
Destructive: 2 chakra per 4 damage with a max of 20 damage. Destructive simply adds additional damage to a technique.
Extreme Range: 4 chakra. A technique with this keyword has a range that would otherwise not be obtainable.
Detection: 2 chakra for an enhanced sense or 4 chakra for something more intricate, such as detecting lies via pulse. Detection allows a technique to increase the user's ability to pierce through an opponent's attempts at stealth or misdirection.
Healing: Requires the Ijutsu Fighting Style. 2 chakra for minor cuts and bruises, 4 chakra for broken bones and internal bleeding, 5 chakra for fatal or near-fatal injuries. Healing allows the technique to mend and repair the results of another technique's damage. Healing techniques usually have some form of drawback such as time or surgical equipment; not normally available mid-combat.
Manipulation: X chakra + X chakra per post; The ability to freely manipulate material without the use of handseals, techniques using manipulation deal Y damage per hit, where Y is the damage from the rank of chakra spent. This keyword is not available for S-rank custom techniques. Techniques with this keyword clash against other ninjutsu according to the damage granted to them by their rank and other keywords applied only once per post, i.e. an A-rank technique with manipulation but no other keywords and no relevant elemental interaction would be overwhelmed by 17 damage for the duration of that round.
Stealth: 1 chakra for lesser forms such as no footprints, 2 chakra for more intricate forms such as invisibility. Cost is paid on activation and for each subsequent post the technique is active. Applied to techniques that attempt to hide the user's presence in some fashion.
Terraforming: 3 chakra. These techniques fundamentally reshape the battlefield.
Volley: 0 chakra. Deals half damage but treats the user's skill as a tier higher. Techniques that launch multiple projectiles, trading damage for more consistently landing.
Canon techniques that do nothing other than deal damage or provide Defense use their canon/databook rank unless they have been reranked, in which they will be listed here. Generic damaging techniques cost the standard amount of chakra and deal the standard amount of damage for their rank unless they're listed otherwise. Any techniques with keywords are listed here along with which keywords they have, and cost accordingly. Only techniques from the anime and manga of pre-Shippuden Naruto are allowed by default, unless provided by another site-based resource, such as the Restricted List. If a technique would clearly use keywords (aside from basic Defense techniques), but is not listed here, then it is not available (i.e., Multi-Shadow Clone Technique). Some techniques, with unique mechanics or drawbacks, might have their final cost adjusted compares to keyword ability costs.
Some techniques, which provide increases to a character's stats, known as "boosts", "boosters", or "boosting techniques" follow a special set of guidelines. A character cannot have more than a single tier of boosting to a stat at a time unless they have the taijutsu style perk. Most boosts do not persist beyond the attack they are used for. If a technique would grant two tiers of boosts to a stat, and the user lacks the taijutsu style perk, they would simply gain a single tier boost.
Techniques that are maintained over multiple rounds have their costs paid at the start of each round a character wishes to keep that technique active.
Body Replacement Technique (1) This technique allows you to swap places with a non-relevant inanimate object, avoiding an attack. However, opponents are unlikely to make the same mistake twice; this dodge is only effective once per topic.
Blade of Wind (6) Damage as an A-rank technique. The blade itself is under the effect of Stealth sight.
Body Pathway Derangement (4) The target receives a -2 tier penalty to skill lasting for five rounds, reduced by one round for each tier of sense the user has above E-rank.
Chakra Enhanced Strength (3) +3 strength for a single attack, this technique exceeds normal boosting rules. User must still possess the Taijutsu expert perk to benefit from more than a single tier of boosting. If the user is at or would reach S-rank strength with this technique, they gain +2 damage per additional tier that would be boosted.
Chakra Scalpel Technique (2) Chakra Flow C-rank, ignores the target's last 10 points of durability.
Clone Great Explosion (4) Damage as an S-rank technique, requires a variant of the Shadow Clone Technique to be active, ends technique on use.
Dance of the Crescent Moon (4) Damage as an S-rank. Requires a rank in Taijutsu and an active Shadow Clone Technique.
Dust Wind (4) Deprive sight, area, duration two rounds.
Earth Release: Earth Prison Dome of Magnificent Nothingness (3) Defense 8, drains a C-rank of chakra per turn from someone inside; any turn that involves a portion of the post enclosed in the barrier counts for this purpose.
Earth Release: Earth Dragon Bullet (4) Volley.
Earth Release: Double Suicide Decapitation(3) Stealth sight, +1 speed for the attack.
Earth Release: Shadow Clone (5) This technique functions as the Shadow Clone Technique, but because these clones can reform one can simply pay the Chakra cost again to maintain the technique when it would end, as opposed to having to use an action to perform the technique again.
Earth Release: Swamp of the Underworld (6) Terraforming,, anyone caught in the swamp suffers a -2 tier penalty to speed.
Earth Release: Underground Fish Projection (2) Stealth sight, sound.
Evil Sealing Method (4) Suppresses non-fully powered curse seals, can suppress seals of B-rank and below, but does not remove seals.
Fire Release: Phoenix Sage Fire Technique (2) 8 damage. Because other projectiles can be hidden inside the flames, damage is increased to 12 if the user has any ranks in Bukijutsu.
Five Elements Seal (10) Reduce the target's maximum chakra by half. Debuff to maximum Chakra persists until the seal is removed. Also prevents a jinchuuriki's ability to access their bijuu's chakra.
Five Elements Unseal (10) Removes the Five Elements Seal, and is capable of unsealing all seals of A-rank or below.
Fire Sealing Method (3) Can seal any residual fire or persistent area-of-effect fire from techniques, including Amaterasu, while not negating the activation or use of a Fire Release technique itself.
Flying Swallow (3) Chakra Flow B-rank.
Front Lotus (3) +1 speed and +2 strength for a single attack.
Hiding in Mist Technique (2) Stealth sight.
Hiding with Camouflage (4) Stealth sight, smell.
Leaf Gale (1) +1 speed for a single attack.
Leaf Great Whirlwind (2) +1 speed and +1 strength for a single attack.
Leaf Strong Whirlwind (3) +2 speed and +1 strength for a single attack.
Leaf Whirlwind (1) +1 speed or +1 strength for a single attack.
Lion Combo (2) +2 speed for a single attack.
Manipulated Shuriken Technique (1) +1 skill for a single attack.
Manipulating Attacking Blades (3) Manipulation as a B-rank (12 damage per attack action).
Manipulating Windmill Triple Blades (2) +1 skill and +1 strength for a single attack.
Mystical Palm (4) Restores 8 lost durability, half as effective when used on self. Stops any risk of bleeding out and can repair damage or conditions caused by open or active wounds.
Needle Jizo (3) Defense 12.
Poison Mist Technique (3) C-rank damage per turn that someone remains inside; lingers until dispersed or until end-of-topic.
Roof Tile Shuriken (2) Volley, works on improvised weapons.
Senbon Shower (1) Damage as a C-rank. Volley, senbon only.
Shadow Clone Technique (5) Chakra is reduced by a quarter while this technique is active. Until dispelled, you gain an additional attack action per round, represented by the existence of one or more Shadow Clones. This technique ends when you receive an instance of damage, representing your Shadow Clone being destroyed. You regain any lost chakra from the total reduction from this technique when it ends.
Twin Rising Dragons (2) Damage as a B-rank technique, requires at least one rank in Fūinjutsu.
Water Clone Technique (2) Chakra is reduced by one rank while this technique is active (you lose current chakra equal to the difference between the ranks when used). Until dispelled, you gain an additional attack action every other round, beginning with the round this technique was used, represented by the existence of one or more Water Clones. This technique ends when you receive an instance of damage, representing the Water Clone being destroyed. The Water Clone can only use physical techniques and Water Release ninjutsu.
Water Release: Hiding in Water Technique (2) Stealth sight, smell, sound, renders user immobile.
Water Release: Water Dragon Bullet (4) Damage as an S-rank. Cannot be used with another jutsu in the same post, even if the user has multiple actions, on account of the number of seals. This drawback is negated if the Ninjutsu skill perk reduces this technique's handseals.
Water Severing Wave (7) S-rank, Destructive 4 (24 damage).
Yin Healing Wound Destruction (4) Reduce the damage of an incoming attack by one rank for jutsu or one tier of strength for each tier of sense you have, to a minimum of D-rank.
There are certain abilities that are presumed inherent to all shinobi, including academy students.
E-rank techniques provide no mechanical effect, but may be narrated flavorfully as the author desires (i.e., Clone Technique, Transformation Technique, etc). All shinobi are capable of walking on water and on vertical and upside-down surfaces.
A character is usually eligible to be member of up to one clan at registration. This can be increased to two if the character has selected dual kekkei genkai from the Restricted List. It costs 50 XP to receive mechanical benefit from being a member of a clan.
There are certain techniques and abilities that are exclusive to members of specific clans. Clan techniques often cost fewer chakra points than other techniques with identical effects (this is intentional).
Boil Release
Characters that possess the Boil Release kekkei genkai may apply the Destructive keyword to their techniques at half the standard cost in chakra points and have access to the following techniques (though they must purchase Boil as an element);
Erupting Propulsion Fist (3) +2 strength for a single attack; if the user is at or would reach beyond S-rank strength while using this technique, they gain +2 damage per additional tier that would be boosted.
Skilled Mist Technique (5) Damage as an S-rank, but deals 1.5x damage to durability and 3x damage to techniques with the Defense keyword.
Steam Explosion (3) Damage as an A-rank.
Boil Release is strong against Earth (subverting Water's usual weakness) and Water (subverting Fire's usual weakness), but weak to Wind, which can disperse the fumes, and Ice, which can resist its heat.
Hoshigaki Clan Characters from the Hoshigaki clan pay for all shark-related Water Release techniques as if they were a rank lower (minimum D-rank), and their durability is always treated as if it were on tier or +10 higher, whichever is greater.
Hozuki Clan
Characters from the Hozuki clan take no damage from non-technique physical attacks, but take triple damage from Lightning Release techniques. Technique-based physical attacks, such as boosters, deal damage normally.
Water Gun Technique (3) Damage as an A-rank.
Water Release: Great Water Arm Technique (4) Applies a constant +2 strength boost for as long as the price is paid each turn, ignoring the traditional "for one attack" clause of most boosting techniques.
Water Release: Tate Eboshi (5) Defense 20; as long as the technique has Defense remaining the user takes no damage and deals +4 damage with physical attacks.
Ice Release
Characters that possess the Ice Release kekkei-genkai have access to the following techniques (they must purchase Ice as an element);
Ice Release: Certain Kill Ice Spears (4) A-rank.
Ice Release: Demonic Crystal Ice Mirrors (5) Defense 16; as long as the technique has Defense remaining the user takes no damage as long as they do not willingly depart from the vicinity of their mirrors. Attacks at targets inside the mirrors cannot be dodged by awareness and the mirrors do not take damage from non-technique sources. The mirrors can not be moved, but the technique can be re-preformed to create mirrors at a new location. Having multiple sets of active mirrors does not convey stacking Defense bonuses.
Ice Release: Ice Rock Dome of Magnificent Nothingness (4) 16 defense, takes half damage from non-technique attacks.
Ice Release is strong against Fire (subverting Wind's weakness), Lava, and Boil, being incredibly heat resistant. It is weak to no element.
Kaguya Clan
Characters that are from the Kaguya clan have access to the Shikotsumyaku kekkei-genkai, which enables them to manipulate their own bones. Members of the clan can produce weapons made of bone from their body at no cost, and have access to the following techniques;
Dance of the Camellia (2) While active, your attacks cost twice as many awareness points to avoid.
Dance of the Clematis: Flower (5) Destructive 4 (24 damage).
Dance of the Clematis: Vine (2) While active, your attacks with bone weapons give enemies hit a two turn non-stacking penalty of -1 speed.
Dance of the Larch (4) While active, successful melee non-weapon attacks against the user reflect half as much damage to the attacker.
Dance of the Seedling Fern (5) Extreme Range, Terraforming.
Dance of the Willow (1) +1 skill and +2 damage for a single attack.
Ten Finger Drilling Bullets (3) C-rank.
Lava Release
Characters that possess the Lava Release kekkei-genkai do 100% damage with lava-based volley techniques, as opposed to the usual 50%. In addition, they can make use of the following techniques (they must purchase Lava as an element);
Lava Release: Quicklime Congealing Technique (3) -1 tier of speed for every tier of strength a trapped character has below B-rank, washed away by Water Release.
Lava Release is strong against Earth and Fire (its component elements), while being weak to Water and Ice.
The Restricted List In the pursuit of a fun and exciting gameplay environment, certain powerful techniques, abilities, and items are listed here. While normally of a power-level that wouldn't be available, they are instead to be distributed among all characters. Characters that belong to a clan receive one pick from this list at creation, while characters that are clanless receive two picks from this list at creation to account for parity. Some picks have an unlimited number of slots and can be chosen by any number of people, while some have limited slots or even only a single slot available at a time. This list will be updated as picks become taken and become available, so check back often! Items marked with an asterisk (*) are unlimited.
Ability* provides the user with a +100 total XP cap, increasing the maximum XP for a character to 1,100.
Dual Kekkei-Genkai* wielders are able to possess two different sets of clan abilities. They must only pay the 50 XP cost once, though if they would gain any advanced elements, they must be purchased as normal.
Elemental Mastery* grants all five basic elements to the user. If they have access to any advanced elements from a clan, they must be purchased normally.
"The Fastest" requires S-rank speed to purchase. The user wins any direct speed contest and gains a pool of 3 swiftness points, which they may use to dodge attacks like awareness points.
"The Godhand" requires S-rank skill to purchase. The user wins any direct skill contest and can use a fourth non-technique attack per round.
Hiramekarei is one of the famed Seven Swords of the Mist. The wielder can use C-rank chakra flow for free with this weapon, which can project chakra into almost any weapon shape. At will the user can increase this to a B-rank, A-rank, or S-rank chakra flow at a one rank discount in cost.
Jinchuuriki are those who have had a Tailed Beast sealed inside of them. It is usually viewed as a curse. Both bijuu grant the owner a pool of 2 additional Might, Will, or Fate points split as you choose. The jinchuuriki can enter a tailless chakra cloak granting +1 strength and +1 speed for five rounds. This restricted has two slots.
Kabutowari is one of the famed Seven Swords of the Mist. The wielder can cleave through any physical Defense technique at no cost, and deals an additional +2 damage in all attacks.
Kiba is one of the famed Seven Swords of the Mist. It is covered in a constant B-rank lightning chakra flow, and allows the wielder to use Lightning Release techniques without handseals.
Kubikiribocho is one of the famed Seven Swords of the Mist. It is capable of reforming from even scraps when exposed to blood by dealing damage, and deals +4 damage with all attacks.
Kusanagi, the Grass-Cutter Longsword grants the wielder several advantages over a normal sword. It can extend and retract, allowing the user to fight at a distance or up-close. It can also levitate at the user's command, allowing it to return to them or attack an enemy unexpectantly (though doing so counts as a non-technique attack action like normal). Its preternatural sharpness means it does double damage to Defense and ignores the last 15 points of a character's durability (stacking with the Ijutsu style perk).
Nuibari is one of the famed Seven Swords of the Mist. Owing to its great finesse it is capable of dealing damage based on the user's skill in place of their strength, though never more than 8 points of damage before any bonuses.
Samehada is one of the famed Seven Swords of the Mist. While it is in the wielder's possession it reduces their maximum chakra by 10%. It drains a C-rank of chakra with every successful hit. The user can choose to absorb this drained chakra immediately, or save it in a pool inside Samehada (up to 25 chakra at a time) for later use, including in future topics.
Secret Technique: Mist Rain (5)* covers a topic in a chakra-suppressing rain, preventing chakra based techniques that do not originate from the user. Doesn't work in-doors, and those not physically exposed to the rain are unaffected. Expending a Might, Will, or Fate point allows the user to ignore this effect for a post.
Shibuki is one of the famed Seven Swords of the Mist. The explosions from the swings cause damage in a large area, reflected as a +1 bonus to the wielder's skill which doesn't count against the boost cap. If the user already has S-rank skill then they treat all opponents' speed as if they were one tier lower when comparing against the user's skill.
Signature Technique* represents mastery an advancement of a particular jutsu. Choose a non-boosting technique and add up to 5 chakra worth of keywords to that technique at no cost. Destructive cannot be chosen unless the technique is already S-rank.
"The Strongest" requires S-rank strength to purchase. The user wins any direct strength contest and deals 1.5x damage to durability and Defense.
"The Tailless Tailed Beast" requires S-rank stamina to purchase. All techniques cost one less chakra to perform (minimum one). This benefit does not stack with other cost reductions.
"The Toughest" requires S-rank sturdy to purchase. All damage you take is reduced by 5 (this can reduce damage to 0) and the user wins any direct sturdy contest.
Water Heaven's Convergence (5)* Manipulation at S-rank (20 damage per attack action).
"The Wisest" requires S-rank sense to purchase. The user recognizes all techniques (even custom techniques), wins any direct sense contest, and can spent half of an awareness point to dodge non-technique attacks.