Jutsu Guidelines

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Jutsu Guidelines

Post by Cloaked Figure on Tue Oct 03, 2017 3:47 pm


Chakra is the energy that fuels a shinobi through a combination of their own physical and spiritual energy molded together. The fuel, and the fire behind all that keeps the Shinobi world at peace, and continually plunges it into war. Every living thing has chakra inside of it, and it's something intrinsic to nature itself. However, the shinobi world has since figured out how to harness this energy it use it as a weapon. They do this through techniques, or Jutsu. Jutsu are powerful tools use to build, destroy or shape the world around them, and all shinobi have access to these tools before them in various forms, or at least most do.

Jutsu are one of the strongest sources of power within the Naruto universe, and most shinobi defer to jutsu as the thing that grants them their power. These can range from anything to fireballs to tendrils of shadows to sealing away demons. However, in order to keep things balanced, you can't just send out as many just as you'd like, nor can you just make them up on the spot.

The reason why you can't send out jutsu as much as you like is because everyone only possess a finite amount of Chakra. How much Chakra you start out with depends on your clan and the training done as your character to train and increase their chakra. Chakra starts fresh at the beginning of every thread, and you generate 1/20th of your maximum chakra pool (rounded down) for every post you are not "Chakra Active" (a state that a ninja enters upon using chakra in any form).

How much Chakra is used on a jutsu is varies between jutsu but all jutsu should generally follow this pattern.
E-rank: 5 (1 chakra per turn to maintain)
D-rank: 10 (2 chakra per turn to maintain)
C-rank: 20 (5 chakra per turn to maintain)
B-rank: 30 (5 chakra per turn to maintain)
A-rank: 50 (10 chakra per turn to maintain)
S-rank: 75 (15 chakra per turn to maintain)
SS-rank: 100 (20 chakra per turn to maintain)

If you ever run out of run out of Chakra you reach a state called "Chakra Exhaustion". In Chakra Exhaustion, you will instantly go unconscious no matter conditions or stats for 24 hours (IC), while your character recovers from draining themselves of Chakra. For beings that live off of Chakra, "Chakra Exhaustion" means death.

"Chakra Active" refers to people that have used Chakra within the last three posts, and as such can generally be tracked by people and creatures that can track Expended Chakra, can't regenerate Chakra naturally until they've left being Active, as well as any other jutsu that have effects for people who are Chakra Active. How easy it is to track people who are chakra active is proportion to the amount of Chakra exhausted within the last three posts. The more chakra expended, the easier it is to track.

0-100 chakra expended: +1 range to sensory jutsu
100-250 chakra expended: +2 range to sensory jutsu
250-450 chakra expended: +3 range to sensory jutsu
450+ chakra expended: +4 range to sensory jutsu

Note: this only applies to techniques which sense chakra, and only the part of the technique which senses chakra, no other parts are impacted by this buff.

However, these things only really matter if you have jutsu, and to get jutsu you need to apply for them and train them. Training jutsu is fairly simple, and requires the follow word counts.
E - rank - 250 words
D - rank - 500 words
C - rank- 1000 words
B - rank - 1500 words
A - rank- 2000 words
S - rank- 4000 words
SS - rank - 6000 words

Once you have completed a training for a jutsu be sure to get the training approved in your jutsu registry. However, before you can train jutsu, you need to apply for one and get it approved. This can be done by following the template below, and putting it up in your Jutsu Registry. Jutsu registries can be placed in the Jutsu Section. Once a jutsu is approved by a moderator or admin and the training for it is approved, it can be moved to your Jutsu List.

Name: (Name of jutsu)
Rank: (What rank is the jutsu?)
Type: (Is the jutsu Offensive, Defensive, Supplementary, or Utility?)
Duration: (How long the jutsu last?)
Requirements: (What are the requirements for the jutsu? Include things like specialization requirements, elements, chakra costs, handsigns. Please keep in mind if your jutsu doesn't have handsigns or something else as a further requriement to active your jutsu it needs to be concentration.)
Points: (Please allocate Points here, further explanations can be found below)

  • Damage:
  • Defense:
  • Healing:
  • Range:
  • Duration:
  • Size:
  • Speed:
  • Potency:
  • Effects:

Description: (Please go into full description about the jutsu, and what it does. Reiterate things like it's actual damage and range explicity, as well as whether or not it's a concentration jutsu and any additional effects the jutsu has to it.)

[b]Name:[/b] (Name of jutsu)
[b]Rank:[/b] (What rank is the jutsu?)
[b]Type:[/b] (Is the jutsu Offensive, Defensive, Supplementary, or Utility?)
[b]Duration:[/b] (How long the jutsu last?)
[b]Requirements:[/b] (What are the requirements for the jutsu? Include things like specialization requirements, elements, chakra costs, handsigns. Please keep in mind if your jutsu doesn't have handsigns or something else as a further requriement to active your jutsu it needs to be concentration.)
[b]Points:[/b] (Please allocate Points here, further explanations can be found below)
[b]Description:[/b] (Please go into full description about the jutsu, and what it does. Reiterate things like it's actual damage and range explicity, as well as whether or not it's a concentration jutsu and any additional effects the jutsu has to it.)


Not all jutsu are equal, as some are easier to activate and maintain than other comparable jutsu. Some jutsu require you to actually focus intently on the jutsu itself to make sure that it is active or to even activate it at all. These jutsu are known as concentration jutsu and there are two different types of concentration jutsu.

The first type are Standard Concentration Jutsu. When a standard concentration jutsu is active, this means that NO other jutsu can be activated or maintained. This means that if you have a standard concentration jutsu active, you cannot active any other techniques while these jutsu are in use, or maintain any other jutsu you were previously maintaining. This is mandatory for jutsu that don't have any form of start up (ie. hand signs or an activation ritual) and the concentration mechanism is a substitute for that preparation cost.

Special Concentration Jutsu, are a sort of division of standard concentration jutsu and as such work a bit differently. While they apply restrictions on what you can or cannot activate during the time they are active, it won't exclude all other jutsu. What this is means is that these jutsu only restrict certain types of jutsu from being active while they themselves are active. For example, you could have a special concentration technique that while it is active, you cannot use any Katon techniques during its duration.

Jutsu Points

Jutsu points are essential to making your own jutsu become what you want them to be, while forcing you to narrow down the elements to your jutsu so that it simply doesn't do everything at the same time. How this works is you are given a certain amount of points depending on the rank of your jutsu and you put them into the different categories to make the jutsu you want as effective as possible while sacrificing quality in other areas or forcing the rank to be increased.

E-rank: 2 points, Maximum of 2 points in one category
D-rank: 5 points, Maximum of 3 points in one category
C-rank: 10 points, Maximum of 5 points in one category
B-rank: 20 points, Maximum of 7 points in one category
A-rank: 25 points
S-rank: 30 points
SS-rank: 40 points

Damage and Healing

Probably two of the more important categories, Damage is a measure of how badly a jutsu can hurt someone on direct contact. While Healing is a measure of a jutsu's ability to heal the body directly. Although it is important to note here that healing and damage do go off of the same numbers, meaning that a healing jutsu is able to heal roughly the same amount of damage per point as damage is able to deliver and abide by the same rules respectively.

0 Points: Virtually nothing
1 Point: Very light tissue damage, and paper cuts, 0.25 inch stabs, extremely light bruises
2 Points: Minor 1st degree tissue damage, 0.5 inch cuts, 0.75 inch stabs, light Bruising
3 Points: Major 1st degree tissue damage, 1 inch cuts, 1.5 inch stabs, moderate external bruising.
4 Points: Minor 2nd degree tissue damage, 2 inch cuts, 3 inch stabs, minor internal bruising.
5 Points: Major 2nd degree tissue damage, 3 inch cuts,  4 inch stabs, can stab through thin bone with multiple strikes, major internal bruising.
6 Points: Minor 3rd degree tissue damage, 3.5 inch cuts, and can cut through bone on multiple strike to the same area, 5 inch stabs can stab through thin bones, Minor organ damage and bone fractures.
7 Points: major 3rd degree tissue damage, 4 inch cuts, can cut through bone with well angle strikes, 6 inch stabs, can stab through bone, major organ damage, can break bones with well placed strikes.
8 Points: 4th degree burns, 6 inch cuts, 10 inch stabs, can go through bone, can crush bones.
9 Points: Complete incineration or the elemental equivalent, can cut through just about anything, can break just about anything.

Jutsu which also have a defensive element to them need to put 2 points into damage for it to actually count for one true point of damage, and can only put a maximum of 8 points in total into damage. (meaning their highest damage caps at 4 points)


Defensive Jutsu are to obviously defend the ninja from direct attack and a need for anyone who doesn't want to be full of openings in a world full of usable and potent chakra.

Before we get into the Point list lets define a list of terms, as well as clarifications:
"Block(ed)": The Defensive technique completely blocks the offensive technique and is still standing.
"Break Through": The Offensive Technique will break the defensive technique, thus rendering it useless, but the offensive technique was blocked.
"Push Through": The Offensive technique will break the defensive technique and push onward. Suffering whatever loss to its damage it suffered from the defensive technique.
"Overpower": The Offensive Technique will completely blow through the defensive with no adverse effects to its power, range, size, etc...

Now that we have the terms out of the way it's time to explain what they do. For every point of defense put into the technique this allows a technique to fully block 2 points of damage, this is referred to as damage absorption. How this works is when the two techniques clash, you subtract the damage and damage absorption from each side, equal to the other side's value. If either side's value reaches 0 that technique ends.

For example if you had a Fireball Technique that had 6 points into damage, and a Barrier technique with 4 points of defense (meaning the technique has 8 damage absorption), and the two clashed, you'd subtract 8 points of damage from the fireball, and 6 points of absorption from the defensive technique. Since the fireball no longer has any damage points it ends, and the defensive technique persists (as long as it's duration allows it to). However the thing to note here, is that the barrier only has 1 more defensive point to use or equivalent to 2 more points of damage absorption left to interact with other techniques.

The next interaction to note would be a technique "Breaking through" This occurs when the damage absorption and the damage of the offensive technique perfectly match. Both techniques will cancel each other out, and both will end.

The next interaction to note is when the offensive technique has a higher damage value, then the defensive techniques damage absorption. The offensive technique will "push through" meaning it will continue on after the defensive technique, however for techniques that don't overpower the defensive technique they will suffer a loss to their damage by whatever number of points the defensive technique absorbed. Example using the fireball jutsu, if the fireball has 8 points of damage and the defense only has 3 points (6 points of absorption) then the fireball will break the wall and continue on past it but will only carry 2 points of damage past that defense.

The final interaction that happens is when an offensive technique "overpowers" a defensive technique, this occurs when a Offensive technique has double the damage that the defending technique has damage absorption. When this occurs the offensive technique is so much stronger then the defensive technique that it will completely smash through it, and continue on without suffering any penalty to it's damage value.

Note: When an offensive technique takes point into defense they only gain 1 point of damage absorption, furthermore that when two offensive technique's clash, they clash with damage values (after damage absorption has been deducted from the other technique if applicable) and when two offensive techniques the only outcomes are both techniques ends (equal damage values), or one technique over powers the other (when one technique has a higher damage value then the other) Like defensive techniques, it will lose whatever damage absorption it used when interacting.
Note: Defensive jutsu are able to easily block basic attacks (those that come from weapons, punches, etc... and are not chakra-infused) by absorbing damage at half of the listed attacks natural power. Meaning, that someone with 1000 strength who punches a defensive jutsu or barrier outright will deal 3 points of damage to its absorption statistic. The same applies to weapons where there damage value is halved and then applied to the defense. Whenever any attack becomes chakra infused (via a jutsu or weapon's ability) the new damage from the chakra attack overrides the weapon's damage until the duration of the technique/ability ends. These damages do not stack on top of each other unless specified in the technique being used.


Range is fairly simple and straightforward. It's simply how far a technique can go. As no jutsu can auto-hit a target and are all dodgeable. Unless you wish to touch someone, a jutsu needs a range.

0 Points: N/A Contact
1 Point: 5 meters
2 Points: 10 meters.
3 Points: 20 meters.
4 Points: 35 meters.
5 Points: 50 meters.
6 Points: 75 meters.
7 Points: 100 meters.
8 Points: 150 meters.
9 Points: 250 meters.


Duration is how long your jutsu can last. this applies to all things that relate to your jutsu, so if your jutsu has lasting effects on an area or person they MUST be in line with the duration.

0 Points: Instant/1 post
1 Point: 2 posts
2 Points: 3 posts
3 Points: 4 posts
4 Points: 5 posts
5 Points: 7 posts
6 Points: 10 posts
7 Points: 12 posts
8 Points: 15 posts
9 Points: Indefinite

As a note, Maintenance cost is expected to be paid for a jutsu on every post it is active beyond the activation post.


Size is how big your jutsu is, not like explosion radius (as that is a mix of range and size) but like projectile size, which would be how big your fireball is, or how big your defensive wall is, or the size of the circle in which you teleport people, or how big your ice shards are. Any of these fall under the Size category.

0 Points: 0.5m radius.
1 Point: 1m radius.
2 Points: 2m radius.
3 Points: 3m radius.
4 Points: 5m radius.
5 Points: 8m radius.
6 Points: 10m radius.
7 Points: 15m radius.
8 Points: 20m radius.
9 Points: 25m radius.

Size also effects explosions. When a jutsu "explodes" It explodes based on it's size times 1/4th of it's range rounded up. If 1/10th of it's range is below 2m or the jutsu is contact, then the explosion radius is simply size + 1.5m.

Please note: you are not spared from your own techniques unless the technique explicitly states otherwise, and even then it'll need to have a reason why.


Speed is how fast something moves from point A) to point B) and as said before, all jutsu and attacks are dodge able within reason, so if you don't want to touch someone, then the jutsu will need to have points into speed.

0 Points: No speed, or thrown.
1 Point: 5m/s.
2 Points: 10m/s.
3 Points: 15m/s.
4 Points: 25m/s.
5 Points: 35m/s.
6 Points: 50m/s
7 Points: 75m/s.
8 Points: 100m/s.
9 Points: 150m/s.


Potency is a way of measuring a jutsu' ability to buff the individual aspects of jutsu and your physical abilities (stats) as well. For every 3 points put into potency the user can buff any jutsu they choose by 1 point (even above the set caps at each rank) up to 3 points total. To buff any individual stat see the list below to determine how many points to use:

0 Points: No benefit
1 Point: +/-5 to a specific stat
2 Points: +/-10 to a specific stat
3 Points: +/-20 to a specific stat
4 Points: +/-40 to a specific stat
5 Points: +/-60 to a specific stat
6 Points: +/-100 to a specific stat
7 Points: +/-150 to a specific stat
8 Points: +/-200 to a specific stat
9 Points: +/-250 to a specific stat

Note: Buffing chakra won't give more chakra to use, it will simply buff your base pool. Additionally no stat can be buffed above the 1000 point cap.


Effects are any ability or behavior that your jutsu has that is not counted as part of any other stat column in jutsu and by default every jutsu has at least one that is what the jutsu does at its core (example: A fireball jutsu creates a fireball that moves in a direction a certain distance and does damage). Effects are intended to be an additional product of the jutsu that the other point categories do no cover, not an effect intended to produce the jutsu itself. Many jutsu won't have points distributed to the effect category at all, however some things like Genjutsu, rely on it.

For each additional effect you give your jutsu you will pay between 1 and 9 points depending on its severity and how powerful that additional effect is. For every additional effect, you will list a separate point value in the jutsu template under "Effects" to pay for each cost. The more powerful each additional effect is then the more that will be paid for individually as to be determined by the moderator. Fortunately there ARE other ways you can earn additional effects such as applicable and equivalent drawbacks, but for the most part, this is the only way to get your jutsu to do more than one thing naturally.

Additionally, effects will be used to determine the effectiveness of any jutsu that does not have a designated place to determine its value. As an example, sensory techniques main effect does not coincide with any other point category for the jutsu application. Therefore, the number of points dedicated to these effects will determine how effective the ability is. To continue with the sensory technique example, a 1 point effect will earn the user a very simplistic understanding of whether chakra is generally in the area or not with no other identifiers or cues about it. However, a 9 point effect for a sensory technique can earn the user a very detailed understanding of the area around them within the range of the jutsu. The number of points needed to do a thing will be determined on a case-by-case basis by the staff member modding. If you disagree with their ruling you have the right to get a second opinion by a global mod or even admin above them.

Exceeded values

This section is to cover when certain techniques are brought above their maximum point values of nine. This only applies when techniques receive a buff that would push them over the 9 point cap. This however, does not mean that when you are creating a technique you can put more then 9 points into something.

Damage/Healing/Defense: Any buffs received beyond 9 strictly go towards clashing values and have no other impact.
Range: The first +1 above 9 gives an additionally 25m to the range of the technique. Any further bonuses double the previous bonus. Meaning a 9 + 4 range, equates to an additional 200 range on the technique.
Duration: Cannot be brought above the maximum of nine points. No benefit received.
Speed The first +1 above 9 gives an additionally 5m/s to the speed of the technique. Any further bonuses double the previous bonus. Meaning a 9 + 4 speed, equates to an additional 40m/s on the technique.
Size: The first +1 above 9 gives an additionally 0.5m radius to the size of the technique. Any further bonuses double the previous bonus. Meaning a 9 + 4 size, equates to an additional 4m radius on the technique.
Potency: The first point above 9 gives +/-25 this doubles for each point after 9. This does not impact the ability to buff jutsu..
Effects: No benefit received for pushing over 9 points.


  • Please note that when assigning point values, the number listed is the maximum possible, and a mod may ask you to decrease that anywhere from that number to slightly above the previous one listed.
  • Jutsu that would considered passive (those sorts that aren't activated or a ninja can use free of an activation cost) and those jutsu that have no-chakra cost are disallowed. Anything that would fit in those categories can be done via either writing it out in role-play (within reason) or an activated jutsu costing chakra as normal. There are no exception to this, all written jutsu must be written as they would normally.
  • Points and Rank are not the same thing. Ranks are the direct indicator of how strong your jutsu are and are used to determine the baseline for how many points you get distribute.
  • Sensory techniques are special cases as far as jutsu go, they get a minor buff in range in that their range is 1+(1/2) your base range. Sensory jutsu are by standard, a standard concentration jutsu. There are few exceptions to this and includes but are not limited to Senjutsu sensory techniques, Dojutsu, and certain limited techniques. Any other additions to this list are determined on a case-by-case basis by staff.
  • Elemental interactions play an important part in the clashing of any jutsu and for any two elements clashing there can be an advantageous and disadvantageous element(s). For the standard five elements each element has one that it is superior to and one that it is weakened to as such: Water > Fire > Wind > Lightning > Earth > Water. Advanced elements will have their advantageous and disadvantageous elements listed in their write up as they have unique interactions. For the purpose of clashing and giving weight to this system, any elementally advantageous offensive jutsu is given +1 point for clashing (does not increase damage or any other value) and any elementally advantageous defensive jutsu are given +2 points for clashing.
Cloaked Figure

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