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1Jutsu Guideline Empty Jutsu Guideline Thu Jan 24, 2019 4:26 pm

Saga Rules

Saga Rules

Admin
Jutsu Guideline WnMIXjS

In the shinobi world, Jutsu, or Techniques, are the main form of combat. Utilized throughout centuries, Jutsu employ the use of chakra to perform impossible feats far beyond a ninja’s usual capability. On Saga, all techniques require the use of chakra (Taijutsu or Weapon techniques which do not require chakra can simply be roleplayed), expanding this resource to provide their effects. This guideline will show you how to construct techniques and all the values and rules for their speeds, ranges, damages, etc. The most important thing to remember when creating techniques on Saga is that no technique can do everything.

If it’s a sure-kill jutsu, then why are you still alive?
- Uchiha Itachi




The last thing we want is to bog down your roleplaying experience. So, while we are able to help you fix your jutsu, we want the application process to be as streamlined for you as possible. In order to make jutsu, you must first know their components. The following are four key pieces to any technique. All techniques require these four things.



THE DESCRIPTOR
Despite the phenomenal power of chakra, there must be a basic way in which you manipulate it to form your jutsu. Every technique has a method of how it achieves its Effects, called the Descriptor. While the Effect of a jutsu may be burning, the Descriptor could be different things, such as fire or electricity. Likewise, a technique that halts movement could be a physical binding, paralysis of the nervous system, an illusory impediment, or any sort of means that a one can imagine. Descriptors tell us what the jutsu is doing in-character and how it accomplishes the effect, instead of applying an effect without contextual information. They assist us in telling what happens when two jutsu of certain descriptors interact.

For instance, a stealth technique which conceals heat signatures is countered by a sensory technique that detects them, at equal rank, due to the sensory technique detecting the descriptor of the concealing technique. These descriptors are the most important facet of telling others how your technique functions.



THE EFFECT
If technique Descriptors are the “how”, the Effect is the “what”. Effects are the mechanical repercussions or benefits of a given technique, such as damage, stat buffs or debuffs, defensive capability, or utility effects (e.g. - blinding, terrain manipulation, etc). Technique effects determine what will happen when a technique is performed, hits somebody else, or otherwise interacts with the world. Effects are secondary in telling staff and other roleplayers how your technique interacts with other jutsu, especially by naming certain descriptors; for example, a fire technique that specifically evaporates water techniques, or a wind technique that siphons oxygen from an area to smother flames.

The duration of an effect is always measured in a count of posts; Saga’s fluid-time system is not conducive to effects that last a certain number of seconds, minutes, or otherwise.



THE SUBJECT
Once you have a “how” and “what” to your jutsu, you need to decide a “who”. This is often but not always equated to range; think about what types of jutsu or people your technique might affect specifically, especially if it’s not exactly stated in the technique’s range. This can be thought of as what a technique is capable of ‘targeting’, generally speaking techniques with more specific targeting are able to perform effects more precisely, but suffer from the obvious limitation of only being useful in niche situations.



THE LIMITER
Even the most powerful technique suffers from a blind spot, a weak point, or some means of combating it. Alternatively, Limiters can be comprised of mechanical limiters on one’s effects or subjects, restricting the range and targeting capacity of a jutsu or its outright power in damage or other capacities.

Two contrasting examples are the Planetary Devastation technique and a simple Great Fireball. The Fireball suffers from a linear attack range and need for inhaling to complete the jutsu despite its large projectile size and fairly high power. Conversely, the Planetary Devastation technique is nearly impossible to combat creatively, but its gravitational pull attracts all jutsu to its core, making it possible to defeat even without aiming properly.



EXAMPLE TECHNIQUE
Spoiler:

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To apply for techniques, you create a Jutsu Registry topic in the Jutsu general forum. Techniques which are applied for are to be edited into the first post (as opposed to posting more jutsu in later replies). You can can choose to apply for techniques from our list of Library Jutsu, also found in the Jutsu forum, or create your own using the template below. When a jutsu has been approved by a moderator, once training is complete, it can be approved in your Jutsu Registry, after which the technique can be paid for via an Admin Request. To store known jutsu (those that have been trained and paid for), simply create a Jutsu List topic in the jutsu list forum corresponding to your village.

Do not take other members' custom jutsu, or make similar techniques that copy original ideas, without permission or seeing it IC extensively. Be sporting.

TEMPLATE

Name: What is the name of your jutsu?
Origin: Is the jutsu from the series or your own personal creation?
Rank: What rank is your jutsu?
Type: Offensive, Defensive or Supplementary?
Element: If any, what Element is necessary to use the jutsu?
Range: What is the range of your jutsu?
Specialty: What Specialization is necessary to use the jutsu?
Duration: State how long your jutsu, and any of its effects, last.
Cooldown: For how many posts after the jutsu's Duration can you not use it again?
Hand Seals: Here you list the standard requirements to activate a jutsu, such as hand seals or genjutsu triggers, as well as preparation periods or similar requirements. Description: What exactly does the jutsu do? Explain in detail the effects and advantages of the technique. Detail only what the jutsu does, you do not need to put flavor text in here.

Code:
[b]Name:[/b] What is the name of your jutsu?
[b]Origin:[/b] Is the jutsu from the series or your own personal creation?
[b]Rank:[/b] What rank is your jutsu?
[b]Type:[/b] Offensive, Defensive or Supplementary?
[b]Element:[/b] If any, what Element is necessary to use the jutsu?
[b]Range:[/b] What is the range of your jutsu?
[b]Specialty:[/b] What Specialization is necessary to use the jutsu?
[b]Duration:[/b] State how long your jutsu, and any of its effects, last.
[b]Cooldown:[/b] For how many posts after the jutsu's Duration can you not use it again?
[b]Hand Seals:[/b] Here you list the standard requirements to activate a jutsu, such as hand seals or genjutsu triggers, as well as preparation periods or similar requirements.
[b]Description:[/b] What exactly does the jutsu do? Explain in detail the effects and advantages of the technique. Detail only what the jutsu does, you do not need to put flavor text in here.


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Heroic S-Ranked jutsu are jutsu that occupy the same jutsu slots as normal S-ranked, but have some differences. They gain access to Heroic values, if there are no heroic values are listed use S-rank instead. However, in order to balance this out, each one can only be used once per thread. They also require Legendary Specialization and Elements to use.

Legendary techniques are immensely powerful jutsu. They do not directly follow the value system. These jutsu are very powerful, and on top of being once per thread Jutsu, each character can only ever have one.

Legendary techniques can be immensely powerful, but keep in mind that they must be reasonable.

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The training of jutsu requires a certain amount of ryo and words depending on the rank of the jutsu, which are as follows:

E rank: 175 Ryo
D rank: 270 Ryo
C rank: 400 Ryo
B rank: 575 Ryo
A rank: 750 Ryo
S rank: 1125 Ryo
Legendary: 4750 Ryo


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Every jutsu requires chakra, and every rank of jutsu has a base cost of chakra, which are as follows:

E Rank - 5 chakra
D Rank - 10 chakra
C Rank - 15 chakra
B Rank - 20 chakra
A Rank - 25 chakra
S Rank - 30 chakra
Legendary - 35+ chakra



Below you will find general boundaries for jutsu parameters based on rank, which cannot be exceeded within the scope of a single technique under normal circumstances. Techniques using the speed, range, and damage values below can have one maximum value for its rank (typically called a Max Effect or Max Value). Any other values must be the minimum for the jutsu’s rank. Exceptions may be made, such as in the case of clan abilities or Senjutsu. A-Rank and S-Rank techniques may possess two Max Effects. One Max Effect/Value is equal to 2 Mid Effects/Values, or 4 Min Effects/Values.

When creating jutsu outside of the rules below, such as utility techniques, keep in mind that different moderators may construe a certain effect as more or less powerful than you either think or intend it to be. The more unique the effect, the more scrutiny it may be under.

If you think a staff member has wrongly modded your jutsu, first explain why you think your technique is balanced or rank-appropriate. If the mod stands by their ruling or does not believe compromising results in a balanced jutsu, you can contact a higher-rank moderator or administrator for a second opinion.



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Damage determines how much injury an offensive technique is able to inflict on its target, based on rank. Jutsu effects, while they may vary, are typically similar in their offensive power, and are measured in degrees of burn, tissue damage, or bone damage. The table below details the extent of damage that can be inflicted by a technique per-rank.

(Image for Mobile Users)
TISSUE DAMAGE
.
CUTS
.
BLUNT DAMAGE
MIN
MID
MAX
MIN
MID
MAX
MIN
MID
MAX
E
Negligible damage.
D
Sunburn
Minor 1st
Moderate 1st
.
1cm
1.5cm
2cm
.
Minor Bruising
Moderate Bruising
Major Bruising
C
Moderate 1st
Major 1st
Minor 2nd
2cm
2.5cm
3cm
Hairline Fractures
Partial Fracture
Displaced Fracture
B
Moderate 2nd
Major 2nd
Minor 3rd
3cm
3.5cm
4cm
Displaced Fracture
Open Fracture
Fully Broken
A
Moderate 3rd
Major 3rd
Minor 4th
4cm
5cm
Dismemberment
Partial Comminuted
Extensive Comminuted
Shattered
S
Moderate 4th
Major 4th
Total Incinteration
Dismemberment
Bisection
Completely Minced
Shattered
Reduced to Dust
Turned into mist
HEROIC
Virtually indescribable in terms of breadth and severity; these are sure-kill techniques.

Techniques with a duration longer than 1 post only deal up to their damage in a given location on a victim's body. For example, stabbing the same point on an opponent with a C-rank jutsu will only pierce a total of ~2.5cm, regardless of how many attacks are landed in the same spot.

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Travel speed is an imperative and mandatory facet of any technique that have an effect moving from point A to B. Most, if not all jutsu are considered to be 'cast' at the same speed, meaning that all jutsu which require hand seals or a similar substitute are cast at the same speed. When utilizing techniques with speed values, it is important to remember that jutsu do not reach their maximum speed instantaneously. That is to say, a technique will accelerate to their maximum speed by the end of the post that they are activated.

Techniques may also utilize speed values to increase their own speed, whether this be a flat increase or occurring in short bursts. In the case of the latter, such techniques typically require set travel distances to be stated. Any number of techniques can be activated and used to reach this number, however no number of techniques can exceed it.

Additionally, the formation of projectiles and explosive effects always utilize the travel speed as their own speed. For example, if a fireball moves at 15m/s and explodes into a preset radius on contact, then the explosion also occurs at 15m/s.

Techniques that increase the user's speed can never exceed a global hard-cap of 200m/s.

RANK/VALUE
MIN
MID
MAX
E
5
10
15
D
10
20
30
C
25
40
55
B
50
65
85
A
80
100
120
S
100
150
200
HEROIC
150 +
(All speeds are measured in meters-per-second(m/s).)

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Ranges are the measurement of what distance a jutsu can clear, or how far its effects permeate. Ranges differ based on the ability; range is something that can vary with each jutsu, much like Speed. Depending on the technique, a weaker or slower ability is allowed to have a longer range to compensate while a powerful or quicker ability would be much more restricted in its range.
A list of maximum ranges per rank, if measurable. Radius effects apply to both effects that surround the user or a target area, as well as blast radius of projectile jutsu.

RANK/RANGE
STRAIGHT LINE
.
RADIUS
.
SENSORY
MIN
MID
MAX
MIN
MID
MAX
MIN
MID
MAX
E
5
10
15
1
3
5
NaN
D
10
15
30
3
9
15
20
35
50
C
25
40
55
10
25
40
40
70
100
B
40
60
80
20
40
60
80
165
250
A
80
100
120
40
60
80
200
350
500
S
100
130
160
50
75
100
400
700
1000
HEROIC
180+
120+
5km+
(All ranges are measured in meters.)

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Certain jutsu can bestow or inflict an increase or decrease of a stat by a certain amount. Self-targeting jutsu do not use speed and range values, and as such are solely balanced based upon their power or other effects they possess. “Debuffing” jutsu use the same rules for damaging techniques, except using a certain level of stat modification for any given rank as its Max Effect.

When choosing for minimum stat bonus the duration is allowed to be 3 posts, when choosing for middle stat bonus the daurtion is allowed to be 2 posts, when choosing for maximum stat bonus the duration is only allowed to be 1 post. Finally non-taijutsu users suffer from a backlash for using such techniques and suffer a debuff of the same duration and intensity as the buffing effect.

When using a jutsu to modify stats, you cannot increase or decrease any single stat more than 8 tiers.

RANK/VALUE
MIN
MID
MAX
D
-
-
+1 tier
C
-
+1 tier
+2 tiers
B
+1 tier
+2 tiers
+3 tiers
A
+2 tiers
+3 tiers
+4 tiers
S
+3 tiers
+4 tiers
+5 tiers



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Some techniques create a shield, barrier, or armor created by a jutsu in order to defend against other (usually offensive) techniques. Any type of Defensive technique can withstand any number of jutsu two ranks or below its own rank, provided it could defend against them in the first place. When creating such a technique, you choose how the technique defends against other techniques:


  • The defense blocks or otherwise defends against only one jutsu of equal rank, one rank lower, or one rank higher.
  • The defense blocks two jutsu of equal rank; two jutsu of one rank lower count as one jutsu of equal rank.
    (For example, two jutsu of B-rank would count as one A-rank.) However, it can’t defend against jutsu of a higher rank than itself.

Either of the above options, when used as listed for its rank, counts as a Max Effect. Lowering these values either in rank or number can allow for an auxiliary or offensive ability on the defense.

A technique that provides both Offensive and Defensive function, including auras or armor made by Jutsu which provides protection while enhancing damage, or a seal which is capable of defending against a technique and redirecting its offense toward another target or the user falls into this category. A technique which utilizes both offensive and defensive values counts as a max effect for that jutsu, requiring a drawback or higher rank as usual to gain access to maximum defensive or damage values.

Once an Offensive/Defensive technique expends its interaction potential by defending against a technique or interacting with a defense, it expends its interaction potential, making it incapable of defending against any more techniques or interacting as its rank offensively.

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These types of techniques are not a specialization, but more of an archetype of ninja arts that can fall under many Specializations, and is prohibited from practically none of them. They are not offensive, defensive, or stat-changing; they allow the user of the jutsu to detect the people around them through methods that either enhance their existing senses (i.e. Inuzuka scent-sensory, Dōjutsu), or providing extrasensory perception. You can find acceptable distances for area-effect sensory jutsu in the Range section; sight-based sensory jutsu are assumed to allow you to turn your head, replicating radial sensory.

The descriptor for a sensory jutsu tells others how your technique is searching for others. Thus, each sensory technique can only have one method through which they perform their sensory function (e.g. - air disturbance, chakra residue, etc). A and S-rank sensory techniques may perform two such methods simultaneously. If you only have one descriptor for an A or S-rank sensory technique, it gains an additional Max Effect.


  • D-Rank - Can focus on the general location of a single individual or occurrence (within 5m of their actual position), within the purview of the sensory jutsu’s descriptor.
  • C-Rank - Can determine the general location of multiple individuals or occurrences (within 5m of their actual position), within the purview of the sensory jutsu’s descriptor.
  • B-Rank - Can determine the general location multiple individuals or occurrences (within 2m of their actual position), or focus to find the exact location of one individual, within the purview of the sensory jutsu’s descriptor.
  • A-Rank - Can determine the exact location of multiple individuals or occurrences within the purview of the sensory jutsu’s descriptor.
  • S-Rank - Can determine the exact location of an individual or occurrence within the purview of the sensory jutsu’s descriptor, and can perceive minute details within that type. (For example, the highest ranks of chakra-sensory jutsu can determine notable lineages, country of origin, and even when a person is lying.)
  • Heroic - Nothing escapes the notice of your sensory jutsu. The tiniest twitch, the slightest fluctuation of chakra, and even silent hitches of breath are clear as day to you.


Using the above sensory values equal to a jutsu’s rank counts as a Max Effect, and would require a minimum range on that technique. You can use values of 1 rank lower without it counting as a Max Effect.

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Stealth Techniques may obscure the user in various ways; these can be clouds of dust, cloaks of invisibility, sound-dampening shrouds, and so on. Every stealth technique must contain a flaw when hostile action is being taken, however, which may vary between techniques but must always be listed in the technique's description.

Stealth techniques that conceal oneself from a natural sense, such as the five traditional senses, is effective regardless of an onlooker's Perception. However, because stealth Techniques are considered the aggressor when interacting with Sensory Techniques, Stealth Techniques can only hide from Sensory Techniques of lesser rank.

'Natural Senses' refer to the aforementioned 'traditional' senses, such as sight, sound, and scent.

'Supernatural Senses' refer to senses such as sensing chakra, vibrations, body heat, lie detection, and so on.

RANK
EFFICIENCY
D

Can hide from one sense. (Excludes invisibility)
C

Pick one:

Can hide from two senses. (Excludes invisibility)
OR
Can hide from sight.
B

Pick one:

Can hide from three of the five major natural senses. (Excludes invisibility)
OR
Can hide from sight + one other sense.
A

Can hide from five senses.
S

Can hide from all five of the major natural senses, two types of supernatural sensory methods, and two natural senses.
OR
Can hide from four types of supernatural sensing without natural senses.
Heroic

Can hide from all five basic senses + two additional senses.

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Techniques with multiple projectiles are considered a Max Effect. Like multiple-post duration jutsu, the effects of projectiles are cumulative - given any number that you can fire, the amount of damage or other effects you can accrue only depends on how many of them actually connect with the target compared to the whole. The sizes of projectiles are determined by the radius of a jutsu for its rank, and is considered its own value (i.e - a projectile with maximum size counts as the maximum value for the technique).

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Healing jutsu follow the same general trends as defensive techniques, in that they heal 'instances' of damage, otherwise defined as a specified 'jutsu's worth'. This means that no matter how much damage is dealt from a single technique, whether it be a single wound or multiple, healing techniques target all damage dealt by that specific technique.

Healing techniques which target multiple individuals must heal damage of 1 rank lower. Conversely, healing techniques that target a specific wound (such as restricting the area they can affect to be no more significant than a single limb) can heal damage of 1 rank higher.

2Jutsu Guideline Empty Re: Jutsu Guideline Thu Jan 24, 2019 4:26 pm

Saga Rules

Saga Rules

Admin




These are options which players are able to use to increase the functionality of their jutsu with a risk or inconvenience to their own character, are based on the principle that "the more powerful the jutsu is, the greater the risk to the user". They are seen when a jutsu has an inherent flaw or added cost to allow its speed, range, or damage to be maximized for its rank, or to add an additional effect. This is limited to a 1 additional max effect or 2 mid effects. Below are some examples:

Mid Value

Stat debuff. (Occurs during duration, equal to mid-value stat modifier of the same rank)
Damaging the user. (Damage equal to mid-value of one rank below)
Increased activation cost. (+5 chakra)
Catalyst of one rank below jutsu rank.
1 preparation post.
Lower Values. (Min value of 1 rank below)

Max Value

Stat debuff. (Occurs during duration, equal to max-value stat modifier of the same rank)
Damaging the user. (Damage equal to mid-value of the same rank)
Increased activation cost. (+10 chakra)
Catalyst equal to or above the jutsu rank.
2 preparation posts.
Lower Values. (Min value of 2 ranks below.)

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Miscellaneous modifiers are boosts or detriments to specific areas; these cover effects such as gaining an advantage to breaking out of Genjutsu, or decreasing the power of a certain elemental Release within its range. These jutsu target specific aspects of battle as opposed to stats. These work on a case-by-case basis, and are some of the most diverse types of jutsu, though are typically limited to modifying jutsu of two ranks higher than themselves (before any interaction bonuses apply).

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Techniques which assault a target's chakra pool can cause their chakra to be reduced by the activation cost plus 10 chakra at D and C rank, or plus 15 chakra at B and A rank. This further increases by 5 per additional post of Duration the technique has. (Roughly divide the total 'chakra drain' by the number of posts in increments of five.) Chakra-draining techniques can only target one person normally.

If a chakra-draining technique hits more than once, it drains 5 (at D and C rank) or 10 (at B and A rank) chakra per hit. This is capped at the above values +15 chakra (D-C) / +30 chakra (B-A), as hitting multiple times in succession is not always possible. This method allows a ninja to hit multiple people with increments of chakra drain.

S-rank techniques, being "overkill" in general, have the potential to drain chakra from multiple people using radius effects, or drain an immense amount of chakra (equal to five times the activation cost) from a single person.

The Chakra Pathway System, much like any other part of a ninja's body, can be damaged. Trading off initial 'chakra drain', a technique that slowly 'bleeds' a shinobi's chakra pool subtracts an amount equal to 10 less than its activation cost per post (this does not follow durations, similar to damage). This damage could be healed by conventional medical ninjutsu, or patched up temporarily with other techniques normally designed to stall open wounds, at an appropriate rank. (This only stops further 'bleed', but doesn't restore lost chakra.)

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When creating a jutsu, some specific effects are predetermined in the capacity in which they occupy an effect slot. Such specific effects are listed below. Additionally, when creating techniques, keep in mind that like-effects cannot be stacked. That is to say, you cannot have a jutsu that doubles up on defensive values, or utilizes multiple instances of the same effect within the technique.


    Mid Effect

Mid-Range Values. (i.e Damage, Speed, Range)
Half hand seals.
Supplementary effects that affect multiple characters. (3 max)
Can channel 2 elements or has 2 element variants.
Homing. (Requires the user to maintain direct line of sight with target)
Stat Check. (2 tiers above jutsu rank)
2 post duration.


    Max Values

Max Values. (i.e Damage, Speed, Range)
No hand seals.
Multiple projectiles.
Supplementary effects that affect multiple characters. (4+)
Pierce through one defense technique without losing interaction potential.
Broad utility applications.
Can channel any of the user's available elements.
Homing. (Autonomous)
Stat Check. (4 tiers above jutsu rank)
3 post duration.

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    C-Rank

Partial Paralysis and Paralysis-like Effects. (2 Limbs)


    B-Rank

Temporary/Burst Flight. (Limited # of bursts per post using speed values)
Replicating SCs temporarily/with duration.
Can scale effectiveness of techniques to the user's stats.
Full-body Paralysis and Paralysis-like Effects.
Can grant +/- 1 effects. (with drawback)
Flat Speed Increases. (minimum speed value)


    A-Rank

Maintained Flight. (Uses speed values)
Can have 2 free Max Effects/Values.
Can grant +/- 1 interactions between techniques.


    S-Rank

Can create unique effects that operate outside of normal rules. (Creating an offensive tech that requires equal chakra to be defended against, etc.)

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Specific positions of the fingers and hands are required for most people to properly call forth and manipulate their own chakra to perform techniques; they are a staple of what most people perceive to be the ninja profession. Every technique has a different hand seal sequence, and accordingly hand seals must be performed correctly to create a jutsu’s effect.

The hand seals that are largely used in the Naruto setting are Rat, Ox, Tiger, Hare, Dragon, Snake, Horse, Ram, Monkey, Bird, Dog, and Boar. Utilizing custom hand seals require a description of how the hands are placed, or a visual reference.

However, techniques can use stances and specific non-attack bodily movements in place of hand seals. These alternate activation requirements are no faster or slower than hand seals, and serve only as a different means of activation.

Activation requirements must be listed in the Activation field in the jutsu template.

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Technique durations, as previously mentioned, are measured in units of 'posts'. Measurements of time, such as seconds, minutes, hours, days, and so on, are not a legal method of defining a technique's duration. By default, techniques have a duration of one post, although the duration of the technique can be increased using Mid or Max Effects.

A jutsu cannot be activated again until its Duration has completely elapsed.

A jutsu can be activated on successive posts, but you pay the full chakra cost each time you do so. Effects from a previous casting of the same technique may persist between uses, per that technique's description.

Heroic and Legendary techniques (including item active abilities) are limited to use once per thread.

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Every shinobi, at some point in their lives, develops a special ability of some capacity that is unique to them; a certain attribute of their theme that sets them apart from others.

Players on Saga are granted two such 'abilities' that are unlocked at C-Rank and A-Rank for free. The C-Rank ability is purely cosmetic, that is to say, it cannot offer any sort of tangible mechanical advantage. Such abilities can range from changing the colour of an element to unique aesthetic features, such as a tail or ears, provided that they do not impart an aforementioned mechanical advantage to the user.

The A-Rank ability may be a mechanical advantage, equivalent to an A-Rank jutsu with all minimum values. These abilities are limited to the user's theme or concept, thus requiring it to be 'in line' or otherwise relevant to a character's motif. This ability can not interact with jutsu by themselves, must be 'supplementary' and not offensive or defensive, and can only affect the user. Additionally, this ability excludes mobility effects, such as speed increases, burst movement, or flight.

Abilities cannot be changed under normal circumstances, such as a player no longer wanting the effect and wanting a different ability instead.

These abilities are treated as jutsu. Using the simple template provided below, all abilities are to be posted in the character's Jutsu Registry and submitted for approval before it can be used.

TEMPLATE
Name: (The name of the ability.)
Concept: (The concept of the character in which the ability adheres to.)
Description: (The description of the ability, which adequately describes what the ability does.)

Code:
[b]Name:[/b]
[b]Concept:[/b]
[b]Description:[/b]

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