Mon Jan 08, 2024 6:17 pm
The Special Technique Guidelines
Technique Amplifiers are specialized techniques designed to enhance the stats of other jutsu. The extent of the increase in a jutsu's substat is determined by the rank (E = 1, D = 10, C = 20, B = 30, A = 50, S = 70), with allocation within applicable stats at the user's discretion.
Each usage of a Technique Amplifier can only buff one jutsu. The jutsu being enhanced must align with the techniques' specialization or element, restricting these techniques to one specialty or element if applicable. Additionally, a jutsu cannot be amplified multiple times during its duration.
Notably, Technique Amplifiers exclusively empower the user's techniques and cannot be applied to the techniques of others. Furthermore, these amplifiers cannot be mastered, incurring an AP cost equivalent to their added power.
Technique Amplifiers cannot be used on techniques that enhance the user. While enhancers cannot be amplified through this technique, it's important to note that cloaks and other jutsu stemming from enhancers are also ineligible for amplification.
Application of Technique Amplifiers occurs in two ways: adding a specific number of handseals to a jutsu's initial handseal requirement or performing a fixed number of handseals on an already active jutsu to strengthen it. In both cases, amplifiers always increase (or have static) handseal requirements equal to the base handseals for each rank (i.e., 6 for S rank, 5 for A rank, etc.). Consequently, ocular techniques like Mangekyo Sharingan and Rinnegan cannot serve as Technique Amplifiers.
Barriers, formidable defensive techniques available at A and S ranks, manifest as protective shields—whether chakra-based or physical—to safeguard individuals from harm. Typically lasting 2 to 3 posts, their transient nature aligns with combat scenarios. Despite their primary defensive role, barriers may introduce adverse effects for those interacting with them, such as repelling techniques back toward their originator or prevailing in equal clashes against opposing techniques.
There are instances where barrier techniques are fused with enhancer techniques. However, they cannot exhibit any of the effects above in such cases.
To gauge the effectiveness of barriers, they are often assigned health stats to quantify their durability, though exceptions exist. During combat, an attacking technique or jutsu must surpass the barrier's health or power to breach it successfully. In case of an equal clash, both techniques go on cooldown. Strictly prohibited is the layering of multiple barriers on top of each other.
In NRPG, Collaboration techniques involve the fusion of two techniques to yield a more potent jutsu. Characters can execute these collaborations by possessing the requisite elemental knowledge or devising unique combinations. Registering and training collaboration techniques like any other jutsu type is crucial, ensuring adherence to the system. Collaborations go beyond individual efforts; characters can join forces with various entities, such as Village NPCs, clones, familiars, companions, and summons.
Each user involved in forming a collaboration technique is responsible for covering the Action Point (AP) cost associated with the specific technique they contribute to the collaboration. When a collaboration technique forms a distinct standalone entity and demands the participation of two users, the Action Point (AP) cost for the technique is evenly divided between both collaborating users.
During the execution of a collaboration technique, the resulting jutsu inherits the method's Power/Speed/Health stat with the higher numerical attribute, post scaling calculations. Additionally, it receives a bonus based on the chosen base power method for the collaboration, enhancing its overall effectiveness (B = +30, A = +50, S = +70). Some techniques, like Thunderclap Arrow, expressly incorporate collaboration with other techniques. For instance, when used in tandem with a friendly water technique, Thunderclap Arrow provides collaboration bonuses equal to its rank to the water component of the jutsu.
Curse Marks (CM), or Cursed Seals or Juuinjutsu, are seals applied to individuals to enhance or diminish their abilities. These permanent marks, unless intentionally removed, follow specific default rules:
Categorized as Fuuinjutsu techniques or hybrids, Curse Marks are applied using specific techniques, though individuals cannot self-apply these marks. Recipients are limited to having only one Curse Mark at a time, with the higher rank prevailing in the case of an attempt to apply a second mark. Notably, recipients do not need to learn the specific Curse Mark or consume a jutsu/skill slot.
Curse Marks that act as Enhancers adhere to Enhancer rules, and more effective Curse Marks often come with significant risks to either the user or the host. It's crucial to note that Curse Mark Death Rolls cannot be bypassed through other jutsu designed to prevent death.
A notable canon example is the Cursed Seal of Heaven, which Orochimaru used on Sasuke.
If a character has successfully placed the seal, trained it to unlock certain stages, and then dies. If they are later brought back to life through a resurrection technique or as an Edo Tensei Summon, they retain access to the stages they had unlocked before their death. The critical point is that they must have already trained and unlocked those stages before experiencing death.
Damage Reduction is an exclusive technique within the domain of Medical Ninjutsu and must be of B-rank and above. It mitigates damage inflicted upon a character by reducing the damage received according to its power for a single post. The Damage Reduction (DR) operates as a pool, allowing users to accumulate and expend points. For instance, if a technique generates 50 DR and the user takes a hit of 25 Power, they would have 25 DR remaining for that specific technique.
DR points can accumulate, forming a pool with a cap of 250 points. These points debuff the power or impact force of the technique or weapon that makes contact with the user for one post. However, DR points cannot reduce the power of an attack below 1. Importantly, DR does stack with debuffs.
Damage Reduction and armor don't synergize well; armor must be depleted before DR applies its effects. Additionally, DR cannot be used to coat jutsu. Only two sources of DR can be active simultaneously, excluding the passive DR granted by strength. This restriction doesn't include the passive DR granted by strength.
Damage Over Time
Damage over Time (DoT) techniques apply sustained damage effects rather than delivering standard damage to their targets. These techniques operate based on a power stat, with damage determined by the lowest power for their respective ranks (B = 30, A = 50, S = 70), and this damage remains unalterable by buffs or debuffs. Notably, the power of DoT techniques is used in resolving clashes with other techniques rather than directly impacting the target's HP. Although these effects typically last for up to three posts, they can never be permanent unless intentionally removed.
DoT techniques lack additional damaging effects, and only one DoT effect—either the highest-ranked or the most recently cast in the case of equal ranks—can be applied to a character at a time. This restriction pertains solely to the damage aspect of the DoT techniques and does not affect any non-damaging effects. Interaction with Damage Reduction (DR) depends on the type; Strength Passive DR absorbs DoT damage before affecting the target's HP, while Medical Technique DR is bypassed by the DoT. Importantly, DoT techniques cannot grant ally immunity but may include self-immunity clauses if originating from the user. Although DoT techniques can be Area of Effect (AOE), they cannot persistently follow the user after their initial creation.
Debuffs encompass any technique designed to lower the stats of another technique or character. It's important to note that the following rules do not pertain to Damage Reduction (DR)-based techniques, which, despite similar effects, differ in their overall application. To maintain clarity, we'll break this down into two sections: jutsu debuffs and character debuffs. Both types share several fundamental rules.
Firstly, debuffs cannot include damaging effects. For example, a Fireball or any technique causing direct damage cannot be used to debuff an opponent. Secondly, debuffs are equipped with power stats primarily for clashing against techniques attempting to defend against them.
While debuffs possess a power stat, they are limited to affecting other techniques based on the lowest power for their ranks (E = 1, D = 10, C = 20, B = 30, A = 50, S = 70). This value can be directed towards a specific field (e.g., -70 power on an S-rank) or distributed among fields (-35/-35 to speed and power), with the targeted field specified within the jutsu.
A single debuff may be applied to a technique's field at a time, always choosing the highest rank or, in the case of two debuffs of the same rank, the most recently cast one. Thus, two debuffs of the same rank could be applied to a single technique, affecting different fields.
Jutsu debuffs cannot grant users any form of Damage Reduction (DR). Once deployed, a debuff lasts until the end of the duration of the debuffed technique without additional costs. However, if the debuff involves a sustained field, the user must pay upkeep costs before successfully debuffing something.
If a debuff fails to connect within its duration, it goes on cooldown. Notably, debuffs targeting jutsu always take effect without undergoing a check.
While equipped with a power stat, debuffs are restricted to debuffing others based on the lowest power for their ranks (E = 1, D = 10, C = 20, B = 30, A = 50, S = 70). This numerical value can target up to two fields (e.g., -70 Speed/Chakra on an S-rank), but no more than two fields may be targeted.
Only one debuff can be applied to a single character at a time, always choosing the highest rank or, in the case of two debuffs of the same rank, the most recently cast one. This ensures clarity in the debuffing process.
Character debuffs cannot grant the user any form of Damage Reduction (DR). Similar to a vigor stat buffed by an enhancer not providing extra AP points, a debuffed Vigor stat (or any other stat) will not render the character unable to use/maintain jutsu with the requirement of the debuffed stat as primary or secondary. However, a debuff will heighten vulnerability to stat checks and affect the scalings of their techniques.
Once deployed, a debuff has a set duration during which the target is debilitated. Importantly, cooldown begins immediately upon using the debuff, allowing it to recharge even while the effect is active.
Dimension Techniques represent a unique aspect of our roleplay world, always classified as S-rank techniques, and it is crucial to understand these guidelines to ensure fair play thoroughly. To wield Dimension Techniques, Space-Time must be your character's primary specialty. Each character may create or access only one dimension in their roleplay journey, with no exceptions to this rule. If your character dies, their dimension is wiped clean, and the same occurs if they're revived.
When creating a dimension, its appearance and characteristics must be defined during your initial application, but alterations or edits might be permitted later for RP purposes. We recommend providing a detailed description or an image for clarity. Teleportation to and from your dimension must adhere to the standard teleportation rules in our roleplay world. If teleporting to your dimension within a thread, this action can only succeed after completing a full posting round.
Teaching Dimension Techniques to other characters is prohibited, as it is a skill unique to the individual who possesses it. Performing hand seals is not required to activate Dimension Techniques. Teleportation via the dimension is limited, and you will return to your original location in the main world. To teleport elsewhere, you must create a separate jutsu.
Bringing other characters into your dimension requires explicit consent or a full post-round of contact before initiating teleportation, and continuous communication must be maintained throughout the process. Your dimension cannot possess manipulation abilities, unique properties, or all-powerful effects, and it should be treated as a 'regular world' formed by your character's chakra. Abilities related to a dimension cannot be buffed (except for a booster) or debuffed and should operate within their specified parameters.
Creation: These techniques enable you to craft a pocket dimension using your chakra. They can include built-in teleportation [from and to the dimension], phasing, and one unique ability. However, this extra ability must not duplicate other dimension techniques. An example of that would be invasion.
Invasion: Invasion techniques allow you to access and exploit dimensions created by other characters. To initiate this, you must establish a link with the host character's size through roleplay. It begins automatically if you interact within 50 meters for at least five separate posts. Once linked, you can sense when a creator is phasing or teleporting to their dimension. You gain access to teleportation and phasing to that dimension but cannot use additional effects.
Dimensional Link Process: To link to a character's dimension, repeat this process in each new topic. You can only connect to one character's dimension per topic, and clones can be used to establish links. A dimension can have multiple invaders attached.
These techniques share many functionalities with Damage over Time (DoT) techniques, but they diverge in their target selection, focusing on inorganic material rather than a living target's HP Pool. Their primary utility lies in their effectiveness at eroding the equipment of a target.
Damage dealt by these techniques to equipment occurs per-post basis and is equivalent to the base power of the technique's rank (B-30, A-50, S-70). This set damage remains impervious to any form of debuff.
Corrosion effects can be countered by techniques of greater power explicitly designed to target their properties. The power stat of the Corrosion tech scale determines the clash, not the actual equipment damage inflicted by the tech.
Typically lasting for three posts, Corrosion techniques persist until the end of the topic but can never become permanent unless intentionally removed. The minimum value they can reduce an equipment's health to is 1; Corrosion weakens equipment but does not outright destroy it. To eradicate the targeted equipment, users must employ means beyond the scope of this technique.
In cases where a corrosion technique targets infused equipment with amplified health stats, it initially targets the increased health before affecting the base health. In this instance, the infusion functions as damage reduction for equipment.
Enhancers are techniques designed to temporarily boost a character's fundamental attributes, categorized as either A-rank or S-rank, determining the degree of the attribute enhancement. A-rank Enhancers can elevate two fields by up to 60 stats, while S-rank Enhancers can substantially boost up to 100 stats in two areas.
Ideally, S-rank Enhancers should be limited to 70 stats for two fields without specific drawbacks or additional prerequisites. The +80 Enhancers can be acquired through the Pureblood option. In comparison, +90 Enhancers are attainable through particular methods such as Eight Gates, Sage Mode, Curse Marks (with associated Risk of Death), Village Exclusive (Restricted), Rinnegan, and Ninshu.
Due to their inherent nature, enhancers provide short bursts of increased power during combat, lasting 4 posts. While most enhancers offer fixed stat enhancements, some may allow users to select boosted stats upon initial activation. Once selected, these stats remain locked and cannot be altered later, except for official NRPG system updates or changes.
It's important to note that enhancers providing similar discounts to the Chakra Stat do not stack with these bonuses, and the same restrictions regarding discounted jutsu apply to them.
Here's a simplified chart for Enhancers:
A-rank Enhancer (50/50): Costs 40 AP initially, with a 20 AP upkeep cost.
A-rank Enhancer (60/60): Costs 40 AP initially, with a 40 AP upkeep cost (Additional Requirements needed).
S-rank Enhancer (70/70): Requires 50 AP initially, with a 25 AP upkeep cost (Secondary Costs Needed).
S-rank Enhancer (80/80): Costs 50 AP initially, with a 50 AP upkeep cost (Additional Requirements needed).
S-rank Enhancer (90/90): Costs 50 AP initially, with a 50 AP upkeep cost (Listed above requirements + Secondary Costs Needed).
S-rank Enhancer (100/100): Requires 50 AP initially, with a 50 AP upkeep cost(Bijuu/Death).
Flight and Burrowing
These special techniques make it easier for the user to travel during a topic and a more challenging target to hit during combat. A character cannot enter a thread with either type of these techniques activated. However, they can enter a topic first and then activate them. Finally, they can use these techniques to try and exit a topic. These techniques allow the user movement at the user's speed stat; however, if the flight or burrowing tech used is S-rank, the caster can move at the tech's speed scaling stat (i.e., Vigor).
Flight: Creations that allow flight put you out of range for many attacks but don't make you impossible to reach. The Flight Cap is 50 meters from the elevation point (ground).
Burrowing: Techniques such as Hiding Like a Mole and Mayfly that allows the user to submerge in the earth or water provide good defense and mobility. Realistically, it would help if you had 100+ power to "punch" through the soil and use some sensory form to know where they are to hit someone underground. The Depth cap is 50 meters underneath the ground.
Infusions represent a specific type of amplifier utilized by physical specializations. Weaponry infusions enhance objects like armor or weapons, while Taijutsu infusions amplify the user's body. Weaponry infusions specifically increase item health, and both Taijutsu and Weaponry infusions can function as regular amplifiers, with power based on their rank (E = 1, D = 10, C = 20, B = 30, A = 50, S = 70). Objects or bodies empowered by infusions also witness an increase in the strength of their basic strikes by the base power of the infusion.
Infusions operate on the principle that only one technique can be buffed per usage, and a singular piece of equipment can host only one active infusion. In most cases, Weaponry infusions enhance only one piece of equipment at a time, although certain exceptions may be allowed. For instance, if an infusion is applied to a technique launching multiple items simultaneously, all the items would be amplified for the duration.
Infusions are considered amplifiers, subject to rules governing how amplifiers interact with each other. Consequently, a technique empowered by an infusion cannot be further enhanced by a different amplifier. This also precludes the possibility of mastering infusions. Infusions incur an activation cost equal to the amount they add to base strikes and techniques and an upkeep cost equivalent to half the AP cost.
While a weaponry infusion is not obligated to increase item HP to qualify as an infusion, all weaponry infusions invariably enhance an object's stats. An amplifier that raises a trait for the duration would also be categorized as an infusion. Like regular amplifiers, infusions can feature secondary effects alongside their expected enhancement effects.
As the name suggests, these techniques can make the user and their equipment invisible and are always gated behind the Sensory Specialty. Furthermore, a character must have Sensory as a full spec or clan spec to use invisibility techniques. The user's equipment can stay invisible if it maintains contact with it, and it's possible to create invisibility techniques that make only the user's equipment invisible, not the user. However, a character cannot remain invisible within 3 meters of another living target. The technique doesn't go on cooldown; they can turn invisible again if they distance themselves further than 3 meters away.
Characters using an A-rank invisibility technique can be seen below with chakra vision granted by Dojutsu and traced when the user is in range of a sensory chakra technique with equal or greater power. On the other hand, S-rank invisibility techniques cannot be seen with chakra vision. The user cannot be traced with Sensory techniques unless they have equal or greater control than the jutsu. Sensory specialists can create or use jutsu that can turn another character invisible. However, when that target is traced, the check will be against that jutsu's base power without scaling.
Living Clones, colloquially known as Perma Clones, are created through specific S-rank jutsu designed for that purpose. Each character is limited to having a maximum of two Living Clones simultaneously, each with its stat page, following the same rules and limitations as regular player characters. Starting at D-rank with 100 stats to distribute, Living Clones can inherit one specialization, element, and skill from the original character. They can learn one Advanced Element and up to three full specializations.
Living Clones can initiate at E-rank, with 75 stats providing flexibility for character creation. Additionally, they are not limited to being artificial creations; roleplaying them as the creator's relative or companion is a viable option.
Clanned Living Clones can inherit the user's base bloodline and transplant two foreign bloodlines, while Clanless Living Clones start with their clanless perks and can transplant two bloodlines. Possessing up to two Dojutsu that do not count against their bloodline slots. Living Clones can start as Clanless but cannot do a Clan Discovery. They can also have up to two unique abilities granted by the jutsu that allow them to exist. Due to their nature, harvesting bloodlines from Living Clones is impossible. Even if the original creator dies, Living Clones exist as separate entities.
Mission rewards and income are not split between Living Clones and the original character on the same mission. Restrictions apply to high-stakes missions, Hunter missions for higher power ranks, and the purchase of exclusives, with considerations for reincarnation and summoning. Living Clones, when present in the same location as the user, have access to the user's mythical items and vice versa.
In contrast to regular characters, Living Clones aren't eligible for retirement or replacement, aligning with our established practices, including for AC checks, to underscore their role as extensions. Additionally, techniques that produce Living Clones cannot be refunded, replaced, or forgotten as long as the Living Clones that were made are still alive and active. Should for one reason or another an individual were to lose access to a Living Clone Technique, they instead will lose access to another technique. Additionally, if an individual were to no longer meet the requirements for the Technique, they will keep it until their Living Clones are destroyed and will need to reacquire the requirements again before use.
Shadow Clones & Variants
Shadow Clone Variants encompass any jutsu derived from Shadow Clone or following the same principle. These techniques, which can only be of B-rank and above, involve creating a physical copy of the user capable of independent action and interaction with the environment.
The maximum duration for Shadow Clones is limited to four posts, and they cannot travel beyond 500 meters from the user. These clones share the same base stats as the user, including bloodline bonuses.
Regarding Action Points (AP), users can distribute their Maximum Action Points Pool among the clones, but none may have fewer than 50 Action Points. It's crucial to note that clones do not benefit from Action Points Regeneration, and the user cannot regenerate AP they have split into the clones. The chakra costs for techniques executed via Shadow Clones are deducted from their individual Action Point (AP) pool. If the user has chakra discounts, those identical reductions apply to jutsu performed through clones.
Additionally, knowledge gathered by the clones is not transferred to the user in real-time; it is only conveyed once the clones are dispelled or destroyed. Shadow Clones share the same equipment and experience with cooldowns for jutsu and equipment abilities. However, they cannot replicate Legendary Equipment and Puppets. Additionally, pre-placed fuinjutsu seals, curse marks, and equipment cannot be cloned through Shadow Clone and variants.
Dispersal occurs if a Shadow Clone sustains a direct hit and does not share a damage reduction pool with the user. Clones can execute techniques up to the A-rank known by the original user but cannot handle or maintain the user's S-rank jutsu. They cannot activate or maintain Enhancers known by the user.
Summoning Shadow Clones usually spawn within 5 meters of the user, and anything beyond that requires using a medium, such as a Wood Clone using a Wood construct.
Slotless-chain jutsu are special techniques attached to another method, allowing them to be used without taking up a jutsu slot. These are typically powerful S-rank techniques that provide unique abilities or enhancements to the user, such as the True Sage Transformation Cloak and Lightning Release Armor. However, there are specific rules and limitations for slotless-chain jutsu:
Limited to One: A character can only have one slotless-chain jutsu at a time, allowing them to attach one S-rank technique to another method without using a jutsu slot.
Alternative Learning: If a character wants to learn a different technique with the same perk as the slotless-chain jutsu they already possess, they must use a jutsu slot. In this case, the technique will no longer have the slotless perk and will occupy a regular jutsu slot.
Excruciating Requirements: Slotless-chain jutsu often have stringent requirements to prevent game-breaking situations. These requirements can include exclusivity to a specific village, pureblood lineage, or other conditions the NRPG community sets.
Niche and Non-Offensive: The attached technique in a slotless-chain jutsu must serve a specific niche purpose, such as providing enhancements or support abilities, rather than having direct offensive properties. This ensures the technique remains balanced and does not overshadow other offensive jutsu.
Teleportation encompasses both long-range and short-range techniques. Long-range teleportation is restricted to locations previously visited or requires specific conditions like seal marks or a designated chakra signature. The teleportation jutsu must be of S-Rank and executed at jutsu speed. There is a stipulation that one cannot appear closer than 5 meters (for long-range) or 3 meters (for short-range) to anyone outside the ability.
Additionally, when teleporting, no part of the user or their equipment may materialize closer than 1 meter to individuals outside the teleportation range. Short-range teleportation is constrained to a 20-meter range or necessitates special conditions such as seal marks, and it cannot traverse thread boundaries. Those utilizing teleportation are prohibited from using phasing techniques during the process.
The teleportation process involves a point no larger than a 2.5-centimeter circle, expanding and overtaking the body, similar to phasing. It's crucial to note that the individual remains vulnerable to attacks during this time.
Phasing is a character's ability to render their body intangible, allowing them to phase through physical matter. In this state, a character becomes immune to most forms of damage but loses the capacity to interact with ordinary matter. Phasing techniques are confined to the S-rank and cannot hold any other rank.
There are two types of Phasing techniques: Full Body and Partial, each with drawbacks. Full Body Phase can be sustained for two posts, rendering the user's entire body intangible. Meanwhile, Partial Body Phase can be maintained for four posts, enabling users to make up to 3/4 of their body intangible.
Phasing techniques can manifest as a dimension's ability or as standalone jutsu. If integrated into a dimension, the phasing ability can be hand seal-less, mirroring the flexibility of dimension techniques. A single phasing technique can incorporate both full-body and Partial types. However, switching between these types deducts one post from the overall duration of the technique.
The phase initiates from a specified point of origin and extends outward at jutsu speed. This origin point, no larger than 2,5 cm, must be declared at the start; otherwise, it's assumed to begin from the middle of the torso (techniques originating from the eyes, like Kamui, will start from the eye).
During Phasing, techniques originating from the user are immediately deactivated, unable to interact with the main world. Any attempt to activate a new jutsu while phasing results in the premature termination of the entire phase, entering a full technique cooldown. Moreover, while Phasing, the character does not accumulate passive AP, nature stacks, or similar effects.
Dojutsu, if activated, can remain active during phasing. This allows characters to maintain visual enhancements even while intangible.
Specific techniques of a physical nature may have the capability to target a character in a phased state. However, if this is the case, it must be explicitly stated within the technique description. This ensures clarity regarding the interaction of physical techniques with phased characters.
Resurrection techniques, as the name implies, involve the revival of deceased individuals and stand as advanced medical abilities reserved for S-ranked jutsu—a pinnacle of medical prowess requiring Iryojutsu as the primary specialty. Specific conditions govern the use of these techniques:
Resurrection techniques can revive individuals who recently lost their lives within the same thread, requiring 250 Action Points and 100 Health Points, which are unrecoverable for the remainder of the topic. The revived individual experiences halved stats, loss of all trained AP, Bijuu, and remains unconscious for the topic. Reviving a character is limited to once per topic, and the technique won't work on someone previously brought back to life.
While potent, resurrection techniques have limitations. Attempting to revive someone who perished in a different thread demands a sacrificial cost—a character's life, either the caster's or someone else's. The sacrificed character cannot be resurrected, and living clones are ineligible for sacrifice and resurrection.
Resurrection techniques are ineffective for reviving a character who has undergone a curse mark application and faced the associated risk of death. Once a character fails such a curse mark application and succumbs to death, they are deemed ineligible for resurrection through these techniques.
Players cannot use these techniques to revive a different character they play. The restored body parts match those originally belonging to the deceased, with any missing parts replaced by standard, non-bloodline-bearing components. Shadow clones cannot employ resurrection techniques, and a temporal boundary restricts the revival of characters deceased for over six months OOC.
Thanks Guest for reading the Special Technique Guidelines.
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