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Ayato Hyuuga
Ayato Hyuuga
Hogokage
Hogokage
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Summoning Contract : Forest of Dreams Ravens

Living Clones : Natsuki
Toneri
Familiar : Maneki
Legendary Equipment : Raiment of Eternal Fortune
Stone of Gelel
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Clan Specialty : Taijutsu
Village : Hoshigakure
Ryo : 435700

Specialty, Jutsu, Elements & Skills  Empty Specialty, Jutsu, Elements & Skills

Thu May 26, 2022 12:48 pm


Specialty, Jutsu, Elements & Skills  TbcRJPU

Specialty, Jutsu, Elements & Skill


















Specialties define a character's unique strengths, showcasing their distinct talents compared to others, such as excelling in Ninjutsu or Taijutsu. Each character can have up to three specialties, excluding their clan specialty. The journey to acquire specialties is well-structured: the first is obtained at D-rank without prerequisites, while the second requires 2,000 training words at C-rank, and the third, attained at B-rank, also demands 2,000 words of training.

The initial specialty acquired becomes the character's primary specialty, but through focused training, it's possible to shift the primary specialty to another existing one by completing a 1,000-word switch. For a complete change in expertise, characters can dedicate 2,000 words to training.

While combining specialties when crafting a technique is allowed, careful consideration is required to avoid overwhelming creations. Maintaining balance and complexity may involve removing one specialty. Techniques scale off the stat associated with the first specialty listed as the main component.

Each specialty has unique characteristics and limitations, and strict prohibitions are in place against attempting to replicate other specialties' abilities without access.

Clan Specialty: Ninjas belonging to a clan are automatically assigned a clan specialty, pre-determined through the clan application process rather than being a player's choice. This designated clan specialty provides access to higher-level techniques within that specific field. While clan members can learn up to A-rank jutsu within their specialty without specializing, there's an additional benefit for those who choose to specialize in their clan's specialty. At B-rank, they gain access to one Slotless S-rank technique within their clan specialty. This unique system ensures that clan members enjoy distinct advantages and progression opportunities tied to their clan affiliation and specialty. It's worth noting that members of Hiden Clans do not receive access to clan specialties.






Before we start, Each specialty has its scaling, primary, and secondary stat, determining the power and scaling of techniques within that specialty. The primary stat is the minimum value required to perform jutsu of a certain rank, while the secondary stat needs to be half of the primary stat. The primary stat is also used for scaling and powering up jutsu.

E-Rank = None. A character can learn E-rank jutsu without meeting stat criteria.
D-rank = 10 primary Stat 5 Secondary
C-rank =  20 primary stat 10 Secondary
B-rank = 30 primary stat 15 Secondary
A-rank = 40 primary stat 20 Secondary
S-rank = 50 primary stat 25 Secondary 

These stats determine the minimum value required for performing jutsu of a certain rank. For example, a character with a primary stat of 30 in Vigor can perform Ninjutsu techniques up to B-rank, but they would 15 points to the secondary stat of chakra. 

Ninjutsu (忍術, "Ninja Techniques") | Vigor Primary, Chakra Secondary

In NRPG, Ninjutsu is a broad term encompassing the cultivation and utilization of various jutsu arts in the Narutoverse. It involves creating and manipulating chakra to perform various techniques, such as conjuring fireballs, manipulating water, or creating animated entities. When discussing Ninjutsu, two key aspects are often mentioned: shape transformation and nature transformation. Shape transformation involves molding chakra into specific shapes or augmenting physical objects with chakra, while nature transformation focuses on imbuing chakra with altered properties, often aligned with elemental affinities.

It is often said that Ninjutsu practitioners are "jacks of all trades, masters of none," as they possess a broad range of skills but may lack the specialized expertise found in other specialties.

Genjutsu (幻術, "Illusionary Techniques") | Chakra Primary, Vigor Secondary

Genjutsu is a technique that allows users to create illusions to manipulate their target's senses and perception of reality. These can range from changing the color of an object to more complex and powerful illusions that can cause sensory paralysis or completely alter one's perception of reality. The user's creativity and skill often determine the limits of Genjutsu.

Breaking Genjutsu can be achieved through various methods. One common method is the Genjutsu Release technique, where the target focuses their chakra on disrupting and dispelling the illusion. Another method involves teamwork, where a third party physically contacts the affected individual and combines their chakra with the target's chakra to break the Genjutsu. The combined chakra must reach an equal or higher level than the power of the Genjutsu for it to be broken.

Certain individuals possess special abilities that make them more adept at breaking Genjutsu. Fully mastered Jinchuriki and those with Kekkei Genkai, such as the Sharingan, have unique abilities to help them resist or dispel Genjutsu more effectively.

Some general rules apply to Genjutsu:

Genjutsu exerts its influence by draining the affected target's AP (Action Points) every post, with the amount being half the base AP cost of the technique. In instances where a Genjutsu induces paralysis in the target, an intriguing reciprocity comes into play—the user of the Genjutsu is also rendered immobile, unable to move their body. The intricacies of maintaining a Genjutsu that causes paralysis reveal themselves as a high-focus endeavor, impeding the user from casting any new jutsu while the paralysis effect persists. Although previously activated sustainable jutsu, like enhancers or shadow clones, can endure, no new jutsu can be cast during this immobilization. Additionally, the sleep-inducing effects of Genjutsu introduce a time element; for the target to succumb to slumber, they must remain under the Genjutsu's influence for at least three posts.

Kugujutsu (傀儡術, "Puppet Techniques")

The Puppetry Specialty adds a unique and intricate specialty set to the gameplay, allowing players to manipulate and control puppets as powerful weapons in combat. With the Puppetry Specialty, players can create, customize, and utilize various puppets, each with their abilities and techniques. This customization aspect could give players a wide range of options to strategize and creatively approach combat situations.

It's also worth noting that the Puppeteer skill would be granted to all players who invest in the puppet specialty as their primary specialty. Being "free and slotless," the Puppeteer skill would not consume additional resources or require a specific equipment slot, making it readily available to all puppetry specialists.

Overall, this specialty offers a different gameplay experience, allowing players to tap into the art of puppetry as a form of combat. It would require players to master the intricacies of puppet manipulation and utilize their puppets effectively to achieve victory in battles. 

Puppetry and its mechanics are thoroughly explained in the following
Link: The Puppetry Specialty

Fūinjutsu (封印術, "Sealing Techniques") | Vigor Primary, Chakra Secondary

Fuuinjutsu is a unique specialty in NRPG that focuses on sealing objects, chakra, living beings, and other entities. While Fuuinjutsu can be considered a derivative of Ninjutsu, it does not grant the ability to create chakra constructs or cause devastation similar to Ninjutsu without additional assistance.

The primary function of Fuuinjutsu is to seal objects into specific seals, typically represented by kanji-styled letters. It allows practitioners to store items or entities within these seals for later use or containment. One specific aspect of Fuuinjutsu is Juinjutsu, a sub-specialty that involves placing a specific seal on someone to exert control over them or provide certain benefits. The host can resist Juinjutsu, and losing the jutsu does not result in the place losing control over the host. A character can only have one Juinjutsu seal placed on them at a time, and if another seal is set, the highest-ranking seal remains dominant unless the place consents to the change.

Here are some guidelines to keep in mind when using Fuuinjutsu:

A character can have up to five actionable seals placed on them at a time, excluding seals used for Jinchuriki and Juinjutsu.
Activeable seals and pre-placed Fuin placed on other characters have a base power equal to the rank of the seal, with no scaling or bonuses.
Pre-placed Fuinjutsu mastered for stats does not apply the increased stats to the seal's base attributes when placed on a different target.
Pre-placed Fuinjutsu requires both a placement cost and an activation cost.
If a seal's effects upon activation last for more than one post, it also requires an upkeep cost.
Pre-placed seals cannot be cloned through techniques like Shadow Clone and its variants, including cloning equipment.
If a user places a seal on a different character, the seal's stats will be at their base values without scaling.
A character cannot have the same seal placed on them more than once.
It's important to note that Fuuinjutsu is the only specialty that grants access to sealing bijuu and creating Jinchuriki.

Iryōjutsu (医術, "Medical Techniques") | Chakra Primary, Vigor Secondary

The Iryojutsu specialty, also known as Medical Ninjutsu, focuses on the healing arts and understanding the biological anatomy of the Shinobi World. Practitioners of Iryojutsu possess specialized knowledge and skills in medical techniques, allowing them to heal wounds, mend injuries, and provide medical support to their allies on the battlefield. 

It is only the specialty used to perform bloodline transplants. It's important to note that Iryojutsu practitioners do not automatically possess comprehensive knowledge of the anatomy of all living things or the intricacies of bloodlines and their transplanting abilities. These aspects must be learned and acquired in character through training and experience. This ensures that characters realistically develop their medical knowledge and skills over time, preventing abuse and maintaining a sense of progression.

The primary focus of Iryojutsu is healing, but it can also be used for offensive purposes or to harm the body. One unique aspect of the Iryojutsu specialty is the ability to create hand seal-less techniques due to their exceptional chakra control and refinement. However, this is closely monitored due to its complexity and should only be achieved by combining Iryojutsu with weaponry or taijutsu, such as Chakra Enhanced Strength. Iryojutsu is the only specialty with access to resurrection techniques, allowing characters to bring others back to life. Additionally, Iryojutsu is the only specialty that can create Damage Reduction techniques, providing defensive advantages.


Jikūjutsu (時空術 - "Space-Time Techniques") | Chakra Primary, Vigor Secondary

The Space-Time specialty in NRPG grants access to specific abilities related to teleportation, dimensions, phasing, and summoning. It's important to note that "Space-Time" shouldn't be taken literally as the ability to manipulate space or time but rather as the specific functions described below.

Teleportation is the ability to dematerialize and reappear in a different location. The process involves the body gradually dematerializing from a specific point and expanding until the entire body disappears. Teleportation can take various forms on the forum and is not limited to dimensions.

Dimension techniques allow users to create custom pocket dimensions for storage or role-playing purposes. These dimensions can be accessed through teleportation, allowing the user to travel to and from the dimension. A sub-forum dedicated to the specific dimension is created and linked to the approved dimension technique.

Phasing, also known as Intangibility, is a powerful ability that allows users to transport parts of their entire body to a dimension. When phased, the character appears visually normal and solid but occupies no physical matter in the real world. They can move through the environment and interact with objects but cannot be sensed, heard, or interacted with in any way except visually. Phasing is an ability exclusive to characters with the Space-Time specialty as their primary spec.

Space-Time specialists can also hijack and anticipate other Space-Time practitioners who create invasion-based dimension techniques. The details and procedures for these interactions can be found in the specific write-up for dimensions.

Summoning is another aspect of the Space-Time specialty, granting access to higher-rank summons beyond traditional contract races. Characters with this specialty can summon powerful mythical summons considered more potent than regular ones. 

Regarding offensive capabilities, Space-Time techniques primarily focus on field control rather than dealing direct damage. Offensive Space-Time techniques are usually limited to damage over time (DoT) effects. To deal direct damage equal to the jutsu power, specific Village/Missing Ninja/Vagabond exclusives or a combination of other specialties with damage-dealing properties would be required. Creating Space-Time techniques that go beyond these limitations may result in denial.


Kanjutsu (感術 - "Sensory Techniques") | Chakra Primary, Vigor Secondary

On NRPG, the Sensory Specialty refers to the ability to detect another person's presence or to conceal one's presence. It involves techniques that allow a person to sense foreign chakra signatures and pinpoint their locations over a wide range. Although not inherent to all sensory techniques or sensory-related techniques, some boast specialized ranges to allow for detection on larger scale, even with areas of effect style techniques.

However, Sensory is not limited to just chakra detection and location. Using sensory-based abilities, a character can manipulate their chakra and alter their presence, making it difficult to sense through conventional means. This heightened level of stealth can be advantageous in various situations, including espionage, infiltration, or evading enemies.

In the game, all shinobi possess a basic level of Sensory prowess, allowing them to sense chakra to some extent through the Chakra Sensory Skill. However, it is important to note that without investing in the Sensory Specialty, a shinobi will be limited to the basic inherent sensing abilities the game provides unless they possess similar unspecialized skills of equivalent power. Specializing in Sensory opens up a wider range of techniques and abilities related to detection and perception.

Those who properly specialize in Sensory is also able to train Chakra Insight as a slotless skill at C-Rank. Otherwise, if the individual does not possess the Sensory Specialty, the skill can be trained slotless at A-Rank.

One unique sensory aspect is allowing a "homing" trait for other specialties' techniques. This means that instead of a simple slash going in a straight line or a fireball being aimed and launched at one specific point, the technique in question might be capable of following the target as the technique moves toward them. This capacity has recently evolved within the world of NRPG as more sensory shinobi have begun to weave their sensory abilities into their arsenal. This is a unique aspect of the sensory specialty and thus would need to be included in the technique's specialty section as an option.


Taijutsu (体術, "Body Techniques") | Strength Primary, Speed Secondary | Speed Primary, Strength Secondary  

Taijutsu is participating in hand-to-hand combat utilizing your own physical body. The primary difference between Taijutsu and most other specs is that the power of Taijutsu grows from the user's strength, while the technique's speed is equal to the user's speed (regardless of the rank of the method in question). Ranged Taijutsu works differently and receives a base speed stat similar to the base numbers, which then scales from the strength of the user (Or the stat that determines the power of the technique used)

Every standard Taijutsu technique, excluding those categorized as enhancers in the Special Techniques Guidelines, is equipped with a Taijutsu Barrier (TB). After adjusting for the user's relevant stats, the barrier scales alongside jutsu power. When enhancing a Taijutsu Technique using an infusion technique or amplifier, the stat bonus granted operates independently for the Power and Taijutsu Barrier produced by the technique. Although the Taijutsu Barrier scales with Power, when empowered, they are not boosted simultaneously.

The Taijutsu Barrier (TB) shields the user's entire body while executing a martial technique, providing a comprehensive defense against potential attacks. How they operate is explained further below in jutsu clashing.

Bukijutsu (武器術, "Weapon Techniques") | Speed Primary, Strength Secondary | Strength Primary, Speed Secondary

The Bukijutsu specialty, also known as Weaponry, focuses on using and extensive knowledge of various weapons, armor, and miscellaneous tools in the Shinobi World. It encompasses melee weapons such as swords, whips, and spears and ranged weapons like kunai and shuriken. While all shinobi have basic knowledge of Bukijutsu, those with this specialty possess a deeper understanding and skill in wielding various weapons.

Bukijutsu techniques are categorized based on the type of weapon used: Ranged Weapons, Sharp Weapons, and Blunt Weapons. The Speed and Strength stats of the user determine the ranking of these techniques. For bladed weapons, techniques scale off Speed as the primary stat and Strength as the secondary stat, while for blunt weapons, it is inverted, with Strength as the primary stat and Speed as the secondary stat. 

It's important to note that the health of weapons, armor, and items is capped at 100 regardless of whether the user has the Bukijutsu specialty. However, those with Bukijutsu can wear armor with a health value of over 50 without penalties. Players without the Bukijutsu specialty who wear armor with a health value of 51 or higher will experience increased jutsu AP cost and the inability to use AP discounts. 

The Crafting System supports the Bukijutsu specialty, allowing players to customize their weapon and armor creations. Bukijutsu users can learn the Blacksmith skill, which becomes slotless for them at C-rank as long as it is their primary specialty. Legendary Equipment, which possesses higher stat points and unique traits, can be wielded without requiring the specialty investment. More on Legendary Equipment can be found here.

Regarding weapon attacks, all melee and ranged weapons can be used without techniques or expending AP. They possess an Impact Force value, calculated as half of the user's Speed or Strength stat (Speed or Strength / 2), representing their effective damage upon contact with an enemy, object, or technique. However, the damage is determined by the technique's power rather than the Impact Force when utilizing a technique. Using common sense when determining the effects of weapon damage is important, and limb removal is only possible with an Impact Force of 100 or higher.

There are limitations on the types of weapons allowed on the forum. Bows are permitted as ranged weapons, but pistols and rifles are completely banned.

The impact force of bows and arrows is influenced by the user's speed divided by 2. The arrow's speed is determined using the projectile throwing speed formula, and its range is equivalent to its speed. It's essential to note that proficiency in Bukijutsu is a prerequisite for wielding a bow. In cases where a weaponry jutsu necessitates a bow and arrow, the impact force of the arrow(s) aligns with the jutsu power. A maximum of three arrows can be handled simultaneously during bow usage, representing the number a player can shoot in a single instance.

  • Fighting Styles: Specific to the Taijutsu and Bukijutsu specialties, users can specialize in strength-based or speed-based fighting. These styles can be learned through training and require a skill slot. Generally, only those with complete Taijutsu or Bukijutsu specialties can learn Fighting Styles, but exceptions are made for clans with a predetermined specialty in those specs. 

    Fighting Styles alter the calculations and stat requirements of techniques within the respective specialties. For Taijutsu, the style changes the scaling from strength to speed alone and inverts the stat learning requirements. For Bukijutsu, the style scales techniques based on strength if used with a blunt weapon or speed with a sharp weapon. However, if a user possesses a specific Fighting Style, they can use the specified stat for scaling all weaponry techniques they know, regardless of the weapon they are currently wielding.

    To use Fighting Styles effectively, techniques specific to the style must be learned and can only be scaled by the stat indicated in that style. These Fighting Style techniques complement regular strikes. For example, a speed-based Taijutsu style will deal 75 damage with a punch by having 150 speed, while a user of a strength-based Fighting Style can deal damage with a sword (sharp weapon) at Strength/2.







Special category techniques are a subset of techniques that have distinct characteristics and often unique attributes. These techniques are closely tied to the user's main specialty, representing their primary expertise. Techniques that typically fall under that category include.

Natural energy  (自然エネルギー, "Shizen Enerugī"): Also known as nature energy or senjutsu chakra, plays a significant role in the ninja world. It is a unique form of energy in the environment, encompassing the atmosphere and the earth. This energy is distinct from the regular chakra used by ninjas in various jutsu.

By adeptly gathering this natural energy from their surroundings through Nature Chakra Proficiency and harmonizing it with their chakra, individuals can achieve a heightened state known as Sage Mode. Sage Mode is a transformation that gives the practitioner enhanced capabilities and the ability to perform senjutsu, a form of powerful and nature-based techniques. 







In NRPG, the term "jutsu" encompasses the diverse ninja arts executed by shinobi, whether stemming from chakra manipulation or physical prowess. Regardless of their nature, all techniques fall under the comprehensive jutsu category. This section aims to comprehensively understand jutsu, covering elements, specialties, collaborations, and related aspects.

Learning jutsu follows a clear and systematic process. Each jutsu rank necessitates a specific word count for training and acquisition. The prescribed word count requirements for canon and site-canon jutsu are as follows:

E-Rank: 250 words
D-Rank: 500 words
C-Rank: 1,000 words
B-Rank: 1,500 words
A-Rank: 2,500 words
S-Rank: 5,000 words

It's crucial to note that the provided word count represents the foundational requirement, and certain jutsu might impose higher word count criteria based on their power. Ensuring that your character fulfills all prerequisites to employ a jutsu is essential. This includes meeting the stipulated stat requirements, possessing the necessary elements and specialties, and adhering to any additional criteria outlined for the jutsu.

Bloodline Jutsu:

In NRPG, bloodline jutsu refers to techniques specific to your character's bloodline. These jutsu are unique and often possess special abilities or powers associated with the character's lineage.  Bloodline jutsu can include those that rely on specific DNA or genealogy, like the Sharingan's Mangekyo or Advanced Element exclusive to a clan, such as the Senju Wood release. 

Bloodline jutsu can be either canon or custom, but they must follow the system provided for your character's rank. This means that the power and rank of bloodline jutsu should be by the limits and restrictions set for your character's current rank.

Hiden Jutsu

Although it might appear similar to the bloodline, Hiden jutsu is separate. Certain Ninja clans possess unique jutsu styles exclusive to their members and cannot be learned by others, even through hard work and training. These special techniques are not classified as kekkei genkai but result from secret arts or specialized training within the clan. 

By being born into these clans, characters can use the clan's Hiden techniques from the beginning. This ensures players do not have to wait for bloodline progression. They can also teach them to other characters outside of the clan. However, such practice is highly frowned upon in their clan circles. Finally, it is essential to note that hiden jutsu are highly sought after in the ninja world, putting their bearer at risk. 

Custom Jutsu:

In NRPG, Custom Jutsu refers to techniques crafted and perfected by specific characters, serving as their signature moves. Others can acquire a custom jutsu with the creator's consent and by meeting prerequisites. The decision to teach rests with the creator; if agreed upon, the learner must fulfill specific requirements.

Learning a custom jutsu involves in-character training and interaction. Upon a character's death or inactivity, their custom jutsu is archived, except in cases of revival through Edo Tensei or prior teaching to another character.

Multi-Ranked Jutsu

In NRPG, multi-ranked jutsu come in various ranks, ranging from E-rank to S-rank. These jutsu provide a dynamic and adaptable approach to combat, enabling characters to access higher levels of power and complexity as they progress in their training.

When learning a multi-ranked jutsu, follow a sequential training order, starting from the lowest rank (E-rank) and advancing to the highest rank (S-rank). To determine the word count requirement for each higher rank, subtract the word count spent on the lower ranks from the total required for the next rank. You only need to train the additional word count for the current rank.

For instance, if you're training a multi-ranked jutsu with the following word count requirements:
D-Rank: 500 words
C-Rank: 1,000 words

Suppose you've already trained the E-rank and D-rank versions and are progressing to the C-rank version. In that case, you only need to train the difference between the C-rank and D-rank word counts, which is 500 words.

Remember that multi-ranked jutsu share a cooldown, requiring a waiting period after using any rank before reemploying the jutsu. All jutsu ranks, except the highest rank, are considered slotless, meaning they don't occupy a jutsu slot in your character's repertoire.

Free Jutsu

Upon reaching a certain power rank, your character may obtain the following free jutsu. A character cannot utilize these free techniques unless they meet the requirements. This jutsu will not count towards your character's total jutsu cap once they reach those ranks, but should they be trained before going that rank, it will take a slot until the character gets the correct power rank.

Replacing Jutsu

If you wish to swap out a slotted jutsu for a new one, train the replacement thoroughly at the same rank. If the jutsu being replaced spans multiple ranks, it will downgrade to fit a lower rank slot. You lose access to it if no slots are available or lower ranks exist. There are no refunds, and if you later choose to relearn or level up the jutsu, you'll need to cover the total word count cost again. On a related note, once you've learned Mangekyo techniques, they cannot be trained over or replaced. Exceptions will be considered if the techniques become non-viable due to system changes or patches.

Refunding Jutsu:

In NRPG, a jutsu may qualify for a refund under certain circumstances, allowing players to reclaim the WC (word count) spent on its acquisition. It's crucial to note that the refund will be based on the current cost of the technique, not its original learning price. Players must submit requests on their character's stat page to initiate a refund, seeking approval from an NRPG staff member. The staff member will carefully assess the situation to ensure it meets the refund criteria.

Common situations warranting a jutsu refund include:

Claiming a jutsu, the character doesn't meet the requirements.
The mythical item, Black Zetsu Cells, impacts the character's jutsu qualifications.
Significant changes or reworks to a jutsu deviate from the original learning conditions.
NRPG system updates or changes that invalidate a jutsu.
The player changes the character's specialty, subject to specific conditions. Only jutsu of A-rank and below from the old specialty are refundable and limited to five jutsu per rank. The WC refund must be utilized during the specialty swap and cannot be saved for later use. This option is available three times in a character's lifetime and operates independently of system updates or using Black Zetsu Cells.

Banned Jutsu:

Here is a list of banned techniques in NRPG due to their powerful effects on reality, balance, or gameplay. The NRPG community has collectively deemed these techniques unsuitable for their specific setting:

  • Izanagi [Any jutsu that significantly distorts reality]
    Izanami
    Kotoamatsukami
    Limbo: Border Jail







Jutsu Categories

Physical techniques involve close-quarters combat or the skilled use of weaponry, focusing on actions at the melee range. For instance, an experienced practitioner might execute a precise roundhouse kick, a grappling maneuver, or a masterful sword strike. In contrast, physical projectile techniques leverage the user's body and strength to deliver damage from a distance. Imagine a martial artist generating a powerful shockwave with a sweeping kick, effectively hitting targets beyond immediate reach.

Construct Jutsu based on chakra manipulation to create solid structures capable of protecting, elevating, or blocking incoming attacks. They can also be employed to damage and constrict targets. These techniques involve shaping chakra into tangible forms for offensive and defensive purposes. For instance, a technique generating a wooden spear or a wall of earth would fall within the Construct Jutsu realm.

On the other hand, Chakra Jutsu involves harnessing chakra to unleash raw energy to inflict damage. These techniques often manifest as projectile-based attacks, such as a great fireball or a wind breakthrough. Notably, if these jutsu originate from the user's body, they do not clash with their equipment during the first post they are released. For example, a fireball can pass through a character's helmet or mask without causing harm from within.

Jutsu Scaling

In NRPG, jutsu scaling is based on the stats of the characters who perform them. As characters increase their stats, the techniques they use will scale accordingly. The specialty of the technique determines the main stat field used for scaling. Each specialty has a specific primary stat field associated with it.

For every 10 points that the character's primary stat exceeds the set stats of the jutsu, the corresponding stat fields gain a +5 bonus. This means that if a character's primary stat is significantly higher than the required stats for the jutsu, the relevant stats of the technique will increase.

For example, Guest has 80 Vigor and uses a Ninjutsu technique with a base power/speed 50. The technique will scale up since Ninjutsu's primary stat is Vigor, higher than the required stats. In this case, the power/speed of the technique will increase to 65.

It's important to note that only techniques with a concrete power stat are affected by scaling. This scaling formula does not affect techniques with a predetermined power/speed based on the user's stats.

Jutsu Spawning

Spawn techniques are jutsu that originate outside the user's body, facilitated through a body of water or by manipulating space and time within a designated area. Regardless of the method, a character is prohibited from spawning techniques within 3 meters of any other target, including playable characters, Approved Village or Hunter NPCs, Living Clones, summons, or familiars. In cases where a technique designates a point-spawn location exceeding 10 meters, it still cannot manifest within 5 meters of another target. This rule applies universally, even when not explicitly outlined in the technique's description.

Jutsu Clashing


In NRPG, jutsu clashes occur when two techniques interact, and several factors come into play to determine the outcome. One of the key factors is the power stat of each jutsu involved. Each jutsu is assigned a power stat that reflects its strength and impact. When a clash occurs, the game compares the power stats of the conflicting jutsu.

The Jutsu Type and Element of the techniques also play a role in determining the clash's outcome. Certain Jutsu Types may have advantages or disadvantages when clashing with others, and Elements can interact in different ways, such as being stronger or weaker against certain Elements.

If one jutsu is more potent than the opposing jutsu it clashes with, the weaker jutsu will be destabilized and placed on immediate cooldown. This means the opposing jutsu will be ineffective and cannot be used again until its cooldown period expires.

For example, if a ninja uses a fire-based jutsu against a wind-based jutsu, the fire and the wind clash. If the power of the fire jutsu is greater than the wind jutsu, the wind jutsu will be destabilized and placed on cooldown, effectively nullifying its effects.

It's worth noting that environmental factors and jutsu constructs can also come into play during clashes. For example, if a jutsu construct is created, only the part of the construct that comes into contact with the opponent will be affected during a clash.

Every close quarters Taijutsu technique, excluding those categorized as enhancers in the Special Techniques Guidelines, is equipped with a Taijutsu Barrier (TB). After adjusting for the user's relevant stats, the barrier scales alongside jutsu power. When enhancing a Taijutsu Technique using an infusion technique or amplifier, the stat bonus granted operates independently for the Power and Taijutsu Barrier produced by the technique. Although the Taijutsu Barrier scales with Power, when empowered, they are not boosted simultaneously.

The Taijutsu Barrier (TB) shields the user's entire body while executing a martial technique, providing a comprehensive defense against potential attacks.  The Taijutsu Barrier empowers users to clash with techniques of equal or lesser power than the Barrier. In a clash, if the user's Taijutsu technique proves superior, the opposing technique is nullified without harm to the user, following clashing rules. In cases of equal power, both techniques are effectively canceled, leaving the user unharmed.

Taijutsu Barrier (TB) is a defensive shield against the impact force of physical attacks, including sword strikes. The TB determines whether the Taijutsu technique can nullify the incoming attack in a clash.

Before employing any Damage Reduction (DR) points from the user's pool to mitigate the power or impact force of an incoming attack that has breached the barrier, the Taijutsu Barrier must be overcome or cracked. It acts as the primary line of defense, demanding resilience before secondary defensive measures come into play.

Example: Both techniques are canceled when a Taijutsu technique with a Taijutsu Barrier (TB) of 50 clashes with an equally powerful Fireball Jutsu (power stat 50). The TB successfully nullifies the Fireball Jutsu without harming the user. If the Taijutsu technique has a higher TB (e.g., 60), it nullifies the Fireball Jutsu without harm. However, if the Fireball Jutsu has a higher power (e.g., 60), the TB must be cracked before the user can use Damage Reduction (DR) points.

Single Damage Instance & Multi-Hit Jutsu

The health bar of a character hit by a damaging technique decreases by 1 health point for every point of the jutsu's power. This calculation doesn't account for any potential damage reduction a character may have; the decrease occurs at the same ratio if they possess damage reduction.

In a single post, a technique can inflict damage equal to its power only once, regardless of the number of strikes, clashes, or projectiles involved. Multi-hit techniques don't trigger cooldown if a single projectile loses or ties a clash. In the event of a loss in a clash, the projectile, projectiles, or the area are destroyed or phased out accordingly. This principle applies to jutsu clashes and instances where multiple hits occur within the same post, ensuring that the target incurs damage equivalent to the power or impact force only once per post.






In NRPG, mastering a jutsu is achieved by performing the same amount of words it took to learn the jutsu but to become more familiar and skilled. Jutsu mastery provides various benefits, which are outlined below. Please note that staff evaluate custom masteries for specific techniques on a case-by-case basis.

Stat Increase Mastery: This mastery allows the user to increase one specific field of the jutsu (Power, Speed, or Health) per mastery. The stat increase is applied after the scaling calculations of the technique. Each mastery slot is dedicated to enhancing a single field.

AP Reduction Mastery: Mastery of AP reduction reduces the activation cost of the technique, but it does not affect the upkeep cost. This mastery slot is focused on reducing the AP required to initiate the technique.

Handseals Mastery: Handseals mastery removes half of a technique's hand seals. If a technique originally requires one hand seal, it becomes zero. With two mastery slots dedicated to this effect, the hand seals can be eliminated from the technique.

Mastering Techniques is a vital skill and something that helps signify iconic or signature techniques at one's disposal. As such each character can select up to 4 Masteries Slots for E-A Rank Techniques and 2 Masteries Slots for S-Rank Techniques. Any technique whose application identifies it can be mastered can only be mastered up to a total of twice unless otherwise indicated. This means if someone were to spend 2 Masteries on a B-Rank technique, they only have 2 mastery slots remaining. Some techniques may be denied the possibility of mastery if their impact disrupts the site's balance and will be notated on their application.

When improving the stat or reducing the actions of a jutsu, the stat increase or AP cost is based on the rank of the jutsu. The adjustments made for increased stats or AP reduction are as follows:

E-Rank: 2 per chosen stat
D-Rank:  5 per chosen stat
C-Rank:  10 per chosen stat
B-Rank:  15 per chosen stat
A-Rank:  20 per chosen stat
S-Rank: 25 per chosen stat

Mastery of Mutli ranked techniques:

When mastering a multi-rank Jutsu at a specific rank, subsequent training to a higher rank will require a separate mastery slot for that new rank. For example, mastering a multi-rank Jutsu at C-Rank, later training it to B-Rank, and mastering it will consume a separate B-Rank mastery slot. Therefore, the correct representation would be [0/4] C-Rank Mastery Slots and [1/4] B-Rank Mastery Slots, signifying independent mastery of the B-Rank version.

However, once a multi-rank Jutsu is mastered at a specific rank, the mastery for all lower ranks is automatically retained. There is no need to invest additional WC for the lower ranks when mastering the Jutsu at a higher level.







Understanding the interactions between the five essential elements is crucial for combat and strategic planning in the ninja world. Exploiting their strengths and weaknesses leads to favorable battles and jutsu usage outcomes.

Certain clans or highly skilled shinobi can create advanced Elements, like Wood. These elements are formidable and require 2000 words of training for each. The character must possess all the elements that make up the advanced element, even if not from the associated clan.

Characters are born with their first chakra nature; additional elements can be earned through training. Most characters can learn up to 3 essential elements and one advanced element, with exceptions based on bijuu, village exclusives, and skills.

The second basic element can be trained for 2000 words, and the third for 2000 words.

Rank determines the number of elements a character can have. Characters start with their primary element at E/D rank, can learn their second at C-ranks, and third at B rank. Learning an additional essential element at a rank earlier requires double the word count.

PCs can teach elements to others, offering a 50% discount on the learning process.

Yin Release, Yang Release, and Yin-Yang Release are available to all characters as passive elements, forming Non-Elemental techniques.

Changing essential elements is only possible through Mythical Items:  Element Changing Crystal or Black Zetsu Cells.

The element cycle follows the order: Fire, Wind, Lightning, Earth, and Water, with the last element being stronger than the following one. When two elements clash, the losing element receives a -25 power penalty to reflect its weakness.


  • Fire > Wind
    Wind > Lightning
    Lightning > Earth
    Earth > Water
    Water > Fire







In NRPG, skills encompass a wide range of passive abilities or traits a character can acquire. These skills can include various passive techniques, unique fighting styles, or specialized abilities that enhance a character's capabilities. Each character has 5 skill slots, changed to 6 if from a Hiden Clan or clanless.

Among the skills, some do not take up a skill slot and are called "slotless" skills. These slotless skills are relatively rare and typically consist of basic abilities that all shinobi learn as they progress through trial and error in their ninja career. Some slotless skills may also be specific to certain Hiden Clanless or tied to a distinct creation such as Animal Sage Mode.

Members of clans in NRPG specializing in Taijutsu or Bukijutsu gain the Clan Exclusive Fighting Style as a slotless skill, exempt from counting against their skill slots. Nevertheless, they are still required to pay the designated word count to learn this skill, and it is not provided free of charge.

Slotless skills are available to all characters and do not count toward the total number of skills a character can possess. They often provide fundamental abilities or essential techniques widely known among shinobi.

Skills that require a skill slot are additional abilities or can create a tree of specialized techniques that a character can learn. These skills must be trained and take up one of the limited skill slots available to a character. Choosing skills that complement your character's abilities and playstyle is important, allowing you to develop further and customize your character's capabilities.

Upon reaching a certain power rank, the following skills become slotless for your character.


Upon reaching a specific rank, the following skills can be slotless for a character. However, they do require additional particular conditions for their slotless status. While these skills still become slotless for characters at specific power ranks, it's important to note that they are not acquired for free, except for Puppeteer.






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