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 Post subject: Techniques
PostPosted: Wed Oct 16, 2019 6:03 pm 
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Techniques

Techniques are how characters accomplish a wide variety of the most recognizable feats. From breathing fire to locking an opponent in a hellish illusion, techniques share one thing in common: they can all be found on the TNRPG Wiki. For any of the details of how a technique, such as how far it can fly, how much it costs to use, or how dangerous it is, consult its entry there.

If you're here to find out what a particular feature of an entry on the Wiki means, or want to know what a particular field of the template used for techniques on the Wiki tells you about a technique, consulting the description of the template is a good first step in finding what you're looking for.

If you want to use a technique that you have seen in the anime or manga, but can't find on the Wiki, don't worry: it might not be registered yet. If that is the case, follow the rules below, submit it for review, and it'll have its own page in no time. The same is true for any original idea for a technique that you might have, as custom techniques follow the same set of rules.

Note that, while these rules exist to try and keep some balance between a lot of very different techniques, some simply will not neatly fit into the system. The rules aren't here to stifle your creativity. If you hit a bump in the road just, use the regular template as best you can and let your imagination run wild. We will work with you to appropriately cost and feature the technique so that your idea can find its place.

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All features of techniques in this topic that have Stamina Point costs that aren't listed in tables will use the following format:

The Name of the Feature - The description of the feature, typically with an example of the feature.
+ or - the feature's cost in Stamina Points

Table of Contents


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 Post subject: Re: Techniques
PostPosted: Wed Oct 16, 2019 6:05 pm 
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Range

The further a technique can go beyond your own reach, the more expensive it is. This is not always true for genjutsu, which broadly become more expensive the more difficult their triggers are to avoid. Use the table below for determining the cost of a technique's range.

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 Post subject: Re: Techniques
PostPosted: Wed Oct 16, 2019 6:06 pm 
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Hand Seals

The fewer hand seals required to mould the chakra for a technique, the more expensive it is. Use the table below for determining the cost of a technique's number of hand seals. Note that you cannot generally register a technique that only needs one seal, as this is the domain of the [Signature Ninjutsu] Trait and a couple of fairly unique techniques from the anime and manga (here's looking at you, Shadow Clone Technique). Even fewer techniques that require chakra lack hand seals entirely, with those that do typically being either genjutsu, chakra flow techniques, or techniques with a significant charging time.

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 Post subject: Re: Techniques
PostPosted: Wed Oct 16, 2019 6:06 pm 
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Parameters

Parameters are the mechanical descriptors of a technique. They identify the size of projectiles, how large areas of effect are, any Damage dealt, Durability provided, or any Integrity had by a seal. Essentially any feature of a technique that operates on a scale is handled through that technique's Parameters.

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Projectile Size - AoE
This is the rough diameter of the projectile. An example object is given for reference to the scale of each size.

Linear Projectile
This technique follows a relatively straight path once fired. Aiming this projectile may use a specifically listed Skill (like Shurikenjutsu or Ninjutsu), though not always. Larger projectiles rarely require a Skill to aim. Fire Release: Great Fireball Technique and Earth Release: Rock Gun Technique are good examples of Linear Projectiles.

High Speed Projectile
This technique operates like a standard linear projectile, except that it reaches its maximum range practically instantaneously. A High Speed Projectile is not so fast that it cannot be reacted to, but it limits the response window to virtually a single action at all points within its effective range. Water Gun Technique and Kirin are good examples of High Speed Projectiles.

Animate Projectile - This technique's projectile takes the form of an object, animal, or other shape, and can pursue a target as if it were manipulated in arcs much more complicated than a simple curve or straight line. As animate projectiles are not actively manipulated, they cannot dodge attacks, walls, or react to anything else that changes in the environment after they have been created. Lightning Release: Black Panther is a good example of an Animate Projectile.

Autonomous Construct
This technique takes the form of an object, animal, person, or other shape, and can move on own and make its own decisions. Autonomous Constructs are not actively manipulated (and do not need to be, as they act of their own accord). C1's figurines, Super Beast Imitating Drawing's various animals, and the Shadow Clone technique are all good examples of techniques that create Autonomous Constructs.

Volley - This technique launches several projectiles, forcing opponents to react to more than one potential source of harm. These projectiles are usually weaker in power and easier to block, but they make up for it by covering more area, increasing the likelihood of dealing Partial Damage. Fire Style: Phoenix Flower Jutsu is a good example of a technique with Volley.
+5

Barrage - This technique launches a succession of volleys, giving the attacker a chance to adjust their aim as the opponent reacts. Fire Release: Great Flame Flower is a good example of a technique with Barrage.
+10

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Cone
A cone spreads to its maximum width by the time it reaches maximum range, giving opponents a marginally greater amount of room to dodge when closer to the technique's origin. The torrent of water spawned by Water Release: Water Bullet Technique is a good example of a Cone technique.

Wall
A wall appears at its maximum width. The height is half the width of the wall, with a minimum height of 2 meters. The sturdy shield created by Earth Release: Earth-Style Wall is a good example of a Wall technique.
+1/-1 you can increase or decrease the height of a wall by 2 meters per Stamina Point

Radius
Radius technique spread outward from a point of origin determined by the technique's range; Radius techniques with a Range of "Self" spread outward from their user, while when combined with projectile techniques, the radius extends from wherever the projectile lands (typically as an explosion). The spherical barrier of Eight Trigrams: Palm Rotating Heaven is a good example of a Radius technique.

Note: When purchasing area for a barrier technique, you use only 1/4th the above costs.

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Damage
Damage is dealt by almost all offensive techniques. Techniques that deal Damage themselves do not increase the amount of Damage a punch deals if their Range is "Touch", instead replacing the amount of Damage that the punch would otherwise deal. Techniques that are have an elemental weakness to something they strike deal 20 Damage less to those objects. Techniques that deal Damage use it to determine their Clash Rank.
+1 per 5 Damage

Durability
Techniques meant to serve as barriers have Durability. Techniques that have Durability do not increase their user's Durability, and destroyed when their own is reduced to 0. Techniques that have an elemental weakness to something that strikes them take 20 additional Damage.
+1 per 5 Durability

Integrity
Fūinjutsu have Integrity, which they use to determine the amount of wear or tampering they can suffer before coming undone.
+1 per 5 Integrity

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Healing Effects
Healing effects are assigned a cost based on the scope of injury that they can countermand. Healing effects that are essentially cosmetic are the least expensive, while those that can stave off death are the most expensive.

Illusory Effects
Genjutsu are assigned a cost based on the complexity of the illusion as well as the number of targets they can effect. Those with the simplest effects and the fewest targets are the least expensive, while those with the most complex effects an the most targets are the most expensive.

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Boosting Effects
Many different classes of techniques can boost your Statistics, and boosting techniques can also grant you Damage or Armor. Boosting techniques cannot grant Durability directly, but can grant you more Durability by increasing your Constitution. The cost of a boost depends on the type of boost and extent of the effect. An individual boosting effect can only increase a Statistic by 1 tier.

Debuffing Effects
Fewer types of techniques can reduce an opponent's Statistics directly, and debuffing techniques cannot reduce an opponent's Damage or Durability directly, and cannot affect an opponent's Armor. The cost of a debuff depends on the extent of the effect. An individual debuff effect can only decrease a Statistic by 1 tier.

Instant
Instant effects only affect a Statistic or Damage for the duration of a single action within a single post.

Sustained
Sustained effects affect a Statistic, your Damage, or grant Armor for the duration of a technique for as long as you can pay the technique's cost. Sustained techniques have Upkeep or Persistent.


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 Post subject: Re: Techniques
PostPosted: Wed Oct 16, 2019 6:12 pm 
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Joined: Mon Nov 15, 2010 6:50 pm
Posts: 201
Benefits

Any mechanical effect that allows a technique to do something that it wouldn't be able to otherwise that doesn't fall under one of the other categories can be accounted for under Benefits (like preventing an opponent's freedom of movement or controlling the arc of a projectile).

The list below will expand and be given more detail as we continue to review techniques, and will be by no means exhaustive. You are likely to come up with unique effects beyond the bounds of what is listed here, but what is listed should always be used as a guide for pricing.

Note that not every Benefit can be freely applied to any kind of technique, as several exist to account for the kinds of effects limited to certain Kekkei Genkai. If you have questions about anything on the list, ask.

  • Armor-Piercing
    This technique is extremely good at finding its way straight through armor, physical or otherwise. The raw penetrative power of Chidori is a good example of Armor-Piercing.
    +2 per 5 Armor ignored (with a maximum of 30 Armor ignored)
  • Chakra Flow
    This technique does not use hand seals, as it instead involves focusing on the direct flow of chakra through the body. Techniques with Chakra Flow do not have their cost in Stamina Points altered by their number of hand seals. Wind Release: Verdant Mountain Gale, Lightning Release Chakra Mode, and Fire Release: Phoenix Sage Flower Nail Crimson are good examples of Chakra Flow.
    +2
  • Collaboration
    This technique either allows for, or requires, multiple users to use the technique. Split the cost evenly among any member who joins in Collaboration (decimals and fractions round to the next highest integer). Four Violet Flames Formation is a good example of Collaboration.
    +6
  • Devastate
    This technique ignores Durability when determining the extent of its harm to opponents. Dust Release: Detachment of the Primitive World is a good example of Devastate.
    +20
  • Flight
    This technique allows the user to fly. The Flight Technique and Super Beast Imitating Drawing are a good examples of Flight.
    +10
  • Immobilize
    This technique completely prevents its targets from moving, regardless of their Strength. Crystal Release: Crystal Pentagonal Prison, Genjutsu Binding, and Wood Release: Advent of a World of Flowering Trees are all good examples of Immobilize.
    +15
  • Knockback
    The force of this technique knocks the opponent off their feet a variable distance—if the technique is strong enough to overwhelm the opponent. A good example of a technique with Knockback is the Rasengan.
    +1 per tier of Strength that it can overwhelm (starting at Proficient) and +1 per 2 meters the technique can knock an opponent backwards (with a maximum 10 meters), and an additional +2 if it always knocks targets in a particular direction.
  • Manipulation You can control this technique's movement. Water Heavens Convergence is a good example of a technique with Manipulation. This kind of technique typically requires Upkeep and always uses the Ninjutsu Skill.
    +5
  • Medium
    You can conjure this technique using a pre-existing medium other than your own body. This can become a weakness if you are separated from the medium. Fire Release: Dragon Fire Technique and Earth Release: Moving Earth Core are good examples of techniques that use a Medium.
    -2
  • Partial Damage
    Each strike of a projectile from this technique deals a fifth of the Damage paid for (which means that typically only Volley and Barrage techniques deal Partial Damage). The Shuriken Shadow Clone Technique, Fire Release: Phoenix Sage Fire Technique, and Water Release: A Thousand Feeding Sharks are all good examples of Partial Damage.
    -5
  • Permanent Damage
    This technique does more than just Damage when it strikes an opponent. Anyone hit by this technique has their maximum Durability reduced by an amount equal to half of the Damage dealt by this technique (rounding up). The cellular damage of Rasenshuriken is a good example of Permanent Damage.
    +20
  • Persistent
    The effects of this technique remain after its use without any ongoing cost in Stamina Points to you. Almost all genjutsu are Persistent and do not cost anything additional for it. The Hiding in Mist Technique is a good example of Persistent.
    +5 or +0 for genjutsu
  • Pervasive
    This technique flows around obstacles and, to be completely stopped, must be blocked along its entire width. The flowing sand of Quicksand Waterfall Flow is a good example of a technique with Pervasive.
    +2
  • Push
    This technique pushes the target for its full range, until they collide with an obstacle it cannot penetrate. Water Release: Great Waterfall Technique is a good example of a technique with Push.
    +3 per tier of Strength that it can overwhelm (starting with Proficient) and +2 if it always pushes targets in a particular direction.
  • Restrain
    This technique can be used to restrict your opponents' movement by directly contesting their Strength. The hold that the Shadow Imitation Technique exert over its victims is a good example of Restrain.
    +3 per tier of Strength that it can overwhelm (starting at Proficient).
  • Sense Denial
    This technique can deprive its targets of one of their senses. The blinding effect of the Bringer-of-Darkness Technique is a good example of Sense Denial.
    +5 per affected sense
  • Smokescreen This technique blocks vision through it and impairs the vision of all those within it. Fire Release: Ash Pile Burning is a good example of Smokescreen.
    +2
  • Stealth
    This technique renders the user invisible by some means. The camouflage provided by Hiding with Camouflage Technique is a good example of Stealth.
    +5
  • Stronger Clash
    This technique's Clash Rank is one higher than the Damage it deals would otherwise suggest. Tailed Beast Shockwave's powerful concussive force but otherwise middling harm to those hit is a good example of Stronger Clash.
    +5
  • Sunder
    This technique has the ability to damage or totally destroy items carried by an opponent. Boil Release: Skilled Mist Technique is a good example of a technique with Sunder.
    +5 to damage or destroy basic items and +15 to damage or destroy Mastercraft items.
  • Suppressed
    This technique renders the user's chakra signature invisible to sensors (though user cannot use techniques that require chakra while a technique with Suppressed is active). Dustless Bewildering Cover is a good example of Suppressed.
    +5
  • Terraforming
    This technique changes the landscape of the battlefield, altering it from one thing to another. Techniques with Terraforming do not have their cost in Stamina Points altered by the size of their area of effect. Techniques like Quicksand Waterfall Flow or Dark Swamp are good examples of Terraforming.
    +10
  • Upkeep
    This technique can remain active at your discretion, but costs Stamina Points for each post that it is active. Lightning Release Chakra Mode is a good example of Upkeep.
    +3 and costs the user for each post it is active


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 Post subject: Re: Techniques
PostPosted: Wed Oct 16, 2019 7:55 pm 
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Drawbacks

Any mechanical effect that restricts what a technique can do or when a technique can work that doesn't fall under one of the other categories can be accounted for under Drawbacks (like only being usable when there are storm clouds above the user or requiring the user to draw in a deep breath).

As with Benefits, the list below will expand and be given more detail as we continue to review techniques, and will be by no means exhaustive. You might come up with restrictions beyond the bounds of what is listed here, but what is listed should always be used as a guide for pricing.

Again, if you have questions about anything on the list, ask.

  • Casting Delay This technique requires some kind of action to be performed before it can be cast. The deep breath drawn in before Fire Release: Hiding in Ash and Dust Technique requires is a good example of a Casting Delay.
    -1
  • Charge Time This technique requires the person to gather chakra for a time before the technique can be cast. Techniques with Charge Time do not have their cost in Stamina Points altered by their number of hand seals. The massive chakra requirements for the Tailed Beast Ball are a good example of a Charge Time.
    -5 per post
  • Immobilize Self This technique keeps you either stock-still or at least effectively motionless. Water Prison Technique's requirement that the user keeps their hand in the orb is a good example of Immobilize Self.
    -5
  • Premature Detonation This technique's radius explosion effect can either be forcibly detonated early or prevented entirely. Explosive Clay Dolls deactivating when hit by Lighting Release is a good example of one kind of Premature Detonation.
    -3
  • Requires Trigger This technique requires some kind of condition to be met for its full potential to be realized. The flint required to ignite Fire Release: Ash Pile Burning is a good example of a technique that Requires Trigger.
    -3
  • Saturation One or more kinds of liquid will stop this technique from working effectively. Oil interrupting the Dance of the Shikigami by making it impossible to manipulate the paper is a good example of Saturation.
    -2
  • Setup This technique has complicated prerequisite conditions that must typically be achieved for the technique to be used in the first place. Kirin is a good example of one kind of Setup.
    -10
  • Wind Dispersal Wind techniques will entirely remove this technique from the battlefield, regardless of Clash Rank. The easily-scattered Hidden Mist Technique is a good example of Wind Dispersal.
    -2


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 Post subject: Re: Techniques
PostPosted: Thu Oct 17, 2019 3:39 pm 
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Template

All techniques that are registered and entered into the Wiki are formatted with a standardized template. They all use the same set of descriptive fields (like "Complexity" or "Element") even if they don't have one, because it's as useful to know that a technique doesn't have something as it is when it does.

The section below has descriptions for each of the fields in the template, and the code for the template itself is at the bottom of the page.
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Name: The technique's name in English.

Alternative Name(s): If the technique has any (some have multiple translations).

Classification: The class of technique can be anything from ninjutsu, to genjutsu, to bukijutsu, and so on. This helps sort through techniques. Some belong to more than one class.

Complexity: The evaluator of this technique will assign it a Complexity when it is approved. Complexity is measured from E to S, and determines the word count needed to train the technique. When most people talk about a technique's rank, they're talking about its Complexity.

Clash Rank: The "power" of a ninjutsu and how it interacts when clashing against other ninjutsu. Those of the same Clash Rank fizzle out when they collide with one another, while higher-ranked ones overpower lower-ranked ones. A ninjutsu's Clash Rank is based on the amount of Damage it does. Ninjutsu that clash against an element they are elementally superior to act as if their Clash Rank is one higher.

Element: If the technique has an elemental affinity.

Description: A description of the technique and its function.

Range: How far the technique can reach.

Hand Seals: The hand seals needed to perform your technique, if any. Techniques seen in the anime or manga should have the hand seals that they're shown to have, when possible.

Parameters: The Parameters of the technique, such as its Scope and Damage. Be sure to list the appropriate prices along with each Parameter.

Benefits: Anything applicable mechanical effect the technique is described as being capable of should be accounted for here with the appropriate keywords, alongside all appropriate prices. Note that not every Benefit can be freely applied to any kind of technique, as several exist to account for the kinds of effects limited to certain Kekkei Genkai.

Drawbacks: Anything applicable mechanical hinderance the technique is described as possessing of should be accounted for here with the appropriate keywords, alongside all appropriate prices.

Cost: The final cost of the technique, which is the sum of the costs of the Range, hand seals, Parameters, Benefits, and Drawbacks.
---

Here is a blank template for your use in technique creation:
Code:
[b]Name:[/b]
[i]Alternative Name(s):[/i]
[b]Classification:[/b]
[b]Complexity:[/b]
[b]Clash Rank:[/b]
[b]Element:[/b]
[b]Description:[/b]
[b]Range:[/b]
[b]Hand Seals:[/b]
[b]Parameters:[/b]
[b]Benefits:[/b]
[b]Drawbacks:[/b]
[b]Cost:[/b]


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 Post subject: Re: Techniques
PostPosted: Thu Oct 17, 2019 3:40 pm 
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Joined: Mon Nov 15, 2010 6:50 pm
Posts: 201
Training

To train a technique, you must make a post in which you go through the process of learning that technique. Then you must claim that technique in your updates. The post that you make learning the technique must meet a specific word count requirement, based on the technique's Complexity.

More than one technique can be trained in a single post, provided the cumulative word count is met. Keep in mind that when the post you use to claim a technique must actually involve learning a jutsu must actually be spent training or learning that technique.

Genin being taught a technique by a character of jōnin rank or higher may may train that technique for half the usual word count cost.

The number of words required to learn a technique of each rank of Complexity is as follows:

  • E-Rank - 50 Words
  • D-Rank - 100 Words
  • C-Rank - 200 Words
  • B-Rank - 300 Words
  • A-Rank - 400 Words
  • S-Rank - 500 Words


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