Post by TimeCraked on Feb 17, 2019 22:44:30 GMT 10
Character Ranks
In Naruto: New Era, each character falls into one of six Character ranks. These ranks don’t coincide with your in-world rank in your given shinobi organisation (or samurai rankings for people from the Land of Iron), if you have one at all, but are a measure of your general power. You spend XP to rank up between each rank. You can only rank up if you have at least 1 jutsu of the same rank you are trying to reach, and a certain specified amount of jutsu learned total. E-Rank jutsu do not count against the total amount of jutsu learned. If an ability has an effect that goes up ‘per rank’, its baseline is D-rank.
- E-Rank characters are effectively not shinobi. They may be young, untrained, retired, or from a land where shinobi and other ranks of power don’t exist. You have 8 NP. Your health is (10 x NP) + (10 x Toughness). You can learn up to C-Rank jutsu.
- D-Rank characters are young shinobi, such as most genin in the series. It costs 10 XP to rank up. You have 15 NP. You can learn up to B-Rank jutsu.
- C-Rank characters are more experienced shinobi, such as most chūnin. It costs 60 XP to rank up to this rank and requires you to have spent the same amount on jutsu. You have 20 NP. You can learn up to A-Rank jutsu.
- B-Rank characters are highly trained shinobi, such as special jōnin in the series. It costs 90 XP to rank up to this rank and requires you to have spent the same amount on jutsu. You have 30 NP. You can learn up to S-Rank jutsu.
- A-Rank characters are advanced, highly trained shinobi, such as jōnin in the series. It costs 120 XP to rank up to this rank and requires you to have spent the same amount on jutsu, and to have been in at least one event thread. You have 45 NP.
- S-Rank characters are incredibly noteworthy shinobi, like many kage-level characters in the series. It costs 200 XP to rank up to this rank and requires you to have spent the same amount on jutsu, and to have been in at least two event threads. You have 70 NP.
- SS-Rank characters are legends beyond legends, these are the kinds of people whose existence will be talked about for hundreds of years to come. It costs 300 XP to rank up to this rank and requires you to know at least four S-Rank jutsu, and to have been in at least five event threads. You have 70 NP. However, SS-Rank is not truly a rank, and reaching will not help empower your followers or rank-dependent abilities. Yet, there is something more, something legendary that speaks to the unique potential of anyone who has ascended so highly in their mastery and climbed so closely to the power of the Sages... I wonder what it could be.
Statistics
Naruto: New Era uses seven statistics. When you start, and again when you rank up, you allocate your Ninja Points (NP) between these stats, with a minimum of 1 and a maximum of 20. The amount of NP you have is based on your character rank. Some effects might increase different statistics, but only rank will change NP.
- Ninjutsu, which handles the base power of your Ninjutsu (and Fuinjutsu)
- Taijutsu, which handles the base power of your Taijutsu (and Bukijutsu)
- Genjutsu, which handles the base power of your Genjutsu
- Technique, for every 5 points, increase the max extra XP you can spend on jutsu effects by 1
- Toughness, for every point, you increase your health by 20
- Speed, which is used alongside Ninjutsu, Taijutsu or Genjutsu for Evasion jutsu.
- Stamina, for every point, you have 1 more point of Chakra
Naruto: New Era also uses these other statistics, which are statistics based on either your character rank, or your statistics, or both combined.
- Health, which equals your (20 x NP) + (20 x toughness), and handles your damage amount. If your Toughness changes in a thread, both your current and maximum health increase or decrease by the same amount.
- Chakra Pool, which equals your NP + stamina, used for jutsu. If your Stamina changes in a thread, both your current and maximum chakra pool increase or decrease by the same amount.
- Chakra Regeneration, which is based on character rank and stamina.
- D-Ranks regen 3 + stamina, to a maximum of 6, at the end of each post.
- C-Ranks regen 4 + stamina, to a maximum of 8, at the end of each post.
- B-Ranks regen 6 + stamina, to a maximum of 12, at the end of each post.
- A-Ranks regen 9 + stamina, to a maximum of 18, at the end of each post.
- S-Ranks regen 14 + stamina, to a maximum of 28, at the end of each post.
Here on Naruto: New Era, all the flashy moves that the characters use in the throws of combat are handled under the umbrella of the Jutsu system. Using a simple system ranking between E through to A, jutsu come in a variety of forms and are designed to handle as many potential ideas as possible. While the jutsu system is fairly open in design, there are a few basic constants that need to be followed. Staff will help you workshop your jutsu as you make them, if you are having trouble.
Jutsu can be applied for in this thread: Jutsu Applications and should be tracked somewhere (either as a reply to your character application, or as part of a tracker. You also list the jutsu your character begins with in the jutsu section of their application.
Each jutsu costs you 1 XP to learn, plus an additional 1 XP for every rank it has above E. When creating a jutsu, you must make the following decisions:
- Class (Ninjutsu, Genjutsu, Taijutsu).
- Type (Attack, Defence, Evasion, Support, Utility).
- Rank (E, D, C, B, A). E-Rank is only used for utility/ribbon jutsu.
- Actions (Long Action, Short Action).
- Its Power, Chakra Cost and Effects based on XP.
- Damage Type.
Rank - Each jutsu has a rank, which determines its base power and cost. E-Rank jutsu are only used for utility jutsu and ribbon abilities. They will never have a mechanical damage output or ability to dodge. You get two free E-Ranks at character creation without spending any XP.
Actions - During your post you get one long action, and one short action. Unless they have an effect that says otherwise, all jutsu except evasions use your long action. Short actions can also be taken using your long action.
Jutsu Power - For power, each rank has a base amount of damage it’s worth. These damages are given in multipliers, and the damage is that statistic multiplied by that number. For evasion jutsu, you also add your Speed statistic to your ninjutsu, taijutsu or genjutsu before any multiplier, with the power being the amount of damage you can avoid. For defence jutsu this is how much damage they block, with any bleedthrough damage left over being halved. For support jutsu, this is different, and listed seperately below.
The base damages (or power, in the case of dodges and supportives) are listed in multipliers, which multiply based off of the relevant statistic (such as Ninjutsu).
Jutsu Type | D | C | B | A |
Standard | 5x | 10x | 15x | 20x |
Supportive | 2x | 4x | 6x | 8x |
As seen above, support jutsu operate on a different scale than normal jutsu. As such, if an ability or trait would give a bonus to a jutsu (such as “You may increase an attack jutsu’s power by +5x”), and it doesn’t specify that it’ll work on support jutsu, it won’t work on support jutsu.
Chakra Cost - Each jutsu of rank D or above has a chakra cost, based on it's rank. The below chart shows what costs are at which rank.
D | C | B | A |
5 | 10 | 15 | 20 |
Damage & Types - Here on Naruto: New Era, we use a system of damage types to show the complex interactions between different elemental jutsu. Before any elemental interactions, there is an important damage type to cover: Non-Elemental damage is the default damage type for taijutsu, or can be a special damage type for Ninjutsu that costs 1 XP. It ignores elemental damage interactions, and is sometimes also called Physical.
When creating a Ninjutsu or Genjutsu, any of the five basic natures can be applied to it for free, assuming your character has the required affinity. The Non-Elemental damage type can be applied for 1 XP. If adding a Kekkei Genkai combined nature release, this costs you 1 XP as well. For Kekkei Tōta combined nature releases, it costs 2 XP.
When creating a Taijutsu, you can apply one of the natures you have an affinity for by spending 1 XP. You can add combined natures for their usual cost, plus an extra XP.
When creating a Taijutsu, you can apply one of the natures you have an affinity for by spending 1 XP. You can add combined natures for their usual cost, plus an extra XP.
Genjutsu Damage - Damage from Genjutsu is unique in that it ignores the usual non-genjutsu attempts at avoiding or evading attacks. If it hits, it doesn’t damage your health. Instead, for every 20 points of ‘damage’ dealt, their Ninjutsu, Genjutsu, Taijutsu, or Speed (choose when you take the jutsu) score temporarily decreases by 1 for three posts, which can reduce a score no lower than 0. When the Genjutsu ends, either on its own or due to a Support Genjutsu, you regain the lost points in that statistic. Genjutsu targeting the same statistic don’t stack, but new instances increase the duration, taking the highest of the effects.
Damage Interactions - Base elements interact in a very simple way. When an element defends or evades against an attack jutsu of an element that is empowered against it (eg. Water being used to attack Fire), the attack’s damage is doubled. If an element defends or evades against an attack jutsu of an element that it is empowered against (eg. Water being used to dodge a Fire attack), the defence or evasion power is doubled. If an attack clashes with another attack, an one of the attack jutsu would be empowered against it (eg. Water attacking an incoming Fire attack), that attack’s damage is doubled.
Mixed elements such as Kekkei Genkai and Kekkei Tōta count as one of the base elements for them getting the increased damage, and one element for having damage increased against them. For example, Wood, despite being made of Water and Earth, counts as Earth for its increased damage, but Wind for damage being increased.
Yin and Yang releases are unique, in that they always double damage against each other. Yang release attacking Yin doubles the damage of the Yang attack. Yin release attacking Yang doubles the damage of the Yin attack.
For quick reference:
- Fire, empowered against Wind
- Wind, empowered against Lightning
- Lightning, empowered against Earth
- Earth, empowered against Water
- Water, empowered against Fire
- Yin, empowered against Yang
- Yang, empowered against Yin
Effects
By spending additional XP, you can add certain effects to your jutsu. Support jutsu cannot function without at least one effect. The amount of XP you can spend on a jutsu is equal to the amount of XP you spent on the rank of the jutsu. If you invest in your Technique statistic, you can increase the amount of XP you can spend on effects by 1 for every 5 points in Technique. Special effects, such as those from clan features like Wood Release, don't count toward the maximum XP spent on a jutsu.
[PTabbedContent]
[PTab=Ninjutsu Effects]
Ninjutsu effects are as follows:
- Healing (Support). Requires medical affinity. Target one ally. They regain health equal to the power of this support. Can't be taken with Healing Over Time or Fuinjutsu (Support).
- Healing Over Time (Support). Requires medical affinity. Target one ally. The jutsu’s healing properties are divided up across multiple posts. The jutsu will list how many posts it applies for (maximum of 5), and divide the damage by this amount (rounding down). The healing is evenly divided across multiple posts. Can't be taken with Healing or Fuinjutsu (Support).
- Fuinjutsu (Support). Target one ally. For every 10 power this jutsu has, you add 1 to one of their statistics, or half as much to two of their statistics (rounded up), ignoring statistic caps. You decide if the jutsu benefits one or two statistics, and which statistics those are, when you take this effect. This benefit lasts until they have used this bonus three times. Can't be taken with Healing or Healing Over Time. This counts as a transformation. Fuinjutsu (Support) cannot benefit from other Fuinjutsu (Support) jutsu (it will use its natural value).
- Fuinjutsu (Attack). Instead of dealing damage, the jutsu’s power stays on its target. Whenever they use a jutsu, its power is reduced by what would have been the damage, no more than halving its power. The fuinjutsu decreases by the same amount, and fades when it reaches 0. While affected, targets cannot benefit from their Speed stat.
- Dig Deep (Support). The jutsu’s usual effects or costs fail to play out. Instead, you gain the normal cost of the jutsu in chakra, but take damage equal to 25 x the chakra gained. This jutsu cannot have any other effects.
- Coating (Support). As a short action, you use this support to increase your next ninjutsu or taijutsu attack, defence or evasion by this support’s power. The increased power counts as the same element as this support jutsu. Not stackable with itself.
- 1 XP: Escape Prevention (Attack). The damage of this jutsu does not happen immediately. No members of the thread can attempt an escape without using an evasion or defence jutsu of some kind. If someone uses an evasion or defence to escape the thread, the escapee is targeted by this attack, and the jutsu ends.
- 1 XP: Counter (Evasion). If you dodge an attack jutsu, half the difference between your evasion’s power and the attack’s power is sent as an attack at any target of your choice (rounding down), with no action required.
- 1 XP: Douse (Attack): If the attack hits, it does not deal immediate damage. The next time the target takes a certain kind of damage as written in the jutsu description, that damage is increased by this attack’s damage.
- 1 XP: Delayed (Attack). If the attack hits, it does not deal immediate damage. Instead, the damage will be dealt when your target uses an evasion jutsu, when you use a short action on your post to cause the damage, or after three posts.
- 1 XP: Merging (Attack). This attack is able to combine its strength with one other ninjutsu that also has Merging and become one jutsu, plus one more jutsu with Merging for every jutsu rank above D. When merging jutsu with multiple natures, the damage of these jutsu is resolved separately, though they are considered one total for the purpose of evasion. The merged jutsu inherits the effects of its sources.
- 1 XP: Escaping (Evasion). This jutsu will not dodge attacks made before you use it. By using this jutsu, you attempt to escape the thread you are currently in, even if it's an Action or Event thread. Unless someone targets you with an attack of power greater than this jutsu's before your next post, you escape. If you use it as a long action instead of a short action, its power increases by +5x.
- 1 XP: Splitting (Attack). The attack is divided into multiple smaller attacks. Choose up to five targets. Each target may only be targeted by one attack. Divide the damage by however many targets you choose, rounding down to a minimum of 1. Each target is attacked for that much damage.
- 1 XP: Endangering (Any). You may use this jutsu even if it would bring your chakra into the negatives. While you have negative chakra you cannot use any jutsu, even of E-rank, and you cannot use items that let you make an attack. This effect can only apply if your chakra pool hasn't been divided, such as by shadow clone jutsu.
- 1 XP: Damage Over Time (Attack). The attack’s damage is evenly divided across multiple posts. The jutsu will list how many posts it applies for (maximum of 5), and divide the damage by this amount (rounding down). The attack will still use its total value for the purposes of blocking or evading it.
- 1 XP: Poison (Medical Attack). The attack’s damage is evenly divided across three posts, and divides the damage by three (rounding down). Additionally, for three posts the target’s chakra regeneration doesn’t increase based on their stamina.
- 1 XP: Persisting (Defence). Instead of only going for that post, the defence jutsu persists into your next post, and into your post after that.
- 1 XP: Thorough (Evasion). By taking a long action to dodge instead of a short action, you can take a moment to find a way to dodge multiple attacks at once, so long as their cumulative power is still less than the evasion jutsu’s power.
- 1 XP: Brace (Defence). A braced defence jutsu will protect against incoming attacks that haven’t come yet, and will not help against attacks made before it. In return, its power is doubled.
- 1 XP: Powerful (Attack, Defend, Evasion). The jutsu’s power increases by +1x, and its chakra cost increases by 1. You can take this effect on each jutsu up to four times. The extra chakra cost cannot be ignored, and will not be halved or rendered ‘for free’ by any abilities, even if the rest of the jutsu’s cost is.
- 1 XP: Lasting Aid (Support). Requires Fuinjutsu (Support). Your support fuinjutsu can be used an additional time. This effect can be gained multiple times.
- 2 XP: Homing (Attack). When the attack is dodged by an evasion jutsu, the evasion jutsu does not apply its speed bonus.
- 2 XP: Piercing (Attack). When the attack is blocked by a defence jutsu, the defence jutsu’s power is halved (rounded down).
- 2 XP: Stubborn (Attack). This jutsu’s power cannot be reduced by the natural bleedthrough reduction of a defence.
- 3 XP: Slowing (Attack). Requires Fuinjutsu (Attack). While affected, targets lose their posts’ short actions.
- 3 XP: Fuinjutsu Dispel (Attack). Instead of the attack’s usual effects, the jutsu can only be used to counter a fuinjutsu attack or support on yourself or others, where it will end the effect if the jutsu is more powerful than it. Against fuinjutsu attacks, its power is doubled.
[PTab=Genjutsu Effects]
Genjutsu effects are as follows:
- Genjutsu Dispel (Support). As a short action, you end the effects and temporary statistic loss of a single Genjutsu of this jutsu’s rank or lower. The ended genjutsu could be on yourself or anyone else. This happens in place of the normal attack or any of the other effects.
- 1 XP: Escape Prevention (Attack). The damage of this jutsu does not happen immediately. All members of the thread can not attempt an escape without using a genjutsu evasion or defence jutsu of some kind. If someone uses a genjutsu evasion or defence to escape the thread, the escapee is targeted for the damage of this jutsu, and the jutsu ends.
- 1 XP: Hex (Attack). When you are hit by this Genjutsu, instead of it reducing a statistic, the effect lingers as a debuff on a particular nature. The next time you use a jutsu of that nature, its damage or power is reduced by half of the damage of this Genjutsu.
- 1 XP: Collective Fear (Attack). The attack is divided into multiple smaller attacks. Choose up to five targets. Each target may only be targeted by one attack. Divide the power by however many targets you choose, rounding down to a minimum of 1. Each target is attacked for that much power.
- 1 XP: Hivemind (Attack). This attack is able to combine its strength with one other genjutsu that also has Hivemind and become one jutsu, plus one more genjutsu with Hivemind for every jutsu rank above D. When hivemind genjutsu with multiple natures are combined, the damage of these jutsu is resolved separately, though they are considered one total for the purpose of evasion or being dispelled.
- 1 XP: Deep Nightmare (Attack). This Genjutsu is capable of meddling with how someone guards themselves. The next defence jutsu the target uses against another attack does not reduce bleedthrough damage. This effect lasts for 1 post, plus 1 more for each rank the jutsu has above D.
- 1 XP: Powerful (Attack, Defend, Evasion). The jutsu’s power increases by +1x, and its chakra cost increases by 1. You can take this effect on each jutsu up to four times. The extra chakra cost cannot be ignored, and will not be halved or rendered ‘for free’ by any abilities, even if the rest of the jutsu’s cost is.
- 1 XP: Complete (Attack). Instead of only targeting one statistic, the genjutsu will target any amount of valid statistic choices as you choose, dividing its power between them (rounding down).
- 1 XP: Seeping (Attack). If the genjutsu would reduce a score to 0 but still has power left, it will start reducing another score, specified when you take this effect. You can take this effect multiple times to let it seep to even more scores.
- 1 XP: Menace (Attack). This is a Genjutsu that is placed on someone and lays dormant for 2 turns. Whoever attacks the individual with this Genjutsu laying dormant on them will have the Genjutsu actively cast itself on the attacker, and is active on them for 2 turns. If it is not triggered during the first 2 turns of dormancy, it dissipates without doing anything.
- 1 XP: Dulling (Attack). The Technique statistic becomes a valid target for your genjutsu. If a target uses a jutsu with more XP spent on it than their changed Technique would allow, they must select jutsu effects not to use until their effects are appropriate to their Technique.
- 1 XP: Draining (Attack). The Toughness statistic becomes a valid target for your genjutsu. This can temporarily reduce a target’s health and maximum health and, while both will return at the end, if they are defeated during the genjutsu’s duration, they stay defeated.
- 2 XP: Shift (Attack). When you make this attack, if its power is greater than a genjutsu currently on you, that genjutsu is dispelled.
[PTab=Taijutsu Effects]
Taijutsu effects are as follows:
- Weapon Stance (Support). As a short action, you use this support to increase your next bukijutsu attack, defence or evasion by this support’s power. Not stackable with itself. Can't be taken with Martial Arts Combo.
- Speed Stance (Support). As a short action, you use this support to temporarily swap your speed stat with your taijutsu stat on your next taijutsu.
- Martial Arts Combo (Support). As a short action, you use this support as a taijutsu attack that deals physical damage, if you have already used a taijutsu this post. Can't be taken with Weapon Stance.
- 1 XP: Bukijutsu (Attack, Defend, Evasion). When you use this taijutsu, it counts as a bukijutsu for the purposes of other features and effects. Additionally, if you have a bukijutsu item in your inventory increase its damage by +1x if you use it that post.
- 1 XP: Counter (Evasion). If you dodge an attack jutsu, half the difference between your evasion’s power and the attack’s power is sent as an attack at any target of your choice (rounding down), with no action required.
- 1 XP: Thorough (Evasion). By taking a long action to dodge instead of a short action, you can take a moment to find a way to dodge multiple attacks at once, so long as their cumulative power is still less than the evasion jutsu’s power.
- 1 XP: Merging (Attack). This attack is able to combine its strength with one other taijutsu that also has Merging and become one jutsu, plus one more jutsu with Merging for every jutsu rank above D. When merging jutsu with multiple natures, the damage of these jutsu is resolved separately, though they are considered one total for the purpose of evasion. The merged jutsu inherits the effects of its sources.
- 1 XP: Escaping (Evasion). This jutsu will not dodge attacks made before you use it. By using this jutsu, you attempt to escape the thread you are currently in, even if it's an Action or Event thread. Unless someone targets you with an attack of power greater than this jutsu's before your next post, you escape. If you use it as a long action instead of a short action, its power increases by +5x.
- 1 XP: Brace (Defence). A braced defence jutsu will protect against incoming attacks that haven’t come yet, and will not help against attacks made before it. It will last for one post, and any of its clashing calculations happen in the posts of people attacking it. In return, its power is doubled.
- 1 XP: Wind-Up (Support). As a short action, you can decrease the power of an attack taijutsu you make later that post by the support’s power, but only for the purposes of evading it. If it hits, instead of this reduced power, its power actually increases by twice the support’s power.
- 1 XP: Powerful (Attack, Defend, Evasion). The jutsu’s power increases by +1x, and its chakra cost increases by 1. You can take this effect on each jutsu up to four times. The extra chakra cost cannot be ignored, and will not be halved or rendered ‘for free’ by any abilities, even if the rest of the jutsu’s cost is.
- 2 XP: Nintaijutsu (Any). When you use this taijutsu, instead of using your taijutsu score for its damage or power, you can add your taijutsu and ninjutsu scores together (to a maximum of 20) and use that total instead. If a jutsu has both merging and nintaijutsu, it can also merge with ninjutsu.
- 2 XP: Piercing (Attack). When the attack is blocked by a defence jutsu, the defence jutsu’s power is halved (rounded down).
- 2 XP: Quick Attack (Attack). You add your speed to your taijutsu (or nintaijutsu), to a maximum of 25 for this attack. Afterwards, you cannot use a short action that post.
- 2 XP: Bruiser (Attack). This jutsu’s power cannot be reduced by the natural bleedthrough reduction of a defence.
Pre-Set Jutsu
While most jutsu and abilities are able to be freely created using the rules outlined above, some jutsu have specialized rules and as such have preset mechanics and costs. Please see them below!Clone jutsu are a specialized kind of Ninjutsu used to split your power into multiple versions of yourself, to even numbers and remotely undertake missions with minimal risk. The example will use Lightning as it's affinity, but you can create a version of this jutsu that uses any affinity.
For Shadow Clone jutsu, it does not require an affinity.
Name: Raiton: Bunshin no Jutsu [Lightning Release: Clone Technique]
Rank: C
XP Cost: 3XP
Type: Support Ninjutsu
Affinity: Lightning
As a short action, for no chakra cost, you create a clone. Your current Health, maximum Health, current Chakra, maximum Chakra, and Chakra Regeneration are divided evenly between yourself and your clone (rounding down to a minimum of 1). Your clone has a long and short action, knows all the same jutsu as you, is controlled by you, and may act independently of you. The clone may only use non-elemental, physical, and lightning affinity jutsu. Track their health and chakra. While you have this clone active, neither you nor your clone may use any clone jutsu.
If the clone reaches 0 health, or is otherwise defeated, they disappear in a flash of lightning. This jutsu ends when the clone is defeated, when you are defeated, or when you end it yourself as a short action (this will remove any remaining clones but cannot be done if the clones have been active for fewer than 5 posts). When this jutsu ends, your maximum Health, maximum Chakra, and Chakra Regeneration all return to normal, and your current Health and Chakra become the sums of the Health and Chakra of yourself and your clone when the jutsu ends. If the clone was defeated before the jutsu ended, they do not contribute to these sums. However, if a clone takes damage without being defeated, or they take a short action to dispel themselves if they’ve been active for at least 5 posts, you can choose to make them disappear in a puff of smoke, making their health and chakra return to you (not any of the other clones) prematurely.
Name: Kage Bunshin no Jutsu [Shadow Clone Technique]
Rank: B
XP Cost: 5XP
Type: Support Ninjutsu
Affinity: -
As a short action, for no chakra cost, you create up to three clones. Your current Health, maximum Health, current Chakra, maximum Chakra, and Chakra Regeneration are divided evenly between yourself and however many clones you choose to create (rounding down to a minimum of 1). Each clone has a long and short action, knows all the same jutsu as you, is controlled by you, and may act independently of each other. Track each one’s health and chakra. While you have clones active, neither you nor your clones may use any clone jutsu.
If a clone reaches 0 health, or is otherwise defeated, they disappear in a puff of smoke. This jutsu ends when all clones are defeated, when you are defeated, or when you end it yourself as a short action (this will remove any remaining clones but cannot be done if the clones have been active for fewer than 5 posts). When this jutsu ends, your maximum Health, maximum Chakra, and Chakra Regeneration all return to normal, and your current Health and Chakra become the sums of the Health and Chakra of yourself and your clones when the jutsu ends. Clones that were defeated before the jutsu ended do not contribute to these sums. However, if a clone takes damage without being defeated, or they take a short action to dispel themselves if they’ve been active for at least 5 posts, you can choose to make them disappear in a puff of smoke, making their health and chakra return to you (not any of the other clones) prematurely.
Rank: C
XP Cost: 3XP
Type: Support Ninjutsu
Affinity: Lightning
As a short action, for no chakra cost, you create a clone. Your current Health, maximum Health, current Chakra, maximum Chakra, and Chakra Regeneration are divided evenly between yourself and your clone (rounding down to a minimum of 1). Your clone has a long and short action, knows all the same jutsu as you, is controlled by you, and may act independently of you. The clone may only use non-elemental, physical, and lightning affinity jutsu. Track their health and chakra. While you have this clone active, neither you nor your clone may use any clone jutsu.
If the clone reaches 0 health, or is otherwise defeated, they disappear in a flash of lightning. This jutsu ends when the clone is defeated, when you are defeated, or when you end it yourself as a short action (this will remove any remaining clones but cannot be done if the clones have been active for fewer than 5 posts). When this jutsu ends, your maximum Health, maximum Chakra, and Chakra Regeneration all return to normal, and your current Health and Chakra become the sums of the Health and Chakra of yourself and your clone when the jutsu ends. If the clone was defeated before the jutsu ended, they do not contribute to these sums. However, if a clone takes damage without being defeated, or they take a short action to dispel themselves if they’ve been active for at least 5 posts, you can choose to make them disappear in a puff of smoke, making their health and chakra return to you (not any of the other clones) prematurely.
Name: Kage Bunshin no Jutsu [Shadow Clone Technique]
Rank: B
XP Cost: 5XP
Type: Support Ninjutsu
Affinity: -
As a short action, for no chakra cost, you create up to three clones. Your current Health, maximum Health, current Chakra, maximum Chakra, and Chakra Regeneration are divided evenly between yourself and however many clones you choose to create (rounding down to a minimum of 1). Each clone has a long and short action, knows all the same jutsu as you, is controlled by you, and may act independently of each other. Track each one’s health and chakra. While you have clones active, neither you nor your clones may use any clone jutsu.
If a clone reaches 0 health, or is otherwise defeated, they disappear in a puff of smoke. This jutsu ends when all clones are defeated, when you are defeated, or when you end it yourself as a short action (this will remove any remaining clones but cannot be done if the clones have been active for fewer than 5 posts). When this jutsu ends, your maximum Health, maximum Chakra, and Chakra Regeneration all return to normal, and your current Health and Chakra become the sums of the Health and Chakra of yourself and your clones when the jutsu ends. Clones that were defeated before the jutsu ended do not contribute to these sums. However, if a clone takes damage without being defeated, or they take a short action to dispel themselves if they’ve been active for at least 5 posts, you can choose to make them disappear in a puff of smoke, making their health and chakra return to you (not any of the other clones) prematurely.