Perk/Jutsu Ruling/Guideline Database (Under Construction)

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Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:35 am

FOREWARNING:

At the time this was constructed, I am currently hated by the playerbase. I get that.

But this is not about how popular someone is. It isn't about whether or not you guys think I'm smart or not, this is about trying to get some good reliable rulings/guidelines down for all the perks and jutsu, so people don't overplay them, so limits are established, and comparisons can be set to canon.


For that purpose, I've established the following:

A: All Perks must be designated a rough equivalent in a character within canon. For this purpose, there will be inconsistencies as several characters share the same perk, BUT ARE CLEARLY STILL DIFFERENT LEVELS OF SKILL. This is explained as a difference in fighting styles, or simply strategic values.

B: All Jutsu must be designated standards upon which they drain, and under what conditions. All jutsu strength are related to real life phenomena as to destructive force and effect. Their drains are based on what we know of their user(s), official data given via the data book, what we have seen of it in canon.

C: Currently existing rulings may or may not be listed. If a preceeding ruling is taken into consideration it will be noted as such. If it is ignored or being waysided, such will be listed.

D: Canon will take prevalence in these rulings as far as establishing their limits. For jutsu whose limits are contradicted or unclear, a clear and effective explaination will be given. Preceeding rulings will be taken in second.

E: In case a jutsu of is left woefully overpowered due to seemingly boundless limits without downsides, limits will be installed. This will apply in cases of jutsu which seemingly cost little but only due to being used by high level shinobi (Suirou no Jutsu via Zabusa and Kisame).

F: Debate will be left open for all rulings/guidelines. These will only be turned if sufficient evidence and solid argument can be brought to the table that can properly contradict. If there's no contradiction but either is posssible, the more restricting option will be decided for the sake of balancing of the jutsu.

G: As of the posting of this, a majority of the post 3 rulings were made by myself, and reviewed by TalkingSD. As such, at current there are former admin backings on all of these guidelines. Dismissing them simply as I "made them up" shall be considered flaming/trolling the guidelines on basis of writer, not the validity of the points.

I hope we can work this out peacefully.







RULINGS ON SPEED PERKS

In the description for Extremely Fast, it notes being "As fast as a Cheetah", and covering 4 tiles.

In the description for Bullet, it gives us a different, but SLOWER speed: 30 FPS (Feet Per Second). This is just under the world record. While it seems exaggeratingly slow, it does roughly fit speeds that the strongest ninja fight at unless under a jutsu.

Extremely Fast Meanwhile, implies running at 112 to 120 MPH (recorded speeds of a Cheetah). That's 6x as fast as the perk meant to be faster than it.

Bullet implies moving "like a bullet fired from a gun". How fast is that?

Your typical 9mm projectile moves near 1400 feet per second.
Resulting in 3.77 seconds per mile,
15.91 miles per minute,
954.54 miles per hour.

954 MPH running Shinobi? No Thanks.

So, for balancing Sake, I'm revising my own rulings and the wording on the perks to new speeds and making a new clearer understanding:

Perks explain the speeds one can comfortably and consistently fight at, including punching and kicking speeds, dashing speeds, and be able to do so consistently. Without a perk, your body will fail to fight as such without small combat tricks. OOCly speaking these should have no place anyhow, and all Shinobi would naturally move as a standardized speed of roughly "Very Fast" either to allow their squad keep up, or to conserve stamina.

Combat Speeds
Bullet = 140 MPH
Extremely Fast = 90 MPH
Very Fast = 60 MPH
Fast = 40 MPH
No Perk = 25 MPH







Rulings on the attack speeds given by perks will be left unnoted until further notice. Crazah needs to freaking start working with me instead of ignoring me to get a lot of this done since his system's so freaking oversimplified.







Table of Contents (Sections have been split apart for easier

Post 1: Prelude/Forewarning

Post 2: Generalized System Concepts and New Rules *To be Debated with Crazah*

Post 3: Perks Rulings and Guidelines (Part 1)

Post 4: Perks Rulings and Guidelines (Part 2)

Post 5: Ninja Tools, Guidelines and You

Post 6: Jutsu Rulings and Guidelines (Part 1 - Taijutsu)

Post 7: Jutsu Rulings and Guidelines (Part 2 - Genjutsu)

Post 8: Jutsu Rulings and Guidelines (Part 3 - Elementless Ninjutsu)

Post 9: Jutsu Rulings and Guidelines (Part 4 - Fuuinjutsu/Barrierjutsu)

Post 10: Jutsu Rulings and Guidelines (Part 5 - Kenjutsu/Bukijutsu)

Post 11: Jutsu Rulings and Guidelines (Part 6 - Medical Jutsu)

Post 12: Jutsu Rulings and Guidelines (Part 7 - Fuuton)

Post 13: Jutsu Rulings and Guidelines (Part 8 - Katon)

Post 14: Jutsu Rulings and Guidelines (Part 9 - Suiton)

Post 15: Jutsu Rulings and Guidelines (Part 10 - Doton)

Post 16: Jutsu Rulings and Guidelines (Part 11 - Raiton)

Post 17: Jutsu Rulings and Guidelines (Part 12 - Elemental Kekkei Genkai/Tota)

Post 18: Jutsu Rulings and Guidelines (Part 13 - Specialized Kekkei Genkai)

Post 19: Jutsu Rulings and Guidelines (Part 14 - Doujutsus)

Post 20: Jutsu Rulings and Guidelines (Part 15 - Samurai and Beyond)


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:35 am

Generalized System Concepts and New Rules

Note: for the Sake of this setup, and to better prevent an attempt to "power grab" by focusing on certain perks and ignoring others, there are systems here for the sake of not only bringing a smidge more realism to the combat, but to balance out the gameplay itself.

New Rule

Sight Perks, Intelligence Perks, Sense Perks, and the sort, are treated as “Reading”perks. These perks, when used together with certain jutsu or on their own, allow for you to “read”your opponent’s attacks. This is to replace the overwhelming "power" of reflex-type perks.

Reflex perks no longer increase your ability to “read”attacks to large amounts. They simply give you enough ‘time’ to act as far as the perk allows on top of standard human reaction time. Bullet-Time is the sole exception to this rule.

For all purposes, Reflex perks refer to one's own physical limits in reacting to attacks, ending with the mental limits (how quick it takes the mind to process attack) being at the end with the Bullet-Time perk.


Stamina System

It is important to note this is meant to be a guideline for reading how much stamina is left, only in the case of a serious debate. Do not rely on this system for all arguments. "Rule Sharking", that is to say, utilizing this system (or the Chakra System) constantly for the sake of controlling combat is to be considered abusive.


Stamina can be calculated with following:
Student = .75; Genin = 1; Chuunin = 1.5; Jounin+ = 2;
1 + (Perk Value) * (100*RankValue).

Prelim Values:
Punching /Kicking = - 2 stamina;
Running/Jumping/Etc = -3 Per Square (6 feet)
Walking = 1 Cost per square (during combat)
Specific Taijutsu: Check Jutsu Description.

Perk Values can be checked under their respective perks.

Chakra System

*Under Construction*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:36 am

Perks Rulings and Guidelines (Part 1 - Core Perks)

Strength Perks

All Perks apply to all forms of punching, kicking, and other body-part ramming

Perkless Examples: Part 1 Sakura, Naruto, Hinata, Neji, Sakon/Ukon.




Strong -
--This person has above average strength, their upper body strength is great. Their punches deal increased damage, and they can pick up larger objects with ease.


-This perk will not break bones to a severe degree more than no perk.

-This perk will increase the general pain felt by the opponent, and cause them to reel back or stumble back more than a normal punch.

-This perk will not ignore any pain the body would recieve from punching a hard defense. Punching a Steel wall will still hurt as much as one would without the strong perk.

-When this perk is met with the Tough Perk, their effects will generally neutralize.

-This perk is required to wield anything larger than a Katana.

-This perk is required to throw a windmill shuriken or giant shuriken with one arm.

Canon Examples: Kakashi, Part 2 Naruto (Samurai Bridge Battle), Sasuke (Samurai Bridge Battle)




Very Strong -
--This person is very strong! Their upper body strength is amazing, allowing them to pick up very heavy objects. Each of their punches is a stunner, and they can pummel their opponents into submission.

-This perk will cause little to no fractures beyond previous perks.

-This perk will increase pain enough to cause enough pain to cause the individual to winch from pain without the minimum of a tough perk.

-This perk will not ignore any pain the body would recieve from hitting a hard defense. Punching a steel wall will still hurt as much as one would without the Very Strong perk.

-When this perk is met with the Tough Perk, it will act as though the tough perk was not counted.

Canon Examples: Might Guy, Rock Lee




Incredibly Strong -
--This person's strength is incredible. They are a beacon of strength. They are immensely strong, allowing them to pick up the heaviest objects, and best even the largest enemies in close combat.


-This perk will cause minute fractures to the opponent’s bones on a single punch if they lack the minimum of a tough perk.

-This perk will inflict harm regardless of size or perk or defense, comparable to a non-Strength perk attacking someone with a Tough Perk.

-This perk will not ignore any pain one would recieve from hitting a hard defense. Punching a steel wall will hurt as much as hitting it without the Incredibly Strong perk.

Canon Examples: Jiroubou/Chouji




Superhuman Strength -
--This person is beyond the human limits of strength. Their punches and blows can break bones with simple ease. Their insane strength allows them to pick up the heaviest objects, and even dual wield two handed blades.


-This character will inflict small but painful bone damage from a punch.

-Regardless of Size or perk or defense, this user will inflict harm as though neither had perks versus an Impenetrable! and inflict damage versus a Juggernaut as though the user lacked any strength perk.

-This perk will not ignore any pain one would recieve from hitting a hard defense. Punching a steel wall will probably destroy it, but at the cost of fractured bones and the sort of one’s own arm unaided.

-An opponent hit by this will often be sent flying countless meters, depending on the effort and strength behind the blow.

Canon Examples: Tsunade (without Oukashou), Part 2 Sakura (without Oukashou), Kisame, Killer B






Agility Perks

Canon Perkless Examples: Choji, Jiroubou, Part 1 Naruto/Sakura, Shino, Gaara




Fast -
--This person is fast, allowing them to both accelerate and maintain an above average speed. (2 OOC tiles)


-The distance between may be ignored for the sake of initial positioning or entering a scene within reason (cannot position yourself in a position favored for flanking). However, any and all chances of being detected or countered increase.

-This perk applies to the acceleration and maintanence of one’s movement speeds, including burst movements, including leaps, jumps, and flips. This perk does not affect how quickly for example someone can lean back to avoid a punch.

-Countering attacks requires an essence of speed to reach the opponent’s attack before it reaches you.

Canon Examples: Kiba, Akamaru, Sakura (part 2)




Very Fast -
--This person is very fast. This allows them to accelerate quickly, and maintain a fast pace. (3 OOC tiles)


-The distance between may be ignored for the sake of initial positioning or entering a scene within reason (cannot position yourself in a position favored for flanking). However, any and all chances of being detected or countered increase.

-This perk applies to the acceleration and maintanence of one’s movement speeds, including burst movements, including leaps, jumps, and flips. This perk does not affect how quickly for example someone can lean back to avoid a punch.

-At this level your opponent will find it hard to flat out avoid your attacks without at least some degree of ability to read your attacks (see; Strategist, Genius, high grade sight perks, focus perks). While evasion otherwise is possible, it will not be easily done without it being a out-side blow to begin with (IE: collarbone).

-Countering attacks requires an essence of speed to reach the opponent’s attack before it reaches you.

Canon Example: Naruto (part 2), Kakashi, Sasuke (Chuunin Exams onward)




Extremely Fast -
--This person is extremely fast. They can accelerate very quickly, and run as fast as a cheetah. However, as they reach their highest speeds they become tunnel-visioned, and may have trouble keeping eyes on their target. (4 OOC tiles)


-The distance between may be ignored for the sake of initial positioning or entering a scene within reason (cannot position yourself in a position favored for flanking). However, any and all chances of being detected or countered increase.

-This perk applies to the acceleration and maintanence of one’s movement speeds, including burst movements, including leaps, jumps, and flips. This perk does not affect how quickly for example someone can lean back to avoid a punch.

-As with the previous perk, without at least a ”reading”perk, an opponent will find it nearly impossible to avoid an attack without at least some ability to read your attack(s), such as the list in the above perk. Evasion otherwise is impossible, but barely deflecting with one’s own body is possible.

-At this speed, it is possible to counter nearly any attack presuming you have the ability to read them.

-At this level, Tunnel vision will begin to apply, you will have issues with reading your surroundings, blinding you to roughly a 3x1 area of sight in front of your sprite onwards.

Canon Examples: Chidori using Kakashi/Sasuke, Gate 3 Lee/Gai, Minato.




Bullet -
--This person is insanely fast. They move like a bullet fired from a gun. They can reach you in a second, moving at nigh-shunshin level speeds with simple ease. They suffer from tunnel-vision if they reach their peak. (5 OOC tiles).


-The distance between may be ignored for the sake of initial positioning or entering a scene within reason (cannot position yourself in a position favored for flanking). However, any and all chances of being detected or countered increase.

-This perk applies to the acceleration and maintanence of one’s movement speeds, including burst movements, including leaps, jumps, and flips. This perk does not affect how quickly for example someone can lean back to avoid a punch.

-While the speed is noted at moving at “nigh shunshin levels” Shunshin at even a genin level surpasses this speed. This perk is superior in last of speed, Shunshin is superior in sheer speed within limits.

-This speed can be summarized as roughly “30 feet a second” or roughly 20.5 MPH

-At this perk level, without high grade “reading”perks to track movement, often in compound, it is impossible to counter attacks from this perk. On the flip side movement/momentum will be so fast that one cannot instantly react to an attack as well without slowing down considerably

-At this level, at top speeds, tunnel vision applies to strictly a straight line (roughly 3 feet wide) in front of your character.

Canon examples: Itachi, Gate 5-7 Lee/Gai.







Durability Perks

Canon Examples of Perkless: Most of the Cast.




Tough -
--This person is tough. They have a strong frame that is able to withstand blows that would usually render them unconscious, or physical strikes that would put them out of commission.


- A person with this perk will still feel pain, but simply take less pain per blow.

- Blows to vital parts of the body, such as the eyes, jaw, temples, solar plexus, base or top of the neck, etc, will still inflict full damage.

-While under this perk however blows that would normally knock a foe unconscious such as an uppercut to the jaw will simply make them lose focus for a good follow-up blow or cause them to lose motor function.

-This will save you from a blow that would render you unconscious once, and will prevent a bone-damaging injury once per that section of the body. This will not work against a precise blow (taijutsu perk).

Canon Example: Chouji




Unbreakable -
--This person's frame is hardened by battle. They are able to withstand blows that would normally render them unconscious, physical strikes that would uncommission them, and are unaffected by projectile hits in non-critical regions.


-A person under this perk will still feel pain, simply less pain a blow.

-Blows to vital parts of the body, such as the eyes, temple, base of the neck, jaw, etc, will still inflict full damage.

-While Projectile hits may not pierce, they will at least scratch your flesh and inflict light pain.

-While under this perk, blows that would normally knock a character unconscious simply causes a short lapse of consciousness. They can still see, however they will be unable to react for a moment.

-This will save you from being knocked unconscious by a blow that normally would knock you unconscious once. Your bone structure will endure one blow in a set area that would normally break them, unless they are well trained in taijutsu (trained taijutsu perk) to the point of being able to easily strike certain points effectively.

Canon Example: Domu no Jutsu use Kakuzu.




Juggernaut -
--This person is a juggernaut. They are able to withstand even the toughest blows, able to shrug them off and carry on. Any physical attacks will prove ineffective against this target. In addition to this, projectile attacks and sword-based blows in non-crtitical regions are also ineffective.


-Under this perk, you will not feel pain from those underneath the Incredibly Strong perk. Those with the Incredibly strong perk will not however inflict enough pain to cause much of a flinch.

-Ineffective does not mean “invincible” only “will do little”

-Projectiles and bladed weapon swings will only inflict cut damage under the Strong perk. At the Incredibly Strong perk level, they’re capable of inflicting decent cut damage. At Superhuman strength, damage inflicted will be normal.

-Critical Regions are same as all vital points listed in previous perks.

Canon Example: Full-Bone Armor Kimimaro






Intelligence Perks

Canon Examples of Perkless: Naruto (Pre-Chuunin Exam Final)




Strategist -
--This person is a keen strategist, and demonstrates a learned mind. They can adapt to their opponent's style with ease, making contending with them much easier.


-This is treated as a “Reading”perk for the purpose of blocking and countering attacks.

-The player themself must have a level of strategy to enforce this perk. If the user themself cannot form a coherent strategy, then this perk is unapplied. As such the Strategy must be noted in advance.

-This perk activates on the 2nd round of attacks being thrown.

-This perk lets to anticipate your opponent’s attacks based on their style, movements, etc.

Canon Example: Sasuke (part 1), Naruto (Chuunin Finals onward)




Wise Tactician -
--A wise tactician never reveals his cards. This person is a very capable strategist, with the tactics to boot. They are able to quickly create openings for teammates to follow up upon, allowing virtually unavoidable strikes. In addition, they are also able to take keen advantage of any openings, and have their reflexes enhanced when acting on said target.


-This perk cannot be used to inflict an unavoidable kill strike unless through multiple turns of driving the opponent through traps.

-This is treated as 2 “Reading”perks for the purpose of blocking and countering attacks.

-The player themself must RP in advance setting up the strategy and reading their opponent’s combat style to set up for this perk.

-”Reflexes Enhanced”is covered by the “Reading”Perk status.

Canon Example: Sasuke (Part 2), Itachi. Shikamaru, Temari, Shikamaru’s Father




Genius -
--This person has a gifted mind, allowing for accelerated learning and instruction. They can easily adapt to one's fighting style, and even copy it to a certain degree. Handseals betray the technique being used to this person, allowing them to quickly recognize the elemental affinity, and jutsu type.


-This perk is only obtainable with the Genius Trait.

-This character is able to learn low to mid tier perks and jutsu quicker than those without this perk. This character must still RP learning the basics or have a reason to spurn creating the jutsu. (Physically aligned perks such as strength do not count).

-This perk allows someone to copy kickboxer, boxer, afluent taijutsu and trained taijutsu with proficient time and training.

-As long as you have encountered someone using the jutsu (you should log each jutsu you see), you can actively know what jutsu your foe’s using. If an elementally aligned seal is using, you can automatically know regardless what element is being used, or if it’s ninjutsu or genjutsu.

-This perk does not let you copy a jutsu because you’ve seen the handseals.

-Sight perks or Sharingan (2+ Tomoe) or another jutsu is necessary still to see your foe using handseals at a higher handseal speed.

Canon Examples: Itachi, Sasuke






“Reflexes”

Canon Perkless Examples: Naruto, Choji




Reflexive -
--With quick reflexes and a nimble step, this person is able to quickly react to things around them. Their above-average reflexes enable them to easily evade attacks.


-This perk allows the character to step to the side or back quickly. Pivoting, leaping, etc is included.

-This perk is not an excuse to “dodge everything” It gives you more options to dodge, as the additional reflex is small, only enough to provide the stepping time.

Canon Examples: Kakashi, Part 1 Sasuke, Kiba, Sakura (Part 2)




Contortionist -
--This person is like a trained acrobat. They are able to preform feats of flexibility, and have amazing reflexes. Their flexible body allows them to easily evade incoming strikes.


-This perk allows for motions similar to those in “The Matrix” without the bullettime movements. Leaning far back (as though playing limbo), acrobatic jumps for defensive purposes, etc, are the standard fair for this perk.

-This perk is not an excuse to dodge everything. The heavier your dodge, the more it takes to carry into another dodge without losing balance or flat out maxing out the limits of your body.

Canon Examples: Rock Lee, Maito Gai, Kimimaro, Itachi, Hashirama and Madara




Bullet-time -
--This person is supremely agile, their reflexes are so great that to the untrained eye it would seem as though instant. They are able to evade attacks effortlessly, as though percieving them in slow-motion.


-This perk does not actually allow you to see things in slow motion, it does however allow you to dodge attack with minute actions accurately and effectively. (Chiyo's control over Sakura's movements)

-This perk is nulled out by the effects of Bullet Speed attackers.

-This is the sole perk that allows you to respond to an attack the instant you’re recieving a hit (IE: Kenpachi Vs Tousen from Bleach).

Canon Examples: Minato, Obito (Masked Man Era), Third Raikage, Chiyo







*To be Continued*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:36 am

Perks Rulings and Guidelines (Part 2 - Profession Perks)

*To be Filled out*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:37 am

Ninja Tools, Guidelines and You

Paper Bombs/Exploding Tags

-This Tool is capable of blowing a limb off only when applied to a target's body directly.
Source: Third Hokage Vs Orochimaru + Edo Hokages

-An Explosion is roughly a foot in diameter per tag.
Source: Third Hokage Vs Orochimaru + Edo Hokages.

-Approximately 1 second passes between the completion of the handseal used ("Seal of Confrontation" or Snake Seal) and the explosion.
Standard HandSeal Rules.

-This Tool will inflict serious burn damage if not directly applied to a target, unless boosted through a jutsu.
Source: http://naruto.wikia.com/wiki/Explosive_Tag_Technique
"On one occasion, despite Hanzō commending Nagato for having avoided this technique, the latter still suffered permanent damage to his legs that severely restricted his mobility, attesting to just how destructive the final explosion actually is."


-If kept within a contained space (roughly 12'x12'x12' via a barrierjutsu or other fairly sized space, the sheer force of 4 paper bombs can kill.
Source: http://naruto.wikia.com/wiki/Barrier_Encampment_Method

-A Tag will have roughly 2 seconds of fuse until exploding from the second lit. Player must signify lighting a paper bomb for this purpose.
Source: ?

-Tags will work if wet.
Source: Explosive Tag Ball Description

-The Size of a Ball of Exploding Tags is equivalent to a full grenade.

-A paper bomb must remain 'flat'. If Crumpled up or damaged, it will lose it's effect.
Source: Chapter 51


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:37 am

Jutsu Rulings and Guidelines (Part 1 - Taijutsu)

-Dynamic Entry

-This jutsu's worth is as a surprise attack. Otherwise it is no stronger than any normal flying jump kick.

-Due to this jutsu's 'comedic' nature, you can fly twice as far as normal in a jump as you could with your speed perk.

-Stamina Drain: 1.5 * DistanceDrain.


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:38 am

Jutsu Rulings and Guidelines (Part 2 - Genjutsu)

- Kori Shinchuu No Jutsu

-This Genjutsu cannot be metagamed by one who's never experienced it, until they are informed of it/it's influence, hence having the idea they may be in it, or until they're brought to a situation wherein they encounter something they've seen before.

-This Genjutsu is a Non-Combat type genjutsu.

-This Genjutsu will only work in cases wherein there is no clear variable to distinguish position. For example: In canon, it took the realization they had crossed the centipede a number of times. Without that, they would have travelled through the trees forever. An Open prairie or the sort will also work much the same, presuming there's nothing like a field of flowers to signify an exact location. The Location of the sun however, would shift under this technique's influence. This jutsu simply confuses the body's natural compass, weak as it is, allowing for them to get lost easily.

-To clarify: If used in combat, your opponent's position and their attacks will not change. Nor will the position of trees, etc. Everything remains as it was, this jutsu simply confuses your body, and at worst manipulates your perception of details that would signify direction (such as the stars, location of the sun, etc). By throwing off your natural compass, when travelling through repetitive terrain, you will be stuck walking in the wrong direction unless you can find a unique variable to base position upon.


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:38 am

Jutsu Rulings and Guidelines (Part 3 - Elementless Ninjutsu)

Kawarimi no Jutsu

- You must have RPed setting up something in advance, or distinguishing an object already available that has not been kawarimi'd for at least 1 round.

- You cannot make an object up that doesn't exist on the map unless you RP placing the object there in advance before combat or during combat (an object you must have been carrying before hand). A randomly appearing boulder or "Rotting hunk of Wood" is considered forcing a kawarimi god mod by most, as you're making an object exist that doesn't.

- In addition: The Object you Kawarimi with must be at least the size of your chest + abdomen (log), and/or be of considerable weight (Zabusa's Rabbit).

-: There is a -3- round time limit following the completion of the seals. The activation round is included following a 1 second delay of the seals completion (in short, one cannot complete the seals and instantly kawarimi without a small delay in time, wherein one would normally get hit if 'countered'). Generally put though the activation round isn't included unless they're able to hit you within roughly 1 second IC of your seals. If you cannot be hit during this time, your kawarimi is activated.

- You cannot use while holding your foe, attacking your foe, etc. This is because with kawarimi, you're technically swapping BEFORE you're hit/hit your foe. Kawarimi is solely a distractionary jutsu. It's not a "get out of ownage free card". If your body's focused on holding your foe, they will know something's amiss and they wouldn't attack.

Explaination: If you're being hugged, grappled, etc, your kawarimi will go off involuntarily if enough pressure has been applied (as they'd know it's you), or you will have "disabled" it by force. People will know it's a distraction because Kawarimi is for all rights a henge on an object, and logs/etc lack arms to feel.

- Elsewise, if you're hit by a surprise attack or attack you couldn't legitimately escape even if you weren't trying, you're equally fucked.

- As a side-note related to this Kawarimi is considered hengeing a seperate object to appear as you, and using a burst of speed to swap the object and you. As such like all henges, it only imitates the mass, your actual body's still there, covering the original dimensions of mass (A log will NOT feel like Choji, your hands will more or less phase through Chouji and hit the log, although the illusion may follow depending on skill), just the appearance has changed. Specialized/mastered henges actually change your mass (IE: Gamabunta's Henge)

- For all rights, you can only kawarimi with something you could reach in one shunshin-type movement to begin with. Without shunshin training, expect a range limit included. The Drain is less due to a more complex molding of chakra, but generally carries the same end results for a more strict and limited effect.

- 2-Tomoe Sharingans can follow Kawarimi. (Ruling by RyuRitsuka)

- 3-Tomoe Sharingans can ignore the "cooldown" after a kawarimi (Ruling by RyuRitsuka)

- AoE Attacks (Large-scale damage rather) cannot be kawarimi'd.

- Sharingan (2-Tomoe), Kagura Shingan (actual, not the verb, as actual Kagura Shingan is 'above' Sixth Sense perk), Byakugan, and Rinnegan will sense a Kawarimi. They will see a log wrapped in Chakra, not an actual body, a moment before the swap. Minimum of "Trained" Sensor equivalent required in actual training required.

- If hit in mid jump after you legitimately dodge, or hit by a counter attack, your kawarimi will fail to function. Kawarimi includes taking a hit you basically intended to take, as such you will basically not even try to dodge, or run into the attack on purpose (must be hinted to). Above situations as stated equate to an impossible state to rush to swap with kawarimi.

-You can substitute another, non-resistant person via this technique.
--Example: Naruto saves the day.



Shunshin no Jutsu
*All Rulings made based on no Flicker Fighter Perk and no additional perk(s). View Flicker Fighter for details on it's effect.

-At Genin, This jutsu drains 10% of your chakra for every 3 feet moved (whether horizontally, vertically, or 'diagonally'). That's 20% a tile.

-At Chuunin, this jutsu drains 7% of your chakra for every 3 feet moved.

-At Jounin, this jutsu drains 4% of your chakra for every 3 feet moved.

-At Kage level, this jutsu drains 3% of your chakra for every 3 feet moved.

-This technique drains 15 stamina a square moved underneath the Stamina System established by this guideline.

-One can move at a slower speed to minimize the effects outside of combat, to the point it doesn't drain much if at all, simply allows further movement than standard (Tree-To-Tree Movement, jumping onto walls, etc). Shinobi cannot use this in combat without Flicker Fighter.

-All Shinobi must prepare a "Charge" of chakra before activating Shunshin. Flicker Fighter does not omit this.

-You cannot Shunshin without a handseal unless given permission by admins. (Ay was seen doing this in the Manga/Anime)

-After the completion of this technique, there is a delay of roughly 1 second between the completion and ability to act after. (Omitted with Flicker Fighter).

-This technique has a 2 turn cooldown following the turn it is used, before it can be used again (Omitted with Flicker Fighter).

-This technique can be used to tackle an opponent, however it will result in intensified pain if the opponent is able to endure the tackle. However the drain is larger as you need to shunshin past your opponent.

-You cannot throw a punch/kick during a shunshin, an attempt to do so will cause the limb to be pulled back by air pressure/momentum (if the limb was raised in advance) or to be stuck in the attack pose once you end your shunshin, with the delay caused by motion lag.

-Though this technique can be used to dodge an attack, it still requires a one-turn charge up in advance.
--- Example: Player A charges chakra for Shunshin; Player B attacks; Player A can shunshin to dodge.
--- Bad Example: Player B attacks; player A tries to shunshin; as he does not have a charge, he will be hit by Player B.






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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:38 am

Jutsu Rulings and Guidelines (Part 4 - Fuuinjutsu/Barrierjutsu)

*To Be Filled out*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:39 am

Jutsu Rulings and Guidelines (Part 5 - Kenjutsu/Bukijutsu)

*To Be Filled out*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:39 am

Jutsu Rulings and Guidelines (Part 6 - Medical Jutsu)

*To Be Filled out*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:40 am

Jutsu Rulings and Guidelines (Part 7 - Fuuton)

*To Be Filled out*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:40 am

Jutsu Rulings and Guidelines (Part 8 - Katon)

*To Be Filled out*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:40 am

Jutsu Rulings and Guidelines (Part 9 - Suiton)

*To be filled out*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:41 am

Jutsu Rulings and Guidelines (Part 10 - Doton)

*To Be Filled out*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:41 am

Jutsu Rulings and Guidelines (Part 11 - Raiton)

*To be filled out*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:42 am

Jutsu Rulings and Guidelines (Part 12 - Elemental Kekkei Genkai/Tota)

*To be Filled out*


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:43 am

Jutsu Rulings and Guidelines (Part 13 - Specialized Kekkei Genkai/Clan Jutsu)

Kagura Shingan

-This Technique is treated as the "Chakra Sensing Technique" unless Admin permission is given.
-- Chakra Sensing Technique info here.

The Below applies for Chakra Sensing and Kagura Shingan

-If you have contact proximity to a person (or corpse) and at least trained sensor, it is possible to read their elemental nature with time and concentration. (This ruling has been confirmed in the past by admins.)

-For either Chakra Sensing or Kagura Shingan, you are able to sense normally as though you're a tier below while running/in heavy combat.
--Both Cee ( C ) and Karin were seen able to sense while running/walking/in dangerous situations, however they lacked the accuracy they had before hand.

-Once you've obtained the Sixth Sense perk, you are allowed to RP further developing your chakra senses into becoming the true "Kagura Shingan" technique.

-Bijuu can be sensed, however, one cannot tell they are bijuu specifically unless it's the Kyuubi (solely known for it's murderous feeling chakra). Otherwise it will feel like the owner is simply releasing an excessive amount of chakra, many times larger than their own body.

-If someone else is using their own Sensory abilities, you will sense a sort of "static". This static will occur between Kagura Shingan and Chakra Sensing. A Shinobi whose static is ongoing is more 'visible' to another sensor (+1 Sensor perk).

-At Trained Sensor, with a proper amount of experience with multiple types of Shinobi, and Admin permission, you can tell precisely the region a Shinobi's from by birth.
-- Mū can discern between chakra signatures of shinobi from different populations.

-The Below are for Kagura Shingan Specifically.

-Specific chakras flowing through a person's body, depending on their techniques, can alert you that they're evil or have an evil power inside of them, or truly good.
--IE: Sasuke's Uchiha chakras ("love/hate Chakra" as Tobirama has related it to) from his sharingan were produced in such large quantities that Karin could sense how evil he is. She could also sense the "Negativity" chakras the Kyuubi had. And yet could sense the kind, powerful chakras of the Uzumaki flowing through Naruto.

-While you can read if someone is lying, if they have the impenetrable mind perk, and they have the experience/knowledge that you have the ability, the person being "read" can use their impenetrable mind to steel away they are lying. This requires active RP to 'hide' these thoughts, and cannot be RP'd after the fact.

-Your opponent must divulge what are Kage Bunshins and what are not.

-With the full Kagura Shingan, you're given a form of clairvoyance and attuned sensing ability similar to a grayed out Byakugan. You can see through walls and see the shape and general details of a room, as well as any weapons/etc. You cannot see what exactly however is on a person's being.




Suika no jutsu

-This jutsu consistently drains for each turn you turn it on. If chakra runs out, they will enter "Jelly" State and be on the brink of unconsciousness. Further attempting to force it will result in death.

-Fire of a strong enough level can evaporate a limb. A strong enough doton can smash and absorb liquid. A Raiton will automatically conduct and disable a Hozuki.

-If hit by a powerful enough Fuuton or Elementless technique (Ninjutsu or Taijutsu) that hit a fairly wide area hits a Hozuki, the user will "splatter" and still be alive. However, they must RP time to reform. If they cannot reform before Suika runs out, they will 'die'. If they are merged with a large body of water however this will result in the "Jelly" Scenario.

-(To be continued)


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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:43 am

Jutsu Rulings and Guidelines (Part 14 - Doujutsus)



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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Fri Mar 29, 2013 4:44 am

Jutsu Rulings and Guidelines (Part 15 - Samurai and Beyond)

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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Oedipus on Sat Mar 30, 2013 10:13 am

this is nice so far, i second this

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Re: Perk/Jutsu Ruling/Guideline Database (Under Construction)

Post  Vartio on Sat Mar 30, 2013 1:00 pm

Lol Dat name.

I want to make a note that will go into the Forewarning post:

At this point, looking at the speed perks, I am currently stumped. While the anime does have some blindingly fast characters, at the same time Perks are meant to establish limits. SO, here's what I'm going to do, and my logic for it:

In the description for Extremely Fast, it notes being "As fast as a Cheetah", and covering 4 tiles.

In the description for Bullet, it gives us a different, but SLOWER speed: 30 FPS (Feet Per Second). This is just under the world record. While it seems exaggeratingly slow, it does roughly fit speeds that the strongest ninja fight at unless under a jutsu.

Extremely Fast Meanwhile, implies running at 112 to 120 MPH (recorded speeds of a Cheetah). That's 6x as fast as the perk meant to be faster than it.

Bullet implies moving "like a bullet fired from a gun". How fast is that?

Your typical 9mm projectile moves near 1400 feet per second.
Resulting in 3.77 seconds per mile,
15.91 miles per minute,
954.54 miles per hour.

954 MPH running Shinobi? No Thanks.

So, for balancing Sake, I'm revising my own rulings and the wording on the perks to new speeds and making a new clearer understanding:

Perks explain the speeds one can comfortably and consistently fight at, including punching and kicking speeds, dashing speeds, and be able to do so consistently. Without a perk, your body will fail to fight as such without small combat tricks. OOCly speaking these should have no place anyhow, and all Shinobi would naturally move as a standardized speed of roughly "Very Fast" either to allow their squad keep up, or to conserve stamina.

Combat Speeds
Bullet = 140 MPH
Extremely Fast = 90 MPH
Very Fast = 60 MPH
Fast = 40 MPH
No Perk = 25 MPH

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