No announcement yet.

Ninjutsu and Genjutsu

This topic is closed.
  • Filter
  • Time
  • Show
Clear All
new posts

  • Ninjutsu and Genjutsu

  • #2

    Ninjutsu, simply speaking, is the use of chakra to create. By using a ninjutsu technique, a character creates a specific effect, distinguished from genjutsu by being 'real'. Largely, ninjutsu techniques are flashy things; everyone can recognize the destructive force of a katon or the towering defense of a doton. However, ninjutsu are not limited to mere attacks and shields. A number of other effects are handled by ninjutsu, such as the ability to walk on walls or across water. For ease of use, ninjutsu can do any and all of the following:

    1. Ninjutsu can damage and debilitate. These are the offensive techniques that any ninjutsu specialist knows. Throwing fireballs, hurling hundreds of daggers at once, or summoning a slicing windstorm are all examples of offensive ninjutsu. By activating and using these techniques, a character uses their one attack per post because these jutsu are the attacking sort. If it's destructive, it's ninjutsu.

    2. Ninjutsu can defend. By building a wall of stone or a dome of water or even pushing an opponent's weapon out of the way with air currents, ninjutsu are able to deflect, absorb, and mitigate incoming attacks. These ninjutsu are defensive and using them counts as one of the two actions per post, but not as attacks. Thus, two defensive ninjutsu can be used if the character forgoes an attack or one defensive and one attack can be used in a single post. If it's protective, it's ninjutsu.

    3. Ninjutsu can support. Almost all shinobi know how to replace themselves with nearby objects via kawarimi. Some can alter their appearances via henge no jutsu or transport themselves extreme distances through shunshin. Other characters might be able to temporarily heighten their physical stats to fight harder. These techniques are occasionally useful in combat but more often are effective tools outside of battle situations. Such ninjutsu are utility and count as an action if used in battle.

    4. Ninjutsu can heal. This is a skill almost exclusive to medical shinobi; the medical jutsu. These jutsu remove damage from the body, cleanse toxins, and restart hearts. Many such jutsu can be used in reverse and become offensive in nature, but generally are used exclusively to overwrite the effects of true offensive jutsu. Medical jutsu are limited to medical archetypes and certain clans.

    5. Ninjutsu can simply be. The rarest type of jutsu by far, these are also some of the most basic. Some techniques require so little jutsu or concentration that a character can toggle them on and off at will. Running on walls or water is a snap once a character has the respective technique; these passive jutsu don't require actions to activate and don't count against jutsu usages per thread. Passive ninjutsu are rarely allowed as swaps as only a small number of effects deserve such treatment. Most passive techniques to minimal combat use outside of mobility with the walking jutsu.

    All ninjutsu can be divided into these five categories and such divisions are usually obvious. Simply read the technique's description and you should know what type of technique it is. Ninjutsu are ruled by the Chakra stats (Power, Control, and Reserves) and any character with these as primary likely specialize in at least one type of ninjutsu, typically a mixture of offense/defense via an elemental list or medical through its own list.


    • #3
      Ninjutsu Scaling

      Ninjutsu have another exclusive mechanic referred to as scaling. Simply, all three branches of jutsu are broken into stages of power: one being least with seven being greatest. Lower level ninjutsu techniques often have variations of their effects listed with stage or stat numbers nearby. Take this example from the doton list:

      Doton: Dorogou no Jutsu (Earth Element: Mud Moat Technique)
      Requirements: Control 3, Intelligence 2
      Description: This jutsu converts the area immediately surrounding the performer of it into a a deep murky moat full of mud. The moat is at least three feet deep and four feet in radius all around. Due to the nature of the moat, water walking alone is not very effective on it, given the slippery surface of the semi-solid earth. Only an area of 1½ feet in diameter remains of solid, dry land for the user to stand on. Stacks really well with Daichi Idou no Jutsu.*
      Base Effect: Moat is three feet deep, four foot radius.
      Stage Two Effect: Moat is five feet deep, six foot radius.
      Stage Three Effect: Moat is seven feet deep, eight foot radius.
      Stage Four Effect: Moat is still seven feet deep, ten foot radius.
      The technique itself is listed as Stage One, which corresponds to the base effect, but there are three other effects listed each with a different stage. Whenever a character has a jutsu in the same list of the appropriate stage, they can scale up lower jutsu. So, with a stage two doton under their belt, a character could use the stage two effect of Mud Moat. With a stage four, they could use the base, two, three, and four effects at any time. Using a scaled up jutsu counts as a jutsu of the scaled stage: a base Mud Moat is stage one usage, a stage four Mud Moat is a stage four usage. Usages per thread will be covered in more detail below.

      The other type of scaling works off stats. The following example is from the Konoha Mokuton list in stage five:

      Mokuton: Tenshin Meikyuu no Jutsu (Wood Element: Shifting Labyrinth Technique)
      Requirements: Power 18, Control 17, Reserves 17, Tactics 14
      Description: Requiring a considerable amount of chakra, the user extends it across the battlefield; in particular the distance between him and his opponent(s). Using a combination of sight and extrasensory perception to ‘feel’ through his chakra, whenever an opponent steps onto this invisible field their path will be impeded by a square pillar (about 1.5m squared, and 4m high) that rises up swiftly and without warning in front of them (directly vertical or even diagonal). The obvious effect here is that they’ll step into it and not only look quite foolish, but the wooden pillar is founded so deeply in the earth and hardened through chakra that depending on the opponent’s approach, it can hurt quite a bit. Even if the opponent were to duck around the pillar, it would simply extend horizontally on either side to either catch their movements or collide with them violently. Even rising above it would certainly result in some harm as they would have to touch ground sometime, this in turn resulting in yet another pillar rising up quickly to catch their descent. With further training, the user can set up a literal maze which the opponent must maneuver skillfully or be smashed between two pillars.
      Note:*While this technique is in use, no other techniques may be used.
      18 Power:*May create up to six pillars.
      -25 Power:*Ten pillars.
      --32 Power:*Twelve pillars.
      17 Control:*Area of influence is limited to about a 25m radius.
      -25 Control:*A 35m radius.
      --33 Control:*A 45m radius.
      17 Reserves:*Can be used once a thread.
      -26 Reserves:*Twice a thread.
      --35 Reserves:*Three times a thread.
      Notice that the scaling for upper level (five through seven) of techniques is based off the chakra stats and not stages obtained. Once a character has the stat at a listed requirement, he can use the new effect or a lesser one as a choice made when the technique is activated. These scaled techniques always count as the original stage no matter how high the stat requirements are. Scaling in such a way allows upper level techniques to get a bit more powerful as the character continues to grow and master ninjutsu.


      • #4

        Genjutsu is the second of the chakra arts and is concerned with the power of illusion. Whereas ninjutsu creates something tangible and real, genjutsu creates only falsehood and unreality. Genjutsu directly attacks the minds of opponents and targets and in this respect are always considered offensive; activating a genjutsu is the only attack that can be performed in a post. Unlike ninjutsu, genjutsu are not divided into various categories of use, but it's useful to keep in mind what genjutsu can and cannot produce. Genjutsu is the art of choice when manipulation perception:

        The Five Senses. These are easy for anyone to name and remember. Sight, hearing, touch, smell, and taste. Of these, genjutsu most often distort sight and hearing as the two make up the vast majority of the sensory input people normally receive and rely on, and even then sight is disproportionally important to human perception. However, genjutsu are allowed to distort all five of the Big Five.

        The Other Senses. Humans actually perceive the world through many more means than the Five Senses named for them in kindergarten. These other senses are just as open to assault as the major senses and a good shinobi knows that these attacks can be all the more debilitating by being unexpected targets. The other senses include: balance, temperature, pain, direction, internal organ senses and kinesthetic sense or the awareness of where one's body parts are in space.

        Beyond a few limitations discussed in creating custom jutsu, the possibilities with genjutsu are effectively endless. Any scenario a character might want to create or impose upon another, they can. The staple example genjutsu is, of course, bunshin no jutsu or the basic clone technique. This stage one genjutsu creates duplicates of the user that mimic him perfectly (affecting sight, sound, and even smell all at once), though these figments are limited by having no illusory mass (they dispel when touched). Other genjutsu might show a character haunting images of their past (sight primarily) or emulate the effects of extreme altitude (vertigo via balance and thin air through internal senses). Genjutsu's primary use is in distracting an opponent in order to land a real attack via ninjutsu or taijutsu.
        Last edited by Jami; 05-29-2010, 02:58 PM.


        • #5
          Genjutsu Triggers and Durations

          Like some kinds of ninjutsu, genjutsu create lasting effects that, once activated, no longer require concentration from the user to continue. In one post, they can be used and the next post they continue to work. In order to handle this continuous nature of genjutsu, a system has been created to determine exactly how long a single genjutsu will affect a given target. The first step to that, though, is to 'hit' the opponent with the genjutsu in question.


          Successfully activating genjutsu is a matter of triggers. Every genjutsu has a trigger condition, something that must be done for the genjutsu to begin working. Often, simple genjutsu rely on the opponent seeing the handseals for the jutsu or for eye contact to be made between user and target. Other, more complicated triggers exist and are applied to more powerful and complicated genjutsu. At any rate, once the trigger is fulfilled, the genjutsu affects the target immediately.

          Genjutsu Training and Duration

          At this point, there is a brief comparison of characters to determine genjutsu duration made using a stat of sorts referred to as genjutsu training. A character's genjutsu training is equal to the highest stage of genjutsu they know. For example, if Sakura has stage five global gen and stage three Konoha gen, her genjutsu training is five. If Naruto has no genjutsu lists at all, his genjutsu training is zero. Once these numbers are determined, the target's training is subtracted from the user's. If Sakura uses bunshin against Naruto, it looks like this:

          5 (Sakura's training) – 0 (Naruto's training) = 5

          Alternatively, if Orichimaru has stage six genjutsu and Sasuke has stage three, the equation is:

          6 (Orochimaru) – 3 (Sasuke) = 3

          In either case, the resulting number is going to be used as a duration modifier. Let's examine the jutsu in question to get the full duration.

          Bunshin No Jutsu (Clone Technique)*
          Requirements: Control 2, Intelligence 2
          Trigger: Must be within eyesight of targets
          Description: A jutsu that creates an illusionary clone of the user, in numbers of one or more. The clone disappears after being struck with an attack, and can deal no damage. This jutsu is one of the basics, and required to pass the shinobi academy. The user can create 1 Bunshin for every 2 control they have.*
          Min Duration: 1
          Base Duration: 3
          Max Duration: 6
          Note that there is a minimum, a base, and a max duration. The modifier from the contest of genjutsu training is added to the base duration to determine how many rounds the genjutsu lasts. The final duration cannot surpass the maximum nor can it drop below the minimum duration. Thus, though Sakura's bunshin is at +5 over Naruto, it only lasts for 6 rounds instead of 8. And if Sasuke used it against Orochimaru (with a -3 modifier), it would work for a single round rather than not work at all.

          Duration and Genjutsu Kai

          Genjutsu duration can be altered through a few means besides straight training stages. The technique Genjutsu Kai is a stage three technique that can be swapped into any village ninjutsu or genjutsu list or the Global Ninjutsu/Genjutsu lists. By using Genjutsu Kai, the target immediately lowers the duration of a genjutsu by 1 post for every 2 levels of genjutsu training they have with a minimum of a 1 post reduction. This is in addition to the original calculation of duration based on training. Kai can be used up to twice a thread. When swapped into a list, Genjutsu Kai does not count against the usual 2 swaps per stage limit.

          Duration and Pain

          Additionally, duration can be lowered through self-inflicted pain suffered by the target. By consciously wounding themselves, the target attempts to shake their own minds out of the illusion. There are three levels of pain considered in this type of defense: minor wounds, serious wounds, and mortal wounds.

          Minor Wounds: Minor wounds simply reduce the duration of genjutsu by one post. They are defined as any sort of wound that a character may inflict upon himself that doesn’t seriously impede his fighting capability. (Breaking a bone in your pinky finger, stabbing yourself with a kunai, punching yourself)

          Serious Wounds:*Serious Wounds reduce the duration of genjutsu by one post no matter what. In addition to the one post reduction in genjutsu a serious wound will reduce the duration of genjutsu one additional post for every stage of taijutsu above stage one possessed by the target. Serious wounds are defined as any sort of wound that is not fatal but would seriously impede a character’s fighting capability. (A broken arm, a severed limb).

          Mortal Wounds:*Mortal wounds immediately cancel any genjutsu affecting a character. They do not affect any genjutsu that may be performed upon the person after the fact. Mortal wounds are defined as any self-inflicted wound that will cause the character to die by the end of the thread.

          Duration Summary

          1) Subtract the target's training level from the user's training level and keep this number even if it's negative.
          2) Add the total modifier from step one to the base duration of the genjutsu in question.
          3) Total duration is for a number of rounds of posting that cannot exceed max duration nor fall below minimum duration.
          4) After the fact, duration can be lowered through Genjutsu Kai or self-inflicted pain, but the methods do not stack. Only the largest change in duration sticks.

          Multiple Genjutsu - Genjutsu Stacking

          Finally, there is the issue of genjutsu stacking. Obviously, a genjutsu specialist could easily overwhelm an opponent by hitting them with genjutsu after genjutsu, but this requires a certain level of mastery and finesse to accomplish. By comparing genjutsu training with a target, you can also determine exactly how many genjutsu a single user can have affecting the target. If the training is equal, then the user can have two active genjutsu against the target. If the user has more training, they can have three active at once.
          Last edited by Jami; 03-21-2019, 08:59 PM.


          • #6
            Jutsu Usages Per Thread

            Ninjutsu, genjutsu, and most shinobi activities, draw on chakra, a limited resource for characters within a thread. After all, one can only fight so long before collapsing from exhaustion. And, in a fight, there's no realistic excuse to constantly use upper echelon techniques without a hint of fatigue. The following charts refer to how many times a character can use a stage of chakra arts within a thread. These numbers refer to all jutsu of a given stage, not to a single list a character might have.

            Jutsu Usages Per Thread

            Stage 1
            11 Uses

            Stage 2
            10 Uses

            Stage 3
            9 Uses

            Stage 4
            7 Uses

            Stage 5
            5 Uses

            Stage 6
            3 Uses

            Stage 7
            1 Use
            Last edited by merdle; 10-14-2015, 04:41 AM.