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Creating Custom Jutsu and Seals

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  • Creating Custom Jutsu and Seals

  • #2
    Swap Jutsu

    The primary method of creating custom techniques is through the swap jutsu. Effectively, a swap jutsu is a unique ability or technique that a character chooses to learn in place of a previously existing one. In this way, rather than having Naruto register a complete ninjutsu list (seven stages with at least three individual jutsu a stage), he instead registers a few particular techniques for personal use.

    The benefit of swap jutsu are primarily two-fold. First, a player might not want their unique, secret, or otherwise flavorful technique to be usable by anyone else without consent, as would be the case in a universal list. Second, if a player only has good ideas for five jutsu, then trying to stretch the concept into a 21+ jutsu list is probably going to end poorly. Thus, the swap jutsu. While the lay out and use of swap jutsu is fairly straight forward, there are several rules that should be kept in mind in regard to swap jutsu. Be aware of the following stipulations:

    1. Swap jutsu are ninjutsu or genjutsu and may only be placed in the right kind of a list. A custom ninjutsu may not go into a genjutsu list, for example.
    2. Within a list, there may only be two swap jutsu per stage for a total of 14 swap jutsu per list.
    3. Swap jutsu should match the theme of the base list. Thus, a character with custom shuriken jutsu should not try to swap such techniques into the katon list, because projectiles and fire are two separate themes.
    3a. However, the Global Ninjutsu and Global Genjutsu can take swaps of any theme, though they still abide by the first two rules.

    The standard layout for a swap jutsu goes like this:

    Jutsu Name: The name of the technique
    Stage: The stage it goes into, to be determined in registry by staff
    Replacing: The actual technique it's overwriting. Leave blank until adding jutsu to character
    Trigger: If the technique is a genjutsu
    Description: What the swap jutsu does
    Duration: If the technique is a genjutsu. A swap genjutsu adopts the duration of the stage it fits into, which should be listed in any given genjutsu list. Altered durations can be worked out on case by case basis
    So, let's say that our character has developed his own secret genjutsu, and it looks a little something like this:

    Dancing Cacti no Jutsu
    Stage 1
    Replacing: Bunshin no Jutsu
    Trigger: The user and target make eyecontact.
    Description: A simple genjutsu that makes the victim believe dozens of tall cacti are dancing around the battlefield, distracting him and interfering with his movements for fear of running into a cactus.
    There, the jutsu is complete. Once it's through registry and in information, it simply needs to be added to a character's sheet either at creation or post-creation via thread points and the technique is taken. In order to obtain the jutsu, though, there is the little matter of the 'Replacing' line in the description. Effectively, a swap jutsu overwrites another jutsu within a list. In the above example, Dancing Cacti sits on top of Bunshin no Jutsu. It uses the latter technique's requirements and thereafter, the character cannot learn Bunshin no Jutsu because the jutsu has been replaced. Many lists have open slots which provide places for swap jutsu to go without replacing an actual technique.
    Last edited by Jami; 05-29-2010, 05:06 PM.


    • #3
      Swap Special Techniques

      If swap jutsu are for ninjutsu and genjutsu, then what about taijutsu? The answer lies with swapping special techniques, and the process is largely the same. A custom special technique still goes through the registry and still needs a stage assigned by staff. Swap specials are also limited to two per stage per list, but another condition applies. Like swap jutsu, swap specials can also be placed over existing techniques or into open slots - by default, all taijutsu begin with three open slots per stage, but these may be filled by pre-registered special techniques. When registering a swap special, treat the process as identical to the swap jutsu, but mention which taijutsu the swap is for.

      Taijutsu Types

      Swap special techniques have different natures dependent upon the nature of the taijutsu they're being assigned into. When creating a special technique, keep in mind the sliding-scale nature of taijutsu types:

      Pure/Weapon --- Hybrid --- Chakra

      On the left, are the physicality-based taijutsu types, the Pure and Weapon styles. Special techniques for these types of taijutsu should focus on raw physical prowess; maneuvers that rely on body strength and finesse fit well here. If chakra is used at all, it should be kept minimal. A series of precise sword strokes or hunkering down to shrug off an attack are physical special techniques.

      Between physicality and chakra are the Hybrid styles. Special techniques for Hybrids blend hand to hand combat training and chakra usage roughly equally. A chakra-assisted, but not dominant, assault would fit here. A kick so strong that the air swirls and slices around it is a hybrid special.

      The far right side is the chakra end, home of the Chakra Taijutsu. Special techniques for Chakra styles are a few handseals away from being ninjutsu or genjutsu, depending on the style in question. Here, the taijutsu aspect is not the focus but primarily a means of delivery for a chakra-based attack. Tsunade and Sakura's chakra punches are chakra-based special techniques.

      Celestial Gate Techniques

      The Celestial Gates, being its own brand of unique taijutsu/ninjutsu list, also abides by different rules for special techniques. When a new level of gates is purchased, a character automatically receives a free space for a gate technique, a maneuver that may only be performed while his Celestial Gates are open to at least that point. Gate techniques are not, however, considered 'special techniques' because they do not require thread or jutsu points for purchase. Rather, they are swap normal techniques. Simply by buying a gate level, a character is entitled to have one such maneuver, which can be registered and added at a later time without penalty.
      Last edited by Jami; 04-07-2014, 12:43 AM.


      • #4
        Swap Jutsu Limitations

        Swap jutsu are, by nature, quite open and welcome to ideas. However, because of this very openness, there is always the possibility that a particular jutsu is going to be considered unbalanced. Obviously, registering a mechanical justification for godmoding (“This jutsu makes me immune to damage and fire streams from my eyes”) isn't going to be met well. That said, Engi has run for several years and rules of them and what can and cannot happen with personal jutsu have sprung up. The following list is subject to change, but should always be kept in mind.


        1. Stat scaling is not allowed in swaps: if a technique creates X fireballs for every Y of a stat, that is stat scaling.
        2. Stage scaling is allowed in swaps: jutsu that increase in magnitude or effect based on the stage being used have stage scaling. Note that the highest stage scaling can get to is Stage Five effects.
        3. Personal bunshin, ie any physical clone like the sand or rock bunshins, are not allowed.
        4. Defensive jutsu will be automatically rated at least one stage higher than what they can block. So, if Sai creates an Ink Wall jutsu that stops stage four ninjutsu, it will be at least a stage five swap.
        5. Utility jutsu that raise physical stats are allowed, but they must be coupled with a drawback. If Strength level increases for some posts, it should drop for some posts after, too.


        6. No mind control. Any genjutsu that attempts to force a target to take or not take specific actions will not be allowed. A genjutsu may imply that a course of action is bad, but it cannot pigeonhole someone into roleplaying a particular way.
        6. Genjutsu that completely remove a sense will be under a great deal of scrutiny and are unlikely to pass. Rendering someone utterly blind or deaf provides enough combat advantage so as to be unbalanced.
        8. Otherwise removing a target from combat with a single genjutsu will also be on watch. Techniques which overwhelm someone with sensory input (usually light, sound, or pain) and thus cripple them will be met unfavorably.


        9. Make sure the technique belongs to the list it's registered for. In particular, be sure that a swap special wouldn't be better served as a swap ninjutsu. Too much chakra involvement can tip it over the line.
        10. 'Combo techs' (such as Lion Combo as performed by Sasuke) are allowed, but multi-hit techniques will require opponent permission to continue in full.

        All Systems

        11. In general, avoid registering pre-existing techniques. Creating a swap that's suspiciously like Ryuuka no Jutsu to put it in Global Ninjutsu and avoid taking the rest of the katon list will not sit well with anyone in registry.
        12. Staff reserves a right to keep anyone from registering a 'personal tree'. If a character is taking primarily or largely swap jutsu and little else, there is likely going to be an issue. Please keep the number of swaps per character reasonable.
        13. When registered, a swap jutsu is created for a single character. However, with the creator's permission, a swap jutsu may be taught in-character to someone else and thereby made available to the student to purchase and use.
        Last edited by Jami; 04-07-2014, 12:46 AM.


        • #5
          Full Lists


          Ninjutsu and genjutsu lists follow a specific pattern to their stat requirements for each jutsu. These numbers can be used to reverse engineer the requirements of older lists that haven't used all their slots or have unmarked open slots.

          Every list has its stat requirements weighted on priorities listed A through F. For a ninjutsu list, A, B, and C are the three chakra stats in any order with the other three stats being the mental block. A genjutsu list is just the opposite; mental A, B, C and chakra the rest. Thus, a ninjutsu list might have priorities like this:

          A: Control
          B: Power
          C: Reserves
          D: Tactics
          E: Intelligence
          F: Willpower

          Using this list, the stats would be substituted in to the requirement chart to determine the stats for each individual jutsu. For example the first jutsu in stage one would have the requirements of 2 Control and 2 Intelligence (based on the stats I chose above) and the next would be 3 Power and 2 Tactics. Keep in mind that while stages are stacked in magnitude, many lists also increase in power within a stage. Thus, the first jutsu in a stage might be slightly weaker than the last.

          Academy Jutsu: Stage 1
          First Jutsu: A=2, E=2
          Second Jutsu: B=3, D=2
          Third Jutsu: A=3, F=2
          Fourth Jutsu: D=3, C=3
          Open Slot: A=4, B=4
          Open Slot: D=4, E=4

          Genin Jutsu: Stage 2
          First Jutsu: A=5, B=4, C=4
          Second Jutsu: D=5, E=4, F=4
          Third Jutsu: A=6, B=6, D=4
          Fourth Jutsu: D=6, E=5, B=5
          Open Slot: A=7, B= 7, D=6
          Open Slot: D=7, E=7, B=6

          Advanced Genin Jutsu: Stage 3
          First Jutsu: A=8, B=8, C=6
          Second Jutsu: D=8, E=6, F=8
          Third Jutsu: A=9, B=9, D=7
          Fourth Jutsu: D=9, E=9, B=7
          Open Slot: A=10, B=10, F=8
          Open Slot: D=10, E=10, C=8

          Chuunin Jutsu: Stage 4
          First Jutsu: A=12, B=11, C=10, D=12
          Second Jutsu: D=12, E=11, F=10, A=12
          Third Jutsu: A=14, B=13, C=11, E=10
          Fourth Jutsu: D=14, E=13, F=11, B=10
          Open Slot: A=15, B=15, C=13, D=14
          Open Slot: D=15, E=15, F=13, A=14

          Advanced Chuunin Jutsu: Stage 5
          First Jutsu: A=17, B=16, C=16, D=15
          Second Jutsu: D=17, E=16, F=16, A=15
          Third Jutsu: A=18, B=17, C=17, E=14
          Fourth Jutsu: D=18, E=17, F=17, B=14
          Open Slot: A=19, B=19, C=18, D=16
          Open Slot: D=19, E=19, F=18, A=16

          Jounin Jutsu: Stage 6
          First Jutsu: A=21, B=20, C=19, D=17, E=15
          Second Jutsu: D=21, E=20, F=19, A=17, B=15
          Third Jutsu: A=23, B=23, C=22, E=16, F=15
          Fourth Jutsu: D=23, E=23, F=22, B=16, C=15
          Open Slot: A=26, B=25, C=24, D=19, E=17
          Open Slot: D=26, E=25, F=24, A=19, B=17

          Advanced Jounin: Stage 7
          First Jutsu: A=30, B=27, C=26, D=22, E=20
          Second Jutsu: D=30, E=27, F=26, A=22, B=20
          Third Jutsu: A=32, B=30, C=28, D= 24, E=22
          Fourth Jutsu: D=32, E=30, F=28, A=24, B=22
          Open Slot: A=35, B=33, C=31, D=26, F=18
          Open Slot: D=35, E=33, F=31, A=26, C=18

          Taijutsu also follows a pattern to its requirements, but the exact numbers for each stat are more variable. In addition, a taijutsu only has five stat priorities given by the letters A through E. The vast majority of taijutsu use the three physical stats for A, B, and C with either two mental or two chakra stats for D and E. Any taijutsu not using physical as A, B, C is subject to additional rules as given in the Taijutsu Handbook. Using the chart below, consider a taijutsu with the following priorities:

          A. Stamina
          B. Strength
          C. Speed
          D. Intelligence
          E. Tactics

          With that, as long as the list stats add up to a given value, the taijutsu is fine (but requirements in a single stat should never decrease as stages increase). At stage five, the example could have Stamina 21, Strength 19, Speed 16, and Intelligence 16 as its requirements.

          Additionally, the chart lists the stat requirements of special techniques in a Hybrid Taijutsu, the nature of which is also discussed in the Taijutsu Handbook. Non-Hybrid Taijutsu should ignore all requirements in parantheses.

          Stage 1*
          A, B: 8 points distributed between these two stats*
          (Specials: D=2, E-2)

          Stage 2*
          A, B: 14 points distributed between these two stats*
          D: 6 points*
          (Specials: D=4, E=4)

          Stage 3*
          A, B: 20 points distributed between these two stats*
          D: 8 points*
          (Specials: D=7, E=7, F=6)

          Stage 4*
          A, B, C: 43 points distributed between these three stats*
          D: 14 points*
          (Specials: D=10, E=10, F=8)

          Stage 5*
          A, B, C: 56 points distributed between these three stats*
          D: 16 points*
          (Specials: D=15, E=15, F=13)

          Stage 6*
          A, B, C: 75 points distributed between these three stats*
          D, E: 36 points distributed between these two stats*
          (Specials: D=19, E=19, F=18)

          Stage 7*
          A, B, C: 99 points distributed between these three stats*
          D, E: 44 points distributed between these two stats
          (Specials: D=26, E=25, F=24)
          Last edited by Jami; 06-17-2017, 11:53 PM.


          • #6
            Cursed Seals

            Cursed seals exist on Engi, but they are considered rare, dangerous, and generally not suited for inexperienced players. The main thing about cursed seals that should be kept in mind is the cursed part of the name. Though seals largely bend the normal rules of jutsu, they are never an excuse to have unfathomably amounts of power. Seals confer bonuses and benefits to their bearers, but these merits are always, always outweighed by significant flaws and drawbacks. Any seal which is openly a net gain for the bearer will not be allowed through, and even well-balanced seals are not guaranteed to be allowed due to the often major ramifications of a seal character's history on the village itself.

            Seals are subject to the following rules:

            1. Seals require at least a Head Moderator's approval and the approval of the Village GM for wherever the character is being registered.
            2. An individual character may only have one seal.
            3. A seal counts as a jutsu list and takes up a spot accordingly, whether or not the seal costs any jutsu points.
            4. A seal may have up to seven stages and may include specific abilities/jutsu on these stages, but neither is required.
            5. Seal stage requirements should match corresponding requirements of a normal ninjutsu/genjutsu list.
            6. Seals created for a village by a GM are under that GM's control and should not be spread without permission.

            When registering a seal, use this general template:

            Seal Name: The name of the seal
            Seal Description: What the seal looks like and how it came to be. Include what the seal does if appropriate.
            Seal Bonus: The specific abilities and boons conferred by the seal. This is where any stages and individual jutsu-like abilities should be included and tiered appropriately. In general, seals have ninjutsu-type abilities in an extraordinary, often transforming way.
            Seal Weakness: The trade off for having/using the seal. Seals with mechanical bonuses (clear jutsu effects) should usually have mechanical weaknesses (penalties with nin/gen/taijutsu, lowered usages, reduced lists, etc). Fluffy, ie ruleless, weaknesses may also exist and total weaknesses should outweigh total bonuses.
            Last edited by Jami; 06-22-2012, 08:06 PM.