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Specialty System Empty Specialty System

Fri Jul 31, 2020 12:31 pm

Specialties are what your character excels at over others; such cases include someone being more talented in Ninjutsu than their friend who is more talented in Taijutsu. Every character, upon getting D-rank, is given their first specialty; others are obtained throughout the ranks.

• Characters can only have, at maximum, three specialties. This doesn't include your clan specialty.

• The first specialty is free, the second one costs 2,000 words, and the third 4,000.

• You get your first spec at D-rank, the second at C-rank, and the third at B-rank.

• Specialties due to being knowledgeable and how good someone is in a specific field can be changed out at any time; it costs 2,000 words to change your specialty into something else, with an additional 1,000 words being added for each time to switch in the future.

• Your first and starting spec is known as your main spec; you can have another spec take over as your main by doing 3,000 words of training each time.

• You may learn a spec from a player if they know it themselves; if learning from a player, you only have to do half the words required.

• Characters may not learn any techniques above C-rank in a field they do not specialize in if they are from a clan. Clanless Characters may not learn any techniques above B-rank in a field that they do not specialize in.

• Characters born into a clan gain access to a 'clan specialty.' This specialty will allow the clan member to learn up to A-rank jutsu in this specialty if they do not specialize. If they choose to specialize in this specialty, they will gain access to 1 Slotless S-rank technique at B-rank, but this technique must be of the specialty in question. These Clan Specialities will be listed in the app of the clan itself and are not to be chosen by the player. 

• Combining specialties on the forum for creations is allowed; however, keep in mind if it’s deemed your creation is too overloaded, you will be asked to take a spec out to get rid of its overbearing complexity. The stat these techniques scale off is based on the first specialty listed as the main component.

The following are the specialties currently allowed and special rules for the fields, with the stat accompanying the name being the stat used to scale and power-up techniques of this domain(it should be understood trying to copy the abilities of other specialties or enter their domain won’t be allowed unless your character has access to the specialty in question). Stats marked as primary are the ones you need the minimum value of to perform jutsu of said rank, while the secondary stat needs half of that value. The primary stat is used for scaling/powering up jutsu.

1-9 = E-Rank only
10-19 = D-rank and lower
20-29 = C-rank and lower
30-39 = B-rank and lower
40-49 = A-rank and lower
50+ = All Ranks

Ninjutsu - Vigor Primary, Chakra Secondary:

Ninjutsu is a generalized term to describe the general cultivation and utilization of common jutsu arts we see in the Narutoverse. Creation of fireballs to vast seas of water, or even construction of animated entities before one's very eyes easily fall under the term Ninjutsu.

Many specialties featured on NRPG are tied to Ninjutsu to derive similar aspects, which will differentiate and construct the limitations and restrictions on Ninjutsu. This means that Ninjutsu in no sense should be seen as a means to replace another specialty or copy what they can do despite their similar qualities. Any unique properties of other specs in hand can’t deviate from their specialized forms whatsoever.

To describe Ninjutsu is to acknowledge two specific aspects of a Ninjutsu technique: shape transformation and nature transformation. Shape transformation revolves around constructing chakra into a specific shape of the user’s intent or using the spiritual aspect of chakra to augment and redesign pre-existing physical sources that were once devoid of chakra. Nature transformation entails the molding and defining of the nature of one's chakra to take up altered properties that typically fall along with elements however aren’t certainly limited to.

Generally speaking, Ninjutsu has the loosest and wide access to shape manipulation, while derivations are much more concentrated and potent in their specialized abilities.

Though Ninjutsu may have access to a more general sense of creativity, they lack access to special variants of how chakra can be utilized and described as a jack of all trades master of none.

Genjutsu - Chakra Primary, Vigor Secondary:

Genjutsu is the illusion arts and works of the user’s chakra stat like Ninjutsu.

Genjutsu is used to gain control over one's senses. The higher the ranks, the more control, and the more effects you can do. All Genjutsu has a set power and affects everyone.

Breaking Genjutsu is fairly simple. It can be done in a few different ways, but the two most common are the Genjutsu Release. More information can be found on the application itself, but it includes the second method: teamwork. By having a third party make physical contact with you and using the Genjutsu Release technique, their chakra stat is "added" to yours in terms of breaking the Genjutsu. If the combined chakra reaches equal to or higher the power of the Genjutsu, it is broken.

Other breaking Genjutsu exist, such as the fully mastered Jinchuriki and Kekkei Genkai such as the Sharingan. The aforementioned is simply the most common.

The nature of Genjutsu is to re-shape reality in some form or another in the mind of a target. This can be anything ranging from having the target think a red rose is blue to complete sensory paralysis. With the arts of Genjutsu, you’re only truly limited by your own creativity. Of course, there are some rules that all Genjutsu and Genjutsu users must follow. These are:

- All Genjutsu drain AP from their target every post, equal to half the base AP cost of the technique.

- If a Genjutsu causes any paralysis to a target, the user of the genjutsu is also rendered immobile.  In the sense of immobility, it's taken literally to mean complete incapability to move one's body.

- Maintaining a Genjutsu that causes a form of paralysis to a target takes quite a bit more focus than other Genjutsu. Due to this, while maintaining a paralysis effect Genjutsu, the user cannot cast any new jutsu. Only previously activated sustainable jutsu such as enhancers, shadow clones, and the like will be allowed to stay active, but no new jutsu may be cast.

-Sleep effects on Genjutsu cannot affect a target immediately, and instead, the target must be under the genjutsu for at least 3 posts before it can put them to sleep.

All Genjutsu used in RP is subject to staff review upon request to ensure they are not abused through such acts of instadeath and other such actions. Genjutsu still has to follow the handseal rules of our forum, though some techniques may be exempt from said requirements based on their severity and complexity in full. Small changes in scenery and physically/psychologically harmless examples of Genjutsu won't require handseals. At the same time, those that play a more active role in combat and can resort to different spectrums of trauma will need handseals unless special cases.

Taijutsu - Strength Primary, Speed Secondary | Speed Primary, Strength Secondary:

Taijutsu is participating in hand-to-hand combat utilizing your own physical body. Due to not requiring chakra, Taijutsu has the technique ranks be determined by Strength and Speed instead of the Chakra and Vigor stats, meaning to access, say S rank techniques, the Strength needs to be a minimum of 50 and Speed 25. *The only exception to this is via Fighting Styles (Explained below), which in Speed-based Fighting Styles will invert the numbers (50 speed, 25 strength). *

Taijutsu Techniques have the same power and scaling of techniques of all other specs (save Bukijutsu) and scale from the user's Strength and Speed stats. The only difference between Taijutsu and most other specs is that the power of Taijutsu scales from the user's strength, while the technique's speed is equal to the user's speed (regardless of the rank of the method in question). Ranged Taijutsu works differently and receives a base speed stat similar to the base numbers, which then scales from the strength of the user (Or the stat that determines the power of the technique used)

Jutsu power/speed tiers:

1-9 = E-Rank only
10-19 = D-Rank
20-29 = C-Rank
30-49 = B-Rank
50-69 = A-Rank
70+ = S-Rank

All standard (Non-ranged) Taijutsu techniques (Excluding anything found in the Special Techniques Guidelines, like enhancers) have an inherent Taijutsu Barrier (TB) equal to the power of the technique used, after stat scaling (not counting the power granted by amplifiers). The Taijutsu Barrier determines what a Taijutsu technique can and cannot clash with, allowing the user of a Taijutsu technique to conflict with anything equal or lesser than the Barrier's power. If the Taijutsu technique wins the clash, then the opposing technique is canceled harmlessly. If the techniques are equal in power, then the opposite technique is canceled, but any additional effects will still affect the user (debuffs, stat checks, etc.). 

A taijutsu barrier will have to be broken first before DR points from the user's pool (if any) can be applied and reduce the power/impact force of the attack that broke the barrier.

Fighting Styles: Taijutsu and Bukijutsu specs give their users access to Fighting Styles, which can be used to change how the specs work for them. These Fighting Styles will take the form of skills and allow their users to focus solely on one type of fighting, Strength-Based or Speed Based. Fighting styles change the speed and strength calculations of Taijutsu AND Bukijutsu techniques to scale from either strength or speed alone. Fighting styles can typically only be learned by those who have Taijutsu OR Bukijutsu as their primary specialty, but exceptions are made for specific Canon Clans. 

The only two clans who meet these criteria are the Hyuuga and Kaguya clans, who are both noted for their unique Taijutsu and Bukijutsu styles. Other clans have access to fighting styles but will require the user to possess Taijutsu as their main spec to learn, such as the Senju and Uchiha clans, and these skills will need to be trained and will cost a skill slot. 

However, clanless shinobi are not locked out of Fighting Styles, they simply must have Taijutsu or Bukijutsu as their primary specialty, and much like most clans the style itself must both be learned and take a skill slot. Fighting Styles will typically require techniques to be made for that style to be used effectively and must be used in conjunction with a technique actually to deal damage (For example, someone with a speed-based Taijutsu style cannot deal 75 damage per base strike simply by having 150 speed)

Bukijutsu - Speed Primary, Strength Secondary | Strength Primary, Speed Secondary:

Otherwise known as Weaponry, Bukijutsu encompasses the usage and extensive knowledge of various forms of weapons and armor, along with more miscellaneous tools such as smokescreens or explosive tags that on this forum would be apped as an item. Bukijutsu, due to not requiring chakra, has the technique ranks be determined by Speed and Strength instead of the Chakra and Vigor stats for bladed weapons, meaning to access, say S rank techniques, the speed needs to be a minimum of 50 and strength 25. These values are inverted for blunt weapons. Which will scale off of a Strength primary stat, and a Speed secondary stat, with a minimum of 50 strength and 25 speed for S rank techniques.

All Shinobi incorporate some usage of Bukijutsu into their daily outings through the more common choices of kunai and shuriken. However, Bukijutsu governs so much more, be it through swords, whips, spears. The options for melee weapons are limitless. That isn’t to say, only those who specialize in Bukijutsu may wield such a variety of weaponry; however, those who do find their blades able to cut much deeper and armor to be bulkier upon their construction.

Those who specialize in Bukijutsu can create and use weapons, armors, and items with the sole ability to app with a trait. Weapons, Armors, and Items are all capped at 100 health regardless of whether the user has the weaponry spec. Handling a weapon that wasn’t created by one with extensive knowledge won’t increase its stats if a person specializing in Bukijutsu suddenly wields it. Weaponry users also possess the ability to wear armor over 50 health without any special penalties. Players who lack the Weaponry specialty and attempt to use an armor of 51 health or higher will find that their jutsu AP cost is doubled, and AP discounts are unable to be worn while the armor is donned, representing the armor’s unwieldy and distracting nature, inhibiting the ability to focus on and properly manipulate chakra. Note: This debuff will only take effect if the armor worn is permanently at a health of 51 or higher, Infusion style techniques can be used to temporarily increase the health above these levels without incurring a penalty.

Armor can be viewed as an effective substitute to protect oneself without paying AP. Therefore it should be noted while wearing armor, DR can’t be used simultaneously to coat and protect said character’s body. Barriers that coat and protect the character’s body can be used in combination with armor; however, once broken or ending, there’s a four-post cooldown universally before another barrier can be used, clearly only one barrier at a time. Attempts to do otherwise will be voided. There are two types of armor on the forum, one called ‘Physical Armor’ and the other ‘Chakra Armor.’ Check Stat/Jutsu Rules under armors to see in better depth what they can do. Additionally, common sense must be used when wearing armor. You cannot have 5 layers of armor layered on top of one another, and multiple worn armors will be monitored carefully by staff.

On NRPG, the Bukijutsu spec is supported by the Crafting System, which allows people to customize their creations to be different and have a greater edge than an initial app. Bukijutsu specifically gives their users the Blacksmithing skill so long as it is their main specialty, and the skill is slotless. The only type of weapon that can be wielded without the worry of spec investment and used to their highest potential is Legendary Weapons, Weapons of past eras known for their potency and powers. These weapons only spawn via staff-run events. They start with higher stat points depending on the weapon and limited traits. More on Legendary Weapons can be found here.

This forum allows ranged weapons to the extent of bows. Things such as pistols or rifles are completely banned and  will not be allowed.

Three types of weapons can be used with this specialty: Ranged Weapons, Sharp Weapons, and Blunt Weapons. Sharp Weapons and Ranged Weapons techniques function based off of a Speed Primary, Strength Secondary system, whereas Blunt Weapon techniques function based off of a Strength Primary and Speed Secondary system. Close Ranged Weaponry Techniques scale based off of the weapon you’re using primary stat, and possess a base speed equal to the user’s Speed Stat. Ranged Weaponry Techniques scale as normal techniques do, scaling in both Power, Health (If applicable), and Speed from the weapon’s primary stat. Weaponry Amplifiers exist in the form of Weaponry Infusions, things such as Chidori Katana or Flying Swallow.

All melee and ranged weapons can be used to attack without using a technique or expending AP, and will possess an Impact Force equal to your speed divided by 2 (Speed / 2). This Impact Force value functions as the weapon’s effective damage upon contact with an enemy, object, or technique (techniques can only be clashed with if the Weapon possesses a specific effect that allows it to clash with enemy techniques). This impact force does not come into play when utilizing a technique, as you would simply use the technique’s power instead. All weapon attacks travel at user’s speed, with the exception of ranged or thrown weapons, which travel at (Speed / 2) + 40. Weapon damage, as with all damage, should have a modicum of applied common sense applied to it. Limb Removal will only be possible through an Impact Force of 50 or higher anything below this level will result in cuts but not debilitating injuries.

Fighting Styles: Taijutsu and Bukijutsu specs give their users access to Fighting Styles, which can be used to change how the specs work for them. These Fighting Styles will take the form of skills and allow their users to focus solely on one type of fighting, Strength-Based or Speed Based. Fighting styles change the speed and strength calculations of Taijutsu AND Bukijutsu techniques to scale from either strength or speed alone. Fighting styles can typically only be learned by those who have Taijutsu OR Bukijutsu as their primary specialty, but exceptions are made for specific Canon Clans. 

The only two clans who meet these criteria are the Hyuuga and Kaguya clans, who are both noted for their unique Taijutsu and Bukijutsu styles. Other clans have access to fighting styles but will require the user to possess Taijutsu as their main spec to learn, such as the Senju and Uchiha clans, and these skills will need to be trained and will cost a skill slot. 

However, clanless shinobi are not locked out of Fighting Styles, they simply must have Taijutsu or Bukijutsu as their primary specialty, and much like most clans the style itself must both be learned and take a skill slot. Fighting Styles will typically require techniques to be made for that style to be used effectively and must be used in conjunction with a technique actually to deal damage (For example, someone with a speed-based Taijutsu style cannot deal 75 damage per base strike simply by having 150 speed)

Kugutsu - Chakra Primary, Speed Secondary:

Otherwise known as Puppetry, Kugutsu is the study, creation, and deployment of Shinobi Puppets in the line of battle. Chakra is required for puppetry in the same way for Ninjutsu, with the greater levels of chakra allowing you to do more complex things with your threads and thus allowing you to control more complex puppets. They should only be accessed via chakra threads unless stated otherwise in an application, aside from Human Puppetry. Puppets can amass quite a wealth of power due to the various mechanisms built into their arsenal during the apping process. To add any new mechanisms or tools into the puppet, you’ll have to contact a staff member to unlock the application and edit it as such. That means any attempts to install new trinkets into your puppet in character won’t be recognized or allowed as that could be interpreted as a method to circumvent the mechanism rules and limitations.

Mechanisms are what create originality amongst puppets aside from their appearance. They can be of a wide variety. However, they should be seen as different assets that make the puppet comparable to a jutsu of the same rank. This doesn’t mean each mechanism should be able to accomplish the same amount of things. One single technique of the same rank can - mechanisms offer versatility.

Puppets are seen as the main arsenal of puppeteers and comparable to a standard Shinobi’s jutsu. Therefore puppets do take jutsu slots equal to the puppet’s own rank. However, two puppets of each rank for a Kugutsu user don’t take any slots. Those who don’t specialize in Kugutsu can’t access puppets in any way.

All puppets are given a rank upon registry and are trained/built with the same words one would train a jutsu of the same rank. Any word count can be put into obtaining Puppets just as the same for claiming any jutsu.

Puppetry users get Chakra Threads free and slotless.

Fuuinjutsu - Vigor Primary, Chakra Secondary:

Fuuinjutsu is a unique specialty whose main purpose is to seal objects, chakra, living beings, and various other things - which roughly fall under these spectrums - in another object. Though Fuuinjutsu could be considered a derivation of Ninjutsu, it in no way allows Fuuinjutsu solely to create chakra constructs or inherently cause devastation similar to Ninjutsu without assistance. Fuuinjutsu is purely able to seal other objects into a specific seal, being a kanji-styled letter. Juinjutsu is a sub-spec to Fuuinjutsu that must be registered as its own jutsu, typically used to put someone under the user’s chakra via application along with possible benefits to the place. These Juinjutsu, of course, can be resisted, and if the host were ever to lose the jutsu, it wouldn’t cause the place to lose it. Those who had a juuinjutsu placed on them can’t teach others unless they own the host version. Only one juuinjutsu can be placed on a character at one time. If another is placed, the seal with the highest rank stays with the original having more dominance if the same rank, unless the place consents to the change.

A few guidelines when it comes to Fuuinjutsu:

- Only 5 actionable seals can be placed on a single individual at any given time. Upon activation, the seal disappears(Seals used for Jinchuriki and Juuinjutsu are exempt).

- Activeable seals placed on characters other than the user are at the base power of the seal’s rank with no scaling or bonuses whatsoever

Note: If the host trains over any fuuinjutsu, the place doesn’t lose the seal or access to the jutsu.

This is the only specialty that has access to sealing bijuu and creating Jinchuriki.

Iryojutsu - Chakra Primary, Vigor Secondary:

Otherwise known as Medical, this jutsu pertains to the healing arts of the Shinobi World and the biological anatomy of the body. It should be understood that, unlike other specialties, Iryojutsu doesn’t instantly gain knowledge of the anatomy of all living things or the importance of bloodlines and their transferring of transplants; this should all be obtained in character and can’t be engineered out of anything. This will be monitored for abuse, though characters that start with this specialty upon creation certainly can say they know transplants and anatomy as a whole.

As Iryojutsu was created to aid those injured and need healing, the reverse can be achieved with Iryojutsu. Be it that those who understand how to heal the body know how to destroy it, and creations in this specialty can follow that ideology fully so long as it pertains to the general theme of it being medically induced. This specialty works with cells and various other scientific studies such as chemistry and botany and can precisely target and manipulate specific points in their own body and others. They are the doctors and scientists of the shinobi world.

It would help if you had someone who has this specialty and a related jutsu that states it can carry out transplants to conduct them. Self-transplanting is fine. However, this specialty is a requirement.

Those with medical as their main specialty can create techniques that are handsealless thanks to their pristine chakra control and refinement. However, this will be monitored to a minimal degree and can only be achieved by combining iryojutsu with weaponry or taijutsu due to its complexity. Examples of this would be Chakra Enhanced Strength. This is the only specialty that has access to resurrection. It also is the only spec that can create DR techniques aside from the inherent DR from Taijutsu.

Space-Time - Chakra Primary, Vigor Secondary:

Space-Time is a recognized specialty on NRPG, bestowing access to a few limited yet powerful abilities exclusive to Space-Time. The term ‘Space-Time’ shouldn’t be taken literally as the ability to create, manipulate and control the very fabrics of space or time in the RP world, but rather the specific functions below.

- Teleportation
- Dimensions
- Phasing
- Summoning and access to Mythical Summons

Teleportation is simple and to be taken literally, being the ability to dematerialize one’s person and reappear in a completely different location, a seamless distance away. Teleportation is conducted by the person’s body beginning to dematerialize from a specific point on said body, typically an inch in size and expanding its influence until the body is completely gone at jutsu speed. The body will materialize in the specified location at jutsu speed. There are different forms of Teleportation on the forum, and they’re not limited to dimensions.

On this forum, you can create custom pocket dimensions or even invade others if well prepared. They’re quite straightforward however are very restricted in nature, allowing no form of dimension manipulation. Typically used for storage or RP purposes, dimension techniques grant the user the ability to teleport to and from the dimension in question. A sub-forum dedicated to this specific dimension is created and requested here to link to the approved dimension technique.

They also come with a powerful ability known as Phasing, the act of transporting parts of or even the full body to the dimension. The phasing process happens exactly how one dematerializes during teleportation; however, the body part “materializes” instantly rather than at jutsu speed. Otherwise known as Intangibility, the character appears visually normal and solid even to those with dojutsu prowess however occupies no physical matter in the real world while active, the body portions now occupying the space in the dimension.

The one phasing can still traverse the real-world environment as normal, and their optics are only linked to the real world. However, they can be seen as simply moving in place despite the animated inconsistencies in the dimension. While phased, the only connection to reality is visual. They can’t be sensed, heard, smelt, or anything interactive wise outside being seen, and the same goes for them - they can’t sense, hear, smell or interact with anything in the real world while phased outside of sight. Of course, this is only during full-body phasing. Deducing what all could be sensed during partial should be seen logically.

Some mingle with the Space-Time arts to hijack and anticipate other Space-Time practitioners who create invasion-based dimension techniques. The in-depth write-up of these types of techniques and Dimensions as a whole can be found here. Only an invader dimension user can tell someone began phasing by spatial sensing while in the proper range to conclude a link.

Finally, most of what is deduced as summoning in the Narutoverse is carried out extensively by Space-Time. All characters, of course, have access to summoning to a degree, be it through the traditional contract race and summoning them for combat assistance. However, there are multiple other higher-rank summonses. Space-Time users can access which aren’t limited behind a contract race, such as the infamous Rashomon gates. Those with the Space-Time specialty also gain access to an additional contract race slot specifically for mythical summon races, which are considered slightly more powerful than regular summons given their mythical representation. At maximum, one character can have 1 mythical summoning contract, and 1 regular summon race. Or 2 regular summon race contracts.

It goes without saying during the teleportation or phasing activity, a character isn’t immediately invincible and can still be attacked and potentially maimed or even killed. Attempts of creating Space-Time outside the boundaries written above will result in denial.

Sensory - Chakra Primary, Vigor Secondary:

Sensory references the various methods to control the aspect of detecting another’s presence or augmenting their own detection rate via special sources, typically being chakra. Therefore anything related to sensing via chakra or other metaphysical sources, or making one more difficult to be sensed, is categorized as Sensory. This shouldn’t be mistaken with phasing, a Space-Time exclusive ability that causes the user to invade a completely separate metaphysical reality reflective of the present and, therefore, evade detection, which is a much more direct and operative means with much more flexibility.

Its main utilization is through techniques that make a person aware of other foreign chakra signatures and pinpoint their location instantly over a wide range. However, that definitely isn’t the only way to use Sensory and shouldn’t be taken as such.

All Shinobi inherently have some capacity of Sensory prowess in the sole form of this, and it should be understood those who don’t invest in this spec won’t be able to create or gain access to anything greater than what’s inherently allowed in the referenced skill unless it’s of the same caliber unspecialized.

Sub Specs:

Sub specs are those that fall under multiple other categories. Due to this, they cannot be bound to just one or have a spec slot devoted to them due to their nature. Thus all spec fields will have access to them. Below you will find some general information regarding these specific jutsu types. 

-Barrier: A barrier is a technique that creates a physical or chakra-based defense around a character or characters for defense. However,h this does not mean that barriers cannot have adverse effects for those that come in contact with them. Barriers typically have health stats, although this is not always the case. Whether it uses health or power, an opposing technique/attack will require power superior to that of the barriers health/power to break it. Barriers cannot be stacked on top of each other, and there is a universal 2 post cooldown between barrier uses (meaning if barrier 1 breaks/drops, it will be 2 posts before barrier 2 can be used). The general rule of thumb regarding barriers is that the more effects and power one has, the more drawbacks it will come with. 

-Aura/Fields: These techniques are centered around the user and expand from their being, which produces an effect for any that come within its range, typically following the user wherever they move. A general rule for any jutsu on this forum is that the greater influential range a technique has with debilitating effects or even ones that can cause harm - which doesn’t affect the technique's user - the more difficult it is to control and focus on keeping intact.

For this reason, auras/fields will be heavily monitored regarding the effective range the technique can govern and what all it can encompass inherently. Techniques of this nature typically require hand seals depending on their severity with no room to master them, and dojutsu techniques can’t be to subside the hand seal requirements. The only specialty that can ignore these limitations is Sensory, depending on whether the technique lacks any debilitating effect and is solely meant to sense or suppress.
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