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Special Technique Guidelines Empty Special Technique Guidelines

Fri Jul 31, 2020 12:38 pm
The following are rules for the more unusual types of techniques out there. When making such techniques, you are not required to describe all of these; in fact, they apply by default. However, you may customize your ability beyond these rules, but your jutsu may be penalized for doing so.

The list is to be expanded and updated as needed.


Enhancers, otherwise known as boosters, are techniques such as Sage Mode and the Eight Inner Gates that enhance a character’s base attributes for a short period of time.

  • Enhancers may only be A-rank or S-rank in terms of rank, and the amount they can boost is based on this rank. A-rank Enhancers may give up to 60 stats to 2 fields, while S-rank Enhancers can give up to 100 to 2 fields. Typically S-ranks cannot bypass 70 stats to 2 fields without drawbacks or additional requirements (See Sage Mode). 

  • Due to their nature, enhancers have a short duration, acting as small bursts of greater strength in fights than anything else. A-rank Enhancers typically cannot bypass 2 posts in total duration (without drawbacks or additional requirements) but cannot exceed 3 posts in total. S-rank Enhancers Typically cannot bypass 3 posts in the entire duration (without flaws or other requirements).

For ease of creation, see the chart below for a simplified explanation of Enhancer durations and AP costs. 

40 Payment / 20 Upkeep for A-rank (50/50), 2 Post Duration
40 Payment / 40 Upkeep for A-rank (60/60), 2 Post Duration (Additional Requirements needed)
50 Payment / 25 Upkeep for S-rank (70/70), 3 Post Duration (Secondary Costs Needed)
50 Payment / 50 Upkeep for S-rank (80/80), 3 Post Duration (Additional Requirements needed)
50 Payment / 50 Upkeep for S-rank (80/80), 4 Post Duration (Secondary Costs Needed)

50 Payment / 50 Upkeep for S-rank (90/90), 4 Post Duration (Additional Requirements + Secondary Costs Needed)
50 Payment / 50 Upkeep for S-rank (100+/100+), 4 Post Duration (Bijuu/Suicide)

Living Clones:

Living Clones (short LC), also known as Perma Clones, are the type of clone technique that creates clones with substance, the ability to use jutsu, and the ability to stay out in the field permanently, without a range restriction, without sharing an AP pool with the user and essentially acting as a separate character, except that they are created and in some way bound (doesn't have to be direct) to the original. They are usually some method of making actual biological clones of the user or some advanced shadow clone variant. The default rules for Living Clones:

  • Ability to make LC has to be a standalone S-ranked jutsu specifically for that purpose.

  • Can have no more than two LC created at one time.

  • LC have their own stat page (This can be done using the creator's account, or a separate account for the LC can be created)

  • LC follow stat rules, take damage, and die like characters.

  • Once made, they start at D-rank, with 100 stats to distribute. They have the same stat cap as a regular PC. 

  • LC can inherit 1 spec and 1 element and 1 skill of the user; the rest have to be trained.

  • LC are able to learn one [1] Advanced Element (available at B-rank, this number cannot be increased in any way possible) and 3 total specs. They have the same element cap as a regular PC.

  • LC cannot create more LC.

  • LC and the original do not need to split training WC into equal portions when not alone. 

  • LC may hold a total of two bloodlines, these can be transplanted, or the LC may inherit the user’s natural bloodline. If they choose not to inherit the user's natural bloodline the LC will start as clanless (unable to pick Hiden clan). 

  • LC techs may grant two unique abilities. For example, the ability to know the health status of your living clones at all times. 

  • LC are able to learn anything the user knows at a 50% discount (assuming they meet the requirements). However, this cannot be stacked with any other discount whatsoever.

  • Due to their artificial nature, any attempt to harvest bloodlines from the living clones will fail.

  • If the user unlearns the S-rank technique that brought the clones into existence, the clones will disappear from the world. Additionally, if the user dies the LC continue to live on as their separate entity.

  • Mission rewards do not need to be split between the clones and the original if they on that mission together.

  • Living clones can't take the Hunter mission for the higher stakes route of Power ranks and have the original or another clone accompany them.

  • LC have their in-character rank and receive weekly income based on said rank.

Dimension Techniques:

Dimension techniques are pocket dimensions created and tailored by the user’s chakra signature, allowing them to access this private realm entirely separate from the shinobi world. They can only be accessed consensually by the integrated teleportation and phasing mechanics in the technique. The canon example of this is Kamui's pocket dimension, and keep in mind those who have Kamui create different pocket dimensions of their chakra signature, and they’re never the same one.

A character may only ever have access to one dimension in their lifetime, with no exceptions. If the character dies, the dimension is destroyed with everything inside. If they’re revived in any manner, the dimension comes back as described in the original technique, lacking anything stored in the dimension. Dimensions can become quite complicated, which is why the guidelines are listed below and enforced to be followed closely:

  • Any technique involving Dimensions must be S rank, and the owner must have their main spec Space-Time. The technique can only be a Space-Time specialty, with no exceptions.

  • Dimensions must be specified how they appear and look in the initial app. They can’t be manipulated or edited in any circumstance afterward for RP purposes or whatever. It’s preferred you keep an in-depth description of the dimension’s appearance in a spoiler if it’s quite lengthy or an image if desired. 

  • Teleporting from dimension follows teleportation rules.

  • If teleporting to your dimension in a thread, it only successfully happens once a full posting round takes place. 

  • Dimension techniques cannot be taught.

  • Dimension techniques require no hand seals.

  • Dimension techniques only support teleportation to and from said dimension. Therefore using the inbuilt teleport system, you’ll only return to where you originally were in the main world. It would be best if you created a separate teleportation jutsu to do otherwise.

  • Bringing others into your dimension requires consent or full post-round of contact before starting the teleportation. Either way, contact must be kept throughout the entire process.

  • The dimension can’t be capable of manipulation in any way, and there should be no unique properties of dimensions. They should be considered a ‘regular world’ constructed by the owner’s chakra for all intents and purposes.

  • Anything involving a dimension can never be buffed(aside from a booster) or debuffed.

  • Two types of Dimension techniques are allowed to have the built-in abilities listed below(you still need to describe said capabilities in your application, something like ‘This is a creation Dimension and follows standard dimension creation rules’ will suffice. Failure to do so means you don’t have these abilities), the only exception being Kamui. 

    Creation - Dimension techniques designed to create a pocket dimension of the owner’s own chakra reserves. These can have built-in teleportation and phasing to said Dimension. Phasing and teleportation used via a dimension must follow the jutsu power and jutsu speed of the dimension listed as such(with the scaling, of course). On top of this, they can possess exactly one additional ability showcasing your link to the Dimension in question that can’t copy your other dimension abilities; this can be an attack or supplementary effect however shouldn’t in any way encompass dimension manipulation or almighty-like effects regarding your space. 

    If a creator is killed, all the PCs, NPC’s, and other roleplayable organisms have 48 hours to post exiting the dimension in its sub-forum.

    Invasion - These Dimension techniques are designed to invade other pre-existing Dimensions and counterbalance the creators of Dimensions. Ambiguous in nature, the owner isn’t tied to a specific Dimension and therefore forgoes the ability to teleport or phase to one of their own leisure. In turn, the owner of this sort of technique can latch onto others for a limited time and exploit their dimensions like a parasite. 

    First, they must obtain a link to find said dimension, which will happen automatically if roleplaying in the same topic with the specific character to invade for at least 5 separate posts being within a range of 50 meters to them. The characters must be aware of the others' presence for this timer to begin and be monitored. You can immediately obtain a direct link if a host is phasing or teleporting to their dimension within 25 meters of the invader, thanks to their spatial output. 

    Once a link is found, the invader has access to the host’s dimension, and the host will be notified of his via chakra sense. While in the dimension simultaneously, invaders can roughly know the area of the host and vice-versa. Only an invader will sense when a creator is phasing or beginning to teleport to their dimension(not other forms of teleportation) and when they exit. The invader now has access to teleporting and phasing to this particular dimension, though it doesn’t have the ability to use any additional effects the dimension technique bestows.

    Keep in mind you must repeat this process every new topic and specify in an OOC comment when you’re starting the link with a particular character and focus on them, ‘focusing’ on multiple dimension hosts won’t suffice. You can only link to one character’s dimension per topic unless the previous one dies. Clones can be utilized to obtain links if they access the dimension. Though an invader can only link to one dimension, a dimension can have multiple invaders attached.

Teleportation Techniques:

Teleportation is pretty straightforward, although this includes both long-range and short-range teleportation.

  • Long-range teleportation may only take you where you have already been; otherwise require special conditions like seal marks or teleporting to a specific chakra signature.

  • Teleportation can only be S-Rank and can happen at jutsu speed. 

  • When long-range teleporting, one may not appear closer than 5 meters to anybody outside the ability. The Short-range is 3 meters.

  • When teleporting, one may not have any part of them (including their equipment) appear closer than 1 meter to anybody outside the ability.

  • Short-range teleportation is limited to a 20m range or requires special conditions such as seal marks and cannot move one thread into another.

  • Those who are in the midst of teleporting can’t use phasing techniques at all.

  • The process of teleporting is just like phasing in the sense of a point no more significant than an inch circle expanding and overtaking the body. During this time, the person can still be hurt. 


Though integrated into a dimension technique, phasing should be treated as its own technique in the sense of having its own separate duration, cooldown, activation, and upkeep cost. In nature, phasing is handsealless, and all look the same, no exceptions. Partial body Phasing is the activation and upkeep cost equal to the technique. Full body Phasing activation cost is 200 AP and upkeep of 100.

  • There are two types of phasing. Partial body and Full body, both sharing the same duration and cooldown.

  • If a phasing “technique” has access to body partial and full body, the max duration can only be 2 posts. Switching between the types deducts 1 post from the duration. If a phase “technique” only has one of the two types, the max duration can be 4. Regardless the cooldown is posts used x2.

  • Since Phasing is pseudo teleporting, they must return their body to the main world at the end of the duration. Teleportation or any travel can’t be activated or concluded while phasing.

  • Enhancers and dojutsu can be kept during any phasing regardless of what’s said below.

  • While phasing, techniques originating from the user are deactivated immediately and can’t interact with the main world. The only exception is partial phasing, in which it must create specifically from the said body part that’s still in the main world (aka auras or fields will even be deactivated. However, Uzumaki Chakra Chains that came out of a person’s arm, for example, can remain). This, again, will be monitored for abuse. 

  • Attempts to activate a new jutsu while phasing at any point will result in the entire phase prematurely ending immediately and entering full technique cooldown.

  • While Phasing, the character is statistically stunted, meaning they gather no passive ap or nature stacks or anything of that sort. 

  • When phasing, the phase starts at a point of origin and extends outward from there at the jutsu speed. This point of origin can be no bigger than an inch in size and must be stated at the beginning of the phase, otherwise assumed to start at the middle of the torso and expands(techniques that originate from the eyes such as Kamui will start from the eye).

  • The concept of partial body phasing will be monitored for abuse. Someone who tries to partially phase their entire body aside from an inch of the back of their head won’t fly. Not only will that sort of behavior be overruled, but the entire post will likely be voided due to such an unsportsmanlike play. A good rule of thumb that phasing over 3/4ths of one’s body is considered a full-body phase.

Curse Marks:

Curse Marks (short CM) or Cursed Seals are known as Juuinjutsu and are seals applied to a person to enhance or reduce their abilities. These marks are permanent unless removed. Canon example is Cursed Seal of Heaven that Orochimaru used to Sasuke. They follow these default rules:

  • CMs are registered as Fuuinjutsu techniques (or hybrid).

  • The techniques can be used to apply CMs.

  • Users cannot apply a CM on themselves.

  • The recipient may only have one CM on them at a time.

  • Should someone attempt to apply a second CM, one of higher rank remains? In case of a draw, the more recent remains.

  • The recipient does not need to learn the CM, nor does it take a jutsu/skill slot.

  • CMs that act as Enhancers follow Enhancer rules.

  • More effective CMs involve significant risk to the user or the host.

Resurrection Techniques:

Resurrection techniques, more or less how it sounds, deal with reviving the dead. They are usually the top tier of medical abilities and can only restore those who only recently lost their lives or carry the ultimate price for their use.

  • Resurrection techniques have to be S-ranked jutsu.

  • Resurrection techniques require the user to have medical as the first spec.

  • It is only possible to revive a player character if they had died on the same thread, otherwise, their remains are required, and the caster's own life is lost as the cost. 

  • If the user resurrects someone in the same topic they died both the user of the resurrection technique and the resurrected character will have their stats and trained AP halved

  • Resurrection techniques can ONLY use the life of the user, you are unable to use sacrifices to bypass this requirement and resurrect characters from other threads

  • If the user gives their own life to restore another's they cannot be resurrected themselves

  • Reviving one's own character is not allowed.

  • The resurrection technique restores any body part that belonged to the body and was not lost/taken after death. Otherwise, it restores default non-bloodline bearing body parts instead. In other words, if the body had a doujutsu and the eyes were taken, they would get regular eyes instead.

  • Shadow Clones can not use these techniques.

  • Resurrection Techniques cannot be used to bring back a character that died over 1 year ago OOC.

Shadow Clone Variants:

Shadow Clone Variants mean any jutsu derived from Shadow Clone or following the same principle. In nature, Shadow Clone Variants can't utilize any clone techniques themselves. These are techniques that create a physical copy of the user that can act independently and interact with the environment.

  • Clones get AP from being created, and that AP has to come from the user's AP pool. Should a clone gain AP from any other source, they cannot exceed the amount they started with.

  • User's max AP falls to half or 1/3rd or what is appropriate to the number of clones they use at the time. They may not regain above that until at least some of the clones are dispelled and their max AP goes up accordingly.

  • Clones have the same equipment as the user when created. Furthermore, any cooldowns of both jutsu and item abilities are shared between them.  Finally, shadow clones and variants cannot replicate special equipment such as legendary weapons, armors, and items.

  • If a clone takes a direct hit that would do lethal damage to them, it dispels.

  • Shadow clones and variants have a maximum duration of 4 posts.

  • Clones cannot benefit from Enhancers, as they are chakra manifestations that the user can channel their jutsu through them.


Debuffs equate to any technique that lowers the stats of another technique or character. The following rules do not apply to DR-based techniques, which, while similar in effect, are different in the overall application. For the sake of simplicity, this will be split into 2 sections, jutsu debuffs and character debuffs. Both Jutsu and Character Debuffs share a few key rules

  • Debuffs cannot have damaging effects [Ie: A Fireball or technique that does damage cannot debuff an opponent]

  • Debuffs possess power stats solely for clashing against techniques that would try to defend against them.

Jutsu Debuffs

  • Debuffs, while possessing a power stat, are only able to debuff other techniques by the lowest power for their ranks (E =1, D = 10, C = 20, B = 30, A = 50, S = 70). This number can be used to target a specific field (i.e., -70 power on an S-rank) or may be split among fields (-35/-35 to speed and power). The field targeted must be specified within the jutsu. 

  • Only one debuff may be applied to a single field of a technique at a time and said debuff will always be the debuff of the highest rank, or in the case of two debuffs of the same rank being used, the most recent one cast. This does mean that two debuffs of the same rank could be applied on a single technique to target different fields

  • Jutsu debuffs can't provide any form of DR (damage reduction) for the user.

  • Once used, a debuff will last until the end of the duration of the technique that was debuffed at no additional cost to the user.

  • However before successfully debuffing something, if the debuff is a sustained field or similar, upkeep cost will have to be paid from the user.

Character Debuffs

  • Debuffs, while possessing a power stat, are only able to debuff others by the lowest power for their ranks (E =1, D = 10, C = 20, B = 30, A = 50, S = 70). This number can be used to target up to 2 fields (i.e., -70 Speed/Chakra on an S-rank), but no more than 2 may be targetted. 

  • Only one debuff may be applied to a single character at a time, and said debuff will always be the debuff of the highest rank, or in the case of two debuffs of the same rank being used, the most recent one cast.

  • Character debuffs can't provide any form of DR (damage reduction) for the user.

  • Same way as a vigor stat buffed by an enhancer wouldn’t give your character extra AP points, a debuffed Vigor stat (or any other stat) will not make them unable to use/maintain Jutsu with the requirement of the debuffed stat be primary or secondary. However, a debuff will make your character more susceptible to stat checks and affect their techniques' scalings.

  • Once used, a debuff will have a set duration during which the target will be debilitated. Cooldown will begin immediately upon use of the debuff itself, meaning even while the effect is active, the debuff will be recharging.

  • Pure debuffs that target 1 character, like auras/fields with no additional effects, will not clash with equipment or physical environment or jutsu defenses. They could be potentially absorbed or relocated, however.

Technique Amplifiers:

Technique Amplifiers are techniques that are capable of strengthening other jutsu's stats. The amount a jutsu's substat can be increased is based upon the rank(E =1, D = 10, C = 20, B = 30, A = 50, S = 70) and may be distributed within the applicable stats based on user.

  • Technique Amplifiers can only buff one jutsu with each usage. 

  • The jutsu being buffed must incorporate the techniques spec or element (for this reason, these sort of techniques can only be one specialty or element if applicable overall)

  • A jutsu cannot be amplified by these techniques multiple times in its duration.

  • It can only empower the techniques of the user.

  • It cannot be mastered.

  • It has an AP cost equal to the amount of power it adds.

  • Technique Amplifiers are app'd to take place in typically two separate ways: 

    Adding a certain amount of handseals on top of a jutsu's initial handseal requirement

    Doing a static amount of handseals to affect an already active jutsu to strengthen it.

    Amplifiers will always increase (or have static) handseal requirements equal to the base handseals for each Rank, i.e., 6 for S rank 5 for A rank, etc. For this reason, Ocular Techniques (Mangekyo Sharingan, Rinnegan, etc.) cannot be technique amplifiers.

HP Regeneration:

HP Regeneration is an effect exclusive to the Medical Ninjutsu specialty, with the effect being used to regenerate any missing HP that a character may have. These effects are not always the only effects of a technique, but any technique that includes HP regeneration must follow these rules. 

  • HP Regeneration may only regenerate HP equal to the lowest power of the rank of the technique (E =1, D = 10, C = 20, B = 30, A = 50, S = 70)

  • HP Regeneration techniques may not be mastered and must always possess handseals.

  • HP Regeneration techniques are only allowed to have a duration of 3 posts.

  • No HP Regeneration techniques can be used within 3 posts of another HP Regeneration technique.

  • HP Regeneration will cost 1AP for every 1HP regenerated

  • Activating an HP Regeneration technique before damage is dealt will not automatically restore lost HP or nullify damage. 

Damage Reduction:

Damage Reduction is a special technique type that is only available to those who have Medical Ninjutsu. 

  • Damage Reduction techniques mitigate the damage that is dealt upon a character, reducing that damage by their power for a single post. 

  • Damage Reduction offered by techniques functions as a pool - so, for example, if a technique generates 50 DR, once you take a hit of 25 Power, you will have 25 DR remaining for that technique. DR can stack, adding to your total pool, and that pool is capped at 250 points.

  • DR points will debuff the power/impact force of the technique/weapon that makes contact with the user for one post. However, DR points can't reduce the power of an attack below 1.

  • DR does stack with Debuffs

  • Damage Reduction and Armors do not stack well, meaning an armor will take a hit and be destroyed before Damage Reduction can apply its effects. Furthermore, the user cannot use DR to coat jutsu with external influences.

  • Only 2 sources of DR can be used at any one time. Note: This does not include the passive DR granted by strength

Damage over Time:

Damage over Time (DoT) techniques are techniques that, as the name implies, do not deal standard damage and will instead apply a damage over time effect to those they target.

  • These techniques deal damage per post equal to the base power of the technique’s rank. (E-5, D-10, C-20, B-30, A- 50, S-70). This set damage is unable to be debuffed in any way.

  • The power of DoT techniques will determine clashing, not the actual HP damage dealt by the technique. DoT effects can be nullified with techniques of greater power provided it makes sense (Dousing yourself in water will stop a Burning based DoT effects, it will not nullify a poison based DoT effect)

  • DoT techniques will typically last for a maximum of 3 posts. DoT effects can NEVER be permanent until removed

  • DoT techniques cannot possess any additional damaging effects

  • DoT techniques interact with DR dependent on the type of DR. If the DR is Strength Passive DR the DoT will deal its damage to the DR before the HP of the target. If the DR is from a Medical Technique it will simply be bypassed by the DoT

  • DoT techniques cannot have ally immunity clauses, and only DoT techniques originating from the user can have self immunity clauses.

  • DoT techniques, while able to be AOE's, cannot follow the user around after their initial creation

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