Chakra Systems

rank 38 posts

Post by Admin on Sept 9, 2017 15:10:03 GMT -5



Chakra Banks


As detailed as chakra usage is in the series, it is for sure more nebulous in some areas than others. Chakra Banks and their consumption, size, etc. is one such area. So this is a very simple breakdown of that system fro our newer users, and a refresher course for returning ones.

When you create a character you will set the size of their chakra bank in your template. This will be the total, unaltered amount of chakra that your character will have at their disposal throughout the duration of any thread you take part in. Non-combat threads, however, have a bit of a looser rule on this so menial actions don't necessarily have to be tracked (i.e. Standing on water, walking up trees, etc.). Actions that ARE tracked though must be subtracted from your overall chakra bank and written at the bottom of your post, making it easy for the participants of the thread (and more importantly, the staff) to stay informed on the amount of chakra you have and what actions you're still able to perform.



The size of your chakra bank is mostly dependent on nature and chance and a bit of luck, but even people unable to use certain types of jutsu still have some sort of chakra, just as even people with the most complex and big jutsu have an upper limit on their chakra. As such, here is the official DS guide.


0.5 or 50 - The absolute lowest chakra bank a character can have, a bank of only 0.5 of the 'normal' amount of chakra. With a bank of this size it would be difficult to perform much of any jutsu outside of hand to hand and weaponry work, though it could seemingly have its advantages for say Kugujutsu, or puppet, users, given their incredibly small jutsu costs.

1.0 or 100 - The usual amount of chakra available to an average shinobi, a bank of 1.0 provides enough chakra to get the job done in any routine mission or even a nice spar or semi-intense fight. Larger scale attacks and more drawn out affairs could become risky fairly quick however, as attacking and defending simultaneously with jutsu could strain them. Those of this kind usually fall into Reikijutsu, or Medical jutsu, professions, as their banks are perfect for the job's manageable healing (and non combative) responsibilities.

1.5 or 150 - Though slightly higher than average, the extra .5 makes a massive difference for shinobi with a 1.5 chakra bank. While not a complete breeze, a drawn out or bombastic fight is not particularly troubling to these shinobi, and with a collection of jutsu that have lower chakra costs, they can become an absolute nightmare to others. People gifted with a bank of this size routinely become Ninjutsu experts, taking on missions and generally succeeding, with a good handful becoming dedicated ANBU operatives.

2.0 or 200 - The aforementioned upper limit of the chakra scale, a bank of 2.0 gives nearly any shinobi, regardless of speciality, a very present advantage over their opponents. A fight with even the most unskilled of ninja with a bank of this size is dangerous, considering the fact that no matter how ineffective they are, they could essentially keep pulling tricks out of their bags and defeat someone simply by outlasting them. In the case of someone that is skilled though, this bank size could become a major problem not easily solved in a matter of minutes. While not altogether 'rare', it is uncommon for a shinobi to be lucky enough to have a bank this size, and even more uncommon for it to be utilized properly.



Unless otherwise influenced, whether by an item, physical alterations/experimentations, or some other approved measure, the highest chakra bank you character can naturally have is 2.0 - 200. Any application that attempts to go over this natural limit must both a viable reason (i.e. being a jinchuriki, a kekkai genkai, etc.) & have a viable, approved application for their reason (i.e. an approved clan/item temp). It is exceedingly rare that this rule will be bent so make sure your ducks are in a row before posting up your template.




Chakra Control



Chakra Control, while not nearly as vague as chakra banks in the series, do leave a bit to be desired. As such, here's everything you need to know about utilizing your control to its peak.

On top of being just an all around good idea, there are quite a few perks to a character having a higher chakra control. Lower jutsu costs, easier wielding of special weaponry, and better bank management are just a couple advantages. The system breaks down fairly similar to the bank system.


1.0 - 3.0 | Mediocre control. shinobi in this range may as forget about utilizing non-physical jutsu, as things like Ninjutsu and even simple Genjutsu releases are difficult to accomplish.

4.0 - 6.0 | Moderate control. Where most Genin tend to fall, shinobi within this range can perform simple techniques that dos require too much focus, and have at least a solid foundation for improving their skills.

7.0 - 8.0 | Good control. Unusual for those without at least some measure of formal training, shinobi with this high of chakra control can manage themselves and a multitude of tasks without paying it much mind. Most Jounin and even a few Chunin fall into this range.

8.5 - 9.5 | Great control. Nearly impossible without quite a bit of training, shinobi that wield control of this level can practice and learn jutsu almost at will, their understanding of the complexities sharpened to a fine point. Due to their given specialization, a fair amount of Puppet users dwell within this range.

10.0 | Perfect Control. Very few shinobi, even throughout history, have attained perfect chakra control, but those that have are savants in the realms of chakra. Lower level, and even some mid level, justu can be seen and within hours mastered by shinobi with this much control over their craft. It is rare even for a Kage to attain this level, making it all the more impressive.


While there may not be a cap on what control your character can begin with, your rank and the skill level of your shinobi will be taken into account before approval. It is highly encouraged, for competitive sake if nothing else, for everyone to start with a control level relative to their characters skill level and then increase it either through RP or Self RP. This, at the very least, makes for a more interesting and entertaining site experience*.


*In this administrator's experience.



Misc.



In regards to chakra banks/control and how they relate to one another, the deeper and larger a shinobi's bank is, the harder by nature it is to control. Therefore the larger you make your character's chakra bank, the more their chakra control will diminish. While there isn't going to be an exact scale on the site*, this mechanic will be put into effect when your application is under review. Obviously, the higher your character's rank/skill level, the less this mechanic comes into play, Jounin, Kage, and the like being nominally more experienced, but again, that'll be considered when under review. 



Last Edit: Sept 23, 2017 18:10:40 GMT -5 by Duquin
rank 38 posts

Post by Admin on Sept 9, 2017 15:10:33 GMT -5




Affinity Information


Much like usual, the Chakra Affinities on DS work the same as the series with some minor tweaks. While chakra natures apply to the larger scope of elements available for use, your character's chakra affinity is the default element that is born into your character. This is traditionally one of the five main elements, but it is possible for it to be a specialty nature, depending on a host of factors including clan, location/conditions of birth, etc.

The hard limit on affinities approved for a single character is two, regardless of the rank or skill level of the character. Meaning that no matter how strong or unique your character is, it is near impossible for them to be born with more that two elemental affinities. This is plenty in general, given that nearly all combination natures only require two elements and the capability to combine them. If the want for a third element becomes just too much to handle, it would have to be accomplished through RP or a Self RP, and as such, would not count as an affinity, but as a new nature. It becomes another way that your character is able to bend and manipulate their chakra, not the way that your character's chakra is by default.



Non-Affinity Information


Though shinobi generally use elemental jutsu consisting of their own affinities, it is entirely possible for them to learn how to manipulate their chakra and produce the effects of another element. This brings us to Non-Affinity Jutsu and their uses. When some may not be willing, able, or have the patience to have their character fully learn a complete secondary or tertiary element, it is possible for them to simply learn a handful of jutsu from multiple other chakra natures. However, considering that most lower level shinobi can scantily master commanding their own element, there are certain restrictions on the what, when, and how.


With an approved rank boost, only Jounin, Elite Jounin, & Kage are able to wield jutsu from a non-affinity element. The reason being that contextually, these are the only shinobi learned enough to conceivably be able to manipulate chakra in the ways it would need to be. Even still this comes with limitations, as can be seen below.


Jounin - As a Jounin, your character is able to have 4 non-affinity jutsu out of your 20 initial jutsu. This is enough for one jutsu from every main element that is not your own. These 4 jutsu must be B rank or below and trained in Self RP in order to make them stronger.

Elite Jounin - As an Elite Jounin, your character is able to have 5 non-affinity jutsu out of your 25 initial jutsu. This is enough for one jutsu from every main element that is not your own, plus one extra from any of those elements. The majority of these must still be B rank or below, however 2 of them can now be A rank.

Kage - As a Kage, your character is able to have 5 non-affinity jutsu out of your 30 initial jutsu. This is enough for one jutsu from every main element that is not your own, plus one extra from any of those elements. As the most experienced shinobi, however, 3 of these can now be A rank, with 2 of them remaining B rank or lower. This can be changed though, if you'd prefer, and you can have only 2 jutsu, with one of them being S rank and one being B rank or below.


Last Edit: Sept 21, 2017 22:54:59 GMT -5 by Admin
rank 38 posts

Post by Admin on Sept 9, 2017 15:11:12 GMT -5




Below is listed the official nature combinations that will be used in the Naruto section. While most of the releases listed are canon, the elements used to form them may or may not be, depending on the release. However, for the use of character creation and giving a little structure to which elements make what, these combinations will be the only ones allowed. This means that if your character utilizes Jiton (Magnet Release), they must have the ability to perform the kekkei genkai and Raiton and Doton.

Certain releases have an asterisk (*) next to them. These are the ones that have notes written about them at the very bottom so please read them before asking questions.


Combined Nature Releases


Ice Release

Ice Release (氷遁, Hyōton) is created by simultaneously combining the Water and Wind natures. This nature allows for the user to create ice which he could manipulate through willpower alone. Used through a kekkei genkai.


Wood Release

Wood Release (木遁, Mokuton) nature is created by simultaneously combining the Earth and Water natures. This nature allows the user to create wood and/or living trees. Wood Release techniques can be produced from anywhere, including the user's body, as the user's chakra is literally converted into a source of life. Used through a kekkei genkai.


Storm Release

Storm Release (嵐遁, Ranton) is created by simultaneously combining the Lightning and Water natures. This nature allows the user to create energy beams that can be guided towards the enemy that have scalding heat. Used through a kekkei genkai.


Boil Release

Boil Release (沸遁, Futton) is created by simultaneously combining the Water and Fire natures. This nature allows for the creation of a powerful corrosive vapour capable of melting anything. Used through a kekkei genkai.


Lava Release

Lava Release (熔遁; 溶遁, Yōton), is created by simultaneously combining the Fire and Earth natures. This nature allows the user to create a torrent of lava that can melt away almost anything.


Radiation Release

Radiation Release (放遁, Hōton), is capable of causing a highly exothermic process, that being radioactive decay. Radiation can be used to produce extreme heat, as well as radiating an opponents cells, potentially causing radiation poisoning or a number of other fatal problems. It is the combination of Fire and Lightning natures. Used through a kekkei genkai.


Magnet Release

Magnet Release (磁遁, Jiton) allows the user to convert chakra into magnetic forces and magnetise an object. It is the combination of Lightning and Earth natures.


Gravity Release

Gravity Release (重力術, Jūryoton) allow the user to manipulate, control, and generate gravity. These techniques can be used to alter a person's physical mass, create gravitational fields, and to attract and repel objects. It is the combination of Lightning and Wind natures.


Sand Release*

Sand Release (砂浜, Sunaton) allows the user to manipulate the physical earth and control sand. Most often employed by the shinobi originating from Sunagakure, it is a combination of Wind and Earth natures.


Scorch Release

Scorch Release (灼遁, Shakuton) allows the user to creates chakra that is capable of heating up an enemy to the point where all the liquid inside their body evaporates, killing the victim and leaving them a dessicated corpse. It is the combination of Fire and Wind natures.



Specialty Nature Releases




Metal Release

Metal Release (木遁, Kaneton) allows the user the ability to manipulate metal that they can change into shapes but also turn it from a solid to a liquid at will.


Explosion Release

Explosion Release (爆遁, Bakuton), gives the wielder the ability to utilise explosive chakra in combat, allowing them to cause explosions in objects they come into contact with. Used through a kekkei genkai. This release is widely known for its use by members of Iwagakure's Explosion Corps.


Blood Release

Blood Release (血遁, Chiton) allows the user complete control over ones own blood, giving them a great deal of power over the function of their body. Whether the blood is in their body or splashed across the ground.


Crystal Release

Crystal Release (晶遁, Shōton) is a rare and specialized field of elemental ninjutsu that can create crystal as well as manipulate already-existing crystals and crystalline structures. There are no known clans or lineage related to the use of this release.





*Widely disputed because of its use in the canon, Sand will be the official release formed from Wind and Earth natures.
Last Edit: Sept 21, 2017 22:56:14 GMT -5 by Admin