Han
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RANKING GUIDELINES & notes ranking Outline Canonically, jutsu have been ranked on how difficult they are to learn and overall how greatly they impact a battlefield.
Below is an outline for creators of jutsu to refer to when considering the rank of any given jutsu. Where the lowest ranks are the easiest to cast, but also among the easiest to counter whilst the highest ranks are the most difficult and taxing to cast, whilst being among the more difficult to counter.
You will also find some final notes on how to fine tune jutsu in general, and things you may want to take into consideration whilst creating your techniques.
The staff takes this guide into great consideration whilst grading techniques, so be sure to follow this to avoid hang-ups in the grading process. ranking E-Rank - Any jutsu that could effectively be taught to Academy Students would be at this rank. While this is generally limited to simple ninjutsu, taijutsu, or genjutsu techniques, it could potentially include very limited fuuinjutsu or very small scale elemental ninjutsu, such as a Katon technique producing a flame an inch or two in size.
D-Rank - Technique is often ineffective unless opponent is caught off guard. Technique can be easily dodged, blocked, or avoided for even genin-level shinobi. Defensive techniques may block only low-leveled weapons such as kunai, shuriken, or standard punches.
C-Rank - Techniques can injure opponents. It is hard to cause permanent damage and requires precise aim and precision to maim an opponent. These techniques may only kill when very specific conditions are met (i.e. a direct strike to the heart). The technique is easily followed, avoided, broken, or dodged by most adept shinobi. The technique can be blocked by basic techniques.
B-Rank - Technique may be very powerful and can maim/injure multiple opponents. It may kill with a very specified aim and precision. The technique may be difficult to break, however it may have major drawbacks should the technique fail. Techniques of this rank may also be countered easily.
A-Rank - Technique is specialized and may kill/injure/maim many people at once. However, the technique has holes, is avoidable, or can be dodged, though it may have incredible power similar to an S-rank. The technique is hard to break, but not unbreakable. Usually, the technique will have a high chakra cost.
S-Rank - Technique is near one of a kind and requires much specialization or technique can kill/injure/maim many people at once. The technique is hard/near impossible to break and might sometimes have one very specific weakness (and in very rare cases none at all). The technique does not have obvious limits. Usually, the technique should have high or very high chakra costs (but there may be some exceptions).
FINAL NOTES Chakra Usage - Make sure to add in the chakra usage for your techniques you make, if it is Taijutsu don't leave it blank still place a low/medium/high in the space as that indicates to the staff what type of strain physically it can have on a user. Consider chakra usage for all your jutsu, you don't want to have a character with jutsu all high chakra usage techniques. This way if you consider low-cost ones as well your character will be able to go for longer.
Excessive Activity - Make sure jutsu don't have too many actions in them, if you are wanting a jutsu to do multiple things make sure you separate them into different techniques. This is to stop people from having overpowered jutsu from having multiple actions in each one.
Hand Seals - Hand seals are required with the exception of bukijutsu and taijutsu. Consider the amount of hand seals your jutsu may require - the higher the rank, the more hand seals.
Jutsu Movement - Jutsu that moves in any way, should denote speed. Meaning, how quickly it moves towards the target. This does not have to be listed in exact numbers but should be outlined in some manner. Generally, the faster the jutsu the more powerful it is. Along with the speed, consider the distance of your jutsu, low-ranking jutsu should not be able to travel long distances (50+ meters).
Categorization - Label the jutsu correctly. Ninjutsu is ninjutsu. Medical ninjutsu is medical ninjutsu. Do not mix and match to try and get away with certain techniques as what they are not.
Genjutsu - Genjutsu will always require some kind of trigger, this may be hand seals being seen though may also encompass, audio, visual, smell, etc. Anything that can affect the five main senses. Genjutsu must affect the five senses but not emotions. All genjutsu must have one specific trigger listed, any secondary triggers will require a character mastery or significant knowledge of genjutsu.
Fuuinjutsu - Please include when making fuuinjutsu, how it is prepared, and the amount of time it takes to prepare the jutsu. Fuuinjutsu techniques perform one specific task, this might be sealing a weapon in a scroll, hindering the mobility of target(s) in an area, or creating an explosion. For this reason, fuuinjutsu generally can only affect the target(s)/object(s) when they are inside the radius of the seal. This seal can be written on a piece of paper or placed on the ground. When it is broken, the contents of the seal are released. Broken seals vary, seals placed on non-sentient containers have to be separated, broken or the container destroyed in order for the fuuinjutsu to be considered broken. Sentient containers require higher-ranked fuuinjutsu. Dividing a container with such a fuuin into two parts is the most effective method of breaking such a seal, or destroying the center. Should a fuuinjutsu be damaged significantly (skin or parts taken off) but not necessarily completely separating the container itself through the fuuin, the seal will not completely break but be damaged and its contents locked until repairs can be made.
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last edit by Phantasm on Apr 23, 2024 4:13:09 GMT -5
Han
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