Element Rules

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Element Rules

Post by Admin on Sun Mar 02, 2014 9:11 pm


Elements

Shinobi can mold their chakra into elemental forms to use for a variety of purposes. These include the elements Wind, Water, Lightning, Fire, and Earth. Note that each element is weak against one element and strong against another. These are listed in their description below.

When two conflicting elements meet, the weaker element receives +20% and the stronger element receives -20%. Note that this doesn't affect elements that are more than 500 levels apart.

A ninja initially knows some Elements as part of their Focuses when starting out, and can learn more as they progress. Elements are measured the same way stats are; numerically. You may earn Skill Points to train elements (see training rules) and must have elements trained in order to use certain things.

Certain items have element requirements, while many jutsus have element requirements (see item and jutsu rules). Additionally, each element has a Mastery ability, which is attained when the element reaches level 1000. Elements cost 1 skill point to train up 1 level (meaning they have a 1 to 1 ratio with skill points). To learn a brand new element, it costs 300 skill points and the element starts at level 0. A ninja cannot have more than 4 Elements. Below is a list of the 5 basic elements in detail:

Katon
Fire release. Fire jutsus tend to be a bit more chaotic and hard to form than other elemental natures, but are also usually more destructive. Fire mainly causes damage through burning/incinerating. Katon is weak against Suiton and strong against Fūton:

Mastery: Adaption to Heat- First degree burns and lower from Katon cause no harm to the user.

Suiton
Water release. Water is very fluid and usually associated with movement. It is easy to form however is usually harder to cause harm with. Water mainly causes damage through water pressure, drowning, or momentum. Suiton is weak against Doton and strong against Katon:

Mastery: Water Child- +100 increase to Speed while in or on water

Doton
Earth release. Earth is often slow, yet strong. It is easy to form in simple shapes however difficult to make more intricate designs. Earth mainly causes damage through momentum and constriction/crushing. Doton is weak against Raiton and strong against Suiton:

Mastery: Proficient Stillness- If the user does not move throughout an entire post, they can cast jutsus without handsigns during that post.

Raiton
Lightning release. Lightning is often very fast, however also somewhat chaotic and difficult to shape. Lightning mainly causes damage through pin-point burns and electrification. Raiton is weak against Fūton and strong against Doton:

Mastery: Energized- Whenever the user activates a Raiton jutsu, they become imbued with a current of electricity until their next post. Physical contact with the shinobi during this time will cause electric burns wherever touched. These burns are determined by the Jutsu Damage chart, and the level is considered to be the level of the Raiton jutsu they activated divided by 3.

Fūton
Wind release. Wind is usually fast and tricky to form. It often takes on either a very broad form or a highly concentrated, with little middle-ground. Wind mainly causes damage through sharpness, carrying momentum, or debris. Fūton is weak against Raiton but strong against Katon:

Mastery: Unusual Sharpness- Fūton jutsu can take the type "Unusual Sharpness". Jutsu with this type are twice as difficult to heal.

Admin
Admin


Strength :
100 / 500100 / 500
Endurance :
200 / 500200 / 500
Speed :
300 / 500300 / 500
Perception :
400 / 500400 / 500
Stealth :
500 / 500500 / 500

Posts : 94

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