Sabis/JutsuRules
Basic Information on Justus:\\ \\ Rules:\\ \\ Jutsu\\
Jutsu are magical effects generated by combining an elemental power with certain physical abilities. They allow ninja to achieve feats of physical, social, and mental prowess far beyond what any normally trained member of society can achieve. \\ There are four different types of Jutsu:\\ \\ Complex: These Jutsu are often very powerful as compared to how much energy they take to activate, but take longer to form. In a turn that you use a complex Jutsu, you may take no other action apart from actions that the complex Jutsu grants you, you may only use Supplemental Jutsu that benefit actions granted by the Complex Jutsu, but may still use any reflexive jutsu that you wish. Some Complex Jutsu require a certain number of hand seals to be preformed. Performing these hand seals is an Element (of the Jutsu you are invoking) + Occult roll, with a difficulty of 3. This difficulty increases by 1 for each additional Complex charm that is invoked in a turn. A Complex charm may only be invoked during your action each turn.
Supplemental: A supplemental Jutsu is a Jutsu that benefits another action. Supplemental Jutsu may only supplement actions of the ability that they are a part of. For instance, a Melee supplemental jutsu that adds dice to an attack roll may only supplement Melee actions. It cannot be used with Archery, Martial Arts, Thrown, or Brawl actions. Supplemental Jutsu do not require a separate action to be preformed, but instead are preformed as part of the action they benefit. \\ \\ Reflexive: A Reflexive Jutsu may be activated at any point during a round, usually in response to someone else actions. Almost all defensive charms used for defensive actions will be Reflexive.\\ \\ Extra Action: These charms allow a character to act faster than time would normally allow, granting them multiple actions without splitting their die pool. On a turn you invoke an extra action Jutsu, you may only take actions that pertain to the type of extra action granted by the Jutsu, may not split your die pool, and may only use supplemental Jutsu that supplement the actions grated by the Extra Action Jutsu. When invoking an Extra Action jutsu, the character may trade out any of the extra actions for a Complex charm of the same type. This follows all the same rules for Complex Jutsu activation as normal, except that the single extra action is treated as the “Turn” for the purposes of the Complex charm. \\ \\ In example, during his action, Sakana uses Blazing Firestorm Strikes, granting him 4 extra actions. Because this is a Melee charm, he may only take Melee actions with it. Note that this gives him 4 additional actions, giving him 5 total (his normal action, unsplit, + 4 granted by the Jutsu). Using an Extra action charms places the restrictions of only being able to take Melee actions on his turn, and not splitting his die pool, so that he may only make Melee attacks or Parries this turn. During any of his 4 additional actions, he may choose to activate a Complex Jutsu, assuming he has enough Jutsu activations left. This uses up one of his additional actions, but does not preclude him from taking the rest of his actions.
Jutsu Activations\\ \\ A character may choose in invoke a number of Jutsu each turn equal to the element of the first Jutsu they invoke on a turn. In example, if Sakana has a Fire Element of 5, and a Void and Earth element of 3, he may invoke a Fire charm to reflexively dodge early in the round, leaving him with 4 Fire activations for the remainder of the round, which he may use to activate any Complex, Supplemental, Reflexive or Extra Action charm of the Fire element that he may activate, following the rules for each Jutsu type. He may activate the same charm more than once, but each use of the same charm counts as an additional activation. He may not invoke any Earth, Air, Water, or Void charms that turn. If he instead chose to use a Void defensive charm to dodge, he would only be able to activate 2 more charms that turn. \\ \\ A Bloodline Jutsu activation may be used instead of any Elemental activation in any turn.\\ \\ Elemental Combos: At any point during his action, a charcter may choose to activate an Elemental Combo. An Elemental combo allows the cahrcter to activate charms of additional elements in a turn, and grants him additional charm activations equal to the rating of the new element, usable for that element only. When activating a combo, the character spends a number of Willpower equal to the number of additional elements he is activating, up to a maximum of his Combo trait. This allows you to use multiple elements to benefit a single attack or defense, but the character is still bound by the normal restrictions on charms use. In example, they may still only use Melee charms to benefit Melee actions, and may only trade out for Complex Brawl jutsu during a Brawl extra action jutsu. \\ \\ For example, Sakana has a Fire of 5, a Void of 3 and an Earth of 3. Early in the turn, his opponent, Mizo, unleased a series of 4 powerful attacks, forcing Sakana to defend with his most powerful Fire dodge charm 4 times. Knowing that his opponent has powerful defenses of his own, he needs some more firepower to land some telling blows. He chooses to activate his combo to it’s maximum level (in this case, 2), spends 2 Willpower, and chooses Earth and Void. He could choose any two elements besides Fire, but earth and Void happen to be his strongest. This grants him 3 Void activations and 3 Earth activations, which he may use just like standard Jutsu activations in that turn. Using his last Fire activation for a Melee extra action charm, and he uses his Void activations for 3 Complex Jutsu, and his 3 Earth activations for supplemental jutsu, enhancing these actions. Mizo had better have some actions or activations in reserve… \\
[[Sabis]Sabis/NinjaRPG