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 TIME SPACE SHIZ SUMMARY

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PostSubject: TIME SPACE SHIZ SUMMARY   Sun Jan 05, 2014 2:07 pm


Jikūkan Ninjutsu


Space–Time Ninjutsu (時空間忍術, Jikūkan Ninjutsu; English TV "Teleportation Ninjutsu" or "Transportation Techniques"; Literally meaning "Time–Space Ninja Techniques") are techniques that allow the users to manipulate the space–time continuum. By manipulating a specific point of space, the user can warp anything targeted into a dimensional void and teleport it to another location instantaneously.

All summoning-based techniques are space–time manipulation related, as they warp the targets through a dimensional void to the summoner's location. It appears that each specific space-time technique has its own unique dimensional void that no other technique can access.

Space-Time Techniques include the following:

  • Teleportation Techniques
  • Dimensional Traveling
  • Time Traveling


Time Traveling Rules

Time Limit - You can only use a time traveling technique to either look 5 seconds into the future/past so that you could predict what could happen and then make a move based on it. Or, you can use it to move yourself 5 seconds into the future or the past. Either way, 5 seconds is the limit. This is actually quite effective as your will be able to simply evade being hit by some attack that would happen in the present by shifting yourself into time after the attack.

Rank and Chakra - time traveling is S-Ranked and thus it uses up a large amount of chakra to use.

Range - they are applied upon yourself only, you cannot look into the past/future of someone else or transfer your opponent into the future so that they would be hit by your attack that you would use 5 seconds after sending them through time.

Main Risk - if you move into the time during which some attack hits the area in which you are during the time when you appear after traveling through time, you will get hit by it with no chance of evading it. Example, if you leave the present to go 5 seconds into the future and in the meantime your opponent summons a large boulder on that spot, you will appear where the boulder is and die as you cannot exist there with the boulder already holding your spot.


Dimension Traveling (Summoning Ninjutsu fall under this category)

One Dimension Per Person - each dimensional travel technique user can have 1 dimension and after witnessing their opponent travel to their own dimension they can actually make their own dimensional technique adapt to their opponents and then hit them or go in and out of their dimension as well. This is so that no dimension traveler can just ignore all by going to their own little dimension and staying there until the end of time. However, just because you can do it, it also means they can do it too. In a way this is a benefit and a drawback. You need to see them use their technique at least twice.

Rank and Chakra Cost - Dimensional Traveling techniques are S-Ranked. However, you pay the cost of an A-Ranked technique per person you transfer to the dimension.

Kamui-like Dimension Traveling application - allowed with the above costs and limits.

Range - you can only transfer yourself into an other dimension or some other person after direct physical contact. Meaning, you have to touch them, you can't just take them there through eye contact or something. You are limited to taking 3 people at a time, each dimension has a 3 person limit.

Storing Weapons - yes, can be done, however you have to purchase those weapons and then store them by actually RPing it out. You can't just buy them and say that they are there. Luckily the cost is reduced to a C-Ranked technique cost. Basically, by expending a C-Ranked amount of chakra you can just send the weapons you have to your little dimension.

Risk of Dimension Traveling - same as Time Traveling, if you leave the dimension and then return to your spot, you die if some attack or pretty much anything was put there while you were away.

Same Spot Rule - when you go to some dimension and then decide to return, you have to come back to the same spot from which you have left. Only with additional drawbacks such as a ton of hand seals, cool down or/and more chakra can you dodge this.

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PostSubject: Re: TIME SPACE SHIZ SUMMARY   Sun Jan 05, 2014 6:04 pm

Quote :
Risk of Dimension Traveling - same as Time Traveling, if you leave the dimension and then return to your spot, you die if some attack or pretty much anything was put there while you were away.

Um..I think one should re-evaluate the implications of this. Are we suggesting automatic death here? What if the attack placed wasn't even designed to kill? How do you justify the auto death there?

Quote :
Same Spot Rule - when you go to some dimension and then decide to return, you have to come back to the same spot from which you have left. Only with additional drawbacks such as a ton of hand seals, cool down or/and more chakra can you dodge this.

So why should we allow all this space time stuff with all these stipulations?

I mean reading through this. It reminds me that we always get 50% good and the other 50% screws one over.
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PostSubject: Re: TIME SPACE SHIZ SUMMARY   Mon Jan 06, 2014 12:21 pm

This is just a brief summary that I wrote, you are free to edit it as you wish and build up on it.
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PostSubject: Re: TIME SPACE SHIZ SUMMARY   Mon Jan 06, 2014 12:39 pm

Space time ninjutsu is perhaps the hardest and most design intensive of all types of naruto. Hell, even with many many sites, they simply ban what this is, which is teleportation

I would, ban time-travel for starters.... and instead may it IOOC plot focused, so we can utilize various space time reasoning.


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