Defensive techniques can withstand any number of jutsu two ranks or below its own rank without losing interaction, provided it could defend against them in the first place. Some techniques create a shield, barrier, or armor created by a jutsu in order to defend against other (usually offensive) techniques. One-handed hand seals, shorter hand seal sequences, single-limb movements, etcĪctivation requirements must be listed in the Activation field in the jutsu template.
The technique with mid value activation would be cast first.įull hand seal sequences, full-body stances, etc One technique has min value activation and the other has mid value activation. A mid value activation that required one hand seal would not be faster than a mid value activation that required a different bodily movement.Įxample: Two jutsu of the same rank are cast at the same time. Regardless of the flavour used to describe the manner of activation, the only determining factor for speed is the value. The value used (min/mid/max) determines how quickly a jutsu is cast in reference to other jutsu being cast and how much bodily input is required. Most typically, activation is achieved by way of hand seals, however other options exist as well, such as stances or specific, non-attack or combat oriented bodily movements. VALUESĪctivation refers to the criteria that must be met to cast a jutsu.
The rest of the AoE technique's interaction potential is reduced by 2 Ranks. Person A defends with a 10-meter radius defensive technique, effectively blocking the technique within that 10-meter area. When one person within an AoE technique defends, it reduces the interaction potential for the rest of the AoE technique's radius by 2 ranks.Īs an example, a 60-meter AoE fireball targets Person A 30-meters to the left, and Person B 30-meters to the right. In some cases, a technique's scope may be wide and reach multiple targets on different sides of the battlefield, such as Area of Effect techniques. When colliding with techniques of two ranks lower, there is no loss of interaction potential.Īs an example, an A-Rank technique colliding with and punching through a B-Rank jutsu would continue onward without stopping, but would only interact at C-Rank afterwards. When a technique one rank lower, after all potential modifiers have been considered, collides with and is overtaken by a higher ranked technique, the higher ranked technique's interaction potential is reduced by 2 Ranks. There are other factors that may influence interaction potential, but these are all exceptions (i.e Rasengan interacting twice). By default, "Offensive" techniques receive one interaction, while defensive techniques have different options described further in their own collapsible below.
Interactions are mainly determined by jutsu type. They also determine whether or not a technique remains active a jutsu is ended when it loses all of its interaction potential. Interactions are the value SAGA uses to determine the winning technique during clashes. These descriptors are the most important facet of telling others how your technique functions. They assist in telling us what happens when two jutsu of certain descriptors interact.įor instance, a stealth technique that conceals heat signatures is countered by a sensory technique that detects them, at equal rank, due to the sensory technique detecting the descriptor of the concealing technique. Descriptors tell us what the jutsu is doing in character and how it accomplishes the effect, instead of applying an effect without contextual information. Likewise, a technique that halts movement could be a physical binding, paralysis of the nervous system, an illusory impediment, or any sort of means that one can imagine. While the Effect of a jutsu may be burning, the Descriptor could be different things, such as fire or electricity. Every technique has a method of how it achieves its Effects, called the Descriptor. Despite the phenomenal power of chakra, there must be a basic way in which you manipulate it to form your jutsu.