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kouri-chan_xx Vice Captain
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Posted: Mon Jul 26, 2010 12:05 am
Training and Levels
Probably one of the most important parts of this Game system, the training and levels system are destined to go together in hand. Training will give you experience and a minimum increment in your stats depending on the kind of training you did. Experience for levels will also be obtained by fighting enemies and succeeding missions. In the next few posts you will find information regarding all this.
Also it is very important that you understand that what is important to become strong is to master your skills, not create new ones. Also you should always work on your area of expertise. For example an Aburame who tries to master the Senpu would just waste his time and effort in learning a new taijutsu move that will not even help with his clan skills. A character should always pick an area of expertise from the start of his career and keep improving that path until he dies.
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Posted: Mon Jul 26, 2010 12:08 am
Training
Training is what helps a person improve in different situations of life. A person who trains his body will increase his health and all aspects of his physical strength, while a person who trains his mind will be ready to face anything without the need of brute force. Both parts go hand by hand along with spiritual training. For a ninja all three skills are greatly needed but unlike in real life these skills can be easily complemented. Ninjas are trained in teams of three for this reason. A team should always have a tank who deals damage and takes out the strongest enemies, a brain who designs strategies and a person who keeps the party morale high while adding support to both areas of the team. By doing this the team can overcome all situations. If a team is missing one of those key roles it suffers a great unbalance and can fail in the most simple situations.
Training will work depending on what you do as training. Most people try to go with the old-fashioned weight training Lee uses. Using weights surely enhances your strength and dexterity but it makes your character become weak in other important aspects. Before I explain how training works I will give you advice, strength is nothing but a mere aspect of power. A person with high strength can easily win a fight in a few blows against a dumb opponent but once you meet someone with higher mental skills you will lose without even starting the fight. As they say, a true warrior wins the fight before he makes the first wound in his opponent's body.
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kouri-chan_xx Vice Captain
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kouri-chan_xx Vice Captain
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Posted: Mon Jul 26, 2010 12:17 am
How does training work?
The training system is fairly easy, you gain points to increase your stats depending on the training you endured. Like in real life training won't make you almighty in a few days, to obtain great power the same amount of time and effort has to be given in exchange. In other words to obtain stat points you will have to make great posts and train for a prolonged period of time.
The training post must be detailed since your points enhancement depends on them. In other words, a set of posts like:
Makes 100 push ups. Runs 100 laps. Kicks the log 100 times.
Will get you nowhere and it will just be ignored.
An example of a good training exercise would be the training Ryuu endured long ago when the guild was still a baby. He traveled the the mountains of Yukigakure and trained by running in the snow and climbing snowy mountains. Of course the training you do is up to you.
So we do training in a formatted way and that is why all students, no matter the teacher and village, do it the same.
Training Format
To train you must make posts describing and you must also roll a d20 per post to see how your efforts in each post work out. In order to gain 1 point in abilities or skills you must succeed 10 times with DC 10 + your ability mod or points in skill. For a clearer picture a chart is below along with expected rewards:
For Experience: Minimum DC of 10 + [stat mod] or 10 + [points in skill] Minimum of 5 successful checks Set Reward per 5 checks: +7 exp If DC under 10 + [stat mod] or 10 + [points in skill], no reward. +5 exp for every 1 point DC is above Minimum DC.
To Train Abilities/Stats: Minimum DC of 10 + [stat mod] Minimum of 10 successful checks Set Reward per 10 checks: +1 Ability, +15 exp [Can earn up to 3 points] If DC under 10 + [stat mod], reduced no. of exp points awarded, but no stat points awarded. +5 exp for every 1 point DC is above Minimum DC.
To Train Skills: Minimum DC of 10 + [points in skill] Minimum of 10 successful checks Set Reward per 10 checks: +1 Skill, +15 exp [Can earn up to 3 points] If DC under 10 + [points in skill], reduced no. of exp points awarded, but no skill points awarded. +5 exp for every 1 point DC is above Minimum DC
Additional Rewards for Exp/Stat/Skill Trainings: Literacy: +1-15 exp [Note: Please make individuals training posts at least relevant to the training. Musing about familiy members or future aspirations will be awarded less. Extra skill/stat points may be awarded depending on the literacy bonus.] Bad Luck (higher than average amt. of rolls, etc.): +1-8 exp Interaction with Others: +1 exp per interaction [hurting, helping, and productive talking]
Note: Konoha has a slightly different scale. Note 2: Rolling a natural 20 during training counts as 2 successes.
A Helping Hand
You can hurt or help your partners during training. What you do is you post your character saying or doing something that affects their partner. It can be something motivating or good advice, or alternatively it could be something nasty like an insult or a kick to the shin. Spice up the roleplay!
The effect of helping or hurting someone's training efforts translates to a bonus or penalty to that person's rolls. The effect of each helping post only lasts for 1 post and does not stack. Multiple helping posts from the same person will result in a series of multiple bonuses for the target. For example, if Andou the chuunin gives advice to his student Hiru on chakra molding twice over two posts, Hiru will receive a +3 {chuunin} bonus to his next two rolls.
Helping posts from different Role Play Characters stack. So for example if Mokujin the special jounin shows Hiru an example of chakra molding, Hiru will get an additional +4 bonus to his roll in addition to Andou's +3. Thus a total of a +7 bonus to his roll.
Academy Student: +/-1 Genin: +/-2 Chuunin: +/-3 Special Jounin: +/-4 Jounin/ANBU/Hunter-nin: +/-5 Kage: +/-6
Note: Hurting and helping applies to training only. Not applicable during missions or fights.
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Posted: Mon Jul 26, 2010 12:31 am
Learning a Technique
Learning a technique or jutsu requires training dedicated especially to this task. In this kind of training the person's whole capacities are focused on the research, performing and mastering of a certain technique.
Technique training is done in stages, "stages" being a set of 10 compulsory successful checks. It's like training a stat or a skill, with a difference: the DC is set. Your character will also have to expend Cp when learning a jutsu that has a chakra cost. Every roll costs your character 10% of the Cp cost of the jutsu he or she is attempting to learn (minimum 1 Cp).
Guideline to Stage Amount E Rank: Minimum 1 stage D Rank: Minimum 2 stages C Rank: Minimum 3 stages B Rank: Minimum 4 stages A Rank: Minimum 5 stages S Rank: Minimum 6 stages
Now, naturally smart people may connect the dots and figure out shortcuts to learning and performing the techniques. Therefore for every 20 points your character has in Intelligence, he gets to -1 check to each stage of technique learning. So for example a Nara with 40 Intelligence only needs to have 32 successful checks {8 checks per stage with 4 stages} to learn your average B Rank technique.
Example: Now let's say your character wants to learn this technique.
Quote: Katon: Goukakyu no Jutsu (Fire Release: Grand Fireball Technique)
 Utilizing a high amount of chakra, a large ball of flame is exhaled from the user's mouth. Cp cost: 45 Damage: 35 - 50 + chk mod Reflex DC: 12 + chk modifier + 2 per 10 ranks in Ninjutsu Requirements: Fire Affinity, Chakra Control 18, Ninjutsu 15 Training: 3 stages. Stage I: Chakra Control DC 28 Generate the flame from within you by molding your Fire Affinity chakra. Stage II: Chakra DC 18 {d20 + chk mod} Slowly increase the ball of flame in size and temperature and thus lethality. Stage III: Ninjutsu DC 30 Combine the previously learned elements. Work on speed and smoothness of delivery.
First you must make sure your character fulfills the requirements for learning this technique. That is, they have Fire Affinity, 18 ranks in Chakra Control and 15 ranks in Ninjutsu. Once that is done they start training.
Stage I: Chakra Control DC 28. In the first stage your character must roll a Chakra Control check and make the DC of 28 10 times. That is, the training format looks like this:
Katon: Goukakyuu no Jutsu Stage I Roll: d20 + Chakra Control DC: 28 Successes: 10/10
For each roll, your character will lose 5 Cp (10% of 45, rounded up). If your character runs out of Cp, rest!
You will receive experience and may receive a Chakra Control point/Chakra point from this stage depending on the difficulty your character experiences completing it (requires dice roll of at least 10).
Stage II: Chakra DC 18. For the second stage your character must roll a Chakra check and make the DC of 18 10 times. When working on any stages that involve abilities such as Str, Dex etc. it is important that you add the Modifier to your roll instead of your stat. The training format is:
Katon: Goukakyuu no Jutsu Stage II Roll: d20 + chakra modifier DC: 18 Successes: 10/10
For each roll, your character will lose 5 Cp (10% of 45, rounded up). If your character runs out of Cp, rest!
You will receive experience and may receive a Chakra point for this stage depending on whether this stage fulfills the requirements set for an Ability training (requires dice roll of at least 10).
Stage III: Ninjutsu DC 30. For the third and final stage your character must make a Ninjutsu check with a DC of 30, 10 times. Ninjutsu is a passive skill and normally not rolled, however, an exception is made when learning techniques. The training format is:
Katon: Goukakyuu no Jutsu Stage III Roll: d20 + Ninjutsu DC: 30 Successes: 10/10
For each roll, your character will lose 5 Cp (10% of 45, rounded up). If your character runs out of Cp, rest!
You will receive experience and may receive a Ninjutsu point/Chakra point from completing this stage depending on the difficulty your character experiences completing it (requires dice roll of at least 10).
And Ta-Da! You have learned the technique.
EXP bonus from learning techniques {based on literacy} E Rank: Not applicable. D Rank: 20 - 75 exp C Rank: 60 - 120 exp B Rank: 100 - 250 exp A Rank: 150 - 300 exp S Rank: 200 - 500 exp
Note: You may want your character to gain the relevant skill and ability points during each stage of jutsu training. In that case, feel free to up the DC for each stage to your character's [skill/mod] + 10 and complete 10 checks (regardless of whether your character's Int is enough to decrease required learning checks).
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kouri-chan_xx Vice Captain
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kouri-chan_xx Vice Captain
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Posted: Mon Jul 26, 2010 12:40 am
Experience.
Experience represents the field experience of your character. An experienced ninja is not one who trains for years, but one who finds himself in all kinds of different situations and overcomes them, a ninja who has been placed in the line between life and death so many times that his body is covered with scars. For this reason the experience gain for typical training is vastly inferior to experience gain through missions and combat.
Experience Reward Guideline Summary
Training: Ability Base Reward: +1 Ability, +15 exp Skill Base Reward: +1 Skill, +15 exp
Additional Rewards for Ability/Skill Trainings: Literacy: +1-15 exp Bad Luck (higher than average amt. of rolls, etc.): +1-8 exp Interaction with Others: +1 exp per interaction [hurting, helping only] For Abilities: +5 exp for every 1 point DC is above Minimum DC. For Skills: +5 exp for every 1 point DC is above Minimum DC
Techniques: Reward each stage according to the Ability/Skill guidelines. There must be 10 checks of at least dice roll 10 to gain an Ability or Skill point. Otherwise, just exp is awarded [follow the literacy/bad luck/interaction guidelines etc.]. Similarly, reduce individual stage exp for DCs under dice roll 10 or stages that do not have at least 10 checks.
EXP bonus from learning techniques: (based on literacy) E Rank: Not applicable. D Rank: 20 - 75 exp C Rank: 60 - 120 exp B Rank: 100 - 250 exp A Rank: 150 - 300 exp S Rank: 200 - 500 exp
Battle: Set Reward for Winner: +[10x opponent's level] exp Set Reward for Loser: +[5x opponent's level] exp No Other Rewards
Missions: Set Rewards [based on difficulty, not literacy] D Rank: 20 - 50 exp C Rank: 30 - 100 exp B Rank: 80 - 300 exp A Rank: 200 - 500 exp S Rank: 300 - 700 exp
Additional Rewards for Missions D Rank: 1 - 25 exp for literacy, MAXIMUM 2 stat points C Rank: 10 - 70 exp for literacy, MAXIMUM 3 stat points B Rank: 20 - 100 exp for literacy, MAXIMUM 4 stat points A Rank: 30 - 200 exp for literacy, MAXIMUM 6 stat points S Rank: 50 - 300 exp for literacy, MAXIMUM 8 stat points Experience can also be modified by certain actions taken by the RPC, eg. stupid actions, smart actions, interaction with NPCs...
Note for Literacy based rewards: The lowest reward would be given to somebody with the bare minimum (4 decently sized sentences most of the time). The highest reward would be given to somebody who manages to sustain a post length comparable to say, MiniMidget of Konoha, or ProtoXtreme, when she gets really inspired wink .
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Posted: Mon Jul 26, 2010 12:51 am
Levels
Levels represent how strong and experienced your character has become through his life. The stronger your character becomes, the harder it becomes to get greater power. For this reasons there will be an increment in the experience needed every level. This will keep genins from surpassing their jounin sensei or even the Kages easily. This also increases the need for jounins to create missions for their teams. As explained before levels are obtained by acquiring a certain amount of experience, the amount of experience needed for going up a level varies and the exp bars for each level will be listed below:
Formula: 100 + 50*{level - 1}
Level 1: 100 Level 2: 150 Level 3: 200 Level 4: 250 Level 5: 300 Level 6: 350 Level 7: 400 Level 8: 450 Level 9: 500 Level 10: 550 Level 15: 800 Level 20: 1050 Level 30: 1550 Level 40: 2050 Level 50: 3050 Level 60: 4050
And so on...
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kouri-chan_xx Vice Captain
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kouri-chan_xx Vice Captain
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Posted: Mon Jul 26, 2010 12:54 am
Leveling Up
When your character reaches the end of his current experience bar, this is called a level up. You will receive special bonus that will complement your training and will make you stronger. Each time you go up a level you will receive the following bonuses:
You recalculate your Hp using the formula [10 + con mod] x level You recalculate your Cp using the formula [10 + chk mod] x level You recalculate your MHp using the formula [10 + wis mod] x level +3 Ability points. +10 Distributable Skill points. Your base attack will be increased by +1 Your base saves will increase depending on the level. Refer to the Ability thread for more information. You might receive extra attacks per round depending on your level.
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