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[Naruto: W.H.Y.] Watashitachi no Haaku ni Yume

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"Dreams within our Grasp". A naruto roleplay set up with different systems and a whole new style. Come and walk down your own ninja road! 

Tags: Naruto, Roleplay, Ninja, Shinobi, Jutsu 

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► Battle Systems [Chakra, Stats How to fight]

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A faint smile

Dedicated Friend

PostPosted: Fri Mar 22, 2013 4:31 pm


[Ranks]
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For our purposes in the guild we will not have Academy Student as a rank. Everyone starts off as a Genin, yay! Now the ranking system works a bit different than most guilds. There are absolutely no auto ranks at all. Ranking up will actually be a challenge in terms of the roleplay. The characters will have to do missions, gain fame, and enter exams. There are no ranks like ANBU or Oinin, and the Special Jounin is a special rank. A chuunin who fails their Jounin exam will be a Special Jounin.
 
PostPosted: Fri Mar 22, 2013 4:42 pm


[Stat System and Passives]
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There are technically no Stats in the guild, meaning you won't have to deal with arbitrary numbers and counting experience. Instead we will use the idea of Passives. Each addition to a character gives passives, or innate talents granted to your RPC. Passives cannot be traded away or bought. Each character upon creation is allowed its own specific passive as well, which must be approved by the profile approving mod. All passives will add to your character collectively and let you know where you stand verse another character. It is assumed that a character with a specific passive such as [Weapon Master] can slightly outperform a ninja in every aspect involving weapons than those who do not have that passive. We have provided a few examples below to give you an idea.

[Stat Numbers and what they mean]
Every stat has a number with it, and a lot of people have misconceptions about what that means. Use the chart below to see what the dealio is.

Strength:
1/2 - Average Ninja strength (Average Genin Level)
2 - Average Strength Taijutsu ninja level
4 - Feels like getting hit with a sledge hammer
6 - Can punch through a tree
8 - Can break a boulder
10 - Over 9000 (Akimichi Giant sized strength)

Speed:
1/2 - 10 meters per second (Average Genin Level)
2 - 20 meters per second
4 - 25 meters per second
6 - 30 meters per second
8 - 35 meters per second
10 - 40 meters per second (Minato)

Perception:
1/2 - Average Ninja Awareness (Genin Level)
2 - Keen Ninja Awareness
4 - Low leveled Sharingan/Inuzuka Senses
6 - High leveled Sharingan/Inuzuka Senses
8 - Teresa of the Faint Smile
10 - Omniscient being

[Clan Head Passives]
The clan head of any clan receives a 10% reduction to all clan techniques. They also have the knowledge of everything about their clan, and know the members of their clan.

[Innate Rank Passives]
Each rank grants the user 1/2 a rank to the attributes Speed, Strength, and Perception. Genin start with 1/2. This would leave an S-rank ninja with no bonuses to have 2 1/2 in the stats mentioned above.

[Stat Cap Increase and Chain Attacks]
If a style gives a total of 1 Rank in speed to the user than the stat cap increase it comes with increases the stat cap by 1 rank.

Chain Attacks can reach a maximum of three.

[Passives Description]
• Strength
Strength determines how strong a character is when matched up against another character. 1/2 a rank in increases results in a user of equal rank being able to beat out another character in a muscle contest (ie. arm wrestling/punching harder). 1 rank in increases lets the user totally overpower their opponent of equal rank. With this strength they would be able to lift them up and german suplex them. A person 1 1/2 rank above the user would completely own them with their hits even if they did block, easily fracturing bones. 2 ranks above another person's rank is bone breaking. 3 ranks and its pretty much gg.

• Speed
Speed determines how fast a character can move when matched up against another character. A 1/2 rank in increases results in a user of equal rank being able to beat out an opponent in running, though not by much. 1 rank ahead would make a user's hits quick enough that the enemy could not keep up with it. 1 1/2 ranks ahead would make the enemy qq and cry themselves to sleep. At 2 ranks above it is impossible for the enemy to even keep up with their eyes without the aid of abilities. 3 ranks above and death can pretty much be instantaneous.

• Perception
Perception determines how well a character can perceive actions around them. 1/2 a rank in increases results in the user able to easily react to a character's moves as long as they have the speed to match it. 1 rank in perception will allow the user to perceive faster movements. I'm sure by now you get the idea. At 3 ranks above the user would be able to see incredibly fast actions even without the aid of an ability. But without the proper speed to react you can only essentially watch the attacks hit you.

• Hand to Hand/Melee Master Passive
The Hand to Hand and Melee Master passives determine how well a character is when using basic fighting attacks in comparison to another their rank. 1/2 a rank in increases would allow the user to win an exchange with a challenge. 1 rank above would allow the user to easily win an exchange. 2 ranks and three ranks above would make the crowd laugh and throw tomatoes at the opponent as they cry and pray to their god.

• Weapon Master/Swordmaster Passive
These passives determine how well a character is able to work with a sword. Not everyone will be a weapon master but everyone will surely use kunai, shuriken, random katana, custom weapons, etc. If a character with a passive of Weapon master that gives an increase of 1/2 a rank fights a character without it they would be able to outclass them by a bit. 1 rank above and they could easily disarm their opponent. 2 ranks above and they will cut their opponent if they try to cross swords and win. 3 ranks above and decapitations are surely guaranteed.

• Genjutsu Passive
The Genjutsu passive buffs the strength of genjutsu for the user. There is already a system explaining this further down, so I won't reiterate.

• Chakra Control Passives
Chakra control allows the user to use a reduction when using a technique. If they are given a 10% chakra reduction and use an S-rank technique they would calculate it as thus: 20*.1=2 20-2 is 18.

• Elemental/Ninjutsu Passive
If a specific element is listed as a passive then the user's techniques of those elements are 1/2 a rank stronger.

• Tough Passive
Tough passive reduces the damage of physical based techniques upon the user. 1/2 a rank increase would slightly lower damage. 1 rank would allow a D rank user to stand up to a C rank attack. So on and so forth.

• Accuracy Passive
Accuracy allows the weapons you throw, as in projectiles like equipment, as in not techniques, to hit much easier. Having the accuracy stat would force people to block projectiles you throw, instead of being able to just dodge everything.

[No Clan and no Bloodline]
Having a clan and bloodline is fine and dandy, but is not a requirement. People who choose to forgo clans and/or bloodlines will receive passive slots to fill out on their own. If they do not have a bloodline they get two passive slots. If they do not have a clan they get another two passive slots. Having a demon takes two of those free slots regardless of if you choose not to have a clan along with it.
 

A faint smile

Dedicated Friend


A faint smile

Dedicated Friend

PostPosted: Fri Mar 22, 2013 5:03 pm


User Image[Chakra System]

To perform techniques, ninja need to use their chakra. Chakra comes from two places: the body energy inherent in the trillions of their cells and the mental & spiritual energy gained from exercise and experience. To perform a jutsu, the ninja will bring out and release these two energies. The amount of chakra required for a technique will vary depending upon its size and complexity. Each ninja has the potential to better utilize an elemental Ninjutsu style. For more on elemental chakra and jutsu, click here. For Taijutsu the ninja does not need to necessarily use chakra, as some attacks merely use the stamina required to carry out the attack. For Ninjutsu the ninja's chakra control will determine how much chakra is used on the technique. For ninja with excellent chakra control, they will use the minimum amount with nothing wasted. For ninja with poor chakra control, they will expend more chakra than needed to accomplish their jutsu.

[Chakra Amounts]
• Genin: 20
• Chuunin: 40
• Sp. Jounin: 60
• Jounin: 80
• S-Rank: 100

[Chakra Costs]
While there are no limits to the level of technique a character can learn, the chakra costs tend to be the decider. The level of technique with the rankings.

• E=Newb
• D=Genin
• C=Chuunin
• B=Sp. Jounin
• A=Jounin
• S=S-Rank

Now with that being said, lets move onto what the costs actually are for the level of technique.

• E=1
• D=2
• C=5
• B=7
• A=10
• S=20

[Physical Technique Costs]
There is a different system for physical based techniques such as weapon styles and taijutsu styles, which we classify as Simple and Complex. A simple physical technique will not cost any chakra until it is a B rank technique. After that the technique would cost -2 ranks below its corresponding cost. This means an S-Rank non chakra based technique would cost a B rank amount of chakra. A complex physical technique is one that relies heavily on chakra. Complex techniques cost -1 rank less in chakra to their corresponding rank. This means an S-Rank Chakra based physical attack would use an A-rank amount of chakra.

 
PostPosted: Fri Mar 22, 2013 5:21 pm


[Genjutsu System]
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Genjutsu in most guilds is so complex and hard to understand, but in this guild is really simple. Keep in mind there is no metagaming allowed, meaning if your character cannot logically figure out they are in a genjutsu then they just can't kai out of it. Follow the system below to get a full understanding on how to react to genjutsu.


[Genjutsu and how to work with it]
Perception is a double edged sword. The higher perception one has the more likely it is for them to notice the triggers of a genjutsu. Once your perception passes a certain point (see Perception in Stat Systems) it would pretty much be BS for you to not notice these things. Once you are in the genjutsu though with more points it is easier for you to realize you are inside of one.

Offense

Perception Points
Half of each point of perception added to the total score.

User Rank:
Genin: 2
Chuunin: 3
Jounin: 4
S-Rank/Sannin: 5
Kage: 6

Genjutsu Rank:
D = 0
C = +1
B = +2
A = +3
S = +4
SS= +5

Class of User:
Genjutsu = +6
Assassin = +5
Sensor= +4
Medical = +2
Ninjutsu = +2
Puppetry = +1
Dual Bloodline= +1
Summoning Class = +0
Enhanced Fighter = -1
Weapon Specialist = -2
Taijutsu = -2

Currently Activated Bloodlines
Ranmaru/Yume/Kurama = +5
Eternal/Mangekyo Sharingan = +4
Body Sacrifice Sensor = +4
Three Tomoe Sharingan = +3
Byakugan = +2
Mind Sculptor/Mayu =+2

Other:
-Demon Host = +2
-Genjutsu Curse mark Stage 1 = +2
-Genjutsu Curse Mark Stage 2 = +4

Defense:

Perception Points
Each point of perception or half point is added into the total score.

User's Rank:
Genin: 2
ChuUnin: 3
Jounin: 4
S-Rank/Sannin: 5
Kage: 6

Counter Tactics:
Kai Release Can release a genjutsu if you are above the caster's points.
Teammates can kai on you, but contact must be made.
Physical Pain: Deep Stab Wound or Broken Bone +6/ Deep Cut +4/ Small Cut +2

NOTE: Some may or may not be applicable as it is dependent of the Genjutsu being used.

Class of User:
Genjutsu = +6
Sensor = +5
Assassin = +5
Medical = +4
Genjutsu = +3
Ninjutsu = +2
Puppetry = +1
Summoning Class = +0
Enhanced Fighter = -1
Kenjutsu = -1
Taijutsu = -1

Genjutsu Rank:
D = +5
C = +4
B = +3
A = +2
S = +1
SS= 0

Currently Activated Bloodlines:
Ranmaru/Kurama/Yume = +6
Eternal Mangekyo Sharingan = +5
Body Sacrifice Sensor = +4
Bloodline Crusher = +3
Three Tomoe Sharingan = +3
Byakugan = +2
Mind Sculptor/Mayu =+2

Other:
-Genjutsu Curse mark Stage 1 = +2
-Demon = +4
-Genjutsu Curse Mark Stage 2 = +4

Explanation
All you have to do is add the numbers up that apply to you. Whomever has the bigger number would break or cast the genjutsu successfully. As far as genjutsu modifiers go, half a rank of genjutsu would give you .5 bonus to your overall for both offense and defense, which stacks on the rest. Finally, if your defense is within three points of the offense, once you realize you are in a genjutsu you can kai out of it.


All credit to that guy Colby, Azn Shadow Specs, Reiko Zena, and The Prophet Wei  

A faint smile

Dedicated Friend


A faint smile

Dedicated Friend

PostPosted: Fri Mar 22, 2013 5:52 pm


[Fighting System]
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Fighting in any guild is a system of action and reaction, mixed with a whole lot of meta-game and auto-dodge. In this guild it will definitely not be like that. Casting Ninjutsu will be the sketchiest because of the situations it puts people into. There are methods of catching someone with a fireball such as using the environment or stringing techniques together but overall these tend to be the hardest to land. If it is not at all logical for a character to be able to dodge you may PM a fight crew mod and ask for their opinion. Their word is final unless a VC or the Captain steps in and its a unanimous decision to turn it around.

[Fighting with Ninjutsu]
As stated above fighting with Ninjutsu is usually the most difficult. These techniques need to be stringed together and used in conjunction to land a hit. Keep in mind the time it takes to do hand seals as well as setting up a technique.

[Fighting with Genjutsu]
Genjutsu effects would take place immediately upon casting unless there is something to obstruct the activation method. If an opponent is deafened they cannot hear genjutsu, meaning sound based ones would not work. If an opponent cannot see then eye contact or sight based activation are pointless. Genjutsu does not need handseals unless the technique states otherwise. Most are done with an activation phrase or motion. Genjutsu that are successfully cast take a toll on the target's passives. If there is a technique that slows down a target then they lose 1/2 a rank of speed. The effects need to be followed in accordance to whatever the genjutsu says. The same genjutsu will not work twice in one battle on a target though effects that lower the same stat can be stacked up to 1 1/2 ranks.

[Fighting with Physical Attacks]
Perception, Speed, and Strength are the key factors in a physical fight. There is first the action, and then the reaction. If a character is capable of A) seeing the technique, B) being fast enough to react to it, and C) being physically strong enough to deflect/counter it, then and only then may they counter. There will be taijutsu/bukijutsu styles that may pertain to total countering. If the user is within half a rank to all the main battle stats above they can counter. 1/2 rank above would allow them to block, but not attack. 1 rank above would be countering. If the person who was countered also meets these requirements they themselves can also block or counter afterward.
 
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