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A Naruto role-playing guild using the d20 system, for semi-lit and above RPers. 

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Reply Kirigakure ((Hidden Village of Mist)) [Water Country]
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Karite The Reaper

Dapper Hunter

PostPosted: Mon Apr 30, 2007 1:54 pm


The Academy

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The Academy is huge, by far the biggest building in Kirigakure with the exception of the Kirigakure Library. On the outside, it appears to be like any other building, with just small cracks as its symbols of having weathered the Earth Master invasion. It is made of stone, the grey color blending in perfectly with the near-constant mists that surround the village. The double doors stand twice the height of a tall man but are easy enough to pull open for even a timid eight year old. The first room is dimly lit. There is no furniture and nothing in the room except for a single door. This door leads down a flight of stairs.

The trip down the stairs doesn't seem too bad at first. The air grows danker the farther you go. The moisture in the air increases tenfold. The lights grow dimmer and dimmer until the only light are the strange balls that float somewhere above your head. They give off a faintly blue-tinged light, barely enough to see where you are going. Eventually, the stairs give way to a tunnel. Traveling along this tunnel, the atmosphere becomes almost claustrophobic. The ceiling is lower and lower until it forces you to crawl forward. The tunnel seems to last forever as you navigate its twists and turns. Then, just before the point of insanity, a breath of fresh air rushes into the dank tunnel. It opens up into a dimly lit room. The room is filled with rows of desks for students and one desk and a blackboard for the teacher. This is where you will meet your sensei and decide your future as a shinobi.

There is a room connected to the first. To the east is a brightly lit room about the size of a football field. Mats cover the floor to prevent any overeager students from hurting themselves. Along one wall are nothing but mirrors, to aid the children in seeing their mistakes. Balance beams are also in a corner. A track runs along the corner of the room, giving runners a place to train out of everyone's way. In the farthest corner of the room, away from the door, there are strange pads hanging from the ceiling. This is the center where students can train their dexterity and dodging. The huge room is where the children can train without fear of breaking anything or getting themselves injured.

Experience for teaching:
[per person]
jutsu: 5 exp
skill: 2 exp
ability: 3 exp

[Thank You Ivory For Letting Me Use Your Format]
PostPosted: Mon Apr 30, 2007 1:55 pm


ACADEMY SYLLABUS


The point of academy is to familiarize the student with the system and to allow the student to build some relationships


Academy runs from Morning to Afternoon (Class dismissed at Late Afternoon)


Core trainings [assigned by the teacher] can be 5/5 instead of 10/10: [These do award skill and ability points, but reduced exp]

-Learning handseals [Int mod DC: 10]

-Learning jutsus
----Bunshin [Chakra Control DC: 10]
----Henge [Chakra Control DC: 10]
----Kawarimi [Chakra Control DC: 15]

-Taijutsu spar lesson
To practice Taijutsu, the students were paired up and sparred against one another. I try to keep those with a high strength together and those with a weak strength together. No one was allowed to use ninjutsu or genjutsu during the fight. Taijutsu was the only techniques used. They kept fighting until 2 Hp was left.
To Attack: 1d20 + Melee Attack Bonus
To Dodge: Dodge Bonus (No dice roll)
To Grapple: d20 + Melee Attack Bonus (Grapple DC) vs. Dodge
Grappled people cannot move and can only escape via Escape Artist check or Strength check (to break out of grapple)
After a successful grapple each turn's damage is Taijutsu damage (starting turn after grapple is made).
To Trip: d20 + Melee Attack Bonus vs. Dodge (no damage)
If that succeeds, roll a Str check vs. opponent's Dex. If you win, you successfully trip the opponent. If you lose, your opponent has the chance to trip you with d20 + his Str vs. d20 + your Dex.
If tripped, character loses -4 to their attack rolls and Dodge/Reflex. Standing up takes the equivalent of 1 Dice Roll [1 turn].
To Calculate Damage: Random number 1+str mod to 6+str mod + Taijutsu skill bonus (+1-2 damage per 4 skill points)
Ties go to the favor of the attacker.
Rolling a "20" is an automatic win.

-Field trip to hospital to learn basic first aid [Treat Injury DC: 10, then 15 - optional]
Students will be setting splints for broken bones. They have to reach a total of 10 or higher to set the splint correctly. If they fail, they will have to try again.
After they have done that, onto stitches. They must have a 15 total or higher in their Treat Injury check. To stitch up one patient they must do 5 successful stitches.

Optional extra credit: [Assigned by the teacher but you can request specific trainings in-RP. Can be 5/5 instead of 10/10 for no points and reduced exp. Check below posts for training suggestions.]

-Kakuremino [Stealth DC: 10]
-Nawanuke [Escape Artist DC: 10]
-Jibaku: Fuda Kassei [Chakra Control DC: 12]
-Ranged weapons training
-Laps
-Chakra molding
-Push-ups
-Reading
-Etc...


Academy should be over in 4 RP days.

Day 1 (Mokujin)
-Morning
--Meet class
--Teacher explains basics of using chakra for jutsus
--Learn handseals
--Extra credit: Chakra Molding
-Noon
--Break for lunch
--Learn Nawanuke - Teacher ties up students, and students must break free to get to their lunch
-Afternoon
--Teacher talks about the differences between ninjutsu and genjutsu
--Learn Kakuremino
--Learn Bunshin

Student makes up for missed lessons during rest of day

Day 2 (Bumu)
-Morning
--Taijutsu spar class
--Extra credit: Ranged weapons, laps, or another spar.
-Noon
--Break for lunch
--Field trip to hospital to learn about basic first aid
-Afternoon
--Return to academy and learn Henge
--Extra credit

Student makes up for missed lessons during rest of day

Day 3 (Bumu)
-Morning
--Learn Jibaku: Fuda Kassei
--Extra credit
-Noon
--Break for lunch
--Quality teacher and student talking time
--Discuss future options and specialties
-Afternoon
--Learn Kawarimi
--Extra credit...

Student makes up for missed lessons during rest of day


Day 4 (Genin nearing Chuunin level)
-SURVIVAL TRAINING COURSE!!!
-STUDENT BATTLE TOURNAMENT!!! (This is the Mist afterall )
-HAVE FUN! (teachers)
-Genjutsu Kai challenge

Any lesson/training not assigned by the academy sensei will require 10 checks, not the reduced 5


Note: Each time frame will last say 4-5 RL days, evenings will be quicker. [It should go Morning -> Noon -> Afternoon -> Evening -> Night. Academy runs Morning, Noon and Afternoon.]

Note 2: When resting you cannot train any physical or chakra skills or stats, but if the teacher allows you to you can read a book to train your Intelligence or make a speech or practice tongue twisters or interact with your fellow classmates for Charisma, etc. The possibilities are endless really.
 

Karite The Reaper

Dapper Hunter


Karite The Reaper

Dapper Hunter

PostPosted: Fri May 04, 2007 2:43 pm


Extra Credit [Skills]



Chakra Control
Focus the chakra to your hands and practice molding the chakra.
Roll: 1d20 + Chakra Control
DC: 10 + your Chakra Control
Successes: 10/10
DC Fail: -1 Cp
Resting Post: +1 Cp per resting post. [Resting post must be at least 4 lines long. Training may not be included in resting posts.]

Escape Artist
In exercising this skill, I paired up my students up to practice escaping grapples. One student would roll a d20 + Str Mod and escaping student would roll a d20 + Escape Artist.
If a student failed to escape a grapple it would be -1Hp.
Grapples Escaped: 10/10

Treat Injury
Practice tying bandages or read up on basic first aid.
Roll: 1d20 + Treat Injury
DC: 10 + your Treat Injury
Successes: 10/10

Athletics
Practice your flips, handsprings and jumps through the trees or on the ground.
DC: 10 + your Athletics Skill
Formula: d20 + Athletics
Successes: 10/10

Ranged Weapons
Each student will be given a mixture of 10 ranged weapons (senbon, shuriken and kunai) and be placed in front of a target board. There will be 3 rings around the bullseye.
0-5 = Ring 1 (+0Exp)
6-10 = Ring 2 (+1Exp)
11-15 =Ring 3 (+2Exp)
16-20 = Bullseye (+3Exp)
Formula: 1d20 + Ranged Attack Bonus
Train: Use all 10 weapons up.

Put in each post:
Training Experience: (Keep adding what you hit together for your experience score. This is your base experience.)
Shurikens: (The remainder you have left.)

Cat and Mouse [Awareness vs. Stealth]
This is a game played with two or more people. In the fields of Kirigakure, there is a mouse who is trying to make his way through the field without being spotted by a cat. He must cross a 25ft distance without being detected or seen by the cat.
The first roll is done by the cat.
1d20 + Awareness
As the cat listens, the mouse tries to move through the fields.
1d20 + Stealth
DC - If the cat's Awareness total is higher than the mouse, the mouse must take cover.
1d20 + Stealth
The cat then has to find the mouse.
1d20 + Awareness
If the cat fails, the mouse can continue moving, but now must be wary.
1d20 + Stealth + (-1 for every time heard)
The mouse can only move 5ft at a time.
Train: 5/5

If the mouse is seen by the cat, he is caught and the cat is rewarded.
If the mouse successfully moves across without being seen, he is safely rewarded.
PostPosted: Fri May 04, 2007 2:59 pm


Extra Credit [Stats]


Strength [Str]

Strength Training
Do push-ups or lift weights in the academy gymnasium.
1d20 + Str. Mod.
DC: 10 + str mod
Successes: 10/10
DC Fail: -1 Hp
Resting Post: +1 Hp per resting post. [Resting post must be at least 4 lines long. Training may not be included in resting posts.]


Dexterity [Dex]

Dodgeball Game
Students will play a game called dodgeball, in which two teams are made, and they will use balls to get the people from the other team out. Once the ball touches someone, they are out.
Throwing the ball:
1d20 + Ranged Attack
DC: 1.5x Dodge Bonus of Opponent (ROUND DOWN)

Dodging Dojo
There is a dodging device in the academy basement. Wooden posts fall from the ceiling and swing around. A student must dodge 10 posts to make it to the end.
DC: 15
Formula: 1d20 + Reflex Save
Successes: 10/10
DC Fail: -1 Hp
Cannot make resting posts while training (must leave area around dodging device).


Constitution [Con]

Endurance Training
Students will be required to run 10 laps on the track in the underground gym. They can also try to hold their breath for as long as they can in the academy's pool.
1d20 + Con. Mod.
DC: 10 + con mod
Successes: 10/10
DC Fail for Laps: -1 Hp
DC Fail for Pool: -(1 + 1 Hp per minute in pool. Each successful roll is one minute.)
Resting Post: +1Hp per resting post. [Resting post must be at least 4 lines long. Training may not be included in resting posts.]


Intelligence [Int]

Questions
The teacher will ask the students questions reviewing the day, or previous lessons. Each student will be asked 3 questions.
1d20 + Int. Mod.
DC: 12

Cat's Cradle
Everyone should know this classic game played with a piece of string. You have to grab the X's to make the next cradle. This training can only be done with two or more people.
d20 + Int mod.
DC: 10 + int mod.
Train: 10/10

Or read a book (same DC and train amount).


Wisdom [Wis]



Charisma [Cha]

Speech Practice
The students will surely have to make speeches in the future, this is a way to practice that without being embarrassed. The student must speak 15 or more lines. May also practice it by themselves in front of a mirror.
Formula: 1d20 + Cha. Mod.
DC: 10 + cha mod
Train: 10/10


Chakra [Chk]

Meditation
The student makes a handseal in order to focus his mind on his chakra. He then meditates and focuses within himself in order to find new chakra pathways within his body that he may not have been aware of before. With patience and persistence, he can unlock these pathways.
Formula: 1d20 + Chk. Mod. + Chakra Control (without Int.)
DC: 10 + Chk. Mod + Chakra Control (without Int.)
Train: 20/20

Or can remove Chakra Control roll and train only Chk, only 10 successes required.

Karite The Reaper

Dapper Hunter


Karite The Reaper

Dapper Hunter

PostPosted: Fri May 04, 2007 3:01 pm


Genin Exam



The genin exam will be a survival course, held whenever there are enough students (at least 3) to participate. Be prepared for deadly traps, horrible dangers and more!
Reply
Kirigakure ((Hidden Village of Mist)) [Water Country]

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