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Kuusho Rei

PostPosted: Tue Jan 20, 2009 6:39 am


ok this is a long one i put the comments under each weapon.


Aikuchi
A weapon of preferable for women, it can be concealed very easily in ones clothes, kimono or sleeve. Very useful to make sneak attacks with or to strike at a very unsuspecting moment. it is shorter than an tanto and lacks a Tsuba (hand-protector).
Damage: 4 to 10 + Strength Modifier
Requirements: 5 ranks of sword
Modifier: Agility
Blacksmith DC: 30

Aikuchi are straight bladed and any sword or knife can have a Tsuba. But the tsuba costs and ninjas were dirt poor. so buying a really nice tanto with a tsuba and proper handle would be really hard for them. And the aikuchi at the longest was 1 shaku and shortest about 5 cm. the aikuchi usually stayed below half a shaku.

Bokken
A wooden replica of a sword, also known as a bokuto (wooden sword). It is very widely used as a training weapon, and sometimes by people who do not want to kill their opponent. Mostly made of traditional oak wood and made of the same weight as a real sword to give it the same momentum.
Damage: 1 to 5 + Strength Modifier
Requirements: N/A
Modifier: Strength
Blacksmith DC: 10

well if you are doing training weapons there is a hierarchy. (lowest to highest) shinai, bokken, sakabato, real weapon. The shinai is what low ranks students learn with until a point in their training then they get the bokken. Bokken actually were made out of one of two materials white oak or wax wood. The sakabato is a unique training weapon in that is closest to the real sword being made in the same way the real sword is made, except that the razor side is on the opposite side than normal. And the other thing about the sakabato, being almost exactly like a normal weapon and special for training, they actually cost more than a real blade. And I forgot to say that that the shinai are made from bamboo.

Dao
The Dao is a single edge sword much like a saber or scimitar. These sword are relatively light and fast. Some ninja also use a dual pair of these swords to confuse an enemy. They are truly one sword split in two. The user of the Dao are agile and strong.
Damage: 6 to 12 + Strength Modifier
Requirements: 10 ranks of Sword, Agility 15
Modifier: Agility
Blacksmith DC: 35

Dao are not fast they are average at best. But they have a neat handle blade build. This build gives the dao an easily interchangeable position. It is not speed that gives it advantage maneuverability. It is like you gain a 100 yd lead on a beach assault then when enemy tries to push you back you sorry I have trenches and dog in then continue with the assault. And a dual dao were not one sword at any point they were always two blades with fitting tsuba and larger shi-su to compensate for having two blades in it.

Katana
The Katana is the most well-known sword and one of the strongest. It is generally a two handed sword, but strong shinobi who have trained with it are able to wield it easily with one. The blade has one edge that is sharp and can cut through almost anything.
Damage: 8 to 15 + Strength Modifier
Requirements: 20 ranks of Sword, Strength 25
Modifier: Strength
Blacksmith DC: 40

When you say katana I assume you mean the modern day sler for a tachi/daito. The tachi/daito is a sword with a 3 shaku blade. The even curve that archs to the dull side creates an idea smooth cut or slash. And the katana class size has another blade type. Like the ninjato in the sence it has no arch to its back, the tsurugi. The tsurugi is a straight single edge blade three shaku long

Ninja To
Upon reaching Jounin rank, every shinobi is introduced to this weapon since it is the favored weapon of the Anbu. It is lighter than the Katana, so it is easier to wield with one hand. However, it is much stronger than the Dao. The Ninja to is also shorter than the katana in length, but same in width and has a straight edge. therefore cutting like with a katana becomes useless and this decreases the fluency with which the weapon can be wielded.
Damage: 7 to 13 + Strength Modifier
Requirements: 30 ranks of sword, Agility 35
Modifier: Agility
Blacksmith DC: 35

When you say “However, it is much stronger than the Dao.” I hope you do not mean in durability because it you had a machine that stroke a ninjato and a dao against each other the ninjato would break every time for a million and two reasons. ok that may be an exaduaration but the dao is better tempered, thicker, broader, heavier, and so on and so on. You may want to mention that a ninjato has a two shaku straight single edge blade. The other blade in the wakizashi class it the shoto this blade in more like what you call a “katana” but at the length of the shoto is 2 shaku like the ninjato.

Nodachi
Sometimes bigger is better, the Nodachi is even larger then a Katana. There are several synonyms for it, like Odachi, Daikatana and Zanbato. Equalling 3 shaku at least, the sword can sometimes even become 6 or more shaku (2 meters).
Damage: 10 to 16 + Strength Modifier
Requirements: 40 Ranks of Sword, Endurance 45
Modifier: Endurance
Blacksmith DC: 45

I reemed this one a new butt hole already.

Tanto
The japanese knife, or tanto, is normally 1 shaku (1 foot) in length. It can be thrown short distances and used as a close quarter weapon.
Damage: 5 to 10 + Strength Modifier
Requirements: 10 ranks of sword, Aglity 15
Modifier: Agility
Blacksmith DC: 25

The tanto it basicly the opposite of an aikuchi, the tanto was about 1 shaku but dropped to about about 5 cm at the shortest. The tanto was typically above the 1 half shaku.


Jo
The light weight training weapon for those interested in the staff family to train with. The Jo is small and made of the lightest of woods for easily handling. The Jo is there to teach technique and stance, not for damage dealing.
Damage: 1 to 6 + Strength Mod
Requirements: N/A
Modifier: Endurance

The jo staff is a full function weapon. What I mean by that is that it is used in practice and in combat. So I should say it is a combat ready weapon. And you can tell my sore spots the next tell I get drag into a melee fight against a person with a hanbo, jo, or bo ok. Hanbo is 3 shaku, jo is 4-5 shaku, and bo are 6-7 shaku

Naginata
A long pole with a blade on the end, accompanied by a Tsuba (Hand Protector). A very useful weapon to keep enemies at a distance and to make swift movements if you're skilled with it. As long as you make successful hits with this weapon, the target can move move in close enough to use Taijutsu.
Damage: 7 to 16 + Strength Modifier
Requirements: 20 Ranks Staff, Endurance 25
Modifier: Endurance
Blacksmith DC: 40

I do not know you have a normal oriental halberd like this one. http://i235.photobucket.com/albums/ee207/duodrake/halberd.jpg and the big heavy one in the staff stuff.

Spear
The spear can be crafted in many different ways. The pole can be made out of bamboo to provide with a flexible middle-ranged attack. It can also be made with metal to ensure a strong piercing weapon. The users of the spear are able to keep enemies from getting close to them by keeping the tip of the spear in their way. For every successful attack with the spear, the opponent can not get close enough to use melee or taijutsu.
Damage: 7 to 12 + Strength Modifier
Requirements: 30 ranks Staff, Strength 35
Modifier: Strength
Blacksmith DC: 35

If we are calling things in there Japanese name why not call it “kamayari

Staff
A staff is basically a rod made out of any material such as wood, iron or silver. Its a plain weapon with no blades, but quite handy. Most ninja refer to the staff as a 'bo', however it can sometimes get confused with the ranged weapon, 'bow'. For the roleplay sake we will refer to it as a staff.
Damage: 3 to 8 + Strength Modifier
Requirements: 5 ranks of Staff
Modifier: Endurance
Blacksmith DC: 15

You should put in the length it is in the jo staff rant.



Kama
The kama was a weapon favored by a ninja on a mission who could disguise himself as a farmer work all day as one and then kill during the night with the kama he used to cut the grass on his farm. The blade is thin and weak, so not desirable for most combat situations.
Damage: 4 to 7 + Strength Modifier
Requirements: 5 ranks of Melee
Modifier: Strength
Blacksmith DC: 15

Wrong the kama is a unique weapon. The kama in not thin or weak it is thick and bridal. And fyi the scythe cut the grass and the sickle or kama was used in the bailing prosess.

Kunai
Everyone knows what a kunai is! It is the shinobi weapon that is quite simple in design with its abstract diamond point, thin handle and loop at the end. The kunai is usually made of steel with white cloth wrapped around the handle to keep the metal from rubbing against a shinobi's hand and for better grip. The Kunai is a melee weapon as well as a throwing weapon. See the 'Throwing' post for more details for throwing a Kunai.
Damage: 5 to 9 + Strength Modifier
Requirements: N/A
Modifier: Strength
Blacksmith DC: 10

WHEE utility field knife. The kunai is still used today as a field knife.

Tekagi
This weapon is worn on the knuckles like a glove. But on this glove are bladed prongs. They can be long or short. Longer blades are easily broken, but can do more damage. Shorter blades are sturdy and do a decent amount of damage. This weapon was made for taijutsu users to add a little extra damage to their punch.
Damage: 7 to 11 + Strength Modifier
Requirements: 10 ranks of Melee, Strength 15
Modifier: Strength
Blacksmith DC: 20

Wrong again. Tekagi was maninly climbing gear and theses “gloves” have little prongs or spikes on the palm of the hand and longer claws protruding from the back of the hand off the knuckles. The claws usually are 1 or ½ shaku. The tekagi is a cousin to the katar. a broad single that goes with the hand instead of the fingers.

Whip
The whip, originally a tool to keep animals in check, but when used as a weapon, it proves very useful in disarming and grappling the opponent. Not to mention it's swiftness and the ability to give attacks burning with pain without physically wounding the enemy much. When using the whip in a grapple, the target must use the skill escape to get out once caught.
Damage: 6 to 10 + Strength Modifier
Grapple Damage: Endurance Modifier + 1 per 10 ranks Melee
Requirements: 20 Ranks of Melee, Endurance 25
Modifier: Endurance
Blacksmith DC: 30

I did not know there were whips in eastern asia

Aian Nakkuru
A bladed iron knuckle worn on the hand. There is also a sharp blade at the end of the tool. The weapon is very effective for individuals who prefer hand to hand combat.
Damage: 4 to 10 + Strength Modifier
Requirements: 5 ranks of melee
Modifier: strength
Blacksmith DC: 15

Very descriptive

Jitte
A small piercing weapon which consists of a long prong with a small curved prong on the side, it's very useful to disarm an opponent and block attacks once you know how to handle it. However, its not used to cause damage. Not a lot of strength is needed if the user is quick and precise with their movements.
Damage: 3 to 8 + Strength Modifier
Requirements: 5 ranks of Ninja
Modifier: Strength
Special: Can disarm opponent with 50 ranks of Melee. Your attack roll has to be 15 points higher then your opponents attack roll.
Blacksmith DC: 15

Ouch I would hate to get pieced by a 14 in rod that has no point.

Kusarigama
The kusarigama is the union of a normal kama with a chain on the end of the kama handle. The kusarigama is one of the hardest weapons to master and one of the most useful ones. The Kama can be used to attack in close quarters while the chain which most of the time has a small metal ball like ending can be used for ranged attack, trips and disarming as well as creating vast numbers of opening for the user to kill with the kama sharp edge. The chain can be used to grapple, but target must be within close range.
Damage: 7 to 12 + Strength Modifier
Grapple Damage: Strength Modifier + 1 per 10 ranks Melee
Requirements: 20 ranks of Ninja, 10 ranks Balance, Strength 25
Modifier: Strength
Blacksmith DC: 30

No comment

Manrikigusari
The Manrikigusari is basicly a large Fighting Chain, usually with a spike on one end. It is usually around 36" in legnth, and can be used from a distance. For every successful attack with the Manrikigusari, the opponent is kept back and can not use Taijutsu or Melee with the next roll.
Damage: 6 to 11 + Strength Modifier
Requirements: 30 Ranks of Ninja, 15 ranks of Balance, Agility 35
Modifier: Agility
Blacksmith DC: 35

Sai
The sai is a three pronged weapon used to deflect sword attacks for the most part. It is also used in attacking as well, but doesn't deal a lot of damage. Its points are sharp, but its blades are purely round. Skilled user of the Sai can also disarm opponents with strong twist of the wrists.
Damage: 5 to 10 + Strength Mod
Requirements: 10 ranks of Ninja, Agility 15
Other: Agility Mod
Special: Can disarm opponent with 40 ranks of Melee. Your roll has to be 15 points higher then your opponents attack roll
Blacksmith DC: 25

No cmmoent

Tessen
A Tessen is a war fan. It is a fan made of metal. They are mainly used as melee weapons, but are also used for ranged attacks. A skill user of the Tessen can use it like a shuriken. Even higher skilled user can make the Tessen return after throwing it. Those with the Wind affinity can also use this device in ninjutsus. Most ninjas wield two Tessens. A great weapon for using undercover. It is not suspicious that a woman be carrying around a fan.
Damage: 6 to 9 + Strength Modifier
Requirements: 10 ranks of Ninja
Modifier: Agility
Blacksmith DC: 15

No comment



Club
A primitive blunt weapon that is considerably heavy. Its usually used as a training weapon to get someone well-fitted for weilding more destructive and damage inflicting weapons. Its usually made out of the heaviest of woods to work the user's arms, torso and ab muscles.
Damage: 3 to 8 + Strength Modifier
Requirements: Strength 20
Modifier: Strength
Blacksmith DC: 10

Ok a club the most European/precivilization weapon known to man and we have it as a ninja weapon. I hope there are others who think there is something wrong with this too.

Hammer
A large over-sized hammer usually made with two flat heads. An experience blacksmith could sharpen the edges of the hammer to do more damage by making them come to a point. It takes a lot of strength to lift the hammer and a lot of endurance to constantly throw it about. The hammer is more specifically used to break bones and crack skulls.
Damage: 10 to 15 + Strength
Requirements: 20 ranks of Heavy, Strength 25
Modifier: Endurance
Blacksmith DC: 25

Is this a European two handed hammer? Or a one handed mallet like hammer

War scythe
A pole weapon that was at first improvised from the usual farming scythes. it is made of a large blade attached to a long pole.The blade, unlike that of a Naginata or other lance like weapons is placed horizontally and it is curved inward making it great at slashing and ripping. This weapon found it's origin in the farming sector where it was used to cut rice more efficiently, but when you can harvest rice, why not harvest lives? The weapon was first used in revolts from farmers but later on, their custom creation was begun for war uses where it has proven it's usefulness because of the many victims that have fallen to this weapon. The War scythe is always taller than the user and its blade is usually as long as the user's arm span. It takes quite a bit of strength to swing around a large and heavy weapon like that so both hands are used when swinging. It takes a skilled blacksmith to create a balanced blade and pole. The pole especially has to be strong since it's long and holds up such a powerful blade. Shinobi use of this weapon is scarce for it is more efficiently for intimidation and killing sprees rather than stealth.
Damage: 15 to 21 + Str Mod
Requirements: Strength 35, 40 ranks of Heavy
Modifier: Endurance
Blacksmith DC: 40

Well again if we are naming things in Japanese call it daikama


Where is the three section staff, nunchuck, tonfa, or the daitessen?
PostPosted: Tue Jan 20, 2009 1:24 pm


@_@ We try to keep things simple in Shimagakure, even if they're slightly wrong in the real world. I know you may disagree, but not everyone is as competent in weapons as you are and we want to make the system user friendly. However, I'll try to include your comments in the weapons upgrade we're doing. Thanks a lot, Kuusho.

Aznka


Kuusho Rei

PostPosted: Wed Jan 21, 2009 7:47 am


What is this "@_@"? sorry if i came off pushy or high and mighty. i just get nicked about some stuff like ancient weapons. but do not get me wrong i commpletely under stand you guyz wanting simple. being a hick i completely comprehend simple. lol and sorry about the large post size i should have broken that up. sweatdrop and you never really answered why the other weapons at the bottom where not added to the weapons list.
PostPosted: Wed Jan 21, 2009 3:45 pm


You can upgrade and customize weapons in Shima, so the three section staff would be a customization of the staff. If you want to use nunchucks, we'll add it to the list. Tonfa are upgrades of the jitte. And I'm assuming daitessen were big fans, which again, if you want to use, we'll add.

Aznka


Kuusho Rei

PostPosted: Thu Jan 22, 2009 12:28 am


thank you for explaining but you still did not tell me what "@_@" is or means.
PostPosted: Thu Jan 22, 2009 12:30 am


and i just remembered something. what ever happened to that karite the reaperi thought we was handling my case? i am con complaining or any thing, i am just curious.

Kuusho Rei


Karite The Reaper
Crew

Dapper Hunter

PostPosted: Thu Jan 22, 2009 6:23 am


I am right here and no, Aznaka is my boss along with pretty much everyone else on the crew lol cause I am new. So if she says something I follow and if I don't agree I form a professional complaint and offer a suggestion. Other than that what the others say I do.

Besides we were working on weapons as it was and I was more then likely preoccupied with school at the time.
PostPosted: Thu Jan 29, 2009 2:52 pm


Alrighty.. I've been working on tweaking the Eight Gates so that they are actually usable and not too overpowered. I have done a few tests with it and to give people an idea of how powerful it is, I compared an average level jounin (Natamo) against a higher level ANBU (Shinichi). In this test, I gave Natamo all of the bonuses that each gate would provide, and if she were to activate the eighth gate against Shinichi, it would be a very close fight, but with a high cost of Hp and Cp to Natamo until she activated the Eighth Gate.

On another note, during the tweaking of this, I constantly kept in mind that Rock Lee activated the fifth gate during his fight with Gaara. I assumed that he was right around level 10 since it was during the Chuunin Exams. So I have done my best to make sure that lower level characters will be able to use the Eight Gates, but without becoming "too" powerful.

I have had a few of my ideas shot down because they were too complicated, but I assure you, this isn't the case with the Eight Gates. The formulas that I came up with may seem slightly confusing at first, but I assure you all that they are easy to understand if you take time to look at them. Feel free to ask me any questions so that I may explain something that is unclear.

In addition, I realize that since I have added specific rules to the Eight Gates, the overall text for the technique has become rather large. I have highlighted parts of it in green and I think that those parts should be cut out and replaced with a link to the game system thread, where that segment of the Eight Gates is explained. Well.. Here it is!:






Eight Gates [Hachimon]
The eight chakra gates are eight specific points on a person's chakra
circulatory system. They limit the overall flow of chakra within a
person's body. The basis for the idea of the chakra gates comes from
the body's limits on the functions within it. This makes the body much
weaker, but it keeps the body from expiring too soon. By opening these
gates, the user can surpass their own physical limits at the cost of
extreme damage to their own bodies.

Special note: This technique is directly connected to the individual
who uses it by implementing this kind of formula: (# per every #
character levels). If the formula states (1 per every 10 character
levels) and your character is level 23, then you would place a 2 into
the spot that the formula is located. There are two examples in the Cp
cost of the technique that should clear up any confusion.


CP Cost (Activation): (Gate Number) * 5 * (1 per every 10 character
levels)
(Maintaining (Holding) Post): 10 * (1 per every 20 character levels)

Example 1: For a level 21 character to activate and maintain the sixth gate,
they use these formulas:
Activation:
6(Gate Number) * 5 * 2(1 per every 10 character levels) = 60 Cp
Maintaining Post: 10 * 1(1 per every 20 character levels) = 20 Cp

Example 2: For a level 11 character to activate and maintain the second gate,
they use these formulas:
Activation:
2(Gate Number) * 5 * 1(1 per every 10 character levels) = 10
Maintaining Post: 10 * 1(1 per every 20 character levels) = 10

Note about Cp Cost: If your character is using a gate and decides to activate
another on their next turn, they may skip their maintaining cost for that turn.



1. Opening (Initial)
The Gate of Opening is located in the brain.
Releases the instinct restraints on the bodies muscle.
Unlocking the gate allows the user to use the Front Lotus*
Effects: Temporarily increases the user's strength modifier
by five times.
Damage to self: (Original Strength mod) * (1 per every 10
character levels)
Requirements: Level 10, Control 20

2. Rest (Heal / Energy)
The Gate of Rest is also located in the brain.
It raises the user's stamina and revitalizes them.
Effects: Temporarily doubles the user's endurance modifier and
heals the user by this amount: (Current Hp) + (New Endurance Mod)
Damage to self:
After the Eight Gates are deactivated, the user
loses health equal to (Original endurance modifier) *
(2 per every 10 character levels).
Note: This health bonus may raise a character above their maximum
health level.
Requirements: First Gate, Control 25

3. Life
The Gate of Life is the first of five located on the spinal cord.
This gate releases the limit on the nervous system, allowing
information to travel at a much faster rate. Allows the user to use
the Reverse Lotus*.
Effects: Temporarily increases the user's agility modifier by
three times and turns thier skin's color into a deep red hue.
Damage to self: (Original Agility mod) * (1 per every 10 character
levels).
Requirements: Second Gate, Control 35

4. Pain (Harm / Wound)
The Gate of Pain is the second gate located on the spinal cord.
Increases the user's speed and power. This is the first gate that
has a significant chance of causing long term damage to the user.
Effects: Increases all strength and agility skills by (10) * (1 per
every 20 character levels).
Damage to self: (Original Agility mod + Strength mod) * (1 per
every 10 character levels).
Special: When the gates are deactivated, the character rolls a 1d10.
If this number is above six, the character gets -X to their agility,
strength, and endurance abilities for one full season in Shimagakure.
X= (The 1d10 roll) * (1 per every 10 character levels)
If the user's Fortitude skill reaches 50 or more without the gate's
bonuses, this effect is removed.
Requirements: Third Gate, Control 50

5. Closing (Limit)
The Gate of Limit is the third gate located on the spinal cord.
It releases the limit on the amount of chakra flowing through
one's network, increasing the power of the chakra that they posses.
Effects: Temporarily triples the user's chakra modifier.
Damage to self: (Original Chakra mod) * (1 per every 10 character
levels).
Special: When the gates are deactivated, the character rolls a 1d10.
If this number is above five, the character gets -X to their agility,
strength, endurance, and chakra abilities for one full season in
Shimagakure.
X= (The 1d10 roll) * (2 per every 10 character levels)
If the user's Fortitude skill reaches 100 or more without the gate's
bonuses, this effect is removed.
Requirements: Forth Gate, Control 70

6. Joy (View)
The Gate of View is the fourth gate located on the spinal cord.
This gate removes the limit on how much fat and proteins the
intestines can digest, and releases otherwise useless energy
resources, giving the user even more power. It also allows the
character to perform the Morning Peacock*.
Effects: Increases all strength, agility, and chakra
skills by (20) * (1 per every 20 character levels).
Damage to self: (Original Agility mod + Original Chakra mod +
Original Strength mod) * (1 per every 10 character levels)
Special: When the gates are deactivated, the character rolls a 1d10.
If this number is above four, the character gets -X to their agility,
strength, endurance, and chakra abilities for one full season in
Shimagakure.
X= (The 1d10 roll) * (3 per every 10 character levels)
If the user's Fortitude skill reaches 200 or more without the gate's
bonuses, this effect is removed.
Requirements: Fifth Gate, Control 95

7. Shock (Wonder / Insanity)
The Gate of Wonder is the final gate located on the spinal cord.
The seventh gate removes the limit on how fast the body can
move, removes wastes from dead skin cells to feces, and gives
the body a much cleaner system to work with. Allows the user to
perform the Eternal Chaotic Dance*.
Effects: Increases all agility, chakra, and strength skills by
(25) * (1 per every 20 character levels).
Damage to self: (Original Agility mod + Original Chakra mod +
Original Strength mod) * (1 per every 10 character levels)
Special: When the gates are deactivated, the character rolls a 1d10.
If this number is above three, the character gets -X to their agility,
strength, endurance, and chakra abilities for one full season in
Shimagakure.
X= (The 1d10 roll) * (4 per every 10 character levels)
If the user's Fortitude skill reaches 400 or more without the gate's
bonuses, this effect is removed.
Requirements: Sixth Gate, Control 125

8. Death
The Gate of Death is located at the heart.
The final gate uses up all of the body's energy by making the heart
pump at maximum power, effectively exceeding the power of every other
gate. All of the energy in each individual cell is used up, giving the
user power well above that of any Kage. This "big bang" effect is only
temporary, and destroys every muscle in the user's body, including the
heart, and will almost certainly kill any user who utilizes it.
Effects: Health and chakra are completely replenished, all agility,
chakra, and strength skills are increased by (50) * (2 per every 25
character levels), and the agility, chakra, and strength mods are doubled.
(This doubles the mods that have already been altered by the gates, not the
original mods.)
Damage to self: Near certain death:
After the gates are deactivated, the user rolls a 1d100. If the roll is any
larger than 1, their character dies.
Requirements: Seventh Gate, Control 160

McClane
Captain


Katz the Nine Lives
Crew

Hunter

PostPosted: Thu Jan 29, 2009 4:32 pm


User Image - Blocked by "Display Image" Settings. Click to show.

Gai-sensei approves of it and so do I. I like what you have done with the gates. I don't find the calculations very hard to do and it seems balanced to me. My only suggestion as of now is probably to change that 1/100 chance of survival of the 8th gate. I know you're making as close to possible in Naruto, but maybe a 5% or 10% chance would be better, just to at least give the player a chance. I won't gripe though if you leave it as is. Once again nice work with it.
PostPosted: Sat Jan 31, 2009 10:02 pm


Want to help recruit for the guild? Well here's something to help you out! Just copy, paste, and send away!

[ quote][ size=9]Hey, Shimagakure is a literate role playing guild based around the [ i]Naruto animated/manga series. We are currently recruiting and encourage you to send an application to our guild. What sets Shimagakure apart from all of the other Naruto guilds out there is the fact that we use a D20 system. Whats the D20 system you ask? Well, basically we use dice to determine what the outcome of an action is. Why did we do this? Simply because we were tired of the bickering that ensued do to these actions without a set of rules. In the world of Shimagakure there is only one hidden village and the name is, yep you guessed it, Shimagakure. Basically its the start of the Shinobi world and you get to decide which ways it will develop. Want to be one of the first major clan members? Go ahead! We also allow players to create their own clans and techniques, so let your creative side lose and think up the next crazy clan or awesome jutsu. We've expressed our interest in you now return the favor and express yours in us! Sincerely,

The Shinobi of Shimagakure.

[ url=http://www.gaiaonline.com/guilds/index.php?gmode=index&guild_id=36563]Link to Shimagakure

Demonic Existence


Sylvok Myr

PostPosted: Tue Feb 10, 2009 7:16 am


Thanks for that, Demonic. I'll post that along with our banners. ^^
PostPosted: Mon Apr 13, 2009 6:23 am


I wanna genin team! Who wants to have a base out in the middle of nowhere in the mainland with Aya and Kana!!!!!

It would be sexy to have two squad leaders, no?

MEOW YES!

Baylu Eras


Demonic Existence

PostPosted: Mon Apr 13, 2009 12:08 pm


MEOW YUS!
*Chest Bump*
> . <
PostPosted: Tue Apr 14, 2009 5:11 pm


Most likely, Kiba, Tanu and Shin will be reporting under Kane. ^^

Sylvok Myr


Bel Biv Lucid

PostPosted: Tue Apr 14, 2009 6:59 pm


I'ma prepared to have my Kaguya in a Gennin squad.
Reply
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