|
|
|
|
|
|
|
Chaoscarrier Vice Captain
Romantic Conversationalist
|
Posted: Fri Jun 29, 2012 12:25 am
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 04, 2012 5:46 pm
Introduction
Welcome to the second class of the Ninja Academy. Today we will be covering the four stats having to do with your Resolve.
Chakra Chakra is the fuel that powers both Ninjutsu and Genjutsu techniques.
Focusing This allows the user to replenish a portion of their chakra by taking a turn to rest and focus.
Stamina Stamina counts as your character's health. When your stamina is depleted, you will likely pass out.
Toughness Toughness counts for a few different aspects of your character. It acts as the fuel to power Taijutsu techniques(Fatigue). It allows you to shrug off a portion of physical damage from attacks. And, it determines how much your Fatigue will lower while resting.
|
 |
 |
|
|
|
Chaoscarrier Vice Captain
Romantic Conversationalist
|
|
|
|
|
|
|
|
|
|
Chaoscarrier Vice Captain
Romantic Conversationalist
|
Posted: Wed Jul 04, 2012 5:47 pm
Chakra
Chakra is the key to activating and sustaining all Ninjutsu and Genjutsu. It's the fuel that powers these jutsu. One(1) point in this sub-stat is equal to one-hundred(100) Chakra.
Resting One of the methods for restoring lost Chakra is 'Resting'. This can only be done outside of battle. Once 8 hours (real-time) have passed while the player is outside of battle, the user's Chakra and Stamina will be fully restored. Resolve Stats Resolve ---Chakra: 1100 (11 points) ---Stamina: -- ---Focusing: -- ---Toughness: --
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 04, 2012 5:48 pm
Focusing
Focusing allows you to restore a portion of your chakra amidst battle. Focusing while in battle is considered a full action, so during the turn that a player attempts to Focus, they cannot activate any other Jutsu. While focusing the player will lose -10% on their next Defense Phase. (ex: Player one goes first and attacks. Player two gets a defense phase to guard themselves from the attack. Player two takes their turn normally and chooses to Focus and regain some Chakra. Player one gets their next turn and attacks again. Now player two gets a defense phase, but will lose -10% from their check if they attempt to defend or counter the attack.)
When the player chooses to spend the round focusing they will regain, in chakra, their focusing stat x10 (ex: Player one has successfully stunned the opponent and decides he needs to Focus and restore some of his Chakra. Player one has thirty(30) points in their Focusing stat. Thirty(30) x ten(10) = 300 Chakra restored.)
You may not gain more chakra than your maximum through Focusing. (ex: Player one attacks for their turn. Player two defends successfully and spends 180 Chakra. Player two now has 4820 out of the 5000 Chakra they began with. Player two spends their turn Focusing. [30 x 10 = 300] Player two only gains 180 Chakra while Focusing, which restores their Chakra back up to full.) Resolve Stats Resolve ---Chakra: -- ---Stamina: -- ---Focusing: 30 (+300 Chakra while focusing) ---Toughness: --
|
 |
 |
|
|
|
Chaoscarrier Vice Captain
Romantic Conversationalist
|
|
|
|
|
|
|
|
|
|
Chaoscarrier Vice Captain
Romantic Conversationalist
|
Posted: Wed Jul 04, 2012 5:54 pm
Stamina
Stamina is how much punishment one's body can take before finally giving out. If you run out of this you will likely pass out. One(1) point in Stamina is equal to one-hundred(100) health.
Healing There are two methods in which a player can recover lost Stamina. The first is known as 'Healing' and is the only method that can be performed while the player is in the middle of a battle. As long as the player or an ally has a Jutsu or Item based on restoring Health, it can be used to restore the players health.
Resting The second of the two methods for restoring lost Stamina is called 'Resting'. This can only be done outside of battle. Once 8 hours (real-time) have passed while the player is outside of battle, the user's Stamina and Chakra will be fully restored.
Resilience Check When your Stamina reaches 0 you must make a special 'resilience check' in order to keep fighting. If you pass the resilience check you can continue fighting, however if you fail the resilience check, you will pass out.
You start with 50% and add +1% per every 10 points you have in Stamina. (ex: Player one has 5000 Stamina. This means player one has 50 points in their stamina) As with most, if not all, checks the player will find their total percentage and then roll a 100-sided die. If the resulting number is higher than the total percent, the player fails the check. If the resulting number is lower than the total percentage, the player passes the check. (ex: Player one starts with the number 50. Player one has 40 points in Stamina (4000 health) Player one divides the number of points they have in stamina by 10. [40 / 10 = 4] Player one adds 4 to the 50 they started with. Player one has a 54% chance to pass the check. Player one rolls a 100 sided die and the result is 34. Because the result was below 54, the player succeeds and passes the check. Player one is able to get back up and continue fighting.) Resolve Stats Resolve ---Chakra: -- ---Stamina: 4000 (40 points) ---Focusing: -- ---Toughness: --
|
 |
 |
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Wed Jul 04, 2012 5:55 pm
Toughness
The Toughness sub-stat represents the three concepts below.
Fatigue Fatigue, much like Chakra, is a fuel. It fuels the Taijutsu techniques which are centered around action within and throughout the physical body. To determine how much Fatigue you have, you simply multiple your Toughness by 5.
(ex: Jack has 50 points in Toughness. 50 x 5 = 250. Jack can gain up to 250 Fatigue before he begins to strain his body.)
The expenditure of Fatigue is different from that of Chakra. When dealing with Chakra, you have a certain amount and that amount decreases through expense and damage. When dealing with Fatigue you start from 0 and any expense is added up from there.
(ex1: Player A has 2000 Chakra. Player A uses a Ninjutsu that creates a fireball and hurls it at Player B. Player A's fireball costs 100 Chakra. Player A's Chakra would decrease from 2000 to 1900. Player A's Chakra is now 1900)
(ex2: Player B has 250 Fatigue Player B uses a Taijutsu where they kick with great force to shatter objects. Player B's kick costs 120 Fatigue. Player B's Fatigue will raise from 0 to 120. Player B's Fatigue is now 120 out of 250.)
Rest The player may choose to rest for a turn. Doing so will lower a portion of the player's Fatigue, however the player may not take any further action in that turn. Unlike 'Focusing', there are no following drawbacks to Resting. You are free to defend normally on your next Defense Phase.
While Resting, the player's Fatigue will lower by Toughness x 2. (ex: Jack is getting close to his max Fatigue and decides to spend his turn Resting. Jack has 50 Toughness. 50 x 2 = 100. Jack's Fatigue is lowered by 100.)
(Note: While stunned, if you cannot break free, you can spend the remainder of the turn Resting.)
Protection Toughness accounts for your body's natural physical protection. The tougher your physical body is, the less damage you take when being dealt physical damage. When you would take any kind of physical damage, before splitting the amount between your Chakra and Stamina, first reduce it by your Toughness x 2.
(ex: Jack fails to dodge a punch and is struck for 1000 physical damage. Jack has 50 Toughness. 50 x 2 = 100 The 1000 physical damage dealt is reduced by 100. The physical damage being dealt to Jack is now 900. The 900 physical damage is divided by 2. Jack's Stamina is reduced by 450. Jack's Chakra is reduced by 450.)
(Note: Physical damage is any damage that would harm your physical body regardless of the type of Jutsu [Tai, Nin, Gen]) Resolve Stats Resolve ---Chakra: -- ---Stamina: -- ---Focusing: -- ---Toughness: 50 (F:250)(R:100)(P:100) (F = Fatigue) (R = Resting) (P = Protection)
|
 |
 |
|
|
|
Chaoscarrier Vice Captain
Romantic Conversationalist
|
|
|
|
|
|
 |
|
|
|
|
|
|