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First of all, let me say it is my privilege to be the one to formally welcome you to the new Konohagakure, the Village Hidden in the Leaves!
To introduce myself, I am Benihime, and I will be your guide throughout your adventures in our great village! You may be wondering right now "How is a character speaking directly to me right now?". That is a perfectly reasonable question. You see, what makes me perfect for this job is my unique kekkei genkai (bloodline limit) which allows me to break what some people refer to as "the fourth wall". So, if you ever have any questions, do not hesitate to ask. I would be a very poor guide if I left anyone in the dark!
There are a couple of things you need to know that are unique and experimental about our lovely village. These are rules that will apply only to your characters currently created and develloped in our village (or that are simply visiting) and that will stop having their effect as soon as you or your character leaves our border.
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1. Manga style RP
I can see the question marks over your head before you even have to say anything! Basically, what this means is that instead of writing your posts in the style of Mark Twain, you can post them in the style of
Masashi Kishimoto. This basically means two things:
1. Use of the present tense instead of the past.
2. Posts are usually short, can have sound captions between asterisks, and include a breif description of what your character is doing in the "frame".
To clarify, what this means is that you write your post the way you would read the manga to a blind person. The goal behind this is to make interactions between characters quicker and more dynamic since you won't need to explain in detail your character's state of mind every time he wants to make a quick quip at someone.
Be warned though that this does not mean you can start making abbreviations and spelling like a 6 year old, quality is still expected in your writing!
Since examples are the best way of explaining an idea, here is what a typical combat post could look like:
Quote:
Maori ducks under the bear's mighty swipe
*SWOOSH*
With a smug smirk on his face, he jumps back upwards, launching a powerful kick aimed at the bear's jaw.
I'm sure that would've hurt kuma-kun, but raw strength isn't everything!
*SWOOSH*
With a smug smirk on his face, he jumps back upwards, launching a powerful kick aimed at the bear's jaw.
I'm sure that would've hurt kuma-kun, but raw strength isn't everything!
2. Levelling system based primarily on combat
As we move through the various areas of the Land of Fire in our tour you will be able to witness this in more detail, but a system is in place throughout our country to favor encounters and interactions between players. This is done through a series of methods:
1. Every region outside of a "safe zone" has a chance of random encounters.
The possible encounters will vary from one area to the next. When faced with a random encounter. The person will find someone, crew or not, that will volunteer to play the encounter as the enemy or enemies.
2. Rewards for playing as these random encounters.
See Participation rewards post below!
3. Penalties for "dying"
If you start to wander the forest saying "I'll kill as many as I can before getting killed, they won't dare to kill my RPC anyway so there won't be any consequences!", you're only very partially right. You first have to know that EXP gathered during an outing will have to be cashed in at the village to be applied to your character and that there is a very realistic possibility that you will be looted for all you have by opponents before rescue arrives.
Sometimes it's better to just run away and play it cautious!
4. Possibility of "running away"
When the going gets rough, your opponents or your character might want to attempt to make a break for it before dire consequences occur. The "pace" system will apply here since an opponent will be able to catch you if you aren't fast enough.
3. Travelling and road hazards
Each area will have a description and a span measured in "paces". The number of paces to cross them will be variable depending on if your character decides to follow a road or if he or she prefers to "cut through the woods" for example. What a "pace" is will be explained in more detail at the Ranger's HQ .
Depending on the area and the route taken, a roll will have to be made at a specific post interval to see if a random encounter is met and what it will be. Excort missions will therefore require planning since taking a longer road might expose you to more potential danger, but dangers that are less significant than another route.
4. Possibility of winning battles with your words
Getting an opponent to flee in fear is as much a win as pounding him to a pulp to continue on your way. Every encounter will give the possibility of charismatic victories and will not penalize players who favored this alternative.
5. A currency system to buy weapons, weapon upgrades, armor and even stat boosts or limits
Missions and fights might will give you money that you will be able to spend for various upgrades to your character or their equipment. A list of all equipment and their effects will be available on the first page of every thread.
6. Aleternative method of creating and managing characters
1. Unique methode of calculation for starting stat and skill points for all characters
Creating a jounin from scratch now won't put you leagues away from other characters that levelled up to that point. The formulas will be pretty simple:
Stats: 6 base points + (Level x 3) to distribute.
Skills: (Level x 10) + 10, all to distribute.
2. Stats and skills cannot be trained
Your character is the way he or she is and will remain as is until he or she levels up. Jutsus still have to be trained in the same manner as in any other villages but will not grant additional stats or skills.
3. Each family of ninjutsu is its own distinct skill.
Now, your character being an excellent water style user doesn't make him automatically a fire style prodigy as soon as he gets to use it. Just like different taijutsu fighting styles and different weapon types are their unique separate skill, ninjutsu (suiton) willbe levelled separately from ninjutsu (katon). The ninjutsu skill itself will be changed to Ninjutsu (Shape Manipulation).
Basically just as you have in the base system:
Ninja Weapons (Kunai)
Ninja Weapons (Shuriken)
Ninja Weapons (Katana)
and:
Taijutsu (Juuken)
Taijutsu (Capoeira)
Taijutsu (Basic)
you'll have:
Ninjutsu (Shape)
Ninjutsu (Suiton)
Ninjutsu (Kuchiyose)
Same will also go for hijutsu, which are technique schools unique to certain clans (like Nara's shadow manipulation or Akimichi's expansion):
Ninjutsu (Kage)
Ninjutsu (Baika)
Since we're not going to redo every skill while this system is still in beta stage, replace every mention of "Chakra Control" in elemental skills, hijutsu, or Kuchiyose (summoning) by the elemental manipulation of that skill and every mention of simply "Ninjutsu" by "Ninjutsu (Shape)".
So, if your water jutsu had requirements of : "Ninjutsu 25, Chakra Control 20" you read it for this system "Ninjutsu (Shape) 25, Ninjutsu (Suiton) 20". And if it said: "You may generate 1 projectile by 10 levels in Chakra Control", you replace it by "You may generate 1 projectile by 10 levels in Ninjutsu (Suiton)".
Chakra Control however remains for Medical Ninjutsu, Genjutsu and non elemental techniques.
4. Elemental affinity is unique.
Your character now has a single elemental affinity and will require to "earn" (purchase) the ability to devellop a second. The elemental affinity is now a limit to be mentionned in your character's profile along with its skills.