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Posted: Thu Feb 18, 2010 8:05 am
Stats fall into 4 categories and each category has several sub categories that determine how a character functions.
Resolve: -Chakra: Chakra is used to power jutsu. It is the essential component to pulling off all moves and can even act as a sort of shield against attacks to prevent damage. -Focusing: Focusing determines how quickly one can restore there chakra. -Stamina: Stamina is how much punishment one's body can take before finally giving out. If you run out of this you're dying. -Toughness: Toughness determines how much punishment from damage you can simply shrug off and ignore. It essentially stops a chunk of damage before it gets to your chakra and stamina.
Taijutsu: -Strength: Strength determines how hard you can punch, how much you can lift and other such feats of physical prowess. -Agility: Agility determines how fast and agile you are. A person with high agility is more likely to dodge and avoid strikes, as well as hit with Taijutsu style attacks.
Ninjutsu: -Seal Strength: Similar to strength for taijutsu, this determines the damage that Ninjutsu and Genjutsu can cause. -Seal Speed: This often determines how fast you can perform seals and thus is used as a requirement for certain Jutsu, to determines accuracy with Ninjutsu and Genjutsu, or as a method to counter Jutsu.
Genjutsu: -Intelligence: This determines how smart your character is. It will often be required to learn new jutsu, to string combos together, etc. -Willpower: Similar to Toughness, this is your ability to shrug off attacks from mental sources, resist the effects of mind control or other such suggestive mind altering jutsu, etc.
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Posted: Thu Feb 18, 2010 8:25 am
Resolve
---Chakra--- A very important stat, chakra is a well of energy that ninja's call upon to power jutsu. Taijutsu are the only exception and often do not use this stat to power their abilities (though not always). When you suffer damage, reduce the damage by either Toughness (for physical damage from taijutsu or ninjutsu attacks) or Will Power (for mental damage from genjutsu attacks). Half of that remaining damage is then divided amongst chakra and stamina.
---Stamina--- This is what keeps a ninja up and running, it's their physical health. The higher this stat is, the more cuts, bruises, and broken bones a person can suffer before they finally start to feel the effects of it upon their body. You have stamina x100 health, which is reduced as you take damage but restored after 8 hours of rest OR when you receive healing. When this reaches 0 you must make a stamina check (the check is 50%, +1% for every 10 points you have in this stat). Success on this check means you're fine and can continue to fight, failure means you fall unconscious.
---Focusing--- This determines a ninja's ability to restore their chakra. Chakra, unlike stamina, can be restored in the midst of battle, making this effective to kind of bring one's shields back up as well as grant more chakra to power more abilities. Using focusing is a full round action, however when you do you restore an amount of chakra equal to your focusing stat x25. Note when focusing you receive a -10% to all reactions until your next turn.
---Toughness--- When you take damage (either a failed dodge, failed counter, or any other situation in which damage would apply) before splitting the amount between your chakra and stamina, first reduce it by your toughness(x2).
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Posted: Thu Feb 18, 2010 8:38 am
Taijutsu---Strength---When you strike with a Taijutsu attack you gain your strength x5 in damage added on to the attack (after buffs). Strength can also be used to Grapple, if you successfully strike a foe with an unarmed attack they must make an opposed Strength vs Strength (to forcefully break free), Strength vs Agility (to try and wriggle free), or Strength vs Seal Strength (with an appropriate jutsu, to try and break free with it). ---Agility---Agility determines how quick you are and how well you can Dodge. When an attack comes at you you may use Agility to attempt and avoid it. This is often the ONLY way to completely prevent damage. This also determines accuracy for Taijutsu style attacks.
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Posted: Thu Feb 18, 2010 10:24 am
Ninjutsu---Seal Strength---Seal Strength is similar to strength, however it adds it's levelx5 to Ninjutsu attacks after damage buffs are applied instead. When an attack is countered, if your attack potency(Seal Str + Jutsu Level) is higher than your opponent's defense potency(Seal Str/Str + Jutsu Level) then they still suffer 50% of the jutsu's total damage as Piercing Damage if it struck. ---Seal Speed---This stat creates your accuracy for Ninjutsu and Genjutsu. When attacking your total accuracy value is your seal speed + accuracy buffs that apply to said jutsu. The person you're attacking will then compare their defense value and make a roll to determine whether you hit or not.
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Posted: Thu Feb 18, 2010 10:31 am
Genjutsu
---Intelligence--- You can learn 1 basic Jutsu per 5 intelligence and you may learn 1 of any other type of Jutsu per 10 intelligence. Every 15 intelligence you can create a custom Jutsu. Every 20 intelligence you can upgrade a Jutsu. (see custom Jutsu rules for more info).
---Will Power--- Will Power reduces damage from Genjutsu or other mental types of assaults by your Will Power(x2). It also increases the damage of your Genjutsu by the Willpower (x5)
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Posted: Mon Feb 22, 2010 10:25 am
TrainingWhen you post in the guild you slowly but surely rack up EXP. The more you RP, the more EXP you gain and the higher your Level becomes since your stats grow with your character.
---20 Words of text in an RP post (Not in the OOC) = ? Experience(See Rank for details). ---Once you accumulate a certain amount of experience you level up and gain a "stat package" of +15/+10/+5/+5. You pick one of each "group stat" (resolve, Taijutsu, Ninjutsu, and Genjutsu) to place these in, then divide that number however you wish amongst the sub-stats within the group stat. ---Leveling up costs a certain amount of exp each level. The full guide is shown Here ---When you level up you do not lose accumulated experience. Thus at level 1 (100 exp) you'll have to gain 300 exp (100xLevel 2 + 100 already accumulated = 300 exp for level 2). ---Increasing Chakra or stamina by +1 from your stat package actually grants +100 to it. All other stats only grant 1 for +1. ---Every 5 levels you gain you may choose 1 Perk (See Perks).
JutsuWhen you open a slot that allows you to learn a new Jutsu you don't acquire it immediately, rather you acquire it after some role playing of training for it. Now this doesn't take much to do, rather simply post a reasonable amount and you'll have access to it, no update required. Note: There is a list of jutsu that you must RP for. Other Player's Custom Jutsus and Jutsus found in the Pre-made Thread do not have costs.RyoYou can earn Ryo to make items by RPing and leveling up, as well as completing Missions.
---Every Level Up you gain a paycheck based upon your Rank and Level. The amount received is Your Level x Rank Bonus. Academy Students get a bonus of 0 (IE- 0 Ryo per lvl) ---You can pick up a mission, meet it's word requirement, and gain the mission's Ryo reward!
---Tip: You can disarm opponents for their items and sell them to the market for 1/10 of their initial value. (Any item stolen and/or sold in this fashion will be systematically re-spawned to the owner after a week. Abusing this can result in severe punishment.)
Bonus EXPThere's a couple of ways you can gain bonus exp. The guild is a large group of role players and so naturally we encourage players to rp together, you gain what we call a group bonus when doing this. Ninja are also often assigned to teams, you gain a team bonus when doing this. Some villages may benefit there members gaining a bonus to training while in the village! On top of all this are battles. Due to combat's complex system and taking longer to set up than a normal post, RP in combat count as much more than the normal amount!
---When RPing with a group, you combine the words of everyone role playing together. Everyone gains those words towards experience. Note however that players MUST take turns role playing when they do this, if they don't it stops the bonus (to prevent someone from tagging along posting once or twice and gaining a ton of EXP.) ---When RPing with your squad, you gain a +2 extra exp per 20 Words. ---Building Bonuses are specific to the level and quality of the building your village may or may not have. Buildings are bought by the Kage of your village (if it's a player) to support the members of it. ---Words RP'd in combat grant bonus exp based on your opponents level. ......Combine the levels of all opposing players you're fighting (note, if the players are 50 levels or less than you, then do not add their levels into this total). ......Compare the levels of the highest level enemy player and highest level allied player (or yourself if you're higher level than your allies) in combat. If your side is 1-20 levels higher or lower you receive +4 extra exp per 20 Words. If your side is 21-50 levels higher you receive +2 extra exp per 20 Words. However if your side is 21-50 levels lower you receive +6 extra exp per 20 Words. If your side is 51+ levels higher you receive +0 extra exp per 20 Words. However if your side is 51+ levels lower you receive +8 extra exp per 20 Words.
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