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Post by NOT KOGA on May 14, 2017 5:12:43 GMT
Grasp - The grasp is its effect on you. When measuring the grasp of a genjutsu, you must understand that in terms of defense against Genjutsu, there are hardly any. You really cannot dodge it, nor can you use say, an earthen wall to stop it, tanking it, well it isn't something that goes against your durability. What the grasp is used for, is against your intelligence. Like one would use a ninjutsu vs durability. If your intelligence is higher than the grasping power of a genjutsu, you can start to shrug off the effect and utilize genjutsu kai. So what does this mean for you, well lets say a genjutsu paralyzes you, but you have a high intelligence. You can realize and react to the genjutsu and use a dispelling method to escape from it. I know sometimes it may seem a little unfair, or makes genjutsu "useless" but note, Genjutsu is for the most part, an autohit move, with little defense to stop it once it hits. You can't suddenly throw up a wall, or dive bomb out of the way. We feel that Intelligence is a good measure of how well your character is able to handle and react to them. I mean, if your durability is high enough, you might be able to tank a jutsu or two before feeling the effects, same with Genjutsu.
The template for a Genjutsu would look like:
||Name||:
||Classification||:
||Rank||:
||Cost||:
||Upkeep||:
||Type||: (Ocular, Sensory, Memory)
||Grasp||: (How strong is the genjutsu vs Intelligence)
||Trigger||: (What is the triggering method)
||Number of Targets||: (For every 50 Points, equal to 1 person)
||Description||:
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Post by Suimin Hayashi on May 14, 2017 9:07:01 GMT
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Hinangakure Genin
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Yotaka
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Post by Yotaka on May 14, 2017 9:09:35 GMT
Yo, can you copy past that for us here, Kota. You have to be a member to see if, but the admin have shut down registration.
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Authored by "Kisa".
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Post by Emiko Kisaragi on May 14, 2017 17:20:57 GMT
I feel, not even for Genjutsu, that the stat descriptions in general should be refined so all game-play is balanced. ...But, we'll get that.
I read that the Speed stat affects a character's perception, which is a somewhat logical solution. I also like the idea of intellect playing a part in facing Genjutsu, but being smart alone shouldn't make anyone impervious to the mind-altering effects of a well-placed illusion. So with these two stats taken into account, against the catsers Intellect and Chakra values, we can come up with stat checks at different teirs with multipliers granted by the characters Rank.
Let me know what you guys think.
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Slithering
I have it..
Ongoing..
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Authored by Was a shitty show..
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Post by Hisashi on May 14, 2017 18:01:26 GMT
Lemme throw something at you guys.
We've got five stats.
Strength: basically how awesome you are at punching shit. Offensive stat Speed: How quick you can react to stimuli. You've also got it written up as the stat that governs how fast you strike physically but I'm not sure you wanna keep that? Anyway, defensive stat Stamina: how much damage and power you can throw out before you reach your limit. Defensive/Utility. Chakra: Grants abilities, access to more powerful Jutsu. Offensive/Utility Int: More Int equals more techniques in your library, as well as a defense against Genjutsu. Defensive/ Utility
It's got all the right parts, but maybe just mixed up?
A proposal:
Strength: Governs all offensive aspects of using Taijutsu. How fast you hit, how hard, ect. Pure offense. Speed(?): how quickly you react to a situation. Depending on what you're facing (Genjutsu, Ninjutsu,) Speed can be used as an boost to either Stamina (Physical defense) or Int (Mental defense). Instead of the stat directly affecting your physical speed, it merely shows your reaction time. Stamina: Physical defense. How many times can your character take a hit and still fight would be covered by this. Speed can assist with this, by allowing you to react to attacks and either avoid or at least ensure that what would normally be a direct hit only glances you, depending on the outcome. Int: Mental defense. As above, so below. Int is used as a defense against mental Jutsu, allowing the user to try and break free. Speed again assists, by offering a small bonuses towards realizing that the user has been placed in a Jutsu. Chakra: Seems fine how it is. More Chakra, More bang for your buck.
As for aspects of Stamina and Int like Techs and number of Jutsu, I'm kinda unsure where to have them? Just because it seems like Techs ought to be earned via just experience, and the ability to throw more Jutsu than the other guy based on his build seems odd. But I'm not gonna touch them, because Staff can figure that out lol.
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Post by Suimin Hayashi on May 15, 2017 2:16:14 GMT
How to Fight
_______________________________________________ You're a ninja, and your job is to do jobs no one else can, and that means assassinations, theft, guarding, and many other things that involve fighting.
Fights Involve Several Aspects:
Turns Battle Points Movement Hidden Moves
Turns
Turns represent the time you and your opponent post your actions once. Actions can consist of attacks, defense, or any other thing that may be started by you, or in response to other actions your opponent have made. Within a turn, there are rounds, or an individual post. The round usually lasts a few seconds (6 to 8 mostly), although there may be times of dialogue or others consisting of "dead time" in which no one is doing anything. For example, after you have dodged some attack you fall back to recover your breath. Have in mind that in such situations, your opponent may take advantage of it to rest as well, or continue his actions, making your "dead time" useless since you have to respond to it. It's basic common sense.
Battle Points (BP) Within a round (Or a single post), there is a limited amount of actions a person can realistically perform. Battle Points determine the rate a certain action is performed by a person and therefore the amount of actions a person can perform in round. Each person will have an amount of Battle Points based on their character's level: Spoiler:
Levels 0 to 5: 1.5 BP Levels 6 to 10: 2 BP Levels 11 to 15: 2.5 BP Levels 16 to 20: 3 BP Levels 21 to 25: 3.5 BP Levels 26 to 30: 4 BP Levels 31 to 35: 4.5 BP Levels 36 to 40: 5 BP Levels 41 to 45: 5.5 BP Levels 46 to 50: 6 BP
BP Storage Should you feel the need to have extra BP for a particular post, you are allowed to store one of your BP points for later use. In order to do so, during your turn, you must have the BP point you wish to store available (aka you cannot have used all your points if you want to store a point). At base, a person can only store up to one BP point at any give moment. However, there are special skills that may allow you to increase your BP storage capacity. Note: Stored BP only lasts one turn before it is reset back to zero. In addition after storing and using the stored BP, one must wait a period of two turns before they can store again.
Basic Movements
Within a battle there are general movements people can perform, and each have their own respective BP cost. In addition, these particular movements also carry a stamina cost associated with the amount of BP used to perform an action. In basics, for every .5 BP spent, 2 stamina is also spent. There are a few exceptions to this rule which will be labeled below. Attacking and Defending together can be considered a single combo only costing you 0.5. However, be realistic. If it seems like two separate combos, treat it as such.
Movement BP Cost Stamina Cost Attacking [Melee] 0.5 BP Per Set(combo). See Special Defending [Melee] 0.5 BP Per Set(combo). 2 Stamina per combo. Defending [Jutsu] 1/2 the BP cost for the technique being blocked [via body], to a minimum of 0.5 BP. 3 Stamina per 0.5 BP. Dodging [Melee] BP Cost of combo dodged + 0.5BP 5 Stamina per 0.5 BP spent Dodging [Jutsu] BP Cost of jutsu dodged + 1.0BP 5 Stamina per 0.5 BP spent Weapon Drawing 0.5 BP for Light Weapons 1 BP for Medium Weapons 2 BP for Heavy Weapons No Stamina cost. Projectile Throwing 0.5 (check weapon rules) 1 Stamina per 0.5 BP spent Item Usage [Medicine/Bombs/etc.] 0.5 per item No Stamina Cost Movement (Free) 0.5 BP per turn. 1 Stamina per 0.5 BP spent Special: See RP Taijutsu Skills, Taijutsu Styles and Weapon Styles for costs on attacking.
Using Jutsu
The BP Costs for using Ninjutsu, Genjutsu and Taijutsu.
Jutsu BP Table: Rank BP Cost E-Rank Jutsu 0.5 BP D-Rank Jutsu 1 BP C-Rank Jutsu 1.5 BP B-Rank Jutsu 2 BP A-Rank Jutsu 3 BP S-Rank Jutsu 5 BP Maintaining A Jutsu 0.5 BP Special: Certain techniques do not have a maintenance cost. Special: Taijutsu Techniques of E to A-Rank cost 0.5 BP less than their rank. Taijutsu Techniques of S-Rank cost 1 BP less.
Hidden Moves Although it is mostly required for one to write every single action he performs, we do realize that sometimes a little surprise effect is necessary for a turn around and a boost of action, especially since this is based on Naruto. So, the Hidden Moves exist in the ninja world, done to surprise an opponent and attack him when he least expects. There are however a few rules about this:
You can perform hidden moves, actions that are made discreetly and not explicitly stated within a post. However, you must have necessary BP available within the post you have claimed to perform the hidden action within. The hidden move must fit the situation perfectly and realistically in order for it to be valid. For example: You cannot claim to have switched with a water clone in a previous post, when in the following, you had used Katon technique and then revealed your switch in the subsequent post. In addition, within the post you intended to have a hidden action within, there should be a sentence or clause suggesting the possibility of a possible hidden action. IE: "Bob walked behind a tree for a short while before returning out into the field. Later, Bob forced his opponent to follow him to the tree he walked behind previously, springing a trap of explosive tags." All the costs for the hidden action must be done within the present topic, including BP. It cannot be used as justification for an action taken in another topic in the same area. You must also pay for ½ the BP of the technique you are up against (if any). Hidden Moves cannot be created and revealed in the same turn. User must wait until at least their next turn to reveal the action. In addition, after a hidden action is revealed, the user must wait a period of at least two of their turns before they can set up another hidden action. IE: If player reveals action on turn 2 they have to wait until turn 5 to set up another action.
Escaping a Fight: Escaping a fight may be a guarantee that you won't get owned by someone else and die like a silly dog. Still, it isn't something easy to do simply because the simple action of turning around to get away could result in several shuriken piercing through the back of your head!
You will be able to escape safely if you have someone else to cover your back. This is to say that, just like if you would try to run unprotected you could be heavily damaged, trying to attack another target with an opponent in front of you would probably result in the same thing. Needless is to say that if there is an opponent for both of you, this doesn't apply. There will be a roll done to determine your odds to escape a fight, should the roll fail you are forced to remain in combat. Use of certain techniques will increase your chance to escape a fight.
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Post by Suimin Hayashi on May 15, 2017 2:17:27 GMT
Ninja Skills and Techniques
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Skills Skills are the things that naturally make you... you! Each person has a wide variety of things to specialize in and that's up to you to choose. There are skills that will be the same for everyone but others that will be quite different. There are four types of Skills: Essential, General, Specialization and Forbidden.
Essential skills are those that everyone will have eventually in their lives. Those are things that allow you to do pretty much everything a ninja should do and most are gained through RP so you won't have to pay for all of them. These skills will eventually set you apart from other shinobi as everyone finds their own strengths and weaknesses. Every character has six(6) Essential skill slots. These skills do not count towards your specialization skill slot limit except in a few circumstances which may mean your character is stretching themselves too thin. General skills are a bit different; They do not count towards the allotted skill count and there are a few restrictions of how you can use them. These skills do not count towards the Specialization Skill slot limit. However, some may feature special restrictions such as the Taijutsu and Weapon Styles where the purchase of two of said styles will not count towards the skill slot limit, but any extras will take up a slot. Specialization Skills are exactly that, a bunch of things you can specialize in just like you do with regular Jutsu. Generally, you can have a max of six(6) Specialization skills. There are also some skills that will require other skills. In which case the second one will "overwhelm” the previous one, which means it will take the "socket" of the previous one. You may only have up to TWO (2) S-Rank specialization skills. Forbidden Skills are usually a shinobi's secret weapon. Some type of extremely powerful and sometimes unnatural ability that can possibly turn the tide of battle. These skills are often what open the doors to extremely powerful and dangerous techniques. They might even posses drawbacks to compensate for their massive potential. You may only have TWO Forbidden skills. Even if one or both of them are custom made. However, note that the second Forbidden skill will take a specialization slot and be elevated to quadruple(x4) its original cost. You will not receive any money for selling skills back. Also, if having sold a skill, skill effects do not take place in any current topics during the time a skill has been replaced.
Skill Slot Breakdown Essential Slot 1: Trait/Bloodline slot. This slot is where your trait or bloodline skill is placed. Essential Slot 2: The shinobi warfare skill goes here. As will your eventual focus. Essential Slot 3: The shinobi technique skill goes here. As will your eventual focus. Essential Slot 4: Chakra control slot. The chakra control skill goes here. Essential Slot 5: Shinobi Arts. Essential Slot 6: Shinboi Training. Specialization Slot 1: Unlocks at level 5. Specialization Slot 2: Unlocks at level 10. Specialization Slot 3: Unlocks at level 15. Specialization Slot 4: Unlocks at level 25. Specialization Slot 5: Unlocks at level 40. Specialization Slot 6: Unlocks at level 50.
Forbidden Slot: No unlock level. However, only a Forbidden may be placed here. You are allowed to make your own custom Forbidden skills to go in this slot, however they will be judged more harshly than normal custom skills. Jutsu and How to Use Them Jutsu are what ninjas use to fight. There are dozens of Jutsu that vary in type, style and difficulty.
Taijutsu: The art of fighting hand to hand using your body as a weapon. Taijutsu is accurately unarmed fighting, although armed fighting styles (Kenjutsu) are also considered Taijutsu for the most part. Ninjutsu: As the name implies, Ninjutsu are ninja techniques. These are the most usual way for a Ninja to fight, and involve the widest range of types than any other fighting method. Ninjutsu have a wide variety of types, from simply chakra use, to be able to use items in a special way, or even special abilities running in your family.Genjutsu: The art of illusion and deception, Genjutsu is used to confuse or distract one's opponent by messing with their senses in order to grant the user the upper hand. Some more powerful Genjutsu can even cause the opponent to become out of combat by putting them asleep, weakening them or simply making them insane.
Jutsu also have difficulty Ranks that go from E rank to S Rank. The difficulty ranks define how hard a Jutsu is to perform, its requirements and the power it has. All of this defines what base ranks can use determined Jutsu:
E - No rank requirement. D - No rank requirement. C - Genin (Level 10+) B - Chūnin (Level 20+) A - Chūnin (Level 30+) S - Jōnin (Level 40+)
Types of Ninjutsu: There are different categories a jutsu represent: Offensive, Defensive, Supplementary, and Binding.
Offensive are jutsu that are created as a means of attack, they're solely intended to harm a target. Defensive jutsu are used to protect the user or a specific area and generally have no offensive capabilities. Supplementary jutsu are used to enhance an aspect of the user themselves or augment the nature of another jutsu or object. Supplementary jutsu can have offensive or defensive capabilities inherently, such as Sharingan, however they usually supplement the user in performing other tasks.
Binding Ninjutsu Binding ninjutsu are a special type of jutsu that actively hold a target to a specific spot or regulate a target's movement against their will. Examples of Binding Ninjutsu include Nara's Kage techniques and Suiton's Water Prison. However, these techniques can be overpowered if the targets strength is greater than the user's control over the technique. Chakra Control vs. Strength In order to regulate who is stronger in during a binding instance, the users chakra control and the targets strength will be compared. Should the users chakra control be stronger than the targets strength, they will remain binded, however if the strength of the target is stronger than the user's chakra control, the target will be able to break out of the technique.
Each technique may have it's own regulation of when a jutsu can be broken out of, but there is a base standard. In order to start the process of breaking out of a technique, the target held must be within 10 points of the technique user's chakra control.
But what if the two characters have an equal chakra control and strength ratio? The character held cannot immediately break out of the technique, but they make break out of it on the next turn. Granted they have to role-play the scenario of course. The same applies if the bound target is stronger than the caster. They still have to remain bound for the duration of the turn.
Chakra and Stamina costs
In order for you to use a Jutsu you will be required to spend the necessary amount of Chakra or Stamina. Taijutsu usually only cost Stamina while other techniques will cost Chakra. The amounts highly vary from Jutsu to Jutsu. To use Chakra or Stamina for a Jutsu, you use it from your "Chakra|Stamina Pool", your energetic reserves. You also will have to be in a relative CC range in your stat and the requirement to use the jutsu.
For more explanation on chakra and stamina pools as well as the role of chakra control, see the Stat Rules.
Important Note: ALL Genjutsu and Ninjutsu require hand-seals to activate.
Jutsu Range Most Jutsu will have a range of effect, especially offensive although there are a few exceptions. If you are too far away from your opponent or sometimes even too close, you won't be able to fully use your Jutsu to its full capacity or even not be able to make them useful at all or on other cases, even hurt yourself in the attempt. The ranges are:
Melee = 0 meters \ 0 ft Close = 0~5 meters \ 0 to 16 ft Mid = 6~20 meters \ 19 to 65 ft Long = 20+ meters \ 65 ft +
Extreme Jutsu System Extreme Jutsu or EX Jutsu are the evolved form of Ninjutsu. In dire and extreme circumstances, which in terms of this site is Anomalies and Specially Ranked Missions a ninja may call on hidden power to boost their attacks to the next level.
While it only effects techniques that are at least in part Ninjutsu, a Shinobi may Overcharge an A-Rank or S-Rank technique by paying double its chakra/stamina costs(before reductions are applied) and all of their BP to raise its power exponentially.
However as one would expect this has fairly high recoil on the body, and in addition to all stamina that would be lost as apart of the exhaustion the technique will no doubt cause the Shinobi who used the EX Jutsu has their BP halved for the next three(3) turns as their body recovers from the shock of suddenly using so much power.
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Post by Suimin Hayashi on May 15, 2017 2:18:12 GMT
Genjutsu Genjutsu is the most complex form of battling. Instead of attacking physically to cause damage, Genjutsu deceives the mind and messes with the brain of the opponent, striking the senses.
Because this isn't a physical attack, there is no real way to "dodge" it. The only real way to not get caught within a genjutsu is to understand how to perform one and how to avoid it. In resume, here's a list of ways to perform a Genjutsu, the effects they may take and the targets they may take effect on:
Ways to perform Genjutsu
In order to cast a genjutsu upon a target, the following stipulations must be met: The caster must be able to see the target(s) they wish to cast the genjutsu upon. The target must be within a range of 20 meters to the target.
Types\Effects of Genjutsu There are several effects a genjutsu can influence on a person: Visual, Audio, Body Disturbance and Unnatural.
Visual: Visual Genjutsu affect what a target sees. Most Genjutsu are visual by nature, even if they are more complex and get pass that as a whole effect. Audio: Audio Genjutsu affect what the target hears. It is not often found around, although some of these jutsu may be useful to make a target lose track of something. Body Disturbance: This kind of Genjutsu is a bit more advanced than the two previous. Body Disturbance Genjutsu affects the target's ability to move partially or completely. Unnatural: Most likely the most advanced form of Genjutsu, this type affects often the psychological side of the mind, hitting where it hurts more and inflicting mental stress and damage through terrifying images or thoughts, or unrealistic images that yet somehow the target won't be able to ignore. This type of Genjutsu is also, on itself, easier to be realized as the situations most present are, as the name indicates, unnatural.
Targets of Genjutsu Every individual genjutsu has a particular range on the number of people it can effect.
Single Target: Single Target Genjutsu are just as the name states, they affect a single opponent at a given time. Genjutsu that work like this will have a reference in the Jutsu type line. Multi-Target: Multi Target Genjutsu are those that may affect more than a target. Those jutsu will have often references to the maximum number of affected targets at the same time. Genjutsu that work like this will have a reference in the Jutsu type line. Area Effect: Area Effect is a Genjutsu that works on every foe in the area, facing the user or not, hidden or visible, this kind of Genjutsu is usually powerful with a general effect. Genjutsu that work like this will have a reference in the Jutsu type line. IMPORTANT
How Many May Affect a Single Target A single person can only be affected by one Genjutsu at a time, regardless of who is casting and who is being targeted. If a person who is already being affected is targeted by a second Genjutsu, that second one will overwhelm the previous if it is more powerful (Genjutsu Power) than the current one. How Many Genjutsu Can Be Cast At a Time A person may only cast one Genjutsu at a time. Unlike other types of techniques, Genjutsu requires intense focus to be cast and maintained and casting two is simply impossible, regardless of how good one is at doing so.
Dispelling Genjutsu
So you may ask, "If I can't dodge a Genjutsu and if I don't know how my opponent is going to perform it, then if I get caught I'm done for!". Well, that's not quite true, for there are many different methods of dispelling a Genjutsu. Here's a resume of the methods you can use:
How to Dispel Realizing you have been caught. Using a dispel method. Dispel Methods Genjutsu is not strong enough to work against you and you aren't affected A Genjutsu Condition is met: it will finish after you've done something, like touching the Clone in the Bunshin no Jutsu. Genjutsu duration time ends Using self inflicted pain: brain focuses on something more realistic Using a Dispelling Technique: such as Kai. Using an advanced Chakra Control method Countering: you aren't affected and you turn the Genjutsu against the attacker
In detail, this is how it works
A Genjutsu can be weak or strong depending on the Genjutsu itself and the person performing it. These will be reflected in the effects and in how much work it takes to be dispelled. A Genjutsu's "attack power" is equal to its basic gen power (see the Genjutsu's description) plus the Intelligence Stat of the user.
"Control of chakra, Intelligence, knowledge and fatigue are the factors that determine if someone is able to dispel Genjutsu"
As stated before, dispelling a Genjutsu takes two things:
First, realizing you are under a Genjutsu Second dispelling it.
There are Genjutsu in which you can clearly see you are under one, due to the nature of what you see or feel or the knowledge about your opponent's moves or even because you found a logical way to realize you are under one. However, there are the cases on which the Genjutsu may feel too realistic and just too hard to doubt.
For you to realize you are under a genjutsu:
Your genjutsu resistance must equal at least half of the total genjutsu power of a given technique. Genjutsu Resistance is determined by several factors: At base, a user's genjutsu resistance is their basic Intelligence Stat. However, some may have skills which bolster a character's particular genjutsu resistance when under the effect of a genjutsu. In addition, you will temporarily gain +10 towards your Genjutsu resistance each turn you are under the effect of a Genjutsu until it is dispelled. This represents your increasing awareness of a foreign technique. Quote : Special: If a target has the genjutsu they are being effected by, they receive an additional +10 bonus towards their genjutsu resistance for that particular technique. Genjutsu power for a technique the target has already experienced in a topic will reduce by 1/5 each time it is used after the initial, to minimum of the casters base intelligence stat.
Note: DO NOT forget to role-play out your awareness realistically.
Dispelling with... Pain! In order to dispel a genjutsu with pain, the user must first realize they within a genjutsu. After doing so, they user may cause themselves physical harm to related degree in order to "shock" themselves out of a genjutsu. However, this comes with a cost to stamina. The stamina lost from injury will equal 1/2 of the difference between the target's Genjutsu resistance to the total gen power of the technique being dispelled. For example, if a target has a genjutsu resistance of 75 INT and the total genjutsu power of the technique being dispelled is 120. The user must pay 1/2 of 45 rounded up (the difference between 120 and 75 is 45), or 23, which is 22.5 rounded, in stamina.
Special: If the target's Intelligence alone is lower than a genjutsu's total gen power TO A MAXIMUM of 15, the target is able to ignore the effects of a particular genjutsu and act relatively normally.
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Post by Suimin Hayashi on May 15, 2017 2:18:47 GMT
Shinobi Equipment
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Equipment are exactly what it seems. They are the items you use, clothes, armors and weapons, basically everything a ninja needs. There are the following slots of items:
Head up: (Hats, headbands) Head middle: (Goggles, eye patches) Head down: (Face covers, small masks) Inside Armour: (Inner clothes) Outside Armour: (Outer clothes, heavy armour) Arms: (Arm protectors, weapons) Hands: (Gloves, Weapons) Feet: (Shoes) Accessory: (Cloaks, gourd, forehead protector, pouches) Accessory: (Cloaks, gourd, forehead protector, pouches) Accessory: (Cloaks, gourd, forehead protector, pouches) Accessory: (Cloaks, gourd, forehead protector, pouches) Item Slot: (Consumables, projectiles, small items, etc) Item Slot: (Consumables, projectiles, small items, etc) Item Slot: (Consumables, projectiles, small items, etc)
Unequipped: (Items that you have, but aren't in use)
It's pretty simple actually and since each item will have an indication of which slot it takes, it’s even easier. Equipment are bought like any other thing and after that, you will be able to add it to your profile and equip and remove items as you wish.
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Post by Suimin Hayashi on May 15, 2017 2:19:46 GMT
Puppets and Summoning
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Puppets Puppets are a special kind of equipment. They are considered weapons but due to their unique characteristics, they require special treatment. Puppets are made mostly of wood and are usually equipped with light weaponry and many other traps and utilities that turn them into some of the best weapon to be used in any situation. Because of this, they are very hard to control, and that is why master puppeteers usually focus all their skills towards controlling their puppet.
Puppet Rules Spoiler: There are five levels of puppets. Regular puppets can only reach up to level 4, while level 5 is reserved for Human puppets. This is due to the fact that a human puppet will have a corresponding rank to their puppet level based on their remaining abilities, jutsu and original stats.
Puppets have several stats with each listed on their puppet entry though their Dexterity is based on the puppeteers own dexterity and is there most important stat. Puppets have a dexterity stat and a Strength stat with two values typically. The puppets Dexterity is not so much how fast it can move but rather how agile it is and responsive to a puppeteers commands based on it's design, constructions, weight and how many traps are added to it along with various other factors. Full details on the puppets dexterity come from both it's entry and the number of puppets being used at one time as explained in the puppetry skill and jutsu used.
The Strength stat which is split into two to represent the attack power of the puppet and the puppets overall durability. The Attack stat is the str of physical and melee attacks made by the puppet against opponents and anything else and this stat may be altered depending on equipped traps or jutsu used. Due to be constructed of wood puppets are surprisingly durable, If the puppet is hit with a physical attack equal or greater than the durability rating then the attack will be able to break through the puppet, the closer the attack str is to the puppets durability the less effective it is, while an attack of double the puppets total durability will destroy it in one hit. Offensive Jutsu that hit the puppet will have effects based on their Ranks power and properties. D Ranks count as 25 Str worth, C Ranks as 55, B Ranks as 85, A Ranks as 110 and S Ranks as 140. Against puppets Katon counts as 15 higher than normal and piercing attacks typically bypass the durability but do not outright destroy the puppet though exceptions apply.
Puppet traps and attacks have ranks assigned to them which indicate what rank they should be treated as for BP dodging/blocking costs following normal rules for ninjutsu. Rank 1 = D, Rank 2 = C, Rank 3 = B and Rank 4 = A. Regardless of the Rank of trap used melee attacks are treated as a 0.5BP attack combo for dodgind or blocking with whatever benefits or penaltys are also applied.
When creating a custom puppet, keep in mind that the puppet will mostly be made out of wood, and may have some additional metallic additions. Any other composition shall not be allowed, since wood is flexible and resistant, allowing good mobility to it while other materials available at the time wouldn't.
Human puppets must be requested through shop and require the correct jutsu to use as well as admin permission. Human puppets will retain several of their original jutus for the puppeteer to use though some of their jutsu may not be usable.
Parts and traps installed on a puppet cannot be easily removed so choose wisely. If you do choose to remove a trap from a puppet you will be required to sell it following normal rules.
Skills that affect the user don't affect the puppet, except if it affects the user's Dexterity or Chakra. One should use common sense.
When actively controlling a puppet in combat, a puppeteer cannot use any KG transplant abilities or other Jutsu that are not directly related to puppets. However so long as they are not actively controlling their puppet at the time they are allowed to use other jutsu. Actively Controlling a puppet relates to any puppet techniques requiring maintenance even if the puppet is not performing any actions
Any puppet at any rank can use a puppet related Jutsu. Note that some Jutsu have special characteristics that don't allow you to use them with every puppet. Once again we ask you to use your common sense.
The BP Costs for attacking and activating traps are listed on each trap. Regular Chakra control skills do NOT reduce the cha costs of Puppetry techniques or traps
Summoning Over the times, shinobi have gained the trust of mighty animals and beasts and formed alliances with them, allowing them to call them to support them in combat. Today, this tradition remains. Many shinobi have found animals which are willing to aid them, for many different reasons, although unlike humans, most of them don't really have a reason to help and do it if they find the person worthy enough, although the opposite may also happen with some more treacherous creatures.
In order for a ninja to form this alliance, they need to sign a special contract with their own blood. Off course, they must find the contract first, or more accurately, its guardian, a creature given the responsibility to keep the contract. There are several species of animals that can be found around the world and that are known to help human ninjas. These are the locations and the possible species to be found:
Spoiler: Birds - Found in The Lightning Country & Grass Country Dogs - Found in The Fire Country and Water Country Lizards - Found in The Lightning Country & Earth Country Monkeys - Found in The Fire Country & Lightning Country Slugs - Found in The Rain Country & Water Country Snakes - Found in The Grass Country & Rice Fields Country Spiders - Found in The Earth Country & Rice Fields Country Toads - Found in The Fire Country & Rain Country Turtles - Found in The Water Country & Waterfall Country Individual Contracts -Found in Various Locations
Getting the Contract In order to find the contract holder of the species you are trying to be allied with, you must create a role-play topic in the appropriate area, with the search for the animal. The topic must contain [Contract Search] in the title so that the Mods/Admins will know. After that, a moderator will check if you were successful or not by throwing a roll on a dice. You have a 40/60 % chance of success, depending on how good the RP topic was, but remember, on areas that have more than one animal you may find the one you aren't looking for. In the end, it's up to you if you want to accept it or not. Players searching for their OWN custom contract will have an additional 10% chance to succeed. If you fail or if you deny it, you will have to wait for 2 weeks before you can try for the same contract again or a month before you can try to search for a different contract. If you fail on the same contract for a second time then you will be unable to make another search for that contact and cannot obtain it in this fashion.
There is however, another way for one to obtain a contract and that is, to be helped by a Sage master, a person who already is on a contract and that has gained much knowledge with the animals they made alliance with, since they can simply summon the contract holder. In order for someone to become a Sage, they must be of Jounin rank and at least level 40, be able to summon the "Boss" creature and be respected (or the best possible relationship depending of the creature) and have at least three custom made Jutsu that are related to the summoning (it can be of their creation or from a previous Sensei who taught them the Jutsu) Becoming a Sage however will depend upon Admin evaluation.
There are a few clan related issues about which clans or traits may or may not get a contract and some are even restricted. The clans and traits that may not obtain a contract are Puppeteer, Aburame, Inuzuka, Kumo (Automatically have Spider Contract), and Jiongu users.
There are a few rules regarding the use of the summons and its contracts, as stated below: Spoiler: A character can only be signed to ONE Contract at a time. No exceptions. A Contract can only Have THREE Active summoners on it at any one time and the second and third person to get it must be “taught” by the first one, the only one that may gain it through RP, Summoning costs 1.5BP like all other C rank jutsu (can only be altered by hand seal mastery, one hand sealing or similar skills that affect BP). The chakra cost however varies from creature to creature and cannot be reduced by the water walking skill, expert chakra manipulation or similar skills. This is the price the summon demands for it's service and will not accept less without special skills to allow it (check each entry for details). A summoner can have the summon returned to the summon's realm at any point. This costs no BP and Chakra. If a creature runs out of Chakra or Stamina or is unable to use any of its skills or jutsu, it will return to the summons realm after ONE turns. Note that recovering stamina that was used on a jutsu or skill by being healed doesn't count to avoid this effect. Summons do not have Pools Rather they have flat stats. Summon's Chakra and Stamina stats may not be increased through any means. If a summons suffers a mortal wound or is heavily injured or knocked out, it returns to the summon's realm. If a summon is dispelled back to summons realm for any reason except the summoner returning it early then it cannot be re-summoned in that topic or any connected topic. This is due to a "resting period" that the creature must have before it is able to fight again, just like any person would. Exceptions may apply (see individual summons for detail). If a summons is dispelled back to realm by summoner then it may be re-summoned that topic at full cost. Any Summons of A-Rank or higher requires Admin approval to be summoned the first time. The situation will also be modded in order to determine the relation that the creature and the summoner have. A character doesn't have to be RPed leaving the village and traveling to the location of the contract, as there would be little motives for this, considering the contracts are found by chance, a call of nature. The references to where each contract may be found are a reference to the environment you may use in the RP, as well as give you other objects to focus on and RP about. Attacks from Summons count as being 1BP higher than their use cost for the purposes of determining Dodging or blocking Costs Lastly the Admin reserve the right to remove an inactive member from the active summoners list - They are limited in numbers and if you are unable to remain active the summon will be removed from you for others to find.
Time and Space When two ninjas that are facing each other have the same contract, in order to avoid a disruption if they were to summon the same animal at the same time. This isn’t allowed; in this situation none would be able to summon a creature at all. If two ninjas on different topics that aren’t related have the same contract, they may use it as they normally would. If they are on a war situation on which there are several topics related to each other, or if the two are fighting on the same side, they can each one summon a different creature (first comes first takes).
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Post by Suimin Hayashi on May 15, 2017 2:20:28 GMT
Exhaustion, Resting and Healing
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Exhaustion Fighting involves using your muscles and that will tire you out eventually and that will reflect on the way you fight. As you lose stamina, so will your other fighting skills become lower.
Once you reach 1/4th of your stamina pool (rounded up), BP costs for all actions will increase by 1.0. This effect will remain until the end of the topic. Once you deplete 1/2 of your chakra pool, you will lose 20 stamina. If user has a total stamina pool of 50 or below, stamina loss is reduced to 10. Once your stamina pool falls to or below 15, and you have no chakra left, you will faint and will remain unable to fight unless rested or healed. Elsewise, if your stamina pool falls to or below 5, regardless of chakra remaining, user will still faint.
Resting Resting is the method of restoring some of your stamina. In combat, one is able to use 1BP per 5 stamina recovered. One can only recover up to half their base BP points in stamina; stored BP points cannot be used for resting. Stamina points lost from physical damage or injuries by techniques cannot be recovered by resting. In order to rest, the following three stipulations must be met:
During the time one is resting, they cannot be maintaining any techniques costing BP, attacking, or reacting at the same period during the post to justify "catching" their breath. In simpler terms, one must deactivate any abilities in order to rest. One must state that they have rested within the post (whether by catching their breath, hiding, etc.).
Healing Healing is the method of regaining Stamina lost by damage taken. There are several methods of healing: by use of jutsu, from aid of a medical ninja, by use of an item, or at a village hospital. If choosing to heal at a hospital, the chances of death from any injury are nullified. Another method of healing is resting at an encampment.
An Encampment is designated by making a separate topic within an area and titling it with a label of [Encampment]. It may also be done in a topic of which a serious battle was taken and completed. There one is able to tend to their wounds, recovering stamina lost from any moderate damages; an encampment cannot be used to recover from any significant wounds or injuries that would require attention from a medical facility. The healing process must be role-played. At an encampment, one must be out of battle and any threatening situations.
As noted, any serious injuries sustained shall remain on a character until after they've had them tended to by a medical facility or equivalent. Therefore, any major injuries one sustains must be maintained until dealt with by a medical process. Do not ignore significant injuries in further topics.
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Post by Suimin Hayashi on May 15, 2017 2:21:01 GMT
Life and Death
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Dying and Killing When a character has no Stamina nor Chakra left in his body due to excessive damage or other natural conditions, they die.
Death to that character will be permanent, which means the character cannot be used any more (except by other people with proper Jutsu, such as Edo Tensei).
Character Death, however, can be "denied" by the Admins if the situation in which a character was killed wasn't good enough or resulted from unfair situations. It is a big deal, so, no GM situations or easy kills will be allowed. RP is supposed to be all about enjoying this while putting up a good show, so don't be astonished if somehow a character you "killed" was considered "heavily wounded" and then recovered to kick your ass. In addition, no character will be killed at the beginning of a fight as everyone must have a chance to defend themselves.
Looting the Body The person who kills the victim may then have the bodies loot which is all of the dead character's available money, all of the equipment on the body and the body itself if the killer wishes although the reason must be stated as well as being possible to transport, otherwise it will be refused. Of course, there may be someone there to stop this from happening or reasons why it cannot be done, things must remain as realistic as possible.
If the killer isn't able to loot because he didn't have enough time, ran away, chose not to or was defeated, any companions present at that time may then loot the body the same as the killer would have been able to. If no one is present and if there isn't anything to loot, then the body and its belongings are lost forever (no late findings). Remember that the looting of a corpse must be done in the same topic that the person died in.
Should the body be recovered then it may be kept if there is a valid reason or turned over to the village. If the Village has a chunnin level Shinobi with the medical skill then both the killer and the medic may either learn one jutsu the victim knew and get this jutsu for half price or instead may try to unlock one of the restricted jutsu that the victim may know. They will have to pay the regular price for these jutsu but anyone in the village may then learn them
Whether you did indeed loot the body or kept anything else or not, whether it is an enemy of your village or someone that you betrayed or betrayed you, killing a person means giving a notification to the whole forum. This is done by posting a topic on Killing Notice Forum Section, following the respective section template and explanation. From here on out, the rules previously explained will be followed.
So, your character is dead
Should your character Die then it's time to make a new one and there is a simple system to get you back and started RPing once more.
If your character dies, then you will then have to create a new character, the normal way, choosing a new village if you want to and with a brand new character! you will be given the chance to start out with a new character with the following conditions: You lose 5 levels from your previous Characters Level You will start with 50% of your total Money (rounded to nearest Full 1000) The rank on which your character will start will be the rank corresponding to that determined level , If it's a transition level (such as level 15), your character may be allowed to go to the higher rank. You do not get to keep any previously earned experience.
To compliment this rule, your new character will not be able to participate in any major events (such as wars or important missions or fights) that were created/in progress before the character was created.
Suicide! So, you've grown tired of your life and you decide to put an end to your misery. That my friend can be done, but not without consequences. You will face all the normal death penalty's will apply with the slight change that a character will lose 10 levels instead of 5. Kamikaze characters may bypass this rule, although it will be evaluated by the Admins if the situation was forged just so that a player could kill of their character or if it was truly a sacrifice. If it is considered forged, tough luck, no use complaining.
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Post by Suimin Hayashi on May 15, 2017 2:28:16 GMT
I can post much more if needed. Just let me know, they have everything from ninjutsu to kekkei genkai's laid out along with Bijuu and other things.
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Global Moderator
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daiyu
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Post by daiyu on May 15, 2017 3:24:40 GMT
HEY GUYS!
So, we know that many of you are questioning the current stat system that we currently have. This type of system is new to us, and we know it has a few problems. However, our admin is currently working with someone to revise our stat system. Please be patient with us, and while making your character sheet, just use the old one for now. We are hoping the revision won't take long.
Also, thank you guys for the suggestions, we will keep them in mind as we work on a better stat system. If you guys have any suggestions or concerns please feel free to put them here. I am moving any existing discussion threads concerning the stat systems here, so that they will be in one place.
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Hyōgakure Genin // Tracker
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Shiro
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Post by Shiro on May 15, 2017 3:35:27 GMT
Suimin Hayashi Could you PM those things you mentioned both here and in the shoutbox, I'd really like to go through it and see what works here.
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