Post by daiyu on May 21, 2017 19:00:05 GMT
This is the Stat System Suimin Suggested:
Gaining Experience
_______________________________________________
Training
Training is what makes you strong! From mind to your body to your spirit.
How do you train?
All you have to do is role play.
Every quotidian (ordinary) situation is worthy: training, fighting, menial conversation.
After you finish a topic, you may request an evaluation of it in the evaluation requests area which will be graded depending on your individual role-play. That grade corresponds to the amount of exp you've been awarded.
The Exp goes from 0 to 20 and each level will require a different amount of it. If you have more experience than what you originally needed to level up, don’t worry, the remaining will count for the next level up. The only restriction on these requests is that you can only request this twice a week. This avoids a serious spamming of requests as well as a full "no-life" speed level while other are doing it a little slower.
A character is also only able to save up to twice the required to level up. If in any circumstance the value of his\her experience is equal or higher than that value, he\she will be denied any further evaluations for experience, which means one must level up in order to exhaust that extra experience and be able to get more once again.
The details of each level are the following:
Experience Requirements Per Level:
Character Ranks
_______________________________________________
Rank Description
There are a wide variety of ranks a Ninja can have. From those who relate to power to the others that give your character a specific task, there is a lot to look at.
Spoiler:
Genin
Genin are the lowest level of ninja; although, skill levels vary drastically between Genin. Genin are usually under the supervision and protection of an elite shinobi. When they become Genin, ninja start to do their bit for their clan's economy, for which they are given a small payment. They are typically sent either on D-rank missions, which are the lowest rank, or experienced Genin are sent on C-rank missions, which are a cut above that and begin to verge on real "ninja" work, though they generally have a very low possibility of risk to the ninja involved.
Chūnin
They are ninja who are qualified to watch over and guide other ninja and handle more serious missions. Chūnin have reached a level of maturity that primarily consists of leadership skills and tactical prowess. Chūnin are typically sent on C or B-rank missions. To become a Chūnin, a Genin is generally examined based on his field and mission work, as well as tactical qualities and skills. The exam to Chūnin is a test not only of strength, but information gathering abilities, survival skills, and adhering to guidelines.
Jōnin
Jōnin are generally highly-experienced ninja with great individual skill who serve as military captains. They are often sent on A-rank missions, and experienced Jōnin, may even be sent on S-rank missions and may carry out missions alone.
Rank Requirements
Each Rank will require certain things besides the minimum Power Level each character of a determined rank must be. The forum minimum requirements for rank ups are:
Spoiler:
Genin: Must have all basic personal skills (Shinobi Warfare [Level 1], Shinobi Technique [Level 1] and Chakra Control [Level 1]
Chūnin: Must have Shinobi Warfare [Level 2], Shinobi Technique [Level 2] and Chakra Control [Level 2]. Must also have reached level 20 and have a minimum of 10 reputation points. In addition, must have successfully completed at least two D-rank and two C-rank missions. Must show knowledge of site systems. Must successfully complete their rank-up mission.
Jōnin: Chūnin Rank. Must have Shinobi Warfare [Level 3], Shinobi Technique [Level 3] and Chakra Control Level [3]. Level 35 and a minimum of 30 reputation points. Must have at least eight missions successfully completed: four of them must be C-rank and one must be at least a B-rank. Must have significantly above average RP skills and successfully complete their rank-up mission. Must be approved by two administrators.
Reputation System
Reputation: "The estimation in which one is held; character in public opinion; the character attributed to a person, thing, or action". This is a common dictionary description and it is exactly what we mean by using the word. Reputation is gained by ninjas as they perform important actions being it good or evil.
How to get Reputation Points?Getting Reputation Points can be done in many ways. For instance, being successful on completing missions or killing enemy shinobi will make people will hear about it eventually and you will receive more mission requests (and enemies alongside). The rewards that a shinobi may receive are below.
Missions
D-Rank: 0.5
C-Rank: 1
B-Rank: 2
A-Rank: 4
S-Rank: 6
Killing Shinobi
Genin: 1
Chūnin: 3
Jōnin: 5
Special: Bounties may increase a shinobi's worth.
Kekkei Genkai, Trades and Talents
_______________________________________________
Every ninja is born with something special about them whether due to their family background, traumatic experiences, training method or simply because they were lucky to be like that.
Kekkei Genkai (KG), or bloodline limits, are special traits and characteristics gained from a genetic line that somehow enhance a shinobi in a particular way. There are also special traits to those who are not of a Kekkei Genkai line, that note their specialty in a given field. We call them Trade or Talent Shinobi.
Getting a Kekkei Genkai or Trade/Talent
In order for you to get a Kekkei Genkai, Trade, or Talentyou must have reached a certain level in your growth.
You need to be at least Level 5.
And you must perform a role-play describing how you found out about your trait or clan.
It can be anything from a traumatic experience to a ritual of passage of your clan as long as it makes sense and fits your character's history.
You can role-play alone or with others.
Clans require you to purchase their clan skill to use their clan jutsu and traits.
After that you simply make a request for it and it requires an approval from one Admin, unless you are requesting either Uchiha or Youton, then it requires two approvals.
Once you acquire a clan or Trade/Talent, it is permanent.
Transplants
A Trade ninja is able to acquire a Kekkei Genkai later on by through the use of a corpse containing a particular bloodline and some Clan Ninja are willing to take the risk of incompatibility to gain the power of a second bloodline. However, the method of going about it features a few restrictions.
The DNA and/or Organ transplant must be done within a Medical Facility.
The individual performing the transplant must have the medical skill and be of at least Jōnin rank.
The DNA/Organs must be taken from a fresh corpse. Unless preserved by special means, any bodies older than a week cannot be used for transplant.
You cannot transplant DNA or organs from these clans: Aburame, Akimichi, Funjin, Inuzuka, Kumo, Nara and Yamanaka.
You may only transplant organs from these clans: Uchiha and Hyuuga.
Probability of success varies:
The probabilities of success are measured with a dice roll of 0 to 100.
At base, all transplants have a 50% success rate. For Doujutsu such as Sharingan and Byakugan, the base success rate is 80%.
However after level five, your failure rate increases to a base of 45% + your level. (If you're level 30, your chance of failure is 75%. 50, 95%). For Byakugan and Sharingan, it is 20% + your level (Level 50, 70% failure rate).
There is also a possible chance of death. If your roll is equal to or less than 15, your character's body will reject the DNA and as a result attack itself, resulting in death. This, however, only applies to DNA transplants. Transplants such as Sharingan or Byakugan have no death chance.
Clan Members attempting to gain another clan transplant suffer from a 20% increase in failure rate
The Clanless or Clan abilities will be kept normally if the operation is a success, but the use of the Transplanted clan abilities and jutsu will be harder:
If successful, you will have to purchase the clan skill to use any of their benefits
You will have to request the RP skill Transplanted Bloodline control skill at level 1 which defines how much of the bloodline you can use.
Dōjutsu transplants are always active. Therefore, in order not to pay the activation, which occur as soon as the eye has contact, and maintenance fees, the bearer should purchase an eye-patch or equivalent. Byakugan, due to its nature, requires a sealed eye-patch.
After the role-play takes place, a request on the Admin Request section must be done with a link to it, specifying the type of Kekkei Genkai it was and allowing the RP to finish, well or badly. The role will be done by Admins.
Once the Ninja gets his transplant and purchases the skill he will be able to use any of the techniques he has purchased and meets the requirements for. Techniques such as the Sharingan and Byakugan will be at the level of their maximum evolution level (for example if a sharingan is taken from a character who just got the 3rd tomoe Sharingan then the person who took it will gain the Three Tomoe Sharingan.
In order to learn more about the Kekkei Genkai\Clans, Trades and Talents, simply visit the Kekkei Genkai, Trades and Talents Thread.
Secondary Character System
_______________________________________________
Additional Characters
For those who are creative enough that they just have to be constantly creating new characters, the Additional Character System has been created.
With this, people may have a additional character to have other things and to experience other situations. A secondary and tertiary character will be, most of the times, treated like any other character at least RP wise, although there may be some exceptions. There are however a few important rules:
Only an individual who has a level 25 Chuunin Rank Primary Character is able to request for his additional Character.
Secondary Characters will receive their own accounts and methods of payment(paydays, missions, etc).
They are allowed to have clans and are able to recieve KG-Transplants (albeit not from their primary).
All secondary and tertiary characters must start out at the base level and rank, unless otherwise stated, and must answer to the same rules as the primary characters (regarding levels, exams and stats).
If secondary or tertiary character dies, he shall face the same rules as a primary character, even the rules regarding suicide.
Should any character die, if that character was of higher level than any additional character, one may opt to apply their higher level [after death rule] to another character instead of creating a new character. As an example if one has a level 40 primary character and a level 20 secondary. Should the primary die, after death rule creating a new primary character would allot them a level 35. The secondary can be leveled up to level 35, as opposed to creating a new primary character. You gain the levels, not the experience from those levels. Should this method be chosen, if one wanted to create another character, they would start at the base rank instead of any level advantage.
Stats
Stats represent the amount of effort and training a shinobi has put into honing their various skills
What are stats?
Stats define the capacity and limitations of your body to handle specific tasks and skills. The represent the hours and hours one spends on doing the "mundane" tasks to prepare their body to perform various skills and feats.
Think of an Olympic jumper, jumping up and down on a stationary box to increase his control over his jump and his landing, all the while strengthening his legs to handle that specific task. Or how about a sprinter who practices doing sprints down a road to develop that specific range of muscle power. Or how about a distance runner who runs for hours a day to train his body in handling the pressures placed upon it, teaching it endurance.
Stats don't just represent physical training, but also mental and spiritual. They represent the volumes of doctrine and theory covered to understand abstract concepts and the quiet hours spent meditating in the forest, learning to focus the spirit.
What does all this mean?
Anyone and everyone can train in them, but not everyone is focused in the same ones. Some people focus more on how much force their muscles can produce while others focus on broadening their knowledge in various subjects and concepts.
Great. But how does this relate to Shinobi? They're already extraordinary right?
Consider all shinobi on the same playing field. Physical limitations on the body still apply like any other person. They can only exert so much force, they can only run so fast and endure so much. They only know what they have studied and memorized. They're only as spiritually centered as the amount of effort they've put into it, and can only access as much chakra as they've cultivated.
But yes, they are all extraordinary. They are trained from birth to have a certain physical potential that puts them above the average person. That isn't to say that a normal person couldn't equal them, they would have to put in the same amount of effort however, and they may not have the genetic benefits shared by shinobi clans.
For example, at a dead sprint, a shinobi can only run at a top speed 24 mphs for a short distance. They can only lift objects relative to their own weight and muscle output. Can only react to something they can perceive and notice. They are like high-level Olympic decathlon participants.
You need to understand that even if shinobi have higher stats, it does not necessarily mean they are bigger or faster, only that they have more experience and practice in those specific aspects of their body. And with that experience, they are granted access to a certain set of skills or abilities or techniques that someone with less experience would never come across.
And these abilities are what push one shinobi over another; the abilities that contribute to the extreme feats of strength or speed that no normal person could ever hope to produce. In relation to our system, these abilities are known as skills and jutsu. But you can read more about those later. We're focused on stats here.
The Stat System: The Six Stats
_______________________________________________
So again, what are stats?
In basic terms, stats are the rudimentary requirements for the skills and techniques that set shinobi apart. And they do NOT represent different skill levels and abilities by themselves. Those are achieved by jutsu and skills. On 3.0, we have 6 stats that someone can specialize in: Chakra, Chakra Control, Dexterity, Intelligence, Stamina and Strength.
The limit, or cap, for each stat is 150 at a base, however there are methods of exceeding them. This will be explained later. Let's look at each stat in context.
Strength and Dexterity
Strength and Dexterity represent the physical capacities of the body.
In relation to strength, strength represents the body's potential striking and lifting force and it's physical resilience against injury.
Dexterity is a little bit more comprehensive: It is key factor in the extent of a characters agility, or the ability to change position quickly and efficiently, to their accuracy and control of movement. It is even responsible for someone's physical reaction time, or reflex. However, it has nothing to do with a character's rate of speed.
Stamina and Chakra
Stamina and Chakra represent the amount of energy, physical and spiritual, one can output before they exhaust themselves.
Stamina is necessary for physical techniques and close-quarters combat such as Taijutsu or Weapon fighting, while chakra regulates the amount and level of ninjutsu or genjutsu someone can produce. There are also other techniques that are supplemented by chakra to enhance the physical output of the body beyond the general limits placed on it by nature. Without these two factors, it would be almost impossible to function in general operations. Especially when fighting. With stamina, death is almost inevitable. Without chakra, you're essentially a normal person. Chakra is what separates a shinobi from anyone else.
However, it needs to be noted, that the stamina and chakra stats by themselves do not determine how much chakra and stamina someone has to use while going about their duties or while in combat.
To determine how much functional chakra and stamina one has to use, we have a simple concept known as Pools. One for chakra and one for stamina respectively.
But how do you determine what your pool is? Easy, there is a simple equation. To find your character's pool, you simply multiply the number of stat points you have in that specific category [Chakra or Stamina] and multiply it by two and then add it to your level. For a cleaner example, see below:
Chakra|Stamina Pool = 2 x (Chakra or Stamina Stat) + Character Level
Like stated before, the stat acts like the amount of training you have put into cultivating that skill, while your level represents the natural physical development your body has undergone through "aging".
So you said that there is a way to reduce chakra and stamina costs?
Now that that pools have been clarified, we can speak a little bit on them. Every movement and action, jutsu or otherwise, requires one of these pools. Taijutsu and close-quarters combat generally require stamina while Ninjutsu and Genjutsu and other chakra-based actions require chakra.
Knowing that, there is a way to reduce chakra and/or stamina costs for using techniques. The only method to decrease the amount of chakra or stamina exerted when using a technique is through skills. There are a variety of them and each are tailored to a various type. For a more in-depth explanation of skills click here. For a list of the various skills available click here.
So, with enough skills, I can decrease my costs to 0 right?
No, not necessarily. The cost for any technique or jutsu can be reduced to at most 1/3rd of its original cost. Everything has a cost, even if its a minimal one.
Chakra Control and Intelligence
These two are the slightly more abstract stats. Chakra control represents how well a shinobi can shape, mold, and control their chakra. It is an essential skill any shinobi should have if they plan on using their chakra in any form. It can determine how much chakra is lost in excess for using techniques and also whether or not a shinobi has the ability to create extremely complicated chakra constructions like Naruto's Rasengan. While it does not necessarily impair you from using a technique beyond your control level, doing so can have harmful side-effects or at the very least produce unwanted results.
So how does this relate practically?
Chakra Control in the context of jutsu is slightly complicated. It is important to note that you do not need to meet the chakra control requirements to purchase and use a technique. You do, however, need to be within a range of 20 points from the technique.
So what happens if you don't meet the cost, but still use the jutsu? Simply enough, you won't have the benefit of being able to reduce the chakra or stamina cost for using the technique. Actually, you'll face the opposite effect, you'll have to pay the difference between your chakra control stat and the required level of the stat in chakra.
To explain this easier, lets use an example. If your character has 20 Chakra Control (CC) and the technique you want to use has a requirement of 40 CC, you character will have to pay an additional 20 chakra on top of whatever the chakra cost is already for that jutsu. If you still don't understand, lets expand on this.
Example:
Character CC stat is 20.
Requirement CC stat for jutsu is 40.
Chakra cost for using the jutsu is 10.
The difference between the requirement and the characters CC stat is 20 or
40 - 20 = 20.
The cost to use the technique is the normal technique cost + the difference in CC or
10 + 20 = 30.
A character has to spend 30 chakra to use that jutsu.
As for Intelligence, Intelligence attributes to how much your character knows, what they're aware of, and what they are capable of comprehending. High-Level and Complicated techniques generally require high levels of intelligence because they are difficult to comprehend and even more difficult to master. However, the same applies to any jutsu. In essence, it determines a character's ability to know how to use their own skills to produce a desired effect or technique.
Intelligence also contributes towards a characters perception of their environment and themselves, which is essential in several different aspects: such as tracking a target or in awareness of one's environment.
It also contributes to someone's resiliency to illusions (or genjutsu) and illusory effects and in the opposite regard, a person's ability to produce complex and realistic illusions that can trick even the most experienced shinobi.
The Stat System: The Summary
_______________________________________________
So, that was a lot to read, I'm not sure I'll remember all of that?
To summarize everything in a few relatively simple sentences:
Stats are the components that determine whether or not someone is capable of certain skills and performing certain jutsu. They do not define the skills and feats a shinobi can do by themselves.
There are 6 stats that are all equally important: Chakra, Chakra Control, Dexterity, Intelligence, Stamina and Strength.
Strength and Dexterity represent the physical aspect. Stamina and Chakra contribute to the amount of energy one can exhaust. And Intelligence and Chakra control are more abstract stats that represent several aspects on their own, but are essential in regulating what jutsu a shinobi can use.
You can buy a jutsu if you don't have the chakra control requirements, but you have to be within 20 points of it. If you're below the requirement, you have to pay the difference in chakra between your stat and the requirement.
Essential, Focus and General Skills
_______________________________________________
Essential Shinobi Skills:
Spoiler:
Chakra Control Skill
Essential | Passive | Chakra Control Slot
Level 1: 5 CC - 10 INT
One gains knowledge of the various energies within their body, and learns to combine them to manifest their chakra. Unlocks Access to Chakra Shuugou.
Level 2: 25 CC
The ability of tree climbing further educates a shinobi into greater extents of chakra control allowing them access to higher level technique concepts as well as better utilize their chakra in a more efficient manner. Chakra Control jutsu restrictions are lifted, allowing one to use jutsu of higher caliber. User is now capable of walking up solid vertical structures and attach themselves to ceilings and walls. In addition, all chakra costs are reduced by 2.
Unlock: Tree Climbing Skill • [Kinobori no Waza].
Level 3: 50 CC. Request.
One of the hardest chakra control training techniques, mastery allows one to walk on water and grants them higher efficiency in chakra usage. All chakra costs are reduced by 3 instead of 2.
Unlock: Water Walking Skill • [Suimen Hokou no Waza]. Allows Purchase of Chakra Control Specialist and Medical Specialization Skills.
Level 2 and Level 3 of Shinobi Warfare must be acquired through role-play.
Shinobi Arts:
Essential | Passive
Shinobi Arts of Stealth and Awareness are among two of the many skills in every ninja's arsenal that they use to complete their missions and duties. These skills essential are essential for survival and are the very skills that grant shinobi their name and infamy. Every ninja has different levels of prowess, but the base is no less the same.
Level 1: 20 INT
Grants use of Shinobi no Jutsu. One now has danger sensing which allows them to notice attacks the instant they are launched.
Level 2: 50 INT
Able to detect the presence of set traps.
Level 3: 85 INT
One can now use the environment to track opponents by left over foot-prints or obvious signs of disturbance such as broken bushes. Able to detect murderous intent within surroundings.
Note: Each Level of Shinobi Arts must be acquired through role-play.
Shinobi Technique Skill
Essential | Passive
Level 1: E-Rank
Requirements: 20 INT - 10 CC - 10 CHA
The basic abilities that separate shinobi from the rest of the population. Using chakra to perform feats that most others could only dream of, Ninjutsu and Genjutsu are the secret weapons of the shinobi. Allows for the usage of up to D-Rank Ninjutsu and Genjutsu techniques.
Level 2: D-Rank
Requirements: 50 INT - 25 CC
Techniques that push the boundaries of reality and nature further. The secret techniques of the shinobi start becoming extremely dangerous and one must think about their usages wisely. Allows the usage of up to C Rank Ninjutsu and Genjutsu techniques.
Unlock: User may gain one elemental affinity or one ninjutsu specialty.
Level 3: C-Rank
Requirements: 65 INT - 50 CC
Focus Unlock. Achieving this level of training one takes their first steps down the path of the shinobi. Hand-to-Hand, Weapon, Ninjutsu, or Genjutsu Focus skill can be acquired. Duplicate skills are not allowed.[Place Skill behind this one upon request.]
Shinobi Training:
Essential | Passive
Level 1: 50 STR
One the road to becoming a full fledged shinobi, one knows the basics of shinobi training. Their bodies are naturally more durable than the average person capable of withstanding pain and the moderate loss of blood without going into complete shock.
Benefits: Exhaustion occurs at 1/5th of a Shinobi's stamina.
Level 2: 50 DEX
One's natural reflexes, physical control and agility is increased, gaining mobile functionality allowing them to travel throughout the tree-tops, rocky mountainous terrain and by other unorthodox means. Unlocks The Art of Bounding and Shunshin.
Level 3: 75 INT - 50 STA
One has strengthened their control over their mind and through controlling their mind, they control the aspects of their body. They can ignore the shock of great injury to their body such as the loss of a limb or an eye and continue the fight. Through the trials of shinobi life they have developed greater mental fortitude.
Benefits: Shinobi receive an additional +10 towards mental/genjutsu resistance. The effects of exhaustion can be ignored for two turns.
Note: Each level must be acquired through role-play.
Shinobi Warfare Skill
Essential | Passive
Cost: 2 STA per attack combo
Level 1: E Rank
Requirements: 5 INT - 10 DEX - 10 STR - 10 STA
A rudimentary skill required of all shinobi. Rudimentary combat skill taught to rookie shinobi. Hand-to-Hand combat becomes more than instinctive defensive punches and kicks: One can actually understand the movements of combat and know what they are doing, allows for basic attack and defense combinations. Weapon training at this level allows the shinobi to use kunai, senbon and shuriken. However the shinobi can only throw one such weapon at a time.
Level 2: D-Rank
Requirements: 25 INT - 25 DEX - 25 STR
A further advancement on the basics learned by rookie shinobi. The user now has advanced to a greater degree of prowess with the average shinobi tools and hand-to-hand combat. One is able to perform more complex movements including advanced combinations, grappling, and counter-striking. This allows the use of Taijutsu up to C-Rank. One can now throw three light projectiles at one time.
Level 3: C-Rank
Requirements: 50 INT - 50 DEX - 40 STR
Focus Unlock. Achieving this level of training one takes their first steps down the path of the shinobi. Hand-to-Hand, Weapon, Ninjutsu, or Genjutsu Focus skill can be acquired. Duplicate skills are not allowed.[Place Skill behind this one upon request.]
Note: Level 2 and Level 3 of Shinobi Warfare must be acquired through role-play.
Focus Skills:
Hand-to-Hand Focus Skill
Focus | Passive | Personal or Specialization Slot only
Special: If you already two focus skills, then this skill counts as a specialization skill and takes a slot accordingly. All levels also double in monetary cost.
Restriction: If only this focus is owned you cannot use any Bukijutsu that involves attacking with non basic shinobi weapons above C rank.
Level 1:
Requirements: Shinobi Warfare [Level 3] or Shinobi Technique [Level 3] - 50 INT - 50 STR - 50 DEX
Cost: 3 STA per attack combo
At this level one has enough experience with Taijutsu to be classed as an expert. User is better able to handle multiple attackers, read opponents, and manage their body more efficiently. User is able to use up to B-rank Taijutsu. Taijutsu techniques costs are reduced by 2 stamina.
Unlock: One can now possess a Taijutsu style.
Level 2:
Requirements: 75 INT - 75 STR - 75 DEX
Cost: 4 STA per attack combo
A martial artist who mastered their technique to its peak, knowing how to expertly maneuver their body, is said to be a Master. Taijutsu Techniques costs are reduced by 3 stamina. User is able to use up to A-rank Taijutsu. While engaging someone of H2H Focus [Level 1] skill or lower, defending BP costs are reduced by 0.5(0.5 minimum) and opponent's defending costs are increased by 0.5.
Unlock: One can now possess two Taijutsu styles.
Level 3:
Requirements: 100 INT - 100 STR - 100 DEX
Cost: 5 STA per attack combo
This grants the user a legendary ability with Taijutsu. All aspects of the body have been mastered to their peak and even the most complicated techniques are executed with ease. Taijutsu technique costs are reduced by 5 stamina. One can now use any rank of Taijutsu. While engaging someone in hand-to-hand of H2H Focus [Level 2], defending BP costs are reduced by 0.5(0.5 minimum) and opponent's defending costs are increased by 0.5; if advanced or lower the BP cost is raised to 1 for each respectively.
Unlock: The user can now mimic taijutsu techniques they have not learned in the topic they're used. One can now possess three taijutsu styles.
Price: 35.000¥, 65.000¥, 110.000¥
Weapon Focus Skill
Focus | Passive | Personal or Specialization Slot only
Special: If you already two focus skills, then this skill counts as a specialization skill and takes a slot accordingly. All levels also double in monetary cost.
Restriction: If only this focus is owned you cannot use any Taijutsu that involves attacking unarmed above C rank. However, dodging and other supplementary techniques are allowed.
Level 1:
Requirements: Shinobi Warfare [Level 3] or Shinobi Technique [Level 3] - 40 STR - 60 DEX - 50 INT
Cost: 4 STA per attack combo
You have finally reached the pinnacle of using the sword. Your movements are beyond anything that you could have been accomplished before. The sword has ceased to be a separate being, it is now an extension of your body, you and the sword have become one. One can now use up to B-Rank Bukijutsu.
Unlock: One can use a weapon style.
Level 2:
Requirements: 75 INT - 60 STR - 90 DEX
Cost: 4 STA per attack combo
Upon learning how to dominate a weapon, one can learn this skill. Taking the level of their weapon usage skills to completely mastered levels. One can now use up to A-Rank Bukijutsu. Bukijutsu technique costs are reduced by 3 stamina. While engaging someone of Weapon Focus [Level 1] skill or lower, defending BP costs are reduced by 0.5(0.5 minimum) and opponent's defending costs are increased by 0.5.
Unlock: One can now possess two weapon styles.
Level 3:
Requirements: 100 INT - 75 STR - 125 DEX
Cost: 5 STA per attack combo
A technique of using weapons which is considered legendary! All your movements are perfect, and those which aren't seem to be perfect anyway. One can now use any rank of Bukijutsu. Bukijutsu technique costs are reduced by 5 stamina. While engaging someone of Weapon Focus [Level 2] skill, defending BP costs are reduced by 0.5(0.5 minimum) and opponent's defending costs are increased by 0.5; if of Weapon Focus [Level 1] or lower the BP cost is raised to 1 for each respectively.
Unlock: One can now possess three weapon styles.
Price: 35.000¥[1], 65.000¥[2], 110.000¥[3]
Ninjutsu Focus Skill
Focus | Passive | Personal or Specialization Slot only
Special: If you already two focus skills, then this skill counts as a specialization skill and takes a slot accordingly. All levels also double in monetary cost.
Level 1: Shinobi Warfare [Level 3] or Shinobi Technique [Level 3] 65 INT - 50 CC
Allows the use of up to B-Rank Ninjutsu.
Unlock: User may gain a second elemental affinity or one ninjutsu specialty.
Level 2: 80 INT - 70 CC
Allows the use of up to A-Rank Ninjutsu.
Unlock: User is capable of purchasing the Ninjutsu Diversity Specialization skill.
Level 3: 100 INT - 80 CC
User is capable of using Ninjutsu of any rank.
Price: 35.000¥[1], 65.000¥[2], 110.000¥[3]
Genjutsu Focus Skill
Focus | Passive | Personal or Specialization Slot only
Special: If you already two focus skills, then this skill counts as a specialization skill and takes a slot accordingly. All levels also double in monetary cost.
Level 1: 75 INT - 60 CC
Allows the use of up to B rank Genjutsu.
Unlock: User may purchase the Gifted Illusionist specialization skill.
Level 2: 90 INT - 80 CC
Allows the use of up to A rank Genjutsu.
Level 3: 120 INT - 100 CC
User is capable of using Genjutsu of any rank.
Price: 35.000¥[1], 65.000¥[2], 110.000¥[3]
General Shinobi Skills:
Larger Capacity
Passive | General | C-Rank
Requirements: Genin
Description: With experience comes the necessity for convenience. The smartest shinobi are always prepared, and always carry what they need whenever they need it. Base item slots are increased from 3 to 5. If of Chūnin rank, item slots are increased to 6 and base accessory slots from 4 to 5. If of Jōnin rank, accessories slots are increased to 6.
Price: 18.000¥
Dual Wielding
Passive | General | C-Rank
Requirements: Weapon Focus Skill[Level 2]
Description: Why use only one weapon when two are so much more effective? This allows the use of two weapons at the time, light or medium non-polearm weapons.
Price: 18.000¥
Favored Jutsu
Passive | General | B-Rank
Requirements: Chūnin Rank
Description: It’s good to be good at many things, but you should always excel at something no one else does. Any jutsu favored can be used at it's minimum cost and with 0.5 less BP. Can only be purchased for A-Rank and below jutsu.
Price: 35.000¥
Financial Security
Passive | General | B-Rank
Gained Through: 15 Successful Missions
Description: Consistent mission success leads to bonuses and increased salaries. Those who possess this skill gain a 20% increase on all mission payments. After 20 successful missions, missions payments are increased by 30%. After 25 successful missions, paydays are increased by 25%.
Note: All increases are rounded to the nearest 1000's.
Price: 35.000¥
Greater Aptitude
Passive | General | A-Rank
Requirements: Jōnin Rank
Description: There are some individuals who are always striving to go above and beyond the limits of the average Shinobi. These Shinobi feel the need to always get better; there is no limit to what they can accomplish and they will surpass the unsurpassed. Increases the cap of one stat by 50.
Price: 65.000¥
Field Veteran
Passive | General | B/A-Rank
Requirements: Jōnin Rank
Description: No matter how smart or how many talents a rookie is born with, the experience gained through long years of hardship and survival on the field can never be replaced.
Level 1[B-Rank]: Chuunin Rank
Purchase grants you 100 extra stat points to freely distribute.
Level 2[A-Rank]: Jounin Rank
Purchase grants you 50 more stat points to freely distribute.
Price: 40.000¥[1], 85.000¥[2]
[Example that you will have to buy some of your techniques]
Gaining Experience
_____________________________________________
Training
Training is what makes you strong! From mind to your body to your spirit.
How do you train?
All you have to do is role play.
Every quotidian (ordinary) situation is worthy: training, fighting, menial conversation.
After you finish a topic, you may request an evaluation of it in the evaluation requests area which will be graded depending on your individual role-play. That grade corresponds to the amount of exp you've been awarded.
The Exp goes from 0 to 20 and each level will require a different amount of it. If you have more experience than what you originally needed to level up, don’t worry, the remaining will count for the next level up. The only restriction on these requests is that you can only request this twice a week. This avoids a serious spamming of requests as well as a full "no-life" speed level while other are doing it a little slower.
A character is also only able to save up to twice the required to level up. If in any circumstance the value of his\her experience is equal or higher than that value, he\she will be denied any further evaluations for experience, which means one must level up in order to exhaust that extra experience and be able to get more once again.
The details of each level are the following:
Experience Requirements Per Level:
Levels 1 to 5 - 5 Exp per LvL: 25 Exp Total
Levels 6 to 10 - 10 Exp per LvL: 75 Exp Total
Levels 11 to 15 - 15 Exp per LvL: 150 Exp Total
Levels 16 to 20 - 20 Exp per LvL: 250 Exp Total
Levels 21 to 25 - 25 Exp per LvL: 375 Exp Total
Levels 26 to 30 - 30 Exp per LvL: 525 Exp Total
Levels 31 to 35 - 35 Exp per LvL: 700 Exp Total
Levels 36 to 40 - 40 Exp per LvL: 900 Exp Total
Levels 41 to 45 - 50 Exp per LvL: 1150 Exp Total
Levels 46 to 50 - 60 Exp per LvL: 1450 Exp Total
Getting Started
A fresh character at level 0 has 50 Stat points to spend however they see fit.
New Level
So, you managed to level up. Congratulations, now you have become slightly more powerful. Each level up you obtain will grant you 10 Stat Points.
Milestone Levels
When you level up to 10, 20, 30, 40 or 50 you gain an additional 10 Stat Points as a milestone level bonus. When you reach a milestone level please make it clear within your level up request.
Leveling Over Caps
Each rank has a cap level from which it gets harder to level up.
You can still level up past the cap, however, at a much slower rate.
In order for you to rank up you will need to have two times (x2) more Experience than the original required ones.
The maximum amount of over cap leveling is 6 (six) levels.
Starting at the 4th overcap leveling, a character will receive a penalty to the stats he\she gets when leveling up, getting 7 Stat Points instead of the usual amount.
The reductions are not permanent. Once your character ranks up, it's cap limit will be increased, which means you will be able to level up normally again.
Each regular level up done after, the character will receive an extra 3 Stat Points, equivalent to the ones lost due to overcap, for example, if you did a 4th, 5th and 6th over cap, you will require 3 regular level ups to get the full penalty values back.
The rank level caps are the following:
Normal Ranks
Genin: 22
Chūnin: 37
Jōnin: 50
Money, the True Power
_______________________________________________
Jobs and Payment
Being a Ninja is just like being a cook or a builder, it's a job like any other with perhaps a bit (?!) more danger added to it. As such, there is a payment for being a full time Ninja, always ready for being summoned and to fight for a variety of reasons. Each rank will grant a certain payment of Yen (¥), depending on the activities performed, time of duty and other factors.
Spoiler:
RankTime Payment
Genin
16.000¥
Chūnin
24.000¥
Jōnin
33.000¥
Payments will be done once every two weeks and required to have at least one post within every given payday period. Meaning if you have a payday in week 22, you will have to have posted at least once between week 21 and week 22. It is the responsibility of Shop Mods to modify the accounts and update them with the new payment, just like any other Update. Missions are another and more profitable way to earn money, although it is also more dangerous. Each rank of missions will be rewarded accordingly.
The Shinobi Shop
The Shinobi Shop is where you will get all of your goods, everything you need to be a great ninja. Equipments, Jutsu, Miscellaneous, Skills, everything you can imagine is there for you to get it. Each item, Jutsu or anything will have requirements to be used. If your character has what it takes, then you can buy it.
How to buy?
Buying a weapon or accessory is the same as going to get milk at the supermarket. You see its price and if you have enough money, you can do it. Now all you have to do is get to the register so that the exchange can be made. The "register" is nothing less than the Shop Transaction forum right on the Request forum. You will have only one topic for all your transactions and all of them will be registered there.
You will post a copy of the "product" information (you can post multiple things) and then all you have to do is that someone responsible replies to it and makes the exchange of money and does the modifications of money and item to your Character Sheet, the place where all things are official. You can then add the information to your personal profile. To get a Jutsu the process is the same, and you don't have to train it to use it at all. Think of it as a small secret training you had. After all, ninja techniques are supposed to be secret.
You can only buy thing for which you have the requested requirements. For example, you cannot buy a Jutsu that requires 25 Nin while you only have 24, because it’s not usable. However, if you do have a Jutsu or a skill or anything else that may allow you to raise your stats during a combat, you will be able to buy such things, but you will only be able to use it if you meet the requirements on that time. This counts for Exhaustion too. Skills do not include this, as you need to permanently have the stats for them (but Exhaustion doesn't include).
Exchange Topic
The Exchange Topic is not only the place where you make your transactions, it's also the place where all of your gaining go through in order to be official, that means that every single thing you receive, including money from a mission or from an OOC job, has to go through it. This is the topic that controls it so unless it is organized, you will probably have trouble with your money later, because an Admin can simply "reorganize it for you", which is usually something that isn't good.
Life as a Ninja
_______________________________________________
Missions
Missions are exactly what the name says it is; a determined job to be done under a certain set of conditions in order for some result. Missions are a shinobi's main income. Shinobi can acquire their missions through various outpost and faction liasons. However, since there is a wide set of actions, there are also missions that will become (or have the possibility to become) more dangerous than others.
Missions have the following Requests and Compensations
D-Rank: For the most part acquisition missions, low-key theft, general-level intelligence gathering [like location scouting]. Low level of risk.
C-Rank: Non-VIP Escort missions, Low-level Intelligence delivery. Medium level of risk.
B-Rank: VIP-Escort Missions, High-Level Intelligence delivery, Non-VIP Assassinations, Low-Level Infiltration [Businesses, Guard Posts], High level of risk.
A-Rank: Village or Castle Invasions, VIP assassinations [Politicians], High-Level Infiltrations [Samurai Installments, Shinobi Hideouts]. Extreme Level of risk. War-field combat.
S-Rank: Extreme VIP Assassinations [Samurai Generals, Country Leaders], Army Sabotage, Extreme VIP-owned location infiltration, sabotage of samurai forces or regiments, full-scale war combat.
How to Sign in for a Mission?
In order for someone to do a mission, first of all they have to fill in some requirements mostly by rank and then by mission success. You can check the requirements on the table below and note that even if not listed, higher ranks may also solo lower ranking missions, as in everything higher than the rank described. Also, every S rank mission must have the Kage's and an Admin's approval.
Spoiler:
MissionsPerformers Soloed by Teams of
Rank D Genin Genin
Rank C Genin +2 D's Genin +1 D
Rank B Chuunin +2 C's Chuunin +1 C's
Rank A Jounin +2 B's Jounin +1 B
Rank S LvL 42 Characters Jounin +2 A
To request a mission to your village, see Mission Announcements area.
Requirements for Missions
With the greater responsibility that a mission gives to a person, the RP involved must also have a higher quality as well (or the same quality if you usually try to ensure that your RP's are the best they can be). Missions will require a minimum of 200 words per post, the double of what it is required in other roleplay posts. In addition, each mission rank will have a minimum word count in total:
Spoiler:
Solo Team
D Rank 800 Words 1000 Words
C Rank 1400 Words 1800 Words
B Rank 2000 Words 2600 Words
A Rank 3000 Words 3600 Words
S Rank 4000 Words 5000 Words
Payment and Rest
Each mission will grant a determined amount of Yen if successful. If a mission fails, however, the payment will be reduced by half. The following table determines the payment for Team Members and Team Leaders (Solo missions don't give Team Leader payment).
Spoiler:
MissionPayment Team Members Team Leaders
D-Rank 10,000¥ 14,000¥
C-Rank 28,000¥ 32,000¥
B Rank 52,000¥ 60,000¥
A-Rank 84,000¥ 96,000¥
S-Rank 120,000¥ 136,000¥
After performing a mission, there is a rest time you must take before you can do another mission:
D-Rank: One Day
C-Rank: One Day
B-Rank: Two Days
A-Rank: Three Days
S-Rank: Four Days
Counter Mission System
When you receive a mission that requires you to deliver something or kill someone or protect someone, etc, someone else may receive a mission that will go against your own objectives. Generally, factions are often receiving intelligence on opposing factions and occasionally come across evidence that an action may be taken against them. Thus, the employ missions defend. These counter-defense missions are called Counter Missions. As a rule of thumb, any mission of C-Rank or higher has a chance of being countered.
There are two methods of countering a mission: the official method and the interruption method. The official method requires posting a counter mission in the Mission Announcements are explaining what mission you are countering and how you came across this evidence [via an opposing faction]. The invasion method, however, only requires you to be in the area of an ongoing mission and a valid reason for why you would know what was transpiring and for why you would take the time to interrupt it.
You will not receive any payment or reputation for interrupting a mission [unless you manage to kill the shinobi and loot them]. As a reminder, you must be in the area of a transpiring mission prior to the time it occurred and you must have justifiable reason for why you would know and interrupt said mission. If you do not, any actions you performed during your interruption may be voided. The Event and Mission Moderators were determine whether or not your reasons are valid. Everything must be stated within the role-play topic come the time of interruption.
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.
*Back to the Top*
Ninja Skills and Techniques
_______________________________________________
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.
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.
Shinobi Equipment
_______________________________________________
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.