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System Rules: Character Related Rules

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System Rules: Character Related Rules

Post by NWOTNAdmin on Fri Sep 17, 2010 8:33 pm

Character Basic, the Stat System

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Stats
Stats represent the abilities and inherent knowledge a character has.


They affect how strong and fast they are, as well as note their ability to utilize chakra and the jutsu they are capable of using. In this system, there are two types of stats: Physical and Knowledge. Physical Stats (PS) determine what you can do physically: managing your dexterity strength, level of endurance (or stamina) and available chakra. Knowledge Stats (KS) relate to your knowledge of Taijutsu, Ninjutsu, Genjutsu, and Kekkei Genkai (should you have one) and thus correspond to the level of techniques you are capable of utilizing. This totals up to eight stats, seven if you do not have a Kekkei Genkai.

    Physical Stats: These are the stats that define the limitations your body, both the physical and the spiritual elements. Each of them has a limit at 150.

    • Strength: Your offensive power, your resilience (or resistance) towards attacks. This is all that matters if you're the kind who likes to go and smash things recklessly.
      • Power: How hard you hit. High levels of strength allow you to physically deal heavier, more damaging blows. It allows you wield larger and heavier weapons with greater ease.
      • Resilience (Resistance): Your endurance against attacks. Higher Strength, the heavier hits you can theoretically take. High levels of strength allow you to plausibly survive particular blows of concussive force letting you fight longer and harder. However, even with a capped strength stat, it does not mean your invulnerable.
    • Dexterity: Your movement speed, agility, accuracy and notably your reaction time. In relation to the character body, points devoted to this stat will generally contribute to the four aspects of this skill (unless something in your character profile inhibits aspects of this stat).
      • Accuracy: Your aim and chances of hitting a target. Dexterity skills and jutsu relating to tools and weapon use often refer to this trait. Your attacks become more precise, heightening the chance of critical strikes.
      • Agility: Your ability to maneuver. Dexterity increases to jutsu and skills revolving around the body and dodging general include this trait. Agility is your ability to reposition your body quickly and effectively while both stationary and in moments of movement. This will greatly enhance one's abilities to dodge as well as enhance one's Taijutsu abilities.
      • Reaction Time: The amount it time it takes for your brain to process a stimulus and react accordingly. As your dexterity increases, your reaction time increases. Essentially, the more dexterity you have the faster you are to react to an attack or jutsu and tell your body to get out of the way. There are a few techniques that increase reaction time and many genjutsu decrease it. A shinobi's reflexes are often considered one of the most important attributes the focus on.
      • Speed: The rate of which you move. This attribute of dexterity determines the amount of time it takes you to get from point A to point B. With higher dexterity, the amount of time shortens, allowing you higher chances of dodging attacks, catch up to fleeing shinobi and simply move in general. However, having high levels of dexterity, while increasing your movement, does not mean you can essentially "teleport" around an area. To move at greater rates faster that the eye, or perhaps even faster than that, require special jutsu.
      • * Standing Dexterity to Movement Ratio: The average shinobi can sprint to a maximum of about 24 miles per hour. In order to exceed the natural laws placed on the human body, a jutsu must be used to enhance the qualities necessary to surpass the limits by any measure. What this means is having a high standing dexterity, or your dexterity when not jutsu are in effect, does not mean you can move faster than the eye whimsically or perform extreme feats of speed. Your standing dexterity better relates to your reaction time and agility (as well as accuracy). It is a measurement of the time it takes for you character to notice a stimulus, trigger the signals to tell your body to react, and then actually physically react.
    • Stamina: Your Stamina, raw and pure. How long can you keep fighting without this? This stat is primary for those who utilize taijutsu or weaponry and also for those with weak Genjutsu abilities. Even so, one should not neglect this stat. Once it's depleted, death is eminent.

    • Chakra: The amount of Chakra naturally produced by your body: An aspect necessary for the majority of jutsu (even for some taijutsu). Although there may be a temptation to maximize this stat, some find it more appealing to learn how to properly control it instead of relying on great amounts.


    Knowledge Stats: Your wisdom and training experience. These are the stats that define what's inside of your head and what you learned so far. Each of these have a limit of 100.
    • Taijutsu: Your Taijutsu Knowledge. What you know about fighting with your body as a weapon. This determines the taijutsu techniques you can use, as well as the level of skill you can access in relation to hand-to-hand combat and weaponry. It also contributes to skills of heightened stamina. Remember, having a high level of taijutsu and none of the skills expressing such does not make you master, it only allows you to utilize higher level techniques. (A Shinobi with 60 Tai and Master H2H will be more skilled at general taijutsu than someone with 80 Taijutsu and only advanced).

    • Ninjutsu: The most versatile "weapon" in a Ninja's arsenal. Your Ninjutsu Knowledge contributes to the level of techniques you are capable of utilizing. The most devastating ninja generally specialize in this field.

    • Genjutsu: Perhaps the most esoteric and often controversial of the four ninja skills. Genjutsu is that which contributes to illusions and it's mastery. Devoting points to genjutsu knowledge will increase not only the effectiveness of one's genjutsu but also the resistance to it. It is always advised to have at least a small degree of genjutsu knowledge.

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Experience

Post by NWOTNAdmin on Fri Sep 17, 2010 8:34 pm

Gaining Experience

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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


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 PS and 5 KS.

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 PS and 3 KS instead of the usual numbers.
    • 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 PS and 2 KS, 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

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Ranks

Post by NWOTNAdmin on Fri Sep 17, 2010 8:34 pm

Character Ranks

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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: Automatic.

    Chūnin: Must be a level 20 and have a minimum of 10 reputation points. In addition, must have at least two D-rank and two C-rank mission successfully completed. Must show knowledge of site systems. Must successfully complete their rank-up mission.

    Jōnin: Chūnin Rank. 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 village may receive are bellow.

    Missions Killing Shinobi
    • D-Rank: 0.5
    • C-Rank: 1
    • B-Rank: 2
    • A-Rank: 4
    • S-Rank: 6
    • Genin: 1
    • Chūnin: 3
    • Jōnin: 5
    • Special: Bounties may increase a shinobi's worth.

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Kekkei Genkai and Clanless Traits

Post by NWOTNAdmin on Fri Sep 17, 2010 8:41 pm

Kekkei Genkai and Special Trait

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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 Clanless Traits.

Getting a Kekkei Genkai or Clanless Trait
In order for you to get a Kekkei Genkai or Clanless Trait you 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 trait, it is permanent.


Transplants
A Clanless 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 and Special Traits, simply visit the Kekkei Genkai and Special Traits Guide.

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Secondary Characters

Post by NWOTNAdmin on Thu Nov 04, 2010 3:14 pm

Secondary Character System

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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:

  1. Only an individual who has a level 25 Chuunin Rank Primary Character is able to request for his additional Character.

  2. Secondary Characters will receive their own accounts and methods of payment(paydays, missions, etc).

  3. They are allowed to have clans and are able to recieve KG-Transplants (albeit not from their primary).

  4. 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).

  5. If secondary or tertiary character dies, he shall face the same rules as a primary character, even the rules regarding suicide.

  6. 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.

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