A Naruto RPG Forum set in the beginnings of the Naruto universe, where villages are being born and ninjutsu being discovered. |
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| Character Rules | |
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Enzo Founder
Posts : 47 Join date : 2011-10-28 Age : 29 Location : Toodles
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| Subject: Character Rules Sun Oct 30, 2011 1:25 pm | |
| The following set of rules cover everything to remotely do with the character. Ranging from Jutsu to weapons, to even summons. There is no excuse for not following these rules, as everyone has the ability to read and comprehend them. The following is a simple Table of Contents separating the categories and making this a bit less cluttered.
Last edited by Enzo on Tue Nov 01, 2011 5:10 pm; edited 12 times in total | |
| | | Enzo Founder
Posts : 47 Join date : 2011-10-28 Age : 29 Location : Toodles
Ninja Info Reputation: 0 Mission Points: 0 Notoriety Points: 0
| Subject: Re: Character Rules Sun Oct 30, 2011 2:54 pm | |
| __________________ | Character & Ranks | __________________ If you plan on making a character, there are several guidelines you must follow. There are also a few things that will seem confusing to new comers, so this guide should help you with how to make your character correctly. This section covers elements, specialties, assets/deficiencies, special characteristics and the ranks of characters. Elements The following are a list of natural elements: Katon - The basic element of fire. Allows the user to produce fire based techniques that can burn and melt. Weak to Suiton. Strong against Fuuton. Suiton - The basic element of water. Allows the user to manipulate water and use it as an attack. Additionally they can create water from condensed air, but this requires further chakra control. Weak to Doton. Strong against Katon. Doton - The basic element of earth. Allows the user to manipulate the earth around them into attacks. User cannot create earth and is limited to using their environment. Weak to Raiton. Strong against Suiton. Raiton - The basic element of lightning. Allows the user to produce electrical energy using their chakra. Electrical energy is capable of stunning and shocking the target while also producing rather strong attacks. Weak to Fuuton. Strong against Doton. Fuuton - The basic element of wind. Allows the user to manipulate the oxygen/air around them and slice/bluntly strike the enemy. Feeds fire. Weak to Katon. Strong against Raiton. Specialties The following are the rules for "Specialties" and everything you can specialize in. Absolute Specialty - Can only be gained by Chuunin and above characters. Must be Special Jounin to make a character with Absolute Specialty, but may be earned by a Chuunin after passing the Chuunin exam. This specialty benefits Dojutsu and Weaponry/Kenjutsu users the most, as it allows the user to use S rank techniques of that specialty with ease. For Dojutsu and Weaponry/Kenjutsu, it allows the user to use S rank Dojutsu or S rank Weapons. This is the only way to use S rank Dojutsu/Weapons. Otherwise, the Absolute Specialty basically means that you use 25% less chakra for whatever your specialty may be. The following techniques cannot be Absolute Specialty: Summoning, Bijuu Control, and Chakra Control. Only 1 Absolute Specialty per character. Counts as "3 points" for when distributing it between ranks. Major Specialty - Can be gained by any rank, but a character can only have 1 Major Specialty. Basically means that this is your character's main ability, and they can use it fluidly. If something is specialized, they may use S rank jutsu of that specialty. You may only start with 1 Major Specialty, but a second can be earned via specialty training if you do not have an Absolute Specialty. Counts as "2 points" for when distributing it between ranks. Minor Specialty - Can be gained by any rank, and is equal to half of one Major Specialty. Basically means your character can use the technique at moderate skill. Cannot perform A or S rank jutsu of that specialty or jutsu advanced for your rank (Like a Genin using a C rank or Chuunin using B rank). Counts as "1 point" for when distributing it between ranks. No Specialty - Anything not listed in the above three specialties is automatically in this category. The user may only use techniques two ranks below their own rank, and cannot use B, A or S rank jutsu of anything they do not specialize in. This variable exists because realistically speaking; a ninja can use jutsu they do not specialize, but not very well. Has no point value. The following is a list of all possible specialties: - Taijutsu Basic close-combat techniques. Usually don't have many jutsu toward them unless they create a combo or some sort of enhanced fighting technique/style. If Absolute Specialty, user may learn to activate chakra gates 5 and above. If Major, up to 4 gates. If Minor, 1 gate only.
- Ninjutsu The most common ninja technique. Used by extending the users chakra and manipulating the environment. The main fighting force for ninja. Used to make thins such as fireballs and even rock pillars. Nothing is gained from having this as an Absolute Specialty except for 25% reduction in chakra usage when performing Ninjutsu.
- Nin-Tai A combination of both Ninjutsu and Taijutsu. The user uses Ninjutsu to increase their physical power and grants extra power to their hits. Things like flaming fists and martial arts using these techniques fall under Nin-Tai. Absolute specialization allows you to use normal Ninjutsu 1 rank below your character's. Major allows you to use 2 below, and Minor doesn't allow you to use any Ninjutsu whatsoever other than Nin-Tai.
- Genjutsu The least common ninja technique. The user extends their own chakra flow to screw with the senses of the target and produce illusions. Genjutsu are able to affect all five senses, but the more they effect, the more they cost. Can be dispelled with the "Kai" Ninjutsu or by having another person apply chakra to your character's body. Person affected by Genjutsu may not meta-game that their character knows they are in the jutsu, and must discover they are in the said Genjutsu before they can dispel it. Some Dojutsu make it easier to see Genjutsu, but even then they must break from the Genjutsu and explain how they found out it was one. (High regulations on Genjutsu due to how powerful yet easy it is to cancel.) Absolute specialty in this technique allows the user to create S rank jutsu with S+ rank Level.
- Medical Jutsu A variation of Ninjutsu. The user is able to heal allies and themselves using this technique. No one may use any Medical Jutsu or Poison/Toxic related jutsu unless they have this specialty or have a Bijuu skill that allows it. Absolute Specialty in this technique allows the user to learn a technique which can revive a member at the cost of their life-span.
- Kenjutsu/Weaponry The user specializes in Weapons and sword fighting. If not Majored or Absoulte , then the user may not use Weapons of A rank or higher. If Minored, may use a single weapon of A rank if they are S rank ninja.
- Puppetry This is a variation of Kenjutsu/Weaponry, as it is the manipulation of a single (Or multiple) weapon(s) from afar. Puppetry is a specialization on its own because even though you're using weapons to fight for you; the manner of combat is entirely different. Puppetry is basically a weapon with weapons inside, and is used through a string method. If Absolute; you can create human-puppets. Human puppets require a medical ninja present with you or a specialty in medical ninjutsu (Usually the latter since human-puppets are forbidden).
- Dojutsu The user specializes in their Dojutsu. Requires a Kekkei Genkai clan to use. If user has Dojutsu, they can only Absolute Specialize it or Major Specialize it. There are no Minor Dojutsu. Major allows full activation of technique, while Absolute allows S rank super-power techniques of the Dojutsu (ie. Mangekyou Sharingan).
- Fuuinjutsu Specializes in Seals. Absolute allows S rank usage, while Major and Minor allow the basic restrictions. Absolute is required for S rank Sealing and higher. Also required for Limited Fuuinjutsu.
- Bijuu Control Specializes in Bijuu control. Must have a Bijuu. Required for all Jinchuuriki. Genin must start with this as a Minor if they wish to use their Jinchuuriki powers and Special Jounin may have this as a Major. Cannot be Absolute.
- Chakra Control Specializes in controlling chakra. A sub-group that cannot be Absolute as it affects all forms of jutsu. Minor grants 25% less chakra consumption. Major grants 50% less chakra consumption.
Note: Summoning jutsu can be used by any character regardless of specializations. Ranks The following is a list of all possible ranks and what specialty their ranks are allowed: Genin - (2) A ninja graduated from the ninja academy. (D-Rank, C-rank when influenced by Genjutsu) Elements - 1 Element or 1 Clan Element. Specialties - 2 points. Chuunin - (3) A middle ranked ninja with decent skills. Your basic foot soldier. (C-rank) Elements - 1 Element or 1 Clan Element. Specialties - 3 points. Cannot have Absolute unless graduated from genin with 1 Major. Special Jounin - (3) A high ranked ninja who excels in one area of practice like Ninjutsu or Torture. Your basic sergeant. (B-rank) Elements - 1 Element or 1 Clan Element. Specialties - 4 points. Special ANBU - (4) A low ranked ANBU. Can be gained at Chuunin, but you have a higher chance of getting it at Special Jounin. (B+ -Rank) Elements - 1 Element or 1 Clan Element. Specialties - 4 points. Jounin - (4) A high ranked ninja who's powerful all around, but still specializes in their own types of attack. Your basic general. (A-Rank) Elements - 2 Elements or Clan Element & one element which makes Clan Element. Specialties - 4 points. Medical Ninja - (4) A Jounin ranked ninja who has an Absolute Specialty or Major Specialty in Medical Ninjutsu. Very helpful in the field. (A-Rank) Elements - 2 Elements or Clan Element & 1 element which makes Clan Element. Specialties - 4 points. Hunter-Nin - (5) A branch of ninja that works under ANBU. Disposes of missing-nins and their corpses. Equal to ANBU rank but only does assassination missions. (A+ -Rank) Elements - 2 Elements or Clan Element & one element which makes Clan Element. Specialties - 5 points. ANBU - (5) A kage assigned special ops unit. Your basic assassins. Very powerful. Requires Jounin to attain. Only 10 allowed per village to keep it from becoming over powered. Exclusive to Five Great Nations. (A+ -Rank) Elements - 2 Elements or Clan Element & one element which makes Clan Element. Specialties - 5 points. Sennin - (4) A very high rank that's equal in power to a Kage, but without their resources. Usually able to fight a Kage evenly. Only 3 per village as Sennin are literally "Sages." Exclusive to Five Great Nations. (S-Rank) Elements - 3 Elements or Clan Element & elements that make said Clan Element. Specialties - 4 points. (5 if graduated from ANBU) Kage - (5) The highest ninja position. Kage may be earned through assignment or by force. If assigned, the previous Kage resigns and gives their place to the next kage. If my force the kage must be killed and the village taken over by a stronger force or army. Only one per village as this is the village leader. Exclusive to Five Great Nations and RTA Other nations have village leaders, but are not allowed to call themselves Kage. Kage of RTA controls the alliance and not the individual countries. (S-Rank) Elements - 3 Elements or Clan Element & elements that make said Clan Element. Specialties - 5 points. Wanderer - (C-Rank, B-Rank, or A-Rank. Must be clarified when making character.) An additional rank. No wanderer may start above Jounin-level in strength. Wanderers are scaled on the same system as Missing Nin, but do not have a defined rank. Therefore a wanderer must purchase all jutsu, but is allowed to enter any village with no hassle and can even greet with Missing Nin. Wanderers are all either Chuunin, Special Jounin, or Jounin in rank specialty wise. If a wanderer kills Missing Nin, they will gain a reputation as a "Vigilante" or some other nickname. If a wanderer kills village ninja, they will become Missing Nin. Upon killing two village ninja, the Wanderer becomes Missing Nin. Because Wanderers belong to no village, they are not restricted to the "A rank" and "S rank" restrictions like "Must be Jounin to use S rank" and such. Specialty restrictions and all others still apply, and one must purchase an additional rank and specialty if they want another one. This makes Wanderer one of the hardest yet beneficial ranks to train.Wanderers could end up stronger than Kage, but belong to no one. Much like Tsunade and Jiraiya used to be. The specialty system itself works on a "3 point" scale. Basically, Absolute Specialty counts as 3 points, Major as 2 and Minor as 1. Therefore you gain 2 minor from 1 major; 1 major and 1 minor from 1 Absolute; And/or 3 minor from 1 absolute. Elements grant 2 points each, but it would be far too confusing to add it into the scale.. For example; Genin have 2 points, which means they can have either 1 major or 2 minor specialty. (Note: Alternatively you may remove 1 element slot to gain 2 points. This cannot be done more than once.) Missing Ninja Ranks The numbers next to the description detail how many 'points' each rank gets to displace, followed by how many points total they get including elements. Missing Nin have the benefit of having no elements in exchange for a bunch of specialties; which is not allowed for village ranks. D-Class Nukenin - [2][4]A Rogue Genin rank. 1 element. C-Class Nukenin - [3][5]A Rogue Chuunin rank. 1 element. B-Class Nukenin - [4][6]A Rogue Special ANBU rank. 1 element. A-Class Nukenin - [4][8]A Rogue Jounin and ANBU rank. 2 elements. S-Class Nukenin - [4][10]A Rogue Sennin rank. 3 elements. To rank up a character you must have the necessary age and Upgrade Points along with any special assignments. See Upgrades for more detailed information up upgrading your rank.
Last edited by Enzo on Thu Dec 15, 2011 6:43 pm; edited 7 times in total | |
| | | Enzo Founder
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| Subject: Re: Character Rules Sun Oct 30, 2011 4:53 pm | |
| __________________ | Jutsu Rules | __________________ If you plan on creating your own jutsu or even your own character, you must read these before actually posting your character. Your character will automatically be rejected if you do not read these rules. It will be very evident if you have not read these. If you plan on Role Playing in a Naruto setting, there are a few things you'll need to get familiar with. The main difficulty would be Jutsu, which is the main form of attack for the whole RP. If you wish to know more about Chakra, visit the Chakra Rules. This topic will not go in depth like the Character Rules; but rather elaborate what each form of jutsu is and how you're expected to use it. There are 5 key forms of jutsu (Listed in order of how common they are): 1. Taijutsu 2. Ninjutsu 3. Weaponry(Kenjutsu) 4. Fuuinjutsu 5. Genjutsu TaijutsuThis is the most common as it covers a very wide variety of techniques. Taijutsu for the most part is anything to do with the body. Whether it be punches and kicks to aerial assaults and combo attacks. When doing basic punches, kicks or other simplistic attacks little kids could perform; it does not have to be applied for with the jutsu template. If it is more complex like a somersault drop-kick, it must be applied for. At B-rank and above; it is possible to add chakra to punches and kicks. Using elemental chakra though, like a fire punch, falls under NinTai, which is a specialty in its own. Taijutsu users can use a few NinTai of lower rank; but not high class NinTai unless specifically specialized in it. NinjutsuThe second most common form of jutsu; even though when one thinks of jutsu this is generally what comes to mind. Ninjutsu must be specialized in to use any of its techniques; unless your character is of A or S rank in which case they can use up to D or C rank ninjutsu respectively. Ninjutsu directly affect the environment and are done by a series of hand seals. All Ninjutsu require at least 1 hand seal. The more hand seals used the more control you have over the technique; but if you're very good with that particular technique, you can perform it with fewer with equal control. Ninjutsu range from giant fireballs from one's mouth to electrocuting their hand and stabbing someone with it. Anything that turns chakra into a visible substance (with wind element being the exception) is ninjutsu. That means things like clones and transformation jutsu are also ninjutsu based. Every Jounin-rank character is able to learn Kage Bunshin no Jutsu, regardless of specialties. There are two variations of Ninjutsu, those being Medical Ninjutsu and NinTai. Medical NinjutsuThis is ninjutsu used specifically for healing. These jutsu act exactly like ninjutsu, except the user usually focuses on thin chakra control to heal and splice. Medical Ninjutsu also covers poison; and you may not use any poison based ninjutsu unless your clan has it; or you have a Major in medical ninjutsu. NinTaiThis is a mix of Ninjutsu and Taijutsu. It was briefly explained in Taijutsu. It's basically using chakra with your Taijutsu. It requires a specialization of its own; but NinTai characters are able to use Ninjutsu up to B rank if A or S rank. This gives them somewhat of an advantage over normal Taijutsu users; but they cannot use A or S rank Taijutsu technqiues. NinTai falls under its own category and uses its own variation of techniques. In the canon; the Raikage's lightning armor technique would be NinTai. Weaponry(Kenjutsu)Weaponry and Kenjutsu is very similar to Taijutsu; except that you wield a weapon and fight with it. The benefit of Weaponry is that it can easily be mixed with other forms of Jutsu like Ninjutsu and Fuuinjutsu to perform combination attacks. Because of this there are very few pure weapon based jutsu. Even the few that exist are below A rank. You're free to make high-ranked weaponry jutsu, but it usually consists of some form of weapon combo. ie. Using two swords instead of one. To use Weaponry; you must actually have a weapon to use. If not; then you're fairly incapable of fighting. Weaponry uses the same amount of chakra as Taijutsu, which is still relatively little compared to Ninjutsu for example. FuuinjutsuFuuinjutsu is the art of sealing, and is covered fairly well in Character Rules. It is basically the art of sealing; and the main pros and cons are in the Character Rules themselves. If you wish to know more about it simply review this topic. GenjutsuGenjutsu is one of the least common of the jutsu uses, for it is very difficult to perform, and does no physical damage. It is the art of using illusions, which, as mentioned earlier, do not physically harm; nor can they physically harm the target. The way Genjutsu are used is rather simple. One simply extends their chakra flow into the target's body through the use of a focus; such as creating a visual effect like falling feathers; or making the target view the jutsu itself. All Genjutsu should state how many people it effects, the visual appearance of the jutsu (if it has one), the actual effect, and finally; how long it actually lasts. A Genjutsu can actually last for as long as you want; provided you constantly apply chakra to it. Also note that you cannot use two Genjutsu at one time unless a Genjutsu is a 'base' which all last for an X period of time; and consume a large amount of chakra from the start. For instance; using some kind of hearing base that lasts 3 turns would cost the activation fee plus how much it would cost if it lasted for the additional 2 turns. So 15+5+5 would be 25. To better understand 'consumption over time' techniques please view the Chakra Rules. There is a bit of a difference between Genjutsu and the other forms of Jutsu; in that it has another field to fill out. That field is "level" which is essentially how easy it is for the Genjutsu to be broken out of. Take Temple of Nirvana for example. This is an A rank Genjutsu that can be broken out of VERY easily, even by a Genin, but is very powerful and affects a large amount of people. This is because, for this site, it would have a C-rank "level." This level basically describes the easiness of breaking free from the genjutsu. A 'level' is scaled the same way as the rank of the genjutsu (A-rank, B-rank, C-rank and so on). The lower the level; the stronger the effect of the genjutsu is. The opposite is also true. The higher the level; the weaker the effect of the genjutsu is. The level cannot be more than 1 rank away from the actual rank of the jutsu. So for instance; an A rank jutsu and B rank level would be powerful; but easier to break free from. Jutsu may only be 2 ranks lower if it is an 'area of effect' jutsu, in which it effects a large group of people like Temple of Nirvana. Also note that an A rank jutsu may have a level of S, which would mean it's very difficult to break out of, but as powerful as a B rank jutsu. This applies to every rank; such as B can have a C or A level. If the level is equal to the rank of the jutsu; it is assumed the jutsu is normal in difficulty to break free from, provided your character is of course the rank high enough to break out of it. An S rank jutsu may have an S+ level if the character has an Absolute specialty in Genjutsu. S+ would mean it's almost impossible to notice/break out of; but is as powerful as a high-B rank genjutsu. If you have any questions concerning this system, PM the Founder. There is one last thing to discuss with Genjutsu. As Genjutsu are the only attack that is allowed to connect on the same turn it is unleashed; avoiding it is very, very difficult. But, even though it is incredibly difficult to avoid, it is not as difficult to break free from. See, genjutsu are instant-hit, but are the type of attack that one can ignore if they are strong enough. There are five main ways for a genjutsu to end, and all but the first method require the user to realize they are in an actual genjutsu. The first way is simply the user ending the Genjutsu. The target is released and allowed back into their normal state of mind. The second is through the use of highly advanced chakra control. Usually those with 2-3 ranks above the caster will be able to passively ignore the jutsu due to how weak it is; this is usually because they have more experience and better chakra control to avoid the chakra disruption. This method requires a very, very large gap in power. Like a Genin and Jounin. The third is through self inflicted pain; which causes the mind to focus on the pain and thus disrupt the jutsu. This method only works on jutsu of B level difficulty and below. Above has no effect mainly because the genjutsu is so strong that the caster is able to keep the target occupied. They can even block out the pain received from stabbing one's self. In order to actually do this; you MUST realize you're in a Genjutsu without meta-gaming. Simply doing a "woops I tripped and fell on a rock, so I broke free from the genjutsu" will not pass. There must be a very good reason your character stabbed their hand or hit that rock. The fourth method is through "Kai" which is the ninjutsu used to dispel the genjutsu. All genin are able to learn this technique regardless of specialization; but must either have it mentioned in their application or learn it. It does not qualify as one of the academy jutsu. Kai requires that your character be of equal character rank as the level of the jutsu; unless stated otherwise in the jutsu description. (Genin may break free from C rank Genjutsu through Kai.) If the character specializes in chakra control or genjutsu; they may break free from a jutsu 1 rank above their own, but it still requires recognizing the genjutsu in order to break out of. The fifth and final method requires another non-NPC member to apply a portion of their chakra directly via physical contact and dispel Genjutsu manually. The member that dispels your character must be of appropriate rank compared to the genjutsu, +1. So for instance, if a Genin is attacked by a B level Genjutsu, they cannot break free normally, but if another Genin applied chakra, it will 'raise the Genin's rank' 1 level (To be B rank), making him/her capable of breaking free. Keep in mind though, if the Genjutsu is for instance A Level, another Genin will only 'raise their rank' to B, not A, which is incapable of breaking free. Therefore it would require 2 Genin, or 1 special jounin to break free from an A Level difficulty Genjutsu. The amount of chakra required by the member to apply to the user is equal to the "Chakra per post" cost of the Genjutsu. Chakra is not absorbed by the target, and is simply reduced from the helpful member's pool. On a side note; if that Genin were to be influenced by say an S rank Genjutsu, and a Jounin applied their chakra, the Genin would be able to break out of this Genjutsu, as the Jounin has the higher rank, +1. Do note: when in a Genjutsu the one being targeted would not be able to tell their friend that they have fallen under a Genjutsu. Therefore it is dependent on the ally to realize that the targeted member is under the influence of a Genjutsu. Now; without further ado, the regulations: Rule #1: When registering jutsu, those jutsu must be of the same element of your character. When adding a jutsu to your character, that jutsu has to fall under one of the elements your character has. This applies for when you register a character as well, but you do not have to apply for jutsu in the jutsu registration board if making a new character. Rule #2: The jutsu must follow one of the five basic elements or your Kekkei Genkai. If your character has a Kekkei Touta, you may only learn the jutsu for the Kekkei Touta, and one other element used in creating the said Kekkei Touta. Using Dust Release as an example; you will be allowed to use the Dust Release itself plus either Earth, Wind or Fire; varying on whichever you picked. If you picked Earth for example; you cannot use jutsu of the Wind or Fire element. Rule#3: On the subject of Kekkei Touta; in order to actually learn a Kekkei Touta you must have 3 elements and a 20,000 word training topic. The training can be split into segments, but there must be at least 20,000 words in training total. Also, no one may start with 2 Kekkei Genkai, but can earn a second through RP. The second Kekkei Genkai must have at least 1 element in the original Kekkei Genkai. Therefore you may have a Kekkei Genkai such as Ice release (Wind + Water) and then get wood release (Water + Earth), because they both share water. In the same scenario though, if for instance you had the Kekkei Genkai of Ice (Wind + Water), you could not get Lava release (Fire + Earth) because they have no elements in common. If you have two Kekkei Genkai elements you cannot use any natural elements, and are limited to jutsu that fall under either of those Kekkei Genkai. The same way that Haku couldn't use water attacks or Yamato couldn't use Earth attacks, is the same reason you cannot use the elements that make your Kekkei Genkai(s). Rule #4: To earn new jutsu, you must train for them. The training requirements differ per rank. To check how much training is required for each jutsu refer to the Upgrades thread. Rule #5: This is a follow up to Rule #3. Each rank is allowed to start off with a number of each Jutsu rank. Ranks go in ascending order (E being the least, A being the highest, and S being forbidden, character only, or 'over powered'). Limits only apply to when one is creating a character unless stated otherwise. The limits apply only to registration unless stated otherwise. The limits are as follows: Genin: Genin use mainly E and D ranks, but are allowed to learn C ranks. Genin may only start with up to 3 C rank jutsu. More may be trained for. Genin are not allowed any jutsu above C rank. Chuunin: Chuunin use mainly D and C rank jutsu, but can learn a couple B ranks as a 'trump card.' Allowed to start with 1 B rank, and can train for more. May not learn jutsu above B rank. Special Jounin: Special Jounin use mainly C and B rank jutsu, but can have an A rank as a trump card. Allowed to start with 1 A rank, and can train for more. Cannot learn any S rank jutsu. Special ANBU: Same as Special Jounin, but allowed to start with 2 A rank jutsu. Jounin: Jounin are the elites and have an arsenal mixed with different ranked jutsu. Most Jounin use a variety of B ranked jutsu, but are known to through a couple A ranks in. Allowed to start with up to 4 A rank jutsu. May earn S ranks through training, but cannot start with one. ANBU: The black ops of the ninja world; ANBU are allowed to start with the same number of A ranks, but also 1 S rank. More can be trained for. Sennin: Sennin are right next to Kage in power. They have no limits to A ranks, but may only start with 2 S ranks. More may be trained for. Kage: The ruler of the village and often regarded as the strongest ninja in the area, only opposed by Sennin. Because of this there are no limits on A ranks but may only start with 3 S ranks. More may be trained for. (Note: only 1 Kage per village, and Kage are staff assigned.) Note: these ranks apply for Nukenin of equal ranks as well. Rule #6: All characters may automatically use E rank jutsu, and therefore do not count toward the maximum amount allowed. When making a character, that character is allowed a certain amount of jutsu before having to buy some. Depending on the rank, the limits are different. Here are the limits: Genin - 12 Chuunin - 18 Special Jounin - 24 Special ANBU - 28 Jounin - 32 ANBU - 37 Sennin - 45 Kage - 50 Note: Bloodline activation jutsu do not count toward the starting limit. If the Clan Jutsu cannot be learned at time of making character, then the user may still train for said jutsu. E-rank jutsu do not count toward the starting limit either. The above restrictions apply to Nukenin of equal ranks. The above only applies to when making your character. There are no limits on how many jutsu one may have after registration is approved.
Last edited by Enzo on Sun Dec 18, 2011 7:39 pm; edited 5 times in total | |
| | | Enzo Founder
Posts : 47 Join date : 2011-10-28 Age : 29 Location : Toodles
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| Subject: Re: Character Rules Sun Oct 30, 2011 6:43 pm | |
| __________________ | Weapon & Clan Rules | __________________ Weapons These rules apply for all weapons both custom and canon. You must abide by these rules or your weapon will be stripped from your character. Rule #1: You are allowed to use any item that does not have a special ability without registering it in Custom Weapons board. This applies for basic katana, swords, knives, chains, kunai, etc. If the item/weapon is more complex, it must be described. Otherwise, the item must be filled out with the custom template and accepted before you can use the item for your character. Here are the following items every ninja can start with. You do not have to register for weapons if making a new character, but the weapon must still follow this template. The following items are 'stackable' and can be carried in multiple amounts: - Spoiler:
Kunai - An iron throwing knife with a look at its base. Has two sizes: Large and Medium. Medium are usually thrown while large can be used in defense. Can be used in conjuction with other items such as explosive notes. Shuriken - Four sided ninja stars made out of iron like Kunai. Have two sizes: Large and Tiny. Large cannot be stacked and are about two and a half feet wide while tiny ones can be carried by the dozens and thrown at the enemy like shrapnel to inflict damage. Smoke Pellets - Small pellets that look like candy filled with condensed smoke. When the little balls make a sudden stop via contact with the ground or being crushed, they explode releasing a non-toxic black gas to shroud the user. Explosive Note - A paper note with a seal imprinted on it. When a ninja performs the necessary predefined hand seal, the note explodes. User can also activate it and attach it to an item for long-distance explosive properties. Note begins to burn when set and explodes automatically once half-way through burning. You can also trigger the explosion via a certain jutsu. Smoke Grenade - Fashions much like your basic grenade in which the user pulls a pin and chucks a tin container. The grenade explodes after a predetermined period of time and releases a large amount of black gas which makes a dark cloud impossible to see through with normal eyes. HyourouGan - A pill packed with proteins and carbs which allow a ninja to stay awake and active for up to seven days. After this time, the user will immediately collapse and go to sleep for a few days unless they ingest another pill. Eating more than one at once or more than one within the seven day period may be hazardous. Makabishi - Tiny spikes that are usually thrown on the ground when one is fleeing. Stepping on these spikes even with shoes on will poke the target's foot and temporarily immobilize them until they remove the spikes. One can ignore the pain, but the feet themselves will eventually start bleeding and become infected if not cared for. Senbon - Very thin needles usually used in acupuncture to locate stress points. These needles are specifically designed to cause various effects when attacking pressure points or chakra points. Not preferred for normal combat. Scroll - A basic scroll used for summon items you usually wouldn't have on your person. Scroll must be defined if selected (ie. what it summons). Wire/String - Basic metallic wires or cotton thread used for tying up targets or for very basic puppetry. Usually carried by the kilometer in a roll.
Note: Those items listed above are not your only options, as you may start off with things like katanas and chains; as long as they are completely normal weapons with no special features like metallic hilt or spiked chains for example. Rule #2: You may start out with only two different custom weapons, and ten weapons max no matter what rank you choose, but if you have the Weaponry/Kenjutsu specialty, you are exempt from this rule. This is to ensure one does not over power their character drastically. After creating your character, all weapons must be trained for thereafter. Rule #4: You MUST fill out the template and have your item accepted for it to be a legitimate item. If the template is not filled out, you will be asked to change your entry to fit the template. If you fail to do so the weapon will be denied and moved to the archives. Rule #5: The rules for weapon attaining are similar to that of jutsu. If your character specializes (Absolute) in Weaponry/Kenjutsu, they are allowed ONE weapon, ONE rank above their own to start with. Weaponry/Kenjutsu specialized (Major and above) characters are also allowed to start with 4 custom weapons as opposed to two. The total is upgraded to 12 instead of 10 though. After that one weapon though, the rank of your weapons must be equal to your character's. If you do not specialize in Weaponry, your character may start with a weapon one rank lower than your character's rank. When A Class ninja and above, Weaponry/Kenjutsu specialty will be required for any weapon above B rank. Therefore a Kage cannot have an A rank weapon even though they are S Class ninja; unless they have Weaponry/Kenjutsu. Clans There are few rules for Clans, but all must be followed if you plan on creating either a Canon or Custom clan. If you wish to create your own custom clan, these rules must be followed. Rule #1: When creating a custom clan, the said clan MUST have a Kekkei Genkai or Hiden, or else it's a simple waste of space. That said; custom clans may not copy already existing Kekkei Genkai, even if that said Kekkei Genkai currently has no clan name. There are three different Kekkei Genkai forms, and no clan is allowed to have more than one of these forms. Here are the following forms: - Spoiler:
Elemental - Elemental Kekkei Genkai are Kekkei Genkai that combines two or more elements to create a third. For specific purposes, no user is allowed to create an element by using more than element. Some Kekkei Touta may be granted during events. Some examples of elemental Kekkei Genkai include Youton (Lava) and Hyouton (Ice). Doujutsu - Doujutsu are techniques which alter the user's eye in some manner. Examples include Sharingan and Rinnegan. For specific purposes, Rinnegan will not be allowed to be used by any character or clan unless assigned by a staff member via an event. You may create your own Doujutsu, but it must be original. That means no Sharingans with extended vision or Byakugan that can read movements. Also, unlike elemental Kekkei Genkai, Doujutsu may be obtained by non-bloodline users, but it requires removing the eye of the target while they are still alive and replacing it with your own eye. Very difficult to perform on resilient people. Misc. - This covers all other Bloodline traits that are passed down through clans (And sometimes gained alone) that do not fall under either of the above two categories. These include Kekkei Genkai like Kimmimaro's bone technique or Kidomaru's spider like secretion.
Hiden, unlike Kekkei Genkai, are not blood related, but are still known for being clan secrets that normal people cannot use. Therefore a character that does not belong to the Nara clan cannot use shadow possession jutsu, even though it's not blood related. This is because unlike the real world; secrets in the ninja world are very well kept and not accessible to strangers. Rule#2: If you're posting a Canon clan, make sure your information is 99% accurate. You may not add false canon characters into the clan or custom characters into the history unless the clan has no defined history. Because of the site's plot; all Canon Clans must be registered, and no Canon characters can exist in the clan. Rule #3: All clans must be accepted by the staff before being allowed to be RP'd with. Do not complain about your clan not being accepted without having a good argument against it.
Last edited by Enzo on Sun Dec 18, 2011 7:48 pm; edited 1 time in total | |
| | | Enzo Founder
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| Subject: Re: Character Rules Mon Oct 31, 2011 3:42 pm | |
| __________________ | Fuuinjutsu, Summons & Spirits | __________________ These rules relate to all techniques which fall under Fuuinjutsu, Summoning and the usage of Spirits. These are to ensure people do not God mod, as all three have a very serious potential to do so. Fuuinjutsu Fuuinjutsu is the method of sealing in Naruto. Fuuinjutsu can either be stored on paper as a written seal, or can be inscribed onto a flat surface like a tree or the ground in mid-combat. The latter requires the knowledge of a specific D rank jutsu which is readily available to normal ninja. Sealing jutsu are capable of sealing literally anything; as long as the jutsu exists for it. As such, in order to seal something specific a jutsu must exist for it or be created. To seal something more broad such as fire, a jutsu is still required, but not required for specific types of flames for instance. A 'specific' sealing would be something like a Summoning Contract, which binds certain animals to a seal (the contract). It does not bind all animals; but only a select few. On that note; Fuuinjutsu is also very useful in binding. Because it is a seal, one is also able to bind the opponent's movements; provided the seal is somehow attached to them. Whether it be by touching the target with a seal inscribed hand or simply placing a seal on them with a piece of sticky-paper. Regardless; when making a binding type Fuuinjutsu it is required that you state exactly what it binds. Whether it be chakra usage, chakra control, or simply movement. The more severe this binding is the higher the Fuuinjutsu rank must be. A prime example is Danzo's Sealing Jutsu; which he used on Sasuke to halt his movements. Of course; even though Fuuinjutsu is powerful and can seal almost anything; they are not invincible. One cannot seal something permanently; as a seal can always be overwritten by another seal; usually referred to as an "unseal". These unseals remove the effects of a seal placed on something; much like how the Five Elements Seal can be unsealed with the Five Elements Unseal. If a seal is placed on a living being; they may break the seal provided they either have enough physical strength to break it; or offer up enough chakra to negate the seal entirely. Certain seals, like the Five Elements Seal for example; cannot be removed through this method, as it doesn't directly influence the target's body. Seals that suppress rather than completely block cannot be unsealed through force or over-exertion of chakra. There also exist S-rank seals much like there are S-rank jutsu. These seals are usually incredibly difficult to break; but also require precision and a rather hefty amount of chakra to initiate. Since Fuuinjutsu fall under a classification of Ninjutsu, they abide by the Chakra limitations of Ninjutsu as seen in Chakra Rules. These S-rank seals are usually used to trap very powerful energies inside objects. Much like how Bijuu are trapped in pots and other methods of sealing. To seal a spirit or object into a person; it requires at least A-rank in Fuuinjutsu, and the seal must be powerful enough to not let the energy leak. For instance; Naruto's Eight Divination Signs Seal which contains the Kyuubi is an S-rank; because of the great knowledge it requires to perform. Seals for the most part do not require extraordinary amounts of chakra, and even though they must follow the Ninjutsu guidelines for chakra consumption; it may be levied that the jutsu can cost less chakra. Fuuinjutsu can be extremely deadly, but require a very keen mind to use. Those who make seals are usually required to have at least some intelligence; for coming up with a seal can be rather difficult. Do note: Some seals such as the Flying Thunder God are 'banned', which means that only one member of the site may hold it; and only under Admin permission. Summoning Summoning goes hand in hand with Fuuinjutsu as one may figure; but unlike Fuuinjutsu, it does not require specialization. The reason for this is because ninja are taught how to summon in the Ninja Academy; and anyone with any knowledge would know how to summon an item or creature. There are three distinct forms of summoning, those being: - Inanimate Summon
Inanimate summons are such things as weapons; clothes, armor, or anything you can physically touch that is not alive. These are the most basic summons and even a Genin can summon this.
- Organism Summon
Organism summons, as one may have guessed, are such things as animals and pets that one can use to fight along-side with. A great example of this is Naruto and the toads. Organism summons require a blood offering; and the correct hand seals. If one does not use hand seals, a semi-random summon will appear equal to the amount of chakra sacrificed. This is not truly a random-summon, because if one knows the amount of chakra required to summon certain familiars they may skip the hand seals; but even if they don't it'll only summon something they have a contract with. Organism summons ALL require a contract with either a large amount of organisms like the Toads, or just a single summon like Tamari's Kamatari summon.
- Chakra Summon
Chakra summons are usually used by those of B-rank or above. This isn't because it is difficult to summon; but rather Chakra summons require knowledge in Fuuinjutsu, and all Fuuinjutsu that summon chakra are at least A rank. Yes, these summons require Fuuinjutsu, because one must SEAL a portion of their chakra into a scroll or other object. Each time they use the summon; they must re-seal a portion if they plan on using it again, much like all other summons. These summons allow one to quickly use jutsu or other types of chakra to give them advantages in battle. This also allows one to boost their own chakra supply; but such summons are only allowed once per topic and require In Character chakra sealing to use. This is to avoid people constantly spamming chakra replenishing summons. Note: chakra summons to not require the chakra to be that of the users. Therefore you can get a teammate or friend to seal the chakra for you. This requires an In Character topic. Otherwise your character must have Fuuinjutsu as a specialty to use chakra summons.
Now that you know the three types of summons; there are a few rules to using these summons. For one; you may only use the summon in question if you either apply chakra to a seal; or (for organism summons) offer a blood tribute. This is to help avoid characters from summoning swords from mid air or launching a fireball from their fist and claiming it was a summon. The chakra required for 1 summon varies on the rank of the summon. Below is a list of the Summon Chakra Requirements: E-Rank Summon: 2 Chakra D-Rank Summon: 5 Chakra C-Rank Summon: 8 Chakra B-Rank Summon: 15 Chakra A-Rank Summon: 25 Chakra S-Rank Summon: 40 Chakra Giga-Summon: 100 Chakra The above may seem obvious; except maybe the "Giga-Summon", but if you're curious as to what are the standards for each summon, read below: - E-Rank Summon - A simple summon of an item such as a kunai or shuriken. The summoned item cannot be in motion when summoned; and is only used as a storage method. For instance; a small scroll that, when used, summons a larger scroll.
- D-Rank Summon - A simple summon of an item such as kunai or shuriken, but these summons are able to move when summoned. For instance: Summoning five shuriken that fly toward a certain direction.
- C-Rank Summon - A more advanced but still rather simple summon that allows one to summon organisms but one ones that can fight. These summons cannot use chakra. Also allows for summoning much larger objects such as bodies of sand or large boulders.
- B-Rank Summon - An advanced summon that allows one to summon a chakra-capable familiar or summon a propelled large object. The propelled large object is similar to the D-rank summon, except it can shoot giant boulders at the target for instance.
- A-Rank Summon - A highly advanced summon that allows one to summon a stronger, more chakra-capable familiar. This summon is very high class, and is the first to allow chakra summoning; but not A-rank Jutsu or above.
- S-Rank Summon - The most advanced summon. Able to summon high ranking chakra techniques, but still not S-rank Jutsu. These summons are also able to summon very skilled chakra-capable familiars who can have 2 specialties instead of the normal 1. S-rank Summons are not to be meddled with.
- Giga-Summon - Giga summon expresses only one type of summon; and that's summoning either a Bijuu or very, very large summon like Gamabunta, the chief toad. These summons are usually S-rank, but for Bijuu type summons they are not actually given a rank. Either way, they consume an enormous amount of chakra, and are completely un-usable by anyone below Jounin level (Unless they have a very large chakra pool somehow.)
Those are the general limitations on summons. More may be added later if necessary. Spirits This will be a short summary of what exactly spirits are; as their main display was more in the anime and filler than it was in the manga and canon. Spirits are such things as Bijuu; made entirely out of chakra. Bijuu themselves are spirits, but are classified differently for the sole reason that they are very, very powerful. Minor spirits, the spirits normal people may get, are spirits that give small chakra boosts and possibly an elemental boosts. These spirits can look like anything; but cannot be summoned like Bijuu can. They only grant a basic boost in chakra, and/or give the user suggestive thoughts and ideas. Some spirits are evil; while others may be good. Spirits like Bijuu, are sealed inside of the character through the use of Fuuinjutsu. No character may start off as a spirit; or else everyone would end up having it. Some spirits may be given out during special events; but the rest must be applied for and approved. If a spirit is too similar to another it will be denied. You may also steal a spirit from a host; but this requires a Fuuinjutsu specialist. Spirits are rather weak though; and can rarely possess the host itself. Evil spirits, if not calmed, may attempt to take over; but usually the seals placed on the host are more than strong enough to contain them. Do note: If a spirit is removed from its host, the host will have their maximum chakra permanently cut in half; and will be unable to fight for 2 weeks. "Spirit Reapers" or "Death Gods" are Wanderers or Nukenin who intentionally kill/stake out those possessed with spirits. | |
| | | Enzo Founder
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| Subject: Re: Character Rules Mon Oct 31, 2011 8:11 pm | |
| __________________ | Missions, Reputation & NPC's | __________________
Missions The mission system for Naruto Prelude is a bit different from something you may be used to. The general premise is the same. You apply for a mission or make your own mission, complete the mission with a group of people or on your own, then apply for evaluation to see how well you did on your mission. There are quite a few differences though. 1. Unlike some Naruto RP sites, this one heavily focuses on Missions. Don't worry though; even if you hate doing missions, it's possible to earn Mission points through other activities such as simply being active and RPing. These points, called "Mission Points" are used in upgrading your character. 10 Mission Points can be traded in for 1 Upgrade Point. These Upgrade Points can be used for Aging your character, growing their rank, gaining new skills, etc. The way you earn Mission Points normally is based on the Missions you do, and their rank. Here are the ranks and how many Mission Points you get per mission: - D-Rank Missions: 4 points.
- C-Rank Missions: 7 points.
- B-Rank Missions: 10 points.
- A-Rank Missions: 14 points.
- S-Rank Missions: Varies.
As you can see, the lower the rank the lower the amount of mission points you may get, although it is possible to get more Mission Points doing a low rank than a high rank. This is explained in the next part: 2. As mention before, you are actually able to get more Mission Points from doing lower-ranked missions, although this is not as easy or common. This is because instead of getting a set number of points; your mission topic is actually studied by a Moderator and assessed by them. Depending on how good they thought your topic was; they will give you a grade. That grade is then used to judge how many Mission Points you receive. If you get an "A" you get the maximum amount of points. If "B", "C", "D" or "F", you get a smaller sum. This is explained below: D-Rank MissionsA - 4 Mission Points. B - 3 Mission Points. C - 3 Mission Points. D - 2 Mission Points. F - 1 Mission Point. C-Rank MissionsA - 7 Mission Points. B - 6 Mission Points. C - 4 Mission Points. D - 2 Mission Points. F - 1 Mission Point. B-Rank MissionsA - 10 Mission Points. B - 8 Mission Points. C - 6 Mission Points. D - 4 Mission Points. F - 2 Mission Points A-Rank MissionsA - 14 Mission Points. B - 11 Mission Points. C - 8 Mission Points. D - 5 Mission Points. F - 2 Mission Points. As you can see; the more effort you put into your missions; the more points you get. The whole system is graded on a scale of 50, which is then split into 5 parts: Effort, Grammar, Completion, Fluidity, and Overall Interest. Each part is scaled from 0-10. If you get 41-50 points it counts as an A, 31-40 is a B, 21-30, is a C, 11-21 is a D, and 0-10 is an F. There is also a minimum amount of posts required for each mission rank. The chart below elaborates this: D-Rank: 5 posts + 2 for every other person in topic. C-Rank: 10 posts + 3 for every other person in topic. B-Rank: 15 posts + 5 for every other person in topic. A-Rank: 25 posts + 8 for every other person in topic. Note: The primary post count is in total; which means all posters contribute to the sum. Also; NPC's don't count as people; and therefore do not add extra post requirements. 3. As mentioned earlier, you don't have to do Missions to earn Mission Points. There are other rather simple ways. You can simply RP and request an assessment of your topic; or hunt down some Nukenin. Capturing a Nukenin usually rewards more than killing them. Check the National Bingo Book for how man Mission Points you get for capturing/killing another ninja. 4. On the matter of S rank missions; no one may simply make an S-rank Mission. This is why there is no specific amount of Mission Points gained from them. S-rank Missions will be announced as site-wide events; which will have a first-come first-serve registration a week before they are started. These missions usually fetch nice prizes to those who enter, those who don't fail; and a grand prize for the member who did the best. S-rank Missions have varying prizes, but are more often than not worth it. You may take up an S-rank Mission even if you're already in two topics; or even if you're in another country; but you cannot be in more than one S-rank Mission topic at the same time. Therefore to enter a new one; you must either "fail" somehow or finish the mission. You have 24 hours to reply to S-rank Mission posts if it is your turn (As usually they are multiple members and always have a turn-order). If you don't reply in time; you will be kicked from the topic; and receive no prize; as it is a disqualification rather than a failure. Therefore it is advised you just manage to fail somehow. Those are the main differences. The rest should be rather easy to understand. Notoriety Notoriety is the system used for Missing Nin (Nukenin) in order for them to get Upgrade Points. Notoriety is gained from harming village ninja, killing village ninja and simply causing chaos. In order to actually get Notoriety you must apply for it the same way you submit Missions. The moderator then evaluates how many points you get and applies them for you. These points can be turned in for Upgrade Points in the same fashion as Mission Points; except for a much smaller ratio. 4 Notoriety points can be turned in for 1 Upgrade Point and 1 Negative Reputation Point. On that subject; Reputation points work in a positive and negative fashion. All characters start with 0; and the more you have, the easier it will be for Kages to increase your rank. Remember; both Nukenin and normal ninja's ranks are determined by the Kage; as the Kage also distributes the warrants for Nukenin. If your reputation is in the negative you're either rather hated by the ninja around town or a Missing-Nin. For missing-nin the lower the better. The opposite is also true. The higher the reputation the better it is for normal ninja to go up in rank. Normal ninja gain reputation by just doing missions. Reputation itself, in actuality, doesn't logically affect outcomes; but if a Kage had to pick from two Jounin to upgrade to Sennin; odds are the one with higher reputation will get the rank. One can apply for more/less reputation the same way they can for anything else, but more than 95% of the time, reputation will be added to your character once you accomplish something worthy of it. Note: A Nukenin may join a village if their reputation exceeds +20, but will probably be suspended from combat for a week at most. There are a set achievements gained when your character reaches a certain milestone, you can expect this sort of fame/infamy. Positive Reputation- Spoiler:
10: You're somewhat known in your circle of friends and members of equal rank. Such as how Neji was a known Genin among other Genin.
20: You're very well known in your circle of peers and some higher-level ninja, like a few Chuunin. People in the village still don't care who you are.
30: You're exceptionally known among your peers, even those who are higher rank, such as Jounin and Kage. Those of lower rank probably have no idea who you are, and the members of the village know you somewhat.
40: You're more popular among the villagers and both lower and higher levels have a very good distinction of who you may be. Very well respected.
50: You're highly known among the village ninja and peers. The kage even has interest in you, but is still on a second-name basis.
75: The Kage now recognizes you as a close friend, even on a first-name basis. The villagers know who you are, and your name is even known by a few outside of the country.
100: Everyone in your country knows who you are, and there are people in neighboring countries who've heard of you. Very few people DON'T know who you are.
150: You're well known across the globe, although there are always people who won't know you. Recognized as a "Saint" among Ninja.
200: Viewed by little kids as a Hero and Idol, while everyone on the planet has at least heard your name. You are looked up to by everyone, and have as much fame as a Kage.
300: So famous, if you were to die people would erect monuments of you. You could start a radical cause and people would follow it. This amount of fame comes at a cost though; as every Nukenin will be at your neck for the bounty on your head. Negative Reputation- Spoiler:
-10: You give off an aura of dislike, but no one really has any idea who you are. Maybe a few people in the village you've terrorized fear you.
-20: People around your rank know who you are, but may not like you. Missing Ninja usually enjoy your company and may use your bad reputation and abuse it.
-30: You're very infamous in the village, but official ninja really don't care about you still. Other Missing Ninja may know who you are, and even see you as somewhat of an idol or prodigy.
-40: Most Missing Ninja of your rank have an idea who you are, along with many villagers. You've finally caught the attention of a few village ninja, but still somewhat on the down low.
-50: Many people know your name, children will cower below you, and people around your country may have heard of you. You've finally gained proper attention, and are viewed as a rather big threat. Missing Ninja may enroll you in their organizations at this point.
-75: Your infamy is known throughout the country. People will run when they see you, but the brave will still try to resist. Official Ninja will try their best to take you down at all costs.
-100: At this point, you're either a Jinchuuriki, or a REALLY hated individual. Your name has been heard outside your country of origin, and people will no longer even bother resisting. At this level of infamy you can simply claim a town as yours and no one could really do anything about it.
-150: People in neighboring countries have heard your name, and your bounty has only grown higher. Whatever you've done, people will fear you immensely. There will be almost no one in your country who doesn't know you, and few people in opposing countries who don't know your name.
-200: At this point your name is so well known, you could talk to a hobo across the ocean and they'll know who you are. At this point the bounty on your head is so high, it's impossible to ignore. Bounty hunters will hunt you down at every possible moment. At this level of infamy, it's best to start up an organization.
-300: You are the god of the underworld and at this point basically control the entire crime syndicate in the country. You can hand out death warrants to other members, and can even order around an A rank Nukenin without even paying them. Good luck avoiding the authorities at this level. The Kages will chase after you, that's how great your infamy is.
NPC Non-Playable Characters, or NPC, are, ironically, characters played by another member, but are not that member's actual character. There are two forms of NPC. Those that are summoned via summoning jutsu, or those that are applied for to be used in missions. The latter must be registered in the Missions board before being RP'd. Normally Moderators take up the NPC requests; but normal members are allowed to take them up as well if they wish. Alternatively, if you're not very creative, you can ask for a Moderator to make an NPC and RP as them. Applications for both can be found in the Missions board.
Last edited by Enzo on Thu Dec 15, 2011 8:48 pm; edited 3 times in total | |
| | | Enzo Founder
Posts : 47 Join date : 2011-10-28 Age : 29 Location : Toodles
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| Subject: Re: Character Rules Mon Oct 31, 2011 10:16 pm | |
| __________________ | Death & Aging | __________________
Aging Aging is something everyone does; and in this site, so do the characters. Unlike some sites, which flat out don't have aging, or others that have some sort of monthly system of aging. This site has a much faster pace on aging; even though it may still take you a month or two to grow a single year in age. This system of aging allows those who are more active to age faster, and those that are less active to grow slower. Of course; this isn't realistic, but if it was, there would be a rather unfair advantage for beginner Genin. This allows everyone to have the opportunity to grow at their own rate. Now; without further stalling, the aging system itself. Basically; you pay 10 Upgrade Points to age one year. In order to get Upgrade Points; you need to pay either 10 Mission Points for one Upgrade Point; or 4 Notoriety Points for 1 Upgrade Point. Of course there are other uses for Upgrade Points, but aging is one of the main uses. The benefits of aging are an additional +4 chakra to your character when you grow 1 year. You're also allowed to upgrade your rank once you come across the appropriate age for the rank and meet those specific requirements. If your character ages 50 years through the above method then you may choose to kill off your character through 'natural cause.' If they die in this manner, your next character may be of any rank (besides kage) that you wish, but may not start off as a Jinchuuriki unless D-rank is chosen. Death Death is something everyone will encounter; even your character. How they die though, is a matter of discussion. There are three main ways of dying: Combat, old age, or suicide. Old age is discussed in "aging" and grants the best possible benefit for when making another character. Yes, that's right. When your character dies, you may make a new one; but with some penalties (Except for old age). Remember, you may not make a new character unless given administrative permission or your character is dead. Death By CombatIf your character dies of combat (And no suicide scheme was planned), you will be able to make your next character 1 rank level below your killed character. For example; of you die a Jounin, you may start off as a Special Jounin. On that note, if you die a Kage, you can only start as Jounin or lower, not Sennin, as Kage and Sennin are both qualified as S-rank. Therefore the highest starting rank after a killed character is A-rank (Jounin). You may not start off as a Special ANBU or ANBU unless given Administrative permission. If your character dies, you have the opportunity to either resurrect them, or let them remain dead. If you choose option A, you have 2 weeks to get a Medical ninja to find your deceased body and revive you (Can be discussed OOC for convenience purposes. This will not be qualified as Metagaming, even though it is). The downfall of option A is that if someone interrupts the Medical Ninja, and enters the topic, they may steal your body and use it for their own strange ideas or inventions. They can do this even if you choose Option B, but they are only given 1 week to do this instead of 2 weeks. The benefit of remaining Dead though is that you can work on your new character and hopefully have them ready by that time. If you're caught conspiring to die by combat and avoid the suicide penalty; not only will you have to start as a D-Rank; but you will also be denied the opportunity to make a character with a Kekkei Genkai or any interesting features like a Bijuu or Spirit. So before planning to 'trick the system', do ask yourself if the penalty is worth it. Staff members review all deaths to see if they are suicide or combat death. If it is found suicide in a combat thread; this penalty will apply. SuicideNinja are not Samurai. The reason I say this; is because unlike Samurai, where suicide is a way to repent for shaming yourself, in the ninja world it is as much of a sin as it is shaming yourself even more. Even if your character is a Samurai; this is the ninja world, not Samurai world, and the same suicide penalty applies. If you commit suicide, your next character must start out at D-Rank. That's the only penalty; although it is a big one. Do try to make the suicide a bit interesting if you're going to kill yourself; and give the character an in-game reason to die. You may perform assisted-suicide, where another character kills yours and neither one of you attempt to stage it as a combat death. Assisted suicide suffers the same penalty as normal suicide. Assassinations (ie. Another member kills yours in a single post. Because it is a one-turn kill, it requires the consent of the character's owner) count as assisted suicide.
Last edited by Enzo on Thu Dec 15, 2011 6:46 pm; edited 2 times in total | |
| | | Enzo Founder
Posts : 47 Join date : 2011-10-28 Age : 29 Location : Toodles
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| Subject: Re: Character Rules Tue Nov 01, 2011 3:59 pm | |
| __________________ | Healing | __________________ Healing is a natural process in both the real world and the RP world. Characters naturally heal; but there are certain circumstances where special healing is necessary, or required. Healing on this site is rather easy. At the end of a topic; all characters in that topic heal from minor bruises, scratches, burns, etc. If for instance they broke a bone, pulled a muscle, damaged an organ or lose a limb; they must have that part of their body healed in either a separate topic or the same one. If not; the damage will be permanent. Broken bones and pulled muscles can be waited out (2 weeks), while damaged organs and lost limbs must be restored or your character will die. You are given 2 days after the end of the topic where you took this damage to start a new topic that fixes this issue. If you do not repair the issue on your character; it will become permanent, unless organ damage, which will kill your character. If you have a surgery (Like fractured limb restoration), you cannot fight with that character for a week after the surgery is officially over. To cope with the 'after battle healing', your character naturally gains chakra per post as they would normally. All Genin and Chuunin (C-D Rank) restore 1 chakra for each of their posts. All Special Jounin, Special ANBU, Jounin and ANBU (B-A Rank) gain 2 chakra for each of their posts. All Sennin and Kage (S-rank) gain 3 chakra for each of their posts. (The same limitations apply for Nukenin of equal rank.) Also; you may choose to 'rest' during a topic, which recovers substantially more chakra, but at a cost. When resting your character cannot attack, use any jutsu or do anything that requires strenuous activity such as running and taking hits; but can avoid attacks, though rather inneffectively. Resting is usually done in hiding, to avoid the enemy killing your character. Resting heals 3 chakra per post for a Genin (D-rank); 4 for a Chuunin (C-Rank), 5 for Special Jounin and Special ANBU (B-rank), 6 for Jounin and ANBU (A-Rank), 8 for Sennin and Kage (S-rank). It's not much, but over time it can restore quite a bit of chakra. Now; the above resting policy will not work if you have a limb destroyed, broken bone, or any other type of serious injury. The same will also be negated if your character is poisoned.
Last edited by Enzo on Thu Dec 15, 2011 5:49 pm; edited 1 time in total | |
| | | Enzo Founder
Posts : 47 Join date : 2011-10-28 Age : 29 Location : Toodles
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| Subject: Re: Character Rules Tue Nov 01, 2011 5:08 pm | |
| __________________ | Assets/Deficiencies | __________________ (If you are too lazy to read this giant thing of text, just scroll to the bottom. There's a Tl;Dr. Be aware though, you are expected to know this when making your character app. The paragraph before the tl;dr should be read regardless.) This subject has become rather controversial as to what exactly they are. Character assets/deficiencies are basically pros and cons of your character, but instead of it being personality related, they're about your character physically. Such things as High IQ, good dexterity, fast learner, or good accuracy would be Assets. Things like bad chakra control, low chakra supply, reckless, stupid, would be deficiencies. They act on an 'equal' scale. This means that anything on one side of the equation has to even out with the other. So if you have 3 'points' in assets, you must also have 3 'points' for deficiencies (They're not actually points, just using it to describe a wildcard of assets/deficiencies). The final total must be zero. You may train for more through asset/deficiency training. When doing the training you basically discover some talent you may have had; but also discover something you lack in. Assets/deficiencies must equate with one another. You may earn as many asset/deficiency points as you wish; except for Chakra Control. The points system is rather easy to understand. Each point represents 1 positive/negative about your character physically. So high IQ would be a positive, but slow learner would be a negative. So your character's assets/deficiencies have to counter-balance each other. It would be unfair if your character had more assets than flaws. This system not only helps you make a character that less resembles Mary/Gary sue (Perfect), but also give you an idea of what your character may be good at. Chakra Control and Chakra Capacity are two things that directly affect the character application and the combat area. There are 2 stages of chakra control and a single stage of chakra capacity. Chakra capacity explains how much chakra your character may have. If you choose to have this as an asset "Increased chakra capacity" you start off with a bit more chakra than other members. 20 extra chakra for Genin; 30 for Chuunin through Jounin, and 40 for Sennin and Kage. (D-ranks get +20 chakra, C-Ranks, B-ranks and A-ranks get +30, S-ranks get +40.) Similarly: If you have it as a deficiency "Decreased chakra capacity" you start off with a bit less chakra, equal to what you get from the asset; just taken away from your max. Enhanced/Deprived chakra counts as 2 'points' and thus it would require 2 negative assets to counter-balance the enhanced chakra for instance. Chakra control on the other hand is a bit different. Above Average Chakra Control gives a -25% chakra reduction when using jutsu; and Expert Chakra Control gives -50% chakra reduction when using jutsu. Bad Chakra Control gives a +25% boost to the amount of chakra you spend; and Terrible Chakra Control gives +50%. You may not have both a Chakra Control asset and a Chakra Control Specialty. If you have a Chakra Control Deficiency and a Chakra Control Specialty; the boost is the difference between the two. As such, if Chakra Control Specialty gives -50% and your Deficiency gives +50%, you don't get any benefit. Same is true if -25% and +25%. If one is 25% and the other 50%, the one with 50% gets cut to 25%. So +25% and -50% would equal -25%, or -25% and +50% would equal +25%. The '25%' Chakra control assets/deficiencies count as 2 assets/deficiencies, and the '50%' count as 4. Do note that you cannot have both chakra control and chakra reserves, unless they counter balance each other (Such as having -25% chakra control, but above average chakra reserves, or vice versa.) You are allowed a certain number of assets/deficiencies for your starting character. This is measurable in 'points'. So if for instance you have chakra control -25%, it costs 2 character assets, rather than 1. D-rank can start with 4 assets/deficiencies, and cannot start with Expert Chakra Control. C-rank and B-rank can start with 5. B-rank can have Expert Chakra Control. A-rank and S-rank start with 6. At S-rank you are allowed to TRAIN for a chakra control/chakra capacity asset/deficiency if your character has the other one (If you have Above Average Chakra Control, you may train for Increased Chakra Capacity). Remember, it must be trained. Also; when making your own assets/deficiencies, such as improved strength or above average speed, place a percentile as to how much stronger/faster/etc. you may be compared to a ninja of equal rank. So improved Speed (+20%) would be the correct format. The same must be done for deficiencies. When putting down an Asset or Deficiency that gives a boost, or takes away a boost, it must be counter-balanced with its opposite. Therefore you cannot say you have +20% speed, but are scared of spiders. They don't mesh. You'd have to put something like -20% stamina, or -10% stamina, -5% strength, -5% endurance. The asset MUST be counter-balanced with an equal percentile to the gain. The same is true for a deficit. If you have -20% speed, then your assets must give a grand total of +20%. This way, you can train more than one asset/deficiency but at smaller increments. The system basically follow the basic rule of algebra: What you do on one side, you must do to the other. This rule may be ignored if the deficiency or asset is something worthy enough to surpass the % increase/decrease difference. Tl;Dr: Assets and deficiencies are basically the special abilities of the forum, but rather than your character simply gaining good-abilities, they must also gain bad ones. No one can be perfect. The rest is basically limiting Chakra Control Asset/Deficiency and Chakra Capacity asset/Deficiency. The last paragraph should be read regardless of one's laziness. | |
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