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The Naruto Text Based Role Playing Game
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 Post subject: Character Mechanics
PostPosted: Mon Sep 24, 2018 10:24 pm 
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Character Mechanics

Comparative Power and Characteristics
Unlike many systems for structured roleplay, TNRPG does not use number-based characteristics for determining the outcomes of interactions between characters and the world around them. Instead, different characteristics are divided into categories, whose power or lack thereof generally exists as it relates to other categories.

As is described in the Character Points thread, mechanical growth on TNRPG is measured in Character Points (or "CP"). Characters receive CP for any posts they have made in any topics that they have participated in, in which they have engaged with another character. In order to count this CP towards a character's Unspent Character Points (or "UCP"; the pool of CP that a character may spend), they must claim it in an update thread. A character's UCP may be spent to make purchases that count towards their Active Character Points (or "ACP"; which has a hard maximum amount that any character may reach) or to make purchases that do not. Some milestones of development depend on a character's Total Character Points (or "TCP"), which is the sum value of their UCP and ACP.

Table of Contents
Origin
Attributes
Skills
Elements
Character Progression
Character Death and Retirement
Kuchiyose and Contracts
Kugutsu
Clans and Implants
Jinchūriki and Bijū


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 Post subject: Re: Character Mechanics
PostPosted: Mon Sep 24, 2018 10:25 pm 
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Origin

Origin is one of the primarily-defining features of a character; selected at registration, a character's the choice of Origin is as core to a character as the selection of race or class might be in other roleplaying games. There are three Origins: Shinobi, Samurai, and Monk. While this choice is primarily determinant of flavor, it has several mechanical implications as well.

The first and most notable of these is the role that Origin plays in the availability of Skills to a character; while there are technically no hard limitations on either the number of Skills in which a character may be trained, nor ultimately which Skills they possess, there exist additional costs for characters who wish to train Skills outside those provided by their Origin. Some Skills have additional stipulations, that extend beyond simple cost, that render them incompatible with certain actions (Buddhism, for example, is incompatible with certain patterns of behavior).

Origin also provides characters with the ability to train techniques for which they do not possess the associated Skill:
  • Shinobi can perform genjutsu, ninjutsu, and taijutsu without the associated Skills;
  • Samurai can perform bukijutsu, kenjutsu, and taijutsu without the associated Skills;
  • Monks can perform Buddhism, fūinjutsu, and taijutsu without the associated Skills
All Samurai and Monks gain a free Special Ability, as well as a special exclusive benefit that they can spend this SA on.

For characters of the Samurai and Monk Origins, mechanical benefits are granted to those focused on the teachings of their Origin. Those who do not train Skills outside of their Origin (otherwise referred to as "pure" Samurai or Monks), gain a free SA that may be used to unlock the ability to purchase the first four ranks of certain Skills at half of the standard cost. Characters of the Monk or Samurai Origin that train a Skill outside of their Origin lose this status and the associated SA. If the SA reduced the cost of Skill raises, they must pay the remainder of the standard cost for each of the ranks of the discounted Skill that they possess.

If purchased, Samurai may purchase the first four ranks of the Kenjutsu and Kyūjutsu Skills at half the standard cost. Monks may purchase the first three ranks of the Buddhism Skill and the first four ranks of the Taijutsu Skill at half the standard cost.

If purchased, Monks and Samurai have several techniques considered "canon" to their respective Origins, which may be found here.

Lastly, Samurai are are permitted to register a pair of daishō for no cost, which they begin with upon registration. These daishō may be registered with an ability, similar to that permitted for other Master-crafted items (see the Crafting page for guidelines). These weapons must be registered and approved, as with any other crafted weapon. This does not cost an SA to unlock.

While rare, characters are able to change their Origin after creation. Doing so requires the completion of an Origin Change Request, found here. When a character's Origin is changed, they lose access to all of the Skills exclusive to their old Origin. They may also refund any elements or clans they have currently paid for, and lose the ability to use any abilities conveyed as a result (Note: the character is still, biologically, a member of that clan and if they were to learn a relevant Skill again, could relearn their clan techniques by paying the clan's bloodline tax and purchasing its abilities or elements once more). Special Abilities and Flaws may be altered within reason if any of them pertain to a lost Skill. Attributes and Universal Skills, along with any Skills shared by the new and old Origins, are unaffected.

See the bottom of the Skills page for information on the cost of Skills outside of a character's Origin.

See the Skills Repository for information on Origin Skills.


Last edited by Afromech Droid on Fri Jul 19, 2019 9:09 pm, edited 3 times in total.

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 Post subject: Re: Character Mechanics
PostPosted: Mon Sep 24, 2018 10:37 pm 
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Joined: Mon Nov 15, 2010 6:50 pm
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Attributes

Attributes are the measures of a character's raw power and serve as the foundation for a character's strength and development. The six Attributes govern three fundamental aspects of a character; they determine a character's physical capacity, the number of techniques a character can use, and a character's knowledge of the world around them. Strength, Constitution, Reflex, and Coordination determine the physical limits of a character (how hard they can kick, how hard they can be kicked, how fast they can kick, and how accurately they can kick) while Stamina governs the number of techniques they can use (how many kicking techniques they can use) and while Wisdom governs how much the character understands about the world (how much they know about kicking techniques).

Strength – Strength represents a character's capacity for exertion of force. It affects a character's ability to lift, pull, and push objects. It is the characteristic that defines a character's ability to throw a punch or stop an object. Strength is a characteristic core to an individual's ability to strike their opponents.

Constitution – Constitution represents a person's resilience, defining that person's ability to withstand punishment. It affects characters' ability to receive blows during a fight, stave off sickness, resist poison, and mitigate pain. Constitution affects characters' endurance, and is a characteristic core to an individual's survivability in any given combat engagement.

Stamina – Stamina represents both a character's physical and spiritual energy. It determines characters' chakra reserves. As a result, it governs the number of techniques that a character can perform, and how long they can sustain a fight. Stamina is spent as from a pool in order to utilize techniques, and is refreshed while a character is resting.

Reflex – Reflex determines how fast a character can move. It affects characters' reaction time, ability in the performance acrobatics or dodges, the swiftness with which they can maneuver weapons, and so on. Reflex definitively governs the actual speed of a character's movements.

Coordination – Coordination affects how efficiently a character can move. Coordination governs fine motor control. A character's accuracy with weapons, much of their skill with swords, and their balance are all closely related to Coordination.

Wisdom – Wisdom can best be explained either as a character's knowledge or their incredible insight. It governs a characters' ability to discern events, predict enemies' actions, and extrapolate information. To some degree, it is also affects a character's attention to detail, as well as their ability to process information. Its extremes do not define a character as "stupid" or as "smart", though either end can represent a character who is one of those two things.

Advantages and Tiers
Each Attribute is divided into the increments of tiers and advantages. Though advantages play an important role in comparing the Attributes of characters, all static effects of Attributes (as well as considerations such as the diminishing returns of Attribute-boosting techniques or the prices associated with the purchase of advantages with CP) are dependent only on the tier of relevant Attributes.

Tier 1: Poor – A character is deficient in this Attribute, comparable to a child or someone with a severe developmental disease.
Tier 2: Average – A character is within the adult human average in this Attribute.
Tier 3: Proficient – A character is considered highly skilled in this Attribute.
Tier 4: Masterful – A character is exceptional in this Attribute, approaching the highest limits of natural human ability.
Tier 5: Epic – A character is beyond extraordinary in this Attribute, able to warp the bounds of physics and reason.
Tier 6: Legendary – A character is widely renowned for the use of this Attribute, capable of feats considered impossible even by the standards of most shinobi.
Tier 7: Godlike – A character transcends even legend, has attained supremacy in this Attribute, and will often be deified for its use.

There are two advantages between each tier; advantages do not possess individual descriptions, as they simply define the proximity of a character to the next tier (and subsequently, their distance relative to those without any advantages past the tier that they possess). The notation used for advantages between tiers is Minor Advantage (when a character has one advantage past the tier of an Attribute) and Major Advantage (when a character has two advantages past the tier of an Attribute). When a character would have three advantages (whether as a result of purchasing a third with CP or as a result of an Attribute-boosting technique), they instead are brought to the next tier. Note that as a result, the statements "increased by four advantages" and "increased by a tier and an advantage" are interchangeable.

The same principle is applied to reductions to characters' Attributes (e.g. a character with an Attribute at Masterful with a Major Advantage that has that Attribute reduced by four advantages is reduced to Proficient with a Minor Advantage). Reductions in Attributes caused by effects are noted as disadvantages (and subsequently as Minor Disadvantage and Major Disadvantage when they are one or two in number, respectively; again, "receives four disadvantages", "reduced by four advantages" and "reduced by a tier and a Minor Disadvantage" are all acceptable and equivalent notation) to distinguish them from Attribute-boosting effects. As long as a technique's effects are made sufficiently clear with the use of either "increase", "decrease", or similar language, they will not be denied for failing to make this distinction.

The maximum increment in an Attribute that a character can naturally reach is Godlike with a Major Advantage, and the minimum to which an Attribute can be reduced is Poor with a Major Disadvantage. Attribute-boosting techniques do not provide additional advantages past the maximum, and Attribute-reducing techniques do not reduce an Attribute below the minimum. Several effects refer to an Attribute "being reduced below Poor", which is to indicate any degree of disadvantage below Poor. As it is not an Attribute, the speed of movement that a character can track (or, as a characteristic, "tracking") may be increased beyond Godlike with a Major Advantage, though excessive amounts of tracking are unlikely to yield any real benefit to a character.

Some effects allow an Attribute's maximum to exceed Godlike with a Major Advantage by a single advantage, to reach an effectively seperate tier (referred to as "Ascendant"). These effects are few, severe, and far between. Some examples of this are the opening of the Gate of Death, the selection of Ascendant Stat from the Restricted Techniques list (and its accompanying expenditure of CP). Occasionally bijū in the wild may also have Ascendant Attributes.

Note that any references to an attribute "at base value" or the "base" of an Attribute specifically indicate the value of advantages purchased with CP, not values modified by techniques or in-character effects (e.g. Special Abilities and Flaws).

Purchasing Attributes

Attributes are purchased in advantages, and (without making any purchases) a character's Attributes' initial base is Poor. This means that at registration, a character must purchase advantages in each Attribute they wish to increase beyond Poor (and that characters who do not so at registration must do so afterwards if they wish to increase an Attribute above Poor). As three advantages form a tier, a character for which three advantages are purchased past the tier that they possess in an Attribute has that Attribute increased to the subsequent tier.

The cost of purchasing advantages increases based on the tier that a character possesses in that Attribute. A character may not typically purchase advantages for Attributes at Godlike. The costs listed are per advantage, count towards a character's ACP, and are as follows:

Tier 1: Poor (50)
Tier 2: Average (100)
Tier 3: Proficient (200)
Tier 4: Masterful (300)
Tier 5: Epic (400)
Tier 6: Legendary (500)

Attribute Guidelines

The series of guidelines below outlines the more intricate interactions between certain circumstances with regards to certain Attributes.

Strength & Constitution
Constitution, being representative of a character's endurance and their body's ability to take punishment, has a variety of effects with regards to altering interaction with a character's environment. From dealing with extreme temperatures and shrugging off poisons to taking punches and staving off death by exsanguination, Constitution has a variety of tangible effects, delinted by the guideline below.

Strength is a representation of a character's ability to deliver force with their body - be it through punching, kicking, drawing a bowstring or slashing with a sword. It's primary function is dealing damage to durability, though there can be other narrative effects as well.

Poor Constitution: Your body is weak. You are more susceptible than most to bleeding out, getting dehydrated, freezing, or hunger. You gain no bonuses, and may experience penalties where applicable.
Average Constitution: Your body is that of a normal human. You can bleed, be hurt, freeze, and burn, but no moreso than any other normal person. You gain no bonuses, but face no penalties.
Proficient Constitution: Your body is that of a vigorously healthy human. You can ignore some amounts of pain, such as a severe burns, missing fingers, or a broken bone.
Masterful Constitution: Your body is beginning to extend human limits. You can ignore large amounts of pain, including multiple severe burns, missing appendages, or non-fatal stab wounds. You can continue operating, even with broken legs and arms, at a two-tier (2) penalty to your Strength, Reflex, and Coordination.
Epic Constitution: Your body transcends human durability. You shrug off almost all pain, and only the most major of wounds can pierce through your ability to do so. Aside from the highest rank fire ninjutsu, you don't feel the pain caused by burning, though this does not mean you do not burn. You can't bleed out from a wound, as your blood clots inhumanly quickly. You can continue operating even with broken arms or legs, at a one-tier (1) penalty to your Strength, Reflex, and Coordination. Most other broken bones do not bother you, and you can ignore a single (1) sensible fatal wound (i.e, not losing your head, being disintegrated, etc.) for two (2) posts, to either continue a battle or find a source of healing.
Legendary Constitution: Your body is completely superhuman. You shrug off all pain, you can go months without food, and you can last weeks without water. You can hold your breath for an inhuman number of minutes. You cannot bleed out from wounds, and you can operate with broken arms and legs without any penalty. Your bones are harder to break, and are like rock. Non-fatal wounds will not phase you in terms of your mobility or health, and you can ignore a sensible fatal wound for up to four (4) posts.
Godlike Constitution: Your body is godly. You shrug off any pain. Your blood instantly clots when you are cut, meaning you do not bleed. You can manipulate your body to its full extent despite any wounds you receive. A broken arm does not phase you, and provided the bone isn't smashed to pieces, can still be manipulated. Your bones are harder to break than regular bones, and are like steel. You rarely need food or water to survive, and can hold your breath for a seemingly impossible amount of time. You are very resistant to both cold and heat, and are practically never bothered by the weather. Non-fatal wounds do not phase you, and sensible fatal wounds can be ignored for up to six (6) posts.

Durability:

Beginning at Masterful, the character gains 30 Durability.

At Epic, this goes to 40

At Legendary, this goes to 50

At Godlike, this goes to 80

At Ascendant, this goes to 120

What damages Durability?

Any attack of reasonable Strength damages Durability.

Average Strength damages 1 Durability

Proficient Strength Damages 3 Durability

Masterful Strength Damages 5 Durability

Epic Strength Damages 10 Durability

Legendary Strength damages 15 Durability

Godlike Strength damages 20 Durability

Ascendant Strength damages 30 Durability

Likewise, offensive techniques that do not have a set Strength damage durability

D-Ranks damage 5 Durability

C-Ranks damage 10 Durability

B-Ranks damage 20 Durability

A-Ranks damage 30 Durability

S-Ranks damage 40 Durability

This seems weighted toward Durability in that you cannot just bring down an equivalent Durability with a single strike. This is intended, so that characters feel more like their 'Anime' counterparts and can take a couple hits before needing to worry about getting their throats cut.

What happens when Durability runs out? Well, you take damage normally. At this point a child could drive a dagger into your eye, because it's squishy and an eye and all your plot armor is gone. I wouldn't try tanking too much after that point.

When boosting Constitution via a technique or similar thing, you gain the difference between your unboosted Durability and your new Durability, even if your Durability was damaged. For example, if a person with Masterful Constitution is hit by two Great Fireball techniques, removing ten of their Durability (as is the norm for two C-Rank techniques), and they go on to boost their Constitution to Epic, they would only gain 10 additional Durability (the difference between Masterful and Epic). You cannot gain that extra Durability more than once. The next time you wanted more Durability, you would need to boost beyond Epic (to either Legendary or Godlike) to gain additional Durability.
Stamina
The below is a guideline for reference as to how many techniques a character can use given any given amount of Stamina. Note that the guidelines, like most others in this section, does not represent hard limits on what characters can and cannot do. The actual range of flexibility with these guidelines is something left to the discretion of those with whom you are roleplaying.

Based on your rank in stamina, you have a certain amount Stamina Points. These points are spent to use techniques and jutsu. Jutsu have base costs equal to their rank, but jutsu can also have their own individual cost aside from their rank if deemed appropriate and balanced. The general guidelines for jutsu are as follows:

E-Rank: 2 (This is transformation, replacement, and the regular clone skill - not waterwalking or tree climbing.)
D-Rank: 5
C-Rank: 10
B-Rank: 20
A-Rank: 30
S-Rank: 40

The ranks of the stamina attribute give you a total amount of Stamina Points as follows:

Poor: 15
Average: 50
Proficient: 100
Masterful: 150
Epic: 200
Legendary: 250
Godlike: 500
Ascendant: 1,000

Some arbitrary examples:
Poor can do one A-Rank, or three C-ranks, or eight D-ranks.
Average can do two S-Ranks and a B-Rank, or five B-Ranks.
Proficient can do five S-Ranks, or ten B-Ranks, or four A-Ranks, an S-Rank, two C-Ranks and a B-Rank.
Masterful can do seven S-Ranks and a B-Rank, or ten A-Ranks.
Epic can do ten S-Ranks, or one-hundred D-Ranks.
Legendary can do ten S-Ranks and five B-Ranks.
Godlike can do twenty-five S-Ranks.

E-Ranks are not accounted for by this guide because they use a marginal amount of Stamina.

Advantages in Stamina -

Advantages (or disadvantages) in a character's Stamina slightly modify the maximum number of techniques you can use. A Minor Advantage increases your maximum by roughly 1/3rd of the difference between your current tier and the next tier, and a Major Advantage increases it by roughly 2/3rds of the difference.

In general, stamina advantages simply let you bend the listed maximums much more than what is normally acceptable.
Reflex and Coordination
Reflex and Coordination are Attributes linked in a unique way; as both Reflex and Coordination govern body movement, both must be taken into account when considering the actions of one character relative to another. Additionally, both share governance on certain aspects of gameplay. The most notable examples, hand seals and tracking, have their relationships with Reflex and Coordination delineated below.

Hand Seals -

The below is a guideline for how many hand seals a character can perform in any single post given their Attributes. The Attribute that a character uses to determine the number of hand seals that they can perform in a post is Coordination. As always, the below is just a guideline, and does not represent a hard maximum that a character can ever perform in a single post.

Poor: About 12 hand seals every post.
Average: About 30 hand seals every post.
Proficient: About 60 hand seals every post.
Masterful: About 120 hand seals every post. Typically, hand seals are visually unrecognizable past this speed. See the tracking guidelines below for more information.
Epic: About 200 hand seals every post.
Legendary: About 350 hand seals every post.
Godlike: About 500 hand seals every post.
Ascendant: About 800 hand seals every post.

Tracking -

As with determining the specific hand seals that those with high Reflex or Coordination form, normal eyes cannot accurately track the movements of those with Reflex higher than Masterful. While this doesn't mean that those moving outside of a character's range of tracking are so fast they cannot be seen, characters who possess insufficient ability to track an individual with high Reflex cannot determine the specifics of that individual's actions. Normal eyes also cannot accurately track the fine movements of someone with Coordination higher than Masterful; the exact path of a thrust with a hand or a weapon may be rendered a blur for them.

You may replace your characters' base tracking, which is Masterful, with their natural tracking, which is equal to either their Reflex or their Coordination (whichever is higher). For example, if your character had a natural, not-boosted Legendary Reflex or Coordination (bought with CP) their tracking would extend up to Legendary rather than up to Masterful. If they had Average Reflex and Coordination (bought with CP), their tracking can remain at the base of Masterful. On top of a character's base or natural tracking, appropriate tracking bonuses (such as from the Sharingan or certain Fighting Styles) are applied. Tracking may pass Godlike and reach Ascendant.
Wisdom
Wisdom gives characters the ability to discern information that may otherwise be considered meta-gaming by that character's player, and alters how your character may react to certain situations and events. This guide delineates what a character's experience with something before interacting with it in-character might be, as well as that character's ability to predict their opponents' actions.

Though it shouldn't need to be said, if your character has experienced or seen something in-character, then they’ll know about it regardless of their Wisdom.

Wisdom also includes a resource called "Precognition", these are almost like Spiderman's Spider-sense, a kind of foreboding of something about to happen, allowing you to react to something that normally you would be unable to.

Please note, you only recognize canon techniques from clans if your Wisdom would qualify you to recognize that clan.

Poor Wisdom:
  • No additional information available for your character.
Average Wisdom:
  • Access to general knowledge of canon ninjutsu, genjutsu, and taijutsu of D-Rank and below.
  • Able to recognize foreign villages' headbands.
  • Able to recognize the clans and bloodlines from your own village.
Proficient Wisdom
  • Access to general knowledge of canon techniques of C-Rank and below.
  • Able to recognize foreign villages' Kage (assuming that the Kage in question has been around long enough to make a public appearance and have their image known).
  • Able to learn A-Ranks without a mentor, the Character Points perk, or the chūnin rank.
  • Know about the bijū (but not necessarily who is the jinchūriki of which bijū—ask your Kage for more information).
  • Able to recognize S-Rank missing-nin prior to meeting them.
  • Able to recognize clans and bloodlines with four (4) or more people prior to encountering them.
Masterful Wisdom
  • Access to general knowledge of canon techniques of B-Rank and below.
  • Access to general knowledge of custom techniques C-Rank and below assuming they have been used at least once in-character.
  • Able to learn S-Rank techniques without a mentor, the jōnin rank, or the Character Points perk.
  • Able to recognize foreign villages' jōnin prior to meeting them.
  • Able to recognize A-Rank missing-nin prior to meeting them.
  • Able to recognize clans and bloodlines with three (3) or more people prior to encountering them.
Epic Wisdom
  • Access to general knowledge of canon techniques of A-Rank and below.
  • Access to general knowledge of custom techniques of B-Rank and below assuming they have been used at least once in-character.
  • Able to have a rough idea about the Rinnegan and it's capabilities.
  • Able to recognize foreign villages' chūnin prior to meeting them.
  • Able to recognize B-Rank missing-nin prior to meeting them.
  • Able to recognize clans and bloodlines with two (2) or more people prior to encountering them.
  • Has precognition of one of every four incoming attacks.
Legendary Wisdom
  • Access to general knowledge of canon techniques of S-Rank and below.
  • Access to general knowledge of custom techniques of A-Rank and below assuming they have been used at least once in-character.
  • Able to recognize B-Rank missing-nin prior to meeting them.
  • Able to precisely recognize the Rinnegan and determine what power one might possess through observation of that person.
  • Able to recognize clans and bloodlines with one (1) or more people prior to encountering them.
  • Capable of prophecy at this point.
  • Has precognition of one of every three incoming attacks.
Godlike Wisdom
  • Access to general knowledge of custom techniques of S-Rank and below assuming they have been used at least once in-character.
  • "At one with the universe"; able to sense, but not utilize, nature chakra, meaning able to sense the larger occurrences going on anywhere in the shinobi continent.
  • Able to recognize C-Rank missing-nin prior to meeting them.
  • Has precognition of one out of every two incoming attacks.

    Ascendant Wisdom
    • Able to recognize any character they come across.
    • Has precognition of three out of every four incoming attacks.
Might, Will, And Fate

Might, Will, and Fate (or MWF) are special resources a character has that, distinct from Attributes, are expendable. They represent a character's role in the world as a player character; a manifestation of the phenomenon in fiction where the central cast of characters seem to defy the odds stacked against them. Might is used to enhance offensive power; to deliver crushing blows or set up the "perfect" attack. Will is used to enhance defensive power; to resist poisons and pain, to outlast foes, and to break genjutsu. Fate is used to twist destiny; to ever-so-slightly avoid ultimate demise.

All references to "doubling" an Attribute refer to increasing that Attribute by an amount equal to the number of advantages a character has in the affected Attribute. Doubling an Attribute may not increase it beyond Godlike with a Major Advantage.

At registration, all characters receive four MWF points to be distributed in any manner their player sees fit. Characters receive an additional Might point upon purchasing Legendary Strength, and an additional two upon purchasing Godlike Strength. Characters receive an additional Will point upon purchasing Legendary Constitution, an an additional two upon purchasing Godlike Constitution. Characters receive an additional Fate point upon purchasing Legendary Wisdom and upon purchasing Godlike Wisdom.

Characters registered at or above the rank of tokubetsu jōnin, or promoted to or above the rank of tokubetsu jōnin, receive an additional MWF point to be distributed in the manner their players see fit.

Might
1 point: Double Strength, Reflex, or Coordination for the purposes of a single, non-technique based action (to a maximum of Godlike with a Major Advantage).
2 points: Double the power of any single technique-based action (a single use of the technique counts as if it were two instances of the same technique, or an appropriate, equivalent narrative consequence; implement the rule of cool here). Stat bonuses may go to a maximum of Godlike with a Major Advantage, unless the bonus goes to a stat that is allowed to go higher because of Skill level.

Will
1 point: Double Constitution for the purpose of resisting pain for a post.
2 points: Temporarily resist the effects of a poison for three (3) posts.
2 points: Instantly break a genjutsu and gain temporary resistance against that same genjutsu for the rest of the topic (a character must realize that they are in a genjutsu to do this).
2 points: Receive a tier to Stamina for the remainder of a topic (to a maximum of Godlike with a Major Advantage).

Fate
2 points: Avoid, tank, resist, or otherwise thematically evade an attack or its effects (either lethal or non-lethal).


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 Post subject: Re: Character Mechanics
PostPosted: Mon Sep 24, 2018 10:51 pm 
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Joined: Mon Nov 15, 2010 6:50 pm
Posts: 226
Skills

While Attributes represent a character's raw capability, Skills are the metrics by which a character's experience and training are measured. They demonstrate a character's ability to convert the speed and strength of their body, as well as their prescience and hand-eye coordination, into a much more reliable form. There are many instances in which a character might find themselves incapable of besting a more well-trained opponent in spite of observably inferior physical capacity.

There are two distinct types of Skills: Major and Minor. Skills that are directly compared to other Skills in the process of determining some outcome are Major Skills, whereas those that either directly modify those outcomes without first comparing to other Skills or those that act independent of the actions of other characters are classified as Minor Skills. Skills used directly in combat, such as Bukijutsu or Taijutsu are both Major Skills, and are compared against Attributes and other Skills when used to attack or defend, but Skills such as Sensory or Ijutsu, which are both Minor Skills, simply perform some action, independent of outside factors. When a Major Skill gives a bonus to Reflex, that bonus is considered to be used for all movement, whether using that Skill or not.

Purchasing Skills

Skills purchased using CP in intervals called "ranks". Major Skills have seven ranks and Minor Skills have three ranks, each with an associated CP cost. The purchase of Skill ranks always counts towards a character's ACP. These ranks and prices are as follows:

Major Skills
Rank 0: None
Rank 1: Novice (100 CP)
Rank 2: Adept (200 CP)
Rank 3: Expert (300 CP)
Rank 4: Specialist (400 CP)
Rank 5: Master (500 CP)
Rank 6: Grandmaster (500 CP)
Rank 7: Paragon (500 CP)

Minor Skills
Rank 0: None
Rank 1: Adept (200 CP)
Rank 2: Expert (300 CP)
Rank 3: Master (500 CP)

Major Skill ranks 5, 6, and 7—as well as Minor Skill rank 3—are referred to as "Masteries", and are not available by default, either at registration or in update; to increase a Skill to a Mastery rank, a player must request the increase separately, and demonstrate their character's development in that Skill.

The template for this request can be found here.



Many Skills grant advantages to a character's Attributes. These advantages are always applied pursuant to the Attribute Boost Stacking Rules. Unless otherwise stated, advantages granted by a Skill apply only when using techniques, weapons, or maneuvers related to that Skill.

Note that, as with other effects, when the power of a technique is increased in rank by a Skill, that technique’s power may not exceed S-Rank.

Note that a character must possess at least the Novice rank in any Major Skills to create custom techniques of up to B-Rank, at least the Adept rank in any Major or Minor Skills for which they would like to create custom techniques of up to A-Rank, and at least the Expert rank in any Major or Minor Skills for which they would like to create custom techniques of up to S-Rank.




Skill Selection

Origin plays a large role in determining which Skills a character is eligible to take. A base selection of two Major Skills and one Minor Skill (called "Universal Skills") are available to all characters, and while the specific flavor of how a particular Origin or character wields that Skill may differ, the core functionality of these Skills remains the same. In addition to the Universal Skills, each Origin has several unique Skills, both Major and Minor, which only characters of that Origin may take.

Each character is allowed to possess any combination of the Universal Skills and Origin Skills, but is limited in their ability to acquire skills not otherwise available to their Origin. A character is capable of being trained in a Skill that is not otherwise available to their Origin, but an additional 1,000 CP must be paid at the time that the character first learns the Skill (this expenditure does not count towards that character's ACP). Skills learned outside of one's own Origin are limited to the rank of Adept. To progress beyond this rank, one would need to alter their Origin through an Origin Change Request. Note also that, if those of the Monk or Samurai Origins learn Skills outside of their Origin, they lose the cost reductions for other skills granted to them for being "pure" (see the Skill Repository, linked below, for more information).

A comprehensive list of Skills can be found here.


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 Post subject: Re: Character Mechanics
PostPosted: Thu Sep 27, 2018 4:47 pm 
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Elements

Also known as Nature Transformations, an element is the result of chakra undergoing a specific type of change. Almost everyone is born with one element, and most high-ranking shinobi will have two elements, and some even three. Those with four or more elements are incredibly rare, though not impossible to come upon. Many Kekkei Genkai allow for the formation of advanced elements that are combinations of two or more basic elements. There are five basic elements, with strengths and weaknesses in regards to certain counterparts.

  • Fire (火, Hi) is strong against Wind but weak against Water.
  • Wind (風, Kaze) is strong against Lightning but weak against Fire.
  • Lightning (雷, Kaminari) is strong against Earth but weak against Wind.
  • Earth (土, Tsuchi) is strong against Water but weak against Lightning.
  • Water (水, Mizu) is strong against Fire but weak against Earth.

For any given individual advanced element's strengths and weaknesses, the associated clan page should be consulted.

Purchasing Elements

The cost of each element purchased by a character is determined based on the number of elements that a character possess, not counting advanced elements, which are always purchasable for 500 CP. The purchases of elements always count towards a character's ACP.

First basic element: (500 CP)
Second basic element: (500 CP)
Third basic element: (700 CP)
Fourth basic element: (700 CP)
Fifth basic element: (1000 CP)
Advanced elements: (500 CP)


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 Post subject: Re: Character Mechanics
PostPosted: Sat Oct 06, 2018 8:58 pm 
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Character Progression

Though there are a number of metrics by which a character can be reasonably categorized in some form or another, there are three primary methods of categorization that impact gameplay: character rank, Renown, and Class. Each of them exist as a means of defining a character's progression through their story, as well as the extent of the influence their story has over that of others.

Rank

Character rank is a feature primarily dictated by two considerations: choice at registration and in-character accomplishment. Each village has one kage and two ANBU slots available. Aside from this, a player may register a character of any other rank (genin, chuunin, tokubetsu jounin, or jounin). A player may also register an unaffiliated character or missing-nin that is not associated with a village, though these characters may only be registered at up to B-rank (jounin equivalent).

A comprehensive list of rank slots available, open, closed, and occupied in each village can be found here.

Registration
As with Origin, selection of character rank plays a large role in determining many other features of that character; not only does character rank influence a character's story in terms of both content and that character's place along the overall arc of their development, but it influences a character mechanically. Representative of the degree of experience that characters of a rank possess, a character will be granted an initial amount of CP, to be spent at registration (though CP unspent at registration is kept).

Characters at or above the rank of chūnin, at or above the rank of ANBU, and at the rank of Kage may elect to register with a Special Ability (hereafter referred to as an "SA") without an accompanying Flaw (note that this is cumulative; a character registered as a tokubetsu jōnin may also register with an SA without an accompanying Flaw, but an ANBU may register with two SAs that lack accompanying Flaws).

Characters registered at or above the rank of tokubetsu jōnin also receive an additional MWF point. You may only create up to two characters that are Jonin rank and higher.

Starting Equipment:

Each character begins with three choices from the list of starting equipment. You may pick the same item more than once. The items you choose refresh at the start of a new topic, provided the new topic is not immediately linked to a preceding one. The list is as follows;
  • A quiver of twenty arrows or bolts
  • A pouch of twenty senbon
  • A pouch of twelve shuriken
  • A pouch of ten makibishi
  • A holster of six kunai
  • A pouch of five smoke bombs or flash bombs
  • A pouch of three exploding tags
  • A holster of three scrolls
  • Two fūma shuriken
  • A length of rope, wire, or chain
  • A vial of Generic Poison
  • A bow or crossbow
  • A melee weapon of your choice
Note: You can always change your selection of pouches through your updates while in a friendly village.

Noting the above, the starting resource allocations for each rank are as follows:
  • Genin (4,000 CP)
  • Chūnin (6,000 CP) 1 SA without a Flaw.
  • Tokubetsu Jōnin (7,000 CP) 1 SA without a Flaw, 1 additional MWF point.
  • Jōnin (8,000 CP)] 1 SA without a Flaw, 1 additional MWF point.
  • ANBU (9,000 CP) 2 SAs without Flaws, 1 additional MWF point.
  • Kage (11,000 CP) 3 SAs without Flaws, 1 additional MWF point.

Similarly, characters registered at or above the rank of jōnin gain the ability to take on a group of students as that group's "sensei". This provides an additional 10 CP per post in training, both for the sensei and for their students. A character may only have one sensei at a time, and may only be the sensei for one group at a time.

Promotion
A character can be promoted during play by their village's leader, and a village's leader may designate a successor in the event of their retirement or death. The number of slots available for a character's rank at registration does not dictate the eligibility of a character for promotion. A character may also become eligible for promotion without the express command of their village's leader, though the village's leader still wields ultimate authority over all promotions. A village's leader is allowed to dictate which ranks are exempt from automatic promotion. A village's leader is also permitted to prevent specific characters from automatic promotion to any rank (this is usually done in instances where a character has lost the trust of their superiors in some way).

The requirements for automatic promotion are as follows:
  • For a character to be automatically promoted to chūnin, they must obtain 800 CP in the field, and must complete a minimum of six (6) missions, with at least one of the missions being of C-Rank or higher.
  • For a character to be automatically promoted to tokubetsu jōnin, they must be of the chūnin rank, they must obtain 1,000 CP in the field in the course of completing missions of C-Rank or higher, with at least one completed B-Rank mission or higher, and they must possess a Specialist rank in a Skill or a Masterful Attribute.
  • For a character to be automatically promoted to jōnin, they must obtain 1,600 CP in the field in the course of completing missions of C-Rank or higher, with at least one completed B-Rank mission or higher, and they must obtain 600 of that CP must come from PC missions. A character may be automatically promoted from chūnin to jōnin, skipping the intermediate rank of tokubetsu jōnin, in which case the requirement for CP acquired in the field is 2,600 rather than 1,600.
  • For a character to be automatically promoted to ANBU, they must either qualify for automatic promotion to jōnin or must already be of the jōnin rank, must obtain 1,200 CP in the field from PC missions, though note that the PC missions cited in the request will be evaluated to ensure that they were sufficient to warrant promotion.

As a representation of a character's growth, promotion in rank has mechanical effects in a manner similar to registry. Characters promoted to a rank that would, at registration, granted them the ability to register an SA without an accompanying Flaw, are eligible to do the same (i.e. a promotion to the ranks of chūnin, ANBU, or Kage grants a character the ability to register as many SAs without Flaws as a character that had initially assumed that rank would have be). Characters eligible for this upon promotion may elect to instead remove an existing Flaw from their character, though the removed Flaw is as subject to approval as a new SA would be.

Characters promoted to the rank of chūnin, ANBU, or Kage may choose to forego their eligibility for an SA without an accompanying Flaw to instead receive the difference in CP between their TCP and the amount of CP that would be given to a character that had registered at that rank (e.g. a character with 8,000 CP that had been promoted to the rank of Kage could choose to receive 3,000 CP instead of an SA without an accompanying Flaw).

Characters promoted to the rank of tokubetsu jōnin or higher receive an additional MWF point.

Techniques and Rank
The ability to learn, train, and teach techniques of various rank is associated not only with a character's experience, but also with the training that they have received that is associated with the tasks of leadership.

Characters begin with techniques of each Skill that they possess, as well as those of Skills that they do not possess that their Origin would allow them to train, up to their rank of registration. For genin, this is all D-Rank techniques and below; for chūnin, all C-Rank techniques and below; for tokubetsu jōnin, all C-rank techniques and below, as well as all B-rank and below for their designated Skill of expertise; for jōnin, all B-Rank techniques and below; for ANBU, all A-Rank techniques and below; for Kage, all S-Rank techniques and below.

Genin, as a result their lack of experience and shallow degree of training, are unable to learn A-Rank and S-Rank techniques unaided without meeting certain conditions. Genin cannot learn A-Rank techniques unless they are taught by another character (a mentor of some sort; usually a sensei or another high-ranking shinobi of their village), possess at least Proficient Wisdom, or possess at least 5,000 TCP. Neither genin nor chūnin are able to learn S-Rank techniques without a mentor, at least Masterful Wisdom, or at least 7,000 TCP. These conditions are also delineated under the Wisdom guidelines near the bottom of the Attributes page and under the Class section near the bottom of this page.

Note again that, in addition to proper character rank (or mitigating Wisdom or TCP), a character must possess at least the Novice rank in any Major Skills to create custom techniques of up to B-Rank, at least the Adept rank in any Major or Minor Skills for which they would like to create custom techniques of up to A-Rank, and at least the Expert rank in any Major or Minor Skills for which they would like to create custom techniques of up to S-Rank.



Characters that have registered at or previously been promoted to a rank do not receive the benefits of being promoted to that rank or any ranks below it if they have been demoted below a previously-held position.

Characters that are unaffiliated with any village can neither be promoted during play by their village's leader (as they lack a village) nor be promoted automatically by completing missions for a village (again, as they lack a village). As a result, the rank of all unaffiliated characters is directly tied to their Renown.


The template used for requesting automatic promotion is identical to that used for most other updates, including those for promotion performed in-character, and is found here.

Information on the ranks and types of missions can be found here.

Information on "CP earned in the field" can be found here.



Renown

Renown, unlike character rank, is affected exclusively by events that occur in-character. It is a score determined by evaluating the sum total of a character's earned Fame and Infamy, and is used to determine a character's overall recognizability within the world. Renown (and whether that Renown is primarily composed of earned Fame or Infamy) is not tied inextricably to a character, as are the points that are used to represent Fame, Infamy, or CP. Instead, Renown and its composition are tied to the alias relevant to the events that garnered a character the associated points.

In some cases, this will mean that a character may go completely unrecognized by their given name, because all of their Renown will be associated with an alias. In many cases, this will mean that a character must adopt an alias and a disguise in order to pass unnoticed. Should a character's alias and their true identity (or another alias) become broadly and publicly associated, the two will be treated as one for the purposes of the association of Renown.

Ranks of Renown
Rank 1: Unknown (600) recognizable at sight by those of at least chūnin rank in their village, or by those that possess at least Legendary Wisdom.
Rank 2: Known (1,200) recognizable upon sight by characters within their village, or by those that possess at least Epic Wisdom.
Rank 3: Well-Known (2,400) recognizable upon sight by those with at least Masterful Wisdom.
Rank 4: Veteran (3,600) recognizable upon sight by those with whom their village has had a history of conflict.
Rank 5: Distinguished (4,800) recognizable upon sight by those with at least Proficient Wisdom.
Rank 6: Hero or Villain (6,000) all know of them, and either hail them as a savior or a demon. They are regarded as a Hero if their Renown is primarily made up of Fame, and a Villain if it is primarily made up of Infamy. Those with Poor Wisdom might recognize their name (but would not know or remember hearing of their abilities, style of combat, or even if their Renown is made primarily of Fame or of Infamy).

Ranks of Unaffiliated Characters
Unlike characters associated with villages, unaffiliated characters' ranks are not determined by a leader with the power to promote or demote them at-will. Instead, their ranks are determined by their actions' influence over the opinion that others hold of them. Those with the ability and initiative to increase their Renown may find a greater potential for upward mobility among the ranks of the unaffiliated, though the increased reward comes with an associated risk. Higher-rank unaffiliated characters, even if just in alias, have necessarily-greater visibility, and are regarded as dangerous to society as a whole for their lack of oversight; characters that eschew their villages can expect to typically be hunted.

The ranges of Renown that determine an unaffiliated character's rank are as follows:
  • D-Rank (0-199)
  • C-Rank (200-749)
  • B-Rank (750-1,499)
  • A-Rank (1,499-2,499)
  • S-Rank (2,500+)

Active Character Points
The cap on a character's ACP is increased by a number equal to their Renown, up to a total of an additional 5,000 ACP (for an ultimate maximum of 20,000 ACP). Note that this process does not grant CP to spend, it simply increases the maximum amount a character is allowed to spend. For example, if a character has 2,500 Renown, their ACP cap is 17,500.



Class

Class is heavily associated with character rank, though the two are not synonymous. Class and the perks associated with it, at various intervals, are the category of character progression most heavily associated with a character's actual moment-to-moment progression, as it relates most directly to CP. Most characters are of the Standard Class at registration. Characters of the Kage rank at registration and those that opt to forego the SA without an accompanying Flaw upon promotion to the rank of Kage automatically qualify for the Epic Class and all associated perks.

Note that the perks granted by a character's Class alter some of the limitations on how a character may train techniques, but that (unlike the perks granted by character rank or Renown, which are permanent) perks' effects may be lost. If a character's TCP is reduced below an amount that would qualify them for a particular perk, they lose access to its effects. A character may not regress Class in this manner (a character that has advanced to Epic does not become Standard if their TCP is reduced below 10,000, but they would not qualify for the perk at 11,000 TCP even if they had previously).

Standard
A majority of those who fight, live, and die are of some varying degree of experience, but few from among those ever truly mark the world. Though even most in the leadership structure of the shinobi villages boast an incomparable amount of talent relative to their genin counterparts, at the end of the day, they are but the Standard.

At 4,000 TCP, D-Rank techniques no longer have a word-count requirement to train.
At 5,000 TCP, genin may learn A-Rank techniques without being taught or possessing at least Proficient Wisdom.
At 6,000 TCP, C-Rank techniques no longer have a word-count requirement to train.
At 7,000 TCP, genin and chūnin may learn S-Ranks without being taught or possessing at least Masterful Wisdom.
At 8,000 TCP, B-Rank techniques no longer have a word-count requirement to train.
At 9,000 TCP, A-Rank techniques no longer have a word-count requirement to train.

Epic
Those who are able to combine monumental amounts of effort, indomitable will, an inordinate amount of luck, and often a great degree of skill in battle are the few that manage to rise to the top of a world enveloped in conflict. From among that group are those that lead the shinobi villages of the world, as well as those tasked with defending it. Similarly, from among that group are those that reject the authority of nations; removed from the petty criminals, those who can truly resist the intervening hand of shinobi are the only truly independent individuals in the world. They are Epic.

At 10,000 TCP, a character advances to the Epic Class, and is allowed to make a selection from the Restricted Techniques list.
At 11,000 TCP, S-Rank techniques no longer have a word-count requirement to train.

Legendary
Every so often, there are those in a generation who truly excel; those who become more than just shinobi, and more than simply famous. They are those whose power is not only respected in its own time, but throughout the annals of history. Hailed as champions with strength or skill to make and unmake countries, either as Kage or those who could rival Kage, should they so wish, they are those whose stories will be told even hundreds of years later. They are Legendary.

In order for a character to advance from the Epic Class to the Legendary Class, its player must make a Legendary Advancement request. Upon advancement to the Legendary Class, a character is allowed to make a selection from the Restricted Techniques list. In addition, characters of the Legendary Class are universally recognisable, regardless of their Renown or the Wisdom of others. Legendary characters are typically known and recognized by a single pseudonym (for some, this is a title associated with their Legendary Moment, while for others this is simply their name).

The template for this request can be found here.

Note: Any reference made to training techniques with no word count means that they do not have to be trained IC. It must still be claimed in your updates.


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 Post subject: Re: Character Mechanics
PostPosted: Fri Oct 12, 2018 4:39 pm 
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Character Death and Retirement

Despite our very best attempts, death comes for us all. Sometimes the manner of that death is dealt at the point of a sword, and other times that death comes from the slow atrophy of a player's motivation to write for a particular character. In recognition of the effort put forward into a character, whether that character dies, or whether a sufficiently-matured character is retired, a player will be able to retain a portion of the CP that the character has earned. Players that retain CP in this way may put that retained CP forward into the next character they register.

Legacy Rewards

One fourth (rounding up) of earned CP after character death (not retirement, unless the character has at least 2,000 earned CP), so long as the character is two months old, may be granted to a newly registered character. It is recommended, for this purpose, that players keep track of the amount of their character's earned CP. The maximum amount of earned CP eligible for the determination of the amount of CP granted to a newly-registered character through Legacy Rewards is 20,000 (therefore, the maximum amount of CP that a Legacy Reward may grant is 5,000).

CP granted by Legacy Reward may not be given to any existing characters, and any given character may only benefit from a single Legacy Reward at registration (i.e. Legacy Rewards granted to a player for use by multiple character deaths may not be claimed on a single character at registration).

Information on "earned CP" can be found here.


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 Post subject: Re: Character Mechanics
PostPosted: Fri Oct 12, 2018 4:40 pm 
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Kuchiyose and Contracts

In order to represent the range of utility that summons can grant, a system of organization is laid out for the abilities available to the creatures related to a certain contract, as well as for the individual power of particular summons in terms of techniques and Attributes. Conversely, in order to represent the status of summons as a tool to their users, and not characters in and of themselves, summons are restricted in the scope of characteristics available to them at any given time.

A character is required to possess a rank in the Kuchiyose Skill in order to create or sign contracts, or to use the Summoning Technique. A character that possesses the Adept rank in the Kuchiyose Skill may only be signed onto a single contract at any given time, and both Kuchiyose Experts and Kuchiyose Masters are required to sign any second contract in-character (unless their second contract is granted to them by a selection from the Restricted Techniques list); players may not register custom summons for contracts registered for characters other than their own without the express permission of that contract's original registrant).

The Summoning Technique
Name: Summoning Technique (Kuchiyose no Jutsu)
Japanese: 口寄せの術
Rank: C
Cost: Varies; see below
Type: Space-Time Ninjutsu
Sub-type: Summoning
Handsigns: Boar → Dog → Bird → Monkey → Ram
Description: The Summoning Technique is a space-time ninjutsu that allows the user to transport a creature (or "summon") across long distances in an instant. After performing the hand seals, the user must also usually make a donation of blood. Shinobi commonly bite their thumbs for this, before planting their hand at the location they wish to summon the creature. It is at that point and location that jutsu-shiki (literally meaning "technique formula") will erupt from the user’s palm onto any surrounding surface, and the summoned creature will appear (typically in a burst of white smoke, as with the Shadow Clone Technique). A summon recognizes the blood and chakra of the individual summoning it. Once summoned, a creature can perform a task or help the user in battle for a limited time.

Before any summoning with an animal or other creature can be done, a prospective summoner must first sign a contract with a given creature group. The contract typically comes in the form of a scroll, on which the contractor signs their name and places their fingerprints in their own blood. Once signed, the contract is valid even after the contractor’s death, so long as the contract itself remains intact. After this, individual summons can be trained by the contractor as they would techniques.

The summoner can summon any individual summon that they so wish, so long as it has been trained. Summoning costs an amount of Stamina equal to the rank of the summon.

Drawbacks: No given summon is, in any way, actually obliged to assist or obey the commands of any given summoner, and may turn out to be more of a hindrance than an ally or may simply wander away (with the exception of mitigating factors, such as outside techniques or abilities that do actually obligate summons to act in a certain manner). This is most often the risk run with calling on Boss summons that a summoner has not interacted with before.

Summons may not use clone techniques.

Summons will remain summoned only for the course of a certain duration. At the end of that duration, the summoning expires, and the summon disappears, returning to wherever it had been summoned from (and it does not bring anything with it that it was not summoned with). A summon can intuit when the summoning is about to expire. This expiration always occurs at the end of a post.

A summon may be dismissed before its expiration, but its dismissal still only occurs at the end of a post (this is to prevent the use of a summon's dismissal as a means of dodging an attack). When a summon is dismissed or the duration of its summoning expires, it cannot be summoned again in the same topic.

The duration of a summon is determined by the tier of Stamina of the summoner and the rank of the summon. A summoner with Poor Stamina can sustain Minor summons for 8 posts, and cannot sustain Major or Boss summons. A summoner with Average Stamina can sustain Minor summons for 10 posts, can sustain Major summons for 6 posts, and cannot sustain Boss summons. A summoner with Proficient Stamina can sustain Minor summons for 12 posts, can sustain Major summons for 8 posts, and can sustain Boss summons for 6 posts. A summoner with Masterful Stamina can sustain Minor summons for 14 posts, can sustain Major summons for 10 posts, and can sustain Boss summons for 8 posts. A summoner with Epic Stamina can sustain Minor summons for 16 posts, can sustain Major summons for 12 posts, and can sustain Boss summons for 10 posts. A summoner with Legendary Stamina can sustain Minor summons for 20 posts, can sustain Major summons for 16 posts, and can sustain Boss summons for 14 posts. A summoner with Godlike Stamina can sustain Minor summons for 24 posts, can sustain Major summons for 20 posts, and can sustain Boss summons for 18 posts.

When significantly injured, a summon is released at the end of the post in which the injury was inflicted. The significance of injuries is determined by the summon's Constitution; a wound that would force a character with equivalent Constitution to seek rest has the same effect on a summon. After being injured, a summon cannot be summoned again in combat for a period of time while it recovers.

To regain the ability to call forth an injured summon for usage in combat, their summoner is required to train the use of that summon again at half the cost in word count or CP.

Summons are typically living creatures, and death is a danger on any battlefield. Living animal summons can be killed (summons of other types that are non-living should define a reasonable way to destroy them), and when that happens, the summoning will expire (again at the end of a post), and the specific summon slain can never be summoned again (unless some force brings it back to life).

Nothing prevents a player from registering similar (or nearly-identical) summons to those that have been recently killed, or even just from creating several similar ones ahead of time, but a contract and all associated summons should be considered first and foremost a roleplay tool. If a player roleplays with and is invested in their contract, the concept of a summon's death can be more than a hurdle to move past. As a moment of development, the death of a summon may be used in several ways; other creatures in tied to the contract may mourn, they may develop negative feelings for the person or faction responsible for the death, or they may even blame the summoner.

When a Boss summon is killed, it is usually a big deal; a vacuum in power or leadership within the contract will need to be filled. This is done by selecting an existing Major summon to become the new Boss summon. When a Major summon is "promoted" to become the Boss summon, it receives the difference in CP between the amount with which it was registered and the amount granted to a summon registered at S-Rank.
Contract Type
Contract type defines both the category of creature with which the contract is formed and the method by which the contract is formed. For typical "animal" contracts, the method of the contract's formation would be categorized as a "blood" contract. A contract does not necessarily have to be built around the Summoning Technique (the technique used to call forth summons with which a blood contract has been signed); several alternative means of summoning exist. Some summons are called forth using a relic of some sort, while yet others are conjured through seals tattooed onto the summoner (though "seal" contracts require signatories to possess the Fūinjutsu Skill in order to be used). Feel free to be creative, especially for non-animal contracts; describe the process of summoning alongside the Contract Type, if it is unique.

The typical categories are animal or "spirit" and blood, "relic", or seal, though feel free to list others (and explain the category selected if this is done).

Contract Abilities
All contracts revolve around the function of creatures with specific sets of abilities. In many cases, these abilities determine their offensive capacity, defensive capacity, or range of utility. In other cases, Contract Abilities (or "CAs") may simply be a part of their culture, should they have one. CAs can be powerful tools for a summoner in their own right and as a result, contracts are limited in exactly how many they may have.

When registering a contract, think carefully about the scope of CAs the creatures of the contract ought to wield, not simply those that function best to supplement a particular character's toolkit. Contract registrations are required to make some sense of why a creature possesses the listed CAs. Elements are a common tool for summons, while other summons have particular utility in other areas of chakra manipulation (such as in the use of genjutsu).

Any given contract may possess a maximum of four CAs.

  • Elements: Summons are only able to possess basic elements, and no summon may possess an element not made available to their contract through its selection as a CA. Each selected element counts as a single CA. A character is not required to possess an element they select as a CA in the registration of a contract.
  • Genjutsu: [DESCRIPTION]
  • Physical Sensory: Usually implemented for the purposes of tracking and the detection of opponents, the Physical Sensory CA represents any enhanced senses a contract's summons could be expected to possess. Echolocation, the heightened smell of a hound, serpent, or shark, and a scorpion's ability to detect tremors in the earth all constitute applications of Physical Sensory. The range-of-effect of this CA depends on the type of sense, its limitations, and its strengths, but some of them can be expected to far surpass the range of the Sensing Technique.
  • Poison: For contracts with summons that possess either venomous offensive or defensive capabilities, or the ability to manufacture poisons, the Poison CA represents an ability to gain an edge where it might otherwise not be expected. Individual concoctions must be registered as they would if made by a character with the Chemistry Skill. Minor summons may only use or possess Apprentice-level compounds, Major summons may only use or possess up to Journeyman-level compounds, and Boss summons may use or possess up to Master-level compounds.
  • Regeneration: For contracts with summons that possess some form of ability to rapidly self-heal, the Regeneration CA is often regarded as one of (if not the single-most) definitive feature of any given summon. Summons of a contract with the Regeneration CA may heal minor wounds at the cost of 10 SP, major wounds at the cost of 15 SP, and massive (though non-fatal) wounds and reattach limbs for 20 SP. Note that wounds that constitute "lethality" may differ between different types of creatures, and in instances where the bar for lethality for a summon would differ from that for a character, a note of such should be made in that summon's description.
  • Flight: Contracts whose summons possess the Flight CA provide a particular type of utility for their summoner, especially those that can carry their summoner or other characters. Flight is a powerful tool for travel, combat, and scouting, and is often pf considerably more utility than most other CAs, especially given its lack of a cost in SP.

Summon Ranks
The ranks of summons are broken down into three categories: Minor (D-Rank and C-Rank summons), Major (B-Rank and A-Rank summons), and Boss (S-Rank summons). A contract typically contain summons of each category, whether registered with concrete characteristics or not.

Minor: A Minor summon is usually a nameless creature, and a standard representation of the category of creature tied to a specific contract. There are often great numbers of Minor summons at a character's disposal; if a Minor summon falls in battle, there are always more to take its place. Some Minor summons are a large quantity of a smaller creature associated with a particular contract, called forth as a collection or "swarm". Minor summons of this type may cost the same amount as a typical summon of their rank would cost, and may possess Attributes in the same quantity as another summon of their rank, however they are required to act as a single unit. This means that the individual creatures that make up the swarm cannot act independently of one another; any creature separated from its group may have effectively no Attributes to speak of, and may be treated as an NPC combatant, and ay therefore be defeated in an amount of posts equal to an NPC of equivalent rank (see the Organization page). Regardless of their specific composition, Minor summons occupy one slot for summons when summoned.

Major: Major summons usually represent a more significant role within a contract, and are typically specific named individual creatures. Major summons will usually possess their own unique set of characteristics. Major summons have personalities, and may have specific abilities or flaws beyond what the category of creature associated with the contract is typically capable of. If they are injured, Major summons will require an amount of time before they can be summoned again, and if a Major summon is killed, they are gone forever. A character is required to possess at least 6,000 TCP in order to call forth Major summons. Major summons occupy one slot for summons when summoned.

Boss: A Boss summon is typically a leading figure within the category of creatures associated with a contract. Boss summons are typically well-known, occasionally legendary creatures, and may be incredibly difficult to earn the favor of. Boss summons generally require some kind of condition be filled as a prerequisite to either call them or to earn a right to their service. If a Boss summon is killed, any of the contract's Major summons can rise up to fill the void it has left behind, becoming a Boss themselves. Only a single Boss summon may be registered to a contract at any given point in time. A character is required to possess at least 8,000 TCP in order to call forth Boss summons. Boss summons occupy two slots for summons when summoned.

Summons are registered using CP, in much the same manner as characters. They are granted an amount of CP to spend on Attributes, techniques, and elements.

The amount of CP summons receive at registration is based on their rank, as follows:
D-Rank: 2,000 CP
C-Rank: 4,000 CP
B-Rank: 6,000 CP
A-Rank: 8,000 CP
S-Rank: 10,000 CP

Attributes and elements are purchased at the same rate for summons as they are for characters, but it should be noted not only that summons may only purchase elements made available to them by their CAs, but that summons have one less total Attribute for which to make purchases (as summons do not possess their own Stamina Attribute, instead using their summoner's Stamina). Summons are also limited in the tier to which any of their Attributes can be brought with the expenditure of CP. This limitation is tied to the summon's rank; D-Rank summons can possess up to Proficient Attributes, C-Rank and B-Rank summons can possess up to Masterful Attributes, A-Rank summons can possess up to Epic Attributes, and S-Rank summons can possess up to Legendary Attributes.

Techniques are the characteristic whose cost differs for summons when compared to characters. Summons are always required to spend CP in order to train a technique, and are required to meet the same conditions for training techniques as characters are with reference to techniques and rank. Summons are required to spend 50 CP in order to train D-Rank techniques, 100 CP in order to train C-Rank techniques, 200 CP in order to train B-Rank techniques, 300 CP in order to train A-Rank techniques, and 500 CP in order to train S-Rank techniques.

Custom techniques may be registered for a particular summon or for a particular contract. These techniques may typically be trained by any signatories to the contract, but they are still treated and registered as custom techniques, for which a contract signatory must still meet all other prerequisite conditions.



Summons that lack any way to form hand seals can generally just perform techniques without them.

Summons interact with players and each other via Direct Checks. This means that neither players nor Summons count their Skills, even when fighting with Taijutsu/Kenjutsu/etc.


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 Post subject: Re: Character Mechanics
PostPosted: Fri Oct 12, 2018 4:43 pm 
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Joined: Mon Nov 15, 2010 6:50 pm
Posts: 226
Kugutsu

Rank

Puppet rank reflects quality of craftsmanship; as you move from D-Rank towards S-Rank, the design becomes sleeker, stronger, and more resilient to attacks. To represent this, higher-rank puppets are allotted more tiers to distribute among their Attributes.

D-Rank puppets receive 6 tiers to distribute, C-Rank puppets receive 7 tiers to distribute, B-Rank puppets receive 8 tiers to distribute, A-Rank puppets receive 9 tiers to distribute, and S-Rank puppets receive 10 tiers to distribute.

They have three attributes to put the raises towards: Strength, Reflex, and Coordination. Strength, as with PCs, governs the power behind the puppet's blows. Reflex is speed. Coordination will represent bodily Coordination for the puppet in the same way that it does bodily Coordination for PCs, but user Coordination will still function as the user's accuracy with the puppet. The puppet's Coordination represents its actual mechanical accuracy (you might have Legendary Coordination, but a clunky puppet will remain clunky).

S-Rank puppets are craftable only by Kugutsu Majors or higher. Additionally, B-Rank puppets have a minimum cost of 150 Materials, A-Rank puppets 300 Materials, and S-Rank puppets 500 Materials. A well-crafted puppet requires more work and better materials to craft, even if it has fewer weapons, is lighter, etc. Therefore, should the materials and weapons not add up to be equivalent to or greater than the minimum, the remainder must be paid under “crafting cost”.

Techniques

Those who use the Kugutsu Skill rely on techniques to control their weapons of choice.

Chakra Threads
Name: Chakra Threads
Japanese: チャクラの糸 (Chakura no Ito)
Rank: S (no cost)
Range: 75 meters
Type: Ninjutsu, Chakra Flow
Sub-type: Supplementary
Elemental Affinity: n/a
Notation: n/a
Handsigns: n/a
Description: This technique creates strings of highly concentrated chakra from the user’s fingers that can be attached to other objects. Essentially acting as an extension of the user, it allows the user to manipulate objects at a distance through manual input of the fingers, with much finer control given to those with higher Coordination. This is intended to grant the user direct control over an object, though it can be used to try and disrupt other things, including autonomous targets. The strings have a rough pulling Strength of Average.

Most notably, this technique is often used to utilize the Kugutsu Technique in order to grant direct manipulation over complex, crafted constructs. Chakra can also be transferred via the strings, which can be used to activate techniques (such as through a puppet) or for other uses.

One C-Rank amount of chakra allows the user to create up to ten strings, with a limit of one string per finger. While active, strings can be created or retired at will. It is also possible for a skilled user to suppress the amount of chakra used in a string, allowing them to reduce its visibility. While suppressed in this manner, the string cannot actively manipulate objects with any real potency, however the chakra in it can be re-invigorated at will.

Drawbacks: While active, the strings are generally highly visible. The strings are physical and as such can be cut by very sharp weapons, however it is possible to simply re-extend the severed threads or create new ones. A suppressed string will no longer be suppressed if it is used to channel chakra. Despite the pulling strength of the strings, an opponent that is aware of the string and resists can do so with minor effort.
Puppet Technique
Name: Puppet Technique
Japanese: 傀儡の術 (Kugutsu no Jutsu)
Rank: C (no cost)
Range: 75 meters
Type: Ninjutsu, Kugutsu, Bukijutsu, Fighting Style
Sub-type: Offensive, Defensive, Supplementary
Elemental Affinity: n/a
Notation: n/a
Parent Technique: Chakra Threads
Handsigns: n/a
Description: The Puppet Technique is basically a unique ninjutsu fighting style. A user of this fighting style is called a puppeteer (傀儡使い, kugutsutsukai). The technique uses chakra threads to control specially crafted puppets like marionettes. The threads typically move puppets by their joints, but can also activate any hidden traps or weapons. A variable number of threads can be used to control a puppet, with more skilled users requiring less strings per puppet. A true master can utilize an entire complex puppet per string without any detriment in ability.

The number of puppets a single user can control is determined by the following chart, influenced by their Coordination and their rank in the Kugutsu Skill (users with ranks in the Skill greater than given on the chart use the highest listed rank):

Novice Adept Expert
Poor
None None 1
Average 1 1 2
Proficient 1 2 4
Masterful 2 4 6
Epic 4 6 8
Legendary 6 8 10
Godlike 8 10 12

Because the user commands the constructs directly through the intricate gestures of their fingers, the user’s Coordination allows superior manipulation over a puppet’s movements, represented by a boost to the puppet’s own crafted base articulation (Coordination) and legerity (Reflex), as follows:

User's Coordination - Boost to Puppet
Proficient - +1 Adv
Masterful - +2 Adv
Epic - +1 Tier
Legendary - +1 Tier and +1 Adv
Godlike - +1 Tier and +2 Adv

The strings allow a puppet to be used at its crafted Strength.

Drawbacks: This technique is typically regarded as a long range fighting style, as while the user controls a puppet, they are left wide open if the opponent bypasses their puppets. If the user’s hands are disabled, they can no longer manipulate their puppets with this method. Also, if the puppet’s mechanisms are interfered with, a puppet can be stalled entirely.

Trivia: It is believed the inventor of this technique was Monzaemon Chikamatsu, who originally used it for entertainment purposes. He worked diligently with other shinobi to convert the theatrical art into a unique form of combat.

Modifications

"Modification" is a catch-all term used to refer to mechanisms more complicated than simple traps within the puppet or items found on the pricing list. An example from canon: Sasori's Chakra Thread spool (the one that allowed him to control ten times as many puppets as normal). Complex Modifications have a minimum cost of 100 Materials, as they tend to require very specific components that aren't usually found at market. This cost is variable, and a Modification with greater complexity/utility will have a greater cost than the minimum. To illustrate: one that doubles the number of controllable puppets would have a lower cost than the ten-times-more spool. Additionally, they will often require a craftsman to create.

Specific Modifications/concepts are restricted (such as Sasori's Chakra Thread spool, steam engines, etc.). As with restricted techniques, these will be regulated by Staff.

Some standard Modifications and their prices:
  • A weapon - It’s cost in the Crafting System
  • Weapon Launcher (10 Damage) - 20 Materials
  • Flamethrower (25 Damage) - 50 Materials
  • Chakra Shield (25 Durability/25 SP cost) - 50 Materials
  • Armored Body (150 Durability) - 50 Materials

Crafting

Like a craftsman forges a custom sword or a character trains a custom, you still have to roleplay creating the puppet IC. This is basically done with nothing more than a Word Count requirement detailing the creation of the puppet. The amount of words is based on the puppet's rank, using the same minimum requirements as if training a custom technique.


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 Post subject: Re: Character Mechanics
PostPosted: Fri Oct 12, 2018 5:03 pm 
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Joined: Mon Nov 15, 2010 6:50 pm
Posts: 226
Clans and Implants


Bloodlines (or Kekkei Genkai, literally meaning "Bloodline Limit") are one of the most notable features of many clans, are the abilities passed down within families. They allow some to perform certain nature transformations for advanced elements, and grant others access to dōjutsu. Some possess bloodlines naturally, while others possess them by the virtue of implanted genetic material, donated to them by those who were born into possession of the bloodline.

The second (and much more easily-acquired) meaningful boon granted to members of clans is access to Hiden techniques. The training and nature of these techniques is kept completely arcane to all outsiders, to prevent its spread outside of the family.

Clans and Clanless

Clanless characters receive special bonuses to create equivalency between those with powerful bloodlines. All clanless characters receive two free Might, Will, or Fate points (or any combination of two), as well as a free Special Ability. Clanless characters also get a free pick from the Restricted List, filling their Roleplay Slot (the slot that is not their Wild, Epic, or Legendary pick, filling the slot of a pick that must be obtained in character).

In order to naturally possess a Kekkei Genkai or access to a clan's Hiden techniques, a character is required to forego the benefits granted to clanless characters. If a character desires to access a Kekkei Genkai or Hiden techniques that they do not possess after registration, they must either receive an implant, steal or be taught the Hiden, or make the appropriate selection from the Restricted Techniques list. Obtaining a Kekkei Genkai or Hiden after registration does not cause a clanless character to forgo any benefits.

Implants

To perform an implantation, one must have sufficient genetic material in order for any real visible effects to occur. This genetic material usually comes in the form of an organ (though the particular organ doesn't usually matter, except in cases of attempts to implant a dōjutsu, in which case an eye is required). Though implanting begins as a dangerous process, as a medical shinobi performs more and more surgeries, they will acquire a better understanding of the techniques required, lessening the likelihood of death and negative side-effects. That being said, death is always a possibility on the operating table, no matter how slim.

To perform an implantation, a 100-sided die will be rolled by a member of the Board of Directors. Ask around for one either through private messages on the site or through the site's Discord server (found at the bottom of the homepage).

Then, take your results and consult this table:

1-20 ~ Death: The organ is rejected and the operation results in death.
21-50 ~ Failure: The organ is rejected, but the subject's life is saved. 1,000 CP is required of the subject to be spent for recovery.
51-60 ~ Bittersweet Success: The organ isn't rejected by the subject, but the surgery has removed any trace of the subject's bloodline. If the subject lacks a bloodline, their body suffers some form of permanent damage (ask a member of the Board of Directors for guidance on what is damaged and what the effects of the damage are). 800 CP is required of the subject to be spent for recovery.
61-75 ~ Partial Success: The organ isn't rejected by the subject, but it doesn't quite mesh with their physiology. As a result, any techniques related to the implanted bloodline twice as much Stamina. 600 CP is required of the subject to be spent for recovery.
76-95 ~ Success: A successful transplant with no side-effects. 400 CP is required of the subject to be spent for recovery.
96-100 ~ Flawless Success: The subject's physiology reacts unexpectedly well with the implant; not only is the implant a success, but much less time is required of the subject to spend in recovery. 100 CP is required of the subject to be spent for recovery.

CP spent for implant recovery does not contribute to your ACP. If you do not have the CP to recover from your implant immediately, you cannot engage another player character in combat until you acquire it.

Modifiers and Critical Rolls
With each successful implant performed, a medical shinobi will gain a permanent +5 modifier to all future rolls. This effect is cumulative (i.e. if a medic succeeds in an implant, they receive a +5 modifier; if the medic has succeeded twice, they receive a +10 modifier, etc.).

Assisting medics will provide a positive modifier on the medic's roll, based on their level of training in the Ijutsu Skill (+5/10/15 per Adept/Expert/Master assisting respectively; any one medic may only have two assistants on any given surgery).

After a couple of successes, the chance for death will be severely limited, though it is is never gone. A roll of one (1) on the 100-sided die is considered a critical failure, and always means death (regardless of the permanent modifier that a medic has accumulated). Conversely, miracles of medicine do occur. If a 100 is rolled on the die, the roll is considered a critical success, and the subject's body adapts uniquely well to the implant, and all CP costs for bloodline training are cut in half.

Prerequisites and Other Conditions for Implants
Techniques that provide bonuses to implant rolls are prohibited. If you are unsure whether something may or may not be circumnavigating this system, ask rather than assuming.

When implanting a bloodline with an advanced element, the subject does not immediately receive the element, but instead (as those who naturally possess the bloodline are) is given the ability to learn it.

Implants must be done at the proper facility. Even a technique that seems innocuous or easy to perform outside of one isn't, really. A Hidden Village or other Base with an appropriate level of Hospital will accomplish this (see the Organization System for further details). Emergencies do happen however, and when an implantation occurs without a proper facility, the sum of the roll (the roll + modifiers) is then halved before determining its result.

A character can receive multiple implants, but for each additional implant after the first, a -40 modifier is applied to the medic's roll. A character's second implant is -40, their third implant is -80, etc. Only three bloodlines can be implanted in a usable fashion at any one time. Should a fourth implant occur, one of the character's former implants is lost (as long as that fourth implant is successful).

Implants are also noted by the physical change that occurs after the procedure. In the case of dōjutsu, the physical change generally takes the form of a replaced eye (whose altered appearance as that of the implanted dōjutsu can never but turned off). For implants such as Senju organs, the physical change typically manifests as the face of whoever the subject received the implant from. Physical changes doesn't need to be these, however! Feel free to be creative. However, if the mutation is removed from the body, such as by being cut off, the subject loses access to that implant.

Bloodlines in the World

Always keep in mind that bloodlines are a sacred thing in the in-character world. They arre the pride of clans' lineages. Offering your bloodline to someone is something considered by almost everyone to be a grave sin, and should be thought of in such a light in-character. Similarly, if you mysteriously receive an implant, unsanctioned by your village, it would be likely that questions will be raised over the mysterious acquisition. We expect all players to keep this in mind and to roleplay accordingly; power is a tempting thing to a all players, but in-character morality must always be considered.


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 Post subject: Re: Character Mechanics
PostPosted: Sat Oct 13, 2018 3:46 pm 
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Joined: Mon Nov 15, 2010 6:50 pm
Posts: 226
Jinchūriki and Bijū

Possession - A character becomes the host of a bijū, and is thus posessed, the moment that fūinjutsu is used to seal the bijū into the character. Possession by this means is always affected by the type of seal used to perform this, but the outward effects of a bijū's possession generally are as follows:
Shukaku - Jiton (Magnet Release)
Matatabi - Blue Katon (Fire Release that counts as a rank higher, grants Fire Release)
Isobu - Coral manipulation, grants Suiton (Water Release)
Son Gokū - Youton (Lava Release)
Kokuō - Futton (Boil Release)
Saiken - Corrosion manipulation, corrosive suiton techniques, bubble techniques
Chōmei - Flight, webs, silk, chitin, other bug-related things
Gyūki - Ink techniques and manipulation
Kurama - Negative emotions sensing (1-kilometer range), +1 use of bijuu healing

Healing - Each bijū preserves its own life by rejuvenating the host’s body whenever necessary. This is represented by Fate points, allowing the host to survive nigh-insurmountable damage. Each bijū grants its host 2 Fate points. The fate points are replenished at the start of each topic. Using these fate points heals damage, and drives the jinchūriki into Version 1.

Chakra Access - Chakra Access by a jinchūriki of the reserves of the bijū they host is typically a special occurrence in which a bijū grants its host a portion of its stamina in return for something. This allows the user to utilize the stamina Attribute of the bijū rather than their own. This is not something that bijū are willing to grant easily, especially without some basis for trust of their jinchūriki. To represent this, a jinchūriki will be able to access 10% of their bijū's chakra for every 400 CP they have gained since becoming the host for that bijū, up to a maximum of 100%. A jinchūriki that has developed either control of or a bond with their bijū may only have Version 1 or 2 active for as many posts of Chakra Access they have Stamina left, though each post in Version 1 or 2 uses up 10% Chakra Access (this is true for those without Control/Bond as well, but rampaging jinchūriki are not bound by the total limit). Note that Chakra Access cannot be used when a jinchūriki is in Version 2 or Tailed Beast Mode.

Jinchūriki States

Initial Jinchūriki Mode - A version of bijū influence that leaks very little power, generally only causing a change in eyes in its more minor cases and feint auras of chakra in major cases. This state increases physical power, but the jinchūrki's base instincts and emotions become much more strong, often clouding the mind, until the jinchūriki has taken control or bonded with their bijū (once controlled or bonded, the jinchū receives no wisdom penalty). If the jinchūriki's wisdom would be reduced below poor in this state, they go berserk. Jinchūriki may enter and exit this state at will. Entering this state deals one point of damage to the jinchūriki's seal. All jinchūriki receive the same Attribute modifiers in this state:
Strength/Reflex/Constitution/Coordination: +2 Advantages
Wisdom: -1 Tier

Version 1 - A stronger version of bijū influence, in terms of chakra cloak, from one tail through half of the tails minus one, rounded down. This state further increases physical power, but erodes away at both the jinchūriki's seal and mind. A jinchūriki may enter this state at will, but they can only leave it at will if they have control of or bonded with their bijū. If the jinchūriki's wisdom is brought below poor in this state, they go berserk. At one tier below poor, they collapse into unconsciousness, and the Version 1 ends. A jinchū may spend one Will Point to suppress the bijū's chakra, and end Version 1 early, without collapsing. Each post in the Version 1 state, the jinchū suffers a minor disadvantage to their wisdom, in addition to the flat penalty, ending when they exit Version 1 (does not apply when controlled/bonded). Jinchūriki in Version 1 receive 10 Durability that does not diminish, rendering them immune to damage from standard B-rank techniques and highly resistant to other damage. Using bijū fate points forces a user into Version 1. A jinchūriki without control or bond with their bijū must spend a minimum of three posts in Version 1 before they collapse, regardless of their wisdom. A jinchūriki without control or bond with their bijū can spend a maximum of seven posts in Version 1 before they collapse, regardless of wisdom. Each post spent in this form deals one point of damage to the jinchūriki's seal. A jinchūriki with control of or bonded with their bijū can enter Version 1 for as many posts as they have access to the bijū's chakra. Jinchūriki receive different bonuses at this stage, depending on their bijū, but they all receive the same penalty to wisdom:
Wisdom: -2 Tiers

Version 2 - One of the strongest manifestations of bijū influence, in terms of chakra cloak, from half of the bijū's number of tails rounded down to their maximum. The stage appears initially as a burst of chakra (colored dark red, as the jinchūriki's blood mixes with the bijū's boiling chakra) that incinerates everything in the immediate vicinity and then coats the host’s body. As the cloak's number of tails increases, some parts of the bijū's body might begin to form around the now-bestial jinchūriki (bones, then muscle, then skin, et cetera). Jinchūriki in Version 2 receive 10 Durability that does not diminish, rendering them immune to damage from standard B-rank techniques and highly resistant to other damage. This mode grants use of certain mid-level Tailed Beast Skills. The jinchūriki's physical Attributes are greatly enhanced, while their Wisdom suffers heavy penalties. After the user exits this stage, their Constitution suffers a two tier penalty for three topics, or until healed (capping at poor w/ major disadvantage) and their Wisdom returns to normal. A jinchūriki may enter this state at will, but they can only leave it at will if they have control of or bonded with their bijū. Otherwise, the jinchūriki is trapped in this state as the bijū exerts influence. The only way out while not in control of or bonded with your bijū is to have the bijū suppressed by an appropriate technique from an outside source, spending a Will Point to resist the bijū, or to romp around until your seal is broken, your bijū is released, and the jinchūriki dies. If the jinchūriki's wisdom is brought below poor in this state, they go berserk. Each post in the Version 2 state, the jinchū suffers a minor disadvantage to their wisdom, in addition to the flat penalty, ending when they exit Version 2 (does not apply when controlled/bonded). Unlike Version 1, you are not rendered unconscious when your Wisdom reaches a tier below poor. The Version 2 state can be triggered and forced upon a jinchūriki who has experienced severe emotional trauma. Anything that would cause the appearance of Mangekyo Sharingan will trigger Version 2 in a jinchūriki. Each post in Version 2 deals one point of damage to the jinchūriki's seal. A jinchūriki with control of or bonded with their bijū can enter Version 2 for as many posts as they have access to the bijū's chakra. Jinchūriki receive different bonuses at this stage, depending on their bijū, but they all receive the same penalty to wisdom:
Wisdom: -3 Tiers

Tailed Beast Mode - The state in which a jinchūriki transforms into their bijū for a limited amount of time. This, like Chakra Mode, is trained by post. The first post costs 500 CP to train, the second post costs 600 CP to train, the third post cost 700 CP to train, the fourth post costs 800 CP to train, and the fifth post costs 900 CP to train. You may train and activated Tailed Beast Mode before you have achieved control or bond. Note that a jinchūriki can only control the bijū's actions in this mode when they have obtained control. If Tailed Beast Mode is used without control the bijū will have control of the actions of the jinchūriki until the end of the post duration, at which point Tailed Beast Mode will end, and the jinchūriki will resume control of themselves. All of the bijū’s Attributes and abilities become available at this point. Jinchūriki in Tailed Beast Mode receive 10 Durability that does not diminish, rendering them immune to damage from standard B-rank techniques and highly resistant to other damage. Using Tailed Beast Mode without control of or bond with a bijū results in two points of damage to the jinchūriki's seal per post that it is active. These expenditures do not count towards a character's ACP.

Chakra Mode - Certain jinchūriki who have developed a bond with their bijū may manifest their bijū's chakra as a shining cloak whose color and appearance vary by host. This cloak, sometimes formed into a haori, grants significant physical boosts without the loss of health or mental stability as is common with the other forms. Maintaining this cloak costs 20 SP per post from the bijū's Stamina. In addition, there is no masking chakra in this mode and all Tailed Beast Skills become available. Jinchūriki in Chakra Mode receive 10 Durability that does not diminish, rendering them immune to damage from standard B-rank techniques and highly resistant to other damage. Once a jinchūriki has developed a bond with their bijū, they may train this stage by each post of its use (though remember that a jinchūriki that have developed a bond can only have this or other states active for as many posts as they have Chakra Access). Posts 1 through 3 cost 300 CP each. Posts 4-7 cost 400 CP each. Posts 8-15 cost 500 CP each. These expenditures do not count towards a character's ACP.

Partial Transformation - This is the ability of a jinchūriki to manifest part of their bijū, tails, claws, (even a smaller version of their bijū!), etc, at will. It is a semi-Tailed Beast Mode. Individual uses of Partial Transformation must be registered by each jinchūriki as custom techniques. Partial Transformation requires control of or bond with a bijū, and at least the first post of Tailed Beast Mode must be trained.

Control, Bond, and Seals

Control - Control over a bijū, for a jinchūriki, means the point at which the jinchūriki is able to exercise extraordinary manipulation over the bijū's chakra. In order to do this, the host must confront the Bijū in a one-on-one fight to the death, inside the mind of the jinchūriki. They may only do this after accumulating 1500 CP while the host of their bijū. Outside influences, such as other jinchūriki that have accomplished this feat already, those able to enter the subconscious (as in Sharingan Genjutsu), etc., may aid the host in this battle, however the task of drawing out the bijū's chakra is left to the host. Should they win this fight, they may expend 1250 CP to access the benefits of gaining control. This expenditure counts towards a character's ACP. Gaining control of the bijū’s chakra allows for use of Initial Form as well as the Version 1 and Version 2 forms without the penalties to Wisdom. In addition, seals no longer suffer damage when control is gained.

Bond - The developed bond is a state in which demon and host are able to see eye to eye, and become emotionally closer than the typical possession. This process requires enormous time and communication, generally taking anywhere from a few months to a few years. There is no word-count requirement to this, however the jinchūriki must accumulate at least 2500 CP while possessed with the bijū. A jinchūriki must have gained control before they can develop their bond. Once they are elegible to do so, a character may expend 1250 CP to gain the benefits of a developed bond. Seals do not suffer damage and wisdom penalties are not applied when a bond is formed. This expenditure counts towards a character's ACP.

Seals - Fūinjutsu are used to place and hold bijū into various host bodies. Seals can range in power and are ranked accordingly. These seals can weaken over time, regardless of strength or number, so it's suggested to reapply certain seals over time and to use the best available. Fūinjutsu at D-Rank start with a total of 10 points, and for each additional rank 5 additional points are added to that value (up to the maximum at S-Rank with 30 points). Once a seal reaches 0 or fewer points of value, it is broken and the bijū is set free, killing the host in the process. It should be noted that some seals can stack on top of others, such as the Torii Seal. In these cases, the point values of both seals are combined. All losses in points are negated once a bond is formed between bijū and jinchūriki or control is obtained.

Seals also dictate whether or not a jinchūriki can access Chakra Mode. A less intimate seal like the Iron Armor Seal provides half the posts of Chakra Access and prevents Chakra Mode. A more intimate seal like the Torii or Eight Symbols seals allows for full chakra access and Chakra Mode. Custom seals may not be strictly better than Konoha's exclusive seals. Intimacy regarding seals requires at least two seals to be layered ontop of each other, the greater seal that grants intimacy being S-rank.

General Rules and Guidelines - There are certain Attributes that all Bijū have in common, as well as general guidelines that jinchūriki are expected to follow:
- Killing a host jinchūriki also kills the hosted bijū.
- When killed, bijū will regenerate at a time and location deemed appropriate by staff.
- Extracting a bijū from a host (by means of breaking their seal or otherwise removing it) will kill the host unless they have Legendary or Godlike Constitution. With Legendary Constitution, extraction incapacitates the ex-host, while with Godlike Constitution extraction will debilitate them for the rest of the topic.
- Whenever a Wisdom penalty would reduce a jinchūriki's Wisdom to below poor, that jinchūriki is reduced to a mental state of pure and primal rage, and is unable to distinguish between friends and foes.
- Sharingan-based ocular genjutsu can control bijū to varying degrees. See the Uchiha bloodline page for more information.
- Sealing a bijū into an inanimate object will result in the release of the bijū at a time deemed appropriate by staff, regardless of the quality of the seal used.
- Placing a bijū under a genjutsu is generally ineffective, as they are capable of dispelling most with little more than a thought. Bijū are able to release their host from genjutsu as well, by casting Genjutsu Kai on them, should they be willing. This generally only occurs once a bond is formed.
- "Wild" bijū are not going to be slain or sealed in a single round of posts. Bijū can kill you, as bijū will always scale to be more difficult the better its group of challengers are. As a result, "wild" bijū will occasionally posses Ascendant Attributes. Advantages and tiers granted to jinchūriki by their bijū do not increase Attributes to Ascendant.

Bijū Attributes

Shukaku
Version 1 Attributes:
Strength: +3 advantages
Constitution: +4 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +2 advantages
Wisdom: -6 advantages (-2 tiers)

Version 2 Attributes:
Strength: +4 advantages
Constitution: +6 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +2 advantages
Wisdom: -9 advantages (-3 tiers)

Tailed Beast Attributes:
Strength: Godlike
Constitution: Godlike
Stamina: Legendary
Reflexes: Epic
Coordination: Legendary

Chakra Mode Attributes:
Strength: +6 advantages
Constitution: +6 advantages
Stamina: N/a
Reflexes: +3 advantages
Coordination: +3 advantages
Wisdom: N/a
Matatabi
Version 1 Attributes:
Strength: +2 advantages
Constitution: +2 advantages
Stamina: N/a
Reflexes: +4 advantages
Coordination: +3 advantages
Wisdom: -6 advantages (-2 tiers)

Version 2 Attributes:
Strength: +2 advantages
Constitution: +2 advantages
Stamina: N/a
Reflexes: +6 advantages
Coordination: +4 advantages
Wisdom: -9 advantages (-3 tiers)

Tailed Beast Mode Attributes:
Strength: Epic
Constitution: Legendary
Stamina: Legendary
Reflexes: Godlike
Coordination: Godlike

Chakra Mode Attributes:
Strength: +3 advantages
Constitution: +3 advantages
Stamina: N/a
Reflexes: +6 advantages
Coordination: +6 advantages
Wisdom: N/a
Isobu
Version 1 Attributes:
Strength: +3 advantages
Constitution: +4 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +2 advantages
Wisdom: -6 advantages (-2 tiers)

Version 2 Attributes:
Strength: +4 advantages
Constitution: +6 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +2 advantages
Wisdom: -9 advantages (-3 tiers)

Tailed Beast Mode Attributes:
Strength: Godlike
Constitution: Godlike
Stamina: Legendary
Reflexes: Legendary
Coordination: Epic

Chakra Mode Attributes:
Strength: +6 advantages
Constitution: +6 advantages
Stamina: N/a
Reflexes: +3 advantages
Coordination: +3 advantages
Wisdom: N/a
Son Gokū
Version 1 Attributes:
Strength: +4 advantages
Constitution: +2 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +3 advantages
Wisdom: -6 advantages (-2 tiers)

Version 2 Attributes:
Strength: +6 advantages
Constitution: +2 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +4 advantages
Wisdom: -9 advantages (-3 tiers)

Tailed Beast Mode Attributes:
Strength: Godlike
Constitution: Epic
Stamina: Godlike
Reflexes: Legendary
Coordination: Legendary

Chakra Mode Attributes:
Strength: +6 advantages
Constitution: +3 advantages
Stamina: N/a
Reflexes: +3 advantages
Coordination: +6 advantages
Wisdom: N/a
Kokuō
Version 1 Attributes:
Strength: +3 advantages
Constitution: +2 advantages
Stamina: N/a
Reflexes: +4 advantages
Coordination: +2 advantages
Wisdom: -6 advantages (-2 tiers)

Version 2 Attributes:
Strength: +4 advantages
Constitution: +2 advantages
Stamina: N/a
Reflexes: +6 advantages
Coordination: +2 advantages
Wisdom: -9 advantages (-3 tiers)

Tailed Beast Mode Attributes:
Strength: Godlike
Constitution: Epic
Stamina: Legendary
Reflexes: Godlike
Coordination: Legendary

Chakra Mode Attributes:
Strength: +6 advantages
Constitution: +3 advantages
Stamina: N/a
Reflexes: +6 advantages
Coordination: +3 advantages
Wisdom: N/a
Saiken
Version 1 Attributes:
Strength: +2 advantages
Constitution: +3 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +4 advantages
Wisdom: -6 advantages (-2 tiers)

Version 2 Attributes:
Strength: +2 advantages
Constitution: +4 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +6 advantages
Wisdom: -9 advantages (-3 tiers)

Tailed Beast Mode Attributes:
Strength: Legendary
Constitution: Legendary
Stamina: Godlike
Reflexes: Epic
Coordination: Godlike

Chakra Mode Attributes:
Strength: +3 advantages
Constitution: +6 advantages
Stamina: N/a
Reflexes: +3 advantages
Coordination: +6 advantages
Wisdom: N/a
Chōmei
Version 1 Attributes:
Strength: +2 advantages
Constitution: +3 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +4 advantages
Wisdom: -6 advantages (-2 tiers)

Version 2 Attributes:
Strength: +2 advantages
Constitution: +4 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +6 advantages
Wisdom: -9 advantages (-3 tiers)

Tailed Beast Mode Attributes:
Strength: Epic
Constitution: Godlike
Stamina: Legendary
Reflexes: Legendary
Coordination: Godlike

Chakra Mode Attributes:
Strength: +3 advantages
Constitution: +6 advantages
Stamina: N/a
Reflexes: +3 advantages
Coordination: +6 advantages
Wisdom: N/a
Gyūki
Version 1 Attributes:
Strength: +3 advantages
Constitution: +2 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +4 advantages
Wisdom: -6 advantages (-2 tiers)

Version 2 Attributes:
Strength: +4 advantages
Constitution: +2 advantages
Stamina: N/a
Reflexes: +2 advantages
Coordination: +6 advantages
Wisdom: -9 advantages (-3 tiers)

Tailed Beast Mode Attributes:
Strength: Godlike
Constitution: Legendary
Stamina: Legendary
Reflexes: Epic
Coordination: Godlike

Chakra Mode Attributes:
Strength: +6 advantages
Constitution: +3 advantages
Stamina: N/a
Reflexes: +3 advantages
Coordination: +6 advantages
Wisdom: N/a
Kurama
Version 1 Attributes:
Strength: +4 advantages
Constitution: +2 advantages
Stamina: N/a
Reflexes: +3 advantages
Coordination: +2 advantages
Wisdom: -6 advantages (-2 tiers)

Version 2 Attributes:
Strength: +6 advantages
Constitution: +2 advantages
Stamina: N/a
Reflexes: +4 advantages
Coordination: +2 advantages
Wisdom: -9 advantages (-3 tiers)

Tailed Beast Mode Attributes:
Strength: Legendary
Constitution: Legendary
Stamina: Godlike
Reflexes: Godlike
Coordination: Epic

Chakra Mode Attributes:
Strength: +6 advantages
Constitution: +3 advantages
Stamina: N/a
Reflexes: +6 advantages
Coordination: +3 advantages
Wisdom: N/a


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 Post subject: Re: Character Mechanics
PostPosted: Sat Nov 07, 2020 3:39 am 
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Character Mechanics

Comparative Power and Characteristics
Unlike many systems for structured roleplay, TNRPG does not use number-based characteristics for determining the outcomes of interactions between characters and the world around them. Instead, different characteristics are divided into categories, whose power or lack thereof generally exists as it relates to other categories.

As is described in the Character Points thread, mechanical growth on TNRPG is measured in Character Points (or "CP"). Characters receive CP for any posts they have made in any topics that they have participated in, in which they have engaged with another character. In order to count this CP towards a character's Unspent Character Points (or "UCP"; the pool of CP that a character may spend), they must claim it in an update thread. A character's UCP may be spent to make purchases that count towards their Active Character Points (or "ACP"; which has a hard maximum amount that any character may reach) or to make purchases that do not. Some milestones of development depend on a character's Total Character Points (or "TCP"), which is the sum value of their UCP and ACP.

Table of Contents
Origin
Attributes
Skills
Elements
Character Progression
Character Death and Retirement
Kuchiyose and Contracts
Kugutsu
Clans and Implants
Jinchūriki and Bijū


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