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| | Guide • NarutoR Core Systems | |
| | Author | Message |
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NarutoR Administration The Righteous
| Subject: Guide • NarutoR Core Systems Wed Apr 23, 2014 10:38 pm | |
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Introduction. Hello and welcome to NarutoR's core systems of functionality. A full fledged, creative environment has inspired all of the systems you'll find here. It is important to note that all systems listed here, as well as rules and rulings, are held as law on this board, and will be enforced by our strong staff team, and supportive members. In the following sections, you'll learn most of what you'll need to RP here on Rise of the Righteous, save for some of the more individual information you may need to learn later on for your own personal character. Have fun, abide by the rules, act responsibly, and you're well on your way to success here!
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| | | NarutoR Administration The Righteous
| Subject: Re: Guide • NarutoR Core Systems Wed Apr 23, 2014 10:39 pm | |
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Character Creation. On Rise of the Righteous, the character building process is done in two steps. First, you'll work on your primary character application, which asks questions about your characters personality, appearance, history, and other basic information. For help on filling out this application, please refer to the example template at the top of the page found in that link. Once this basic template is completed and passed by the staff members as adequate, you'll be able to start RPing at once. The next step in the process is to fill out your character skills application, which will hold all of the more technical information on your character. Jutsu, weapons, and character skills are decided there. It is required that you keep the link for both applications in your signature, which can be edited in your profile. For additional help with your character creation, or for any specific questions, feel free to ask a staff member for help, or look through some of our other relevant guides. Multiple Character: You are allowed to have multiple characters here on Rise of the Righteous, however there are a few rules which surround the creation of a second character. Primarily, the second character must be created in another village/area than the previous character. Interaction between the two characters is strictly forbidden without prior admin permission, in order to avoid metagaming. For more on metagaming, please view out combat guide further down. You are allowed a maximum of two characters in total. Game on![Naturally, jutsu selected must be appropriate to your character's stats.] [These are merely starting limits. You can expand upon these later.][Naturally, jutsu selected must be appropriate to your character's stats.] [These are merely starting limits. You can expand upon these later.]
Clan Creation. On Rise of the Righteous, clans are of great importance! Picking your character's clan is a large step in their development, as picking a clan can completely change how your character acts in combat. This is because some clan's abilities are a bit more exclusive, forcing a clan member to focus entirely on his or her kekkei genkai, or secret ninjutsu should they wish to progress. An example of this would be the Kaguya clan, wielding a frightfully powerful kekkei genkai, at the cost of making it harder to learn jutsu outside of the clan. The same can be said for some secret ninjutsu clans such as the Aburame clan. In making a clan, you'll use the template found here. When you're looking a clan over to see if you want your character to hail from those genetics, you should always make sure to check out the clan's Unique Characteristics and Requirements to see what effect choosing that clan will have on your character. Admin Permission Clan: Some clans, such as the Uchiha, are allowed only to those with admin permission. It is important to check in the Clan Requirements section of the clan application if the clan you're applying for is open or not. If not, you are required to PM a staff member of the chief administrator rank. From there, it will be decided amongst staff, and we will return the answer as quickly as possible. Thank you for your patience!Jutsu Creation. Jutsu on Rise of the Righteous are rather simple, and familiar. After roleplaying, you'll be rewarded with experience points, which are used like currency to purchase either skill points, or things like jutsu and gear. Jutsu are priced according to their rank and power, and it is important to properly prioritize which is more important than the other: character skill points, to build his/her stats, or jutsu and weaponry to actively build your character's immediate power. The jutsu template can be found here, in the custom creation area of the forum. After filling out the template, a member of staff will look over it for approval. Once it is approved, your experience points will be deducted, and the jutsu will be added to the application. Wondering what rank your jutsu should be, or having trouble knowing what rank amounts to what level of power? Below is a basic table that'll help describe how powerful jutsu are at each rank.
E Rank Jutsu. Essentially the first level of shinobi jutsu, these are by far the weakest of the bunch. Taught at the academy level, these techniques are mostly aesthetic, or for the purpose of small tricks. Jutsu of this rank include the academy's clone jutsu, the substitution technique, or the transformation ninjutsu. It is not often that genjutsu reach such low ranks, unless their purpose is truly basic.
D Rank Jutsu. This is the first step a shinobi takes in his or her journey, with the creation of a D ranked technique. These jutsu are basic, often crude, and almost always kept simple. Rarely elemental, these jutsu are not meant to deal high damage, or create impressive defense, but instead to act as quick, easy abilities. That said, they are capable of dealing minor damage, such as flesh wounds, minor burning, etc.
C Rank Jutsu. At this rank, techniques start to become a bit more serious, finally leaving the realm of trickery, or petty attacks. As often elemental as not, these attacks are the building blocks for any shinobi's arsenal. Essential to have due to their relative power, yet relatively low cost, these techniques are perhaps some of the most commonly used in combat. C ranked jutsu are able to cause broken bones, painful burns, deep bruising, and other effects.
B Rank Jutsu. In between the stages of novice and master, these jutsu fall at the adept level. Even so, these jutsu are fully capable of winning a battle if used correctly, or dealing impressive damage to target(s). While often not entirely lethal, these jutsu are the trademark of chuunin level shinobi, causing searing damage, breaking bones, and starting to cause larger problems on the battlefield.
A Rank Jutsu. Officially of the elite, these jutsu are by all means deadly and lethal, and should be avoided at all costs. A rank jutsu, be it ninjutsu, genjutsu, taijutsu, or otherwise can become an impressive attack, defense, or tactical source. Able to accomplish impressive and stunning feats that some would consider impossible, these jutsu are held as trump cards among shinobi that are able to master them. It is rare and completely dangerous to see jutsu of this calibre used in combat for most shinobi and civilians.
S Rank Jutsu. The legendary powers of shinobi able to reach such levels of power, these jutsu are learned only by those with incredible audacity and comprehensive ability, making them the most dangerous and powerful of all of the ranks. Jutsu of this level are capable of accomplishing feats thought to be miraculous. It is often the case that these jutsu come with dark prices, or side effects, due to the extensive power they wield, and as such most are considered forbidden jutsu. This is also in part because these jutsu are literally dangerous to attempt without the proper control and experience.
Created by Zack © Additional Contributors: Kaira© Property of NarutoR. © All Rights Reserved. ©
Last edited by NarutoR Administration on Thu Apr 24, 2014 12:46 am; edited 1 time in total | |
| | | NarutoR Administration The Righteous
| Subject: Re: Guide • NarutoR Core Systems Wed Apr 23, 2014 11:15 pm | |
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Introduction. Here on Rise of the Righteous, we calculate our character's power level(s) with the use of individual statistics. What this means is that each character will actually have their own stat information which will govern how strong, fast, or durable they are, among other information. It'll also decide how good your character is with any of the numerous shinobi specialities, such as ninjutsu, genjutsu, etc. With this system, you will be given a completely blank start with your character, and actually build him or her exactly as you want. That is to say that all specialties and physical abilities are fair game, provided you spend the time on training them with your character. Through RPing, you'll gain experience points which are then spent on jutsu, or skill points. Skill points are the official way to rank up your character's skills in various places. Additionally, as you rank up your individual skills, your character will become more and more adept in those areas. Lastly, when you accumulate enough points overall, your character will rank up; for example, when a genin accumulates a total of one hundred skill points, they've officially ranked up to a chūnin's level. Below, you'll find all of the in depth information you'll need in order to understand the system as we have it, starting with a brief look at all of the individual statistics you can choose to excel and further.
- Fortitude [Strength] Fortitude governs your character's overall physical strength. The higher the level of this area, the stronger your character will be. Mental and emotional strength in facing difficulty, adversity, danger, or temptation courageously.
- Vitality [Endurance] Vitality is responsible for a character's endurance, and stamina. Essentially, a character's innate defense. Capacity for survival or for the continuation of a meaningful or purposeful existence.
- Agility [Speed] In charge of a character's speed in basic movement, attacks, defenses, and fine motor control. The power of moving quickly and easily; nimbleness.
- Chakra Flame [Energy] The heart of the ninja, one's chakra is the fuel through which jutsu are born. A generalized, supernatural force or power, which may be concentrated in objects or persons. How much do you want?
- Perception [Sensory] The Sensory trait defines both your character's overall physical senses, as well as chakra sensory. any of the faculties, as sight, hearing, smell, taste, or touch, by which humans and animals perceive stimuli originating from outside or inside the body.
- Whisper Step [Stealth] Primarily, shinobi or ninja are assassins. Stealth, and the ability to move unseen is key. The act or characteristic of moving with extreme care and quietness, especially so as to avoid detection.
- Ninja Art [Hand Seals] More than merely moving quickly, it is the ability to formulate chakra at high speeds in order to produce jutsu. The ability to move one's hands at great speeds in order to procure hand seals, and thus activate their jutsu.
- Ninjutsu [Ninja Techniques] Ninjutsu (忍術; Literally meaning "Ninja Techniques"), is a term referring to almost any technique which allows a shinobi to do something that they otherwise would be incapable of doing. Unlike genjutsu the effects of ninjutsu are real.
- Iryō [Medical Ninja Techniques] Medical Ninjutsu (医療忍術, Iryō Ninjutsu; Literally meaning "Medical Ninja Techniques") is a branch of ninjutsu associated with healing, as well as the manipulation of their own, or anothers' body, practised by shinobi categorised as "medical-nin".
- Genjutsu [Illusionary Techniques] Genjutsu (幻術; Literally meaning "Illusionary Techniques") are techniques that are employed in the same fashion as ninjutsu, requiring chakra and hand seals. However, the primary difference between the two is that the effects of genjutsu are illusory.
- Fūinjutsu [Sealing Techniques] Fūinjutsu (封印術; Literally meaning "Sealing Techniques") are a type of jutsu that seal objects, living beings, chakra, along with a wide variety of other things within another object. Fūinjutsu can also be used to unseal objects either from within something or someone.
- Kugutsu no Jutsu [The Puppet Technique] Kugutsu Ninjutsu (傀儡の術; Literally meaning "Puppet Technique") is a unique ninjutsu fighting style using chakra threads to control puppets like marionettes. Any number of chakra threads can be used to control a puppet, but users with more skill can use fewer strings per puppet.
- Taijutsu [Body Techniques] Taijutsu (体術; Literally meaning "Body Techniques") is a basic form of techniques and refers to any techniques involving the martial arts or the extension of natural human abilities.
- Bukijutsu [Weaponry Techniques] Bukijutsu (武器術; Literally meaning "Weapon Techniques") are techniques that entail the use of any handheld weapons in combat, be they bladed, long range, tactical, or otherwise.
Advancing Your Skills. Simply put, one has to RP in order to gain Experience points. Once these Experience points have been obtained, the member is able to spend them on numerous things, be it jutsu and equipment, or actually building their character's growth. This is done through claiming skill points, at the cost of your experience, which can then be used to level up any given skill on the statistic card; this includes both Character Trait Skills, and Character Specialty Skills. By placing these skill points, you will increase the level of your character's skill in that given area, allowing you to unlock differing levels of power throughout your arsenal. All skills begin at zero, and cannot go beyond one hundred. When placing your points, it is important to know how many points in one area means what. What level does your speed or strength have to be to be in order to be considered at jounin level? Below details what level means what in this statistic system, in terms of each category's specific levels.
Skills Through The Levels. As you acquire experience, and spend it on skill points, your character will gradually become stronger and stronger. Should you choose to devote your incoming points to one area, your character will quickly angle itself towards that skill. Or, you can even your character out with equal distribution of points over every area, and slowly raise all of your skills. Either way, it is good to know exactly how powerful your character is when they have their points in any one area. Because of this, a series of summarized blurbs have been written, describing the what skills do when they are at various levels. Essentially, the power of a skill when it has x amount of skill points on it.
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- 0-4 Points | E Rank: 50 - 100 lbs.
- 5-9 Points | D Rank: 100 - 150 lbs.
- 10-24 Points | C Rank: 200 - 250 lbs.
- 25-39 Points | B Rank: 300 - 350 lbs.
- 40-49 Points | Exp. B Rank: 350 - 375 lbs.
- 50-79 Points | A Rank: 400 - 450 lbs.
- 80-89 Points | Exp. A Rank: 450 - 500 lbs.
- 90-94 Points | S Rank: 500 - 600 lbs.
- 95-100 Points | Exp. S Rank: 600 - 675 lbs.
E Rank Strength | At the lowest tier, these shinobi have next to no training in strength alone. Whether by character defect, age, size, or some other factor, these individuals are only strong enough to accomplish basic tasks in combat. Able to function in relative normality for a civilian, this strength is common among those not apart of the shinobi world. Townsfolk and the like. Shinobi with strength in these areas often will compensate with their skills in other areas, while avoiding the use of their physical body.
D Rank Strength | These ninjas are beginning their training in the area of strength. While they are certainly nothing over impressive, these shinobi are strong enough to accomplish most basic maneuvers of shinobi combat. While they are easily outmatched in this area, these shinobi can use weapons in combat without needing to worry greatly about tiring too quickly. But it is a factor to consider, still, as these ninja cannot utilize their strength for vast amounts of time.
C Rank Strength| Making the jump from a beginner, these ninja are now able to use their strength with ease. Fitness is without a doubt a priority to some level. These ninja can fight using moderate weapons without worry, although larger and heavier weapons are still hard to use for extended amounts of time. Shinobi at this tier are reaching the higher levels of physical average amongst shinobi, and are no longer at any major disadvantage in combat with any given opponent. Attacks from ninja of this level of strength are able to incapacitate most all civilians in a single, well aimed hit. That said, it will still take a few good attacks to wear down on a shinobi with similar levels of endurance.
B Rank Strength | It is at this level that the shinobi starts to near the more elite levels. Men and women with this kind of strength have begun to tap into their physical energies, their chakra. That said, it is possible for ninja to reach this level of strength with physical effort alone, though such cases are rare. This is the level of strength which many shinobi will never exceed in their lifetimes. Established, more or less, for their strength in combat, these ninja are able to lift heavier weapons without much care. Physical attacks from these shinobi start to become a problem upon hitting, and repeatedly blocking such attacks will quickly become cumbersome.
Exp. B Rank Strength | Ninja of this level officially break out of average, and move to exceptional in this area. These individuals are incredibly attuned to their physical bodies; at least, they're incredible powerful with their hands alone. Either a bulge of muscles, or having learned how to stimulate their strength with their internal chakras to some degree, these shinobi are beginning to become high damage machines.
A Rank Strength | Ninja which are elite in the area of strength, and are able to use it as a weapon in and of itself. It is possible to well aimed attacks with this level of might to cripple some shinobi, or even kill civilian humans. When paired with chakra, this offensive power becomes rather terrifying, and can really pose a problem to those without the means of defending. Every punch from these shinobi offers an impressive concussive force, and attacks which use weapons will now be difficult to guard against without the proper counter strength. Lifting massive weight is no longer a problem for these ninja, and their fitness level allows for use of their strength over extended periods.
Exp. A Rank Strength | Borderline scary, these shinobi are now able to crack and crush through most defenses of the physical nature. With enough strong attacks, even walls can be made short work of. The ability to break things, bend reasonable amounts of metal, or accomplish other extraordinary feats is greatly increased by having strength at this level. At this level, standard rope handcuffs will not hold these ninja. Restraints have to be excessive in order to work with one hundred percent effectiveness.
S Rank Strength | A monster in their own right, these warriors are living weapons. Damage are these character's specialty. Paired with physical combat, this strength becomes a problem quickly. It is strength like this that can send someone flying with a single attack, or allow a shinobi to throw his or her opponents with dangerous results. At the level of some Kage, strength like this knows few equals. A single hit can pulverize defenses of the D rank, and a few more can crush through most C rank defenses. Ninja acting at this level of strength need to be aware of their physical condition, however, as over confidence and over exertion can lead to severe muscle damage. What is more, attacks such as Iryōjutsu attacks which aim to deal internal damage can be incredibly effective against these powerful fortitude masters.
Exp. S Rank Strength | Insane with strength, these shinobi are near impossible to subdue in physical combat alone. Able to hurl boulders, and even heavier objects with proper preparation and momentum, each attack from these individuals can be made lethal against those without sufficient endurance and defensive gear, or abilities. Ropes will snap on these ninja, and so will most standard ninja wire, unless it is somehow applied in excess. Chains are a better approach, honestly; and even then, caution is advised.
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- 0-4 Points | E Rank.
- 5-9 Points | D Rank.
- 10-24 Points | C Rank.
- 25-39 Points | B Rank.
- 40-49 Points | Exp. B Rank.
- 50-79 Points | A Rank.
- 80-89 Points | Exp. A Rank.
- 90-94 Points | S Rank.
- 95-100 Points | Exp. S Rank.
E Rank Endurance | Without much or any training at all, these shinobi are extremely vulnerable to damage in combat. Walking the same level as most academy level ninja, these shinobi will need to provide ample defense in some other method if they hope to get far in combat. Additionally, at this level of physical endurance, the shinobi's stamina will be similar to that expected from a non shinobi individual.
D Rank Endurance | Having begun to put training into their endurance, the shinobi now has the bare minimum required to compete with most ninjas while not at serious disadvantage. This is the lower end of what would be expected from a genin level ninja, which is still somewhat more than that expected from a non shinobi civilian. Ninja with this level of endurance are vulnerable still, but able to take a few hits without caving in. Their stamina is also improved. Against opponents of their similar level, these ninja will be able to fight for relatively long periods of time, however against opponents with an edge these ninja can ware out quickly.
C Rank Endurance | Now able to contend against most without being at any major disadvantage, these ninja have reached an average level amongst ninja standards. Time in battle becomes less of an issue, as you're able to continue fighting for long amounts of time, even against skilled opponents. Maintaining movement is not an issue for the most part. At this level, one begins to notice the effects of his or her endurance training, as they're able to get back up after a few heavier hits, and still remain fighting. It should be noted that most ninja would consider this exactly average.
B Rank Endurance | Starting to become rather impressive with their vitality, these ninja have are starting to be able to take big damage before caving in. At this level, it will require stacked damage to defeat these shinobi, as they're able to really endure a lot. Stamina, too, becomes less and less an issue. Even combat with heavier objects, provided the character also has the strength needed, is not a long term problem. Overall, these characters are impressive in their vitality, and can even get back up after direct physical attacks of reasonable levels.
Exp. B Rank Endurance | Their life force is an impressive armor, and you're hoping they don't actually have armor, because these characters are able to take quite a beating before giving in. This is the level of special jounin, for reference, or the more experienced chuunin level ninja. Dealing with these ninja can be hard without a means of doing some real damage, rendering weak attacks from those without combat ready stats will be pointless. For example, taking a hit from a non shinobi civilian would barely phase characters with this level of endurance, and it might even hurt the attacker.
A Rank Endurance | A tank, as far as anyone is concerned. These shinobi are incredibly hard to overcome in battle. Coming to the realization that a shinobi has this level of endurance, most any ninja will realize that they'll have to go all out if they hope of doing any damage at all. Normal attacks without a strength above the C rank level are nearly pointless, without proper strategy and additional skill. Ninja with vitality like this are able to be thrown through walls, or hit directly with powerful attacks and continue to stand. Even terribly damaging attacks such as losing a limb may not be enough stop these shinobi from attacking for a short while after the injury. It is at this level where the side effects of such vitality start to become present. It can be the case that, interestingly enough, these shinobi have a high enough pain tolerance and physical stamina to continue on even beyond their limit. They can start to be less and less aware of injuries which should perhaps require more immediate attention.
Exp. A Rank Endurance | A tank with a heavier set of armor, effectively. Experienced in the art of taking damage without fail, this is above and beyond what most ninja will ever accomplish in their life times. A step under legend itself, these ninja are able to take severe damage such as the loss of a limb, and continue fighting for a little while after; though, they are still victim to bloodless, and will collapse if the situation is not contained after enough time. Interestingly, some medical ninjutsu of these higher levels will be increased in power depending on the user's vitality level, as medical chakra draws from this life force.
S Rank Endurance | Now the stuff of record, and someone easily remembered, shinobi of this level are increasingly difficult to kill. It is no longer a question of which jutsu to use in order to kill these shinobi. Instead, it is a question of which string of jutsu one should use in order to cause these ninja to collapse. Only physical attacks of the highest calibre pose much a threat at all. Without incredible strength, a shinobi will have to rely on their strongest jutsu, or most tactical strategies to defeat these ninja with blatant force alone. At this level of endurance, the body is so powerful that lower level poisons will literally have not effect; this is only the case for poisons of the C rank and below. That said, should someone find a way to damage these ninja in a discreet enough way, it will be exceedingly difficult for endurance build characters to notice it, as their pain tolerance is way above average, to the point that it can become dangerous.
Exp. S Rank Endurance | Without some unnatural aid, jutsu, or prowess, it is incredibly rare to get to this level. It is only here where shinobi become truly legendary for their fighting spirits. Even naturally powerful jutsu will struggle to defeat these ninja with blunt force alone. Short of landing death strikes, decapitations, or something else severe, it is near impossible to wear down these shinobi. Attempting to defeat these ninja without powerful offensive jutsu, or very impressive tactics can be an overwhelmingly long process. Whether you're throwing them through a wall, or repeatedly thrusting your fist into their gut, it'll take thought or formidable power to defeat these ninja.
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- 0-4 Points | E Rank: 6 mph - 12 mph
- 5-9 Points | D Rank: 12 mph - 18 mph
- 10-24 Points | C Rank: 18 mph - 25 mph
- 25-39 Points | B Rank: 25 mph - 35 mph
- 40-49 Points | Exp. B Rank: 35 mph - 45 mph
- 50-79 Points | A Rank: 45 mph - 55 mph
- 80-89 Points | Exp. A Rank: 55 mph - 65 mph
- 90-94 Points | S Rank: 65 mph - 85 mph
- 95-100 Points | Exp. S Rank: 85 mph - 100 mph
E Rank Speed | The untrained calibre of shinobi speed. These shinobi are slower even than average speeds, by a long shot. As if having spent minimal time in speed training, shinobi of this tier are unable to keep up with those of much higher speeds, and will find themselves facing a serious weakness.
D Rank Speed | These shinobi have begun to place minimal training into their speed skills. With this training, they have improved greatly from their previous stat, however they are still in the lower rungs overall. Shinobi with this level of training are able to move at a much more average speed, adept in tracking the speeds of other shinobi, though still easily outmatched. These shinobi are efficient enough in the area of speed to compete with most of their peers, as this is the lower average speed expected from genin.
C Rank Speed | Stretching their speed further, these ninja are becoming relatively fast. Smaller movements are quick, and the shinobi is able to keep up with those performing at higher speed levels for the most part. Shinobi of this tier are able to run and keep active for extended amounts of time, as their aerobic stamina has raised to match their abilities. Physical attacks become quicker, as well as fine motor movement. It is important to note that this does not increase hand seal speed, as hand seals kneed chakra together, and this is what takes time, not the hand movement itself.
B Rank Speed | An honorable level of speed, these shinobi are officially very fast. With aerobic stamina to match, these ninja are able to sprint at speeds thought to be inhuman; at least by civilian standards. To put things into perspective, these shinobi are able to run faster than most cars within city limits, after the shinobi has had proper acceleration. Their attacks are quick and fast, without losing precision, and they're able to keep moving for long periods of time. This does not mean that they're able to continue after taking damage, as this is determined by the Vitality stat. In the average shinobi, worldwide, this is a high average. That is to say, not many shinobi in the world are able to make it beyond this point.
Exp. B Rank Speed | You've broken the high average, and are now exceptional in the area of speed. Able to quickly jump start into high speed movement, your character can move at speeds greater than many opponents. Physical attacks from these shinobi will require extreme focus and concentration to see through and defend against, assuming their physical combat abilities are impressive as well. It is at this level where the shinobi will actually begin to encounter the side effects of such high speed movement, as it can become quite a task to redirect their own momentum at high speeds. Because of this, some shinobi choose not to move at their fastest speeds, depending on their opponent.
A Rank Speed | Trained to the point of being elite, these ninja far outclass most in the world. With speed at this level, shinobi are nearly impossible to track over extended attacks. With quick, near instant acceleration, these shinobi can burst into enhanced movement. Most shinobi can only accomplish this level of speed by profuse physical training, or through mastering the flow of chakra within their bodies and focusing it to maximize the body's ability to move. Shinobi of this level are revered for their movement alone, and can win most fights with it alone. It is very rare for a shinobi to make it to this level of speed. As with the previous rank, shinobi moving at this level of speed may experience difficulty in changing their direction, or momentum. What is more, when moving at these speeds, a shinobi can actually hurt itself on obstacles, or from coming into contact with objects.
Exp. A Rank Speed | Fearsome shinobi, these warriors are able to move faster than most cars on the freeway, to place things into perspective. With an overwhelming aerobic stamina, these speed demons can move at near blurring speeds for long periods of time before becoming worn out. That said, speed at this level is hard on any body, and more quickly drains a shinobi's stamina. Because of this, it is good to accompany this speed with training in vitality, in order to achieve greater levels of stamina. Through the use of jutsu, these shinobi can do incredible things in combination with their speed.
S Rank Speed | Near legendary, these shinobi are at the S ranked level with their speed. There is little room for improvement at this point. The top tier essentially, these ninja can move with what appear to be near instant speeds. When moving at their top speeds, these shinobi can pull off movement which leaves an after image, or even movement which is untraceable to the common shinobi's eye. Having mastered both physical training and the flow of chakra throughout their bodies, these ninja can move with grace and precision. Attacks from these warriors are almost instant, and can baffle or stun most with their rapid nature. It is wise to avoid these shinobi at all costs.
Exp. S Rank Speed | Literally among the best, these shinobi are renown for their speed. The stuff of stories, and the main characters of tales passed down for years, these shinobi can move at untraceable speeds when up against even an experienced eye. Even the sharingan will have difficulty predicting the movements of this tier, rendering all but the sharingan's final stages very effective. It is often the case that shinobi with speed at this level face extremely dangerous risks while moving, depending on the level of their physical endurance. When traveling at these speeds, hitting any obstacle can do an impressive amount of damage, and even cause fatalities to those without much vitality. That said, shinobi able to move at this level are able to accurately move at this level as well, giving them immaculate grace even at these speeds.
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- 0-4 Points | E Rank: 100 points
- 5-9 Points | D Rank: 120 points
- 10-24 Points | C Rank: 160 points
- 25-39 Points | B Rank: 220 points
- 40-49 Points | Exp. B Rank: 260 points
- 50-79 Points | A Rank: 350 points
- 80-89 Points | Exp. A Rank: 400 points
- 90-94 Points | S Rank: 500 points
- 95-100 Points | Exp. S Rank: 550 points
E Rank Chakra Flame | Untrained chakra network. Ninja at this level are unable to access elemental chakra.D Rank Chakra Flame | Beginning to be honed. Ninja at this level are able to access their elemental chakra.C Rank Chakra Flame | Average chakra network. B Rank Chakra Flame | Adept chakra network. Exp. B Rank Chakra Flame | Chakra may actually become visible in combat, due to its strength. A Rank Chakra Flame | There is a slight weight to these ninja's chakra. It is said that their killing intent can be felt. Exp. A Rank Chakra Flame | Chakra color may change slight as the ninja's chakra matures. Same weight as A rank. S Rank Chakra Flame | Can bewilder and stun some. Heavily weighted now, making prolonged combat laborious. Exp. S Rank Chakra Flame | Massive chakra. Kage level, capable of extraordinary things.
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- 0-4 Points | E Rank: Inexperienced perceptive abilities, an untrained eye that sees what it needs to see. 20/20 vision by all technicalities. Additionally, shinobi of this tier have no perception of foreign chakra apart from their own.
- 5-9 Points | D Rank: Rather average senses in their entirety, these ninja are similar to their previous E rank tier. The main difference being that these shinobi begin to develop an understanding of how foreign chakra feels, though nothing at all concrete.
- 10-24 Points | C Rank: Starting to become rather perceptive, though still with average eyes, these shinobi can see most things in relative clarity even during combat. Additionally, they are able to pick up on extreme chakras from unique individuals.
- 25-39 Points | B Rank: Now adept in the area of perception, focusing amongst activities or combat is not an issue. These shinobi can make do in low lighting, as well as begin to differ between more powerful and weaker chakras, barely.
- 40-49 Points | Exp. B Rank: Much like the previous rank, these shinobi are trained to see the details that count. Experienced ninja of this tier are able to distinguish between powerful and weak chakra/individuals within relative proximity, and after focus.
- 50-79 Points | A Rank: Now elite in the area of sensory information, these shinobi are able to peer through darkness, fogs, or smokes with enough focus and prior adjustment. These shinobi are able to differentiate between an individual's chakra, and feel chakras within the proximity of about ten meters from their person. Sometimes, the user must remain stationary to use this ability, should he or she be amongst large groups.
- 80-89 Points | Exp. A Rank: Able to hear quiet footsteps, far off whispers, or smell traces of smoke from impressive distances, these shinobi are sensory masters, able to now actually distinguish someone's basic chakra elemental natures. Advanced natures are not as easily identified, unless previously encountered by the sensory shinobi. Using this sensory ability requires great concentration, but with quick results.
- 90-94 Points | S Rank: Perhaps some of the most perceptive shinobi in the world, these ninja are able to see and notice patterns where others would not. Now, these shinobi are able to depict someone's chakra signature, and chakra natures within twenty meters from their person, essentially making them fully blown sensory ninjas.
- 95-100 Points | Exp. S Rank: Masters of all senses, these ninja are able to feel another member's chakra, or the chakra of another individual from up to twenty five meters from their person. These shinobi are so skilled to the point that they can depict another individual's chakra natures, chakra amount, and sometimes even the state of their chakra; they'll be able to tell if the chakra is under the influence of some kind of genjutsu, fuuinjutsu, or otherwise.
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- 0-4 Points | E Rank: Untrained, minimal experience in matter of stealth. Movement is average, and the user has no ability to conceal their chakra to the public.
- 5-9 Points | D Rank: Relatively untrained, the shinobi is able to move a bit more carefully, though it's certainly not anything that'd fool experienced shinobi. These shinobi are just barely able to feel and recognize their own chakra source, but can do nothing to hide it. These ninja are starting to develop a natural affinity towards camouflage and hiding.
- 10-24 Points | C Rank: Quick and light on their feet, these shinobi have started to hone their affinity towards stealth. Now, these shinobi make little to no noise when moving, and can find cover in many areas. That said, they're still inexperienced in concealing their own chakras, and are still victim to detection on that basis; of course, it is possible to detect these ninja using other methods, within reason.
- 25-39 Points | B Rank: At a chuunin's level, these ninja have excelled above and beyond their C rank counterparts, and begun to take a step in the direction of mastery in this particular area. These shinobi are able to move without making much or any noise, and are able to conceal their chakra to sensory ninja of the B rank. Additionally, they are able to partially hide themselves from sensory ninja of the Exp. B rank skill level, clouding their results and making them unclear, but not erasing them entirely.
- 40-49 Points | Exp. B Rank: Now able to completely defy a B rank sensory type ninja, and even stifle an Exp. B rank sensory level shinobi, these shinobi now cloud the sensory information from A rank chakra sensory individuals, without erasing the detection completely. This means that the sensory ninja may have an issue pin pointing exactly where the chakra is coming from, as well as trouble finding anything specific within the chakra.
- 50-79 Points | A Rank: Elite now, these shinobi are able to move about with the stealth skills of a black ops unit member. Sounds are rare, and hiding is an easy feat to accomplish. Now, these shinobi are able to defend themselves against most all sensory ninja in that they can conceal their chakra flame and details entirely, hiding the secrets therein. This can hide from both A rank, and Exp. A rank sensors, while even clouding the effects of S rank chakra sensors.
- 80-89 Points | Exp. A Rank: The real skill set of a ninja, or assassin, you are now able to move amongst the shadows and avoid detection with ease. As experienced, stealth using shinobi, they're able to conceal their chakra from S rank sensors completely, and so much as cloud the sensory information from Exp. S rank sensors.
- 90-94 Points | S Rank: While you're not invisible, you'd hardly notice the difference. These shinobi are the kind that can easily be behind the scenes, and you'd never find out. Infiltration and camouflage is an easy task for these individuals. Members of this level can conceal themselves entirely from all levels of chakra sensory information.
- 95-100 Points | Exp. S Rank: The shadow warrior, and at the point of complete stealth, these shinobi make no noise upon moving, and can hide themselves nearly entirely within reason. Leaving no trace of themselves, it is nearly impossible to find a stealth devoted ninja of this level, even when they hang from right under your nose. Needless, to say, these individuals are able to conceal their chakra to any and all. The perfect assassins, and some of the most dangerous shinobi.
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- 0-4 Points | E Rank: Basic, slow hand seal movement.
- 5-9 Points | D Rank: Still basic, and relatively slow. A bit quicker in the formation of familiar jutsu.
- 10-24 Points | C Rank: Efficient, but by no means a master. A genin's skill level, increasing with familiarity.
- 25-39 Points | B Rank: Quick, and precise, these shinobi have all but memorized and become comfortable with hand seals.
- 40-49 Points | Exp. B Rank: Mastered to the point of blurred hand movement during hand seals formation.
- 50-79 Points | A Rank: Blurred hand movement with ease. Able to use one handed seals on all jutsu of the B rank and lower.
- 80-89 Points | Exp. A Rank: Even quicker blurred hand movement. Able to use one handed seals on jutsu up to A rank.
- 90-94 Points | S Rank: Masters of hand seals formation, these shinobi are able to use one handed seals on jutsu of S rank level, as well as discard hand seals altogether on jutsu of the B rank level and below; though, they will still take as much time to activate these jutsu as they would when using hand seals.
- 95-100 Points | Exp. S Rank: The user is able to make his or her own hand signs, and/or formulate chakra as they wish with their abilities. Jutsu are nigh instant upon activation, launching themselves towards the opponents. Only jutsu of the S rank level require hand seals now, and even that is a quick process. With such an understanding of hand seals, shinobi of this level are able to actually predict some jutsu based on the hand seals involved; this only applies to Almanac Jutsu [INSERT LINK HERE], not custom jutsu.
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- 0-4 Points | E Rank jutsu capability unlocked.
- 5-9 Points | D Rank jutsu capability unlocked.
- 10-24 Points | C Rank jutsu capability unlocked.
- 25-39 Points | B Rank jutsu capability unlocked.
- 40-49 Points | Exp. B Rank: One A rank jutsu unlocked.
- 50-79 Points | A Rank jutsu capability unlocked.
- 80-89 Points | Exp. A Rank: One S rank jutsu unlocked.
- 90-100 Points | S Rank jutsu capability unlocked.
Statistic Limitations. There are very specific restrictions that one must keep in mind when placing their stat points. The most important restriction to keep in mind is simply the amount of points you can spend in total on your skill sheet. The following information can also be found in the Character Skill Sheet Guide. Each of these rules needs to be memorized.
One. A total of 400 points can be spent in Skill Points on your Specialty Skills. Two. A maximum of three specialties can reach level 100. All other specialty skills can reach a maximum of level 25. Three. Out of your seven trait skills, only five can reach level 100. Two must remain at level 40, and 60, respectively.
Advancing Your Character's Rank. Advancing your character's rank is made very simple on Rise of the Righteous. All one has to do is acquire a certain amount of skill points, in total, which varies depending on the rank in question. For example, in order for someone to rank up from a genin to chuunin they'd have to acquire and place a total of 100 skill points onto their Skill Sheets. Ranking up, by this method is automatic. When you have reached enough points to earn yourself a rank up, you are officially considered to be of that rank; it is of course possible to reject the official rank of genin, chuunin, etc, and instead inhabit a lower rank while being of a higher power level. In some cases, however, the kage can override a shinobi's choice to reject a rank, and promote them regardless.
The Statistic Card. In order to keep track of each character's individual statistics, and in order to have your information on hand should the need arise, NarutoR has designed statistic cards for your use! On these stat cards, you'll be able to update your character's information and store it in your signature for easy viewing among other members. This will also make your character's information readily available to staff members, and those around the community who wish to RP with you. Below is an example of a stat card before any points have been distributed; meaning each stat remains at zero. For further reading and information on the stat cards, different backgrounds, and help on figuring out the coding or mechanics, please be sure to look at our Statistic Card Mechanics Guide. Note that it is mandatory to have a statistic card in your signature once your Character Skill Sheet has been approved. It is also important that your statistic card be updated regularly, so that it conveys accurate information.
| Uzumaki Naruto | | | Ninjutsu | 0 | Fortitude | 0 | Iryo | 0 | Vitality | 0 | Fūinjutsu | 0 | Agility | 0 | Kujutsu | 0 | Chakra Flame | 0 | Taijutsu | 0 | Evasion | 0 | Genjutsu | 0 | Stealth | 0 | Bukijutsu | 0 | Ninja Art | 0 |
Created by Zack © Additional Contributors: Lysander, Meghan & Kaira © Property of NarutoR. © All Rights Reserved. © | |
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| Subject: Re: Guide • NarutoR Core Systems Mon May 05, 2014 7:06 am | |
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Introduction • Experience & Currency. On Rise of the Righteous, our character progression system governs exactly how they gain experience, as well as the funds to sustain themselves. As such, the character progress system is divided into two main categories. The first is Experience, the process or fact of personally observing, encountering, or undergoing something within Naruto's ninja world. As character's gain experience, they're able to spend it like currency on certain things, like jutsu and techniques, as well as skill points. One gains experience through RPing in topics around the forum, be it a normal topic or mission. The second is Currency, money which is used as a medium of exchange. The currency system is heavily reliant on shinobi missions, essentially the job of a shinobi. Currency is used to purchase items, like weapons, creatures and pets, as well as many other things. Currency cannot be transferred between characters openly, and is only used to make official purchases. There may be exceptions to this in NarutoR events or specials.
Earning Experience. The experience system is built to be easy, simple, and instant. Essentially, each character rank has a minimum word count, per post, which must be reached in order to score Exp. When this post count is reached in a post, the posting member will receive 10 Exp. points. With every additional amount of words, depending on the character's rank, you will gain an additional 5 Exp. points. A list of word count minimums is posted below; in order to provide an example, please reference that table. Example: when a genin ranked member is posting, they have but to post 400 words in order to gain 10 Exp. Points. After they have met the 400 word requirement, they can go on to post more. In doing so, with each additional 250 words, that member will gain another 5 Exp. Points. In conclusion, if a genin member posted a 953 word post, they would gain 20 Exp. Points; 400 [initial req.] + 250 [added] + 250 [added] = 900. The extra 51 words are not enough to reach the next Exp. drop, so they are merely discarded. Step One. Posting. Make the post/topic, in a legal IC posting area. Should the post be long enough to acquire experience points, and the member wishes to harvest Exp. points from that particular topic, you'll move along to the next step. Step Two. Applying for Exp. Post in NarutoR's Skill Point Bank using the provided template in order to be given your Exp. points. A staff member will add these experience points to your approved Character Skill Sheet, in the data section once the transaction has been completed successfully. Step Three. Spending Exp. Once the Exp. Points have been added to your Character Skill Sheet, they're considered yours to spend on what you wish, be it jutsu, weapons, skill points, or something else. When purchasing these items, another application must be made, and approved, and the jutsu, etc, will be added to your Skill Sheet via staff member. Note. You are not bound to posting more than the minimum posting limit for the character rank. When posts are made that do not meet the Exp. requirements, they will merely not be used to collect Exp. points. Some events, etc may require you to post with a max. or min. word count.
Earning Currency. Currency dictates a shinobi's ability to maintain their life, in most cases. Earning money on NarutoR will be done mainly through missions, official shinobi occupations, and actually through selling pre owned equipment, etc. For the most part, currency will help a member pay for their character's weapons, ninja tools, pets, armor, as well as other things, such as fines, properties, etc. On NarutoR, just like in the manga, ryō is the currency used around the forum. One ryō is equivalent to ten yen. While there are other methods, as previously mentioned, shinobi often collect money through the completion of missions. Site approved missions can be found here. On average, a D ranked missions can earn a shinobi around 5,000 ryō, while S ranked missions can earn a shinobi up to 1,000,000 ryō upon completion. Below will be details on price defaults for weapons and other equipment which can be purchased. It is important to note that shops and stores do not have to abide by price defaults; additionally, price defaults and prices in general may fluctuate during site events, or due to plot. This is due to shifting economies, which may harshly change the prices seen in stores, or the currency exchange rate between Konohagakure and Kirigakure. Yes, there is an exchange rate, and yes, it will change depending on the site's current plot.
Created by Zack & Lysander © Additional Contributors: Kaira © Property of NarutoR. © All Rights Reserved. © | |
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