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 RolePlay Guide

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Yuudai Uchiha
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RolePlay Guide Empty
PostSubject: RolePlay Guide   RolePlay Guide EmptyTue May 14, 2013 4:11 pm

Need to see the rules of the site, the ways to fight,or things of that nature well you came to the right place

Need to know how to battle, The acceptable and Unacceptable things you can and cannot do in a battle well click the link and have some fun. Need to know how many Weapons you can carry that is here too. Need to know what rank weapon you can use yep that is here too. Need to know the speed your weapons travel at we have that and more. After you learn the ins and outs go fourth and rein havoc on all the unsuspecting masses.



Here is where you find the muscle boosters,The speed enhancers, The intellect manipulators Yes this is the SC area or Special Characteristics. This is the area to find out all things SC Templates,Rules,Ranks the whole Deal just click the link and begin to study and before you know it you will know more about the SC's than we will.







Last edited by Yuudai Uchiha on Tue May 14, 2013 5:52 pm; edited 7 times in total
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PostSubject: Re: RolePlay Guide   RolePlay Guide EmptyTue May 14, 2013 4:12 pm

The Official Guide To Combat



So you have made you character, filled out the template, and gotten it approved. You have also chosen your jutsu, studied them, and know what it is that they do. Now you are ready to enter your first fight. There are some things you should know, however, before you charge into a fight. There is a saying that goes "knowledge is power." That is entirely the case here. It would be most unfortunate to run into a fight without knowing everything there is to know, or at least as much as is possible, about your opponent. It can be the difference between life and death. But enough with the general intro to the guide on combat and fighting. Within this topic, you will find the rules on large, important things, as well as the smaller, and yet just as important things. Large names such as metagaming and god-modding will come up and be explained, as well as statistics, amounts, and limits. Read up. Have fun. Don't die.

The Big Names
Metagaming & Godmodding Explained


Just like with any institution, there are always a set amount of big, major rules that must be followed and that are enforced more heavily than others. On this forum, these big rules are the rules surrounding metagaming and god-modding. Below each will be described. Do. Not. Under. Any. Circumstances. Break. These. Rules.

Metagaming:

In the past, metagamming has been an ongoing problem also. If you're not familiar with the term, it is when you use out-of-character knowledge to influence motives, events, behaviour, etc. within the in-character playing field. It is not logical for out-of-character experiences to have an impact on what goes on with your character and/or others' characters. There is no justification, at all, for metagamming on Naruto Revolution and it will not be tolerated. Anyone that is reported metagamming or caught doing so will be dealt with accordingly.

Metagaming:

God-Modding:

Like metagamming, GMing, also known as "God-Modding", has been a very large problem at hand in the past. In order to make sure that this does not happen again, the Staff will be vigilant in their efforts to make sure that this problem does not arise again. God-Modding is when a character does something illogical and/or abuses abilities that their character possess to make them seem "God-like" hence the term "God-Modding". As such, anyone that is reported to have God-Modded or been caught in the act of doing so will be dealt with accordingly.

God-Modding:

The Combat Basic Rule:
This is a straightforward, basic, and short rule that is not to be broken. This rule also, in a sense, is an extension of the metagaming and god-modding rules, but it is put in a more practical sense. This rule dictates the most basic rule of RP combat that has been used, unwritten or written, throughout ingoo history: that is the rule that anyone participating in RP combat has to write anything and everything they do. This may seem self explanatory rule to many, but to others, possibly those coming into the site with no experience in combat RP, it is something to take into account. This rule means that every action your character takes must be described, whether it is making a clone and then hiding it behind a tree where it is to wait for a surprise, or throwing a kunai with an explosive tag on it, you must write in your actions. This means that you cannot pull the old "my clone was waiting there, you just didn't know about it, and this has been my plan all along" as we see in the anime so many times, repeated over and over again. Instead, you have to describe the process by which you make the clone, as well as the process by which you hide the clone. Metagaming rules fight against your opponent automatically knowing that you made a clone, as well as using OOC knowledge to keep their character safe from the clone - the clone is just a classic example. This means, using the kunai example, one would have to describe the process of attaching the explosive note to the kunai, or, in the case of having a kunai that was already attached to an explosive note, just that; this means that you would write "Your character pulls out a kunai from his back pouch, and explosive note attached to it's handle already, before throwing it." This is done in order to be clear with your actions. If your explosive note is hidden in some way, say, by wrapping it around the handle, you still have to write that in; if the opponent claims to see something that is well hidden, or is obviously only seeing something due to the fact that he or she knows about it out of character (OOC), then staff can intervene and make a ruling in order to bring the situation to justice.

The Basic Specification Rule:
This is an extremely basic rule, and it pretty much dictates that specification, in most cases, is a first-come-first-serve thing. When I talk about specification, I am talking of course about the IC world that is created within every topic and post. Specifications include the time of day, the layout of the land, the number of people around you, etc. Should someone in your post fail to mention this, that, or the other thing, then you have the ability to mention it, and make it as you want. For instance, if someone posts a topic and talks about how happy their character is walking down the street, but says nothing about if it is day time or night time, feel free to add that in with your post. In combat, this can also be useful to know about, seeing as distances, colors, anything like that can be specified. If someone talks about a building, but never states how far away it is specifically, you have the right to specify that. This rule is made in order to clarify things, not in order to gain military advantage over another person, and if this rule is abused staff will intervene and call it. This is meant to add clarity, fun, and logic to a topic, not to suddenly switch something around, and make something illogical just because you have the ability to - because you don't and don't think you do. Individuals abusing this rule will be warned once, and if they have to be warned again, they may receive a ban, depending on the severity of the offense. Just don't go there at all; use this rule to best of your ability, being fair, fun, and honest, and you should be good.

The Posting Order Rules:
These are important, even though they are basic. This set of rules is to be followed all of the time, no matter what. These rules dictate and explain the basic combat posting order - as well as, in most cases, normal/social RP posting order; although social RP's posting order can change, and is more flexible as long as it is okay with the participants. This rule states that there shall be a posting order in every combat topic. Obviously, the person that posts in the topic first is the first poster of that topic. Obviously, the person the posts second, is the second poster in that topic. Can you see a pattern? Good. Let's take a combat topic with only two people for the first example. First person makes a post. Second person makes a post. Not it is the first person's turn to make a post. And the pattern repeats. If someone wants to add themselves into the fight topic, and it is okay for them to enter, then they can enter whenever they want - here is how the posting order changes: Let's say this third person adds themselves after the first person posted again, but before the second person posted again. If that is the case, then their order in the posting order is made to be after the first poster posts, and before the original second poster posts. If a fourth person wants to join, and is allowed to join, then they follow the same pattern. If they post their entrance, for example, after the third person (the original second poster), but before it loops around again to go back to the first poster, then that is where they enter the posting order, posting after the third poster, and before the first poster. Leaving the topic works in the same way, simply filling in the gap - pretty self explanatory.

Now that you have a pretty good sense of how the posting order works, as well as how to amend the posting order as individuals come and go, I will give you the more specific rule, and something that should be paid close attention in a combat RP. This is what happens when a post is skipped by someone; in short, try not to make this happen, seeing as it can be very detrimental. After a posting order is established, it is to be followed. Should someone post before it is their turn to post, they have pretty much said that, no matter what is done in the post previous to this, their character does what they are shone to do in the post that they made. Ill give you an example; let's use a combat RP topic that has three people in it for the example. For this example, we will say that the three posters are well into the topic, and the combat is heated and dangerous. If poster B posts before poster A, then poster A gets one free post where he/she can make his character do whatever he/she wants while poster B cannot dodge or react, seeing as they have already done that. To further the example: lets say that poster B posts before poster A, stating that he/she stood still, throwing a kunai before making a bunshin clone. Poster A would be able to attack, avoiding the kunai, and attacking poster B without fail, since poster B is unable to post a dodge to poster A's attack. For more clarity on this, ask a staff member, should it be needed. This rule can/should be avoided - just post in the posting order without fail, and you should be good. If you were simply confused, and it is okay with the other participants of the topic that you simply delete your post, then that is fine, you can go right ahead, and move on as if nothing happened. What is more, if you were simply confused, possibly you are new, and you made a slip up, posting before it was your turn, talk to staff about it - chances are they will rule in favor of you simply deleting the post and moving on. It is only enforced when the rule is broken on purpose for whatever reason. Read this guide, follow the rules posted here, and be friendly and you should be grand.

Statistics
Limits
Amounts


Ranks. Ranks are sort of a broad umbrella term which state the difference in power between different people and shinobi. However, within each rank, there are differences that constitute to the difference in power. Among these are speeds, strengths, durability, basic combat levels, and other things like basic carrying capacity. Below are a set of guides that will show you how fast ninjas of each rank, how strong a ninja is at each rank, and how many of what kinds of basic weapons a ninja can have by default at each rank.

Speed Through The Ranks:
This is the over all speed of the shinobi through the ranks. This refers to not only their basic movement speeds, like running at top speeds, but is also loosely related to their bodily speed. Obviously someone with a higher speed is going to be able to throw a faster punch than someone with a lower speed. As a note, taijutsu users add two miles onto each of these speeds, making twelve miles an hour for genin into fourteen miles and hour for a taijutsu genin; this only applies if taijutsu is the main specialty of the ninja.

Genin | C Rank - 12 mph
Chuunin | B Rank - 15 mph
Jounin | A Rank - 18 mph
Kage/Sannin | S Rank - 20 mph


Strength Through The Ranks:
This refers to the power behind a shinobi. This is measure in pounds, by the amount of weight that they can lift. Although this does not directly transfer into the power behind a punch, it helps secure some kind of ball park guess. Because of this, someone with a higher strength can obviously throw a more powerful punch. All shinobi with taijutsu main add ten pounds onto their maximum weight able to lift; this brings one hundred and seventy pounds at genin into one hundred and eighty pounds possible to lift.

Genin | C Rank - 170 LBs
Chuunin | B Rank - 200 LBs
Jounin | A Rank - 260 LBs
Kage/Sannin | S Rank - 300 LBs


Durability Through The Ranks:
This refers to the basic damage reduction that each shinobi has acquired through the years of training. This also refers to stamina levels of the shinobi, and their ability to continue fighting. This is measured by general description, used to give you a feel of what about your ninja can take. Keep in mind that shinobi with taijutsu main are a full five percent closer to the next higher rank than other shinobi; this means that, while normally a chuunin is 70% higher in durability than a genin, a chuunin would only be 65% higher in durability than a genin with taijutsu main.

Genin | C Rank:
You, despite your age, are about as durable as a fully grown adult. Training has hardened your muscles slightly, and you have taken multiple hits throughout your life. You know what pain tastes like, you have handled it before, but that does not mean your body can shrug it off. As previously stated, you have about the same endurance as a full grown adult. What is more, through all of the training that you have devoted your life to, you have gained a stamina that is similar to an extremely athletic adult, very in shape. Genin are about 70% lower in basic endurance than an average chuunin. This means that percents added to a genin's stats, in the case of special characteristics, specializations, or even jutsu, will bring you closer and closer to the endurance level of the next rank's durability.

Chuunin | B Rank:
More and more training has left you slightly more resilient to damage than those of the genin rank. While you still are human, after all, you have gained more and more experience with pain. Your body can shrug off more damage, and with enough inner convincing, you can pick yourself back up after taking hits, in order to accomplish what it is that you are trying to accomplish. This does not mean you can shrug off anything lethal, and you will still drop after awhile of beating. In essence, you can take a hit, and get back up a couple times. Your stamina is slightly above what could be compared to in normal human standards. You can run long distances, and continue to fight after you are tired. Chuunin are considered to have an endurance of 70% higher than a genin. This means that percents added to this, in the case of special characteristics, specializations, or even jutsu, will bring you closer and closer to the endurance level of the next rank's durability.

Jounin | A Rank:
You have joined the elite. You are no longer able to be compared to a normal human on a standard basis. Your endurance levels, as well as stamina levels, sore high above that of an average adult human. You are less prone to damage, almost resistant to damage, in fact. Years of training in combat have left you with great experience, as well as with ample taste of what real pain feels like. Your stamina almost knows no end, and you can run for extremely long distances, continuing to fight well beyond a normal human's peek. You are close to the top. Able to continue fighting even after large amounts of damage, and having the ability to push yourself beyond what might kill those of lower ranks, you are at the pinnacle of your performance. Most ninja do not get above this level in their lives, and for most, this marks the top. Whether it is being propelled into a rock wall, or blown backwards into a thick tree, you are able to pick yourself back up, and continue fighting; however you are hardly invincible. Jounin are considered to have an endurance of 100% higher than a chuunin. This means that percents added to this, in the case of special characteristics, specializations, or even jutsu, will bring you closer and closer to the endurance level of the next rank's durability.

Kage/Sannin | S Rank:
You are at the top. You are still human, but you are close to something else. While you can still be defeated, you are literally at the top of the latter. While this is not too much of a jump from the jounin ranks, this marks the point at which you cannot receive more endurance and stamina naturally (unless through the use of special characteristics). You can take hits that would prove extremely damaging in the lower ranks, and continue fighting. Of course you will feel it, but you will push past it. Cuts from kunai and shuriken hurt, of course, but can only start to be a problem in larger numbers; but for the most part, these kinds of injuries are not a main concern. Your stamina knows almost no ends, and you can run for as long as you need to run. Fighting for hours can be done. Fighting for days can be done on rare occasion. Taking a punch from your average adult would feel like a slight tickle. Kage or Sannin are considered to have an endurance of 70% higher than a jounin. This means that percents added to this, in the case of special characteristics, specializations, or even jutsu, will bring you closer and closer to the ultimate peek of durability.

Some Jutsu Details
The use of techniques or Jutsu in combat is a common practice and as such has very specific rules. Using a technique can involve handsigns, movements of puppets, and even the use of weaponry but being so complex in nature means that a shinobi is slightly limited Jutsu can effect the battlefield in several ways, but most often it is in singular techniques. No two techniques may be performed at the same time.

Weapon Throwing Distance Through The Ranks:
This is really basic. Pretty much, this describes the distances at which a genin, chuunin, jounin, or elite ranked ninja can throw their basic weaponry. When I refer to basic weaponry, I am of course referring to kunai, shuriken, and senbon. Other basic weaponry exists, but they are not generally thrown unless you are getting creative - at which point I'll let you and staff determine that when it happens. This should be enough to cover the basics, and give you an idea of how far someone through the ranks can throw something. As a general note, this goes along with strengths posted above. Keep in mind that all weaponry users add an additional two meters to all posted ranges here.

Genin | C Rank:
-Kunai - 10 meters
-Shuriken - 20 meters
-Senbon - 15 meters

Chuunin | B Rank:
-Kunai - 12 meters
-Shuriken - 22 meters
-Senbon - 17 meters

Jounin | A Rank:
-Kunai - 14 meters
-Shuriken - 24 meters
-Senbon - 19 meters

Kage/Sannin | S Rank:
-Kunai - 16 meters
-Shuriken - 26 meters
-Senbon - 21 meters


Weapon Holding Limits Through The Ranks:
This refers to the amount of basic weapons that each ninja can have depending on what rank they are. This, in part, coincides with the fact that genin cannot carry large amounts of weight as easily as some of the higher ranks. Basic equipment covers kunai, shuriken, senbon, explosive notes, ninja wire, makibishi, smoke bombs, and flash bombs. For reference guides on these weapons, look below the limits in order to read about each one. Keep in mind that shinobi that have weaponry main get an additional five of each weapon (an additional five meters of ninja wire).

Genin | C Rank:
-Kunai - 5x
-Shuriken - 10x
-Senbon - 10x
-Ninja Wire - 10 meters
-Explosive Tag - 5x
-Makibishi - 10x
-Smoke Bomb - 2x
-Flash Bomb - 1x
-Small Scroll – 1x
-Ink Brush – 1x


Chuunin | B Rank:
-Kunai - 10x
-Shuriken - 15x
-Senbon - 15x
-Ninja Wire - 15 meters
-Explosive Tag - 7x
-Makibishi - 15x
-Smoke Bomb - 2x
-Flash Bomb - 2x
-Small Scroll – 2x
-Ink Brush – 1x


Jounin | A Rank:
-Kunai - 15x
-Shuriken - 20x
-Senbon - 20x
-Ninja Wire - 20 meters
-Explosive Tag - 9x
-Makibishi - 20x
-Smoke Bomb – 3x
-Flash Bomb - 3x
-Small Scroll – 3x
-Medium Scroll -1x
-Ink Brush – 1x
-Small Scroll – 5x
-Medium Scroll -2x
-Large Scroll – 1x
-Ink Brush – 1x


Kage/Sannin | S Rank:
-Kunai - 20x
-Shuriken - 30x
-Senbon - 30x
-Ninja Wire - 25 meters
-Explosive Tag - 11x
-Makibishi - 25x
-Smoke Bomb - 3x
-Flash Bomb - 3x
-Small Scroll – 8x
-Medium Scroll -5x
- Large Scroll -2x
-Ink Brush – 1x



Projectile Throwing Speeds Through The Ranks:
Each rank shows a certain advancement of skills. Genin advanced from normal humans, chuunin advance from genin, jounin advance from chuunin, and a kage advances from a jounin. With these advancements come strength increases, as well as a level of experience with throwing weapons, based on throw after throw trial and error. Because of this, although the change is not all that different, each rank is able to throw their kunai, shuriken, and senbon at slightly different speeds. Note that weapon specialists can speed their weapons up by a single meter per second, effectively making a genin's kunai able to travel at twelve meters per second, instead of eleven; this does not apply to senbon needles.

Genin | C Rank:
-Kunai - 11 meters per second
-Shuriken - 11 meters per second
-Senbon - 13 meters per second

Chuunin | B Rank:
-Kunai - 12 meters per second
-Shuriken - 12 meters per second
-Senbon - 14 meters per second

Jounin | A Rank:
-Kunai - 13 meters per second
-Shuriken - 13 meters per second
-Senbon - 15 meters per second

Sannin/Kage | S Rank:
-Kunai - 14 meters per second
-Shuriken - 14 meters per second
-Senbon - 16 meters per second


Basic Weaponry Reference:

Name:
Kunai
Appearance:
Spoiler:
The Kunai is a ninja's dagger, made of iron and colored black. White taping is wrapped around the grip for a strong grip, and is only non-metal part of the weapon. The blade is more or less shaped like a diamond, long and thin, sharp on the edges. Lastly is the ring on the butt of the handle, where wire can be threaded through. The entire weapon is ten inches long, but the blade is six of those inches.
Rank:
E
Range:
Six Inches | Throwing Range
Descriptions:
The kunai is one of the most common ninja tools seen throughout the world, used almost by all. It is a black dagger designed for thrusting and stabbing, though it can still do some damage if thrown despite not being designed for it. One very common strategy is to attach an explosive tag to the end of the kunai, creating a dangerous projectile.

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Name:
Shuriken
Appearance:
Spoiler:
The Shuriken is a sharpened, four-pronged, iron throwing star, colored black. They are small and can easily fit between one's knuckles, and they have a hole through the center that is useful for grabbing the stars with a finger without cutting oneself. From point to opposing point, the shuriken is four inches long.
Rank:
E
Range:
Throwing Range
Descriptions:
The Shuriken are made to be thrown to pin down and even prove fatal to enemies if thrown in the right areas. Their aerodynamic design allows them to travel farther than Kunais when thrown, and have the unique capability to 'ride' on the wind like a boomerang, allowing an experienced weaponry user to curve their projectile when thrown correctly.

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Name:
Senbon
Appearance:
Spoiler:
Senbon are thin silver iron needles that are incredibly discreet; the assassin's tool. They have a point on both ends that is razor sharp, and is so thin that it's difficult to see, especially when in flight.
Rank:
E
Range:
Throwing Range
Descriptions:
These weapons are small, making them very difficult to spot, moreso when in flight. But it goes beyond that with its thin design; they are virtually silent to the normal human ear, and with their aerodynamics can travel faster and farther than shuriken or kunais. The drawback is that they have very little killing power. It takes a weapons master or somebody with knowledge on the right spots to hit with the needles for them to be especially effective.

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Name:
Ninja Wire
Appearance:
Spoiler:
Ninja Wire is an incredibly thin steel wire specially made for combat. It is nearly as thin as a human hair, making it very difficult to spot. However, it catches the light incredibly well, causing it to be one of the wire's main weaknesses.
Rank:
E
Range:
Length of Wire Used
Descriptions:
This wire may be almost as thin as a human hair, but is still durable enough to perform a variety of tricks such as rappelling, manipulating weapons, setting traps, or binding and restricting the movements of an opponent. Simple weapons such as kunais, senbon, and shuriken take time to cut through the wire, and raw strength is very ineffective against break the wires. However, this wire is susceptible to the Rope Escaping Technique taught to Academy Students.

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Name:
Explosive Tag
Appearance:
Spoiler:
An unorthodox looking item to be considered a weapon, the Explosive Tag is arguably the most powerful weapon in the academy student's arsenel. It is a 3 by 6 inch piece of paper with a red border and a kanji seal on one side known universally as the explosive seal.
Rank:
E
Range:
1 meter diameter
Special Abilities:
Having been infused with chakra during creation, the tag is merely a medium for the explosive seal to activate, which unleashes a fiery explosion one meter in diameter, consuming the tag and seal in the detonation. This seal can either be activated with a one-handed snake seal, or by manually lighting the tag on fire. It takes five seconds for the tag to explode once lit by fire.
Descriptions:
On the side of the tag opposing the seal, there is an light adhesive layer that allows the tag to stick onto a variety of surfaces, or otherwise the tag can be attached to the end of throwing weapons. They will explode even in the rain and water, though their range and effectiveness will be cut in half. If the seal is severed or destroyed prematurely, the ability cannot be activated.

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Name:
Makibishi
Appearance:
Spoiler:
Makibishi are small, incredibly sharp objects that look like a flat metal square had been bent at a curved ninety degree angle. When they are thrown they tend to land in a way where there is always a sharp tip pointing upwards. They are capable of piercing two inches up off the ground.
Rank:
E
Range:
2 Inches High
Descriptions:
Makibishi are considered a makeshift trap, meaning to be thrown in large groupings along the floor to create a small field of spikes. They are strategically used to inhibit someone from walking in a certain direction or area, since they would injure the ninja's feet if they tried to walk over them. They are razor sharp, and durable enough to pierce through all types of fabrics and footwear, excepting hardwood, metal, and rock.

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Name:
Smoke Bomb
Appearance:
Spoiler:
The smoke bomb is a small spherical bomb with a multitude of yellow strips wrapped around it. It is light and feels as though it is hollow. The ball itself is made of plastic, and the entire thing is one and a half inches in diameter.
Rank:
E
Range:
4 meter diameter (+1 meter per post)
Descriptions:
The smoke bomb is a small utility bomb which explodes upon a heavy impact (such as being thrown at the ground). It releases either a cloud of gray or white smoke that spans two meters in every direction very swiftly, and expands a meter in diameter for each post after the initial. At the beginning of the fourth post, the smoke begins fading and completely disappears by the end of the post. Normal human eyes can see only one foot through the smoke, and if inhaled causes minor irritation of the throat. Primarily, this is used to hinder the vision of opponents or conceal themselves when performing an attack or maneuver.

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Name:
Flash Bomb
Appearance:
Spoiler:
Modeled after the base of the smoke bomb, flash bombs look like a small spherical object wrapped up in brown paper. However, it dons the kanji seal for 'light' on its surface. It is slightly bigger than the smoke bomb, being two inches in diameter.
Rank:
E
Range:
Eyesight | Must be within 15 meters
Special Abilities:
Having been infused with chakra during creation, the bomb utilizes this chakra to unleash a blinding bright light over a short duration, consuming the tag and seal in the detonation. This seal is activated with a one-handed tiger seal, and unleashes the light for one full post. Anyone who looks directly at the light while it is active will be blinded for the remainder of the post, and fading over the next.

RolePlay Guide Combatguide2-1

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Credit to Nomi for the basic weapon write up.

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Yuudai Uchiha
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PostSubject: Re: RolePlay Guide   RolePlay Guide EmptyTue May 14, 2013 5:41 pm

Special Characteristics


What are Special Characteristics?
Like being a member of a Clan or not can define your identity, the elements and specialties you wield can define your identity and your personality and looks can, the Special Characteristics are what Defines who you are as a Shinobi in more ways than one. Special Characteristics may define your true character or provide valuable boosts your previously chosen specialties . Now, these Characteristics can be achieved when trained or bought.
The only exception to this rule: The first Characteristic gained at the rank of Genin which is entirely free, we just love you that much.


Maximum Number of Special Characteristics

  • Genin = 2 Special Characteristics in total (3 for shinobi without a Bloodline or Secret Technique)
  • Chuunin = 3 Special Characteristics in total (4 for shinobi without a Bloodline or Secret Technique)
  • Jounin = 4 Special Characteristics in total (5 for shinobi without a Bloodline or Secret Technique)
  • S/Kage = 5 Special Characteristics in total (6 for shinobi without a Bloodline or Secret Technique)


Why are there different ranks to my Special Characteristics?
As you move up through the Ranks of your village, you will be able to learn much more, while you can also proceed to perfecting and mastering certain skills and specialties. To make things easier for you, we have written down some of the many things you could do with these differently ranked special Characteristics below. Do keep in mind that if you want to increase your physical speed, strength, endurance or reflexes, you will have to follow the Set Amounts gives below.
C rank: As the lowest of the characteristics, these characteristics are small tricks and traits that one might find amongst genin. This may be specialized training to enhance their speed slightly or perhaps a more close dedication to their specialty than others with the same. While it provides boosts and special abilities, they are easily overshadowed by other Special Characteristics of a higher rank. Also at this rank are low level skills such as lock-picking, Lie-detecting, lying. This is where many skills begin to truly develop.

B rank: These more advanced characteristics show definite boosts that provide more solid advantages over other shinobi without them. It is this rank of characteristics that begin to help further define your character beyond their specialties. One can move from simply a martial artist into the top of his class, or an expert engineer of puppets. Beyond that, this would include a deeper understanding of select skills from the C rank.

A rank: As you reach the rank of Jounin this level of special characteristics opens avenues that lend your character greater boosts and talents. It is at this stage that shinobi become clearly known for their traits and many are considered experts of the characteristics they take. Become faster, stronger, use jutsu that others could only hope to imitate, and even perhaps obtaining a third specialty and broadening their skills. Those with abilities at this level could very well be teachers or instructors to help other shinobi learn similar SC’s or lower ranking version of their own.

S rank: Legends. These special characteristics are only earned by the best shinobi and only a few more than those who earn them see them in action. With these traits shinobi can dominate the battlefield and show skills that their long years of training have made possible. These are true masters of their traits and as such are usually the best in their fields.

Additional | Important Note

Clanless Extra: As a Clanless Shinobi, you may add one Extra Special Characteristic spot to your maximum. This is to make up for the lack of a Kekkei Genkai, and making it more rewarding for those who have chosen to be Clanless. Please make use of this and take advantage of it appropriately.

Custom Special Characteristics: Though allowed, the creator of any Special Characteristic must understand that once approved for use for their character the approving moderator will promptly put a copy of the special characteristic into this guide under the proper heading. From that point on, it is open to all players and characters that meet the requirements.

Training Optional: So you want to get a shiny new Special Characteristic without spending precious points? Well luckily any SC can be trained so long as you are willing to put time and effort into the topic. While you cannot turn these topics in for any sort of advancement, you can write them up and earn the Special Characteristic free of charge.
Training Requirements:

Upgrading Special Characteristics: Upgrading a Special Characteristic is done by either paying the appropriate PAC or training with the appropriate word count. There are limits however in trading up in SC’s.
-The upgrade must pertain to SC being upgraded (If it is a Strength Boost SC, then you must upgrade to the next level of Strength SC’s rather than swapping it for a Lie-Detector SC).
-The upgrade may only go up one rank, no skipping from C to A rank SC’s.
-Upgrading an SC replaces the older SC, thus eliminating the potential to go over the total maximum for a shinobi’s limit on Special Characteristics.
-To upgrade, a shinobi must have previously bought/trained for the lower ranked Special Characteristic. You may not buy an A rank Speed Boost SC without purchasing first the C and B ranked Special Characteristics.

Special Characteristics Template

Name: Name of the SC
Rank: Rank of the SC
Requirement: What does it require to obtain?
Description: Describe what it does as well as possible

Code:
[b]Name:[/b] Name of the SC
[b]Rank:[/b] Rank of the SC
[b]Requirement:[/b] What does it require to obtain?
[b]Description:[/b] Describe what it does as well as possible

Approved Special Characteristics
Chakra Based Special Characteristics:
These special characteristics revolve around chakra in its most basic form. Whether it is increasing your chakra capacity, gaining an additional elemental affinity, or finding new and creative uses to chakra; you can find it all on this list.
Approved Chakra Special Characteristics:

Physical Based Special Characteristics
Physical characteristics make a character stronger, faster, or even give them unique things like ambidexterity or increased flexibility. Through training, meditation, or even surgery; these are the characteristics that revolve around the body without any specific Specialty required.
Approved Physical Special Characteristics:

Knowledge Based Special Characteristics:
Acting, lying, Knowledge in Anatomy, these are some examples of what can be found in this section. These are skills that are non-combat based but can be quite the magnificent tool to use in roleplay. Whether you’re trying to detect whether the shinobi you’re interrogating is lying or picking a complex lock
Approved Knowledge Special Characteristics:
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PostSubject: Re: RolePlay Guide   RolePlay Guide EmptyThu Aug 29, 2013 4:14 pm

Bump.

No one commented on these or anything as updated guides. (Number two)
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