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> The Attribute and Skill System
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 Posted: Nov 8 2014, 09:39 AM
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On World of Ninja, we use Attributes to determine your individual character's abilities as a fighter. There are several different Attributes, and those all affect your character in different ways. Those attributes are listed below, along with examples of various benchmarks for that Attribute.

Strength: This attribute governs the use of brute force in combat. Most Taijutsu (though not all) uses strength to determine it's power. Strength also has an effect on weapon use-notably the range of thrown weapons and the power behind throws or melee strikes.

10 - You can lift about half your weight with some effort.
50 - You can easily lift heavy objects one handed, and you hit harder than any natural human.
100 - You could lift several tons if you needed to, and a full-power punch from you can break concrete.

Speed: Speed affects, obviously, the speed at which you perform tasks. This affects primarily your running speed, but also your striking speed, and the speed at which you can throw items or perform handseals in some manner.

10 - You can run at about 10 to 15 mph.
50 - When you run, dust kicks up behind you. You can outrun most vehicles.
100 - When you move, ordinary people can't keep track. You're known to cross huge distances in seconds, usually so fast no one realized you moved.

Agility: Agility is tied to speed-Agility refers more to quickness, however, than to outright speed. Reacting to things, quickly moving from one activity to the next, and skillfully performing difficult maneuvers is governed by Agility, as well as deft use of weapons.

10 - You move about as easily and gracefully as a normal person.
50 - Your movements are incredible to watch. People sometimes miss exactly how you did what you did.
100 - You react so quickly that it almost seems like you have some type of precognition. Your movements are so quick and fluid that you could strike several times before your opponent even feels the pain.

Perception: This attribute allows one to keep track of quick movements, including their own. Perception also aids in seeing or detecting those trying to hide. Perception also is used for accuracy of both short ranged and long ranged strikes, and allows for more precise attacks.

10 - You are somewhat aware of your surroundings, and your senses are about average.
50 - It takes a lot of effort to sneak up on you. You can keep track of movements most would be incapable of.
100 - Nothing gets by you, nothing sneaks up on you. Your senses are so attuned to the environment that some would swear you have eyes in the back of your head.

Endurance: Endurance is a measure of how much abuse your body can withstand before taking damage. Those with high Endurance can withstand more powerful attacks before they are damaged by those attacks.

10 - You can take a punch, but you're only human.
50 - You've been thrown through concrete walls before and got back up. It's not very easy to harm you.
100 - You've been known to intentionally take hits for other people, with the knowledge that while it might rip them apart, it would do little more than scratch at you.

Willpower: Willpower governs ones resistance to pain-those with high willpower may withstand incredible damage being done to their body with minimal reaction. Willpower also is used for Genjutsu, however-the higher one's Willpower is, the higher is one's skill in Genjutsu, both offensively and defensively.

10 - Getting punched hurts, but it won't put you down immediately.
50 - You can keep fighting through stab wounds, and sometimes use that quality to frighten your opponents.
100 - Losing a limb is a minor setback for you; being impaled is inconvenient. Your control over your mind is so absolute that even truly incredible pain rarely slows you down.

Spirituality: Spirituality is the level of skill one has at using Ninjutsu. High Spirituality affects the power and speed of ninjutsu.

10 - Your jutsu are about par for the course.
50 - Your jutsu are much more powerful than one might expect.
100 - You've been called a god before, and the comparison isn't entirely unfair-after all, no normal human can do the things you do.

Stamina: This attribute is what allows a ninja to keep fighting for extended periods of time, without respect to chakra levels or injuries. Someone with high stamina may fight for hours at a time-those lacking stamina, however, must end fights quickly, for they won't last very long.

10 - You can fight for about 5 minutes before you need a break.
50 - You can keep a fight going for a few hours, outlasting your opponents even if you can't outright beat them.
100 - You can fight for days at a time without rest. Stories are told about how you seemingly never tire.

As you can see, no one attribute is more essential than the other to every character. Yes, certain characters may value their Strength more than Spirituality or vice versa. But at the end of the day, one must consider every attribute in their fights.
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 Posted: Nov 8 2014, 10:11 AM
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Attribute Comparisons


In general, attributes are compared against each other in almost every confrontational situation. Most of these effects are fairly intuitive-someone with higher speed is faster than someone with lower speed, someone with higher strength is stronger, etc. There are, however, stat comparisons that rely on comparing two different stats to each other. Those will be discussed below.

Strength/Spirituality vs Endurance - Strength refers to the power of physical strikes, Spirituality refers to the power of Ninjutsu, and Endurance refers to the ability to withstand attacks before taking damage. Therefore, these attributes are directly contradictory to each other. If an attacker's Strength/Spirituality is higher than the defender's Endurance, the attack in question does more damage than it would otherwise. If the Defender's Endurance is higher, the attack is weakened. And, finally, if the attacker's Strength/Spirituality is equal to the defender's Endurance, the attack functions normally, with no calculations to consider.

Speed/Agility vs Perception - Speed is how fast one moves, Agility refers to smaller, quick movements, and Perception is the ability to keep track of those movements. Therefore, these attributes are directly contradictory to each other. If an individual's Speed/Agility is higher than the observer's Perception, the moving individual will be harder to track. If the observer's Perception is higher, they will be able to more easily keep track of the mover's actions. Finally, if the two are equal, the movement will be seen as if it was a normal person moving, or, if described within a jutsu, however the movement is described.
IMPORTANT: To keep track of your own movements, your Perception must be at least half your Speed or Agility, whichever applies to the situation.

There can potentially be other interactions, but those will likely be unique to the situation-for example, there may be an occasion to measure your Strength against someone's Spirituality. Usually, the higher attribute wins, though, again, these are all unique situations, so please, try to adjust to the situation at hand-you ARE a ninja here, after all. Adaptation is sort of in the job description. If there is ever a conflict regarding Attribute comparisons that cannot be reconciled between the involved parties, please contact a member of the staff.
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 Posted: Jan 23 2015, 03:56 AM
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Attribute Limitations


Can you be an Academy Student with attributes rivaling a Legendary Ninja? Yes! But I highly doubt it. The cost of Attribute Points goes up significantly after a certain limit, which increases at each rank. It is possible, then, to have incredibly high attributes at a lower rank-but it's much easier to just rank up, since the threshold for a higher cost rises. Attributes cost 1 Ninja Point for 5 points.

Academy Students/D-rank - Each attribute point above 15 costs 1 Ninja Point each.

Genin/C-rank - Each attribute point above 25 costs 1 Ninja Point each.

Chuunin/B-rank - Each attribute point above 50 costs 1 Ninja Point each.

Jounin/A-rank - Each attribute point above 75 costs 1 Ninja Point each.

Sei Jounin/S-rank - Each attribute point above 100 costs 1 Ninja Point each.

All applications that possess attributes of their own follow these same rules unless they explicitly are described as exceptions within their application.
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 Posted: Apr 5 2016, 02:19 PM
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Skills


A ninja is defined by his abilities. Attributes determine a ninja’s core abilities, such as Strength or Speed. Traits define peculiar quirks of a ninja that further diversify that ninja’s abilities. In addition to those, however, there are skills. Skills govern a particular ability, and provide even further distinction to a ninja’s abilities. Think of them as mini-Attributes. They are, however, less vital than Attributes-someone with 50 Strength and 100 Punching Power still won’t punch as hard as someone with 100 Strength and 50 Punching Power. Once his Strength catches up, however, he will have the edge. Skills cost 1 Ninja Point for 10 points.

NOTE: Skills have similar level caps as Attributes. However, rather than every point above a cap using its own Ninja Point, Skill Points may get 2 points above their cap for every Ninja Point spent. Even if you only use 1 of those Skill Points, you still need to spend the full Ninja Point.

Skills use the following scale:

Academy Students/D-rank - Every 2 Skill Points above 20 costs 1 Ninja Point.

Genin/C-rank - Every 2 Skill Points above 40 costs 1 Ninja Point.

Chuunin/B-rank - Every 2 Skill Points above 60 costs 1 Ninja Point.

Jounin/A-rank - Every 2 Skill Points above 80 costs 1 Ninja Point.

Sei Jounin/S-rank - Every 2 Skill Points above 100 costs 1 Ninja Point.

For the sake of organization, Skills can be divided into five sub-sections, usually based on what category of jutsu they most supplement. Note that just because it is divided into a certain subsection, that does not mean it only contributes to abilities that section seems to indicate. Striking Speed, for instance, while labeled a “Taijutsu Skill” would also apply to a ninjutsu that employs physical striking. The skills, along with a brief description of what they govern, are below.

Taijutsu Skills

- Striking Power - This skill governs the force behind one's physical strikes, whatever they may be.

- Grapple – This skill governs the power of your grapples, as well as your grip.

- Strike Speed – This skill handles the speed of your physical strikes.

- Blocking Power – This skill governs the strength of your blocks. It does NOT increase your durability.

Ninjutsu Skills

- Chakra Manipulation – Governs the speed of your various methods of forming Ninjutsu, be they handseals, gathering chakra, or creating seals for Fuuinjutsu. Maximum Chakra Manipulation doubles the speed at which the user performs these actions, with the points between reaching that level in a linear fashion.

- Shape Transformation – This skill handles manipulating the size, range, and power of a jutsu. A higher number allows for larger, more powerful jutsu with a longer range.

- Nature Transformation – This skill handles the power of your elemental jutsu; fire burns hotter, wind blows harder, etc.

Genjutsu Skills

- Creativity – This skill directly affects how many additional illusions you can add to a genjutsu. You can add one additional illusion per 20 points.

- Focus – This skill affects your ability to keep your focus on a genjutsu. Higher focus allows the user to ignore more distractions; Focus acts as a backup concentration pool for Genjutsu alone.

- Resilience – This skill is a defensive one against genjutsu; it allows an individual to resist the effects of a genjutsu more effectively. Every 10 Points in Resilience allows you to ignore an additional side effect from a Genjutsu.

- Immersion – This skill can make a genjutsu more vivid or believable, and help the victim’s mind fill in gaps in the illusion, preventing them from figuring out the thing happening to them is an illusion. It also prevents errors in the illusion from being noticed.

Weapon Skills

- Bladed Weapons – This skill governs the power and technique behind the use of bladed weapons, such as swords or daggers. Weapons that lack a blade, but are used the same way also fall under this skill.

- Other Weapons – This skill governs the power and technique behind the use of any weapon not covered by existing categories.

- Ranged Weapons – This skill governs the power and range of ranged weapons, to include shuriken, bows, slings, and others.

Non-Affiliated Skills

- Chakra Control – This skill allows a user to make their chakra use more efficient, producing both more precise control over their techniques and lessened costs. For every 5 points of Chakra Control, the cost of the user’s jutsu is reduced by 1 percent, for a possible total 20 percent reduction. If any points are invested in Chakra Control, there will be at least 1 point of reduction in the jutsu's cost, regardless of the actual percent reduction.

- Enhanced Sense (Up to 3) – This skill governs the senses of the user. The user may have up to three enhanced senses. While this ordinarily applies to sight, hearing, smell, touch, and taste, if the user has other senses, they may be enhanced as well. Note that this skill works alongside the sensory traits, rather than replacing them. If a sensing trait is possessed, this skill enhances the abilities described in the trait.

- Concentration – This skill governs the simultaneous use of jutsu. How much concentration is needed to use multiple jutsu depends on the rank of the technique. When using a jutsu, subtract the following values from your total concentration. As long as you still have Concentration left, you can still use jutsu. This only applies to maintained techniques; jutsu that are instantly launched, like most Taijutsu and many Ninjutsu, do not require concentration. Some jutsu may carry exceptions regarding concentration, such as clone techniques; keep these possible exceptions in mind. Even with 0 concentration, you can still maintain at least 1 jutsu, regardless of rank.

QUOTE
E-Rank/D-rank – Every 5 points allows an additional simultaneous use
C-rank – Every 10 points allows an additional simultaneous use
B-rank – Every 20 points allows an additional simultaneous use
A-rank – Every 30 points allows an additional simultaneous use
S-rank – Every 50 points allows an additional simultaneous use


- Medical Knowledge – This skill governs your medical knowledge, and can be used to justify anatomical knowledge. Additionally, this skill is required to learn certain medical ninjutsu, in addition to the Advanced Ability.

- Tracking - This skill allows one to identify trails left by animals and fleeing opponents; it also allows for an individual to be more capable of detecting those trying to hide. Those with skill in tracking also know how to hide their own tracks.

- Blank – Every character may have 3 “Blank” skills by default. These skills can be whatever the RPer desires, though it must be approved as part of the character application. These skills can offer more combat focus, or can be completely unrelated, such as a cooking skill. Additional Blank spaces can be purchased through the shop.
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 Posted: Apr 5 2016, 02:22 PM
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Attribute and Skill Modification


Attribute and Skill Modification, more commonly referred to as buffs and debuffs, are actions, items, and jutsu that directly change your attributes or skills. There are limits to how effective these sorts of abilities can be; additionally, there always must be a mechanic explaining how it's happening, except in extreme cases. For instance, you can't just say you "use chakra to be faster"...however, stating you use Raiton chakra to stimulate your nervous system, thus allowing you to react faster-that works. Exceptions to this are any kind of Attribute/Skill Modification granted by Advanced Abilities; these abilities truly can enhance your body directly through pure chakra.

Though numbers may deviate slightly in individual jutsu depending on variables such as element, desired effect, chakra cost, and related abilities, a general rule of thumb is as follows for Active Attribute Modifications:

D-ranked Techniques - May increase or decrease attributes by 5 points or skills by 10 points.

C-ranked Techniques - May increase or decrease attributes by 10 points or skills by 15 points.

B-ranked Techniques - May increase or decrease attributes by 25 points or skills by 40 points.

A-ranked Techniques - May increase or decrease attributes by 40 points or skills by 60 points.

S-ranked Techniques - May increase or decrease attributes by 70 points or skills by 100 points.

There are a few things to keep in mind about these abilities:

~ Only Advanced Abilities may provide a buff or debuff that deals with percentages. All others give static numbers.

~ This is a total spread across attributes and skills; you may not create an S-ranked jutsu that grants you 70 points to Strength, Speed, Agility, Spirituality, Willpower, Stamina, and Perception-however, you could make one that gave 10 points to each, or just 70 points to Speed.

~ This is ONLY a guideline. It is possible to exceed these limits, either by creating a jutsu with an abnormally high chakra cost, being extraordinarily focused towards enhancing that single attribute, or possessing abilities that allow you to exceed these limits. Note, however, that no matter what, a buff cannot provide a benefit equal to a jutsu a rank higher than it, regardless of the drawbacks or limitations it may have.

~ Advanced Abilities may exceed these limits naturally. The benefits provided by the Eighth Gate, for example, far exceed even S-ranked benefits. Keep in mind, however, that just because an Advanced Ability CAN exceed these limits, that doesn't mean it WILL-while the Eighth Gate is certainly powerful and provides a very impressive benefit, it also kills the user when it ends. Short of a similar drawback, it is unlikely for even another Advanced Ability to reach as high as the Eighth Gate is capable of.

~ A normal ninja's body is only capable of being forcefully enhanced so much-specifically, you may only have three buffs active at once. Advanced Abilities and jutsu that affect multiple Attributes only count as one, regardless of how many Attributes they are affecting. Additionally, for every two debuffs active against your character, you are permitted an additional buff beyond the normal limit. Abilities may be able to let you expand on this limit.

- Jutsu, Fighting Styles, Items, and Advanced Abilities all count towards this limit. Traits that are not Fighting Styles do not.

~ Fighting styles follow similar guidelines as jutsu. Expect them to be met with a little bit of scrutiny however-fighting styles do not use chakra and often provide other benefits, meaning the numbers you end up with might need to be lower than this guideline indicates.
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