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Ballian

Fighting Styles, Percentages, and Favored weapon points.






Fighting styles


There are several different fighting styles used by characters on NRC which determine their battle strengths and weaknesses. These fighting styles are representative of the styles shown within the naruto verse, and allow for Role play characters to be especially talented, or just somewhat good in areas of the show. All the styles below lack any kind of number attached to them due to our systems being more free form, and it is this way on purpose, vague for a reason on bonuses.

What isn’t vague about style points is the number you can obtain total, and start with. Role playing characters start with varying style points depending on if they have a bloodline, or not. Those without at least 1 bloodline start with 4 points to spend as they see fit within the system, while those with at least 1 bloodline may spend up to 3 points. How points are spent is simple every “level” in a style is 1 point; example: meaning if you have 4 and want to become a specialist in a style it takes 3 points, and then you can spend another point in one more style, or you could become a major in 2 styles, and have spent all your points.

But what if you want to gain more style points, and become better than you started at? Well you are in luck there is a way to do that. The first is by taking the true talent special ability, which provides “fake” points till you do the special mission (described next) to make them permanent, (Located under canonized special abilities in the jutsu section of this library.) The second way is through special missions, which are located within the mission board; but in a nut shell are adventures you write that your RPC goes on in great detail, and with allot of story connected to them. Style points are rewards from these missions should they succeed, normally rewarded in 2-3 points per successful mission.

One last thing, no you cannot become a master of all, and there are limits to the total style points you can have on one given character, which varies once again depending upon whether you have at least one bloodline or not. For those with a bloodline the limit is 9 style points, for those without a bloodline the limit is 10 style points. This is for all “normal” role play characters who are not SS rank, in which case once a role play character reaches SS rank, their style points limit becomes 11 for bloodline role play characters, and 12 for non bloodline role play characters. They also receive 2 style points for free to apply as they see fit at this rank.

  • Taijutsu - this style represents melee combat, whether unarmed or utilizing weapons. Higher skill in this style means better technique, strength and speed in battle. While one untrained in this style loses almost insignificantly to a secondary user, the skill gap between the same person and a primary user is more noticeable and quite severe with a specialist.

    • One without this style can only learn taijutsu moves up to B-Rank and no Kinjutsu
    • One with Taijutsu as a minor style can learn Taijutsu up to A-Rank or B-Rank Kinjutsu
    • One with Taijutsu as a major style can learn Taijutsu up to S-Rank or A-Rank Kinjutsu
    • A Taijutsu specialist is not limited in learning Taijutsu techniques

  • Ninjutsu - shinobi skilled in this style tend to use ninja techniques more than others.
    Higher skill in this style means better charka control and higher chakra reserves. While one untrained in this style loses almost insignificantly to a secondary user, the skill gap between the same person and a primary user is more noticeable and quite severe with a specialist.

    • One without this style can only learn Ninjutsu moves up to B-Rank and no Kinjutsu
    • One with Ninjutsu as a minor style can learn Ninjutsu up to A-Rank or B-Rank Kinjutsu
    • One with Ninjutsu as a major style can learn Ninjutsu up to S-Rank or A-Rank Kinjutsu
    • A Ninjutsu specialist is not limited in learning Ninjutsu techniques


  • Genjutsu - this style is based on the use of illusionary ninja techniques. Such things require high intelligence and willpower, which are a common trait among genjutsu users.
    Higher skill in this style means much better chakra control and slightly higher chakra reserves. While one untrained in this style loses almost insignificantly to a secondary user, the skill gap between the same person and a primary user is more noticeable and quite severe with a specialist.

    • One without this style can only learn Genjutsu moves up to B-Rank and no Kinjutsu
    • One with Genjutsu as a minor style can learn Genjutsu up to A-Rank or B-Rank Kinjutsu
    • One with Genjutsu as a major style can learn genjutsu up to S-Rank or A-Rank Kinjutsu
    • A Genjutsu specialist is not limited in learning Genjutsu techniques


  • Ijutsu - this is a special style based on using supporting and healing ninja techniques. It is required to learn medical Ninjutsu.
    Higher skill in this style means better chakra control and slightly higher chakra reserves. This style is not battle-oriented, but might still give a minor advantage in a single combat.

    • One without this style cannot learn medical techniques
    • One with Ijutsu as a minor style can learn Ijutsu up to A-Rank or B-Rank Kinjutsu
    • One with Ijutsu as a major style can learn Ijutsu up to S-Rank or A-Rank Kinjutsu
    • A Ijutsu specialist is not limited in learning Ijutsu techniques


  • Puppet Mastery - this is a special style that utilizes puppets to do battle. It is required to be able to control puppets.
    Higher skill in this style means being able to control higher amounts of more complex puppets and utilize more powerful puppet techniques. It gives a serious advantage in combat but may leave the user vulnerable. The more puppets someone is controlling at the same time, the harder it becomes for them to use jutsus and move around themselves. Naturally, stronger puppets also require more concentration to be used to their full potential.

    • One without this style cannot control puppets
    • One with Puppet Mastery as a minor style can control up to 3 (1 + 1 per three ranks above E) puppets of B-Rank or lower and use puppet jutsus of up to A-Rank or B-Rank Kinjutsu.
    • One with Puppet Mastery as a major style can control up to 6 (2 + 1 per two ranks above E and an extra puppet at SS-Rank) puppets up to A -Rank and use puppet jutsus up to S-Rank or A-Rank Kinjutsu
    • A Puppet Master is not limited in learning puppetry techniques and can control puppets or any level. A Puppet Master can control up to 10 (3 + 1 per rank above E and an extra puppet at SS-Rank) puppets.


  • The Rare style of Fuuinjutsu, or sealing techniques are the final fighting style. Depending on the technique, it may or may not require long preparations, but Fuuinjutsu always leave some kind of mark on the target. They are also special in the sense that they have some kind of effect for as long as the target lives or until they are somehow removed without draining the user's chakra. Fuuinjutsu offer rare and powerful abilities taking natural gifts or immense training to accomplish. Much like Ijutsu, it may not be learned without a style point. Jutsus open up in the following way.

    • One without this style may not learn any Fuuinjutsu
    • One with Fuuinjutsu as a minor style can learn Fuuinjutsu up to A-Rank, and B rank Kinjutsu.
    • One with Fuuinjutsu as a major style can learn Fuuinjutsu up to S-Rank, and A-Rank Kinjutsu
    • A Fuuinjutsu specialist is not limited in learning Fuuinjutsu techniques.


The exception to the above rankings are bloodline techniques, the requirements of which are lowered. Irrespective of the style it belongs to, you can learn a bloodline jutsu as if your skill in the style was one step higher. This means that someone without Ninjutsu as one of their fighting styles would still be able to learn an A-Rank bloodline Ninjutsu technique as if they had Ninjutsu for secondary style, and a Genjutsu/Taijutsu user would be able to learn a S-Rank bloodline Kin Genjutsu as if they were a Genjutsu specialist.
(Note: if you don't have an Ijutsu/Fuuinjutsu/Puppetry point, then you cannot learn a bloodline technique that requires that style)

Also note that some jutsus are of a mixed style, for example Taijutsu/Ninjutsu or Ninjutsu/Genjutsu, or possibly Taijutsu-Ninjutsu or Ninjutsu-Genjutsu. There's a distinct distance between these types as those marked with a slash mean that the jutsu requires either the first style OR the second (or third or fourth, though a jutsu shouldn't be too universal at a high rank). So if a jutsu is Taijutsu/Ninjutsu then you only require one style or the other depending on the jutsu's rank. Jutsu that are universal like this though tend to be weaker than single style jutsu. On the other hand if a jutsu is something like Taijutsu-Ninjutsu then you need sufficient level in at least one style and a point in the other (so to learn a Tai-Nin S-kin Jutsu, you require at least Tai or Nin spec, followed by a Tai or Nin major/minor). These jutsu aren't necessarily stronger than single style type jutsu, they're usually more versatile in their capabilities and incorporate both styles somehow.

All characters are allowed to switch their fighting styles once, though there needs to be a good reason for it. Keep in mind, if you change styles, you do not get to replace any jutsus that you may lose.
Horus

Percentages





Percentages are something that many people consider to be the "stats" of the site. While is somewhat true it is more of a measure of your own RPC's ability within that field and shouldn't be taken completely at face value. Percentages while they do make you better in a certain area they aren't the completely deciding factor and it should be important to keep a fluid discussion with your opponent on what is happening in a thread regarding them. Should an issue come up ask mods to help resolve it and look at it from their own un-bias point of view.

An example of a percent is +50% to a certain "area" that a shinobi is involved within. The most common are chakra pool, chakra control, anything physically related, senses. These again should be viewed with moderation and such, and not as full on stats just like Rank, etc. This is in order to keep the forum less of a number fest and more of just a so called "pure" role playing site.

In terms of how high a percentage can go per 'area' of an RPC, it is 600%, no more but it can be less or not even boosted.

Physical
One of the things often boosted with percentages, especially by (but not limited to) Taijutsu users, things such as speed, strength, agility, and so on tend to increase. This allows people to surpass their opponent to varying degrees dependent upon styles and by the percent increased. Some people use this to become superior compared to other non-Tai folk, try to become on-par against someone with Taijutsu, or a way to surpass them up until perhaps they activate a boost from something. The more something is boosted, the more a person can do, and the more likely they also come to possibly harming themselves. Boosts to any physical capabilities will enhance certain jutsu (usually physical ones) by making a person run faster so if it's a quick sword strike they'll be in your face faster, if it's something like agility then they'll slash/draw the sword faster, or if it's strength then they can probably send the blade through things at a better rate.

Of course running beyond your natural threshold for too long not only wears you out, but in some instances (such as Gates) muscles can start to wear and tear, or perhaps you punch something and put a little too much strength into it and the hand suffers for it. Without proper protection, training, and abilities some things will be dangerous going at the max capability. There's also no guarantee that just because it's boosted it'll either hit or be effective since there are other factors to consider. This just means you have a better chance of winning in certain physically-based aspects.

Jutsu
While some will be affected by physically boosted "stats", there are those that can be affected by more chakra-based ones, such as pool, control, strength for jutsu, etc (whatever people come up with really). Some styles are naturally better at control and so use less chakra, and other styles are known for larger pools in general, but that doesn't mean someone can't try to boost one of these more mythical capabilities. When it affects jutsu however, there are still a few rules in play, such as the fact a jutsu will never be free of cost. Too many chakra reduction bonuses anyways and staff will hack at your character until proper order is restored anyways. Boosting the strength of a jutsu will affect only the strength unless the boost states otherwise.

For example if someone merely boosts jutsu strength and they're using a fire jutsu, then the giant fireball they shot is more powerful than a regular fireball, but it won't be larger than an original: just pack a stronger wallop. Even some AoE type attacks will not have their range affected without the boost claiming to do such, merely be stronger to some degree. One should keep in mind though that AoE or multiple attack jutsu (like the phoenix fire jutsu or what not), any boosted power is spread throughout the jutsu so singular parts of the attack won't be that much more powerful than before compared to a jutsu that holds a single strike.

In terms of chakra reduction bonuses, chakra reduction can never go above 100% theoretically, but still never expect it to go over around 40% to 50% at all, as it reduces the cost of jutsu and things that take chakra by that exact percent. Chakra control on the other hand can go up to 300%. For every 100% in chakra control you have you can reduce the cost a jutsu by 1 rank, meaning an A rank would cost B rank chakra without the effect reduced.

Likewise, there is a limit to chakra buffing. This is limited to 250% and that is reserved for bijuu hosts. Other than that, all chakra boosting combinations are subject to be looked at by staff and may be removed depending on the situation. Such as no Deep reserves with Senju's chakra pool buff.


Items
Less bolstered compared to jutsu, chakra, and physical capabilities, items can be affected either directly or indirectly. Boosts don't generally increase the item or its effectiveness (that's more of a bloodline/SA/jutsu sort of dealio), but they can increase how effective a person is at using such an item. A common example would be a Taijutsu user who has favored points in say, a sword: they're better than the average Joe at using one normally. Some other folks can overcome this through other things (generally combat styles), though there will come a threshold where you can't get much more effective than other people at using them though because such boosts can ideally only stretch so far. Specializing towards a specific category of weapons (or even specific weapons) will make the person more efficient and effective at using them though than boosting item capabilities overall.

Staff generally do not appreciate items that are merely used to boost one's capabilities however, such as a ring somehow offering a person +50% to strength because Sauron demanded it be so-- these items require a really good reason (especially when they're not a village's artifact). These items are not only boring, but are more or less trying to bypass other systems and give people stuff for free where others have to sacrifice slots for them. Boosting items is more about bolstering your ability to use them, not them boosting you.

Special Abilities
Normally a cool power one can attach unto their character, some special abilities are used more for upping a character's capability in an aspect (such as Deep Reserves increasing one's chakra pool). Not generally the point of SA's, they're not entirely barred either. However the staff will not allow a bunch of SAs to be passed that merely boost a capability or few because they're not only boring, they're likely to get repetitive, and that's more what Combat Styles are for anyhow. One should note though that the more boosting happens in an SA (or even a bloodline limit), the less of an actual "ability"¯ gets to be present as one ends up sacrificing cool capabilities for upping more statistical things, which means for less flashy coolness.
Horus






Favored weapon System.


This system lets you specialize in a group of weapons or one specific (custom or non custom) weapon, which may or may not stack. Can only have two points in any one group.

Group Weapons: Staff, Spear, Sword, Unarmed (including fist weapons and gloves) Scythe, Knife etc etc.

One point: Learn jutsu with that weapon type as if you were one rank higher. (stacks every number of points in that weapon type)

Two points: Fight with that weapon type as if you were one Rank higher (IE S-Rank would fight like an SS-Rank (can't go higher then SS-Rank).

Specific Weapon Bonus's: IE Samehada, some custom made unique weapon, kunai {Specifically}.

One point: Learn jutsu with that weapon type as if you were two Ranks higher. (stacks every number of points in that weapon type)

Two points: Fight with that weapon type as if you were two Ranks higher (IE S-Rank would fight like an SS-Rank, but you can't count as being higher then SS-Rank).

You can have a maximum of two points in any one category, and the number of points you get is based off your Taijutsu style.

  • Taijutsu Minor: One point
  • Taijutsu Major: Two points
  • Taijutsu Specialist: Four points

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