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03-05-2008, 04:10 AM
(This post was last modified: 02-16-2019, 11:21 PM by Alex.)
Shinobi Level - the level of the character plays a very important role in the character's profile. It determines their overall fighting ability, experience and high-end jutsu limitations. Each level of shinobi rank is equal to twice that of the next lower rank: twice the physical strength, speed, stamina, and skill. Because of this great difference in ability a Chuunin using a C-rank fire-type jutsu can overpower a Genin using the exact same technique in a Jutsu Exchange. The Genin will never be able to defeat the Chuunin no matter how many times they battle.
A character may be created at any given level, from Candidate to Jounin. Each rank brings its own challenges and play style.
Shinobi Ranks:
Quote:Candidate (unranked): This sub-level of shinobi are not ranked or tied to any particular village. The village of Hidden Leafs has deteriorated to the point where there are no more yearly graduation exams. Instead, candidates are expected to prove themselves capable of being a shinobi through their own acquisition and development of the classic ninja arsenal (Magic, Illusion, Physical, Sealing, and Summoning techniques) and other practical abilities.
Skill: E.
Strength: E.
Jutsu Limit: E-rank jutsu.
No initial Talents. +2 TP.
Quote:Genin (Low-ninja): Many Genins in the Big Five Shinobi villages are young ninja that have recently ascended to the official rank of ninja, and are identified by the head protector engraved with the village's insignia. The village leaders place them into three-person teams based on their individual abilities and potential, and are left under the command of a specially selected and experienced squad leader. In previous years the leader would be Jounin, but with the record-low numbers of skilled shinobi more Genin squads are being assigned to Chuunins. The purpose of this team is to gain experience for the Genin by participating in real missions.
Skill: C.
Strength: C.
Jutsu Limit: D and C-rank techniques; access to basic bloodline limits.
Talents: Chakra Formation, Equipment Usage, Generic Skillset, Chakra Sense (0). +3 TP.
Quote:Chuunin (Medium-ninja): Having proved themselves to be of good quality the average Chuunin is a seasoned ninja with noteworthy individual and team-oriented skills. They are issued special protective flak-jackets, and exceptional Chuunin may even be the leader of their own squad during missions. Still, this is considered to be the "average" rank since most ninja never go beyond it.
Skill: B.
Strength: B.
Jutsu Limit: flawed B and A-rank jutsu; advanced bloodline limits.
Talents: Chakra Formation, Equipment Usage, Generic Skillset, Chakra Sense (1). Must have at least one major Custom/Bloodline Jutsu or one type of Nature Manipulation. +4 TP.
Quote:Jounin (High-ninja): This is the highest level that only outstanding ninja may reach. The requirements are much more difficult, however: ability to use at least two elemental chakra nature manipulations, some sort of bloodline ability or other unique skills, expertise in both solo and squad-based missions, high intelligence and fighting ability, and key performance in over a dozen B-rank missions with a high rate of success. The standards for Jounin are so high because they are expected to accomplish the most important tasks for the village.
Jounin are further categorized into regular Jounin that are assigned to elite squads and perform dangerous missions contracted by the village, and Special Jounin that are selected for an individual high-level talent and assigned to non-combat duties or other tasks. Both types are hand-picked for each duty by the village leaders. The wisest and strongest Jounin may become the village's Kage, the position of central military and political leadership.
Skill: A.
Strength: A.
Jutsu Limit: perfected A-rank techniques, mastery of bloodline.
Talents: Chakra Formation, Equipment Usage, Generic Skillset, Chakra Sense (1), Martial Arts Master (1), Illusionist (1), Tactician (2), Technician (2).
Must have at least two major Custom/Bloodline Jutsu or Nature Manipulations. +5 TP.
Special Ranks.
Quote:ANBU (special class): The secret ANBU ninja are comprised of an elite corps hand-picked by the village's number-one ninja, the Kage, and are exempt from the standard rules and regulations regarding all other ninja. They may be selected from any rank of official ninja if their individual abilities are suited for a specific task, and most of those that are chosen only stay within the ANBU for a short time. They are the ninja's ninja, and report directly and only to the Kage, and may even be expected to accompany the Kage on the most difficult missions which the number-one ninja attends to personally. They never speak of their work even among each other, and the secretive nature of their rank makes them a very mysterious and intimidating force. ANBU ninja wear special light armor, carry a short straight sword, and always wear a mask to hide their face.
Skill: Classified.
Strength: Classified.
Jutsu Knowledge: Classified.
Talents: Classified.
Quote:Missing Ninja (rogue): when a shinobi defects from their home village they are considered a "missing-nin" or AWOL. Since even a low-ranking Genin has knowledge of the village's training methods, combat tactics, and jutsu they are considered too dangerous to be left alive. Each major village has an entire corps devoted to hunting down and eliminating such shinobi. (for instance, Konohagakure employs elite ANBU as hunters) While "missing-nin" isn't an official rank, the individual shinobi may be of any other regular rank and will be routinely attacked by appropriately skilled hunters.
Skill: Various.
Strength: Various.
Jutsu Knowledge: Various.
Talents: Various.
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03-07-2008, 07:58 AM
(This post was last modified: 10-24-2008, 12:23 PM by Pinky.)
There's a special unachievable level in NRPG: the "Chounin".
Quote:Chounin. (elite ninja)
Top-rated and incredibly talented shinobi, practitioners of world-class jutsu.
Skill: S.
Strength: S.
Jutsu Knowledge: S-rank.
Talents: Chakra Formation, Equipment Usage, Generic Skillset, Chakra Sense (1), Martial Arts Master (3), Illusionist (3), Tactician (4), Technician (4), Sealing, Summoning.
Must have at least 4 mastered Custom/Bloodline Jutsu or Nature Manipulations.
Characters may not be created at this level, and it will require so many talents that most characters probably won't survive enough high-level missions to earn this promotion.
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Just for a point of comparison, would a Chounin be someone like Jiraiya or Orochimaru or Tsunade?
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Yeah, but there's a pretty wide variety of skill, strength and jutsu on that level. I can't say that every Chounin is effectively equal to any other Chounin like the other normal ranks.
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Here's some info about death in NRPG.
Quote:Being ninjas in wartime, the characters in this game tend to die quickly. And NRPG death is nothing like other certain RPG deaths - when a character dies it doesn't come back. Of course, characters may exist long enough to rise through the "regular" ranks, but characters who do not have plot protection are in mild danger of dying on any mission, particularly when participating in main plot events. If and when some misfortune befalls them, or a player gets tired of their character, then the pre-fixed tiering system permits new characters to be made at any given level.
For example, let's say that you're on a mission along the border between Fire Nation and a hostile nation. If a major attack comes from that hostile nation into Fire Nation and your character gets caught unprepared there's a good chance that s/he'll die.
So, being able to create a character at any given rank helps ease the burden. Maybe a new character can be the Genin child of a Jounin parent, the sibling of similar rank, or the Jounin child of a Genin parent or sibling of a very different rank. Special considerations may also be given for transferring, gaining, or losing Talents/Flaws and Custom Jutsu/Bloodlines for players in these types of situations.
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Pink Underoo Wrote:Special considerations may also be given for transferring, gaining, or losing Talents/Flaws and Custom Jutsu/Bloodlines for players in these types of situations.
That was my first thought. What if I just spent the last month pumping out some great writing to get this awesome jutsu I had been thinking up, only to die the next day.
Though that probably wouldn't happen exactly, I can see people easily getting frustrated with that. On the other hand, be too lenient with it and people will just "die" to switch to someone else they want to make.
What about something like "for every jutsu/bloodline/talent you character had, you get an extra point to create your new character"? Or something along those lines. You're picking up right where you left off, but you're not completely back at square one, either.
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Would it be helpful for you if I "created" a character, and listed out what talents/jutsu I would eventually want and you can look at where you would set costs and such?
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Raditzu Wrote:Would it be helpful for you if I "created" a character, and listed out what talents/jutsu I would eventually want and you can look at where you would set costs and such?
Yes. If you get your character ready before the game actually starts then you won't have to hassle with it later, so it's better for everybody to get the work over with asap.
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Quote:Nez Takashi
Rank: Chunin
Birthplace: Hidden Leaf Village
Talents
Chakra Formation
Equipment Usage
Generic Skillset
Increased Chakra Pool (3)
Flaws
Rival (2)
Fear (2)
Impairment (2)
Strength (130%)
Power - 40%
Movement - 20%
Stamina - 70%
Skill (100%)
Accuracy - 20%
Agility - 40%
Proficiency - 40%
Jutsu Limits
Flawed B and A-rank jutsu
Advanced bloodline limits
Custom Techniques
Tsuchi no Shikaku no Justu - Vision of Earth Technique - Rank D - By making direct skin contact with the earth, Nez can enhance his sense of touch with chakra, allowing him to sense vibrations around him. This, in essence, allows him to see through the ground. Doing this, however, requires he remain still, and can consume a large amount of chakra, depending on how much distance he is trying to cover with this technique. The more direct contact he has with the earth, the less it drains his stamina.
Tsuchi Isshindoutai no Jutsu - Earth Union Technique - Rank D - This technique allows Nez to quickly hide his body in the earth. It creates a small chamber beneath him allowing him only enough room to perform hand-signs. Should he need to hide for an extended period of time, Nez can leave a small hole at the top of the chamber, allowing air to flow.
Points left over: 1
Background
He was born in the Hidden Leaf Village, where he attended the Ninja Academy. He quickly became friends with Joe Smith. The two of them became Genin and were assigned to the same team. During a mission, Joe did something that allegedly caused Nez to lose his left eye. Now he's all made at Joe and stuff. Whatever Joe did left Nez scarred for life.
Obviously, I just bs'd the background, but that's the general jist of how the fleshed-out version would look.
I also just assumed that those two custom techniques would only cost one point. They don't really do much on their own. Was that how you imagined people creating their characters?
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03-08-2008, 04:01 AM
(This post was last modified: 03-08-2008, 04:43 AM by Pinky.)
Good techs but when I read them I get the feeling that they'd require earth nature manipulation, especially the second one. Kakashi used a D-rank earth tech Double Suicide Decapitation early in the manga that involved hiding his body underground. The only other manga reference I can remember is Naruto digging a tunnel without earth manipulation during the Chuunin exam, but that required haxed demon power.
edit: Your first custom made me realize that I forgot to add a "Chakra Sense" Talent. I've also changed the Increased Chakra Pool Talent.
Quote: Chakra Sense (common/supreme) 0-1, or 4pts.
Along with Chakra Formation comes the ability to detect other energies. This involves pressing one's own energy aura against another aura and "feeling" it out. The default ability allows only for sensing other auras when massive chakra is being produced for Jutsu at relatively close proximity. 1-point allows for sensing suppressed chakra that is tinted with aggression known as "killing intent". 4-points enables a rare level of long-distance sensing that can reach out over several miles and improves Skill by 20%.
Increased Chakra Pool (advanced) 1-3pts.
If a shinobi has an unusually high amount of stamina they are at a great advantage! This talent enhances the shinobi's Strength by +10% for each Talent Point spent.
another edit: You can add your Skill/Strength/Knowledge levels to your profile. They might be standardized on creation, but with the Performance Improvement Talent (or Regression Flaw) they can be individually changed later. Also, if you want to, you can specify how much your character focuses on the aspects of each stat: Skill - Accuracy/Agility/Proficiency; Strength - Power/Speed/Stamina. It'd look something like this:
Skill: Advanced (25% Accuracy, 25% Agility, 50% Proficiency)
Strength: Moderate (50% Power, 25% Speed, 25% Stamina)
Jutsu Knowledge: flawed B or A-rank jutsu; advanced bloodline limits.
Otherwise it's assumed that each aspect is given equal focus, or 33.3% if a number has to be used there. If a Talent/Flaw alters the % of a stat that should also be factored in. :E
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Pink Underoo Wrote:Good techs but when I read them I get the feeling that they'd require earth nature manipulation, especially the second one. Kakashi used a D-rank earth tech Double Suicide Decapitation early in the manga that involved hiding his body underground. The only other manga reference I can remember is Naruto digging a tunnel without earth manipulation during the Chuunin exam, but that required haxed demon power.
Getting that decapitation jutsu was definitely on the list.
I was afraid you might say that about having Earth Manipulation. So there's no point in trying to do something like that until I've already aligned towards Earth? Is that going to be the same with all techniques? Someone won't be able to make a fire tech without having fire element manipulation?
That makes me =(
It also makes the Affinities seem less interesting if you're going to have to take one eventually anyway.
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Added the "stats" to the character, adjusted the cost and points remaining for the change to Increased Chakra Pool (I wanted it maxed anyway). Is that how the +10% per point is supposed to work? It adds on to the 100% I have to distribute normally?
Also, wasn't quite sure what the different stats did. Does Accuracy encompass everything that needs to aimed (punches, kunai, jutsu, etc.)? Is Agility like the speed of taijutsu and hand signs?
Proficiency with Jutsu I took to mean the "base" strength of a jutsu performed by a character. So if two characters used the same jutsu against each other, but one had 40% and the other had 50%, the one with 50% would "win," correct? Does it have any effect on how much Chakra a person can generate? Or how much chakra a jutsu would consume?
The physical ones were a bit more clear, I thought, but might as well pose a few questions just to be on the safe side. "Power" is only raw physical strength, correct? Movement Speed, I would assume, doesn't have much bearing on the speed of punches or kicks, but would govern how quickly you could close in on an opponent or how effectively you'd be able to completely dodge an attack. Stamina, as you mentioned when you talked about chakra, would influence how much chakra, overall, someone could generate as well as your physical stamina, correct?
EDIT: Oh, and I meant to ask about this a while ago. Does "bloodline limit" mean I could start with the Sharingan or Byakugan if I paid the points for it? Or does it just apply to Multi-size/Shadow Element/etc.?
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03-08-2008, 07:54 AM
(This post was last modified: 03-08-2008, 08:52 AM by Pinky.)
Raditzu Wrote:Getting that decapitation jutsu was definitely on the list.
I was afraid you might say that about having Earth Manipulation. So there's no point in trying to do something like that until I've already aligned towards Earth? Is that going to be the same with all techniques? Someone won't be able to make a fire tech without having fire element manipulation?
That makes me =(
It also makes the Affinities seem less interesting if you're going to have to take one eventually anyway.
Well, it depends on the technique. I'd prefer to use examples from the manga instead of making the decisions with my own bias, which is why I brought up Kakashi and Naruto, and your second technique is more like Kakashi's elemental example than Naruto's non-elemental example.
I remember in that old Mortal Kombat novel one of the ninjas threw down a smoke bomb, then dug a pit right there and hid himself before the smoke blew away. I suppose if your tech just dug a pit without having any special shape to it then it could be similar to that, but that means you'd have to reduce the tech's usefulness. (no room to move arms around)
Raditzu Wrote:Added the "stats" to the character, adjusted the cost and points remaining for the change to Increased Chakra Pool (I wanted it maxed anyway). Is that how the +10% per point is supposed to work? It adds on to the 100% I have to distribute normally? Yep.
Quote:Also, wasn't quite sure what the different stats did. Does Accuracy encompass everything that needs to aimed (punches, kunai, jutsu, etc.)? Is Agility like the speed of taijutsu and hand signs?
Proficiency with Jutsu I took to mean the "base" strength of a jutsu performed by a character. So if two characters used the same jutsu against each other, but one had 40% and the other had 50%, the one with 50% would "win," correct? Does it have any effect on how much Chakra a person can generate? Or how much chakra a jutsu would consume?
The physical ones were a bit more clear, I thought, but might as well pose a few questions just to be on the safe side. "Power" is only raw physical strength, correct? Movement Speed, I would assume, doesn't have much bearing on the speed of punches or kicks, but would govern how quickly you could close in on an opponent or how effectively you'd be able to completely dodge an attack. Stamina, as you mentioned when you talked about chakra, would influence how much chakra, overall, someone could generate as well as your physical stamina, correct?
You're right about the accuracy but not proficiency. I admit to completely fudging up proficiency's definition in the stats thread, though. Skill/Proficiency is how efficiently a character performs any given action; Strength/Power is where the power comes from for everything. Here's better definitions for all of the aspects. I'll copy/paste this into the stats thread and add more details as needed.
Skill: technical performance.
-Accuracy: precision with strikes, projectiles, and jutsu.
-Agility: maneuvering and acrobatics.
-Proficiency: ability to efficiently take action, and reduces wasted chakra.
Strength: physical performance.
-Power: increases power for all types of techniques.
-Movement Speed: denotes how fast one moves and takes action.
-Stamina: battle endurance, the stuff that chakra is made of.
Quote:EDIT: Oh, and I meant to ask about this a while ago. Does "bloodline limit" mean I could start with the Sharingan or Byakugan if I paid the points for it? Or does it just apply to Multi-size/Shadow Element/etc.?
I'm lumping special techs like Shadow Manipulation together with actual bloodlines, and just calling them all "bloodlines". So, pretty much any sort of jutsu or talent that would get passed from parent to child is technically a bloodline. And for the record, bloodline hax like Sharingan and Byakugan are restricted, while Shadow and Physical Manipulations are not. :E
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Pink Underoo Wrote:And for the record, bloodline hax like Sharingan and Byakugan are restricted, while Shadow and Physical Manipulations are not. :E
Good call. I would have been... surprised if you just let anyone take the stupid Sharingan.
I guess my description of my second tech wasn't very clear. It basically digs a pit, yeah. Imagine a cylinder that's shoulder width (plus, say, an inch or so) extending straight below you. That's basically what it does. Then it magically covers the hole. An elevator kind of effect. That's why there would be enough room to move.
However, I'm still wondering if someone who wanted to take a fire jutsu, for example, would be required to have Fire Manipulation.
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Raditzu Wrote:Good call. I would have been... surprised if you just let anyone take the stupid Sharingan.
I guess my description of my second tech wasn't very clear. It basically digs a pit, yeah. Imagine a cylinder that's shoulder width (plus, say, an inch or so) extending straight below you. That's basically what it does. Then it magically covers the hole. An elevator kind of effect. That's why there would be enough room to move. See, if it involves magically manipulating the earth then it'll have to use earth chakra manipulation. Naruto just dug through the earth with his bare hands because of demon power hax. I can't think of any examples where chakra is used to manipulate the earth without involving earth manipulation.
Quote:However, I'm still wondering if someone who wanted to take a fire jutsu, for example, would be required to have Fire Manipulation.
Yeah, it would. You have to learn how to turn your chakra into fire before you can turn your chakra into fire. :B
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So... what can you do before you've taken one of the manipulations?
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03-09-2008, 06:33 AM
(This post was last modified: 03-09-2008, 07:12 AM by Pinky.)
Not much in the way of using chakra natures. Typically, only Genins lack specialization which is what they spend their time gaining before being promoted. It seems like you just don't have enough TP to spend, to be honest. I was thinking that different ranks should be given different amounts of Talent Points to spend at creation, but I wanted to see if a flat rate would work before trying that. Let me work on this for a bit.
edit: Finished making some changes. let's see how this goes before taking it any farther.
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Pink Underoo Wrote:It seems like you just don't have enough TP to spend, to be honest. I was thinking that different ranks should be given different amounts of Talent Points to spend at creation, but I wanted to see if a flat rate would work before trying that. Let me work on this for a bit.
I would suggest increasing the number of points people can get from flaws. If you just increase the number of points you get at different ranks, you'll just get everyone joining at the highest rank. I assume that's not what you intended.
Another alternative would be to lower the cost of the Manipulation to 1 point, but keep the Affinities at 3 points. I didn't realize how crucial they would be to creating jutsu. That makes it more accessible at creation without just giving away the bonuses.
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Raditzu Wrote:I would suggest increasing the number of points people can get from flaws. If you just increase the number of points you get at different ranks, you'll just get everyone joining at the highest rank. I assume that's not what you intended.
Another alternative would be to lower the cost of the Manipulation to 1 point, but keep the Affinities at 3 points. I didn't realize how crucial they would be to creating jutsu. That makes it more accessible at creation without just giving away the bonuses.
Well, I don't care if people start out as anything. If they want to be Genin and develop their character from scratch they can, or if they just want to join and play with someone in particular then they can simply start at the same rank. In CDBZ, if too much real-world time passes, then new players start at such a low point that they'll never be able to catch up with players who've simply been around longer: others have better items, higher stats, more abilities, better transformations, etc. I personally found that to be very discouraging and it's why I developed this free-choice system. The main goal is to balance it so people can do as much as they want without it becoming abusive or restrictive.
But I'm not going to pretend that it's perfect. I've actually been bugging Josh for a few years about getting webspace so I could get other people to pitch in on development, because he's too lazy to help and I sure as heck can't find and fix everything by myself. If the Talent/Flaw pricing system is too restrictive then I guess I'll just go back to the drawing board. :O
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I think the talent/flaw system is fine with the exception of the importance of the Nature Manipulations.
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