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A Naruto Roleplaying Game

A text based Naruto RPG Site. Help us build the world of Naruto in the future! Create your own character! Create your own Jutsu! Become a new Shinobi legend!
 
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 Statistics and how they work

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Waifu
Mommy
Mommy



Posts : 16
Join date : 2011-12-01
Age : 36

Statistics and how they work Empty
PostSubject: Statistics and how they work   Statistics and how they work I_icon_minitimeFri Dec 02, 2011 12:28 pm

Strength is your physical power and the force you can exert. Whether this is with a kick, a punch or lifting you strength determines how much you can force your body to do.

Dexterity is the skill with which you perform tasks, especially with your hands. It determines how well you can execute your handseals, your ability to strike accurately and quickly, as well as any fine motor Control.

Constitution is a person's physical state with regard to vitality and health. This stat determines how well you can take a hit before succumbing to the damage, and your overall health.

Intelligence is the ability to acquire and apply knowledge and skills. This determines what kinds of knowledge you can have at your disposal, what people you know of, and your ability to understand and learn jutsu.

Chakra is the spiritual energy that allows every creature to live. This determines what jutsu you can perform as well as how effective they are when they are preformed.

Luck is success or failure apparently brought by chance rather than through one's own actions. This stat is unique. You may burn points – never regained – to have the fates change.

Stat points are awarded through exemplary RP with another member, be it training, completing missions, or all out battle. To gain another point you put up your Update topic that you feel you earned it in and the staff grants your approval or denial. Luck is only gained through exemplary social RP, making friends, spending time with them outside of missions and training - we are unhappy with sites where people only seem to train, train, train. If you posted in a timely fashion, the actions taken, any significant social progress, and the quality of RP you produced will all be equally taken into account. Some guidelines for receiving stats are thus - You may be given something other than what you ask for by staff. For example - If you completed a 6 page topic with another PC, you may request 6 stat points. However, staff may feel that 6 stat points is a bit unreasonable to give in such a large chunk so you may receive 2 stat points and 4 jutsu, or 4 points and 2 jutsu. This is something done at the discretion of staff for balance purposes. Quality of posts is taken into account when processing your requests. The more we feel you worked on your RP, the more likely you are to receive what you asked for and perhaps a bonus.
1 Stat or jutsu received per 2 pages participated in for each topic
1 stat or jutsu for interacting with another PC per 2 pages
1 Stat or jutsu for mission topics lasting one page or more
2 Stats for near-death experience(Must be a legitimate near death experience, as in you were about to die till someone else showed up or until your enemy collapsed first, etc etc)
X2 for all Stats received for participating in a plot topic
PC missions may reward a flat amount of additional experience as well upon success (Interacting with shinobi from outside of your own village during a mission, allied or not)
1 Luck for making a friendship or alliance outside of training or combat
1 Luck for making a rival or enemy outside of training or combat
1 Luck for progressing socially outside of training or combat

If you feel you've done something worthy of experience not listed here, request it in your updates thread and a staff member may approve or disapprove it(and possibly add it to this list for future use).


Strength
A light load is what you can carry and function normally. Anything more than that is encumbered. Roleplay accordingly. At Maximum lift you cannot move.
1 – You may lift at maximum 30 Kilos and a light load is 4 kilos
2 – You may lift at maximum 60 Kilos and a light load is 8 kilos
3 – You may lift at maximum 90 Kilos and a light load is 12 kilos
4 – You may lift at maximum 120 Kilos and a light load is 16 kilos
5 – You may lift at maximum 150 Kilos and a light load is 20 kilos
6 – You may lift at maximum 180 Kilos and a light load is 24 kilos
7 – You may lift at maximum 210 Kilos and a light load is 28 kilos
8 – You may lift at maximum 240 Kilos and a light load is 32 kilos
9 – You may lift at maximum 270 Kilos and a light load is 36 kilos
10 – You may lift at maximum 300 Kilos and a light load is 40 kilos
11 – You may lift at maximum 330 Kilos and a light load is 44 kilos
12 – You may lift at maximum 360 Kilos and a light load is 48 kilos
13 – You may lift at maximum 390 Kilos and a light load is 52 kilos
14 – You may lift at maximum 420 Kilos and a light load is 56 kilos
15 – You may lift at maximum 450 Kilos and a light load is 60 kilos
16 – You may lift at maximum 480 Kilos and a light load is 64 kilos
17 – You may lift at maximum 510 Kilos and a light load is 68 kilos
18 – You may lift at maximum 540 Kilos and a light load is 72 kilos
19 – You may lift at maximum 570 Kilos and a light load is 76 kilos
20 – You may lift at maximum 600 Kilos and a light load is 80 kilos
21 – You may lift at maximum 630 Kilos and a light load is 84 kilos
22 – You may lift at maximum 660 Kilos and a light load is 88 kilos
23 – You may lift at maximum 690 Kilos and a light load is 92 kilos
24 – You may lift at maximum 720 Kilos and a light load is 96 kilos
25 – You may lift at maximum 750 Kilos and a light load is 100 kilos
26 – You may lift at maximum 780 Kilos and a light load is 104 kilos
27 – You may lift at maximum 810 Kilos and a light load is 108 kilos
28 – You may lift at maximum 840 Kilos and a light load is 112 kilos
29 – You may lift at maximum 870 Kilos and a light load is 116 kilos
30 – You may lift at maximum 900 Kilos and a light load is 120 kilos
31 – You may lift at maximum 930 Kilos and a light load is 124 kilos
32 – You may lift at maximum 960 Kilos and a light load is 128 kilos
33 – You may lift at maximum 990 Kilos and a light load is 132 kilos
34 – You may lift at maximum 1020 Kilos and a light load is 136 kilos
35 – You may lift at maximum 1050 Kilos and a light load is 140 kilos
36 – You may lift at maximum 1080 Kilos and a light load is 144 kilos
37 – You may lift at maximum 1110 Kilos and a light load is 148 kilos
38 – You may lift at maximum 1140 Kilos and a light load is 152 kilos
39 – You may lift at maximum 1170 Kilos and a light load is 156 kilos
40 – You may lift at maximum 1200 Kilos and a light load is 160 kilos

Should anything take you higher you determine your lifting and carrying capacity by adding 30 points to your maximum and 4 points to your light load per each point raised.

When judging hits you measure against the defenders Constitution. If your strength is higher then use this chart.
• Up to 50% difference means no clear advantage. The hit is normal. Example: Person A has 5 Constitution, Person B is attacking with a 7 strength. This hit is going to be a hit like any person would deliver
• From 50 – 75% Difference means there is a clear advantage. The attacker obviously has the upper hand. Simple things like a punch could really hurt. Example: Person A has 5 Constitution, Person B is attacking with a 8 strength. This hit is going hit harder/effect more than a normal hit would.
• At 75-100% difference mean there is an obvious disparity. You are clearly outmatching this person. Even the smallest of attacks can do significant damage. Example: Person A has 5 Constitution, Person B is attacking with a 10 strength. This hit is going to likely damage organs or break bones.
• Over 100% the opponent is going to be badly injured and possibly outright killed from a serious hit. Example: Person A has 5 Constitution, Person B is attacking with a 15 strength. This hit is going to disable whatever it hits. It has to potential to destroy a blocking arm, collapse the chest and lungs, or crush a face.



Dexterity
When used against other Dexterity for combat effectiveness. This can be foot speed, hand seal usage, attack speed, etc.
• Up to 50% difference means no clear advantage. You of similar speeds. Example: Person A has 5 Dexterity , Person B is meeting with a 7 Dexterity. They are of similar speeds.
• From 50 – 75% Difference means there is a clear advantage. One person obviously has the upper hand. Opponents have difficulty keeping up. Example: Person A has 5 Dexterity, Person B is matching with an 8 Dexterity. Person A is straining to keep up and can’t hold up the pace.
• At 75-100% difference mean there is an obvious disparity. It is very difficult to be caught and rather unlikely. Example: Person A has 5 Dexterity, Person B is meeting with a 10 Dexterity. Person B is running twice as fast as Person A.
• Over 100% you are unlikely to meet you match. Opponents can barely keep track of you, let alone keep up with you. Example: Person A has 5 Dexterity, Person B is meeting with a 15 Dexterity. It’s clear only a major mistake will change the tide.



Constitution
When used as physical defense in response to strength if their strength is:
• Up to 50% difference means no clear advantage. You respond as a normal person to their hits. Example: Person A has 5 Strength, Person B is defending with a 7 Constitution. This is a normal hit.
• From 50 – 75% Difference means there is a clear advantage. One person obviously has the upper hand. Even strong punches can be sloughed off. Example: Person A has 5 Strength, Person B is defending with an 8 Constitution. This hit isn’t quite as effective as it normally would be.
• At 75-100% difference mean there is an obvious disparity. You are clearly outmatching your opponent’s hits. Even the greatest of attacks do little damage. Example: Person A has 5 Strength, Person B is defending with a 10 Constitution. Even when Person A is hitting their hardest the attacks do little damage.
• Over 100% you are unlikely to be badly injured when you meet with a serious hit. Example: Person A has 5 Strength, Person B is defending with a 15 Constitution. These attacks mean virtually nothing but may eventually wear their opponent down.
For Jutsu defense be reasonable and follow similar guides to these.



Intelligence
•1-5 is an Average human being and has Knowledge of E-Rank Academy Techniques
•6-10 Knowledge of up to C-rank Techniques (excluding Customs)
•11-15 Up to Custom C-Rank that have been used by their creator and B-Rank Cannon
•16-20 Up to B-Rank Custom used and A-ranked Canon
Any other knowledge on Jutsus must be witnessed or taught, you don’t get to just know everything. Intelligence is also used for Genjusu in which case it is a straight test. If the defender is of equal intelligence of higher to yours then they are able to see through (though those of equal will have more difficulty and this should be played appropriately)


Chakra
Chakra replenishes after a topic is over if you character rests. Using a technique costs temporary chakra – this is not spent like Luck as it will refill with rest. Techniques will cost a certain amount of chakra will be temporarily deducted from the Chakra pool. When your pool reaches 0 you are out of chakra and are unable to perform any more jutsu without burning points. If you need more chakra in your topic you may burn a permanent chakra point as you may burn your Luck (these do not come back). When doing this Jutsu cost double and if you reach 0 from that you die. This represents your standard chakra pool and then the chakra that your very life is tied to. Non-shinobi character has one Chakra point and doesn’t go higher than that, if you have higher than that you were likely taken in to the academy to become shinobi.

Each point of Chakra is worth five points into your chakra pool. E-Rank Jutsu cost two points from the pool, D-Rank Jutsu cost five points from the pool, C-Rank Jutsu cost seven, B-Rank Jutsu cost ten, A-Rank Jutsu cost twelve and S-Rank cost fifteen points. So say you have a 6 chakra. You would have a 30 point Chakra Pool at your disposal. You may use all of this pool in a topic with no penalty, but should you need more then you can take your permanent points and have a 30 point Chakra Life Pool. At this point the jutsu would cost thus - E-Rank Jutsu cost four points from the pool, D-Rank Jutsu cost ten points from the pool, C-Rank Jutsu cost fourteen, B-Rank Jutsu cost twenty, A-Rank Jutsu cost twenty four and S-Rank cost thirty points. For every five total points spent from this pool you lose a permanent point of Chakra that must be regained through RP. If you reach 0 Chakra you die.


Luck
For Luck a staff member will overlook your expenditure to make sure it is acceptable and not an abuse of the stat. It may only be used once per topic. For avoiding a small problem the cost would be three points, for a more serious problem the cost would be five and to avoid a catastrophic/life ending event it will deplete ten points or all if you have less than ten and the maximum number of luck allowed to be regained is lessened by the difference. You may only avoid a single catastrophic event once in the lifetime of a character. Example: You have only 8 Luck but you are about to be blown away by a Bijuu. You may spend that Luck and permanently damage your Luck stat, thus making the maximum you may regain to be 18. Luck is a difficult stat to attain and is gained only through social RP.
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