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Posts : 956
Join date : 2020-04-12

Character sheet
Experience: 100000
YEN: 100000000

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PostSubject: Stat System    Stat System      EmptyMon Apr 04, 2022 9:43 pm

Stat System      200w.webp?cid=ecf05e473w7kuvzxppcoxrvs1dplvd4qqhrxbxderpro6opm&rid=200w


STATS AND YOU:


We are using a two fold stat system that interacts in a very simple, straight forward manner. Stats are the way we keep up with who can do what in combat, and how you can interact player to player, or player to NPC in meaningful ways with minimal room for error. Below, I will list a general breakdown of the stats we use in our FREEFORM version of combat:








STATDESCRIPTION
StrengthYour physical strength, how hard you punch and how much you can lift, essentially. It should be noted that one can keep up with someone at +1 their rank in a direct strength contest, though they will eventually be overpowered (2 posts). If the disparity between tiers is higher than +1 the weaker party is unable to keep up.  (e.g. player x has D-tier strength and player y has C-tier strength. In an arm wrestling competition, player x can keep up with player y for two posts before being overpowered.)
SpeedYour physical speed, how fast you can run. One can keep pace with someone up to +1 their speed before being overcome (2 posts). If the disparity is higher than +1 the slower party is unable to keep up.
Perception (Works in two parts)Reaction Speed: Your ability to track and react to speed. You can comfortably track someone up to +1 tier your speed before being eventually overwhelmed (2 posts). If the disparity is higher than +1 tier, you see nothing more than a blur of motion. If the disparity is higher than +3, the faster party moves faster than the slower party can see properly without an outside aid (i.e. Jutsu or Equipment). 

Genjutsu Resistance:  This is a person's ability to determine that they are in a Genjutsu and then gain enough self-control to attempt to break out of it.  Mechanics found here.
EnduranceHow much damage your body can handle before death. You can take 3 instances of damage of your own rank, -1 for each rank above you. This number is doubled however for each rank below you. 
(i.e. A C-rank character could take 3 Instances of C-rank damage, 2 Instances of B-rank damage and 1 Instance of A-rank damage before death. BUT they would be able to take 6 Instances of D-rank damage and 12 Instances of E-rank damage before death. 
The stats listed above are in reference to Freeform Combat which is essentially just the basic ability of your body to deal damage, take damage, or move quickly. The other form of stats, are in reference to Technique Combat, which is how your Jutsu’s interact with each other and with others. Below are the stats and description of Technique Stats:







STATDESCRIPTION
StrengthThis would be the damage your technique can do. This is generally equal to the rank of the technique used if no other factors come into play.
SpeedThis is how fast your technique moves in the case of projectiles, or in the case of techniques cast BY/ON the user, it determines how quickly the user moves when casting the technique.
RangeThis determines the area that your jutsu is able to affect. This range is based on rank of the technique and can be influenced by other traits or perks as well. Below is a breakdown of each rank and the associated range:

E - 5m

D - 15m

C - 30m

B - 50m

A - 70m

S - 100m

These can be increased, but this must all make sense in the wording of the technique itself. For example, a Shadow Clone is a B-rank technique, it doesn’t allow you to create clones anywhere within 50m but it does allow your clones to travel anywhere within 50m of you.
DurabilityThis is in reference to how durable your technique is. This can be used in a few different ways, and each has its own connotations unique to it. 

Ranged durability: techniques such as mud wall, that are cast at a distance to the user, thus colliding with a technique before it gets close to the user. 

Self Durability: Techniques such as earth spear that directly coat the users body in a defense, thus techniques still collide with the user. 

Chakra Enhanced Endurance: Techniques that boost the users natural endurance via chakra. 
Misc.The final, and possibly most difficult stat to define, is simply labeled, Miscellaneous. This stat covers all related effects that aren’t related to the above stat listings. Below will be a list of a few of these effects and how they interact. 

  • Healing: Techniques that heal an instance of damage
  • Poison: Techniques that cast a poisoning effect
  • Buff/Debuff: Techniques that buff or debuff yourself/others
  • Paralysis: Techniques that would cause a temporary paralysis effect


This is where most Genjutsu would fall categorically as well, since they don’t deal physical damage and usually just incapacitate an opponent temporarily or disorient them. 
Stat Disparities: In general, all of our stats operate on a 3,2,1 ratio. This means that when two players in contention have a disparity of +\- 1 rank between them, the weaker party can keep up for 3 posts, if the disparity is +\- 2 ranks the weaker party can keep up for 2 posts, if the disparity is +\- 3 ranks the weaker party can keep up for 1 post, and if the disparity is 4+ ranks, the weaker party is unable to keep up. Below is a better breakdown of interactions between the different kinds of stats:


  • Freeform v. Freeform: When two freeform stats interact, the way that they interact is largely left to what is the most realistic within the system as well as how the interaction is written for both sides. But in general, this will stick largely with the above 3,2,1 disparity system. 



  • Jutsu v. Jutsu: When two Jutsu interact, it is called a “Collision” and depending on the rank disparity, the elements, and the way the Jutsu are made to interact would determine how these collisions play out. 
    • Offensive v. Offensive: When two offensive techniques of the same element collide, it is treated with a 2,1 disparity system. If the two techniques are of equal rank, they cancel out with both casters taking -1 rank damage to the techniques cast. If the disparity is +\- 1 rank, the stronger technique is weakened by 1 rank and the caster of the weaker Jutsu takes that damage. If the disparity is 2 ranks or more, the weaker technique is overcome completely and the caster of the weaker Jutsu takes the full damage of the stronger Jutsu. 
    • Offensive v. Defensive: When an offensive technique collided with a defensive technique and both techniques are the same element, it operates in a similar manner to the above. For each rank higher the offensive technique is than the defensive, that is how much damage is dealt to the caster of the defensive technique. (e.g. a B-rank Fire Wall v. An S-rank Fireball. The fireball would overcome the wall, and deal B-rank damage. S - 2 = B). If the defense is higher, the offensive technique is cancelled out completely. 
    • Elemental Superiority: In the case that the techniques that are colliding are of different elements, one must take into effect the Tier of the elements as well as their strength/weakness to each other. If they are the same tier, but opposing elements, the element that is superior is granted +1 power to the Jutsu. If one of them is a higher tier element, it is always superior. 




  • Jutsu v. Freeform: When one is attempting to interact with a Jutsu using their Freeform stats, the system is a bit less forgiving and a lot of the time it comes down to realism. You won’t be able to out strength a fireball with just your muscles. However, if your Freeform Stat is 1+ ranks higher than the relevant stat of the Jutsu, you are able to interact with it. For example:
    • F-Strength v. J-Durability: If your Strength is 1+ ranks higher than the durability of the Jutsu, you are able to break it, however you aren’t still able to deal damage to the user of the opposing jutsu in the same motion. 
    • F-Endurance v. J-Power: If you are trying to ‘Tank’ a Jutsu, and you are 1+ endurance to Jutsu power then you may lower the rank of damage you take by 1 per rank you are above the Jutsu. (i.e. if you are 1 rank higher, the damage of the Jutsu is reduced by 1 rank, if you are 2 ranks higher the damage of the Jutsu is reduced by 2 ranks). You’ll still take damage, but it will be reduced. 
    • F-Speed v. J-Speed: If you are 1+ ranks faster than the speed of a Jutsu, you are able to keep up with it for 3 posts before you lose it.  
    • F-Perception v. J-Speed: This stat comparison operates the same as Freeform v. Freeform





                             Speed and Movement Limitations


Depending on the speed of the character in question, there is a limitation for the distance they can cover in a singular post.  This is important, because it places value on the range offered by techniques and pieces of equipment.  It can be found in the table below.











StatFreeform Speed MovementTechnique Speed Movement
E55
D1015
C1530
B2550
A3570
S50100
S+55110
S+260120
S+365130



Remember: How strictly you follow these rules is up to you and your roleplay partner.  If you determine to abandon them completely and you both agree on it, then who cares?  However, for death-enabled topics, this mechanic is important and must be obeyed.


Stat Increases

Things like traits and fighting styles that give you a (+) to a particular stat do have a cap that is not surpassable without having the "Booster" trait. The MAX number of buffs one may have active at once is +2. If you have a trait/fighting style that would allow you to get above +2 and you don't have the "booster" trait, you are UNABLE to get above +2. This is only on a single stat at once, not all stats across the board. (e.g. You may have +1 tech power, +2 tech speed and +1 freeform speed.)


CHAKRA AND STAMINA:

Chakra and Stamina are the primary pools of energy one uses here on NR. Chakra is used primarily to cast jutsu or to supplement one’s taijutsu, whereas Stamina is used to cast taijutsu and other forms of ‘martial arts’. These pools are finite, however, one naturally regains this energy very slowly at 10% per post that ISN’T using any chakra or stamina. Meaning essentially you cannot be fighting with that pool that you want to recharge. If one runs out of Chakra OR Stamina in a battle, they lose consciousness until they have regained at least 30% of their pool back.

E - 25 Chakra/Stamina

D - 50 Chakra/Stamina

C - 100 Chakra/Stamina

B - 150 Chakra/Stamina

A - 200 Chakra/Stamina

S - 300 Chakra/Stamina
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