Jun 25, 2015 7:33:51 GMT -5 |
Post by Shimizu Katsuro on Jun 25, 2015 7:33:51 GMT -5
In Character Regulations
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All in character regulations are enforced in the Legends of a Ninja alternate universe.I. Ranks
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Everyone begins life here as a human Genin. Every Genin will be assigned to a three person team, and will be assigned one Jounin team leader. Genin may only go on D-B ranked missions. In order to rank up, a Genin must complete the Chuunin Exams which should be held every three months. In order to qualify for the Chuunin Exams, a Genin must have five threads completed, three of which must be mission threads, and a total of 50 posts on the site.
Chuunin are allowed to lead B-rank missions with Genin. Chuuman may go on D-A ranked missions. In order to rank up, a Chuuman must complete the Jounin Exams which should be held every six months. In order to qualify for the Jounin Exams, a Chuunin must have fifteen more threads completed, ten of which must be missions, two of which must be leading Genin missions, and a total of 200 posts on the site. Finally
Jounin are the best of the best ninjas in the village. Jounin are able to lead a team of three Genin, one team at a time, they will be able to take a student every time one Genin graduates to become a Chuunin, but only three Genin students can be taught at a time. Jounin can officially be a part of ANBU, Medical Corps, and Council Positions, under the discretion of the Kage. Jounin may go on any level mission.
Kage is the title to the strongest ninja in any given village. They lead their village and fellow ninja. A person must gain the rank of Jounin before they can be given the title of Kage. A person must apply to become Kage, and staff members will review their body of work before they accept or reject the application.
Missing-Nin are only allowed at the Chuunin rank, but therefore not allowed to rank into Jounin after that, but can continue to become stronger. They will be given bounties based on the crimes they commit. Physical movement around the world will be limited, and you will be hunted. Also must have a legit reason as to why you became a Missing-Nin.
Once a ninja levels to the next rank, all skills gain an additional 10 experience to each stat.
II. Stats
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Legends of a Ninja is a stat based role playing site. This means that a ninja must rank up their stats in order to get stronger. We find that this is a fair way to regulate spars and tournaments. We also use a dice rolling system, where fighters will roll dice (dice a button in the reply section, push the button, and put in the range of your stats). No stat can go below one.
Stamina stats is focused on how long a fighter can stay in a fight.
Chakra stats is focused on how many techniques can be used in a fight. (We give you the ability to wall walk or water walk, with no reprecussions )
Strength stats primarily is focused on offensive Taijutsu.
Power stats primarily is focused on offensive Ninjutsu.
Defense stats is focused on defensive Ninjutsu and Taijutsu.
Mental stats is focused on offensive and defensive Genjutsu.
Speed stats is focused on who gets the make the first move in a fight and how often a fighter uses techniques.
Reflex stats is focused on how often a person can dodge attacks.
III. Fighting
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There are two different ways to fight. Players can fight unofficially, which means they roleplay out their fights without using dice. This is completely under their control, and they just have to roleplay out their fighting, wins and losses. The official way to fight is to role play out the fight AND dice rolls, must be use in Exams, Arcs, Missions, and Tournaments. Dice Rolling is based on an honor system, and if a person is caught cheating, the cheater will take the maximum amount of damage or if defending, lose the amount of attacked, and next turn will be skipped, and that second attack will be rolled and cannot be blocked or dodged. If you suspect cheating, please notify a staff member, we will check the security logs to see if a post was modify or deleted, and afterwards moderator will be the rolling for both parties for the remainder of the fight.
Explanation of stats: Once Stamina reaches zero, the person is knocked out and loses. Once Chakra reaches zero, the person can no longer use techniques and must use only base Taijutsu. Strength is a ranged stat, and the attacker will roll to see how strong their physical attack will be. Similar to Strength, Power is a ranged stat, and the attack will roll to see how strong their physical ability will be. Strength and Power is opposite to Defense, which is a ranged stat, the defending will roll to see how much will block the amount of damage done.
FOR EXAMPLE - Let's say you roll a Strength or Power of 6, the next post a roll see how much their defense stat blocks for, let's say the opponent rolls a Defense of 4, AND THEN DOUBLE POST AGAIN role play accordingly in their next post, and then roll again for their attack. That means the defending loses 2 Stamina, and the fight continues.
So pattern should go FIGHTER 1 - ROLEPLAY AND ATTACK ROLL in the same post.
FIGHTER 2 - DEFENSE ROLL post.
FIGHTER 2 - ROLEPLAY AND ATTACK ROLL in the same post.
FIGHTER 1 - DEFENSE ROLL post.
FIGHTER 1 - ROLEPLAY AND ATTACK ROLL, continue until one cannot fight.
Mental stats is a ranged stat and will determine how successful or unsuccessful a Genjutsu will be, and also how effected and long the opponent is in the Genjutsu.
FOR EXAMPLE - Let's say FIGHTER 1 has a Mental of 6, and your opponent has a Mental of 4. 6/4 is below 1 and the opponent will be in the Genjutsu for one post, and their turn will be skipped. FIGHTER 1 must roll their Mental again to do damage and the opponent will take the full amount of damage.
EXAMPLE #2 - Let's say FIGHTER 1 has a Mental of 6, and your opponent rolls a Mental of 7. The attacking Genjutsu will be unsuccessful.
EXAMPLE #3 - Let's say FIGHTER 1 has a Mental of 6, and your opponent rolls a Mental of 2. FIGHTER 2 will be in the Genjutsu for 3 turns. They will then roleplay the Genjutsu for 3 turns. The defender can continue to roll Mental dice to escape the Genjutsu, if successful, must roleplay their realization by hurting themselves to escape the Genjutsu.
Speed stat will determine which fighter will go first in a fight, also it will determine how many moves a person will have in one post. A person does not need to use an attack to use up their one move.
FOR EXAMPLE - Let's say FIGHTER 1 has a Speed of 6, and your opponent has a Speed of 5. FIGHTER 1 will begin the fight.
EXAMPLE #2 - Let's say FIGHTER 1 has a Speed of 6, and your opponent has a Speed of 2. This means FIGHTER 1 will get in 3 different attacks in the same post every time because 6/2 = 3. This means FIGHTER 1 will get to roll 3 times for his 3 separate attacks. FIGHTER 2 may only block or dodge ONE of these moves. The other moves will hit for full damage.
EXAMPLE #3 - Let's make it opposite from EXAMPLE #2. FIGHTER 1 is defending now. Since FIGHTER 1 is 3x faster than FIGHTER 2. They can choose to BLOCK AND THEN DODGE. Therefore will roll 2 separate dice.
If the fight contains more than two fighters, Speed is subtracted to determine how many moves how many people can be affected.
FOR EXAMPLE - Let's say FIGHTER 1 has a Speed of 10, FIGHTER 1 targets FIGHTER 2 who has a Speed of 6, can attack FIGHTER 2, FIGHTER 1 still has leftover Speed and can attack FIGHTER 3 if he chooses. If you have leftover speed to attack more than one opponents, then can choose to do so, abilities will cost the amount of times used though.
Reflex stat is a ranged stat and will determine if a fighter can dodge a move or ability. Regular dodging can be done up to 3 times per fight, successful or unsuccessful. Using an ability to dodge can be done as much time as Chakra pool will allow. The risk with dodging is if dodging fails, you are hit for the full amount of damage.
FOR EXAMPLE - Let's say FIGHTER 1 has a Strength of 6, and you decided to dodge instead of block the move. If you roll higher than the attack done, you will successfully dodge. If you roll below the offensive dice roll, you will take the damage for the full amount.
All moves must be labeled, such as rolling REFLEX of "DICE ROLL" or rolling POWER of "DICE ROLL" for example.
IV. Status Ailments
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There are different status ailments that can effect your character during a fight. These will hurt the fighters throughout the fight.
Poison - Lasts for the remainder of the fight, a small set amount of stamina will be lost unless healed.
Paralyzes - Lasts a certain amount of time, a fighter is stunned and turn will be skipped.
Blindness - Lasts a certain amount of time, a fighter is blinded and the accuracy of the move is lowered. If blinded the role player must roll a standard die, and must roll a 6 in order for the move to hit.
Slow or Freeze - Lasts a certain amount of time, a fighter is Speed stat is affected and adjusted for that many turns.
V. Familiars
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Familiars are a animal counterpart that fight along side you. You must divide your stats among yourself AND your familiar. Yes so it would be twice the work and twice as hard to level up skills. But that also means you will be able to attack as two people, and your opponent must fight another adversary. Familiars do not have the Chakra stat. Familiars cannot be mythical creatures. Familiars cannot speak words. Familiars do not have their own jutsu, but must be used in combination with their owners. Familiars cannot be mythical creatures.
VI. Summonings
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Summoning contract can only be made Chuunin rank or above. Only one person has one summoning and it's unique to that person, for example if you wanted to make a contract with a Butterfly, all Butterflies will be the same, but if it's as distinct as a Great White Shark or Hammerhead, that will be acceptable. Chakra will be taken away from the summoner and summoning every turn. Also Summonings are only Chakra based, and once either Summoner or Summoning runs out of Chakra, the summoning will disappear. Stats works just like Familiars, where you must train your Summoning in order to become stronger. Summonings take up two jutsu slots. Summonings are capable of human speech.
VII. Clans
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An approved clan gives various perks to stats or jutsu or overall strength. No two clans will be the same or give the same perk, therefore it is first come and first serve. No clan can be archived, so if the clan maker is gone, a new clan leader will be given control to who can be accepted into the clan or not. You must ask the clan and be approved before you can be a part of a clan. If you do not have an approved clan, you will be regular and be given no advantage. There will be no canon clans. Clans are required to have a crest to represent them. You also cannot be the sole survivor of your clan(with perks), but if you do not have an official clan, then sure you can say so if you want.
VIII. Puppetry
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Puppets work very similarly to familiars, but they do not have any stats, they do not have any stats, but counts as another attacker. Puppets use the same Power stat as the user, and also as long as the Puppet is in use, Chakra will be taken from the user, once the user is out of Chakra, they can no longer use their Puppet. Genin may have 1 Puppet, Chuunin may have up to 3 Puppets, and Jounin may have up 7. As the user gains experience, the easier it will be to handle the Puppet(how much Chakra is being used). Must primarily be a Ninjutsu user. Puppets take up one jutsu slot. Please be realistic when with your puppet's equipment, such as projectiles.
IX. Jutsu
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There is a limited amount of techniques a fighter can use. Everyone has the 3 basic Academy Student jutsu. Genin begin with 2 D-Rank and 1 C-Rank jutsu and can only learn jutsu up to B-Rank. Once a person becomes a Chuunin, a person can add an additional 2 C-Rank and 1 B-Rank Jutsu and can only learn jutsu up to A-Rank. Once a person becomes a Jounin, a person can add an additional 2 B-Rank and 1 A-Rank jutsu and can learn any rank jutsu. Each jutsu rank costs a certain amount of experience points. E-Rank cost 10 experience points. D-Rank cost 20 experience points. C-Rank cost 40 experience points. B-Rank cost 80 experience points. A-Rank cost 160 experience points. S-Rank cost 320 experience points. If a Familiar, Summon, or Puppet also use jutsu, you must purchase jutsu techniques separately for them also, using your experience points.
X. Experience
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Missions, Events, and Tournaments will always use the official way of fighting, meaning the use of dice rolling is essential. Money is fictional and have no real purpose on the site, but is used for role playing purposes. Money can be equivalent to spending experience points though. Experience Points can be given out for Missions, Events, and Tournaments or any other special circumstance. There will always be a set amount of experience given for successfully completing tasks. Missions earn ninja set amount of points. D-Rank missions earn 60 experience points. C-Rank Missions earn 70 experience points. B-Rank Missions earn 80 experience points. A-Rank Missions earn 90 experience points. S-Rank Missions earn 100 experience points. Missions will be posted up in villages and is on a first come and first serve basis, a staff member must decide if a mission was successfully completed, if not, participants will earn half of the experience. Depending on the event, an appropriate amount will be given then. Tournaments - All Participants will earn 20 experience points, quarterfinals will earn an additional 20 points, semifinals will earn an additional 20 points, and finals will earn an additional 20 points and the winner will earn an additional 20 points. Experience points will be given out by staff and will be edited to your profile. Social(non combative) and practicing techniques or spars will gain 1 experience point per post you make, and must have at least one other role player participating. The Training Center is where you will go to spend your points. We use liquid time, and uou can be a part of as many different threads as you like, but one mission must be taken on at a time before the next mission can be done.