| | New and Improved Systems? | |
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+7Nisshoku Nike the Magnus Sh1nsui Murderous Nero Tang Hao Yamida ODa 11 posters | |
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ODa
Posts : 1910
Ninja Info Card Ryo: 0
| Subject: New and Improved Systems? 4th January 2018, 7:56 pm | |
| Topic numero uno. Systems. So, we’ve been getting feedback here and there about some opportunities with some of the systems. Well, here’s your chance to get your opinion heard. This topic is for that constructive ( not destructive )criticism that you’ve been wanting to share. That being said, please share your ideas on how to improve it. Take note that this is for your ideas and this is a safe place to share them. You won’t be ostracized. But know that these proposals aren’t guaranteed changes either. Ultimately, we will review and consider all posts equally and the ones, if any, that best portray our vision at LR may be incorporated into the site. You posts can be about any system in the ‘books’ We look forward to seeing some good ideas. | |
| | | Yamida
Posts : 266
| Subject: Re: New and Improved Systems? 4th January 2018, 8:33 pm | |
| No wordcounts, no stats. Everything done through experience. If you don't have a FS, you can only use up to C ranked jutsus in that style. No OOC ranking up. | |
| | | Tang Hao
Posts : 130
| Subject: Re: New and Improved Systems? 4th January 2018, 9:02 pm | |
| Besides the other stuff I mentioned in the chatbox the other day, it would probably be a good idea to keep any created missions as standardized when it comes to amount of money and exp each missions gives. Before on the forum there were random missions that gave way more than the others. People would just make massive swathes of easy to complete missions that could be stacked and turned in with no character development in the slightest. Most of them wouldn't even make much sense IC. Also new gfx and a shitton of chatbox emotes please. | |
| | | Yamida
Posts : 266
| Subject: Re: New and Improved Systems? 4th January 2018, 9:07 pm | |
| - Vyrst wrote:
- Besides the other stuff I mentioned in the chatbox the other day, it would probably be a good idea to keep any created missions as standardized when it comes to amount of money and exp each missions gives. Before on the forum there were random missions that gave way more than the others. People would just make massive swathes of easy to complete missions that could be stacked and turned in with no character development in the slightest. Most of them wouldn't even make much sense IC. Also new gfx and a shitton of chatbox emotes please.
I agree with the problems you've listed with mission rewards. I think I even remember such irregularities. However, I do believe that the monetary system should be made in a flexible way as such that wealthier villages could offer more money than "less-fortunate" villages. | |
| | | ODa
Posts : 1910
Ninja Info Card Ryo: 0
| Subject: Re: New and Improved Systems? 4th January 2018, 9:14 pm | |
| - Vyrst wrote:
- Also new gfx and a shitton of chatbox emotes please.
*cough*Nike*cough* | |
| | | Murderous Nero
Posts : 140
| Subject: Re: New and Improved Systems? 4th January 2018, 9:31 pm | |
| For the combat style or specializations level it should go from Beginner, Adept, Expert, Master. | |
| | | Yamida
Posts : 266
| Subject: Re: New and Improved Systems? 4th January 2018, 9:39 pm | |
| - Nero_Uchiha wrote:
- For the combat style or specializations level it should go from Beginner, Adept, Expert, Master.
If there will be 4 tiers, I suggest that someone that has no fluency in a style should only be capable of learning D ranked jutsus. Beginner - C, Adept - B, Expert - A, Master - S. I like this a lot. | |
| | | Murderous Nero
Posts : 140
| Subject: Re: New and Improved Systems? 5th January 2018, 5:58 am | |
| - The Damjan wrote:
- If there will be 4 tiers, I suggest that someone that has no fluency in a style should only be capable of learning D ranked jutsus. Beginner - C, Adept - B, Expert - A, Master - S. I like this a lot.
Exactly what I was thinking, also exp should be given for training, missions, and sparring money only in missions I think; there isn't going to be a stat system I think so that's good. >> We should also talk about banned and Restricted techniques/ Elements / Clans. | |
| | | ODa
Posts : 1910
Ninja Info Card Ryo: 0
| | | | Sh1nsui
Posts : 46
| Subject: Re: New and Improved Systems? 7th January 2018, 7:20 am | |
| #BanUchiha jkjk I'm thinking that... I love the 4 tier idea. However, will taijutsu still be the deciding factor for your str, spd, end? Also yes, fix missions. Fixed amount of exp/ryo based on the mission rank. Maybe to make clans more balanced, you can make a system where lets say a clan may have 1 T3 buff, 2 T2 buffs and 3 T1 buffs? Change it how you like. A T3 would be like a doujutsu or advanced release. T2 could be like a buff in physical capabilities (so one in strength and one in endurance) or maybe even elemental buff, like your B rank water jutsu can par with someone else's A rank water jutsu. T1 buffs can be like... Extra starting ryo, exp, jutsu. The small things. Btw i mean the clan chooses between one of those options, they can't have them all, just the T3, or just the T2's or just the T1's. Additional rules can be made, like how much a doujutsu is allowed to do. There should be an equally opposite debuff for T3 and T2 clans, but i think T1 clans are ok, they're like the rich and spoiled but weaker and fragile kkg wise, since they don't acutally have kkg | |
| | | Nike the Magnus
Posts : 3276
Ninja Info Card Ryo: 55000
| Subject: Re: New and Improved Systems? 7th January 2018, 11:04 am | |
| I would like to step in for a moment, I know this is about member input, but I had some questions.
I will try and work a mock up of the 4 tier system, (However do we count N/A as a tier? or not) Currently appears we have 3, so not super difficult.
What my ears rang too was this small internal conflict.
Stats, a lot of people hate hate hate them. A lot of people do not want them. What I do see is, people seeming to "hint" that taijutsu and weaponary should not be the "only" stat gainers (for shits).
So I will ask, is there a way to have some codex of stats, without actual stats like "Strength" or "Durability or "Speed (which everyone seems to love).
And on the other hand, looking at various ninja in the series, Databook says Might was only slightly faster than Kakashi, same speed as Itachi. So maybe it isn't all Taijutsu?
What do you all think?
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| | | Nisshoku
Posts : 100
| Subject: Re: New and Improved Systems? 7th January 2018, 12:44 pm | |
| - Nike the Magnus wrote:
- I will try and work a mock up of the 4 tier system, (However do we count N/A as a tier? or not) Currently appears we have 3, so not super difficult.
What my ears rang too was this small internal conflict.
Stats, a lot of people hate hate hate them. A lot of people do not want them. What I do see is, people seeming to "hint" that taijutsu and weaponary should not be the "only" stat gainers (for shits).
So I will ask, is there a way to have some codex of stats, without actual stats like "Strength" or "Durability or "Speed (which everyone seems to love). Then N/A would be D rank that's clear. Also if you want to use stat for Tai & Buki; how about having stats like strength, speed, endurance, Stamina but instead of increasing stat we boost the tier of the style so let's say two equal rank shinobies are fighting and one wants the upper hand on the other one then they can use a tier Boost (a Tier Boost is a Technique that allows the user to increase there tier aka Expect to Master Tai/Buki temporarily) also stamina would only be depleted if they use Tai/Buki techs same with strength and endurance, endurance will decrease if said user is hit with a jutsu directly, same with strength but instead of depleting from taking hits it depletes from continues physical jutsus. | |
| | | Sh1nsui
Posts : 46
| Subject: Re: New and Improved Systems? 7th January 2018, 2:57 pm | |
| what about this Basic, Adept, Expert, Master. basic isnt really a tier, everyone has it, so it"s really just N/A. 4 adept make one master, 2 adept make one expert, 2 expert make one master Basic = up to D rank usage Adept = up to B rank usage Expert = up to A rank usage Master = up to S rank usage and limiteds available | |
| | | Nike the Magnus
Posts : 3276
Ninja Info Card Ryo: 55000
| Subject: Re: New and Improved Systems? 7th January 2018, 3:46 pm | |
| Something along these lines? - Ninjutsu:
Ninjutsu Ninjutsu (忍術; Literally meaning "Ninja Techniques"), is a term referring to almost any technique and allows the user to do something that they otherwise would be incapable of doing. Unlike genjutsu, which makes the opponent see illusions, the effects of ninjutsu are real. They vary greatly in purpose, with the simpler ninjutsu serving such tasks as transforming the user or allowing them to evade attacks. These techniques are often second-nature for experienced shinobi, who can use them at will. breakfast Basic - Not having any skill in this area limits a Shinobi to only techniques of E and D rank, the most basic skills that every shinobi must have. If they wish to learn any of the higher leveled Ninjutsu techniques, one must first gain the Basic level. Adept - At Basic level one can learn E, D, C, B Ranked techniques of Ninjutsu typing. Indeed, at this level they learn how they have skill in this area and so they are able to use Ninjutsu of all kinds. At this level, the shinobi has become moderately familiar with hand signs and can tell when a person is using any elements that the user already possesses. If the user already knows the technique being used against him/her, he/she can tell possibly before the hand signs are even completed if the set of hand signs is long and complex [5 Hand seals+]. Their hand seal speed equals Taijutsu Basic speed, so they can finish one or two seals before getting hit by a punch. Expert - Those of this level can learn Ninjutsu techniques of all levels, including the powerful S-Ranked ones. At this level, familiarity with hand signs is more noticeable. Because of his/her knowledge of hand signs, the user is capable of conducting them at a faster pace than their lower counterparts, that members of this level can do hand seals at a blurry rate, same as the level of speed at which Taijutsu Adepts move, they can complete series of seals before a Basic can punch them and a seal or two before an adept punches them. At this level, chakra control and execution is heightened. In other words, users begin to waste less chakra on their techniques, therefore using less chakra for the same desired effects. Ninjutsu up to Rank B cost half the amount of chakra to conduct. Master - A Ninjutsu master is highly advanced with these physical arts for their ranking. At his level, ninjutsu users are very familiar with molding chakra and the hand signs used to do so. Because of such, their hand signs are much faster than the normal persons, their hands move kinda hard for anyone in particular to follow, unless they are of a same level in specific other Combat Specs. They can easily do a ton of seals before a Basic or less can punch them, a couple of them before an Adept could punch them and maybe one or two before a Master could punch them. Their hand seal speed equals the speed of Taijutsu Masters. Not only that at this level of specialization, the user is capable of utilizing chakra to an even higher degree and executing techniques more easily. At this level, ninjutsu up to Rank B only use one fourth of the typical amount of chakra. Ninjutsu of higher ranks, up to S-Rank, cost half the chakra amount required.
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| | | Sh1nsui
Posts : 46
| Subject: Re: New and Improved Systems? 7th January 2018, 3:51 pm | |
| yes perfect. however the handsign speed mentions of x tai can punch needs to be fixed ti fit the 4 tiers, i think | |
| | | Nisshoku
Posts : 100
| Subject: Re: New and Improved Systems? 7th January 2018, 5:35 pm | |
| - Sh1nsui wrote:
- what about this
Basic, Adept, Expert, Master. basic isnt really a tier, everyone has it, so it"s really just N/A. 4 adept make one master, 2 adept make one expert, 2 expert make one master Basic = up to D rank usage Adept = up to B rank usage Expert = up to A rank usage Master = up to S rank usage and limiteds available Totally love this also how about this Beginner | Those who are a Beginner with a specialty are just learning how to use it, and may use it with D-Rank proficiency. Novice | Those who are a Novice with a specialty are starting to get accustomed to it, and may use it with C-Rank proficiency. Adept | Those who are Adept with a specialty have developed a talent with it, and may use it with B-Rank proficiency. Advanced | Those who are Advanced with a specialty are extremely capable with it, and may use it with A-Rank proficiency. Mastery | Those who have become a Master of a specialty have perfected their talent, and may use it with S-Rank proficiency. Tottaly find if mine is not used. | |
| | | O.G. Bastian
Posts : 21
| Subject: Re: New and Improved Systems? 8th January 2018, 8:12 am | |
| So a while back I made a system for a site I never finished (combining several ideas into one). The concept was to remove the idea of ranks equaling higher power. I essentially tried to make it so ranks were more akin to titles while using an alternate system to determine how skilled a character is. It works fairly well with most systems and takes a bit off workload off of staff. Mostly staff work involving making sure peoples calculations are valid. This also brings more focus to roleplaying rather than relying strictly on missions or events. Someone who chooses to roleplay as a doctor and not be all that combat oriented can still grow in power (albeit a slower rate). The system is below - Spoiler:
The Growth System The growth system works as a means for a character to progress in regards to physical prowess, intellectual prowess, leadership prowess, and technical prowess. These four areas are each in thier own way vital to a characters development in that they all involve one another in some fashion. This guide and system will explain how each area works individually and gow they work in hand with each other. Before we go into that, allow me to first explain how growth points (GP) are earned. As stated GP stands for growth points and will be referred to as such throughout the remainder of this guide. GP essentially is the most important aspect of the character development process. These points are used as a means to purchase any non-tool or weapon related abilities to your character. These points are earned in several ways. - The first and perhaps simpliest of ways is through simple roleplay. For every 150 words typed in a casual or private thread, you automatically gain 10 EXP. The word count is reduced by 25 words for every participant in the thread up til 4 (including the thread creator). This means at most the word count can be reduced to 75 words (thread creators don't count in regards to word count reductions). Pretty simple, no? But alas there is always a catch when it comes to things such as these. For every 100 EXP that has been earned (gained through any means), the mandatory WC requirement for that character is increased by 25 words. Check out the EXP conversion table provided below for details.
- Another method is completing quests or missions (both custom and pre-made). Though missions and quests are not limited to giving Exp, completing them will grant you Exp based on the degree of difficulty of the quest. If it was treated as a simple task, your likely to earn less than someone who struggled a bit more. More detail on exactly how this works will be provided in the guide for quests and missions.
- Naturally there will be site-wide events that will offer a variety of rewards, Exp being one of them. Try to keep an eye on the Event Board and stay up-to-date on the latest events on the site.
0 ~100 Exp = 150 Word Count 101~ 200 Exp = 175 Word Count 201~ 300 Exp = 200 Word Count 301~ 400 Exp = 225 Word Count 401~ 500 Exp = 250 Word Count *This increase continues indefinitely. If one reaches 1000 Exp then the increase is to the word count would be 400.* Increasing the prowess in either of CoGs will cost 100 Exp for one Growth Point for the specified area. Meaning if one puts 200 EXP for Leadership Prowess, they will earn 2 GP for that category of growth. This brings us to what best can be described as the "categories of growth" or CoG for short. There are, as previously mentioned, four CoGs that offer different benefits to the character as each one is developed. These four are Physical Prowess, Intellectual Prowess, Leadership Prowess, and Technical Prowess. For the most part they go hand in hand with the majority of the systems that involve character development; such as traits, powers, armament, and armies. They offer no passive boosts and having more GP in a certain CoG does not offer any form of an edge; that is beyond opening the doors to stronger usages of powers or techniques. Essentially all are physically and mentally equal at the start, regardless of character age or lineage. Development as the character, at the creators discretion obviously, is how one sets themselves apart from the rest of the characters on the site. This next section will focus on what each of these mean and more importantly how they work for characters. - Physical Prowess (PP) ~ Focus is geared towards all physical feats such as how much power a character can put out with a single swing or how much damage they can sustain. This even effects the type of weapons you can use being that higher physical prowess is required to use heavier weapons. Even armor is dependent on physical prowess to judge how well one can move in heavy armor. In regards to traits, PP revolves around things such as enhanced durability, strength, or any other areas related to these. The particular area of prowess is favored by the more berserker style of roleplayer, able to take damage and deliver it.
- Intellectual Prowess ~ Focuses on attention to detail and overall creativity. This allows for one to invent unique techniques or usage of thier powers. The higher ones IP is the more unorthodox the usage can become. In regards to traits, IP deal with how well one is able to react in fluctuating situations or how well one is able to notice small abnormalities. Most useful to those that are more the reaction based roleplay style or the inquisitive sort.
- Leadership Prowess ~ Focuses ones ability to lead and influence those around them. LP is a necessity to any individual who desires a position of leadership. In order to lead anything from a squad of 5 (min.) to an entire country one must have high leadership prowess. This determines the skill and ability of your entire army or squad (NPC only). Traits for these involve a character's army or squad, from minor influences to moral to increased soldier attributes.
- Technical Prowess ~ How well one utilizes ones ability to actually perform feats, techniques, or powers. Therefore, if IP is considered the knowledge of how to perform a technique, TP is the actual application of the technique. In addition to this, TP focuses on how well one is at controlling thier bodies and powers they possess. In regards to traits, TP involves more espionage or finessee based attributes a person may have. Those we prefer to focus on power or technique development are partial to this area of prowess. This is also an idea choice for the more dexterous style role-player.
These four play off one another in a way that will become more clear once you get into the powers, techniques, and army creations. The more in-depth detail can be found in the Trait Guide. So I will only address the connection briefly to at least provide a general idea how they work. - PP ~ In regards to powers and techniques, this prowess affects the damage your potentially able to output with an attack. So for example a regular punch might be minimal damage at best, but that same punch with power behind it could potentially make that same punch increasingly more powerful. It varies on the tech or power in question. This also includes defense, increasing ones base durability or resistance to specified ailments or elements. In regards to armies, PP affects an armies base strength (not total number of troops).
- IP ~ When it comes to this prowess, it effects how unique powers can be used in application. For example, say a fireball is able to disperse into 10 small fireballs at the users whim. This increases the area of effect and displays a degree of knowledge of ones power. The more complicated the use the more IP is required. Keep in mind, this to display knowledge of how to do it. This also effects the total number powers or techniques one can have.
- LP ~ Does not effect powers, but focuses solely on increasing troop numbers and for establishing if one is capable of leadership positions icly. Meaning if your LP is low, you cannot be in position of leadership regardless of how powerful your character may be. Leaders with high LP are able to provide benefits to all those under thier command; npc (non-player character) and pc (player character) alike.
- TP ~ This determines the actual use of a power or technique. The more complex a tech or power is, the the higher TP one will need. An example of say 1 TP would be a simple enchanced punch that breaks wood on contact. Meanwhile something that has 5 TP could potentially bend iron from a single punch (examples not accurate acertations of the scale for TP which will be thoroughly done in the guides for power and technique creation). This works hand in hand with IP, as intellect is required to develop complex techs and powers.
And just an idea I had, something fairly new to consider, if we tweak how combat styles typically work. Usually you pick a style and are restricted to said styles chosen. What if we removed that idea. You would have styles, like say taijutsu, and using taijutsu would come at the standard cost (for this example lets say the char is C rank). A typical c rank using a c rank jutsu would be about 20% of thier chakra supply (ballpark number). If the c rank user uses a c rank taijutsu tech then they reduce the amount by 20%. However, if this same char uses lets say genjutsu which isnt thier chosen style, the cost is doubled. Also if said jutsu used does not match the nature of the style then the user must actually be taught the jutsu icly. It opens the doors for a lot of interesting fights and more importantly it doesnt lock chars into one area. Just an idea i had. I have other systems i will post. Do with them what you will. | |
| | | O.G. Bastian
Posts : 21
| Subject: Re: New and Improved Systems? 8th January 2018, 8:16 am | |
| Trait System Explanation & Guide There are individuals in the world that possess abnormal, if not remarkably talents. Whether it be an individual's ability to sway the masses with their charm or perform feats that even their peers are in awe of. The traits of these individuals are often what separates the fortunate from the fodder. Traits are ultimately used to emphasize what you feel makes your character stand out amongst the elite. Below is a rather simple guide that explains these are in greater detail and even provide a few examples of Traits that characters can possess.
What is a Trait, exactly? Traits are sort of little standout features about your character that separates them from others. It offers a chance to personalize your character to better fit your method of role-playing. They are 4 total categories for traits that run parallel to the Growth System: Physical Traits (relating to physical prowess), Intellectual Traits (relating to intellectual prowess), Leadership Traits (relating to leadership prowess), and Technical Traits (relating to technical prowess). Traits can be made to increase strength, endurance, and even the senses; but it can also make a character more knowledgeable about geography, societies, history, and even languages. Depending on your characters growth, you are able to gain access to stronger traits.
Ok. I get what they are, but are there limitations to trait effects? Yes. As previously stated these CANNOT be used in any offensive or defensive traits that cause outward harm or effect to others. They are strictly made for supplementary. This is also something that cannot be turned on or off, its meant to signify something about your character that is as natural to them as breathing. There are also requirements that are put forth on traits that play off ones Growth, meaning if one has not invested in say Intellectual Prowess they would not intellectual type traits. But if that same individual instead focused solely on physical growth, they could potentially have access to stronger physical traits.
Ok, fine. Is there a set number were allowed to possess? Yes and no. Your overall Growth Points earned (starting points not included) determines the total traits you can possess, so potentially there is no limit. However, this number is based on every 500 Growth points earned. These extra slots are not purchased and can only be earned through gaining Growth Points (excluding event rewards).
Do I get to change the traits whenever I want? No. Once you have chosen your trait(s) they are locked in place until you no longer desire to have the character. So be sure to choose your traits wisely.
So are all types of traits available to me? No. Some traits have requirements or prerequisites in order to attain. This can range from simply having a certain power or affiliation or growth of the character being focused on a certain prowess. While most of this is decided by the creator some traits may have requirements set on them by the Staff Member grading it. This will happen if one is unwilling to be reasonable with thier creation. It revolves around a "what makes sense" system in that traits should fit your character in some way. For example, physical prowess specialist possessing a trait that grants a bonus to physical technique's damage due to increased strength. A "make sense" requirement would be that to possess the trait one must have invested 2 Physically Prowess Points into the character in order to benefit from it. Just as an example.
Can I create custom traits, too? Yes. In fact its encouraged to do so in order to build your ideal character. Custom are, however, are checked by staff unlike the pre-made traits which are pre-approved. Customs are required to be detailed in what they do and how the character possesses it. Lacking detail will only result in being asked to provide it anyway, much easier to be thorough the first time.
Do trait effects stack with other similar increases from other sources? No. If increases for anything whether it be traits, powers, techniques, items, weapons, or whatever other source; the highest gain is the increase that counts. This pertains to effects that offer similar increases. So if a power increases someones strength, but they also possess a trait that increases strength then whichever is higher is the valid increase.
Well what about appearance based traits? Do these possess certain requirements or restrictions? Yes and no. Yes, almost all traits that don't affect your skill with specialties can be accessed. For example being talented in singing or being a painter are all considered traits. How this affects your character as a whole is completely up to you. Even deformities are considered trait worthy like having webbed toes or 6 fingers. Just keep in mind that such things should only be made into traits if they will affect the character IC. If they have 6 fingers but it doesn't offer nothing beyond being a conversation piece then it need not be made into a trait and simply left in the character description details. Depending on the traits they require some elaboration and have a chance to be made to have requirements (usually if its feltcthis deformity is gonna be used for conventional means). If requirements are made that do not live up to the sites criteria then be aware that your traits are subject to have more fitting requirements made for the trait in question. Keep this in mind when your creating custom traits.
While we do provide a default list of traits to choose from, creating custom traits is encouraged and will require approval from staff (same it would be if you were creating custom jutsu). Just to reiterate if the trait's requirements are not up to par then requirements can be set by staff. This means that if its felt your requirements are to high or to low they can and will be changed by staff to fit our criteria. So keep in mind what your asking for and if your character meets the criteria for possessing said trait. Might save you a tantrum. | |
| | | Nisshoku
Posts : 100
| Subject: Re: New and Improved Systems? 8th January 2018, 5:22 pm | |
| Pioson/Venom System D-Rank: At this rank poison pauses minor headache and venom causes depletion of Chakra & Stamina by 5 Cp/Sp every 2 post. Equal rank medicine can cure effect also equal rank medical ninjutsu. C-Rank: At this rank poison cause medium headache, nausea, and stomachache and venom cause depletion of Chakra & Stamina by 10 Cp/Sp every 2 post. Equal rank medicine can cure effect also equal rank medical ninjutsu; it requires two D-Rank medicine (pills/liquid/infection) to cure. B-Rank: At this rank poison cause major headache, nausea, and stomachache; and venom cause depletion of Chakra & Stamina by 20 Cp/Sp every 2 post. Equal rank medicine can cure effect also equal rank medical ninjutsu; it requires two C-Rank medicine (pills/liquid/infection) to cure and four D-Rank to cure. A-RankAt this rank poison cause major headache, nausea, and stomachache also causes minor vision distortion and sound distortion also fatigues user quicker. venom cause depletion of Chakra & Stamina by 30 Cp/Sp every 2 post. Equal rank medicine can cure effect also equal rank medical ninjutsu; it requires two B-Rank medicine (pills/liquid/infection) to cure and four C-Rank to cure. At this rank poison and venom can cause death having them for 10 post without curing can kill the user. S-RankAt this rank poison cause major headache, nausea, and stomachache also causes major vision distortion and sound distortion also fatigues user quicker. venom cause depletion of Chakra & Stamina by 40 Cp/Sp every 2 post. Equal rank medicine can cure effect also equal rank medical ninjutsu; it requires two A-Rank medicine (pills/liquid/infection) to cure and four B-Rank to cure. At this rank poison and venom can cause death having them for 7 post without curing can kill the user. Don't know if poison/Venom will be Banned but if not here's an Idea for a system. Decided to make venom to deplet chakra and stamina for now. I could have added more detail but this is just a rough draft. | |
| | | Yamida
Posts : 266
| Subject: Re: New and Improved Systems? 8th January 2018, 5:54 pm | |
| - O.G. Bastian wrote:
Trait System Explanation & Guide There are individuals in the world that possess abnormal, if not remarkably talents. Whether it be an individual's ability to sway the masses with their charm or perform feats that even their peers are in awe of. The traits of these individuals are often what separates the fortunate from the fodder. Traits are ultimately used to emphasize what you feel makes your character stand out amongst the elite. Below is a rather simple guide that explains these are in greater detail and even provide a few examples of Traits that characters can possess.
What is a Trait, exactly? Traits are sort of little standout features about your character that separates them from others. It offers a chance to personalize your character to better fit your method of role-playing. They are 4 total categories for traits that run parallel to the Growth System: Physical Traits (relating to physical prowess), Intellectual Traits (relating to intellectual prowess), Leadership Traits (relating to leadership prowess), and Technical Traits (relating to technical prowess). Traits can be made to increase strength, endurance, and even the senses; but it can also make a character more knowledgeable about geography, societies, history, and even languages. Depending on your characters growth, you are able to gain access to stronger traits.
Ok. I get what they are, but are there limitations to trait effects? Yes. As previously stated these CANNOT be used in any offensive or defensive traits that cause outward harm or effect to others. They are strictly made for supplementary. This is also something that cannot be turned on or off, its meant to signify something about your character that is as natural to them as breathing. There are also requirements that are put forth on traits that play off ones Growth, meaning if one has not invested in say Intellectual Prowess they would not intellectual type traits. But if that same individual instead focused solely on physical growth, they could potentially have access to stronger physical traits.
Ok, fine. Is there a set number were allowed to possess? Yes and no. Your overall Growth Points earned (starting points not included) determines the total traits you can possess, so potentially there is no limit. However, this number is based on every 500 Growth points earned. These extra slots are not purchased and can only be earned through gaining Growth Points (excluding event rewards).
Do I get to change the traits whenever I want? No. Once you have chosen your trait(s) they are locked in place until you no longer desire to have the character. So be sure to choose your traits wisely.
So are all types of traits available to me? No. Some traits have requirements or prerequisites in order to attain. This can range from simply having a certain power or affiliation or growth of the character being focused on a certain prowess. While most of this is decided by the creator some traits may have requirements set on them by the Staff Member grading it. This will happen if one is unwilling to be reasonable with thier creation. It revolves around a "what makes sense" system in that traits should fit your character in some way. For example, physical prowess specialist possessing a trait that grants a bonus to physical technique's damage due to increased strength. A "make sense" requirement would be that to possess the trait one must have invested 2 Physically Prowess Points into the character in order to benefit from it. Just as an example.
Can I create custom traits, too? Yes. In fact its encouraged to do so in order to build your ideal character. Custom are, however, are checked by staff unlike the pre-made traits which are pre-approved. Customs are required to be detailed in what they do and how the character possesses it. Lacking detail will only result in being asked to provide it anyway, much easier to be thorough the first time.
Do trait effects stack with other similar increases from other sources? No. If increases for anything whether it be traits, powers, techniques, items, weapons, or whatever other source; the highest gain is the increase that counts. This pertains to effects that offer similar increases. So if a power increases someones strength, but they also possess a trait that increases strength then whichever is higher is the valid increase.
Well what about appearance based traits? Do these possess certain requirements or restrictions? Yes and no. Yes, almost all traits that don't affect your skill with specialties can be accessed. For example being talented in singing or being a painter are all considered traits. How this affects your character as a whole is completely up to you. Even deformities are considered trait worthy like having webbed toes or 6 fingers. Just keep in mind that such things should only be made into traits if they will affect the character IC. If they have 6 fingers but it doesn't offer nothing beyond being a conversation piece then it need not be made into a trait and simply left in the character description details. Depending on the traits they require some elaboration and have a chance to be made to have requirements (usually if its feltcthis deformity is gonna be used for conventional means). If requirements are made that do not live up to the sites criteria then be aware that your traits are subject to have more fitting requirements made for the trait in question. Keep this in mind when your creating custom traits.
While we do provide a default list of traits to choose from, creating custom traits is encouraged and will require approval from staff (same it would be if you were creating custom jutsu). Just to reiterate if the trait's requirements are not up to par then requirements can be set by staff. This means that if its felt your requirements are to high or to low they can and will be changed by staff to fit our criteria. So keep in mind what your asking for and if your character meets the criteria for possessing said trait. Might save you a tantrum. tl;dr: quite similar to SA/Weakness system of TNRPG? Personally, I love that system and I think we should come up with a way to allow unique customization of a character. | |
| | | O.G. Bastian
Posts : 21
| Subject: Re: New and Improved Systems? 8th January 2018, 7:26 pm | |
| Lol great minds think alike. I like the idea of making chars more unique. Makes those who share the same bloodline or specialty have more features that make them unique despite the similarities. | |
| | | Ruby Rose
Posts : 524
| Subject: Re: New and Improved Systems? 9th January 2018, 12:45 am | |
| Can we please not do the word count thing for progession. It's one thing to make a long post because you're having fun and another to have to force it. | |
| | | Yamida
Posts : 266
| Subject: Re: New and Improved Systems? 9th January 2018, 5:06 am | |
| - Ruby Rose wrote:
- Can we please not do the word count thing for progession. It's one thing to make a long post because you're having fun and another to have to force it.
There won't be WC's. | |
| | | O.G. Bastian
Posts : 21
| Subject: Re: New and Improved Systems? 9th January 2018, 5:47 am | |
| - Ruby Rose wrote:
- Can we please not do the word count thing for progession. It's one thing to make a long post because you're having fun and another to have to force it.
I get that. But the only other method of growth is typically fight biased. If to many wc would be the issue, cap the amount given per post in a thread. It closes incentive to make a "wall of words", since you would get nothing for it. Granted people still do this as a fight tactic (tossin a bunch of words in a post to hid a secret attack). So even without wc you will have this issue of massive 2k posts for no reason. | |
| | | Midas
Posts : 29
Ninja Info Card Ryo: 0
| Subject: Re: New and Improved Systems? 10th January 2018, 1:00 pm | |
| - O.G. Bastian wrote:
- Ruby Rose wrote:
- Can we please not do the word count thing for progession. It's one thing to make a long post because you're having fun and another to have to force it.
I get that. But the only other method of growth is typically fight biased. If to many wc would be the issue, cap the amount given per post in a thread. It closes incentive to make a "wall of words", since you would get nothing for it. Granted people still do this as a fight tactic (tossin a bunch of words in a post to hid a secret attack). So even without wc you will have this issue of massive 2k posts for no reason. Or you could just remove all WC instances unless its in a solo thread. You shouldn't be forced to grind out WC in a thread with other people, cause then theyre generally forced to take in all that filler. From my experience, when rping with multiple people, the threads are going to be exponentially longer anyways. Plus more posts = more web traffic. Maybe for missions and training and shit you could instead make multiple objectives that have to be complete. Like checkpoints in a mission. So if youre saving a cat, you can't just start at the tree, saving the puss. You gotta get the mission, go to the location, talk to the old cat lady about where she lost it, find the cat, rescue it, return it, return the mission. Would make for fuller missions with more progressive plots. | |
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