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Role-Play Information Index

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Post by Tenjinsai Bushinji on Sat Mar 16, 2019 5:10 pm

As the name of the topic says, this will be your index for most of the core role-play aspects you will need to know. Information regarding statistics, elemental affinities, skills, multiple characters, and death will be listed below for you to see and use as needed. If there are any further questions of clarification regarding any of the content feel free to contact the attributed moderator that you may have questions for.

Note: For anyone wondering why the content is split into multiple posts; The information breaks the character limit for a post resulting in it needing to be posted as such.

Statistics:
Spoiler:
Alrighty, first thing is first. We are not completely throwing away the old stat system, but kind of modifying it in a way. The way that it will be represented now with be more focused on the individual stats instead of overall growth while also creating a more realistic growth curve as the character progresses. In essence, the further along you go, the harder it will be to become stronger in a particular area. In the same light, it is much easier to get stronger right off the bat, as it would be normally since you are just learning a specific thing so there is a great deal of room for improvement. I will go into further detail below regarding how the system has been tweaked but for the most part it is the same. All of the stats still do the same thing and none of them have been removed and no new stats have been added. Most importantly though, there are two very specific changes that will take place.

#1: You can now cap your character in every stat with enough work with the cap being set at 250. Previously you could not cap in a specific stat that was opposite your class. With the increased difficult of your class' opposite stat, I have now seen it fit to allow that.

#2: While your natural stats will cap out at 250 you can exceed that limit with the use of releases and abilities. For example, if you have 250 Strength, and you have an ability that increases your Strength by 10, then it would be boosted to 260 for the duration of that ability.

The system works off of points. To obtain these points you post, for each 1k of power you gain through posting you get 5 points to distribute. When you start off, you have 5 points in each stat to begin.

Energy Speed: In order to know how fast your energy attacks move simply do a simple equation. 80% of energy + 20% of Speed = X. Now when you have your value X that is what your energy speed will be. It will operate the same as your normal attack speed, but for energy based attacks. In many cases, rounding will be unavoidable here, so just keep track of the resulting fractal number and log it in your character sheet. For combat purposes though the whole number is what your energy speed will be.

Agile: The faster set of characters. Faster characters have a much higher chance of hitting what they want. Opposite stat is Stamina.

Brutes: The stronger set of characters. Stronger characters cause more damage to what they hit, do better at blocking and can lift more. Opposite stat is Speed.

Tanks: Characters who can last a set of time. Characters with more stamina, can take a lot more damage before falling. Opposite stat is Perception.

Geniuses: Characters who are best at energy based attacks. Characters with more Energy can use more kido at higher levels, and energy based attacks will be stronger compared. Opposite stat is Strength.

Eagle Eyes: Characters who can perceive things going on around them at a heightened rate. They are cool under pressure and can see things coming at them. Opposite stat is Energy.

Once your character is approved, make a thread in the CHARACTER SHEET section with your stats in it. If you are a new player at 5k power, it means 5 everywhere. If you start at a higher level, you need to calculate your stats first (5 points per extra 1,000 power) and post them there as well.

IMPORTANT: Your weakest stat always has to be at least 20% of your highest, this means that if you have 200 Strength you can not have any stat below 40 points.

Stats

Speed: Speed has to deal with how fast your character moves and how fast their attacks move

Strength: Strength has to deal with the raw strength of your character. Characters with more strength can lift more, cause a wider area of damage when they strike and deal more damage. With enough strength, you only need to hit someone a few times to drop them.

Stamina: Stamina has something to do with how long your character can keep fighting. It also has to do with how much damage your character can take before they eat dirt. Characters with more stamina, can take alot more damage and continue to fight longer than others.

Energy: Energy has to do with how strong your energy based attacks are as well as how fast they move. This stat affects how strong your energy based attacks are. Characters with more energy have stronger "energy" based attacks.

Perception: How well your character can aim and hit pinpoint strikes is decided by this. It also affects how well they can track fast moving objects. People without enough perception to keep up with their speed will only end up hurting themselves when they have no idea how far they've gone or where to stop or even understand how fast they are. People with far more perception than the speed their dealing with, things could seem in slow motion, though reacting to these things is a totally different story. Perception in no way gives you prediction skills or foresight etc.

*Please do note that this not affect your reaction time. Also note that all references to aiming in bench marks does not in fact mean attacks will ever home in and refers to your ability to aim accurately at mobile targets.


How To Calculate Your Stats:
Spoiler:
This is where it will get a little bit trickier, but if you have a basic understanding of math and understand how ratios work, you will be just fine. Now, with the former class specialties, you would get 2 points to your specialty stat and 1 point in all the others. This would also include being able to not cap into a stat opposite your class. This will be changed up slightly with the way the system works now.

Your stat growth is now based primarily upon the nine individual tiers that essentially outline how effective you are in a specific stat and what you can do. Based off of which specific tier an individual stat is situated in will dictate how quickly that stat can grow based on the points you put into it. The higher the tier that the stat is in, the harder it is to continue progressing in that particular ability.

The stats themselves are also broken up into three categories. The first is your special stat, which is the stat that your class specializes in. That stat will of course have quicker growth with points put into it as your character has a natural aptitude in it.
Special Stat = Class Specialty.

The next stat are the neutral stats. These are the ones that are neither a special class stat, or the stat that is opposite your class. These stats will have a standard growth pattern and will not exhibit and specific rapid or slow growth.
Neutral Stat = Non Specialty/Opposite.

The final stat is your opposite stat, which is also the stat that is opposite your class specialty. This stat will have a slower growth rate then the rest of your abilities because it is not something that your character is particularly talented at.
Opposite Stat = Opposing Specialty.

Tiers One - Four:
These tiers represent the early stages of a character. You are basically entering into the novice and intermediate user level and are really getting a grasp on your abilities. You have not really developed into anything special but you are on your road to greatness.

Special Stat Growth: Rate of 1:3. For every 1 point put into your specialty stat, it will go up by 3. E.G: If you are an agile class and put 10 points into speed, it will go up by 30.

Neutral Stat Growth: Rate of 2:3. For every 2 points put into a neutral stat, it will go up by 3. E.G: An agile putting 10 points into perception would increase their stat by 15.

Opposite Stat Growth: Rate of 1:1. For every 1 point put into the opposite stat, it will go up by 1. E.G: an agile putting 10 points into stamina would increase their stat by 10.

Tiers Five - Six:
These tiers represent the mid ground and entrance into the journeyman area of experience. You are certainly not a novice anymore, but you are also not an expert or master of your respective area.

Special Stat Growth: Rate of 1:2. For every 1 point put into your specialty stat, it will go up by 2. E.G: If you are an agile class and put 10 points into speed, it will go up by 20.

Neutral Stat Growth: Rate of 1:1. For every 1 point put into a neutral stat, it will go up by 1. E.G: An agile putting 10 points into perception would increase their stat by 10.

Opposite Stat Growth: Rate of 3:2. For every 3 point put into the opposite stat, it will go up by 2. E.G: an agile putting 15 points into stamina would increase their stat by 10.

Tier Seven - Eight:
Those who have entered these tiers are the experts of their respective discipline. They are certainly nothing to turn your nose up to and quite dangerous in combat in the areas they have excelled in. Though not quite having mastered the specific art, they are certainly a wonder to watch.

Special Stat Growth: Rate of 1:1. For every 1 point put into your specialty stat, it will go up by 1. E.G: If you are an agile class and put 10 points into speed, it will go up by 10.

Neutral Stat Growth: Rate of 3:2. For every 3 points put into a neutral stat, it will go up by 2. E.G: An agile putting 15 points into perception would increase their stat by 10.

Opposite Stat Growth: Rate of 2:1. For every 2 point put into the opposite stat, it will go up by 1. E.G: an agile putting 10 points into stamina would increase their stat by 5.

Tier Nine:
This is the absolute pinnacle in ability for those that have excelled to this point. It represents a true mastery in their respective art. There are few that one could consider their peer. Those who have reached this level of excellence are to be feared and trodden around cautiously. If one is not careful they could find themselves at the wrong end of their aggression, which would be unwise.

Special Stat Growth: Rate of 3:2. For every 3 points put into your specialty stat, it will go up by 2. E.G: If you are an agile class and put 15 points into speed, it will go up by 10.

Neutral Stat Growth: Rate of 2:1. For every 2 points put into a neutral stat, it will go up by 1. E.G: An agile putting 10 points into perception would increase their stat by 5.

Opposite Stat Growth: Rate of 3:1. For every 3 points put into the opposite stat, it will go up by 1. E.G: an agile putting 15 points into stamina would increase their stat by 5.

The tiers that the stats are in will remain essentially unchanged being listed 1 to 9 and their brackets being the same as they are currently. The only thing that is changing is the actual growth of the character based on how many points are put into a stat.

NOTE: Two things, the first is in some cases if you only have a single point it will result in a decimal. In the case of a decimal you will round your stat down. So if you have a speed stat of 63.5, it will be 63. Just keep track of these decimals so you do not end up losing out on a point because you forgot you were half way on a conversion. You can represent in your stats like this if it will make it easier to track, 63(.5).

Secondly, as far as when ratios change over it is obviously dictated by the tier as stated. However, that change does not occur until the exact number that crosses over into a tier where the ratio changes. So for example, if you have a stat at 60, which is right on the border of 4 and 5, it would still retain the ratio for tiers 1 through 4 and only move up to 5 through 6 once it hits 61.

Stat Tiers:
The stat tiers are identical across all stats, each stat obviously just does something different. Just make sure to stay in your lane regarding your class and tier that the stats fall in and you'll do just fine.

Stats
Speed:Speed has to deal with how fast your character moves and how fast their attacks move

Strength: Strength has to deal with the raw strength of your character. Characters with more strength can lift more, cause a wider area of damage when they strike and deal more damage. With enough strength, you only need to hit someone a few times to drop them.

Stamina: Stamina has something to do with how long your character can keep fighting. It also has to do with how much damage your character can take before they eat dirt. Characters with more stamina, can take alot more damage and continue to fight longer than others.

Energy: Energy has to do with how strong your energy based attacks are as well as how fast they move. This stat affects what variety of energy based skills you can use, it also affects how strong your energy based attacks are. Characters with more energy have stronger "energy" based attacks.

Perception: How well your character can aim and hit pinpoint strikes is decided by this. It also affects how well they can track fast moving objects. People without enough perception to keep up with their speed will only end up hurting themselves when they have no idea how far they've gone or where to stop or even understand how fast they are. People with far more perception than the speed their dealing with, things could seem in slow motion, though reacting to these things is a totally different story. Perception in no way gives you prediction skills, higher energy sensing or foresight etc.

*Please do note that this does not affect your reaction time. Also note that all references to aiming in bench marks does not in fact mean attacks will ever home in and refers too your ability to aim accurately at mobile targets.

Speed:
Spoiler:
1-10: These people are actually no faster than your average person. If you've seen those zombie moves where the crowd is running down the street, your that fast. The humans not the zombies...gotta clear that up. Maybe if you googled a couple of kids fighting in the street. You'd be that fast somewhat. Nothing special, but as long as nothing had trained...or regularly jogged everyday you'd be fine.

11-20: This is where it begins to seem like you've had a little training. Maybe you just joined the army. Maybe you play a sport every now and then. But your physically fit. Of the average joes trying to escape the mayhem down the street, your the one in the sneakers, that's hauling ass with a fair distance ahead..assuming you are high enough into the tier.

21-40: By the time you enter the 30's of this tier it's like you've spent the time to train and hone your speed. In this tier your like a fighter who has spent the time and focused on this. Sure you could run in tournaments but your speed is far above average. People get jealous at your speed. At the very top of this tier, you've stepped into the ground of Usain Bolt. You are now well into the spectrum of human possibility. Your speed by now at the very top and in peak condition is around 27.45 mph or 44.172 km/h.

41-60: You are now beginning to leave the spectrum of human possibility. Your abilities are what people would at least begin to call superhuman. They would marvel and be surprised at your skill to keep up with even cars. At the centre of this tier you could run at almost 37-40 mph. At the very tip your speed begins to hit 50. Cars would have trouble staying out of your way. High speed movement techniques can be learnt at this level.

61- 80: Now you are getting to get just a tad bit ridiculous in your speed. You have beyond exited the human spectrum of speed and entered something akin to a machine. Early in the tier your speed could be around 70mph but by the time you hit the tip you are moving at a blistering 100mph.

81-120: Around this time, you are now reaching the speed of low jets or planes flying in the sky. Now skimming the speed at the very tip of this tier at at least 300 mph,Early on your still hovering in the lower hundreds. Military jets flying at cruising speed in the sky are basically what your keeping up with and it's shocking them.

121-160: Now you are truly beginning to become someone Iconic of speed. Towards the middle of this tier you are approaching the sound barrier. Once you hit the top you are moving at the speed of sound. You don't quite shatter it yet, but boy does it try it's hardest to keep up with you.

161-200: People at the tip of this tier are beginning to enter a speed of well above the sound barrier though they don't quite double it's speed to Mach 2 as of yet. Monsters of speed they are blurs moving through the sky, closing massive distances in a few short incredibly quick steps.

201-250: Those in the centre of this tier have finally doubled the speed limit. Decimating it so horribly once they max out in the tier that it is not heard after a while, their max speed will be Mach 2.5. Their speed is legendary and absolutely fearful as they close massive distances in incredibly short amounts of time.

Perception:
Spoiler:
1-10: Those in this tier are sort of like you. They can perceive to things moving at a fairly decent pace. They can hit moving targets all right so long as they are not moving too fast either. Their aim is nothing special, they can hit you from a distance just they have no control where. Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

11-20: FPS Gamers may actually be at this level, or rather military guys who have been trained. They can perceive fast moving flying by their head and do things almost on instinct. They can aim for a generally area of a human body about yards away but nothing too pinpoint, just know that can hit you fairly generally. People with 20 speed can perceive the actions of an attack. Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

21-40: Guys in this tier have some serious movie like reflexes. Their aim is truly pinpoint as they can begin to target specific places on the body even in the heat of battle from close range. At a distance they can shoot out your legs or arms, but nothing too out of this world. Tracking fast moving objects has become increasingly easy for you. Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

41-60: Mobile targets becoming increasingly easy to hit aiming once again for appendages with ease. Those inside their benchmark speed wise are easily followed, those two below are extremely easily followed. Those 2 benchmarks ahead can barely be comprehended where speed is concerned.

61-80: People two benchmarks away in terms of speed now seem like their moving in slow motion. Your aim is supreme in both close and distances combat. You can pinpoint hard to hit locations and aim with little to no error. Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

81-120: These people can stand around for what seems like forever, picking out the best route to move. Those two benchmarks behind them in speed seem like their standing still when they focus. Their aim is truly something to watch out for as they will rarely ever miss a target no matter what they aim for. If they want to pin you too a wall from a distance, you can trust they won't accidentally eviscerate you.Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

121-160: Your character in battle with someone who is in the speed tier two below them or more move in almost slow motion. Things moving at basic speeds are so slow to them it's ridiculous (basic meaning lower tiers). Their aim is starting to become legendary as they are able to pin people to buildings with energy attacks from a distance while seemingly never aiming.

161-200: It's getting sort of redundant here with the descriptions. Your aim is just getting on ridiculous levels. It takes quite a bit to make you miss a target, and following things is quite amazing.Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

201-250: Here you are, the best you can ever get eyesight wise. You will never miss a target, period, you have ample time to figure out where attacks that fall two levels below you are going, before you react. Those inside their benchmark speed wise are easily followed. While increasingly difficult based on the gap those in the one above are hard to follow. Those 2 benchmarks above can barely be comprehended in terms of speed.

Strength:
Spoiler:
1-10: This is basically your average person who has never bothered to work out. Maybe just enough to stay in shape. Enough to hold their own in a fight of their peers maybe. These guys aren't really strong in fact on a dead list they can catch 150-200, their punches don't pack much of a punch either.

11-20: These people have had some form of training. If you've ever seen something about army training, then these guys are basically in the military, the football players that go to the gym and work out everyday. These guys can lift a little bit more, but not much. They can bench several hundred, but no more than someone who regularly works out or goes to the gym. If there was a 1 inch piece of plywood, they could bust through it with a few tries.

21-40:  At the lower levels, your still something above normal, but nothing super special. It's when you move deeper and deeper into the higher levels that you become something like a body builder. Lifting insane weights like 500 pounds. Throwing those who don't weight much and can't hold their own ground. At the very top of this level, thin metal is having dents put into it. Plywood holds no chance against these monsters. The true picture of the peak of human strength, these guys can overpower crowds of people at a time. A couple punches with the wrong stamina from someone at this level and you are in for trouble.

41-60: These people are beginning to enter the scope of superhuman strength. They are able to lift several hundred pounds. Their punches obliterate wood, cause some damage to trees. 1 inch thick metal, while breaking through it would be still on the slightly impossible, they could put quite a few nice dents in it. There is no point, to trying to use a baseball bat on them. A couple knee goes and it will stab, like a twig. Their punches are like 15 pound weights smashing against your body. Their slashes cause some good damage if you can't "take" it. Trees? Not instantly cut down, might take them a while still, but it's within their scope now.

61-80: These guys are pretty damn strong. They are able to take apart weak trees with a few swings. To those who cannot block them they get basically thrown away. You give them an arm, and it's basically snapped in half with much ease. Though that's assuming they literally grab it. They can big up large boulder and hurl them over moderate distances. One and a half inch steel with a little time will be thrown away as they destroy it. Their hits are blisteringly powerful. A good punch will throw someone a good distance, their swings are now enough to take your head basically clean off.

81-120: At the top of the tier, their punches will rip through steel, Obliterate plywood. Walls?, Floors? Almost any restraint that isn't energy based would have some problem. The lower level of restraint kido can be dropped, with the very tip of this tier in strength. They leave small craters,  when they punch something. Their slashes are enough to cause massive damage if their target doesn't have enough stamina. Against someone in the tier below them it would be difficult. If the power difference is enough, then they could even fracture an arm from the block alone.

121-160: People see those of this strength and consider them absolute brutes. They cause massive damage to whatever they punch. It would take something fierce and sturdy to begin to hold them in place. They can pick up large boulders and send them flying across the sky. Pick someone up and throw them at a pretty decent speed. Trees stand pretty much not much chance. If it stays up the minor shock wave will certainly do it after a couple more swings.

161-200:  People are massively strong in this tier. Obliterating buildings and streets and breaking bones with every hit. It would take almost 4 inches of steel to hold something of this level. Assuming they didn't have a weapon to just cut through it. There are a few binding spells that they can break out of with raw strength alone. That's just to show how massively strong they are. Given it would still take a bit of energy to get it done. Moderately sized craters are left behind in their destructive wake, some small shock waves, remain after they strike. The true pictures of power people with this level of strength could level entire city blocks, streets...maybe even the city itself if they honestly felt like it.

201-250: The complete max strength known the world. These people will level the earth with a punch. When they fight the landscape undergoes a powerful change. Trees stand no chance, powerful craters are formed when they hit. Even if you dodge the hit you still have to deal with the air pressure coming from it. They can cause massive waves and destroy mountains with their massive strength. If your not careful there could be nothing left over when their one but a pile of dust. Their swings could cleave you in two without much effort. Your not within 2 tiers a swing from them would shatter what you used to block. If someone doesn't have an Energy stat within the top 2 tiers the attack would burn right through it. These are the monsters that go bump in the night...then kill you.

Stamina:
Spoiler:
1-10: Fragile to average, these are nothing special. The average amount of stamina that you could possibly have. They can take a couple hits before passing out, and eating dirt. They can run for about a minute or two before getting completely tired.

11-20: Someone who has had military training, someone able to ignore quite a bit of pain. Keep going with a nice gash in their head and so on. They can take a few hits, and keep on running for several, minutes at top speed. They'd still be in serious pain if a bone got broken or something along those lines though. Pain is in no way easily ignored, but atleast you can take a few hits like a boxer.

21-40: At the tip of this tier these guys can go to the olympics. Jump hoops run for extended periods of time and take hits like no other. Heavyweight boxers that stand in a ring for 20 minutes and pound on each other are of this level. Able to ignore the pain for minor injuries and move on. While something major like a complete broken arm will still sideline them in the early stages of this tier., they can take a shut eye, lost tooth. These guys can take hits like no other. Take a bullet and keep on walking. Michael Meyers will remind you of this type of stamina. Getting shot 5 times and still kicking it with the power to stab you in the same hand with the gun to boot. Something scary by human standards. Taking baseball bats, and standing back up. The absolute top of human ability to take pain, and keep on moving for extreme periods of time.

41-60: Now your becoming to get superhuman, completely ridiculous to regular humans what you can take. A steel beam fell on your head and your getting back up with a little blood. Someone stabbed you in the chest? It hurts a lot, impedes you a bit, but you are still fighting. Someone without the strength can pound on you for a little bit you'll still be fine.

61-80: Now you are far beyond the possibility of a regular human. Strong enough to survive some hard hits by even people above their level. They can continue to move at the top speed, for an extremely long amount of time. It would take quite a few amount of attacks to beat on them enough  to drop them. If they break a rib  they can keep on going with almost no problem. The other broken bones would still cause some problem. While extreme blood loss affects them its still possible to fight with it.

81-120: Able to be thrown into buildings and towards the ground and still shrug it off almost as it doesn't hurt. They can lose a decent amount of blood before beginning to feel like they are about to pass out. Broken bones make the body part unable to be used, but they can still fight. A broken rib and a lot of fatigue will hinder them but they can still keep on moving.

121-160: Individuals in this tier can take hit after hit. Even lose a body part and keep on fighting without it. While eventually they will pass out it will take quite a bit of harm and loss of blood to cause it to happen. They can continue to go for a seemingly extreme amount of time at full swing. Take several hits by even those with total strength and stand back up...pretty badly injured but your able to keep on fighting non the less.

161-200: They are people who can take a good hit from someone with mass strength and shake it off with ignorable damage. They can take hit after hit after hit and keep on moving. Broken bones can be ignored, and they have to lose a lot of blood. Taking damage left and right they are the tanks of the fighting world. Plowing through and taking stabs and hits and attacks and throwing them off.

201-250: These are the very top of stamina. A massive amount, that will take on even the strongest hit and keep on trucking through. These guys will take hit after hit and keep on going. Making it seem like its actually incredibly difficult to kill them. They will ignore broken bones, keep going after losing blood, burns injuries. On some major level it's all ignorable. Stories of it actually taking to dismember them to finally stop these people. It's almost impossible to take them out. Think Aizen. For those of us who read/watch one piece, convert Whitebeard to a bleach character and make him a little better.

Energy:
Spoiler:
1-10:  This is a pretty basic level, you really can't use many of the known spells at this level. Your attacks, don't do much if any damage really. In fact a small explosion or cutting something slightly is generally what happens to the basic stuff.

11-20: These people are at a slightly more advanced level. Though they could overpower those below them, they really can't do anything very impressive.  Against your basic average stamina, weak defender you can harm them but not much damage. Something like a thick plank of wood or a tree could defend against you.

21-40: At this level you are now an intermediate user. Managing to kill your basic human with just 1 hit. You can take out a thick tree with your attacks and cause quite some property damage. Ripping small chunks from stone and similar types of damage. The average combatant is of this level, nothing really special about your skills here.

41-60: Still an intermediate user you, have by now mastered basic energy attacks. You are blasts are much stronger and can cause serious damage to a skyscraper. Ripping through several walls, and regular humans gone. Other attacks cause similar damage. But all of this damage is still manageable, and on some extent while noticeable sort of easily ignored by those to similar strength or with enough stamina.

61-80: Becoming somewhat more on the advanced level these guys are able to cause craters when they hit. They are the ones that are looked at as the more advanced set of stronger fighters in the reiryoku area. Capable of plowing through up to 3 people without the possilble stam or strength. Their attacks rip through the ground and there would be signs of their fighting on the landscape.

81-120:  These people have a good grip on energy based abilities and are pretty powerful in their Energy based attacks. As it basically rips through the ground and leaves massive damage in their wake. Their Energy based attacks, cause somewhat decent and on some level large effects, and is something to truly watch out for.

121-160: People of this level have the ability to level the landscape around them and cause serious damage to what they do. In fact they have to be pretty careful not to change landscape around them. If two people of this area collided the total damage would be extremely obvious as they cause some unignorable damage. Those getting hit still have to be careful,  as these attacks can cause some serious damage

161-200: This is a level rarely seen and highly sought after. At the tip of this tier is some place something like the kido corps captain would be. Your energy based attacks cause massive damage. The land scape is totally altered when they are done leveling the place and the collateral damage from a lot of their attacks alone is enough to completely scare every person. It's something scary to see the area of damage they can create, bringing down cities. Though they are strong enough to match those in the highest tier

201-250: This is the absolute highest level for Energy available to people. These people will destroy cities mountains and other things. Their attacks and other parts cause some ridiculous damage. the area is totally changed when they are done fighting. Sometimes if they go all out enough it is impossible to tell the difference between a war zone and where they just got back from fighting. A true place to fear, being at the height of this tier your presence alone cause small rocks and dust to kick up and be near them.


Statistical Differences and Specifics:
Now, obviously where your stats are dictate your proficiency in that particular area. If you have high speed you are fast, perception allows your to perceive your own movements and opponents movements, strength makes you a big burly boulder hurler, energy lets you shoot laser beams everywhere and make things go boom, and your stamina is basically your health and energy.

Now, when facing someone who has more of a specific stat then you, lets use strength for example. If you have 20 strength and they have 30, yes they hit harder then you. But that doesn't mean in a power struggle you are a wimpy baby. The differential is what dictates a difference, the larger the gap the bigger the disparity. Now, I will say that at a lower point, a smaller gap is a bigger deal then later on. 20 vs 30 is much different then 150 vs 160. But in no way does this mean that the other person is slapping you around.
Just wanted to clarify this considering there have been issues at times regarding how the tiers of stats works. The way they were previously worded could make a big difference across a few points and some people fell into that trap of articulation. Be reasonable and realistic.

Another large issue is regarding Stamina, it seems to get swept into the wind a great deal of the time. Your stamina is, in essence, your health and energy. This dictates how many hits you can take as well as how much damage you can dish out. The stronger the attack you use, the more energy it is going to burn through, and the shorter you are going to be able to fight. If you keep spamming those release techniques you are going to be winded after a few posts if you don't have enough stamina to keep up with your output. Even if you do have high stamina, if you are putting out incredibly powerful attacks, you are still going to eat through it quickly ,just not as quickly.

This also goes for getting beaten on. If you are getting slammed around by someone who hits a lot harder then you can handle, you are going to be in bad shape quickly. If you have 100 stamina and someone with 180 strength is wailing on you, you are gonna get some broken bones pretty quick. Again, be reasonable and realistic.

Last but not least, Perception and Speed. I want to be very clear when I say what these stats do. First Perception, it is literally what perception is, it is your ability to perceive the things around you and mentally react to them. Being physically able to is obviously up to your speed, if you can see something but your body cant keep up with it, then you are out of luck. The same goes for your own movements, if you are moving too fast for you to mentally react to, you are going to get very well acquainted with that wall right there. Secondly Speed, it is very literal, it is your physical movement speed, attack speed, and everything physical in terms of motion. Swing your sword, speed, run across the street, speed, do the harlem shake, speed. It is also the only stat that is really closely coupled with another, that being Perception.

Speed and Perception together make for physical movement and the ability to perceive those movements, both to keep up with your opponent and your own. If one is lacking again the other, then it will create an imperfect balance that will cause you trouble. Like everything else, exactly how it effects you depends on the gap between them. 4 or 5 points isn't going to send you sailing into a wall before you can stop. However 10 or 20 can start to cause quite the issue. Finally, like I have said before, be reasonable and realistic.

Character Skills:
Spoiler:
Below is a list of many different abilities or traits your character can pick up and improve on over time. They will help in defining your character in their development and determining where their true talents lie in addition to their statistical strengths. Many of these abilities will give your character a natural advantage in terms of observation, critical thinking, and strategy on and off the battlefield. Some of these will even assist your character in the more direct area of combats as far as how efficient they may be with a weapon, how dexterous their movements are, as well as how adept they are at wielding their energy. Build your character properly and do not squander the potential they can have; there are only some many things that you can learn.

Practitioner- 10,000 Power - Tier 1
Combatant- 30,000 Power - Tier 2
Expert- 55,000 Power - Tier 3
Master- 85,000 Power - Tier 4

70 Skill Points Maximum
Start with 10 SP (Skill Points) and gain additional as your power increases.
Skill Point Distribution:
These are the number of points you get once you reach a threshold for your power. You obviously start with 10 as previously stated and will earn more as you progress. At your peak, at 130k, you will have a total of 70 Skill Points. Use them wisely.
5k- 10
10k- 12
15k- 14
20k- 16
25k- 20
30k- 22
35k- 24
40k- 26
45k- 28
50k- 32
55k- 34
60k- 36
65k- 38
70k- 40
75k- 44
80k- 46
85k- 48
90k- 50
95k- 52
100k- 56
105k- 58
110k- 60
115k- 62
120k- 64
125k- 66
130k- 70
Maximum of 3 Level 4 Skills.
Tier 1 Skills - 1 Point Spent
Tier 2 Skills - 1 Point Spent
Tier 3 Skills - 2 Points Spent
Tier 4 Skills - 3 Points Spent

To simplify, to get an ability all the way to Tier 4 one must spend 7 skill points total.

Weapons, Martial Arts, Street Fighting, Energy Proficiency, and Footwork abilities are the most direct combat aides. They can help individuals overcome a gap in stats with raw talent and ability.

E.G: If two people fight and it is 150 Strength vs 120 Strength, they are fighting with, lets say swords, and the person with 150 Strength has a 1 in Weapons - Swords and the other has a 3 in Weapons - Sword, it will even the odds up a bit because while weaker, the other combatant is better with a blade and will be able to execute better technique in battle.

Of course other stats and abilities will come into play, but this is an example of how these stats can aid you if you find yourself at a stat deficit.


Last but not least, you have the ability to learn as many, abilities, as you desire providing you have the Skill Points for them. If you want to learn every single ability and have a 2 in all of them, that is something you can do. If you want to be more specialized and have only a handful of skills but very proficient in them, you can also do that. It is entirely up to you what you do with these points.



Mental:

Memory - This is how well your character can remember things. They can recall events in their lives or bits of information they have amassed across their lifetime, but they do so more quickly and accurately. Higher points in this Skill allow you to recover faster from abilities that tamper with the memory and mind. At 1, you're considered slightly above average. A 2 means you can remember things with little effort. A 3 means you can recover quickly from mental abilities. A 4 means you can recover from mental abilities and have an eidetic memory.

Analyzing - This is how well your character can analyze. This is a strategic Skill used for the analysis of events, history, circumstance, and certain aspects of combat. Your character can moderately or quickly analyze things they see, information they read, and data. They notice patterns and decipher codes and puzzles. Motives and people can also be analyzed, as well as opponents' weaknesses. At 1 point, you're considered slightly above average. A 2 means you're highly observant and have an easier time reading others. A 3 means you're similar to a strategist for the army and can read people like an open book. A 4 is comparable to Sherlock Holmes.

Lack of Fear - Your character can either ignore fear or does not feel it at all depending on how many points are given. A 1 means you can ignore things that are mildly scary, like thriller movies. A 2 means you may be able to resist fear, but if you are exposed to it repeatedly, it may overwhelm you. A 3 means you can completely ignore any fears, including your own. A 4 means you feel no fear at all, no matter what.

Imitation - Your character is able to copy others' mannerisms, penmanship, general movements, and practically anything else. A 1 means you can copy someone with mild accuracy. A 2 means you're fairly skilled at copying people. A 3 means you can copy even their voice. A 4 means you can copy anything they do with full accuracy. To temporarily copy a fighting style, you must have a matching value in a battle skill. For example, you cannot copy someone's sword abilities if they have a 3 in that Skill when you do not.

Learning - You are quick to figure out problems, such as how to solve puzzles and tricks. You are able to retain information you have gained over long periods of time and use it to make new progress with your knowledge. You also typically know more about which spells do what and which abilities belong to certain races. A 1 means you're slightly above average. A 2 means you're at the level of a doctoral student. A 3 means you can learn spells and abilities very easily. A 4 means you can learn how to do anything without fail, provided it belongs to your respective race. (Gives 5, 10, 15, or 20% reduction in WC based on level of skill. This applies to all WC requirements with the exception of weekly power gains.)

Illusion Resist - You can identify illusions and hallucinations that you are subjected to and resist the effects or see through them. A 1 means you can identify illusions and make guesstimations about what reality is. A 2 allows you to identify illusions and see through weaker ones. A 3 means you can see through average illusions and break weaker ones. You can also identify the meaning to illusions and how to reach their end. A 4 means you are immune to all weaker and average illusions, but stronger ones still affect you. You cannot break those.

Strength of Will - This is used to resist giving in. You can overpower illusions, drugs, and overcome aversions to pain, hardship, trauma, and fear. You can basically just scream and power through to reach your goal. A 1 allows you to resist temptations. A 2 means you can resist drug and alcohol effects and overcome mild pain. A 3 means you can resist torture and power through pain. A 4 means you become somewhat of a mindless person who ignores everything around them if it means accomplishing their goal, but you will suffer from your wounds afterwards.


Battle:

Weapons - Most weapon-related non-Release techniques may require a certain Skill Point amount, as well as different fighting styles. Ones proficiency would be determined as "Weapons - Swords (Number)" and it would effect that specific weapon type. Having more specificity can provide an advantage over a broad ability. Someone with a 4 in "Swords" fighting against someone with a 4 in "Katana" would have more versatility but is also at a disadvantage fighting an opponent with a specific weapon talent. A 1 would mean you can use them adequately, as if you've been training for a year or so. A 2 means you've trained for about five years. A 3 means you've achieved a great mastery and have been training for decades. A 4 means you can do almost impossible movements with your weapons with great success.

Martial Arts - This Skill works the same way as Weapons. Its point values apply the same way as Weapons. This Skill can also be used for the already existing fighting types. If you put points in this Skill, you must specify what kind of martial art. You cannot put it as a general thing and have it apply to all types.

Battle Analysis - This is used to analyze combat specifics. When someone has this Skill, they can quickly evaluate what is happening and respond accordingly. This includes gauging what kind of technique was used and how to best avoid it logically. A 1 means you're standard. A 2 means you have a good grasp on battle analytics and can hold your own exceptionally well. A 3 means you are familiar with virtually any technique. A 4 means you are familiar with every technique and can come up with unique ways to avoid them, so long as your Stats allow for it.

War Strategy - Support Types would benefit the most from this Skill. It is a super enhanced version of Battle Analysis, and it allows the user to figure out the best course of action simply from vague clues. Despite being more powerful than Battle Analysis, it can only be used from an objective, standstill point of view. It cannot be used in the middle of combat, so you can't be fighting if you wish to use it.

Street Fighting - This works in the same way that Weapons and Martial Arts do. It does not need any specification since it is its own subject. The same point values are applied. This kind of fighting is strictly improvisation and has basic, untrained movements. Due to that fact, a 3 in Martial Arts versus a 3 in Street Fighting would have the Martial Artist at a slight advantage.

Pain Tolerance - This is how well you tolerate pain. It only applies to physical pain, not emotional. A 1 means you can tolerate it enough to keep fighting despite minor wounds like cuts or second degree burns. A 2 means third degree burns and basic slash wounds can be fought through. A 3 means you can ignore the pain of many attacks completely, including strong ones. You can even resist severe torture methods, but extreme ones will break this Skill. A 4 means you can power through any kind of pain so long as they are not extreme torture methods. This does not mean the wounds don't affect you, but simply that the pain they come with can be ignored.

Bleeding Tolerance - You can fight despite heavy bleeding. You are able to stay in combat longer with less dizziness and continued sharpness regardless of profuse bleeding. A 1 means you can withstand bleeding from minor scrapes and deep cuts. A 2 means you can withstand bleeding from deeper gashes to the arms and torso. A 3 means you can withstand losing a limb, but only one. A 4 means you can withstand losing two limbs and power through it. You will eventually succumb to your injuries, though.

Battle Focus - This allows the user to hone in on their enemy for advanced focusing. In a chaotic situation, those with this Skill can still recognize their enemy, actions they take, and how to combat them. Little distractions do not confuse the user. A 1 means you can resist small distractions and remain focused. A 2 means you can focus on every aspect of your enemy, such as steps and breathing. A 3 means you can find your enemies through illusions, invisibility, cloaking, and anything similar. A 4 means you are immune to weaker illusions so long as you remain focused on your enemy.


Body:

Poison Resist - This Skill is not a poison immunity, but rather, a resistance to poison and its effects. Some poison techniques may specify how they are affected by Poison Resist, and it may apply differently than this Skill describes. A 1 means poison effects take double the length of time to kill you, but symptoms will appear normally. A 2 means it takes three times as long to kill you and twice as long for symptoms to appear. A 3 means it will take five times as long for you to die, but you will know you've been poisoned. No symptoms will appear. A 4 means it will take eight times as long to kill you, and no symptoms will appear.

Energy Proficiency- This skill determines an individuals ability to effectively wield learned energy techniques. It does not set the strength of the technique, but simply the skill of which it is wielded and the proficiency of the person using it. A 1 would allow an individual to learn most basic energy based racial techniques. A 2 means most moderate energy based racial techniques can be learned. A 3 means all energy based racial techniques can be learned by the user. A 4 means all energy based racial techniques can be learned at an accelerated rate. (10% reduction in WC requirement.)

Damage Recovery - You will be able to recover from pain, wounds, and damage more easily. You heal faster and regain composure more quickly, and your overall resilience is higher. A 1 means you can recover from minor damages faster. A 2 means you can recover from mild damage, such as gashes and stab wounds, more quickly. A 3 means you can heal from deep cuts and gashes more quickly and recover from minor bodily trauma. A 4 means you can recover from extreme damages (not including limb loss) quickly and push through the pain. (This is for post battle recovery, not during battle.)

Sports - You are inherently good at sports. You pick up the motions and are good at learning them quickly. You can also apply them to many different situations. A 1 means you have the skills of an athlete. A 2 means you have the skills of an Olympian. A 3 means you can use these skills in battle rather diversely. A 4 means you can use them in battle without much trouble and can intertwine these skills with your fighting abilities.

Heat/Cold Tolerance - You can tolerate different extremes of weather. You are able to deal with obnoxiously low temperatures and entirely-too-high temperatures. They are still felt, but you can cope. You can only have one Skill or the other, never both. A 1 means you can mildly deal with extreme temperatures for a short time. A 2 means you can handle them twice as long. A 3 means you can handle them five times as long. A 4 means you can handle them ten times as long.

Focused Eye - You can visualize and focus on a single entity with flawless perfection. No other distractions will bother you. You can ignore all other stimulus and only focus on your target. You can still be clumsy since you ignore everything else around you, so bumping into things or missing out on other attacks is possible. A 1 means you can focus on your target fairly easily, but large explosions or loud things may distract you. A 2 means you can block out most other stimuli, such as loud noises. A 3 means you can focus on your target perfectly and ignore every other stimuli around you without fail, but you'll be horribly clumsy. A 4 grants all of this and makes you totally immune to illusions as long as you are focused on your target.

Stealth - You are good at being stealthy, escaping, disappearing, and remaining unnoticed so long as you are not Released or charging your power. A 1 means you're quiet and can sneak around well. A 2 means you can blend into shadows and crowds with ease and disappear without a trace. A 3 means you can be virtually unnoticeable and seemingly materialize out of the shadows. A 4 means you are completely unfindable unless you Release or charge Energy. You cannot use Stealth randomly. You must be able to hide within reason. If those with high ES wish to detect you, they must have the appropriate Skills needed to do so. (Can be sensed by those with ES equal to level of Stealth. A level 4 can be detected by a 4 in ES if they also have a 2 in Anti-Stealth. To be physically found one must also possess a level of Anti-Stealth equal to the persons stealth.)

Anti-Stealth - This Skill allows you to notice those with Stealth regardless of precautions. Cloaking does not work against this Skill. So long as the points match up to the person who has Stealth, you will be able to find them. For example, a 3 in Anti-Stealth can find someone with a 3 in Stealth. The only exception is that a 4 in Anti-Stealth can only find a 4 in Stealth if they also have at least a 2 in Energy Focus.

Footwork - You are good at moving well, showing a high dexterity in your movements. A 1 means you move well, being more dexterous then your average person. A 2 is someone who has trained for several years and can move on their feet similar to a trained fighter. A 3 would mean you are able to dance circles around other people that lack the proper footwork or speed. A 4 would be the pinnacle of a fighter or dancer, their moves being precise, swift, and incredibly nimble.

Energy Sensing- The ability to sense the different varieties of energy and discern their specific strength and the specific type they are. It will also allow one to even pinpoint a location of the individual releasing the energy anywhere from a few hundred feet up to the exact location at the higher levels. A 1 means you can sense energy from a small distance away and recognize energy that is the same type as your own. A 2 allows you to sense energy at a medium distance and discern the different types of energy from your own. A 3 will allow one to sense energy from a large distance, locate the target to a one hundred meter radius, discern the type of energy, and broadly determine the quality/quantity of said energy if they are not of your race. A 4 will allow one to sense energy at a large distance, locate the target to a few feet, discern the type of energy, and closely determine the quality/quantity of said energy if they are not of your race. The only exception to this is if the person being located is engaged in stealth while being sensed. It will disrupt the degree of accuracy and require higher levels of anti-stealth to physically find the individual after locating their general location.


Utility:

Lock Picking - You can pick physical locks and disarm locking mechanisms. It does not apply to combinations dials or anything similar. The more points you have, the less time it takes to pick the lock.

Crafting/Forging - You are good at building, creating, fixing, and crafting things. A 1 means you can smelt weapons or craft armor. A 2 means you can make structures. A 3 means you can engineer machines. A 4 means you can create anything so long as you have the materials and means to do so. This Skill is a requirement for crafting custom weapons.

Charisma/Leadership - You are good at leading and getting people to like you by using your boundless energy. You can inspire others and gain their trust. The more points you have, the wider a range of people you can affect. A 4 means you can even convince evil people or those of other factions to join you without much of an issue.

Hacking - You can hack into electronics, such as breaking into databases, opening electronic locks, disabling devices, or anything similar. You can even mess with wires. The more points you have, the less time it takes for you to hack.

Stealing - You can steal without being noticed. You can pick-pocket and take objects easy, but your escape is not easier. If you plan on stealing, another Skill like Stealth or Disguise would be necessary. The higher the points, the less likely you are to be noticed.

Acting - You can act or lie very well. You can fool others either through pretending to be something or someone else, or even alter your tone. A liar can be convincing. A 1 means they are on par with a movie actor. A 2 means their lies are highly believable. A 3 means they are almost completely believable without much issue or doubt. Anyone can see through someone with up to a 3 in Acting so long as they have a 4 in Analyzing. If you have a 4 in Acting, a 4 in Analyzing will not help you unless you have at least a 1 in Focused Eye.

Disguise - You can quickly change and disguise yourself very convincingly. You can change your appearance any way you want. The more points you have, the more convincing it is. The same rules apply for this Skill as they do for Acting, meaning some cases require additional Skills.

Interrogation - You are able to interrogate people. A 1 means you can usually get enough information to make educated guesses. A 2 means you can gather even more information, but they won't tell you everything. A 3 means they will likely tell you almost every detail. A 4 means they will tell you everything you need to know provided you have at least a 1 in Charisma/Leadership.


Last edited by Tenjinsai Bushinji on Sat Mar 16, 2019 5:21 pm; edited 1 time in total
Tenjinsai Bushinji
Tenjinsai Bushinji

Race : Vaizard
Class : Genius
Rank : Captain Commander
Power : 150000
Strength : 70
Stamina : 164
Speed : 198
Energy : 222
Perception : 198
Energy Speed : 217
Reputation : 0

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Role-Play Information Index Empty Re: Role-Play Information Index

Post by Tenjinsai Bushinji on Sat Mar 16, 2019 5:11 pm

Elemental Affinity:
Spoiler:
Many individuals have powers that are based are the forces of nature, elements. Whether it be Fire, Water, Wind, Earth, or any of the various other elements that crowd our universe, they all typically have an enemy, so to speak. For those of us that use elemental based powers, this will provide more depth to them as far as what elements we are strong against, and those that are strong against us.

If in combat an element is stronger then the other, it would be a +10/-10 conversion depending which side you are on. The stronger element gets +10 added to its attack where the weaker element gets -10 to its attack.

In cases where elements are combined and clash, such as Fire/Earth, Water/Lightning, etc etc, it would be +5/-5 if there is a single elemental superiority, or the standard +10/-10 if both match up.

Ying/Yang are a very special case where they hold a superiority over all elements for those that manage to acquire them. The bonus would be cut in half from the standard element superiority of +10/-10, instead just being +5/-5.

Note: In case anyone is confused by the charts, its a greater than/less than type deal. Water >(greater than) Fire. Hence, in a fight between someone wielding Water and Fire, Water would have the advantage.

We also understand that many combination of Elements in the Narutoverse create a separate unique element, Lava, Steam, etc etc. The elements have been displayed as they are to simplify the process so every single instance of a combination does not have to be listed and only the core elements are present. It is also the basis for the partial advantage when more then two elements clash and one has an advantage.

Elemental Compatibility:
Single Standard:
Water > Fire
Earth > Water
Wind > Lightning
Fire > Wind
Lightning > Earth

Advanced Single:
Dark > Light
Light > Dark

Dual Types(I.E Lava, Steam, Wood, Etc would also fall into here.):
Water/Fire > Fire/Wind
Water/Earth > Fire/Water
Water/Wind > Fire/Lightning
Water/Lightning > Fire/Earth
Earth/Wind > Water/Lightning
Earth/Fire > Water/Wind
Earth/Lightning > Water/Earth
Wind/Fire > Lightning/Wind
Wind/Lightning > Lightning/Earth
Fire/Lightning > Wind/Earth

Advanced Dual (Light and Dark can't mix):
Dark/Fire > Light/Wind
Dark/Lightning > Light/Earth
Dark/Earth > Light/Water
Dark/Water > Light/Fire
Dark/Wind > Light/Lightning
Light/Fire > Dark/Wind
Light/Lightning > Dark/Earth
Light/Earth > Dark/Water
Light/Water > Dark/Fire
Light/Wind > Dark/Lightning

Naruto Exclusive:

Yin/Fire > Yang/Wind
Yin/Lightning > Yang/Earth
Yin/Earth > Yang/Water
Yin/Water > Yang/Fire
Yin/Wind > Yang/Lightning
Yang/Fire > Yin/Wind
Yang/Lightning > Yin/Earth
Yang/Earth > Yin/Water
Yang/Water > Yin/Fire
Yang/Wind > Yin/Lightning
Yin/Yang > All
Yin(Randomizer Indra) > All .5/Yang at full
Yang(Randomizer Asura) > All .5/Yin at full
Nature- No strengths or weaknesses

Duplicity:
Spoiler:
So on the topic of duplicity, I know some people enjoy RPing as two individuals, others like to focus their time into building up one character. However, I have no personal problem with this being a thing as long as a few basic rules are followed regarding how these characters are used. Pay attention class and fortune may be with you yet.

#1: A second character must be from a different universe. This will help promoted diversity among the forum goers and also expand the horizons of those who may not be comfortable outside of their home universe.

#2: These characters are not allowed to interact. I don't want to see someone, in essence, chatting up a storm with themselves and just racking up the WC. It is not ok and if I see it, there will be trouble.

#3: These characters are DEFINITELY not allowed to assist each other in combat. I think that goes without saying but just in case someone decides to loop hole this shit because it wasn't listed, here it is.

#4: This one may be a little odd but your characters may not possess a significant rank in the same universe. E.G would be both of them being a Hokage, Captain, Admiral, etc etc. You can split them up and hold two different ranks in two dimensions but having two characters in high holding in one universe can cause issues plot wise and it lets other people come in to take these positions as well. The same goes for faction or racial leaders. You can only have one character occupy a position in that high of a tier. So if you are the Pirate King, your other character cannot be any other faction leader position or higher.

Other then that you are free to use your character how you would. They will be entitled to all of the standard randomizer rolls and procedures any other character would be from their respective universe with no real restriction, enjoy.

Regulations Of Combat & Death:
Spoiler:
This topic will expound upon and lay out the basic information that combat in the RP will be made up of as well as touching base on some basic rules.

Now first of all in combat there are things that are alright and things that are not. Things that are not alright are,


These Are No Nos:

1. Godmodding in anyway, this will come with some serious consequences on a case by case basis.

2. Auto landing a strike, it takes away your opponents ability to react and is a form of godmodding.

3. Character Controlling, this is only alright if the person that owns the character has given you permission to do so.

4. Attacking an ungodly number of times, you are given the opportunity to attack several times in a post, but shooting 3,791,145 laser beams is what I would consider overzealous.

5. Stick to what you know folks. If you character doesn't know how to do something, then do not pull it out of your pocket as if it had been there all along. The same goes for areas and background for combat. If you are fighting in the morning then it can't suddenly be night time to accommodate a technique or ability that you have. The same goes for knowing what your opponents abilities do. If you have never seen them before and they have never been explained to you, then you don't know what they are, period.

6. Do not edit a post if someone has already responded. This has absolutely no exception in combat and can only be changed out of combat if the other person you are talking with gives you permission. Altering something in combat to give yourself an advantage or avoid an attack comes with some severe consequences that will be handled on a case by case basis as well.


Now, the things that are the staples of combat.


These Are Good:

1. Having an attack/reactionary post in a normal sequence for combat just like out of combat RP. You attack, they respond and attack in kind, then you respond, etc etc. Just like two people having a conversation, words come out of someones mouth, then you make words come out of your mouth, and it continues on like that.

2. Having up to three separate attacks in one post. This keeps things generally clean while also giving you the option to diversify your attacks and have a degree of tactics to your assault. It also won't require your opponent taking three weeks to figure out how to respond to your (above mentioned) 3 million laser beams.

3. Playing rationally within your characters boundaries. Nobody starts off as a god and it will take a loooooooooong time for people to get to a point where they can possess that degree of power. In that light, you have to play within the guidelines you build your characters stats to. If someone is faster or stronger then you, then you need to find a way around it, it is part of the creativity that makes RP what it is. Someone being bigger and badder then you doesn't always mean they will win, prove them wrong.

4. You may call upon an admin/moderator to settle the outcome of a battle if you have a dispute regarding it. We will be more then happy to look at everything and decide whether something is a decisive blow or shouldn't have struck at all. This however does not mean for us to babysit a fight and decide each individual move.

5. What I like to call the 72 Hour rule. After you post, whether it is in combat or outside of it, the next person on the posting order (if there is more then one other person) has 72 hours to respond to said post. If they do not respond within that time frame it is at the next persons cognizance to post or they may wait for the individual that has yet to post. In the matter of combat, if one does not respond to an attack within the 72 hour frame it will be considered a hit and their character will suffer whatever damage the strike would entail including death if that is the case. To combat this, if you believe you may have issues responding due to real life matters, just contact the person you are posting with and let them know the circumstances.



That about does it for that from what I can think of at the moment. Moving on there are a few more things to cover, one of which being a disparity in power. It is made very clear in just about any anime/cartoon/game in existence that if someone is stronger then someone else, there is typically an obvious difference. Below are going to be all the brackets and specifics on gaps between two combatants.


Power Differences:


11k-20k Stronger = Further fatigued, limbs feel heavy. -5 to all stats.

21-40k Stronger = Body is forced down, usually onto one knee, struggling to breath, requires a lot of effort to move limbs. -7 to all stats.

41-60k Stronger = Vision begins to flicker, taking short, shallow breaths, on both knees bent forward. -15 to all stats.

61k-80k Stronger = The stronger they get after this the less you can see and the more crippled your body becomes. -25 to all stats.

81-100k Stronger = What the hell is wrong with you, are you an idiot? Just lay down and die because that is what's going to happen. -40 to all stats.

100k+ Stronger = Really? Like, seriously, why are you here. If you have to consult this you must mentally deficient or something. There shouldn't even be an effect, you should just explode into a thousand pieces. YAY CONFETTI, now die. -100 to all stats.


Last but not least, how to handle the death of a character. Now, this is something that will happen in RP, whether intentional or not, sometimes it just cannot be avoided, especially if you pick a fight with the wrong person. However, we are willing to help out with this little dilemma as well.


If You Die:

If you die in the RP there are two individual ways that it an be handled that are entirely at your preference.

Option #1: If you desire this route, when you die, you die. Your character fades away into the annals of time to be forgotten or remembered by anyone who cares. When you create a new character you will be given the option to keep 50% of the power your character possessed. To explain in more depth, if you had 60,000 Power, then you would be able to create a new character at 30,000 Power. Anything related to your character is gone though, no knowledge, techniques, or anything of that ilk carries over. This also includes any WC reserves you may have had built up.

Option #2: If you die, instead of disappearing forever you may ascend into the afterlife where you can remain for a time before being spit back out into the physical realm. There are some downsides with this as well just as the first option, but has its differences too. First of all, you will still lose 50% of what your power was when you died. Again, if you were at 60,000 Power, you arrive in the Afterlife with 30,000 Power. Additionally, when you die any items that were in your possession at the time of death are gone. The only real exceptions are items attached to your character via their powers. This would primarily come into play for Shinigami and Arrancar as they use Zanpaktou.

You may remain in the Afterlife area for a total of One IRL Month, no more, but possibly less if you would like to just head back on down to the world below without waiting. While in the Afterlife you may continue to train as well, though at an increased WC cost per 1k and a reduced weekly cap. Below will include the augmented requirements and caps for your Afterlife training.

Afterlife WC Requirements:
5-35k: 1,200 words per 1k. Maximum of 4k per week.
36-60k: 1,650 words per 1k. Maximum of 3k per week.
61-90k: 2,100 words per 1k. Maximum of 2k per week.
91-120k: 2,550 words per 1k. Maximum of 1k per week.
121k+: 3,000 words per 1k. Maximum of 1k per week.

The pros to this method is that you are retaining your character and knowledge despite dying. So you may return with all your abilities and knowledge intact.
Tenjinsai Bushinji
Tenjinsai Bushinji

Race : Vaizard
Class : Genius
Rank : Captain Commander
Power : 150000
Strength : 70
Stamina : 164
Speed : 198
Energy : 222
Perception : 198
Energy Speed : 217
Reputation : 0

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Post by Tenjinsai Bushinji on Sat Mar 16, 2019 5:18 pm

Rank Requirements & Perks:
Spoiler:
Just to simplify this for everyone I have decided to compile a basic list of information that everyone can reference regarding the different positions in the various universes, what their requirements are, and what the perks are for attaining said positions. This will primarily list the ranks that actually carry bonuses, such as Minor Faction, Major Faction, Racial Leader, and Universe Leader positions.

I would also like to note, most positions are multi-racial. This is opposed to making it universe specific as all ranks are able to be acquired by any race. The only positions that cannot be acquired by an outside race would be certain, very specific racial groups, Racial Leader, and Universal Leader. Those two positions are exclusive to the universe that race contains.

Also, positions that grant a power boost cannot be jumped to back and forth to acquire more boosts. The boost from that 'class' of position is a one time deal among all of them. So you get one Major Faction boost, one Racial Leader boost, and one Universal Leader boost. Totals out to 15,000 among the three, no more then that.

Bleach:

Minor Faction Positions


Vice Captain/Kidou Corps Vice Commander/Onmitsukidou Vice Commander: Requires 35,000 Power. Grants a +3 bonus to all stats.

Fullbringer Lieutenant: Requires 35,000 Power. Grants a +3 bonus to all stats.

Prime Fraccion/Exequias Vice Commander: Requires 30,000 Power. Grants a +3 bonus to all stats.

Vaizard Unit Captain: Requires 40,000 Power & must be Vaizard. Grants a +3 bonus to all stats.


Major Faction Positions


Captain/Kidou Corps Commander/Onmitsukidou Commander: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Fullbringer Major: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Espada 4-10: Requires 50,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Espada 1-3/Exequias Commander: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Vaizard Branch Commander: Requires 75,000 Power & must be a Vaizard. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.


Racial Leader Positions


Captain Commander: Requires 100,000 Power & Bankai. Grants a +10 bonus to all stats & 5,000 permanent Power bonus.

Fullbringer Commander: Requires 100,000 Power & Mastered Fullbring. Grants a +10 bonus to all stats & 5,000 permanent Power bonus.

Lord of Hueco Mundo: Requires 100,000 Power & must be an Arrancar. Grants a +10 bonus to all stats & 5,000 permanent Power bonus.

Vaizard Leader: Requires 100,000 Power, must be a Vaizard & Mastered Mask. Grants a +10 bonus to all stats & 5,000 permanent Power bonus.


Universal Leader Position


Guardian of the Spiritual Realms: Requires 150,000 Power & must be from the Bleach Universe. Grants a +15 bonus to all stats & 5,000 permanent Power bonus.

Dragonball:

Minor Faction Positions


Saiyan Scientist: Requires 30,000 Power. Grants a +3 bonus to all stats.

Saiyan Commander: Requires 35,000 Power. Grants a +3 bonus to all stats.

Capsule Corps Scientist: Requires 35,000 Power. Grants a +3 bonus to all stats.

Planet Trade Officer: Requires 30,000 Power. Grants a +3 bonus to all stats.

Planet Trade Special Forces Officer: Requires 40,000 Power. Grants a +3 bonus to all stats.

Namekian Guardian: Requires 35,000 Power. Grants a +3 bonus to all stats.


Major Faction Positions


Saiyan Head Scientist/Champion/General/Advisor: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Capsule Corps Head Scientist/Manager: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Planet Trade Commander: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Planet Trade Special Forces Commander: Requires 80,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Planet Trade Imperial Aides: Requires 85,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.


Racial Leader Positions


Saiyan Monarch: Requires 100,000 Power & must be a Saiyan. Grants a +10 bonus to all stats & 5,000 permanent Power bonus.

Capsule Corps CEO: Requires 100,000 Power & must be a Human(DB). Grants a +10 bonus to all stats & 5,000 permanent Power bonus.

Planet Trade Emperor: Requires 100,000 Power & must be a Changeling. Grants a +10 bonus to all stats & 5,000 permanent Power bonus.

Namekian Elder: Requires 100,000 Power, must be a Namekian. Grants a +10 bonus to all stats & 5,000 permanent Power bonus.


Universal Leader Position


God of Destruction: Requires 150,000 Power & must be from the Dragonball Universe. Grants a +15 bonus to all stats & 5,000 permanent Power bonus.

One Piece:

Minor Faction Positions


Pirate Unit Commander: Requires 35,000 Power. Grants a +3 bonus to all stats.

Marine Vice Admiral: Requires 35,000 Power. Grants a +3 bonus to all stats.


Major Faction Positions


Pirate Yonko: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Marine Admiral: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Shichibukai: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.


Racial Leader Positions


Pirate King: Requires 100,000 Power & must be Human(OP). Grants a +10 bonus to all stats & 5,000 permanent Power bonus.

Marine Fleet Admiral: Requires 100,000 Power & must be Human(OP). Grants a +10 bonus to all stats & 5,000 permanent Power bonus.


Universal Leader Position


(To be Determined): Requires 150,000 Power & must be from the Bleach Universe. Grants a +15 bonus to all stats & 5,000 permanent Power bonus.

Naruto:

Minor Faction Positions


Anbu Member: Requires 35,000 Power. Grants a +3 bonus to all stats.

Village Elder: Requires 45,000 Power. Grants a +3 bonus to all stats.

Outlaw Adjutant: Requires 30,000 Power. Grants a +3 bonus to all stats.


Major Faction Positions


Anbu Leader/Jounin Commander: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Outlaw Commander: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.


Racial Leader Positions


Kage: Requires 100,000 Power, must be from respective village & must be a Human(Naruto). Grants a +10 bonus to all stats & 5,000 permanent Power bonus.

Outlaw Leader: Requires 100,000 Power & must be a Human(Naruto). Grants a +10 bonus to all stats & 5,000 permanent Power bonus.


Universal Leader Position


Ninja Alliance Commander: Requires 150,000 Power & must be from the Naruto Universe. Grants a +15 bonus to all stats & 5,000 permanent Power bonus.

Fairy Tail:

Minor Faction Positions


S-Class Mage: Requires 30,000 Power. Grants a +3 bonus to all stats.


Major Faction Positions


Guild Leader: Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.

Council Seat (2-9): Requires 75,000 Power. Grants a +6 bonus to all stats & 5,000 permanent Power bonus.


Racial Leader Positions


Chairman: Requires 100,000 Power, must be a Human(Fairy Tail). Grants a +10 bonus to all stats & 5,000 permanent Power bonus.


Universal Leader Position


(TBD): Requires 150,000 Power & must be from the Fairy Tail Universe. Grants a +15 bonus to all stats & 5,000 permanent Power bonus.

Release Boosts & Requirements:
Spoiler:
Even though all the information is listed in its own pocket of the world, I figured a singular location to compile all of the information would make it a great deal easier for everyone to both locate and utilize. I will have them separate up into each universes segment and then you can all chomp down the information to your hearts content.

Dragonball:
Saiyans:
Super Saiyan: Requires 25,000 Power Level to Acquire. 1,500 WC to Unlock. Lasts for 10 points, unlimited use if Super Saiyan has been mastered. Grants +5 to all stats and 5,000 to Power Level while transformed.

Super Saiyan 2: Requires 45,000 Power Level to Acquire. 2,500 WC to Unlock. Grants +9 to all stats and 9,000 Power Level Boost.

Super Saiyan 3: Requires 70,000 Power Level to Acquire. 3,500 WC to Unlock. Grants +13 to all stats and 13,000 Power Level Boost.

Super Saiyan God: Requires a randomizer roll to acquire this release. Requires 80,000 Power Level to Acquire. Requires 3,000 WC being completed. Grants +11 to all stats and +11,000 Power Level Boost and stacks with Super Saiyan Boost for a total of +16 to all stats and +16,000 Power Level Boost. Can only be sustained for 10 posts. Grants 2 additional technique slots.

Changeling:
First Form: Grants no special boost and is your initial form.

Second Form: Requires 10,000 Power Level to Acquire. Requires 500 WC to learn. Grants +2 to all stats and 2,000 Power Level boost.

Third Form: Requires 30,000 Power Level to Acquire. Requires 1,500 WC to learn. Grants +4 to all stats and 4,000 Power Level boost.

Final Form: Requires 60,000 Power Level to Acquire. Requires 3,000 WC to learn. Grants +6 to all stats and 6,000 Power Level boost.

All Changeling releases stack granting a total of +12 to all stats and 12,000 Power Level boost at Final Form.

Namekians:
Great Namekian: Requires 15,000 Power Level to Acquire. Requires 1,500 WC to learn. Increase to Power level by 5,000 and +5 to all stats.

Warrior Clan Training: Unlocked at 25,000 Power Level. Requires 1,500 WC to Acquire. Permanent increase to Power Level by 5,000 and +5 to all stats.

Super Namekian: Unlocked at 45,000 Power Level. Requires 3,000 WC to learn. 10,000 Increase to Power Level and +10 to all stats.

Humans:
Rage: Requires 15,000 Power Level to Acquire. Requires 1,000 WC to learn. +5 increase to stats and 5,000 boost to Power Level. Lasts 10 posts.

Unlocked Potential: Requires 30,000 Power Level to Acquire. Requires 1,500 WC to learn. Permanent increase to Power level by 5,000 and +5 to all stats.

Mystic Form: Requires 50,000 Power level to Acquire. Requires 2,500 WC to learn. Permanent increase to Power Level by 10,000 and +10 to all stats.

Bleach:
Shinigami:
Shikai: Requires 20,000 Reiatsu to Acquire. Requires 1,500 WC to learn. Increases Reiatsu by 4,000 and all stats by +4.

Bankai: Requires 60,000 Reiatsu to Acquire. Requires 3,000 WC to learn. Increases Reiatsu by 12,000 and all stats by +12.

Hollows:
Enraged Menos: Based on which tier of Menos you are. Granted a temporary and varied boost. Only requires WC for Gillian form, advanced forms will just upgrade current release.

Gillian: Acquired at 15,000 Reiatsu. Increases Reiatsu by 3,000 and all stats by +3. Requires 1,500 WC to learn. Lasts for 5 posts.

Adjuchas: Acquired at 30,000 Reiatsu. Increases Reiatsu by 5,000 and all stats by +5. Lasts for 7 posts.

Vasto Lorde: Acquired at 60,000 Reiatsu. Increases Reiatsu by 9,000 and all stats by +9. Lasts for 10 posts.

Vaizards:
Beginner Mask: Requires 30,000 Reiatsu to Acquire. Requires 1,000 WC to learn. Increases Reiatsu by 5,000 and +5 to all stats. Lasts for 3 posts. Stacks on top of Shikai and Bankai. For Bankai release boost and mask time is cut in half. Grants 1 additional technique slot.

Intermediate Mask: Requires 50,000 Reiatsu to Acquire. Requires 1,500 WC to learn. Increases Reiatsu by 7,000 and +7 to all stats. Lasts for 6 posts. Stacks on top of Shikai and Bankai. For Bankai release boost and mask time is cut in half. Grants 1 additional technique slot.

Master Mask: Requires 70,000 Reiatsu to Acquire. Requires 2,500 WC to learn. Increases Reiatsu by 10,000 and +10 to all stats. Lasts for 10 posts. Stacks on top of Shikai and Bankai. For Bankai release boost and mask time is cut in half. Grants 1 additional technique slot.

Arrancar:
Resurreccion: Acquired upon becoming an Arrancar. Increases Reiatsu by 10,000 and +10 to all stats.

Segunda Etapa Resurreccion: Requires a randomizer roll to acquire this release. Unlocked upon becoming an Arrancar. Requires 7,500 WC to learn. Increases Reiatsu by 7,000 and +7 to all stats.

Imperfect Resurreccion: For those who fail the Vaizard test and become Hollows. Requires 7,000 WC to acquire. Increases Reiatsu by 9,000 and +9 to all stats. Lasts for 7 posts.

Humans:
Incomplete Fullbring: Requires 15,000 Reiatsu to Acquire. Requires 1,000 WC to learn. Increases Reiatsu by 4,000 and +4 to all stats.

Complete Fullbring: Requires 50,000 Reiatsu to Acquire. Requires 2,500 WC to learn. Increases Reiatsu by 10,000 and +10 to all stats.

One Piece:
Basic Devil Fruit: Basic fruit power, yet no abilities or release obtained, 10,000 Haki and 250 WC, no boosts.

Incomplete Devil Fruit: Requires 30,000 Haki, 1,500 WC, 3 abilities, +4 to all stats and +4,000 Haki while using the fruits powers

Semi-Complete Devil Fruit: Requires 45,000 Haki, 2,000 WC to obtain. - Gives 3 additional abilities, and replaces incomplete. +7,000 Haki, and +7 to all stats while maintaining use of their power

Complete Devil Fruit: Requires 60,000 Haki, 3,000 WC to obtain. -Gives 4 additional abilities as well as replacing previous releases. +12,000 Haki and +12 to all stats while maintaining.

Awakened Devil Fruit: Requires passing a randomizer to acquire this release. Requires 45,000 Haki to Acquire. Requires 5,000 WC to learn. Increases Haki by +5,000 and +5 to all stats. Also gives two additional abilities specific to the release. Stacks on top of normal devil fruit release.

Naruto:
Chunnin: Requires 20,000 Chakra to Acquire. Requires 1,500 WC to learn. Grants permanent 4,000 boost to Chakra and +4 to all stats.

Jounin: Requires 60,000 Chakra to Acquire. Requires 3,000 WC to learn. Grants permanent 12,000 boost to Chakra and +12 to all stats.

S-Rank Bloodline: Requires 45,000 Chakra to Acquire. Requires 2,000 WC to learn. Grants +7,000 boost to Chakra and +7 to all stats while in use. Stacks with Incarnation Release.

Incarnation Release: Requires 60,000 Chakra to Acquire. Requires 3,000 WC to learn. Grants +12,000 boost to Chakra and +12 to all stat while in use. Stacks with S-Rank Bloodline Release.

Fairytale:
Devil Slayer Magic:
1st Phase Devil Slayer: Requires 10,000 Magic to Acquire. Requires 500 WC to learn. Increases Magic by +3,000 and +3 to all stats.

2nd Phase Devil Slayer: Requires 30,000 Magic to Acquire. Requires 1,000 WC to learn. Increases Magic by +5,000 and +5 to all stats.

3rd Phase Devil Slayer: Requires 45,000 Magic to Acquire. Requires 1,500 WC to learn. Increases Magic by +8,000 and +8 to all stats.

Final Phase Devil Slayer: Requires 60,000 Magic to Acquire. Requires 2,000 WC to learn. Increases Magic by +12,000 and +12 to all stats.

Dragon Slayer Magic:
Beginner Dragon Slayer: 10,000 Magic to Acquire. Requires 500 WC to learn. Increases Magic by +3,000 and +3 to all stats.

Apprentice Dragon Slayer: Requires 35,000 Magic to Acquire. Requires 1,000 WC to learn. Increases Magic by +7,000 and +7 to all stats.

Master Dragon Slayer: Requires 60,000 Magic to Acquire. Requires 3,000 WC to learn. Increases Magic by +12,000 and +12 to all stats.

God Slayer Magic:
Beginner God Slayer: Requires 10,000 Magic to Acquire. Requires 500 WC to learn. Increases Magic by +4,000 and +4 to all stats.

Apprentice God Slayer: Requires 35,000 Magic to Acquire. Requires 1,000 WC to learn. Increases Magic by +9,000 and +9 to all stats.

Master God Slayer: Requires 60,000 Magic to Acquire. Requires 3,000 WC to learn. Increases Magic by +16,000 and +16 to all stats.

Dragonification:
Time Lapse: Between each level of dragonification the individual has to wait one IRL (In Real Life) week or seven days in addition to the Magic requirements to get the next form level.

1st Form: Requires 35,000 Magic. Requires 1,000 WC to learn. Stacks with Dragon Slayer release and increases Magic by +3,000 and +3 to all stats. Lasts for 3 posts. Grants 1 additional technique slot.

2nd Form: Requires 55,000 Magic. Requires 1,500 WC to learn. Stacks with Dragon Slayer release and increases Magic by +5,000 and +5 to all stats. Lasts for 5 posts. Grants 1 additional technique slot.

Full Form: Requires 75,000 Magic. Requires 3,000 WC to learn. Stacks with Dragon Slayer release and increases Magic by +8,000 and +8 to all stats. Lasts for 8 posts. Grants 2 additional technique slot.
Tenjinsai Bushinji
Tenjinsai Bushinji

Race : Vaizard
Class : Genius
Rank : Captain Commander
Power : 150000
Strength : 70
Stamina : 164
Speed : 198
Energy : 222
Perception : 198
Energy Speed : 217
Reputation : 0

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