~Administrative Council~
Kirito Gekko
Tenjinsai Bushinji
Kuroishi Homura
~Managers~
Kumo
~Moderators~
~Lead Moderators~
Fabled (Bleach)
Aria (Naruto)
~Sub-Moderators~
Bleach
Chaos Kaiz
Naruto
Vacant
One Piece
Kite
Koga Senju
~Support~
Mikoto Kurokei
(Tests & Ranks)
~Content Team~
Himurotaiki
Kirito Gekko
Tenjinsai Bushinji
Kuroishi Homura
~Managers~
Kumo
~Moderators~
~Lead Moderators~
Fabled (Bleach)
Aria (Naruto)
~Sub-Moderators~
Bleach
Chaos Kaiz
Naruto
Vacant
One Piece
Kite
Koga Senju
~Support~
Mikoto Kurokei
(Tests & Ranks)
~Content Team~
Himurotaiki
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You can chat with the other members casually in text or voice chats as well as keep up to date on anything going on.
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You can chat with the other members casually in text or voice chats as well as keep up to date on anything going on.
So what are you waiting for, click HERE and come join our discord community!
Role-Play Information Index
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Role-Play Information Index
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/Skills:
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/Skills:
- 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 1000. 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 1000 you can exceed that limit with the use of releases and abilities. For example, if you have 1000 Strength, and you have an ability that increases your Strength by 1.05, then it would be boosted to 1050 for the duration of that ability.
The system works off of points. To obtain these points you post, and your posts will be rewarded with stat points based on a number of statistics that the admin staff will analyze them for. For greater details in regards to gaining points and post analysis, you can check the post specifically dedicated to it.
Sprinter: The faster set of characters. Faster characters have a much higher chance of hitting what they want. Main stat is Speed; Opposite stat is Endurance.
Berserker: The stronger set of characters. Stronger characters cause more damage to what they hit, do better at blocking and can lift more. Main stat is Strength; Opposite stat is Speed.
Guardian: Characters who can last a set of time. Characters with more stamina, can take a lot more damage before falling. Main stat is Endurance; Opposite stat is Dexterity.
Caster: Characters who are best at energy based attacks. Characters with more Energy can learn higher end energy techniques and energy based attacks will be stronger compared. Main stat is Energy; Opposite stat is Strength.
Eagle Eye: 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. Main stat is Perception; Opposite stat is Energy.
Nimble: Individuals who are not necessarily fast, but are quick to respond. They have a heightened physical reaction time and could be described as rather twitchy. Main stat is Dexterity; Opposite stat is Perception.
Once your character is approved, make a thread in the CHARACTER SHEET section with your stats in it. If you are a new player then that means you get to start with 50 points that you may apply at your discretion (There must be at least 1 point in each stat at minimum in addition to the 25% rule). If for whatever reason you may be starting at a higher level, you will be assigned the number of skill points you start with for your new character and then just have to do the math to determine your stats and power.
IMPORTANT: Your weakest stat always has to be at least 25% of your highest, this means that if you have 500 Strength you can not have any stat below 125 points.
Stats
Power: Power is what determines your characters overall ability and, well, power. It is determined by combining all of your stats and multiplying them by 50. E.G: If you have 100 in each stat, combine them to 600, then multiply that number by 50; The resulting number would be 30,000 which is your characters power rating. Power dictates when you can learn certain racial abilities, releases, and apply for ranks. There are also benefits/deficits in combat depending on if you are stronger/weaker than whoever you may be fighting and how large that gap is.
Speed: Speed has to deal with how fast your character moves and how fast their physical 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.
Dexterity: Dexterity is a measure of your characters physical reaction speed and ability. Once your perception has checked to see if you can perceive and process the information you have received, your dexterity will determine if you can physically react to it quickly enough.
Endurance: Endurance is purely how much of a beating your character can take before they go down for the count. The more of it you have, the higher the scale of damage you are capable of absorbing. This typically matches up against an opponents Strength/Energy stat (Unless something dictates otherwise) to see if you can take on a hit or not.
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: Perception manages your characters ability to mentally perceive what is occurring and process the information so that you may then react to it. Essentially, this determines if you are able to see quick movements in combat and giving you the ability to attempt reacting to them.
Stamina: Stamina is what determines how long your character is able to fight before they become exhausted. Everyone has a limit, and this determines that limit. This stat does not require points to be put into it though; It's number is determined by other factors. You can read more in the post labeled for combat/exhaustion.
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.
Technique Points: While not a stat that directly impacts combat, it is no less important. Your Technique points are what allow you to use your created techniques in combat. The amount of Technique Points your possess is equal to your Endurance divided by 4. If you possess 500 Endurance, you would have a pool of 125 points to expend on techniques. Your points will regenerate at a rate of 25% of your total per day while out of combat. If you possess 100 points, you would regenerate 25 points per day until they are full once again.
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 ten 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 a sprinter 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: A sprinter 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: A sprinter 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 a sprinter 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: A sprinter 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: A sprinter 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 A sprinter 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: A sprinter 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: A sprinter 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 a sprinter 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: A sprinter 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: A sprinter putting 15 points into stamina would increase their stat by 5.
- Tier Ten:
- Those who have arrived at this level of power had reached the mountaintop peak and then looked to the stars; They were not satisfied with the power they had achieved and strove to become greater than any who came before them. None can compare to these titans, and those that dare will learn the consequences.
Special Stat Growth: Rate of 2:1. For every 2 points put into your specialty stat, it will go up by 1. E.G: If you are a sprinter and put 10 points into speed, it will go up by 5.
Neutral Stat Growth: Rate of 3:1. For every 3 points put into a neutral stat, it will go up by 1. E.G: A sprinter putting 15 points into perception would increase their stat by 5.
Opposite Stat Growth: Rate of 4:1. For every 4 points put into the opposite stat, it will go up by 1. E.G: A sprinter putting 20 points into stamina would increase their stat by 5.
The tiers that the stats are in will remain essentially unchanged being listed 1 to 10 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 it 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.
Note: Tier sections that possess a / between two different listings describe the minimum and maximum potential within larger tiers.
Additionally, Tiers that are listed above 10 are not attainable naturally with base stats. These are tiers that characters can break into when using releases and techniques.
Speed/Dexterity/Perception:- Spoiler:
- How fast you can move, physically react, and speed of motions you are able to perceive; Respectively.
1- 1-20 Human (9 MPH Max)
2- 21-40 Athlete (18 MPH Max)
3- 41-80 Olympic Sprinter (30 MPH Max)
4- 81-150 Superhuman (75 MPH Max)
5- 151-250 Subsonic (300 MPH Max)
6- 251-400 Mach 1 (760 MPH Max)
7- 401-550 Mach 2 (1,500 MPH Max)
8- 551-700 Mach 3 (2,300 MPH Max)
9- 701-850 Mach 4 (3,050 MPH Max)
10- 851-1000 Mach 5 (3,800 MPH Max)
11- 1001-1200 Mach 6 (4,600 MPH Max)
12- 1201-1500 Mach 7 (5,300 MPH Max)
13- 1501+ Mach 8 (6,100 MPH Max)
Strength/Energy:- Spoiler:
- Destructive potential of your strikes/blasts at your maximum; Respectively.
1- 1-20 Human
2- 21-40 Professional Athlete
3- 41-80 Superhuman
4- 81-150 Wall
5- 151-250 Building
6- 251-400 City Block
7- 401-550 Small Town/Town
8- 551-700 City/Large City
9- 701-850 Mountain/Large Mountain
10- 851-1000 Small Island/Island
11- 1001-1200 Large Island/Small Country
12- 1201-1500 Country/Large Country
13- 1501+ Continent
Endurance:- Spoiler:
- Power of strike/blast that you can withstand.
1- 1-20 Human
2- 21-40 Athlete
3- 41-80 Superhuman
4- 81-150 Wall
5- 151-250 Building
6- 251-400 City Block
7- 401-550 Small Town/Town
8- 551-700 City/Large City
9- 701-850 Mountain/Large Mountain
10- 851-1000 Small Island/Island
11- 1001-1200 Large Island/Small Country
12- 1201-1500 Country/Large Country
13- 1501+ Continent
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- 15,000 Power - Tier 1
Combatant- 40,000 Power - Tier 2
Expert- 75,000 Power - Tier 3
Master- 125,000 Power - Tier 4
40 Skill Points Maximum
Start with 5 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 5 as previously stated and will earn more as you progress. At your peak, at 150k, you will have a total of 40 Skill Points. Use them wisely.
15k- 5
20k- 6
25k- 8
30k- 9
35k- 10
40k- 11
45k- 12
50k- 14
55k- 15
60k- 16
65k- 17
70k- 18
75k- 20
80k- 21
85k- 22
90k- 23
95k- 24
100k- 26
105k- 27
110k- 28
115k- 29
120k- 30
125k- 32
130k- 34
135k- 35
140k- 36
145k- 38
150k- 40
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, 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.
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.
Additionally there are two individual sets of skills, Standard and Expert. While standard has a wider variety of both combat and utility based skills; Expert skills are advanced version of the standard combat aide skills. A character may only select One expert skill if you choose to do so. The only exception that is present to this rule is if your character has managed to pass the prodigy test. Only prodigies may possess more then one expert level skill.- Standard Skills:
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 quest requirements/legendary weapons.)
Illusion Resist - You can identify illusions and hallucinations that you are subjected to and resist the effects or see through them.
Level 1- Decreases reduction from illusion effects by .03(3%)
Level 2- Decreases reduction from illusion effects by .06(6%)
Level 3- Decreases reduction from illusion effects by .10(10%)
Level 4- Decreases reduction from illusion effects by .15(15%)
Weapons - An individuals proficiency using weapons in combat and how diverse a skillset they possess with said weapons.
Level 1- Provides nothing other than the ability to start learning techniques
Level 2- Increase to modifier by .03(3%)
Level 3- 5% WC reduction for learning relevant techniques + increase to modifier by .06(6%)
Level 4- 10% WC reduction for learning relevant techniques + increase to modifier by .10(10%)
Martial Arts - Your ability to use your body in combat as a weapon and your proficiency in doing so.
Level 1- Provides nothing other than the ability to start learning techniques
Level 2- Increase to modifier by .03(3%)
Level 3- 5% WC reduction for learning relevant techniques + increase to modifier by .06(6%)
Level 4- 10% WC reduction for learning relevant techniques + increase to modifier by .10(10%)
Battle Analysis - This is an individuals ability to analyze the battlefield and create a strategy to benefit their sides chances of a positive outcome.
Level 1- Provides a bonus when fighting in a group (two or more). Gives a modifier increase to all stats of teammates by .02(2%). Negated/Reduced by opponents having access to similar ability.
Level 2- Provides a bonus when fighting in a group (two or more). Gives a modifier increase to all stats of teammates by .03(3%). Negated/Reduced by opponents having access to similar ability.
Level 3- Provides a bonus when fighting in a group (two or more). Gives a modifier increase to all stats of teammates by .05(5%). Negated/Reduced by opponents having access to similar ability.
Level 4- Provides a bonus when fighting in a group (two or more). Gives a modifier increase to all stats of teammates by .07(7%). Negated/Reduced by opponents having access to similar ability.
Reduction/Negation Note: If you possess Level 3 BA and the opponent possesses Level 2 BA and you are both fighting in group combat, you will negate their BA skill but your skill will be reduced to a 2% bonus from the difference.
Pain Tolerance - This is how well you tolerate pain and the effects of your wounds on your ability to continue fighting.
Level 1- Rate of stamina exhaustion triggered by broken bone & being ran through decreased to every fourth post and every third post respectively.
Level 2- Ignore up front cost of broken bone & being ran through if you suffer those wounds.
Level 3- Ignore effects of a broken bone. Rate of stamina exhaustion triggered by Organ Damage reduced from every other post to every third post.
Level 4- Ignore effects of being ran through & up front stamina exhaustion of organ damage. Rate of stamina exhaustion triggered by limb loss decreased from every post to every other post.
Bleeding Tolerance - Your ability to continue fighting despite severe blood loss from wounds.
Level 1- Blood loss triggered from consecutive stamina exhaustion increased from 5 to 6.
Level 2- Blood loss triggered from up front stamina exhaustion increased from 2 to 3.
Level 3- Decreases rate of blood loss from every other post to every third post.
Level 4- Blood loss triggered from consecutive and up front stamina exhaustion increased from 6 to 7 and 3 to 4 respectively.
Energy Proficiency- This skill determines an individuals ability to effectively wield learned energy techniques.
Level 1- Provides nothing other than the ability to start learning techniques
Level 2- Increase to modifier by .03(3%)
Level 3- 5% WC reduction for learning relevant techniques + increase to modifier by .06(6%)
Level 4- 10% WC reduction for learning relevant techniques + increase to modifier by .10(10%)
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 Sensing.
Footwork - You are good at moving well, showing a high dexterity in movement and proficiency in technique.
Level 1- Provides nothing other than the ability to start learning techniques
Level 2- 5% WC reduction for learning relevant techniques
Level 3- 10% WC reduction for learning relevant techniques
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .05(5%)
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.
Crafting- You have dedicated time to the art of creation and can forge your own equipment with the proper tools and materials.
Level 1- Can craft rank E & D equipment
Level 2- Can craft rank C equipment
Level 3- Can craft rank B equipment & can now convert equipment into core essence.
Level 4- Can craft rank A equipment
- Expert Skills:
Zanjutsu Expert(Bleach)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Hakuda Expert(Bleach)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Kidou Expert(Bleach)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Ninjutsu Expert(Naruto)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Genjutsu Expert(Naruto)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Taijutsu Expert(Naruto)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Kenjutsu Expert(Naruto)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Swordmaster Expert(One Piece)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Martial Artist Expert(One Piece)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Haki Master Expert(One Piece)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Magic Expert(Fairy Tail)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Weapons Expert(Fairy Tail)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Martial Arts Expert(Fairy Tail)-
Level 1- Provides ability to learn relevant skills and increases modifier by .04
Level 2- 5% WC reduction for learning relevant techniques + increase to modifier by .07
Level 3- 10% WC reduction for learning relevant techniques + increase to modifier by .11
Level 4- 20% WC reduction for learning relevant techniques + increase to modifier by .15
Last edited by Tenjinsai Bushinji on Fri Aug 27, 2021 2:49 pm; edited 22 times in total
Tenjinsai Bushinji- Race : Vaizard
Class : Genius
Rank : Captain Commander
Power : 172000
Strength : 70
Stamina : 210
Speed : 211
Energy : 226
Perception : 210
Energy Speed : 223
Reputation : 0
Re: Role-Play Information Index
Elemental Affinity:
Duplicity:
Regulations Of Combat & Death:
- 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 1.1/0.9 conversion depending which side you are on. The stronger element gets 1.1 added to its attack where the weaker element gets 0.9 to its attack (10% increase or decrease).
In cases where elements are combined and clash, such as Fire/Earth, Water/Lightning, etc etc, it would be 1.05/0.95 if there is a single elemental superiority, or the standard 1.10/0.9 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 1.10/0.9, instead just being 1.05/0.95.
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.
- Stamina Usage & Exhaustion:
Every character has a statistic called Stamina. It is one of the only stats that does not actually get points put into it for it to increase. Your stamina is how long your character can fight for at full power. Once you reach your limit, you character will be able to continue fighting but will slowly become exhausted as they continue to push past their limits.
Stamina Calculations:
Stamina is determined by a base value of 3 that every character starts with; After this you will add an additional point to Stamina for every 40 points that you put into Endurance. E.G: If you have 200 points in Endurance, you would add 5 to your Stamina giving you a total of 8. This would mean your character can fight for a total of eight posts before they begin to experience exhaustion.
Exhaustion:
Exhaustion is what occurs when your characters exceeds their maximum number of posts as determined by the Stamina stat. For every post that your character fights past their maximum they will receive a 10% reduction to all of their stats. As they continue to fight the effects of exhaustion will continue to stack until eventually having a 100% reduction. If your character fights to the point of complete exhaustion they will no longer be able to fight and will be rendered unconscious.
- Wounds:
In combat it is inevitable that your character will suffer wounds. Most of these wounds will be ones that your character can recover from over time; Cuts, bruises, gashes, etc. There are however wounds that a character does not recover from quite so quickly. Having a limb removed is a traumatic event, as would be suffering direct damage to an organ or having an object ran through your body. Wounds of a more 'severe' variety will have a negative impact on your ability to continue fighting if able to continue fighting at all. Your character will be in significant pain and be suffering severe blood loss; Hardly the most ideal circumstances to be fighting in.
In the case of wounds like this your character will not be able to fight at their best and will exhaust themselves much faster then usual if they are not taken out of commission entirely. Suffering significant wounds in combat will take a toll directly on your characters Stamina and therein, the ability to continue fighting.
Blood Loss: This wound type is the only one that is treated differently. Blood loss is something that effects your character if they have suffered a wound or wounds that would result in two points of up front stamina exhaustion or if they have suffered from a total of five points of exhaustion total from their wounds. This results in an additional point of stamina exhaustion every other post on top of your wound exhaustion unless a relevant skill/ability mitigates it.
E.G: If you have a broken bone and limb loss, that would provide 3 upfront stamina loss. This means you would suffer two points of exhaustion every post from the limb loss and an additional point of exhaustion every other post resulting in a loss of three every other post. After your first post with the upfront loss your next post would be a loss of three followed by the next post after that being a loss of two. The cycle then continues until the wounds are either dealt with or you are unable to continue fighting.
Alternatively, if you receive organ damage you will pay two points up front. After that if you suffer from the effects of organ damage until you have exhausted an additional four points specifically from your wounds(It would take 8 posts with an additional point of exhaustion every other post) you would then begin to incur the blood loss penalty and would loss 3 points of stamina every other post instead of 2.
Broken Bone: One point in Stamina is exhausted immediately and every third post after you will exhaust two points instead of one.
Being Ran Through: One point in Stamina is exhausted immediately and every second post after you will exhaust two points instead of one.
Organ Damage: One point in Stamina is exhausted immediately and every second post after you will exhaust two points instead of one.
Limb Loss: Two points in Stamina is exhausted immediately and every subsequent post you will exhaust two points instead of one.
If your character has suffered a combination of these wounds they would still be acted upon as normal. The additional exhaustion however will be calculated based off of your most severe wound. E.G: If you have been ran through but also have suffered organ damage, you would exhaust one point of Stamina for each wound and exhaust an additional point of stamina every other post.
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:
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 stats your character possessed. To explain in more depth, if you had 3,000 stat points, then you would be able to create a new character that has 1,500 stat points. Anything related to your character is gone though, no knowledge, techniques, or anything of that ilk carries over.
Last edited by Tenjinsai Bushinji on Tue Aug 24, 2021 4:28 pm; edited 10 times in total
Tenjinsai Bushinji- Race : Vaizard
Class : Genius
Rank : Captain Commander
Power : 172000
Strength : 70
Stamina : 210
Speed : 211
Energy : 226
Perception : 210
Energy Speed : 223
Reputation : 0
Re: Role-Play Information Index
Rank Requirements & Perks:
Release Boosts & Requirements:
- 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 stat 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 300 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 +10 bonus to all stats.
Xcution Manager: Requires 35,000 Power. Grants a +10 bonus to all stats.
Prime Fraccion/Exequias Vice Commander: Requires 30,000 Power. Grants a +10 bonus to all stats.Major Faction Positions
Captain/Kidou Corps Commander/Onmitsukidou Commander: Requires 75,000 Power. Grants a +20 bonus to all stats & rewards 100 stat points.
Xcution Executive: Requires 75,000 Power. Grants a +20 bonus to all stats & 100 stat point reward.
Espada 4-10: Requires 50,000 Power. Grants a +20 bonus to all stats & 100 stat point reward.
Espada 1-3/Exequias Commander: Requires 75,000 Power. Grants a +20 bonus to all stats & 100 stat point reward.Racial Leader Positions
Captain Commander: Requires 100,000 Power & Bankai. Grants a +35 bonus to all stats & 100 stat point reward.
Xcution President: Requires 100,000 Power & Mastered Fullbring. Grants a +35 bonus to all stats & 100 stat point reward.
Lord of Hueco Mundo: Requires 100,000 Power & must be an Arrancar. Grants a +35 bonus to all stats & 100 stat point reward.Universal Leader Position
Soul King/Queen: Requires 150,000 Power & must be from the Bleach Universe. Grants a +55 bonus to all stats & 100 stat point reward.
- One Piece:
- Minor Faction Positions
Pirate Unit Commander: Requires 35,000 Power. Grants a +10 bonus to all stats.
Marine Vice Admiral: Requires 35,000 Power. Grants a +10 bonus to all stats.Major Faction Positions
Pirate Yonko: Requires 75,000 Power. Grants a +20 bonus to all stats & 100 stat point reward.
Marine Admiral: Requires 75,000 Power. Grants a +20 bonus to all stats & 100 stat point reward.
Shichibukai: Requires 75,000 Power. Grants a +20 bonus to all stats & 100 stat point reward.Racial Leader Positions
Pirate King: Requires 100,000 Power & must be Human(OP). Grants a +35 bonus to all stats & 100 stat point reward.
Marine Fleet Admiral: Requires 100,000 Power & must be Human(OP). Grants a +35 bonus to all stats & 100 stat point reward.Universal Leader Position
Holder Of The Empty Throne: Requires 150,000 Power & must be from the One Piece Universe. Grants a +55 bonus to all stats & 100 stat point reward.
- Naruto:
- Minor Faction Positions
Anbu Member: Requires 35,000 Power. Grants a +10 bonus to all stats.
Village Elder: Requires 45,000 Power. Grants a +10 bonus to all stats.
Outlaw Adjutant: Requires 30,000 Power. Grants a +10 bonus to all stats.Major Faction Positions
Anbu Leader/Jounin Commander: Requires 75,000 Power. Grants a +20 bonus to all stats & 100 stat point reward.
Outlaw Commander: Requires 75,000 Power. Grants a +20 bonus to all stats & 100 stat point reward.Racial Leader Positions
Kage: Requires 100,000 Power, must be from respective village & must be a Human(Naruto). Grants a +35 bonus to all stats & 100 stat point reward.
Outlaw Leader: Requires 100,000 Power & must be a Human(Naruto). Grants a +35 bonus to all stats & 100 stat point reward.Universal Leader Position
Ninja Alliance Commander: Requires 150,000 Power & must be from the Naruto Universe. Grants a +55 bonus to all stats & 100 stat point reward.
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.
Note: Releases possess a flat stat bonus or a stat modifier. When using the release you may use whichever is higher. This system is in place to keep releases viable when first acquiring them, and also representing growth as your character continues to get stronger.
Additionally power boosts from release activation will be based on your increase in stats as per the power calculations. E.G: Activating Bankai would initially give 50 to each stat totalling for 300. 300 multiplied by 50 will give you a 15,000 power increase while active.
Modifiers also operate as a flat multiplier that is applied to your stats when they eventually surpass the flat stat boost the release would give. In the case of Bankai giving a x1.10 modifier, you would multiply each individual stat by 1.1 to find their value while your release is active. If it makes it easier to think in terms of percentages, x1.1 would result in a 10% increase to all stats.- Bleach:
- Shinigami:
- Shikai: Requires 20,000 Reiatsu to Acquire. Requires 1,500 WC to learn. Increases all stats by +15 or x1.03.
Bankai: Requires 60,000 Reiatsu to Acquire. Requires 3,000 WC to learn. Increases all stats by +50 or x1.10.
- 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 all stats by +10 or x1.02. Requires 1,500 WC to learn. Lasts for 5 posts.
Adjuchas: Acquired at 30,000 Reiatsu. Increases all stats by +20 or by x1.04. Lasts for 7 posts.
Vasto Lorde: Acquired at 60,000 Reiatsu. Increases all stats by +35 or by x1.07. Lasts for 10 posts.
- Vaizards:
- Beginner Mask: Requires Randomizer Roll & 30,000 Reiatsu to Acquire. Requires 1,000 WC to learn. Increases all stats by +15 or x1.03. Lasts for 3 posts. Stacks on top of Shikai and Bankai. For Bankai release mask time is cut in half. Grants 1 additional technique slot.
Intermediate Mask: Requires Randomizer Roll & 50,000 Reiatsu to Acquire. Requires 1,500 WC to learn. Increases all stats by +25 or x1.05. Lasts for 6 posts. Stacks on top of Shikai and Bankai. For Bankai mask time is cut in half. Grants 1 additional technique slot.
Master Mask: Requires Randomizer Roll & 70,000 Reiatsu to Acquire. Requires 2,500 WC to learn. Increases all stats by +40 or x1.08. Lasts for 10 posts. Stacks on top of Shikai and Bankai. For Bankai mask time is cut in half. Grants 1 additional technique slot.
- Arrancar:
- Resurreccion: Acquired upon becoming an Arrancar. Increases all stats by +40 or x1.08.
Vasto Resurreccion: Acquired upon becoming a Vasto Classed Arrancar. Increases all stats by +50 or x1.10.
Segunda Etapa Resurreccion: Requires a randomizer roll to acquire this release. Unlocked upon becoming an Arrancar. Requires 5,000 WC to learn. Increases all stats by +40 or x1.08.
Imperfect Resurreccion: For those who fail the Vaizard test and become Hollows. Requires 5,000 WC to acquire. Increases all stats by +35 or x1.07. Lasts for 7 posts.
- Humans:
- Incomplete Fullbring: Requires 15,000 Reiatsu to Acquire. Requires 1,000 WC to learn. Increases all stats by +15 or x1.03.
Complete Fullbring: Requires 50,000 Reiatsu to Acquire. Requires 2,500 WC to learn. Increases all stats by 40 or x1.08.
Psuedo Shikai: Requires a Randomizer Roll & 20,000 Reiatsu to acquire this release. Requires 1,000 WC to learn. Increases all stats by +10 or x1.02. Stacks on top of Fullbring. Grants 2 technique slots.
Psuedo Bankai: Requires a Randomizer Roll & 60,000 Reiatsu to acquire this release. Requires 2,500 WC to learn. Increases all stats by +25 or x1.05. Stacks on top of Fullbring. Grants 1 technique slot.
- 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, and +15 to all stats or x1.03.
Semi-Complete Devil Fruit: Requires 45,000 Haki, 2,000 WC to obtain. - Gives 3 additional abilities(total of 6), and replaces incomplete. Grants +25 or x1.05 to all stats.
Complete Devil Fruit: Requires 60,000 Haki, 3,000 WC to obtain. -Gives 4 additional abilities(total of 10) as well as replacing previous releases. Grants +50 or x1.10 to all stats.
Awakened Devil Fruit: Requires passing a randomizer to acquire this release. Requires 45,000 Haki to Acquire. Requires 5,000 WC to learn. Increases all stats by +20 or x1.04. Also gives two additional abilities specific to the release. Stacks on top of normal devil fruit release.
- Naruto:
- Chunin: Requires 20,000 Chakra to Acquire. Requires 1,500 WC to acquire. Grants permanent +15 to all stats and increases stat cap to 1015.
Jounin: Requires 60,000 Chakra to Acquire. Requires 3,000 WC to acquire. Grants permanent +50 to all stats and increases stat cap to 1050.
S-Rank Bloodline: Requires 45,000 Chakra to Acquire. Requires 2,000 WC to learn. Increases all stats by +25 or x1.05. Stacks with Incarnation Release.
Incarnation Release: Requires 60,000 Chakra to Acquire. Requires 3,000 WC to learn. Increases all stats by +50 or x1.10. Stacks with S-Rank Bloodline Release.
Tenjinsai Bushinji- Race : Vaizard
Class : Genius
Rank : Captain Commander
Power : 172000
Strength : 70
Stamina : 210
Speed : 211
Energy : 226
Perception : 210
Energy Speed : 223
Reputation : 0
Re: Role-Play Information Index
Influence:
Equipment:
Quests:
- Spoiler:
- Influence is what determines how well known your character is throughout the world. It is the difference between being an average everyday person or a superstar that everyone gawks at when you walk the street. Aside from that, there are some benefits to your character amassing influence aside from being famous.
High ranks within factions require an influence threshold to be met in order to be considered for the position. If nobody even knows who you are, they certainly aren't going to consider you for the job.
Having high influence will also impact your earnings across various activities. Questees will be inclined to pay you more for your reputable service.
Coming into conflict with those who are renowned will also boost your own influence; If you survive that is.
In addition, there are also negatives to having large amounts of renown. If a character has large amounts of renown it means more and more people will know who they are and what they are like; The more renown you have the more people will know about you and how easily they will be able to identify you. If you possess large amounts of renown people may also start to know about the abilities and techniques you possess. This is additionally true about your release and its powers if you have used them in a public setting at some point.
Reputation Tiers & Benefits:- Spoiler:
- Tier 1: 50,000+ Renown
-50% Currency Bonus from Rewards
-10% SP Bonus from Rewards
Tier 2: 30,000+ Renown
-Eligible for Universal Leader Positions
-35% Currency Bonus from Rewards
-5% SP Bonus from Rewards
Tier 3: 10,000+ Renown
-Eligible for Faction Leader Positions
-20% Currency Bonus from Rewards
-5% SP Bonus from Rewards
-Ability to found Personal Factions
Tier 4: 5,000+ Renown
-Eligible for Major Faction Positions
-10% Currency Bonus from Rewards
Tier 5: 2,000+ Renown
-Eligible for Minor Faction Positions
-5% Currency Bonus from Rewards
Equipment:
- Spoiler:
- Equipment will be rated in tiers similar to quests. Certain tiers of equipment can be purchased though the highest tier equipment will have to be earned as quest rewards. Equipment can either enhance ones stats or their skills. This makes it an important and versatile part of ones character build.
Depending on the tier that the piece of equipment is rated at determines how strong the abilities of that piece of equipment is. Higher tiered pieces of equipment have a larger bonus that they can provide to stats as well as a higher cap that a skill can be raised to.
Equipment up to a certain tier will be able to be purchased with currency earned from completing quests. All tiers of equipment will be earnable from completing quests in parallel of difficulty as a possible reward as well.
Those who possess the prerequisite skill will also be able to forge their own equipment up to a certain tier. They will also be able to convert pieces of equipment into their raw essence which can then be imbued into a mundane object or clothing and possess the same benefits(Cosmetic).
Only a single type of boost can be provided between a full set of equipment. You may not have two pieces of equipment providing a boost to the same stat or same skill equipped at the same time.
There are also a total of six pieces of equipment that a single character may equip at a single time. These are represented by six standard pieces of equipment; Helmet, Chest Piece, Gloves, Pants, Boots, and Accessory.
Note: S Rank equipment will always be provided with a stat bonus and a skill bonus. S & A rank equipment are also provided with a randomizer so the total stat bonus and the awarded skill on the piece are random. S rank equipment can also override the maximum 3 level 4 skill rule.
Equipment Tiers:- Spoiler:
- S Tier: (Randomized)
Stat Bonus- 50-75
Skill Bonus- +1, Cap of Level 4
A Tier: (Randomized)
Stat Bonus- 30-45
Skill Bonus- +1 Cap of Level 3
B Tier:
Cost- 30,000
Stat Bonus- 20
Skill Bonus- +1 Cap of Level 2
C Tier:
Cost- 8,000
Stat Bonus- 15
Skill Bonus- +1 Cap of Level 1
D Tier:
Cost- 2,000
Stat Bonus- 10
E Tier:
Cost- 500
Stat Bonus- 5
Quests:
- Spoiler:
- Quests will be ranked from S rank to E rank. Each rank will correspond with a ranking tier to determine the highest rank of quest you may take on; This means that you may only take on a quest that is equal to or lower than the tier you are currently in. If you are within the third tier, you may take on B rank quests and lower. The only exception to this rule is if you are in the second tier you may begin to take on S rank quests as well.
Event Quests: On the rare occasion an event quest may pop up on the board. These quests are limited time one off quests. They are typically tied to a questline that has triggered this event to appear or possibly triggered as a result of an interaction or action taken by players.
Legendary Quests: These are quests with the sole purpose of hunting down a legendary item. The rewards for these quests will typically be lower than their same tier counterparts but are compensated by rewarding a legendary item upon their completion. These quests are also one time quests as once it is completed, the player who completes it will possess of said item.
Generic Quests: These are the everyday quests that you may undertake. The quests themselves are created and led by the player or players who accept them. You select the type of quest you would like to undertake, and select the potential rewards that you are seeking.
Rewards: Quests have a variety of rewards, some given every time, and some that are possible based on type and selection. One will always receive SP(Stat Points) and Renown as a reward. There are then optional rewards that are based on the type of quest, or your selection of reward. Gathering quests can reward materials instead of currency or equipment that are of the same grade as the quest tier you are doing; Rank C quest will reward a Rank C material for crafting. Other generic quests will reward either Silver Wings currency(SW) or equipment (From one tier above to one tier below) at your choice upon starting the quest.
Note: S Rank quests can only be done three times per month; Quests from A rank and below may be done up to five times per week combined. Also, all tiers have the potential to reward equipment based on the type of quest accepted and chosen reward. Additionally, if multiple people will be undertaking a quest, the WC requirement will be multiplied by the number of people and each participant shall receive full rewards.
Quest Rewards:- Spoiler:
- S Rank:
-3,500 WC Minimum
-75-100 SP
-20,000 SW
-2,000 Renown
-S Rank Equipment
A Rank:
-2,000 WC Minimum
-30-50 SP
-10,000 SW
-1,000 Renown
-S-B Rank Equipment
B Rank:
-1,500 WC Minimum
-20-30 SP
-5,000 SW
-500 Renown
-A-C Rank Equipment
C Rank:
-1,000 WC Minimum
-15-20 SP
-2,000 SW
-250 Renown
-B-D Rank Equipment
D Rank:
-750 WC Minimum
-10-15 SP
-500 SW
-150 Renown
-C-E Rank Equipment
E Rank:
-500 WC Minimum
-5-10 SP
-200 SW
-D-E Rank Equipment
-50 Renown
Tenjinsai Bushinji- Race : Vaizard
Class : Genius
Rank : Captain Commander
Power : 172000
Strength : 70
Stamina : 210
Speed : 211
Energy : 226
Perception : 210
Energy Speed : 223
Reputation : 0
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