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Somnus Aeternam

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PostPosted: Thu Dec 31, 2015 12:04 am
Welp. here goes nothing. This post will serve as a work in progress copy of what I think the new stat system should look like and how it should work. For starters, every single RPC will start off with the same base stats. The class they pick will add stats onto that, and they will also be given a number of stat points to spend however they wish, allowing for greater customization so we can get away from the idea that people needed to pick physically superior bloodlines to win in a battle. On that note, NO Bloodline will give a statistical advantage over any other bloodline. The bloodlines will grant unique passives like they currently do, and access to unique jutsu, but they will not make you stronger simply for being a member of the bloodline or clan. With that said, there is one exception to that currently, being the Jyuugo transformations, but only because they are literally altering the body.

------------------------------WIP System Below-----------------------------------  
PostPosted: Thu Dec 31, 2015 12:05 am
xxxDescription: NUR's new stat system is designed for complete user customization, allowing you to create a shinobi quite unlike anything we've ever seen before. By taking out the emphasis on low-numeric-based stats, we hope to encourage a new sort of character building system, where we can give users more diversity, and make that diversity more appealing than just power building in one or two stats.

xxxHow The Stats Work: When you make your role play character, you will start off with fifty [ 50 ] points. Now each time you rank up you will gain fifty [ 50 ] points. You may spend all of these points any way you wish. Just note, even though the last obtainable perk is at one hundred [ 100 ] doesnt mean you can't put in anymore sp there. You may continue putting as many stat points in as you wish. Putting a lot more points in over the last given perk can help to specialize your character, but you're also taking a hit in what could also be valuable areas in diversity.

xxxPerks: For each stat, there exists a certain number of perks associated with it. The perks for each stat end at one hundred points, meaning that the last--and most potent--perk of each tree will be unlocked when the character reaches 100 points in that stat. As previously stated, it's possible to put more points in the stat to specialize your character, but at the cost of overall versatility.

xxxStat List SS Rank Extension : It seems simple enough; you hit SS-rank, and you've reached your maximum potential as a character, right? Not true at all. Once you hit that SS-rank, it's possible to further increase your potential and power as a character, encouraging a healthy development of yourself and your friends. Each 1,000,000 experience earned after SS-rank gives the character an additional 50 stat points that they may distribute at their leisure.


xxxStrength
xxPower
xOnce you have twenty-five [ 25 ] stats you gain Extra Strength.
Youve really picked up on your physical training, now when it comes to a brute force fight you will surely win. Anything regarding body strength means you will come out on top. You will physically overpower anyone who does not possess this perk, no matter their class. If both fighters have this perk, the shinobi with the higher power stat will win.

xOnce you have fifty [ 50 ] stats you gain Guard Break.
Now that you know you can physically hurt people a lot more then some others you have figured out how to increase your own damage output. Once in a fight you can Increase the power/damage/spread of one of your techniques. This does not count as a rank boost, but the single technique is capable of overpowering a single technique of equal rank without disappearing, being two ranks weaker after beating the first jutsu.

xOnce you have seventy-five [ 75 ] stats you gain Enhanced Strikes.
Now that you have fully learnt how to utilize your own strength you have come across a new skill one that allows you to add one element of your type to you physical attacks. Once youve choosen you may use it in any one of your physical strikes however it will cost an extra [ 5 ] chakra per physical strike. The imbued element is considered to be two ranks below your own in power, giving you an advantage over your opponents in close-range combat.

xOnce you have one-hundred [ 100 ] stats you gain Strength of an Army
Your strength has reached a vicious pinnacle. What was once a coveted skill to those with good chakra control becomes a valuable asset to you. Your punches are strong enough to smash the ground beneath you, and your kicks can solidly cleave through stone. Once per fight, you may amplify the power of one of your strikes beyond this point to a level of complete earthshattering power. Your legendary strength enables you to shatter even large portions of a mountain with this one empowered strike. As a sort of giveaway, your body will be coated with your chakra in a strange, spiking aura before the strike is unleashed.

xxToughness
xOnce you have twenty-five [ 25 ] stats you gain Tough Skin
After training your own durability, your body becomes conditioned not only to damage, but the elements themselves. Your skin is now more than tough enough to resist regularly thrown projectiles, as well as un-amplified sword strikes from opponents whose strength is equal to/less than your toughness stat.

xOnce you have fifty [ 50 ] stats you gain Diamond Defence.
You have learnt to take a hit, so in doing so you can manipulate your own muscles into taking a stronger hit. Once per fight, you may amplify your muscles to guard against one attack, reducing its effectiveness by two ranks.

xOnce you have seventy-five [ 75 ] stats you gain Negation.
Through increasingly strenuous training of your body, you have learned to focus all the defense present in your body in one direction. This enables you to completely ignore the damage of one attack, so long as it comes from only one direction. This does not work against multi-sided attacks, as they can target more than just the heavily defended area of your body. This ability may be used once per battle, and applies to any single technique of no more than two ranks higher than your character rank.

xOnce you have one-hundred [ 100 ] stats you gain Living Tank.
Your toughness has reached an astounding peak. All incoming damage is now reduced by one rank in effectiveness.

xxxAgility
xxBalance
xOnce you have twenty-five [ 25 ] stats you gain Step by Step.
You have begun to notice already that people use simple patterns when they go for attacks. Due to this you quickly learn as the battle goes on longer when to dodge an attack and when the opponent makes there movements to do each attack. This slightly enhances your reflexes after two posts, giving you about a .10 second faster reaction time than most shinobi.

xOnce you have fifty [ 50 ] stats you gain Auto-reflex.
Once per fight, you may have your body automatically react to a strike that you would normally not be able to perceive, temporarily defying the limits of your own body, at a price. The following post, your stats will be lowered by -2/-2 while your muscles recover from the strain of such heavy overuse. This will only work against opponents whose speed is 50 points higher than yours or less.

xOnce you have seventy-five [ 75 ] stats you gain Insight.
After training so long into honing your own reflexes, it's now possible to use that training against your opponents in a more...intellectual way. From your own experiences, it now becomes possible to make inferences on an opponent's next move from the way their muscles and their body are moving. When coupled with Dojutsu, this becomes a fearsome ability. At base, this abilitiy gives you an additional .25 seconds of reaction time.

xOnce you have one-hundred [ 100 ] stats you gain Omni Dodge.
The amount of time you've spend training your ability to respond to opponents has now reached a beautiful peak. Once per fight, your body may automatically respond to your opponent in the most efficient way possible, your muscles now moving purely on a war-bred instinct for combat. You will not only react to their move in a way that seems almost inhuman, your body transcending its limits for a short period, but your counterattack will be impeccable, impossible. Using Omni Dodge requires that your speed and strength both be within 50 points of your opponent's speed and strength or higher.


xxSpeed
xOnce you have twenty-five [ 25 ] stats you gain Speed Enhance
Once you've reached this point, your speed is brought to another level. Unlike before, your speed stat is no longer your base miles per hour movement speed. Whatever your speed stat is, multiply that value by 1.5, and that is your new speed stat.

xOnce you have fifty [ 50 ] stats you gain Dragoon.
Your speed as greatly grown you now have learnt to utilize your speed into your jumps. You can now jump at great distances in a single leap, with the maximum total distance [between height and length of your jump] being no more than half your total speed/power stats combined.

xOnce you have seventy-five [ 75 ] stats you gain Relentless Swings.
Now that your speed has greatly increased you have learnt how to swing your weapon quick enough to get more attacks in then most others. You can release five [ 5 ] attacks in within one post, however this has a recharge time of ten [ 10 ] posts.

xOnce you have one-hundred [ 100 ] stats you gain Hidden Speed.
Now that you can easily out run almost anyone around you have the ability to move so quick most people tend to lose sight of you. This allows you to leave an afterimage in your starting position that is capable of moving for half a second, just long enough for you to reach your destination. A valuable distraction.

xxxIntelligence
xxChakra
xOnce you have twenty-five [ 25 ] stats you gain Enhanced Chakra Pool.
Now that you have learnt how to enhance the power of your chakra, you can make those points stretch further than they used to. Instead of being a flat chakra bonus, your chakra pool is considered twice what your chakra stat is.

xOnce you have one-hundred [ 100 ] stats you gain Expanded Chakra
When you obtain this perk, you gain an additional 50 chakra points. This does not apply to your chakra stat, but the pool itself.

xxChakra Control
xOnce you have twenty-five [ 25 ] stats you gain Arc Cast.
Now you have learnt to control your magic partly youve noticed that you can change the direction at the last moment. This skill will cost an additional ten [ 10 ] chakra but can only be done once every three [ 3 ] posts.

xOnce you have fifty [ 50 ] stats you gain Chakra Discount
Now that your chakra control has reached a strong point, all techniques you cast cost [ 5 ] less chakra, to a minimum of a one chakra point cost.

xOnce you have seventy-five [ 75 ] stats you gain Chakra Specialist
You've honed your chakra control to the point where your jutsu are now much simpler to perform; the amount of handseals needed to perform your techniques are now drastically reduced, allowing you to perform techniques much more quickly. What would have taken ten seals now requires two or three, etc.

xOnce you have one-hundred [ 100 ] stats you gain Enhanced Techniques.
Your ability to manipulate your chakra has become masterful. You are now capable of empowering your techniques without spending additional chakra due to your intrinsic understanding of the flow of chakra, and how that chakra corresponds with an opponent's techniques and their person. You may choose three techniques over the course of a fight, and apply a plus one rank boost to them..
 

Somnus Aeternam

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Ningishzida

Demonic Gatekeeper

PostPosted: Tue Jan 05, 2016 5:17 pm
EXP System!++++++++++++++++++++++++++++++++++++++++++++

xxxDescription: Now it's simple to understand the more you put the time into becoming better at something you become a stronger person at that certain thing. Well the same goes for this guild by putting time into your RPC and training them to be the best of the best you gain EXP by simply making a post. The bigger the post you make the bigger the EXP you earn. Each post collects up together over time as you earn yourself more experience to unlocking the next level. You may also have a few other benefits down the road as well other things will be added so that you can put your well-earned EXP to more use.

xxxHow The EXP System Works: Every word posted, including non-combat and non-mission posts, earns 2 EXP, so posting 50 words will earn 100 EXP and posting 546 words will earn 1 092 EXP. Combat and mission posts earn additional EXP, which will be detailed below, in addition to this base amount.

xxxHow To Cash In: Now when you have gained yourself words that you wish to cash in for EXP for your RPC you will head over to --- and make a post saying you have earned X amount of EXP by cashing in X amount of words. Remember to show your work as the mods will look them over to make sure you have earned the EXP you are looking to get.

xxxBONUS EXP: Cashing in on 10 000 EXP at once will earn BONUS EXP of 5 000 EXP. This only applies to every 10,000 EXP earned through Word Count (Every 5000 words you get 5000 EXP free).

xxxMission EXP: Alright so below is the list of how much base EXP you gain from completing a mission before you add any additional EXP bonuses.

E-Rank: 5000
D-Rank: 10000
C-Rank: 15000
B-Rank: 30000
A-Rank: 50000
S-Rank: 150000
SS-Rank: 250000

Missions performed with your official team (registered with your Village) grants an additional 25% bonus experience for the mission to each member of the team participating.
 
PostPosted: Tue Jan 12, 2016 12:27 pm
Growth is a process. And with this, we find that each shinobi has a certain number of choices to make when it comes to their specialties. Will you be fast and strong, or will you be physically weak, but spiritually empowered? These choices are at the base of character creation, but what comes after that may be even moreso important. We're talking about your skills.

What makes you unique? As a Shinobi, you have many choices to pursue; many arts of combat that would serve to aid you in battle. With this new skill system, we hope to deliver ease of use, as well as give our users the ability to freely design their idea for a shinobi, without being held back by the rigid rules of the class system. So go out there and make the shinobi you've always wanted.

Each skill will be listed below. The point values--as well as the bonuses you obtain from the points--will be elaborated upon below. But first, let's talk about the points themselves. Skill points are values that not only tell you how much of a certain style of fighting that you can learn, but also how proficient you are. For example, say two shinobi of genin-rank are having a physical brawl. Of the two genin--with one of their taijutsu skills being one, the other three--the shinobi with a score of five would possess the advantage in taijutsu combat.

Like most other skill-based systems, this idea also applies to shinobi of higher rank. If you are facing a shinobi of higher rank, act as though their skill points were all one point higher than they are, unless their skill point is zero in a stat. For example, if Genin A were fighting Jounin B in Ninjutsu combat:
-- Genin A, Ninjutsu Stat: 4
-- Jounin B: Ninjutsu Stat: 2

For the purposes of maintaining the difference in skill and experience between the ranks, this matchup would be considered an even battle in terms of ninjutsu. The Genin--who chose to specialize in ninjutsu--is on equal footing with a Jounin who didn't put as much emphasis into their casting abilities. For each rank of difference between the fighters, the higher ranked shinobi has a one point advantage in all skills.


Now that we've explained how the points work in terms of skill, lets move on to the point values themselves.

For each tree, there exists a total of ten possible points. Putting a point in each skill grants a different number of learnable values, as explained below.

Ninjutsu:
-- ▶ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷

When placing points into the Ninjutsu tree, follow these rules:
-- Each point in the Ninjutsu tree allows you to learn 10 ninjutsu
-- Every two points placed into the ninjutsu stat gives you one element. This means that placing all ten points into ninjutsu can allow a character to learn all five elements.
-- If you do not have two points in your ninjutsu stat, you may only use universal techniques with your ten ninjutsu slots.
-- Every five points in the Ninjutsu tree unlocks a sub-element for you to use. You have to split the total jutsu you can learn up with the sub-element as well if you choose to use it, however.


Genjutsu:
-- ▶ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷

When placing points into the Genjutsu tree, follow these rules:
-- Each point in the Genjutsu tree allows you to learn 10 Genjutsu
-- Every two points placed into the genjutsu stat opens one more village's genjutsu style for you to learn.
-- If you do not have two points in your ninjutsu stat, you may only use universal genjutsu techniques.


Taijutsu:
-- ▶ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷

When placing points into the Taijutsu tree, follow these rules:
-- Each point in the Taijutsu tree allows you to learn one Taijutsu style
-- Every three points into the Taijutsu tree allows you to use one physical style for free, up to a max of three styles.


Bukijutsu:
-- ▶ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷

When placing points into the Bukijutsu tree, follow these rules:
-- Each point in the Bukijutsu tree allows you to learn one weapon style.
-- Every three points into the Bukijutsu tree allows you to use one Bukijutsu style for free, up to a max of three styles.


Medical Jutsu:
-- ▶ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷

When placing points into the Medical tree, follow these rules:
-- Each point in the Medical tree allows you to learn five medical jutsu.
-- Five points into the Medical Jutsu tree unlocks the use of Mitotic Regeneration
-- Ten points into the Medical Jutsu tree unlocks Strength of One Hundred.


Puppets :
-- ▶ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷

When placing points into the Puppet tree, follow these rules:
-- Each point in the puppet tree allows you to create one custom puppet.
-- Five points into the puppet tree allows you to become a human puppet.
-- Ten points into the puppet tree allows you to use the Red Army technique.


Sealing Jutsu:
-- ▶ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷ ▷

When placing points into the Sealing tree, follow these rules:
-- Each point in the sealing tree allows you to learn five sealing techniques
-- Five points in the sealing tree allows you to learn Flying Thunder God
-- Ten points in the sealing tree allows you to learn Six Red Yang formation.


Whew...that was a lot of reading. I'm sure you're wondering, though; how many points will I get to spend with all these options available? And based on how old NUR was geared toward everyone being able to do just about everything, you might not like my answer. Here are the allowed points for your characters, by rank.

Genin - 4
Chuunin - 8
Spec. Jounin - 10
Jounin - 12
S-rank - 16
SS-rank - 22

Kage/Shogun Sub-rank gives 2 skill points.
Sanin Sub-rank gives 3 skill points.

These numbers are tentative; if I see that people are able to still break the system abnormally with this amount of diversity, I'll be toning it down a notch. Otherwise, If I see that this is limiting people too much, I'll be more generous with the points.  

Sorgaren
Vice Captain

Enduring Receiver

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