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This is a play-by-post style roleplaying game where the aim is to create a collaborative story featuring characters of your own creation. Everybody of any skill level is welcome here and just having fun is encouraged!

 
 

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PostSubject: NT Database   NT Database EmptyFri May 06, 2011 10:05 pm

This is where you will be able to find all of the information needed to play the game. There are a vast number of resources used to be able to intensify your character. Don't be afraid to use them!

Table of Contents
1. Rules: General Terms of Play.
2. Combat: How to fight and grow stronger.
3. Chakra: Understanding and using Chakra.
4. Missions: General mission breakdown.
5. Sensei: General teacher breakdown.


Last edited by Admin on Tue May 10, 2011 1:39 pm; edited 5 times in total
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PostSubject: Chapter I: Rules   NT Database EmptySat May 07, 2011 2:40 pm

RULES
General Rules
• Read most, if not all of the content! That is the most important part of the site.
• Powergaming or modding within your trainings or your battles will not be tolerated.
~ Powergaming: To powergame is to do things outside of your characters capabilities. Being a Genin and taking out an NPC Jounin is an example as well as moving faster than an opponent whom has a speed stat higher then your own.
~ Mod: Modding is a simple term that is short for modification. This is when you change something in the battle for your benefit. E.g. You make your opponent perform an action for your own benefit, which often can be considered controlling somebody else's character.
• In the event that neither party in a battle can agree on something, ask a manager/asst manager to look over the situation.
• Use of OOC information will not be tolerated. As a reader on the site, there are things that you will know. However, there are things your character will not know. If something you do with your character involves the use of OOC information, it will be held against you.

Forum Rules
• Discussion and debate are fine; however, rudeness, contemptuous posts, personal attacks or purposeless inflammatory posts will not be tolerated. Our decision is final in these matters.
• Each member maybe have multiple usernames (accounts), but registering with multiple accounts for the purpose of playing multiple characters is not allowed.
• We reserve the right to remove offensive posts without notice.
• Also, while these rules cover most common situations, they cannot anticipate everything. Consequently, we reserve the right to take any actions we deem appropriate to ensure these forums are not disrupted or abused in any way.
• We also reserve the right to ban anyone who wilfully violates the forum rules. Typically, warnings will be issued, but such will not always be the case. It depends on the scenario.
• Any disputes with the staff will be handled in private through the Private Message system.
• If you cross a post in violation of the rules listed above, please use the report function. Although the administrators and moderators of Naruto Tenkai will attempt to keep all objectionable messages off this forum, it is nearly impossible for us to review all messages. (This includes powergaming and cheating offenses as well.).
• Cheating offenses, or any other issue that one feels is in violation of the rules, that could possibly incite rudeness, personal attacks, etc, are to be directed towards staff via PM or the report function. Presenting it on the boards themselves could very well result in penalization.

Cheating Rules
• Using Old Trainings [Ex: Member A makes a post on June 1st, and then copies and pastes that training on June 9th. Old Trainings cannot be used in the Form of Flashbacks, Dreams, or anything of that sort. You can have flashbacks that have the same thing going on, but it needs to be worded differently]]
• Using any Fan-fic [Ex: Member C finds/writes an interesting Rurouni Kenshin/Yu Yu Hakusho/Bleach Fanfic, and copies and pastes it as his training]
• Giving yourself more words then you have [Ex: Member D only has 1000 words on his jutsu training, but says his word count has him at 1500]
• Using words that are irrelevant to your posting [Ex: Member E copies a page from this site and puts it into his training, and counts it as his words]
• Using another member's work as their own [Ex: Member F finds a training from Member G and uses it as his training]
• Excessively using OOC information IC can also be considered cheating. Nobody wishes to fight an opponent that always seems to know everything before they even encountered a particular something.

Offenses
1st Offense: Your character will be cut in half. Half stats, jutsu, level, everything
2nd Offense: You will be forced to start over, w/o an ABL, Clan, or Bijuu
3rd Offense: Banned

Assassin
1) The person requesting the assassination must have a true IC reasoning for wanting those characters dead
2) For casual NPC's it only takes 500 words in order to seek them out
3) For IPC's [Important Player Characters] the amount of words to seek them out depends upon their level. By taking their level x100 you can acquire how many words is necessary to find that IPC.
4) For RPC's [Real Player Characters] the amount of words required to seek them out depends upon their EXP. By taking their total EXP/25 you acquire the amount of words it takes to find that individual
5) For every Pet and Henchmen they have with them, you must do an extra 500 words

Escaping Assassinations and DM's
1) In order to make enough words in order to successfully escape from this individual, take their level and multiply it by 50. That is the total words necessary to escape. However, you must do it during the course of the thread and find ways to elude your opponent. As the words your opponent does subtracts from your attempt at escape.
- Example: Shinobi A is running away from Shinobi B that has a level of 10. [10 x 50 = 500 words] In the first post Shinobi A manages to pull off 450 words worth of escape. However Shinobi B then does 400 words in his next post. The word count for escape is then taken down to 50 words. So in order to escape, the user must pull off 400 words.
2) The post you manage to meet the word requirement, you have officially escaped.
3) If you are successful in escaping a DM you cannot be pulled into another DM by that same member for a total of 96 hours.

Kawarimi Rules
1) Kawarimi no Jutsu is specifically used as a Defensive Jutsu only. As it is classified as a defensive shunshin.
- With the rule stated above, it simply means you cannot throw a kunai and then switch with it in order to gain an advantage in battle.
2) You cannot switch with things that are attached to an opponent. Such as an item they are wearing.
3) Kawarimi follows all defensive shunshin parameters and Shunshin Rules.

Shunshin Rules
1) When using a Shunshin in a thread that is a non-battle Shunshin you are out of that thread for a full 24 hours.
2) When using a shunshin in a battle which is a non-battle shunshin you forfeit that battle.
3) Shunshin is a short distance travelling tool, it is not something that can transport you country to country.
4) Follow the parameters for each type of Shunshin.
5) When traveling, a shunshin may be used the same amount of times it normally could be within a thread.
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PostSubject: Chapter II: Combat   NT Database EmptySat May 07, 2011 2:51 pm

COMBAT
Three Modes of Combat
• Normal Match: A Normal match is just a casual match-up between individuals. Death can come around in this format, however generally that isn't the intention
• Non-Death Match: A match which can in no way result in death. Meaning nobody will be able to kill anybody in that thread. However, missing ninja and watari ninja do not have to abide by this and can actually force the battle into a DM
• Death Match: A match that has the absolute intention of resulting in death. Meaning that, your lives in this battle is on the line.
Combat Sub-types
• Non-Stat Combat : A battle that does not revolve around stats at all. The only thing you keep track of is your chakra. Coming to a conclusion on the winner based on the scenario.
• Stat Combat: A battle where stats serve as an outline on what your character can do. Stamina drains for movement do not have to be calculated, but chakra is still deducted when used.
• Full Stat Battle: A battle where you follow stats down to the letter. Meaning, you apply all drains in accordance to Advanced Combat. Calculating stamina lost and chakra lost throughout the entire battle. When a person goes down to 0% stamina they will pass out from exhaustion. A person is not killed in a DM until their stamina goes down to -25% total stamina.

• General Rule of Battle: A fourty eight hour rule applies to all types of battles. At the beginning of the thread there must be a mention that this rule can be applied. In battle when the opposite party does not post for 48 hours you can choose one of the following things to do.
1) End the battle: and declare yourself the winner. You take your words, and the opponent takes their own
2) Land an Attack: You can land a single blow on your opponent and initiate another attack. This attack cannot be a death blow. If the opponent does not post within another 48 hours you will win the battle. You take your words, and the opponent takes their own

The Basic Stats
~ Stamina: Basically, Stamina is your shinobi HP. This is how much your body can take before being Knocked Out. Stamina is drained in a number of ways: Physical Activity (actually attacking your opponent), taking a hit, taking a vital hit, or being hit with a ninjutsu.
~ Chakra: Basically, Chakra is your shinobi MP. Chakra is an important stat as it allows you to use the various techniques you can learn on the site along with the ones you can create. After getting down to less then 25% of your total chakra, all your stats will be cut in half. When you fully run out of chakra, your stamina automatically is cut in half.
~ Note: In battle one can only use up to 999% in a single post. One can opt to spend a single post charging chakra in order to have 1000% chakra to use in your next post. This chakra can be used, or continued to be charged.
~ Chakra Control: This stat, is the ability to manipulate and control your chakra. As this stat grows you will no longer waste additional chakra for using jutsu and use all types of jutsu effective.
~ Crown Chakra: This stat, deals with genjutsu awareness. Read more about this here.
~ Mind Chakra: This stat, deals with increasing gen jutsu ability. Read more about this here.
~ Heart Chakra: This stat, deals with tapping into a greater power with your chakra. Allowing one to change the form of their chakra and refining it to higher levels. The higher your Heart Chakra, the greater kinjutsu that you can make along with tapping into Soul Chakra. Your Soul Chakra is always equal to 50% of your chakra. However, this chakra is three times more powerful then normal chakra.

• Note: Upon victory, the victor will gain all words the opponent has written in the fight. The defeated user will gain no additional words, only the ones they themselves have written.


ADVANCED COMBAT
Physical Stats
Attack Speed:
Attack speed is a stat which is normally referred to just as Attack. This stat relates to the user’s ability to co-ordinate their thoughts with their movements. A higher attack stat increases the number of times you can attack per turn. This stat also is applied to the speed in which jutsu travel.
1 Attack: One Action Per Turn
2 Attack: Two Actions Per Turn [One must be physical]
3 Attack: Two Actions Per Turn
4 Attack: Three Actions Per Turn [One must be physical]
5-6 Attack: Three Actions Per Turn
7 Attack: Four Actions Per Turn
Note: An action is a single thing that you do in a post. Performing a single attack is considered an action. Defending is considered an action. Using any jutsu is considered an action. Be sure to adhere to the amount of actions you can perform per turn. Any combo is considered one action.

Strength:
Strength is a stat which affects your physical strength. This stat is a measurement of how strong you are. The stronger you are the more weight you are able to lift, how much force you can use to move objects, and how much more damage you can do with taijutsu.
1 Strength: Character’s Weight x 1.5 can be lifted/moved.
2 Strength: Character’s Weight x 2.0 can be lifted/moved.
3 Strength: Character’s Weight x 2.5 can be lifted/moved.
4 Strength: Character’s Weight x 3.0 can be lifted/moved.
5 Strength: Character’s Weight x 3.5 can be lifted/moved.
6 Strength: Character’s Weight x 4.0 can be lifted/moved.
7 Strength: Character’s Weight x 4.5 can be lifted/moved.

Toughness:
Toughness is a stat which affects your tolerance for pain and your overall defense against damage. The higher your toughness, the more your body will be able to take before weakening. It also lowers the total damage taken from being attacked. Eventually, when your toughness gets high enough, you can take more damage and be unhindered by that damage.
1 Toughness: Represents the numeral 100 when being attacked.
2 Toughness: Represents the numeral 200 when being attacked.
3 Toughness: Represents the numeral 300 when being attacked.
4 Toughness: Represents the numeral 400 when being attacked.
5 Toughness: Represents the numeral 500 when being attacked.
6 Toughness: Represents the numeral 600 when being attacked.
7 Toughness: Represents the numeral 700 when being attacked.

Agility:
Agility is a stat which reflects a person's dexterity. Your agility is your overall ability to act and react. It is how fast your character is able to send commands through their body in order to effectively evade and counter your opponents’ blows.
1 Agility: Capable of evading attacks 4 points lower in attack.
2 Agility: Capable of evading attacks 3 points lower in attack.
3 Agility: Capable of evading attacks 2 points lower in attack.
4 Agility: Capable of evading attacks 1 point lower in attack.
5 Agility: Capable of evading attacks of equal points in attack.
6 Agility: Capable of evading and countering attacks 2 points lower in attack.
7 Agility: Capable of evading and countering attacks 1 point lower in attack.

Speed:
Speed is a stat which reflects a person's overall speed. This allows you to put yourself at a better situation in the battle so you can your opponent has less of a chance being able to counter attack or even evade a particular attack. Also, it allows one to place themselves in places which generally an opponent would be limited in their options to counter or evade.
1 Speed: Can travel 10 feet in one post.
2 Speed: Can travel 20 feet in one post.
3 Speed: Can travel 30 feet in one post.
4 Speed: Can travel 40 feet in one post.
5 Speed: Can travel 50 feet in one post.
6 Speed: Can travel 60 feet in one post.
7 Speed: Can travel 70 feet in one post.

Damage Formulas
Offense
Ninjutsu Attack: Ninjutsu Damage/[Opponent’s Toughness/10] + Advanced Combat Dmg = Dmg Inflicted
Close Range Attack: [Strength + Attack Speed] – [Opponent’s Toughness/5] + Taijutsu Dmg + Advanced Combat Damage = Dmg Inflicted
Close Range Attack: [Strength + Attack Speed] – [Opponent’s Toughness/5] + Kenjutsu Dmg + Weapon Dmg + Advanced Combat Damage = Dmg Inflicted
Projectile Attack: [Attack Speed + Strength/10] – [Opponent’s Toughness/2 ]+ Weapon Dmg + Advanced Combat Dmg = Dmg Inflicted

Defense
Blocking: Bracing yourself is a tactic that can be taken when facing off against an opponent. You must be entirely aware of your opponents attack and take measures of preparing for an opponent’s attack. If this is done, the amount of damage taken will be reduced by 1/4. The damage of ninjutsu can be decreased in this manner along with physical attacks. This option takes up a single action.

Advanced Damage
Decapitations
Cutting off a Digit [Toes or Fingers] - 50 dmg [10 dmg per post afterwards]
Cutting off a Hand/Foot - 250 dmg [50 dmg per post afterwards]
Cutting off a Lower Arm/Shin - 350 dmg [70 dmg per post afterwards]
Cutting off Entire Arm/Leg - 500 dmg [100 dmg per post afterwards]
Separating Torso from Lower Body - 1000 dmg [instant death unless because of a jutsu // 200 dmg per post]
Cutting off Head - 2000 dmg [instant death unless because of a jutsu // 400 dmg per post]
Note: When a body part is crushed, the following damages also apply for that scenario along with additional damage caused from the attack itself. Crushing the entire body results in 5000 dmg and instant death to the opponent unless a jutsu is used otherwise that thwarts this effect.

Fractures and Breaks
Fracturing Hand/Foot Bones - 50 dmg [Makes it very hard to utilize hands/feet]
Breaking Hand/Foot Bones - 150 dmg [Makes one unable to use that hand/foot]
Fracturing Leg/Arm Bones - 200 dmg [Makes it very hard to utilize hands/feet]
Breaking Leg/Arm Bones - 350 dmg [Makes one unable to use that hand/foot]
Fracturing Rib Bones - 150 dmg [Makes it harder to move upper body // 15 dmg per movement]
Breaking Rib Bones - 250 dmg [Makes it harder to move upper body // 25 dmg per movement]
Fracturing Shoulder Bones - 250 dmg [Makes it harder to move said arm // 25 dmg per movement]
Breaking Shoulder Bones - 350 dmg [Makes it very hard to move said arm // 35 dmg per movement]
Breaking the Elbow - 300 dmg [Makes it nearly impossible to move said arm // 30 dmg per movement]
Breaking the Knee - 500 dmg [Makes it nearly impossible to move said leg, or stand // 50 dmg per movement]
Breaking the Neck - 1250 dmg [causes instant death, unless because of a jutsu // 125 dmg per movement]
Breaking the Spin - 2500 dmg [causes instant death, unless because of a jutsu // 250 dmg per movement]
Fracturing Skull - 275 dmg [can cause concussion, and various other ailments]
Breaking the Skull - 2500 dmg [causes instant death due to blunt force trauma unless because of a jutsu]

Vital Attacks
Attacking the Brain - 2500 dmg [instant death unless because of a jutsu // 250 dmg per post]
Attacking the Heart - 1500 dmg [death comes within 3 posts unless healed // 150 dmg per post]
Attacking the Lungs - 1000 dmg [death comes within 5 posts unless healed // 100 dmg per post]
Attacking the Stomach - 750 dmg [death comes within 7 posts unless healed // 75 dmg per post]
Attacking the Intestines - 500 dmg [death comes within 10 posts unless healed // 50 dmg per post]

Wounds
When slashed or stabbed or burned, the individual will experience a drain in stamina because of the blood that is being lost due to the laceration or the constant pain due to the burn. These can be easily stopped by applying new bandages to the wounded areas.
Slash: Dmg Inflicted/10 = Dmg per turn.
Stab: Dmg Inflicted/5 = Dmg per turn.
Burn: Dmg Inflicted/3 = Dmg per turn.
Note: Applying bandages to stab wounds will cut the damage per turn in half. To completely alleviate bleeding, healing jutsu must be used.


TRAINING
Stat Training
Increase ones stats is vital to a shinobi. There are a variety of methods of increasing your total chakra and stamina pool. The same can also be said for the five main physical statistics. Below is a list of what it takes to train those stats.
Note: If you acquire a decimal, for simplicity's sake, round up. This is only relevant to the result of multipliers from things such as bonuses/deductions/etc.
- Chakra Pool: 50 words gains 25 chakra. At most in a single post a person can gain 250 chakra, and only 750 chakra in a single thread
- Stamina Pool: 50 words gains 20 stamina. At most in a single post a person can gain 200 stamina, and only 600 stamina in a single thread

Gauges
For every 250 words, one is able to increase a clan or class gauge. However, it depends upon the type of role play the words are being taken from. For example, as follows are the percentages per each 250 words the Med Nin gauge increases:
(Increasing Medical Skill: Chat Rp +1%, Roleplaying Session +2%, Battle +3%, Self-Training +4%).
If one were to role play by themselves, every 250 words would amount to an increase of 4% in their Medical Skill gauge. If it were a battle, the value would be 3% instead. (Note: The words won in a battle may be used in this fashion as well.) This is if you choose to spend the words you have acquired throughout the duration of the thread on a chosen gauge. A chosen gauge may increase by the appropriate value for every 250 words written by you in a thread, similar to the experience awarded via the line system.

The Word Pool
This is an interesting and useful little aspect on Tenkai. First and foremost, word pooling is when you take all the words into a word counter from unused trainings and rp threads of yours and come out with one word total. You can only take the words from trainings that have yet to be updated, though! Remember, you can use these words for (almost) anything! (This includes jutsu, experience, and stats.)

Ranks
One may stay in each of these ranks for a maximum of 45 levels. After that, they will no longer be able to level. However, they will still continue to accumulate experience; but even so, when progressing to the next rank, the experience will not result in any additional levels.

Academy Student
Statistical Upgrades
Stat Gain:
+1 each stat
+300% Chakra/Stamina

Genin
Statistical Upgrades
Stat Gain:
+1 each stat
+300% Chakra/Stamina

Chuunin
Statistical Upgrades
Stat Gain:
+1 each stat
+400% Chakra/Stamina

Special Jounin
Statistical Upgrades
Stat Gain:
+1 each stat
+500% Chakra/Stamina

Jounin
Statistical Upgrades
Stat Gain:
+1 each stat
+600% Chakra/Stamina

High Level Jounin
Statistical Upgrades
Stat Gain:
+1 each stat
+800% Chakra/Stamina

Kage
Statistical Upgrades
Stat Gain:
+1 each stat
+900% Chakra/Stamina
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PostSubject: Chapter III: Chakra   NT Database EmptySat May 07, 2011 3:38 pm

CHAKRA
Within the world of Shinobi, there is a key energy that many need to know of. That energy is called Chakra. Chakra essentially is a mixture of both Chi and Cha. Mixing them together creates Chakra, and your ability to create that chakra is called Chakra Moulding. Now, Chi is your physical energy which is increased through training. Cha is your spiritual energy which is increased through experience. Within the body chakra is stored all throughout it, however some places it is more concentrated.
Note: These trainings cannot be word pooled.

Chakra Info
Crown Chakra:
This chakra is associated with the mind. Seeing as how Cha is a major source of chakra, it is considered one of the strongest chakra points. Gaining the ability to manipulate Crown Chakra, associates with being able to maintain control of your chakra and being able to dispel genjutsu.

Training Crown Chakra
Upon training of your Crown Chakra, you are able to dispel higher level genjutsu without the use of special skills thanks to your mastery over crown chakra. With this, you can have an incredible defense against facing off genjutsu users and can now use Kai to cancel ninjutsu of equal ranking. One cannot achieve a rank without acquiring rank directly before it. E Rank requires no prior training.
E Rank Dispel: Takes 200 words to learn how to dispel this rank of genjutsu. Must offer up x1.5 the chakra used in that genjutsu
D Rank Dispel: Takes 500 words to learn how to dispel this rank of genjutsu. Must offer up x1.5 the chakra used in that genjutsu
C Rank Dispel: Takes 1000 words to learn how to dispel this rank of genjutsu. Must offer up x1.5 the chakra used in that genjutsu
B Rank Dispel: Takes 1500 words to learn how to dispel this rank of genjutsu. Must offer up x1.5 the chakra used in that genjutsu
A Rank Dispel: Takes 2000 words to learn how to dispel this rank of genjutsu. Must offer up x1.5 the chakra used in that genjutsu
S Rank Dispel: Takes 4000 words to learn how to dispel this rank of genjutsu. Must offer up x1.5 the chakra used in that genjutsu

Mind's Chakra:
This chakra is also known as your third eye. Its another key place where Cha comes from. This normally influences once intuition. Gaining the ability to manipulate the Mind's Chakra, associates with being able to utilize genjutsu.

Training Mind's Chakra
Upon training of your Mind's chakra, you are able to efficiently utilize genjutsu of various ranks and not have to worry about getting them dispelled or making them harder to be dispelled. One cannot achieve a rank without acquiring rank directly before it. E Rank requires no prior training.
E Rank Efficiency: Takes 200 words to learn how efficiently use this rank of genjutsu. Opponent must use x2 chakra to dispel genjutsu
D Rank Efficiency: Takes 500 words to learn how efficiently use this rank of genjutsu. Opponent must use x2 chakra to dispel genjutsu
C Rank Efficiency: Takes 1000 words to learn how efficiently use this rank of genjutsu. Opponent must use x2 chakra to dispel genjutsu
B Rank Efficiency: Takes 1500 words to learn how efficiently use this rank of genjutsu. Opponent must use x2 chakra to dispel genjutsu
-Note: Requires Genjutsu/Ninjutsu Prodigious intelligence or ABL.
A Rank Efficiency: Takes 2000 words to learn how efficiently use this rank of genjutsu. Opponent must use x2 chakra to dispel genjutsu
-Note: Requires Genjutsu/Ninjutsu Prodigious intelligence or ABL and Genjutsu User class at 100% efficiency.
S Rank Efficiency: Takes 4000 words to learn how efficiently use this rank of genjutsu. Opponent must use x2 chakra to dispel genjutsu
-Note: Requires Genjutsu/Ninjutsu Prodigious intelligence or ABL and Genjutsu Master class at 100% efficiency.

Heart Chakra:
This is also called Soul Chakra. This signifies the natural chakra which your soul was born with, along with what was added over time due to training. This is the strongest type of chakra. Learning how to use this chakra is very diffucult, but spawns the most powerful of jutsu

Training Heart Chakra
Upon training of your Heart's chakra, you are able to utilize soul chakra for various reasons. Your Soul Chakra, is equal to half your normal chakra. The damage ratio for Soul Chakra is Chakra Drain x3 = damage // Note: Your Soul Chakra cannot go over 5000. One cannot achieve a rank without acquiring rank directly before it. E Rank requires no prior training.
E Rank Jutsu: Takes 200 words to learn how to use Soul Chakra in this rank of jutsu.
D Rank Jutsu: Takes 500 words to learn how to use Soul Chakra in this rank of jutsu
C Rank Jutsu: Takes 1000 words to learn how to use Soul Chakra in this rank of jutsu
B Rank Jutsu: Takes 1500 words to learn how to use Soul Chakra in this rank of jutsu
A Rank Jutsu: Takes 2000 words to learn how to use Soul Chakra in this rank of jutsu
S Rank Jutsu: Takes 4000 words to learn how to use Soul Chakra in this rank of jutsu

Inner Coils:
This is the chakra highway system within the body, as chakra flows all throughout the body using this highway. One can learn to master the use of their inner coils through chakra control training for better more efficient use of chakra.

Tenketsu Points:
Specific points on the body where the Inner Coils are at their weakest, if one can close these points they can halt or hasten chakra flow. Not many people can utilize Tenketsu points outside of their hands and feet for the most part unless special training is performed.

Chakra Control Training
This is a very importance concept, because being able to control your chakra is just as important as having chakra. You are at a very big disadvantage if you cannot control your own chakra. Ones normal chakra control max out at 100%, however there are some whom have been noted to surpass that limit. But that is thanks to the power of a Kekkei Genkai.

Chakra Molding
This type of training is just being able to learn how to create your chakra. Basically by mixing your Chi and your Cha together. Normally you are taught this by learning to channel it through your hand to increase the damage of your fist
~ Need 100 Chakra/Stamina to learn this
~ Requires 5 posts of 50 words to learn this
~ Gain +25% Chakra/Stamina and 10% Chakra Control

Tree Climbing
This type of training is a more advanced training. The soles of the feet is the hardest area to gather chakra to, so that is best used in this situation. One must gather their chakra and infuse their feet so that they can stick to the tree. This skill can be very useful to gain the highground over your opponent
~ Need 250 Chakra/Stamina to learn this, and must have completed Chakra Moulding
~ Requires 10 posts of 50 words to learn this
~ Gain +25% Chakra/Stamina and 20% Chakra Control
~ As a bonus gain, you now have the ability to utilize Chakra Forms.

Water Walking
This type of training is a very advanced training. The soles of the feet as previously mentioned is the hardest area to gather chakra. Now, the user must support themselves on an ever changing surface. Normally one learns to do this on calm water, but raging water gives one better results
~ Needs 450 Chakra/Stamina to learn this, and must have completed Tree Climbing
~ Requires 15 posts of 50 words to learn this on calm water, or 25 posts of 50 words on raging water
~ Gain +50 Chakra/Stamina for Calm Water, Gain +100 Chakra/Stamina for raging water. Gain 20% chakra control per method [40% total]
~ As a bonus gain, you now have the ability to utilize Elemental Chakra.

Elemental Training
This type of training, is the highest level of chakra control training. One can utilize their chakra for various tasks, and one of them is to control elements. By learning to control an element you can utilize a jutsu of that element. However, this is no easy training. This is a higher level training then that of Affinity Training. Mastering this requires a good level of control on your chakra. Along with having alot of chakra. Learn how to manipulate one element within its basic type of form.
~ Needs 750 Chakra/Stamina to learn this, must have completed Water Walking
~ Requires 30 posts of 50 words to learn this
~ Gain +150 Chakra/Stamina, and +30% chakra Control
~ As a bonus gain, you gain one jutsu of the element you trained in.

Chakra Control Bonuses
0% - At this percent, it takes double the amount of chakra stated on the jutsu page to use that jutsu but retains the same damage
10% - At this percent, it takes 50% more the amount of chakra stated on the jutsu page to use that jutsu but retains the same damage
30% - At this percent, it takes 25% more the amount of chakra stated on the jutsu apge to use that jutsu but retains the same damage
50% - At this percent, it takes no extra amount of chakra to use a jutsu
70% - At this percent, all chakra costs are lowered by 05%
100% - At this percent, all chakra costs are lowered by 10% and one can use pure chakra techniques

Hand Seals
Welcome to the hand seals portion of the Chakra Info page. Here is where you will learn about each hand seals; how to use it, when to use it and why to use it. Hand seals are based on the Chinese Zodiac. There are 12 hand seals, each representing a certain animal. Each hand seal will be described below. Please read each hand seal carefully to get the full extent of the hand seal. This is because if the hand seals in a Ninjutsu are not performed correctly, the Chakra will be released wrong and a different effect will occur, probably failing the Jutsu. As a result, Hand Seals need a lot of concentration, which is why techniques cannot be interrupted, or the technique will definitely fail.

Ox: The handseal mostly oriented with Earth jutsu.
Dog: The handseal mostly oriented with Focus and Unfocus Chakra form.
Dragon: The handseal mostly oriented with the Burst Chakra form.
Ram: The handseal mostly oriented with Materialize chakra form.
Hare: The handseal mostly oriented with Difuse Chakra form.
Horse: The handseal mostly oriented with Infuse Chakra form.
Monkey: The handseal mostly oriented with the Lightning jutsu.
Boar:The handseal mostly oriented with Spin and Condense chakra form.
Rat: The handseal mostly oriented with Orb and Shield chakra form.
Rooster: The handseal mostly oriented with Wind jutsu.
Serpent: The handseal mostly oriented with Water jutsu.
Tiger: The handseal mostly oriented with Fire jutsu.

Seal Speed
There is a specialty stat that all shinobi have. This stat is a skill gauge that progresses throughout the time period a shinobi continues to learn new skills and progress through the ranks. The skill is known as Seal Speed, Seal speed determines how many hand seals you are able to perform per turn, seeing as how some jutsu require a considerable number of hand seals to be used within a single turn, while some of them barely use any. This gauge starts off at 0% when you are an academy student, and for every ninjutsu/genjutsu/hijutsu (as long as it has handseals) your seal speed increases by 2%, and when going up a rank it increases by 20%, the gauge can increase up to 200%. For every 250 words you place towards this gauge, it increases by 4%.
Seal Speed
0% - Worst stage of seal speed, you can barely even make a single hand seal through the course of one post
20% - The ability to perform one hand seal per post
40% - The ability to perform two hand seals per post
60% - The ability to perform three hand seals per post
80% - The ability to perform four hand seals per post
100% - The ability to perform six hand seals per post
120% - The ability to perform seven hand seals per post
140% - The ability to perform eight hand seals per post
160% - The ability to perform nine hand seals per post
180% - The ability to perform ten hand seals per post
200% - The ability to perform twelve hand seals per post

Ultimate Hijutsu
An ultimate hijutsu is a technique that is modified from start to finish. Going through each and every individual stage of a jutsu. Involving various types of form manipulations, and even adding in natura manipulations in order to create a powerful new technique. Each level the technique generally gets more powerful and having different applications depending on the chakra forms that are used within it. However, the more form manipulations involved the greater the diffuculty of the technique.
Every person gets one Ultimate Hijutsu that they create, and overtime they can choose to continue increasing the power of that Ultimate Hijutsu. Now, as you incorporate more and more Forms the level of diffuculty for the jutsu will increase. With this jutsu, you will be doing multiple word counts. Word counts for an E rank jutsu, D rank jutsu, C rank jutsu, B rank jutsu, A rank jutsu, S rank jutsu, and maybe even S+ rank jutsu [3000 words] It depends on how you wish to incorporate the various forms.
Levels for making your Ultimate Hijutsu:
Academy Student Level 5/2500 EXP [Rank E]
Genin Level 5/12,500 [Rank D]
Genin Level 15/22,500 [Rank C]
Chuunin Level 10/32,500 [Rank B]
Chuunin Level 20/47,500 [Rank A]
Jounin Level 10/72,500 [Rank S]
Jounin Level 25/110,000+ [Rank S+]

JUTSU COST
The cost to perform a ninjutsu or genjutsu is not always set in stone, and to perform higher level jutsu it is rare to find jutsu that don’t vary in the amount of chakra it drains to perform. This page is to give you an understanding on pros and cons of using nin and genjutsu.

General Knowledge
Now some of you may be asking exactly why I can’t just spam high level ninjutsu and genjutsu all the time. Well unless you have a death wish, there’s a very good reason to that. High level jutsu generally require a large amount of chakra, this chakra needs to be gathered, molded, and then expelled. The amount that is expelled however is generally hard on the body, and depending on your character and the jutsu you used it will take some time before you are able to perform another jutsu. This is where taijutsu plays a big part on the battlefield, for when one of your ninjutsu or genjutsu don’t work, you can use it to defend yourself until you can perform another jutsu if you so chose.

Jutsu Rank Costs
This applies to any jutsu that uses chakra. However chakra infused tai and kenjutsu have a choice of following the percentail part. (Kuchiyose follows a slightly different system mentioned bellow.)
E Rank: 1%-15% Chakra
D Rank: 15%-30% Chakra
C Rank: 30% - 100% Chakra
B Rank: Minimum of 100% chakra, costs 35% of your current chakra within a reserve
A Rank: Minimum of 200% chakra, costs 45% of your current chakra within a reserve
S Rank: Minimum of 300% chakra, costs 50% of your current chakra within a reserve
S+ Rank: Minimum of 500% chakra, costs 65% of your current chakra within a reserve
(example: Say you have 5k chakra, and perform a S+ rank jutsu. 5000 – 65% = 1750 as your remaining chakra. Meaning you spent 3250 chakra to perform that jutsu. If you were to perform it again, you would have 1750 – 65% = 613 chakra left.)

As you can see the cost of a jutsu C rank and below are not all that much, but when using jutsu B rank and up, it tends to take up a large portion of chakra. This is why one has to be very careful in how they use their jutsu, for they might drain themselves too quickly if they needlessly perform jutsu after jutsu. As stated before, Taijutsu doesn’t follow this rule, however Taijutsu that use chakra can if the user wishes it too. Also these large amounts of chakra can be used at once, and does not require you to charge chakra beforehand to perform. (Note: There are also some jutsu that have their own drainning system like the Kage Bunshin technique.)

Chakra Reserves
You may have noticed that it is quite demanding to perform a B+ rank jutsu, and might start thinking why shinobi even use them. Well through experience, one learns to pace themselves better, and in doing so make the drains just a little less for them. They do this by dividing up their chakra into portions like reserves. One could think of it as your total chakra being a pool of water, and the divisions are large metal walls that split up the water into sections, however within each metal wall, there are holes that keep all the water connected. This allows the user to chose how many reserves they want to take the chakra from to perform their jutsu.
Academy Student: Your Total Chakra is your reserve.
Genin: Your chakra is divided in half, you now have two reserves.
Chuunin: Your chakra is divided in thirds, you now have three reserves.
Jounin: Your chakra is divided in fourths, you now have four reserves.
High Level Jounin +: Your chakra is divided in fifths, you now have five reserves.

Damage Ratio
Now, some of you might be thinking that spending so much chakra to perform a jutsu is asking for too much and you should just stick to taijutsu. Well, the large amount of chakra also comes with its own benefits. For taijutsu, kenjutsu, and jutsu below B rank, the damage ratio is generally stam+chakra used x 1.5, and for high ranking damaging jutsu B rank and up that use chakra the damage ratio is generally chakra used x 1.5, and with the large amount of chakra one uses to perform the jutsu, they could do some serious damage with it. One could even merge their chakra pools if they have more than one, to enlarge the amount of chakra output which would increase the damage even more. However there is a limit to the amount of reserves you can merge together.
Merging 2 reserves - requires 25% chakra control
Merging 3 reserves - requires 50% chakra control
Merging 4 reserves - requires 100% chakra control
Merging 5 reserves - requires 200% chakra control, or anything that increases your control over chakra similar to Med-nin.

Cool Down Time
That's right, it's exactly what you think it is. Expelling large amounts of chakra takes a toll on the body, and it takes a little while for you to be using high ranking jutsu again. This is generally why people rely on taijutsu, kenjutsu, or lower rankng jutsu to defend them with until they can use higher ranking jutsu again.
E Rank: No cool down time.
D Rank: No cool down time.
C Rank: No cool down time.
B Rank: Cannot perform a jutsu above C rank for 2 turns.
A Rank: Cannot perform a jutsu above C rank for 4 turns.
S Rank: Cannot perform a jutsu above C rank for 6 turns.
S+ Rank: Cannot perform a jutsu above C rank for 8 turns.
Note: It is possible to cut these times in half by charging chakra. In order to charge chakra the character leaves themselves completely vulnerable for half the cool down time needed while forming the half ram seal. This does not cost any chakra.

SKILLS
Here on Naruto Tenkai, there is a great deal of things you are able to learn upon this site. Other than the vast amount of ninjutsu, genjutsu, and taijtusu that you can learn on this site. There are also various other things you are able to learn. You are able to create your own types of jutsu with concentrated learning. This concentrated learning allows you to diversify your character creating abilities that will be your characters signature abilities. You can teach these abilities to other people, however they must fulfill the requirements of using it and it will take up one of their spots for concentrated learning.

Basic Learning
When it comes to normal skills, there are various ways to learn them. As one gains experience, a shinobi becomes more oriented with their skills. Allowing them to learn new techniques as they level up. Normal shinobi are able to learn up to two jutsu every level they go up. However, that is not the only way a shinobi can learn techniques. By buying scrolls, one can get step by step instructions on how to learn various types of ninjutsu, taijutsu, and even genjutsu. Another way is to be taught by a sensei, having them show you techniques they have and bestowing you with greater knowledge and experience. [Note: For all sensei, having them teach you a jutsu will take up one of their idea slots. However if it is an RPC sensei, they can teach you an unlimited amount of jutsu].

Doujutsu
These types of skills in some way utilize the eye; there are various doujutsu already out there such as the Sharingan and the Byakugan. These traits are inherited traits, and their skills cannot be copied. A great deal of skill and understanding is required to make such a jutsu unaided by a kekkei genkai, however. (Requires a Jounin/B ranked slot)
Note: Spots may be sacrificed (2 B+ slots) to increase the proficiency of some abilities of a doujutsu. 2 slots are also required to create an improved version of a doujutsu.

Kenjutsu
These types of skills in some way utilize a weapon of some sorts. These skills are normally used with swords, however they can be used with any sort of weapon that you have within your arsenal. One example from the show would be the Dance of the Crescent Moon

Fuuinjutsu
These types of skills utilize various and complex seals. These seals are imprinted onto a body by the use of seals. These seals have special meaning and vary within purpose. Whether that involves, sealing away the use of somebody's chakra or sealing off access to a particular area

Kinjutsu
These types of skills are otherwise known as forbidden skills. They are incredibly powerful, and often have very destructive results, are hazardous to the user, require some sort of sacrifice, or can put the user in a situation that isn't very good for them to be in for battle

Hijutsu
These types of skills are personal skills in which, only you can perform. You can teach these skills to other individuals if you so choose to. However, this further takes away the idea that it is your skill. This skill can vary between ninjutsu, taijutsu, genjutsu, etc.

Academy Student Level 5 - Normally a low ranking jutsu [E-D Rank]
Academy Student Level 10/ 5,000 - Normally a low ranking jutsu [E-D Rank]
Genin Level 5/ 12,500 - Normally a medium ranking jutsu [D-C Rank]
Genin Level 10/ 17,500 - Normally a medium ranking jutsu [D-C Rank]
Genin Level 15/ 22,500 - Normally a higher ranking jutsu [C-B Rank]
Chuunin Level 5/ 25,000 - Normally a higher ranking jutsu [C-B Rank]
Chuunin Level 10/ 32,500 - Normally a high ranking jutsu [B Rank]
Jounin Level 5/ 40,000 - Normally a high ranking jutsu [B Rank]
Jounin Level 10/ 65,000 - Normally a highest ranking jutsu [B-A Rank]
Jounin Level 20/ 90,000 - Normally a highest ranking jutsu [A-S Rank]

~ Note: Understand that these Hijutsu that you make for your characters are everlasting, so choose wisely. Be sure to think up ones that best suit your character, and that you are going to enjoy having later on in your role-playing life! While they are in the stages of permit you are free to change them as you please.

Jutsu Gains
Chakra Gains Per Jutsu
- Only gain these bonuses when learning a nin/gen/fuuinjutsu or a chakra infused taijutsu
E Rank - 100 words // 10
D Rank - 250 words // 100
C Rank - 500 words // 250
B Rank - 750 words // 375
A Rank - 1000 words // 500
S Rank - 2000 words // 1000

Stamina Gains Per Jutsu
- Only gain these bonuses when learning tai/kenjutsu
E Rank/ 100 Words // 5
D Rank/ 250 Words // 100
C Rank/ 500 Words // 250
B Rank/ 750 Words // 375
A Rank/ 1000 Words // 500
S Rank / 2000 Words // 1000

Universal Jutsu Template
Skill Name: [Jutsu Name]
- Skill Type: [Nin/Elemental Nin/Gen/Tai/Ken/Fuuin/Ninpou]
- Skill From: [Gauge, Hijutsu Spot, Class]
- Skill Rank: [Rank of Skill]
Description: [Describe Skill]
- Effect: [Describe the Effect once Used]
Damage: [Insert Damage Number]
- Damage Notes: [Blunt/Stab/Paralyze/Slash]
Range: [How Many Feet the Jutsu Spans]
Length: [How Many Posts the Jutsu Lasts]
Drain: [Stamina/Chakra]
Word Count: [Based on Rank]

AFFINITY
In the world of shinobi, elemental affinity relates to one’s ability to transform their chakra. By manipulating chakra into a particular element, one is capable of releasing it to possibly create and mould that element itself. This is the creation of elemental ninjutsu, and where the bulk of ninja attacks are formed.

Seishitsu Henka [Manipulation of Chakra Elements]
The skill of Seishitsu Henka refers specifically to the ability to utilize chakra and transform its forms from energy into an element. It takes a considerable amount of talent to learn how to utilize the power of an element. As one furthers their training in this skill, the ways one can utilize this skill increases. Every person has a particular nature that their chakra leans towards, and it is the easiest nature for them to learn. Additional natures can be learned through the proper application of skill and experience.

The Five Elements
There are five basic elements that exist, and through their interactions have created the vast world that shinobi and citizens alike live in. Each particular elements has its own distinct characteristics and ability.

Katon: The Fire Element, takes the form of fire and flame in various ways. Mostly being used for offensive measures, Katon users will use their jutsu in the form of fire balls or flame throwing.

Fuuton: The Wind Element, takes the form of wind in various different uses. Often used for attack, wind’s great cutting abilities make it formidable in short to mid range combat. However, it’s ability to summon massive gusts and storms make it formidable in long range combat, making it a very versatile element.

Raiton: The Lightning Element, takes the form of electricity in its various uses. When used in conjunction with metal based weapon, the weapon’s power will often by amplified. In addition, the speed of Raiton attacks make it very useful for short to long range attacks.

Doton: The Earth Element, takes the form of rock and mud based attacks most often. This type of jutsu is capable of assisting the user in maneuvering underground, as well as defending themselves from various types of attacks. Doton can also change the composition of the earth, making it hard as steel or as soft as clay.

Suiton: The Water Element, takes the form of various water types in combat. These jutsu can range from walls of water, or incredibly powerful jetstreams. Water is by far the most diverse element given its ability to modify into just about anything.

Levels of Affinity
As one learns to utilize their affinity, there are various levels that they can achieve. Through achieving particular levels, they acquire a greater creative control over their element and ability to utilize it in a variety of ways. If they decide to stay with one affinity and provided no elemental technique outside of their affinity are learned, damage from jutsu of that affinity is multiplied by 2.0.

Level One Affinity:
This level of affinity allows the user to create a particular element from their chakra. Utilizing this level of affinity grants the user the ability to use E, D, and C rank techniques of that element without the use of a medium. Any jutsu of a higher rank need a medium to be performed.
~ Natural Affinity: 500 words
~ Additional Affinity: 1,000 words

Level Two Affinity:
This level of affinity allows the user to utilize chakra conduction. Chakra conduction is the ability where an element chakra is imbued through an item that can absorb chakra. The effect of chakra conduction varies depending upon the element // Chakra Drain 50 to Conduct an Element.
~ Natural Affinity: 750 words
~ Additional Affinity: 1,250 words

Level Three Affinity:
This level of affinity allows the user to harness a greater release power. With the acquisition of this level of Seishitsu Henka, they are able to utilize B and A ranked jutsu of that element without the use of a medium. The user also gains a control stat based on that element known as "Elemental Release". This gauge goes from 1% to 100%. Every 20% gained in this stat the user can create a jutsu of that element. All techniques created from this release stat only take the elemental handseal to perform. Every 250 words made for specifically training this stat will get it up by 4%.
~ Natural Affinity 1,000 words
~ Additional Affinity: 2,000 words

Level Four Affinity:
This level of affinity allows a person to have access to the highest level of release. This grants the user the ability to utilize S ranked techniques of their element without the use of the medium. At this heightened level of Seishitsu Henka, the user is able to freely create large amounts of their element for use of their techniques. By bringing forth a large amount of one’s element into the area, casting jutsu becomes easier and their damage is increased. // Chakra Drain 750 to channel a large amount of your element into the area [temporarily increases the damage of all techniques of that element by 25% for twenty posts] // Must have 100% in the Elemental Release Stat to attain this level.
~ Natural Affinity: 1,500 words
~ Training: 2,500 words words

Having 1 Affinity = Capable of reaching level 4 with that affinity, do double damage with said affinity.
Having 2 Affinity = Capable of reaching level 4 with initial affinity and second affinity.
Having 3 Affinity = Capable of reaching level 4 with initial affinity, capable of reaching level 3 affinity with two others
Note: If one possesses 3 affinities, their damage for every affinity except their natural will be reduced to 70% of its normal damage.
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PostSubject: Chapter IV: Missions   NT Database EmptySat May 07, 2011 3:52 pm

MISSIONS
Missions are the bread & butter of the shinobi’s life. They make their ends meat off of these excursions through the wilderness providing protection for the wary or taking the lives of targets. Through the use of these missions the members will advance their knowledge of the world and of their self.

Mission Breakdown
The following is a short description of the different ranks of missions typically done by shinobi.

D Rank Missions
This type of mission is done typically with genin ranking shinobi. These are typically low risk missions that pose almost no threat to the individuals involved and are aimed to create a sense of teamwork amongst the lower ranks to assist the village in later, more dire missions. // These typically include Supplemental & Escort type missions.

C Rank Missions
This type of mission is done typically with high genin – chuunin ranking shinobi. This type of mission poses low risk and are typically done as the first show of shinobi life to younger village members. These types of missions are also typically the lower level shinobis first times out of the country. // These typically include Delivery, Escort, Espionage, & Protection type missions.

B Rank Missions
This type of mission is done typically with chuunin – jounin ranking shinobi. This type of mission poses medium risk to the individuals involved. This is the highest rank of mission a shinobi will come into contact with outside of war or dire straits. // These typically include Espionage, Sabotage, Offensive, Defensive, Protection, Delivery, & Escort type missions.

A Rank Missions
This type of mission is done typically with large groups lead by jounin – ANBU class ranking shinobi. This type of mission poses a high risk factor for all shinobi involved. These missions only come about during points of Village Strategic Placement and in moments of dire need. // These typically include Espionage, Sabotage, Offensive, Defensive, Protection, & Assassination type missions.
~ Gains are multiplied x2.

S Rank Missions
This type of mission is done typically by high jounin – ANBU class ranking shinobi. This type of mission poses an extremely high risk factor for shinobi. These missions are only taken during dire straights for a villages survival. This rank of mission is only permitted during times of war/To prevent one and due to this surviving one of these missions grants shinobi a great deal of respect. // Espionage, Sabotage, Offensive, Defensive, Protection, & Assassination type missions.
~ Gains are multiplied x4.

~ Note: ANBU & other village protection level classes are permitted to partake in A+ level missions outside of times of war.

Mission Types
Espionage
Description: These missions are done to obtain information on other nations through means of infiltration that permits a village to claim information on events or persons the shinobi comes into contact with during the course of the mission. These missions require a level of secrecy and because of that these missions can be failed/foiled by opposing shinobi. The highest level espionage style missions deal with infiltrating the actual ranks of a village taking part over a long period of time to gather critical information. // Solo: 10 posts, Group: 5 Posts per person. Maximum of 3 persons.
Gains: Information on persons and events for ones village to claim.
Ryou: 200 ryou, +150 for each additional rank and individual. +300 ryo if the mission is a success if infiltrated.
Base Rank: C
~ Note: For A & S rank espionage missions the amount of time and posts devoted may change drastically.

Sabotage
Description: These missions are done in a style similair to the espionage type. Through these missions the shinobi find themselves in enemy territory to attempt to take out a critical point in an opposing mission. These missions can be used to interrupt opposing Offensive, Espionage, & Delivery mission types that are currently ongoing. // These mission types take on the post counts of the the mission type being sabotaged. Maximum of 6 persons.
Gains: Placement in Bingo Book. Typed Words.
Ryou: 300 ryou, +210 per rank above base.
Base Rank: B
~ Note: For A & S rank sabotage the objective may be explained by the deliverer of the mission and may not be to interrupt a current mission being performed.

Offensive
Description: This is typical in missions done against rogue groups or during times of war. These missions involve striking certain points such as a an opponent’s base or a city. These missions are rare and only done when action must be taken. // Solo: 15 Posts, Group: 10 Posts per person. Maximum of 9 persons.
Gains: Placement in Bingo Book. Typed Words.
Ryou: 500 Ryou, +175 per rank above base.
Base Rank: B

Defensive
Description: These missions are done strictly for the purpose of defending a position such as a city or standing base. Through these missions many lives may be saved and many more may be taken at later dates. Defensive missions are done to take a stand against Sabotage & Offensive type missions. // Solo: 15 posts, Group: 5 posts per person. Maximum of 9 persons.
Gains: Typed Words.
Ryou: 500 Ryou, +200 per rank above base.
Base Rank: B

Protection
Description: These missions have the individual protect either a group or single individual from harm while taking them from place to place as the threat of attack is high. These missions require great teamwork for those involved to maintain protection of the individual so payment may be gained. // Solo: 10 posts, Group: 5 posts per person. Maximum of 9 persons.
Gains: Typed Words.
Ryou: 250 Ryou, +150 pr rank above base. +300 ryou if the target is attacked by outside sources.
Base Rank: C

Assassination
Description: A very rare type of mission that permits the user of lethal force at all times. The assassination type mission is done to remove/neutralize a target in an effective manner to cause certain effects on a countries political/military power or of an organizations political/military power. These missions often, but not regularly, conflict with protection & escort missions. // Solo: 25 posts, Group: 15 posts per person. Maximum of 3 persons.
Gains: Placement in Bingo Book. Typed Words.
Ryou: 1000 ryou, +1000 per rank above base.
Base Rank: A

Supplemental
Description: These missions are typically related to chores or very basic actions. Due to this they only exist at the D rank mission level and only for the purpose of building teamwork and work ethic in genin and low ranking shinobi. Supplemental missions may also be used as punishment for insubordinate shinobi. // Solo: 5 posts, Group: 5 posts per person. Maximum of 3 persons.
Gains: Typed Words.
Ryou: 175 ryou, +200 ryou if done as a punishment.
Base Rank: D

Escort
Description: These are low level/introductory versions of the protection type mission that has the shinobi assist an individual from one destination to another. These mission types hold little risk due to their lower rankings and aswell allow for the lower ranking shinobi to view the world outside of their village. // Solo: 10 posts, Group: 5 posts per person. Maximum of 6 persons.
Gains: Typed Words.
Ryou: 150 ryou, +125 for each rank above base.
Base Rank: D

Delivery
Description: These missions have a very basic objective; to take an item, be it a letter or object, to a designated party. Throughout these missions the individual may find themselves in danger as the pace progresses. When the individual partakes in one of these missions during a time of war it automatically takes place as a S rank mission. // Solo: 20 posts, Group: 15 posts per person. Maximum of 3 persons.
Gains: Typed Words.
Ryou: 210 ryou, +150 for each rank above base. + a tip if the recipient wills it so. (if done by an npc it maxes out at +150 ryou.)
Base Rank: C

Mission Failure
When you fail a mission you are given no ryou and all gains are cut in half. If the mission is to give you a level up you retain that level up seeing as knowledge is still gained through the process. The only way to fail in a mission is if it is infiltrated by an opposing enemy who has the ability to know of the circumstances in which your mission is taking place. [Example: You are escorting a Lightning country npc, Cloud village will have knowledge of that npc and therefore cloud village can send members after you.]
Note: Upon "completing" a mission, a period of 24 hours must pass before the rewards can be claimed. During this time, the mission can be interrupted at any point during the thread's events. Justification to do so is, of course, required.
Note 2: Only available to village shinobi.
Note 3: Outside of story events, a shinobi must adhere to missions suitable for their rank.
Note 4: Can only perform one mission at a time.

Kage's Role
The Kage's role is to supply the shinobi of their village with missions. They are to keep an up-to-date list of missions in a thread in their respective country where shinobi are to claim them before completing them
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PostSubject: Chapter V: Sensei   NT Database EmptySat May 07, 2011 3:57 pm

SENSEI
All throughout the world, there are incredibly strong and uprising stars within the world of shinobi. Children and adolescents alike that become stronger in great leaps and bounds. However, some of these shinobi are unable to see their true potential upon their own. With incredible power guidance is needed at times to send a person down their appropriate road. That is the role of the Sensei: A teacher that looks for the better interest of their student. Helping them grow and teaching them life lessons that will help further their shinobi lives.

IPC Sensei
An IPC Sensei is a character that is an important playable character upon the site. Those that would be considered and IPC would be people within high positions of power. Such as the Kages of the countries along with the village leaders. These powerful leaders have incredible knowledge and power, and make some of the greatest sensei. This sensei takes more words and will power in order to acquire, but they are well worth it.
Finding an IPC: One must make a 2,000 word post dedicated to finding the IPC
Sealing the Deal: After meeting the IPC, the user must make a 3,000 word post dedicated to convincing the IPC to train them.
~ Note: A manager must take look at the 3,000 word post for a cursory glance. To see if the member has done at least a decent job in convincing the NPC. IF the member hasn't, they will merely gain 3,000 words into their word pool and can try again later.
~ Note: Only up to two people at a time can be training under a single IPC Sensei
Gains: The user gains up to 10 slots they can use for various ideals of a sensei
~ Note: Once all 10 slots have been used, the player can either type another 3K to stay under the sensei’s tutelage, or leave the sensei entirely.

NPC Sensei
An NPC Sensei is a character that is a Non-Playable character of the users design. This NPC will have various specialties and abilities that are catered to what the user wants them to be. After making up your NPC and getting the bio layout of the NPC approved. You can then start training with your NPC.
Finding an NPC: One must make a 1,000 word post dedicate to finding the NPC
Sealing the Deal: After meeting the NPC, the user must make 1,500 words dedicated to convincing the NPC to train them
Gains: The user gains up to 5 slots they can use for various ideals of a sensei
~ Note: Once all 5 slots have been used, the player can either type another 1.5K to stay under the sensei’s tutelage, or leave the sensei entirely.

RPC Sensei
An RPC Sensei, is a character that is actually controlled by a member. This member most likely is a higher level shinobi, that has decided to take a few members under their wing for role-playing purposes.
Finding an NPC: If you do not know this RPC, you can seek them out based on the assassination rules of tracking somebody down. By performing those words, you can seek out that RPC no matter where they are in the world
Sealing the Deal: This is a case by case basis; it all depends on the story between the characters
Gains: The user can teach any jutsu they have within their arsenal to the shinobi they are training. Along with having up to 3 slots for use for various ideals of a sensei.
~ Note: Once all 3 slots have been used, the player may type 3K in order to stay under the RPC’s tutelage.

Sensei Slots
Sensei slots can be considered "bonus" slots, as these slots all have various things that can be done with them. Using these slots, you will gain particular bonuses depending upon what ideal you choose from. Each slot can be used once before having to renew the sensei slot.

Creativity Ideal // The creativity ideal is based upon implementing the pupils creativity on the line. Working alongside of them in order to help them create a new jutsu for their arsenal
Gains: Allows the user to gain +1 hijutsu

Skill Ideal // The skill ideal is based upon enhancing their pupils current skills. By working with their current skills, they can increase the power of one of their current skills.
Gains: Allows the user to take any one of their jutsu, and increase it by one rank. By increasing it from a particular rank, it will be increased in power or effectiveness depending on the jutsu

Learning Ideal // The learning ideal is based upon teaching their pupils new skills. Hopefully by teaching their pupil new skills they can diversify their interests and help them reach bigger and greater paths
Gains: Decreases the amount of words and or posts needed for a particular jutsu, skill, and classes by 25%

Hard Work Ideal // The hard work ideal is based upon the idea that hard work will always bring forth incredible results. By revealing the benefits of hard work, the pupil generally grows much more thanks to this guidance
Gains: Doubles the amount gained within a particular post. Meaning if somebody did a stat training, instead of gaining the normal amount they gain double that amount.

Enhanced Knowledge Ideal // The enhanced knowledge ideal is based upon the idea that enhanced knowledge will increase the awareness of the user. Through the increasing of awareness, the user gains better more hands on knowledge of what they are learning.
Gains: Take the words gained from a single sensei training thread that is equal up to 5,000 words. Take those words x1.5, and those words will be added to the world pool. However these words can only be used for affinities, jutsu on the jutsu site, and all non-hijutsu

Control Ideal // The control ideal is the knowledge of control. The ability to control yourself along with your power is a crucial ideal to hold onto. As when one loses control, they can come up with a loss from a lack of composure.
Gains: Take the words gained from a single training thread tat is equal up to 5,000 words. Take those words x1.5 and apply them to a control stat that is on the site. Or, you can use those pooled words for any type of chakra training. The chakra training will also have a 25% cut in the words needed to acquire it.

Combat Ideal // The combat ideal is knowing that there is always a crucial point in the battle. At this crucial point in the battle, the user must take charge and manage to land a hit against the opponent. Knowing this crucial hit can be the move that turns the tide of battle.
Gains: By making a total of 3,000 words in a sensei training thread, the user can gain a special ability known as Critical Hit. An ability that can be used at any point during the thread, but can only be used once. It triples the damage of an attack, but also does double stamina drain.
~ Note: If you learn this ideal you cannot learn Defense Ideal or Strategy

Defense Ideal // The defense ideal is knowing that an opponent is always looking for the appropriate moment of turning the tide of battle. Often spending a great deal of time in preparation for a move that could very well end the battle. Knowing how to defend against such an attack can alter the very outcome of a battle
Gains: By making a total of 3,000 words in a sensei training thread, the user can gain a special ability known as Critical Block An ability that can be used at any point during a thread, but can only be used once. It makes any damage acquired within a single post become 0.
~ Note: If you learn this ideal you cannot learn Combat Ideal or Strategy Ideal

Strategy Ideal // The strategy ideal is based upon gazing upon your opponent and watching their every moment. Taking into account all things they have said and done from the beginning and applying it to the battle. Seeing through their strategy eventually for the benefit of the user.
Gains: By making a total of 3,000 words in a sensei training thread, the user can gain a special ability known as Strategy Breakdown. An ability that can be used at any point during a thread, but can only be used once. It makes it so the user completely sees through an opponent’s move, enabling them to block/evade a technique they have never seen fully or even see through a physical attack for a perfect counter attack.
~ Note: If you learn this ideal you cannot learn Combat Ideal or Defense Ideal

Creating Sensei/NPCs
Genin [Low Level NPC]
- 500% chakra/stamina pool total
- One Affinity
- 10 Jutsu

Chuunin [Medium Level NPC]
- 1000% chakra/stamina pool total
- Up to 2 affinities
- 25 Jutsu

Jounin [High Level NPC]
- 3500% chakra/stamina pool total
- Up to 2 affinities
- 35 Jutsu

High Level Jounin [Higher Level NPC]
- 7500% chakra/stamina pool total
- Up to 2 affinities
- All Jutsu connected to those affinities.
- 10 Assorted Jutsu

Legendary NPC
- To gain this level sensei, one must be at least Chuunin level.
- 10000% chakra/stamina pool total
- Up to 3 Affinities of any nature. [Add Rational Though Here.]
- All Jutsu connected to those affinities.
- Assorted other columns of jutsu. [Saga/Minisaga NPC Only]
- 20 Assorted Jutsu
- 5 Hijutsu of the users design.
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