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Post by Site Owner on Mar 3, 2010 18:48:57 GMT -8
As you may have read, we have a somewhat complicated stat system on this site. So to save you time and energy of trying to figure it out on your own, I've made a page specifically to explain the purpose each stat has and what each stat does in relevance to the roleplaying on this site.
As it is, we have decided on this site that characters will be based around ten areas of skills and affinities. These 'affinities' will be the areas in which a character focuses on in order to increase their ability to utilize jutsu and act out ICly with more of an idea of how they stand against another ninja in which they are role-playing with.
Listed below are the ten areas in which a character can build up their skills. These are called a character's affinity scores. How many points put into affinity scores determines how well that ninja performs in that particular area.
The Affinity System
General
Stamina Stamina is one's physical level of energy, which will increase one's level of chakra, while also dictating how long they can actively perform, and how much damage they can take while still being able to fight.
Taijutsu
Speed Speed affects the physical speed of a ninja, which is how fast they are. Be it dodging, running, or attacking, the faster a ninja is, the more likely they are to be able to move efficiently.
Strength Strength is the physical power of a ninja, being the basis of how damaging their taijutsu strikes are, which also affecting some other movements to a degree, like how far one can leap and how weight one can lift.
Technique Technique is the amount of skill you possess in any specific taijutsu style. A higher technique against someone with the same style, for example, would allow you to more properly learn and perform techniques of that style, should one have the required levels of base stats to do such.
Ninjutsu
Chakra Control Chakra Control is how effectively a character can manipulate their flow of chakras within the body or outside of the body. This affects any basic form of ninjutsu that does not require Elemental Recomposition in how much chakra is required for those skills to be used, and how well one can convert their stamina into chakra for jutsu. Having a higher control of one's chakra also means one can form less kata for techniques, as they require less mediums in which to help them control their chakra flows. Characters with higher chakra control generally can form hand-seals at higher speeds as well.
Jutsu Mastery Jutsu Mastery is how well a character can form techniques of a non-elemental nature. This affects how well structured their techniques are. A character with a high amount of stats in this area would have a much more effective jutsu, being well shaped and well formed. In comparison, when two characters clashing with the same offensive, non-elemental technique, the character with the higher affinity in Jutsu Mastery would commonly win.
Elemental Recomposition Elemental Recomposition is how well you can manipulate and control elemental jutsu, and the level at which you can perform jutsu of elemental natures. How high this rating is also affects how quickly you can recompose chakras for elemental techniques. In comparison, when two characters clashing with the same offensive, elemental technique, the character with the higher affinity in Elemental Recomposition would commonly win.
Genjutsu
Mental Awareness Mental Awareness is one's ability to see through mentally affecting skills such as Genjutsu or mind-affecting Hijutsu. And though this does allow for one to be mentally aware of these skills, it is not an anti-genjutsu skill of its own. It is just an affinity that helps the character keep aware that they are within an illusion, even when the situation seems otherwise. Characters with high affinities in this area will catch onto illusions quickly and be more effective in countering them by that means. However, they must still possess the skills and methods available to counter illusions.
Complexity Complexity; as Genjutsu vary greatly in what they can do, be it a technique that makes someone see something differently, to a technique that binds them, messes with their senses, and even doubt themselves. A higher score in Complexity allows your genjutsu techniques to do more things in a single illusion, should you learn the jutsu itself, of course.
Efficiency Efficiency allows genjutsu to be more detailed, better affecting the senses to make it as believable as possible. However, this is still dependant on how it is used. A cleverly timed genjutsu amongst proper attacks will make the enemy question if they were just struck by a ninjutsu attack. Though, if you are in the middle of a desert and your illusion is to make them believe they are drowning, then such techniques will be easy for anyone to figure out, though escaping it is another matter entirely.
Creating a Character
Every character on this site has the potential to be adept in a singular field or to become a jack of all trades. This is done by either focusing all their points in a particular area such as taijutsu, or spreading out their spending points so that their character is attuned to utilize skills from every field.
A character who does specialize tends to be above average in that particular area, but then does lesser in some of the other areas. For example, a person who focuses all of their affinity points in Ninjutsu would be excelled in that area. However, they may not have as many points to spend in Taijutsu or Genjutsu, and therefor would be below average in those areas. We usually call these characters "Mongers" as they specialize in a single area and tend to have a gaping hole for a weakness.
There are also characters who tend to utilize their spending points by putting it into every field. However, the stat system has been set up so that if you do this, you tend to get below-average results in most all areas. So though you would be at least moderately skilled in most areas and would not have as many weaknesses as a "Monger", your character would tend to be less than equal to other characters of the same rank who have spent more points in that particular area, when competing utilizing that particular set of skills. So the problem most people find happens to be a very similar question "how should I spend affinity points to best benefit my character?"
Well, first of which, we allow for kekkai genkai, clan jutsu and group jutsu to be registered before a character is approved. So if your character is going to be from a specific clan or group that you have in mind to create, I suggest making that clan or group first and passing those techniques through registration so you know what kind of skills your character is going to specialize in. If you're really confident that your skills will pass though, you can register the character before doing the aforementioned suggestions.
When you know what your character's theme and style will be like, try to put points in the areas that will most well reflect your character's style of combat. This doesn't mean that you should try and cheat the system by putting more points into your character than normally allotted, btw... the staff can count, but rather that you should try to balance out your character and find an affinity setting that fits your character. I ask that you take time to think about this, because once a character has been passed through approval, we don't allow for people to adjust their character's affinities.
Now then, on to building your character. I suggest having this page up in another tab when creating your character so that way you can reference back to this chart whenever you're having trouble with the numbers or just having trouble remembering what affinity does what for your character.
Non-Ninja 40 points to spend as one sees fit, with a maximum of 20 points in any single affinity.
example
Genin 70 points to spend as one sees fit, with a maximum of 20 points in any single affinity. In addition, you get 40 additional points to spend as you see fit (which can go beyond the 20 point limiter cap if you so choose)
example
Chuunin 140 points to spend as one sees fit, with a maximum of 40 points in any single affinity. In addition, you get 60 additional points to spend as you see fit (which can go beyond the 40 point limiter cap if you so choose)
example
Jounin 210 points to spend as one sees fit, with a maximum of 60 points in any single affinity. In addition, you get 80 additional points to spend as you see fit (which can go beyond the 60 point limiter cap if you so choose)
example
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