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Naruto Bijuu Rebellion

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» Addition to Missions, Stats, and Training
The Attributes Guide EmptyFri Jul 08, 2011 2:51 pm by Admin

» The Golden Byakygan(Pupil Technique
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» Naruto: The Story of the Bijuu Rebellion.
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» The Bijuu
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» Triton Hyuuga
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» count to 1000
The Attributes Guide EmptyFri May 20, 2011 6:21 pm by Triton

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The Attributes Guide

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1The Attributes Guide Empty The Attributes Guide Fri May 20, 2011 3:04 am

Cut

Cut
S-Ranked Missing Nin.
S-Ranked Missing Nin.

The Attributes:

Strength;
Constitution;
Stamina;
Agility;
Dexterity;
Intelligence;
Wisdom;
Charisma;
Comeliness


Each attribute must have a minimum of one point in it.

Starting Points:

Genin - 60 points to spend, no attribute can have above a 14;

Chuunin - 80 Starting POints, No stat can have above a 16;

Jounin - 100 starting points, no stat can have above a 18;

ANBU/Kage - 120 starting points, no stat can have above 20;



___________




Don’t understand what the abilities or values mean? I’ve explained everything in detail below …

Strength: This ability is a measure of a one’s muscle. Strength affects the ability of your character to lift and carry weights, jumping, climbing and overall physical power. A good rule of thumb would be 1 point for every 10lbs they can pick up over their head (a.k.a. military press) and it’s 1 point for every 20lbs they could bench press.

An average for a grown man would be a score of 10-12; average for a woman would be 8-10. When it comes to Ninja’s and strength, they seem to be average, unless there is an exception (e.g. Tsunade – score: 20, Sakura – score: 18, Guy – score: 17, opened gates score: 20+).

Real Human Terms of Strength:

1 – 4 would mean the individual is debilitated in this ability
5 – 9 would be below average for men, average for women
10 – 11 would be average for men, above average for women
12 – 15 would be above average (mild to moderate athlete)
16 – 18 would be considered “talented” (e.g. Olympic athlete)
19 – 20 would be considered “gifted” (e.g. Hercules)


Ninja Terms of Strength:

1 – 4 would mean the individual is debilitated in this ability
5 – 9 would be below average for men, average for women
10 – 11 would be average for men, above average for women
12 – 15 would be above average (e.g. Asuma Sarutobi)
16 – 18 would be considered “talented” (e.g. Shippuden Sakura Haruno)
19 – 20 would be considered “gifted” (e.g. Tsunade)


A score above 20 would be considered “Godlike”.

Constitution: This ability measures how well your character can take a hit and overall, how healthy they are and even how much alcohol they can handle. Do they get sick easily? Do they have a preexisting illness or an allergy? Ninja have a much higher constitution than normal humans. For example, even young ninja can get thrown into a wall leaving an impact and still get up to fight.

Note that this score is the same for both men and women.

Real Human Terms of Constitution:

1 – 4 would mean the individual is debilitated in this ability (e.g. Cancer, paralysis, serious disease)
5 – 9 would be below average for both men and women (e.g. Has an allergy or can’t take a hit – “Glass Jaw”)
10 – 11 would be average for both men and women (e.g. Healthy Individual)
12 – 15 would be above average (e.g. Doesn’t get sick very often and can take a decent beating)
16 – 18 would be considered “talented” (e.g. Has high immunity and can get knocked around pretty hard, e.g. Professional Heavyweight Fighter)
19 – 20 would be considered “gifted” (e.g. Near immunity and invulnerability)


Ninja Terms of Constitution:

1 – 5 would mean the individual is debilitated in this ability (e.g. Cancer, paralysis, serious disease)
6 – 11 would be below average for both men and women (e.g. Has an allergy or can’t take a hit – “Glass Jaw”)
12 – 15 would be average for both men and women (e.g. Healthy Ninja, e.g. Genin, chuunin Ranks)
16 – 18 would be above average for both men and women (e.g. jounin, ANBU Ranks)
19 – 20 would be considered above average (e.g. Tsunade with Creation Rebirth technique)


A score above 20 would be considered “Godlike”. Think Superman without kryptonite.

Stamina: How long your character can run or how much chakra your character has is covered by this ability. Stamina is basically how long your character can last when it comes to putting forth physical exertion. Most ninja can move at a top-speed-run for over 8 hours, which is miraculous by human terms. Take this into consideration when choosing your score.

Note that this score is the same for both men and women.

Real Human Terms of Stamina:

1 – 4 would mean the individual is debilitated in this ability (e.g. Individual lives on life support)
5 – 9 would be below average for both men and women (e.g. Winded after walking a flight of stairs, has severe asthma)
10 – 11 would be average for both men and women (e.g. Healthy Individual)
12 – 14 would be above average (e.g. Individual can walk or jog a few miles)
15 – 18 would be considered “talented” (e.g. Individual can do a triathlon)
19 – 20 would be considered “gifted” (e.g. Individual can run a marathon)


Ninja Terms of Stamina:

1 – 5 would mean the individual is debilitated in this ability (e.g. Individual lives on life support, e.g. Kimimaro when hospitalized)
6 – 10 would be below average for both men and women (e.g. Kakashi when using Sharingan)
11 – 18 would be average for both men and women (e.g. Healthy Ninja)
19 – 20 would be considered “gifted” (e.g. Naruto Uzumaki with his and Kyubi’s combined chakra)


Agility: How well your character can move as a whole is determined by your Agility score. This includes movement speed, aerobatics, dodging, parrying and saving themselves when falling. A cat, for instance would have an Agility score of at least 14 due to their ease of movements and natural ability to right themselves in mid fall.

Note that this score is the same for both men and women.

Real Human Terms of Agility:

1 – 5 would mean the individual is debilitated in this ability (e.g. Paralyzed)
6 – 9 would be below average for both men and women (e.g. Missing a limb, injury or other issue that would cause movement impairment)
10 – 11 would be average for both men and women (e.g. Healthy Individual)
12 – 15 would be above average (e.g. Naturally agile)
16 – 18 would be considered “talented” (e.g. Exceptional balance and speed, track and field sprinter)
19 – 20 would be considered “gifted” (e.g. Kung Fu Master, Olympic gold winner in sprinting event)


Ninja Terms of Agility:

1 – 5 would mean the individual is debilitated in this ability (e.g. Paralyzed)
6 – 9 would be below average for both men and women (e.g. Missing a limb, injury or other issue that would cause movement impairment)
10 – 18 would be average for both men and women (e.g. Healthy Ninja)
19 – 20 would be considered “gifted” (e.g. Shippuden Sakura when controlled by Chiyo through chakra strings)


Most birds of prey have a score above 20.

Dexterity: How well your character is with his/her hands is covered by Dexterity. This ability also includes a character’s aim with weapons; thrown or otherwise. For a ninja, this would also mean how effectively they can form seals.

Note that this score is the same for both men and women.

Real Human Terms of Dexterity:

1 – 4 would mean the individual is severely inhibited in this ability (e.g. Paralyzed, missing a hand)
5 – 9 would be below average for both men and women (e.g. Missing a finger(s), weakened hand from stroke or injury)
10 – 11 would be average for both men and women (e.g. Healthy Individual)
12 – 15 would be above average (e.g. Sign language interpreter)
16 – 18 would be considered “talented” (e.g. Professional Pianist)
19 – 20 would be considered “gifted” (e.g. Card Magician)


Ninja Terms of Dexterity:

1 – 4 would mean the individual is severely inhibited in this ability (e.g. Paralyzed, missing a hand, Orochimaru after fighting Sarutobi and losing the use of his hands)
5 – 9 would be below average for both men and women (e.g. Missing a finger(s), weakened hand from stroke or injury)
10 – 11 would be average for both men and women (e.g. Healthy Ninja)
12 – 15 would be above average (e.g. Hokage Sarutobi)
16 – 18 would be considered “talented” (e.g. Tenten)
19 – 20 would be considered “gifted” (e.g. Kakashi when using the Sharingan to copy handsigns)


Intelligence: This is a measure of one’s problem-solving ability, recall (memory) and deductive reasoning. Basically, Intelligence measures how well your character calculates and how much information they can store.

Note that this score is the same for both men and women.

Real Human Terms of Intelligence:

1 – 4 would mean the individual is severely inhibited in this ability (e.g. Comatose or mentally handicapped)
5 – 9 would be below average for both men and women (e.g. “Slow” or impaired)
10 – 11 would be average for both men and women (e.g. Healthy Individual)
12 – 15 would be above average (e.g. “Straight A Student”)
16 – 18 would be considered “talented” (e.g. Individual with a photographic memory)
19 – 20 would be considered “gifted” (e.g. Einstein, Steven Hawking, Savants)


Ninja Terms of Intelligence:

1 – 4 would mean the individual is severely inhibited in this ability (e.g. Comatose or mentally handicapped)
5 – 9 would be below average for both men and women (e.g. “Slow” or impaired)
10 – 11 would be average for both men and women (e.g. Healthy Ninja)
12 – 15 would be above average (e.g. Temari)
16 – 18 would be considered “talented” (e.g. Kakashi)
19 – 20 would be considered “gifted” (e.g. Shikamaru Nara)


Wisdom: How much common sense your character has is measured by this ability. This is usually an ability that is low in younger characters and rises as they grow older. Some characters are natural “old souls”, meaning they may learn common sense faster than their counterparts. This score isn’t usually very high unless the character has had a “life changing event” or is elderly and near the end of their life.

Note that this score is the same for both men and women.

Real Human Terms of Wisdom:

1 – 4 would mean the individual is debilitated in this ability or is very young (e.g. Infant)
5 – 9 would be below average for both men and women, but average for children (e.g. Preteens)
10 – 11 would be average for both men and women (e.g. Healthy Individual)
12 – 15 would be above average (e.g. Older person – 40+ years old)
16 – 18 would be considered “talented” (e.g. Monk or philosophical student)
19 – 20 would be considered “gifted” (e.g. Buddha)


Ninja Terms of Wisdom:

1 – 4 would mean the individual is debilitated in this ability or is very young (e.g. Infant)
5 – 9 would be below average for both men and women, but average for children (e.g. Preteens)
10 – 11 would be average for both men and women (e.g. Healthy Ninja)
12 – 15 would be above average (e.g. Jiraiya)
16 – 18 would be considered “talented” (e.g. Konoha Elders)
19 – 20 would be considered “gifted” (e.g. Hokage Sarutobi, Jiraiya before his death)


Charisma: Is a measure of how social your character is – otherwise known as being extroverted or introverted. This also measures how well you can interact in a social interaction. Diplomats, for instance are usually naturally charismatic.

Note that this score is the same for both men and women.

Real Human Terms of Charisma:

1 – 4 would mean the individual is severely inhibited in this ability (e.g. Lacks normal social understanding. When engaged in conversation they will use the minimal amount of words required to be semi-coherrant. Most average aspects of social life are ignored, like body language, hygiene, attitude, etc.)
5 – 9 would be below average for both men and women (e.g. Introvert)
10 – 11 would be average for both men and women (e.g. Healthy Individual)
12 – 15 would be above average (e.g. Extroverted)
16 – 18 would be considered “talented” (e.g. “Life of the Party”, Politician, Geisha)
19 – 20 would be considered “gifted” (e.g. “Ladies man”)


Ninja Terms of Charisma:

1 – 4 would mean the individual is severely inhibited in this ability (e.g. Lacks normal social understanding. When engaged in conversation they will use the minimal amount of words required to be semi-coherrant. Most average aspects of social life are ignored, like body language, hygiene, attitude, etc.)
5 – 8 would be below average for both men and women (e.g. Introvert)
10 – 11 would be average for both men and women (e.g. Healthy Ninja)
12 – 15 would be above average (e.g. Iruka Umino, Ino Yamanaka)
16 – 18 would be considered “talented” (e.g. Naruto, Jiraiya)
19 – 20 would be considered “gifted” (e.g. Hokage Sarutobi)


Comeliness: This ability is scored off how attractive your character is. Though this is often subjective, things can be boiled down to common attributes – if someone is missing half of their face from a horrible fire, they are not usually considered that “pretty”. Be sure not to factor Charisma in this score.

Note that this score is the same for both men and women.

Real Human Terms of Comeliness:

1 – 4 would mean the individual is severely inhibited in this ability (e.g. Severely scarred or maimed, Michael Jackson)
6 – 9 would be below average for both men and women (e.g. Mildly scarred)
10 – 11 would be average for both men and women (e.g. Healthy Individual)
12 – 14 would be above average (e.g. Attractive Individual)
15 – 18 would be considered “talented” (e.g. Model)
19 – 20 would be considered “gifted” (e.g. Helen of Troy)


Ninja Terms of Comeliness:

1 – 4 would mean the individual is severely inhibited in this ability (e.g. Severely scarred or maimed, Ibiki Morino)
5 – 9 would be below average for both men and women (e.g. Mildly scarred)
10 – 11 would be average for both men and women (e.g. Healthy Ninja)
12 – 14 would be above average (e.g. Sasuke Uchiha)
15 – 18 would be considered “talented” (e.g. Tsunade)
19 – 20 would be considered “gifted” (e.g. Might Guy! , j/k!)



NOTE:

Intelligence is basically book smart here, and helps in the ability to discern genjutsu's.

Wisdom on the other hand, is more street smart, and experience. Able to tell liars, manipulator's and even at times get helpful almost borderline meta-game information.

Such as, someone with an intelligence of 20, and a wisdom of 3, could easily be manipulated by a person with any sort of charisma. And likewise, someone with a wisdom of 20, can get extremely useful information, but not be able to read.

Understanding Attribute Points


In battle, when comparing Strength versus Constitution and Agility versus Agility, TNRPG follows a simple guideline that allows members to take the most of the writing skills they need to do combat while allowing attributes to monitor their behavior. We have numbers that serve as "Standard Points" for an alteration in battle, may it be an advantage or disadvantage, depending on the characters' point differences.

Points Difference - No difference in battle.
10 Points Difference - Slight advantage/disadvantage in battle.
20 Points Difference - Significant advantage/disadvantage in battle.
30 points Difference - Large advantage/disadvantage in battle.

"Standard Points" enforce communication between Role-Players, for having seven points in a specific attribute may still mean that the character still holds no advantage or disadvantage towards his/her opponent. Subtlety in these guidelines provides for a more fun and writing-based combat experience, never disregarding the impact that attributes have on the battle itself.


___________



Dexterity


Hand Seals

For standard knowledge, one post equals sixty seconds. Of course that one entire post may occur in much less time than that, but this is just so members have a guideline on how many seals they can perform per minute. It is up to their opponent to actually let them go through the seal process or interrupt them, always taking common sense into account so that a good combat experience is imposed.

1-5: About 12 hand seals every post;
6-10: About 30 hand seals every post;
11-15: About 50 hand seals every post;
16-20: About 75 hand seals every post;
21-29: About 110 hand seals every post;
30-35: About 150 hand seals every post;
36+: About 200 hand seals every post.


___________



Wisdom


Wisdom gives you the ability to discern information that may otherwise be considered metagaming, and alters how your character may react to certain situations and events. Though we shouldn’t have to say this, if your character has experienced or seen something then they’ll know about it regardless of their wisdom. This guide is for what your knowledge before seeing something IC might be, as well as your ability to predict your opponent's actions.

1-5 Wisdom: No additional information available for your character.
6-8 Wisdom: Access to general knowledge of basic Ninjutsu and Genjutsu (Canon D-Rank and below);
9-12 Wisdom: Access to general knowledge of basic Ninjutsu and Genjutsu(Canon B-Rank and below);
13-15 Wisdom: Access to general knowledge of basic techniques A-Rank and below. Minor precognition in combat(meaning your character will now expect certain things to happen and can act accordingly);
16-20 Wisdom: Access to knowledge of all non-forbidden canon techniques S-Rank and below. Larger precognition than before;
21-23 Wisdom: Access to knowledge of custom techniques C-Rank and below that have been used IC by their creator already.;
24-28: Access to knowledge of custom techniques A-rank and below that have been used IC by their creator already.;
29-35: Much larger precognition. Now knows about even forbidden canon techniques SS and below;
36+: You could be considered to have a sixth sense at this point. You can feel whats going on around other parts of the world regardless of your location and can act accordingly(meaning if you randomly decide to save your friend or pop up somewhere oddly convenient you will not be called out on metagaming).



___________



Dispelling Genjutsu


Assuming you have the ability to dispel a Genjutsu (e.g.: you reckon you are in a Genjutsu and decide to use the technique "Release"), you will use Intelligence values to determine if you can stop it or not. This is done by comparing the target and the caster’s Intelligence attributes and then using the modifiers below. If the person within the Genjutsu has a higher Intelligence value than their opponent, then they can dispel the Genjutsu.

This does NOT mean it is impossible to dispel a genjutsu if you cannot beat your opponent’s intelligence. Every Genjutsu has some kind of weakness (e.g.: inflicting pain on one's self) that can be used to release you.

No ability used: No modifier, you must find the genjutsu’s actual weakness to dispel it.

Kai (C-Rank Ninjutsu): -2 to your opponent’s intell. Dispels genjutsu affecting physical sensation.

Sharingan Tamoe 1: -2 to your opponent’s intell. Dispels visual genjutsu.

Sharingan Tamoe 2: -4 to your opponent’s intell. Dispels visual genjutsu.

Sharingan Tamoe 3: -5 to your opponent’s intell. Dispels visual genjutsu.

Mangekyou Sharingan: -7 to your opponent’s intell. Dispels visual genjutsu.


Reminders:
You must realize you’re in a genjutsu to be able to disable it
While using a technique to dispel, you must have a higher intelligence then your opponent’s to be successful.
When registering a custom technique that involves disabling genjutsu remember to specify the same two features above(Modifier and type of genjutsu dispelled).

Stat training is done entirely in character. We are not giving people an OOC place to train anymore. This means the standard gain is now 1500 words per stat point. Remember the few rules we have on this:

-You can train every stat, but only 2 can go above 20 and to a maximum of 40.
-Wisdom, Intelligence, Charisma, and Comeliness cannot be trained.
-Wisdom, charisma and intelligence is increased via missions and comeliness is increased via techniques/surgery
-Training MUST be relevant to what you're actually training. NO typing up huge monologues and back stories that have nothing to do with strength if you're training strength. This doesn't mean you can't have a flash back, it simply means you cannot have the bulk of your training be that flash back.
-Because training is IC, every action you make is also IC. Meaning if you tire yourself out right before a big battle you can't magically shrug it off like you only gained the benefits from it and not the negatives.

Mission Rewards: Naturally the bulk of training and growth would be done during shinobi missions where they are put in real situations from which they gain natural experience. In translation to this site, it means certain numbers of stat points are gained for each mission performed.

Of course certain restrictions apply(so these are not simple +stat gains);

-Only applicable for IC(Meaning, performed where there is influences outside your own team) missions. NO stats can be gained from performing OOC missions.
-You can receive stats for failing a mission, however the failure must be within reason(meaning it wasn’t just a “I didn’t try” and instead was more so “I was close”) and any stat points normally gained would be immediately halved.
-Stat gains MUST be reported within your own update topic for approval. This does not mean you have to type additional training, simply means that you must appropriately display you completed x number of missions of x rank and what stats you applied your gains to.
-You can distribute the stat points however which way you want, however remember only whole numbers are counted when comparing your stats to another person’s.
-Important: Stats gained from missions do NOT follow the normal restrictions of no increasing Wisdom/Intelligence and charisma. You can increase wisdom, intelligence, and charisma via missions provided you did something that would logically apply to a gain in either of those three stats.

Mission Rank ; Stats Gained

E-rank; 0 pts
D-Rank; .25 pts
C-Rank; .5 pts
B-Rank; 1 pts
A-Rank; 2 pts
S-Rank; 3 pts
SS-Rank; 4 pts

Progression Caps

Within logic and reason, its understandable to say that a man just starting to work out would benefit a lot more from a single hour of exercise compared to a man whose been exercise multiple hours every day for years… Within shinobi terms, the further you progress the harder it is to progress. To represent this, starting at when someone reaches 24 stat points the rate at which you train is decreased. The stat points normally gained from a set amount of words or missions is immediately decreased by 50% from that point onwards. As well, every additional 10 points there after in that stat also decreases points gained by 50%. This makes it considerably more harder to become a “godlike” figure on this site.

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