3. Character Mechanics

Discussion in 'Core Game Rules' started by Nindomonogatari, May 9, 2016.

  1. Nindomonogatari

    Nindomonogatari Administrator

    Points:
    105

    Character Mechanics


    By now you should have your character profile, training and dojo threads, and you've started roleplaying. That's awesome; we hope you're having fun! But you may be wondering a few things; like what the heck are these numbers? How the heck do I train? How do I work this?!

    What follows is the core rules of the game system; the mechanics that will make up your interactions with the rules.

    Stats


    Stats are the core mechanic that drives the mechanics of the system, just like any classic pen and paper game.

    Character Classes


    Your character's class is your combat focus, what you're good at in battle.

    Chakra


    Chakra takes on special forms for characters to use for jutsu and other things, and every character has an affinity towards one or more of these.

    Bloodlines and Core Abilities


    Your bloodline or core ability are your basic 'skill list'; these determine your most basic systematic opportunities.

    Kinjutsu


    A Kinjutsu is a special type of 'skill list', similar to the above but with a more late-game connotation.

    Abilities


    Abilities are the secondary systematic character customization option, providing you different ways to build your focus in the system.

    Jutsu


    Jutsu are the bread-and-butter actions that will make up most of what you do when in combat or in system-oriented situations.

    Equipment and Items


    Equipment/items are the last, but just as important factor in systemic opportunities and character customization.
     
  2. Nindomonogatari

    Nindomonogatari Administrator

    Points:
    105

    Stats


    The Nindomo system runs off of numerical stats like most pen and paper RPGs. However, unlike others, the numbers we use are much larger than most. First off, there are 6 primary stats that all players have, each one representing a different aspect of a player's ability

    Primary Stats


    • Agility (AGI): Speed stat. A player’s agility determines how well they dodge, and certain other aspects that relate to their speed.
    • Stamina (STA): Endurance stat. A player’s stamina is used in the equation for their HP, and certain other aspects that relate to their physical constitution/endurance.
    • Ninjutsu (NIN): "Spell" stat. Ninjutsu is the subset of magic-like abilities and techniques that Naruto ninjas are so famous for. A player's Ninjutsu determines their competence with Ninjutsu skills
    • Taijutsu (TAI): Strength stat. Taijutsu is the term used for any physical combat, both mundane combat and more advanced techniques. A player's Taijutsu determines their competence with Taijutsu skills, as well as basic physical combat.
    • Genjutsu (GEN): "Illusion" stat. Genjutsu are also magic-like, but are based wholly around illusions and messing with the mind. A player's Genjutsu determines their competence with Genjutsu skills
    • Chakra Control (CC): Technique stat. A player’s chakra control is used to determine their CP, which they use to cast techniques.

    Secondary Stats


    On top of those, each player has a number of secondary stats. These stats are all derived somehow from your six primary stats in some way. Some of these stats are used like the primary stats in the systems that they apply to.
    • HP: Hit Points. This is how much damage you can take, and is based on STA, Character Level, and a modifier. More information about this stat is in the Classes section.
    • CP: Chakra Points. This is how many techniques you can cast, and is based on CC, Character Level, and a modifier. More information about this stat is in the Classes section.
    • AP: Action Points. This is how many things you can do in a round, and is based on your Character Level. More information about this stat is in the Combat section.
    • Movement: This is how far you can move each round, and is based on your class. More information about this stat is in the Combat section.
    • Physical Melee Accuracy: This is how well you hit with melee physical attacks, and is based on your TAI and a modifier. More information about this stat is in the Combat section.
    • Physical Ranged Accuracy: This is how well you hit with ranged physical attacks, and is based on your TAI and a modifier. More information about this stat is in the Combat section.
    • Ranged Ninjutsu Accuracy: This is how well you hit with ranged ninjutsu attacks, and is based on your NIN and a modifier. More information about this stat is in the Combat section.
    • Melee Ninjutsu Accuracy: This is how well you hit with melee ninjutsu attacks, and is based on your NIN and a modifier. More information about this stat is in the Combat section.
    • Genjutsu Potency: This is how well you hit with genjutsu attacks, and is based on your GEN and a modifier. More information about this stat is in the Combat section.
    • Dodge: This is how well you avoid any kind of non-genjutsu attack, and is based on your AGI and a modifier. More information about this stat is in the Combat section.
    • Genjutsu Resistance: This is how well you resist a genjutsu attack, and is based on your stat average and a modifier. More information about this stat is in the Combat section.
    • Poison Resistance: This is how well you resist poisons that are applied to you, and is based on your STA and CC. More information about this stat is in the Poisons section.
    • Stealth: This is how well you can disguise yourself from those around you, and is based on your Agility and your stat average. More information about this stat is in the Combat section.
    • Awareness: This is how well you can identify your surroundings, and is based on your CC and your stat average.

    Awareness


    Awareness is a general purpose secondary stat used primarily by the stealth system, but is also used for clones and various other things when a player's awareness of their surroundings needs to be represented in the system, which is why it's listed so early in the rules.

    Awareness is represented as a secondary stat: (.6 x Stat Average) + (.4 x CC)

    Awareness is almost always used in either a check or an opposed roll; it's rarely used as part of an attack (offensive or defensive).

    Power Level and Character Level


    Within the system, characters level up not based on experience, but based on their stats, and what’s known as their Power Level (oft abbreviated to PL). Power Level is determined by taking all 6 of a player’s stats and adding them together. This PL is used for many gauges of the player’s power. The main way it’s used is determining a player’s Character Level (oft abbreviated to CL). Doing so is done through a chart, using the player’s PL.

























    Power LevelCharacter Level
    601
    1202
    2103
    3004
    4205
    5406
    6907
    8408
    10209
    120010
    141011
    162012
    186013
    210014
    237015
    264016
    294017
    324018
    357019
    390020
    426021
    462022
    501023
    540024

    System Ranks


    The system farther categorizes based on general power groups. These ranks are used to associate players of similar power levels, as well as determine many requirements in various things. Some numbers are also based on ranks, and we use ranks a lot when polling and getting an understanding of the general pace of the player base. You can think of ranks as power tiers; that's essentially what they are.
    • E-Rank
    • D-Rank
    • C-Rank
    • B-Rank
    • A-Rank
    • S-Rank
    The system ranks have IC equivalents for the most part, but since each village may have different rank names, progression timing or requirements, etc; the system needs it's own process for determining 'ranks'.

    Rank Advancement


    Within the system, your rank advances automatically based on your stats and your jutsu. Note that this doesn't change your in character rank (Genin, Chuunin, etc.), and only your system rank for battle purposes. Anyway, here's the list of the requirements you need:
    • E-Rank: You start here. Congratulations!
    • To D-Rank: CL 4, 3 Mastered Jutsu
    • To C-Rank: CL 8, 6 Mastered Jutsu (at least one of which is D-Rank)
    • To B-Rank: CL 12, 9 Mastered Jutsu (at least one of which is C-Rank)
    • To A-Rank: CL 19, 12 Mastered Jutsu (at least one of which is B-Rank)
    • To S-Rank: CL 20, 15 Mastered Jutsu (at least one of which is A-Rank)
    When you meet the requirements, post in your village's request board.

    If you're moving from E to D rank, you also get to write up a few different RPs and apply for a few new character mechanics. See the Class, BL/CA, and Elemental Affinity sections for more info.

    Stat Caps


    There’s a point players have in which their stats are capped, and they can no longer train that stat. Each stat has a number cap that, once hit, that stat cannot be trained past, as follows:
    • E-Rank: Stat cap of 90
    • D-Rank: Stat cap of 200
    • C-Rank: Stat cap of 350
    • B-Rank: Stat cap of 540
    • A-Rank: Stat cap of 770
    • S-Rank: Stat cap of 900

    Stat Training


    The primary way to grow your stats on Nindomo is through stat training. Being a RP board, 'training' consists of continued roleplaying with your character. You don't create new RPs that are special 'training' RPs though; instead you compile posts you've made through the week in the various RP areas, then on the weekend you use a special thread to assign an allotment of points to either your stats, your jutsu, or to get more money (or optionally, a capped points system if you're already capped). Lets go through the process step by step:

    Where to train


    In order to train, you must have a Training thread. This is a thread that you create yourself after your character is accepted into your village in your village's training grounds.

    When creating your thread:
    • The topic title must contain your character's full name. It can have any other fluff you want.
    • The first post must have your initial stats. These are either the stats you were given at character creation, or during OCR.
    • The first post must have a link to your profile, even if there's one in your signature!
    If you change villages, your training thread will move with you, but please edit your initial post to re-name your thread to your new character!

    Training threads are per character. If your character dies/retires/changes for some reason, you will be creating a new training thread for your new character, even if you're in the same village.

    This post is the permanent home to your weekly training; you'll be making a reply to this thread once a week to grow your character routinely.

    When to train


    You train once per week, on the weekend; that is you make a reply in your training thread during the time of Monday 12am GMT and Sunday 11:59pm GMT.

    What to train with


    As mentioned, you 'train' by linking any number of RP posts that you've done during the week in your training thread.

    You need to have at least a 250 word count among the threads that you link in order to get credit for training.

    In order to be eligible to for training, an RP post must:
    • Be made sometime during the week that you're training for. Since we train on the weekend, that means you can use any post you've made stretching back to the previous Monday. Posts from earlier than that can't count.
    • Be marked for training. This is a simple [MFT] at the end of your post. This signifies that the post has been used for a training thread and can't be used again.
    • Be made by your actual PC; the one your username is based on. posts made by an NPC of any sort do not count. Events of any sort can count, so long as the RP involved your character.
    You can use any number RP posts in your thread; if you don't have a single post more than 250 words, you'll need to link multiple!

    What to post


    As stated, every week you make a new reply to your training thread. This reply will pretty much always look the same and contain:
    • Your stats and PL, most up to date from your profile. Keep them in standard order (AGI, STA, NIN, TAI, GEN, CC, PL)
    • Your current jutsu with ranks, also up to date from your profile. Whatever order is fine, but you should probably use the spoiler tag!
    • Links to each RP you're using.
      • You can easily get the URL of a single post by finding either the tiny dot icon or the page icon at the top-left of the post by the date, right clicking, and selecting "Copy link address".
    • The word count of each RP you're using
    • Total word count of all RPs linked. Don't put this in if you only linked one RP, it's not needed. :)
    • Where you're allotting the points. See the below section for info.
    It doesn't hurt to have a specialized template that has this info in a format that you can just copy/paste to use as a base every week.

    What to gain


    Each training post will net you 75 points, plus some yen that's based on your OOC rank. There are three options you can spend your points on:

    Yen!


    You didn't think we'd forget about the yen, did you? In addition to the points, you'll also get a bundle of yen when you train. This varies based on your OOC rank:
    • E-Rank: 750 Yen
    • D-Rank: 1250 Yen
    • C-Rank: 2000 Yen
    • B-Rank: 3000 Yen
    • A-Rank: 5000 Yen
    • S-Rank: 7500 Yen

    Missed training


    Life is busy; sometimes it's hard to get in on the weekend to make your training post. You may have one late training a month, but only if you actually posted an RP during the week you're requesting it. For example, the week of Monday Jul 6 2014 to Sun Jul 13, you actually RP enough to train but forget to do so, or hold it off and lose internet, then the following week of Mon Jul 14 to Sun Jul 20, you may link to an RP made between Jul 6 and Jul 13 and ask for it to be rolled. You get one per calendar month. There will be absolutely NO late training granted for weeks in which you failed to RP the minimum word count for an RP.

    However, if you have an expected absence, you may request an early training in which you will alert the village in their request board that you will be gone for a week and thus unable to train, and when you return, you will be allowed to perform that training anytime within seven days of when you return. If those seven days run out, you lose that early training. If you post at any time during the week in which you are requesting an Early Training, it is auto-denied. You may only request one early training in a one-month (30 day) period.

    Other Stat Increases


    Although training is the primary source of stat gain, it can come from other places as well. Some abilities will give you a stat bonus, some BL/CA/KIN things will as well.

    Another source of stat increase is events. Stats are often a reward for missions and classes, and your Personal Story has the option to give you stats at different stages of it.

    Always keep your profile updated with your current stats! You don't need to have the list of all the changes you've made; between your training and dojo there's enough of a paper trail. But always make sure to keep this information up to date; any time you get a new -anything-, or any time your stats increase, make that change in your profile!
     
  3. Nindomonogatari

    Nindomonogatari Administrator

    Points:
    105

    Character Classes


    "Class" on Nindomo doesn't carry the same kind of connotation that it does in other games; at least not in full. Your Class only determines how your stats are used; this is unlike other games where "class" usually determines the full breadth of a player's skills and abilities.

    To show you what we mean, here's the class that everyone starts out with:

    It's pretty simple to understand what your class dictates; the equation for your HP and CP, and your class bonuses.

    The class bonus is a modifier that's added to your attack rolls, or in the case of Genjutsu, how hard it is to resist. The types of class bonuses correspond to our 5 attack types:
    • Ranged Ninjutsu Accuracy
    • Melee Ninjutsu Accuracy
    • Ranged Physical Accuracy
    • Melee Physical Accuracy
    • Genjutsu Potency
    We encourage you to read about Combat to get a better idea of exactly what these mean, but their names should give you a decent idea of what they affect.

    Creating Classes


    All classes on NM are custom made, tailored to what you want to do specifically with your character.

    Once you've met the CL and jutsu requirements for D-Rank you get your chance to create your custom class, which you'll use for the rest of you're character's career.

    Modifiers and Class Bonuses


    You begin with 90 modifier points. You can then choose to add to or subtract from that pool to affect the 5 class bonuses. Here's a handy chart that will show you what we mean, the middle one in blue is the default:
    • 105(+15) -- 0 High, 2 Average, 3 Low
    • 100(+10) -- 0 High, 3 Average, 2 Low
    • 95(+5) -- 0 High, 4 Average, 1 Low
    • 90(0) -- 1 High, 2 Average, 2 Low
    • 85(-5) -- 1 High, 3 Average, 1 Low
    • 80(-10) -- 1 High, 4 Average, 0 Low
    • 75(-15) -- 2 High, 3 Average, 0 Low
    Once you've got your pool, you can split the total points between your HP and your CP however you see fit to get each one's modifier.

    Neither modifier can go below 35.

    Application


    There's no RP application process in order to get your custom class. You do, however, have to properly code your class in BBCode. Here's the template for that, and you can see what it'll look like in the example novice class above.

    BBCode
    Code:
    [u]Class Name[/u]
    [b]HP:[/b] ( + CL) x Stamina
    [b]CP:[/b] ( + CL) x Chakra Control
    [i]High Class Bonuses:
    Average Class Bonuses:
    Low Class Bonuses: [/i]
    Don't put the BBCode version in a code tag.

    Bonus! Here's the Novice Class you can copy to your profile when your character first starts
    Code:
    [u]Novice (Student Class)[/u]
    [b]HP:[/b] (45 + CL) x Stamina
    [b]CP:[/b] (45 + CL) x Chakra Control
    [i]High Class Bonuses:[/i] None
    [i]Average Class Bonuses:[/i] All
    [i]Low Class Bonuses:[/i] None
     
  4. Nindomonogatari

    Nindomonogatari Administrator

    Points:
    105

    Chakra


    Chakra is the magic of the world; every living thing has some manner of chakra system, and it flows naturally through the air and the planet. It works in mystical, mysterious, subtle, and drastic ways, and can be manipulated to do a shinobi (or beast's) bidding. Chakra is the ultimate tool and the ultimate weapon, able to cause any number of miracles in any shade of good or evil. Although it's impossible to explain the full depth and true abilities of chakra, we can skim the surface.

    Chakra Natures


    When in a body; (player, NPC, beast, etc), chakra will take on one more more natures that change its basic properties; the basic feel of how it flows and can be manipulated. These natures correspond to the five core elements of chakra.
    • Fire
    • Wind
    • Lightning
    • Earth
    • Water
    Each of these five natures has one nature that it's weak against, and one that it's strong against.
    • Fire: Strong to Wind, weak to Water
    • Wind: Strong to Lightning weak to Fire
    • Lightning: Strong to Earth, weak to Wind
    • Earth: Strong to Water, weak to Lightning
    • Water: Strong to Fire, weak to Earth
    The strength/weaknesses between the chakra natures are very subtle, often not presenting themselves in visible or dynamic ways.

    Nature Affinities


    Almost all beings that manipulate chakra in some way are born with an affinity to one of the five; they find it easier to work with techniques of that nature. For ninja, PC ninja especially, this is discovered early, learned through some means of either self-discovery or training. Having an affinity for a chakra nature does not prevent you from using the techniques of the other four natures; it affects what kinds of natures and elements you find easier to work with. There are also some effects that change or are based on what nature affinities you have.

    Upon attaining D-Rank, in addition to your class creation, you will apply for your first nature affinity. This is a 300 word RP that you submit in which you discover your nature affinity, one of the five basic ones. This RP should related to the nature; using elemental techniques, being surrounded by that nature's element, your parents telling you about it, or the use of special chakra paper. Here's a description of the paper and how it works.

    However you do it, make it interesting, as it's your first writing application.

    Additional Affinities


    As you train and develop more, you find that your skills branch out; your chakra manipulation growing and expanding.

    When you hit CL 10, you gain a second nature affinity. This is applied for in the exact same way as the first. You gain a third at CL 16, also applied for with the same process.

    Affinity Bonuses and Penalties


    Jutsu in an nature that you have an affinity for are easier to learn and develop. If a jutsu shares a nature with one of your affinities, it decreases the amount of points it takes to master it. In addition, there's a nature that's just naturally hard to work with, and takes extra time to work with. Jutsu in your natural weakness require increased points in order to master them.

    Affinities cancel out each others' bonuses and penalties based on their strengths and weaknesses. That is to say, normally if you have a fire affinity, your water nature jutsu take more points to level up. However, if you have both a fire and a water affinity, you don't get the penalties for training water jutsu, but you wouldn't get the bonus either.

    Advanced nature jutsu are not affected by these bonuses/penalties, since you need to have the affinity in order to train them already.

    Nature Releases


    By manipulating the chakra natures, one gathers the power and expels it, creating ninjutsu. What nature(s) are used during this process is called its 'nature release'; you are literally releasing that type of nature chakra in the technique. This is slightly different than an -element-, which is the physical element that is produced from the technique.

    If a ninjutsu has a nature associated with it, it will be displayed in the information of that jutsu. If a ninjutsu deals elemental damage, what type of element it deals will be called out right after the damage number (ex: 500 fire damage).

    The five basic natures each have a release corresponding to them:
    • Fire (Katon - Fire Release)
    • Wind (Fuuton - Wind Release)
    • Lightning (Raiton - Lightning Release)
    • Earth (Doton - Earth Release)
    • Water (Suiton - Water Release)
    The basic releases are pretty self-explanatory. Whether through manipulation or creation of their corresponding element, the basic release techniques will be the bread-and-butter of your ninjutsu.

    Advanced Nature Releases


    In addition to the five basic nature releases, there exist many advanced nature releases that chakra can take on by combining two or more of the five basic natures. Each combination of two basic natures has two advanced releases, plus there are five nature releases that combine three natures. The "primary" nature of an advanced release doesn't do anything systematically.

    Fire Nature Primary


    Scorch (Shakuton - Scorch Release), Fire + Wind
    The Scorch Release is a unique fire-based nature in that it doesn't deal with flames directly, but instead heat. Jutsu of this nature focus on scalding and scorching heat that burns from within, robbing the body of essential liquids and functions.

    Blaze (Enton - Blaze Release), Fire + Lightning
    They say that it originates from the Uchiha's Amaterasu, techniques in the Blaze Release are the most intense of fires. Blaze jutsu rarely just burn, however, they often have unique movements and effects that give them their intense style. Blaze Release techniques can be differentiated by their colors; as unlike the normal fire colors, the fire produced by Blaze techniques is always the most intense of orange, yellow, white, blue or deep crimson. When an Uchiha uses any Blaze technique, it will -always- be black.

    Dark (Meiton - Dark Release), Fire + Earth
    Less about darkness, and more the notion of gloom and dread, the Dark Release focuses on direct chakra manipulation, often absorbing and releasing enemy chakra.

    Oil (Yuton - Oil Release), Fire + Water
    Yuton jutsu create a unique compound somewhere between oil and water. This liquid can be used in different ways, as it retains properties from oil (Adhesion, lubrication, combustibility) and water (flowing, density, manipulation).

    Wind Nature Primary


    Poison (Dokuton - Poison Release), Wind + Fire
    This elemental nature specializes in transforming chakra into lethal poisons. Sometimes it works similar to man-made poisons, other times it's unique to itself. Whatever the case, watch out.

    Sound (Neton - Sound Release), Wind + Lightning
    Using vibrations and waves in the air, Sound Release techniques have a usual effect of disorientation along with potent physical and inner harm.

    Paper (Kamiton - Paper Release), Wind + Earth
    Never underestimate a Kamiton user. The ability to create and manipulate paper is a deadly art, able to cut at an almost molecular level. In addition, it's one of the most visually stunning chakra natures to behold.

    Swift (Jinton - Swift Release), Wind + Water
    Swift nature techniques are just as their name implies, fast. They may not deal the most damage, but they're very quick. Often favored by melee aggressive ninjutsu users, based on the nature's ability to augment one's speed and finesse.

    Lightning Nature Primary


    Energy (Denton - Energy Release), Lightning + Fire
    Denton techniques take chakra and mold it into its most pure form, an almost eldritch form of energy. Energy Release techniques are always potent and large, although difficult to wield. They produce grandiose effects with chakra in its most basic form.

    Light (Hiton - Light Release), Lightning + Wind

    More of a debilitating release than a damaging one, Light Release jutsu utilize bright and flashy chakra in order to gain the upper hand on your opponents. Works great for groups.

    Explosion (Bakuton - Explosion Release), Lightning + Earth

    The most volatile of chakra natures, the Bakuton produces some of the largest effects known. But destabilizing the chakra around the user, they're able to detonate objects. The Toujigikou bloodline utilizes this nature.

    Storm (Ranton - Storm Release), Lightning + Water

    Called so not because of it's ability to control storms, but the water-like nature the lightning takes; the Storm nature creates beams of energy that twist and flow more fluidly than natural lightning or Lightning Release techniques.

    Earth Nature Primary


    Lava (Youton - Lava Release), Earth + Fire
    By manipulating and producing liquid rock, the Lava Release grants the force and tenacity of earth with the destructiveness of fire. Youton jutsu take different lava-like forms depending on each one.

    Sand (Sunaton - Sand Release), Earth + Wind

    Sand Release techniques are a powerful breed of skills that are more versatile than anything. From prisons to attacks to large-scale destruction, Sand should never be underestimated. Those of the Sunaku bloodline have some of the most powerful Sunaton skills.

    Magnetism (Jiton - Magnet Release), Earth + Lightning

    By using chakra to change and manipulate magnetic forces, users of the Magnet Release can create unique effects using items. Although there are a couple jutsu that require nothing, most Jiton jutsu utilize either projectile weapons or either Iron Sand and/or Gold Dust.

    Wood (Mokuton - Wood Release), Earth + Water

    The first combined nature ever discovered, the Wood Release creates different forms of wood or trees that have varying effects from offense to defense to utility.

    Water Nature Primary


    Vapor (Futton - Vapor Release), Water + Fire
    The Vapor Release (Also called the Boil Release, a more symbolic name) creates mist and steam in various forms. Size, density, acidity and spread are all things the Vapor Release specialize in, often times melting and corroding by changing the pH values of the steam.

    Ice (Hyouton - Ice Release), Water + Wind

    Pretty straightforward, Hyouton techniques utilize ice for their varying effects. Although these can be powerful and unique, those of the Haku bloodline have some of the most unique skills.

    Surge (Hadouton - Surge Release), Water + Lightning

    Much like the Swift Release, Hadouton is an augmentation nature rather than an elemental one; whereas Swift increases speed, Surge increases strength. Surge techniques are suited mostly to melee ninjutsu users, or taijutsu users who like to augment their abilities with potent ninjutsu.

    Crystal (Shouton - Crystal Release), Water + Earth

    Often times being confused for ice, the Crystal Release captivates by creating beautiful sheets and shapes of stunning crystal. Don't get too occupied though, the sharpness and strength of these techniques are not to be trifled with.

    Triple Nature


    Dust (Jinton - Dust Release), Fire + Wind + Earth
    One of the most devastating chakra nature, the Dust Release involves molecular manipulation, sectioning off portions of space and breaking down the contents of what's inside, disintegrating into dust.

    Void (Kuuton - Void Release), Wind + Lightning + Water
    The Void Release is a unique chakra nature in that it creates nothing out of something. Almost like a vacuum, Void techniques pull and extrapolate the natures and essences of chakra into the nothingness.

    Steel (Kouton - Steel Release), Lightning + Earth + Fire

    By manipulating chakra into solid, metallic forms, those of the Steel Release can create unique weapons to use, in addition to producing devastating attacks. It's not only offensive though, as the manipulation can make one's own body that of steel.

    Blood (Chiton - Blood Release), Earth + Water + Wind

    A particularly insidious chakra nature, Chiton skills and techniques manipulate the life-force within all humans; blood. This usually involves taking energies from victims, or even directly manipulating bloodstreams. Not for the faint of heart.

    Hellstorm (Jiranton - Hellstorm Release), Water + Fire + Lightning

    The Hellstorm Release is the single most extravagant chakra nature known, creating very dramatic effects that rain fire from the sky. This nature, although malevolent in it's execution, is not directly evil. It's hard to convince people you're not though, if you utilize it.

    Remember that the nature of the technique and the elemental damage it may deal are different; a ninjutsu damage source will always tell you want element of damage it is, even if that element is different than the nature release (rare, but does happen).

    The advanced releases come about from combining two or more base natures together to produce a new nature release of chakra. Because of this, in order to master or cast an advanced release ninjutsu, you MUST have an affinity for each of its base natures

    Many Bloodlines and Core Abilities are based around an advanced nature release. In those cases, there will be an unlock that grants you the ability to use that advanced nature, even if you don't have the appropriate nature affinities.

    Lastly, many effects in the system give bonuses or penalties to a ninjutsu based on its nature. Advanced nature releases do not gain bonuses or penalties that affect one of their base natures, (ex: a Crystal nature ninjutsu is not affected by things that affect Earth nature techniques). If an effect is designed to work on a base nature and all of the advanced natures based on it, the effect will state that specifically. (Ex: Water and water-based nature techniques...)
     
  5. Nindomonogatari

    Nindomonogatari Administrator

    Points:
    105

    Bloodlines and Core Abilities


    Bloodlines and Core Abilities are an inherent set of skills that every character possesses in some form. You can think of a BL/CA as a 'class' proper; this is the thing the dictates the core mechanics that your character revolves around. That's not to say you're bound only to it; after all you can get jutsu and abilities to augment your skills, but your BL/CA is the core of your character.

    Bloodline System


    Bloodlines, BL's, kekkei genkai, all names for the inherited skills you receive based on your family tree. Bloodlines are a series of abilities that awaken themselves throughout the life of your character. A single Bloodline has one person that, at one time was the sole progenitor of the skill-set, but through the years have passed down their abilities. Because of this though, Bloodline abilities have not changed from the skills of the first person, two people who share the same Bloodline will have the same set of skills.

    Progression


    All Bloodlines follow the same system for progression. Irrelevant of what BL you chose, you'll always unlock the listed abilities in the listed order based on your Character Level:





















    Character LevelBloodline Unlock
    4Ability 1
    5Jutsu 1
    6Jutsu 2
    7Master Jutsu 1
    8Master Jutsu 2
    9Jutsu 3
    10Master Ability 1
    11Ability 2
    12Master Jutsu 3
    13Jutsu 4
    14Jutsu 5
    15Master Jutsu 4
    16Master Jutsu 5
    17Jutsu 6
    18Master Ability 2
    19Ability 3
    20Master Jutsu 6
    21Jutsu 7
    22Master Ability 3
    23Master Jutsu 7

    Bloodlines unlocks are comprised of abilities and jutsu. These function in the same ways that generic jutsu and abilities do. Mastering jutsu work the same way as mastering generic jutsu (it gives you access to new things based on the type of jutsu it is). Mastering BL abilities just makes them more effecting; the master effects replace the standard effects once an ability is mastered.

    Certain BLs are based around an advanced release element. Normally you can't use an advanced release unless you have an affinity in each of its base elements, but BLs that revolve around an advanced element will have an ability early on that allows you to use that advanced release, possibly with some detriments or bonuses.

    Bloodline List


    • Links to the forum and posts for each Bloodline would be here.

    Core Ability System


    Core Abilities (CA for short) are similar to Bloodlines in that they're innate skill-sets that your character is good at, but they differ wildly on their execution. Bloodline unlocks are a set list of features that offer no customization, whereas Core Abilities allow you to purchase features based on a pool. In addition, Core Abilities provide more opportunities to interact and alter different aspects of the game system in ways BLs do not.

    Core Abilities have the following types of features:
    • Modification: Modifications are features that change how a jutsu, ability, or item works. One of the requirements to gain a modification will be to have possession of the thing that it modifies. These features are always active, and presented in such a way that the modification effects replace the effects of whatever thing's effects normally do.
    • Special Action: Special actions are unique things that you can perform to give you more opportunities. These are not jutsu, and are not affected by anything that affects jutsu. These features can be attacks, buffs, debuffs, etc. The all of the specific rules for these features are listed in the effects.
    • Ability: CA abilities function almost exactly like generic abilities do, except that they are unique to CAs. These have the same types that standard abilities do.
    • Jutsu: Jutsu purchased in a CA function exactly the same as any other jutsu of its type. CA Jutsu are designed to be the culmination of your CA's progress, which is why there are fewer options and they're all more advanced. You may only have 1 CA jutsu purchased.
    Although you're free to pick features as you chose, always be mindful of the requirements of a feature. Some require certain jutsu, some require stats or other Core Ability purchases, and others require you to be a certain rank.

    Core Points and Progression


    Every CL you get a Core Point (including your first level, after you have your stats rolled). You store up these Core Points in a pool, and spend them according to the possible abilities available to you.

    All CA features cost 2 points to purchase, and 1 point to master.

    Purchasing CA Features


    CA Features are purchased and activated just like abilities are; you post in your dojo thread saying what feature you are activating, how many Core Points you currently have, and how many points that feature costs. A mod will reply saying that you have activated that feature, just like they would saying you have activated an ability.

    You cannot train a CA feature, so you cannot gain any bonuses from it.

    Core Ability List


    • Links to the forum and posts for each Core Ability would be here.
     
  6. Nindomonogatari

    Nindomonogatari Administrator

    Points:
    105

    Kinjutsu


    A Kinjutsu is a special set of skills that one has access to if they obtain it at late in their character's life. Although at one time they were forbidden (Kinjutsu literally translates for "Forbidden Techniques"), enough time has passed that they are no longer against any ninja laws--it's now just a moniker.

    Obtaining a Kinjutsu


    Kinjutsu function similarly to BL/CA in that they are a core aspect of your character, though awakened/gained later in life. All Kinjutsu follow the same list of requirements:
    • Your character must be at least B-Rank
    • Gaining a Kinjutsu requires you to sacrifice 3 of your total ability slots
    • Each Kinjutsu has a unique system prerequisite; an ability or jutsu or item or the like
    • A lengthy, detailed RP is required to apply for a Kinjutsu
      • Your RP will also have a unique content requirement you'll need to include
    A character can only have one Kinjutsu. Kinjutsu can't be changed once approved for this character, so choose wisely.

    The Kinjutsu RP


    This is the true application for your Kinjutsu, and what will be used to judge if you're able to get the skills. The minimum word count for this RP is 1500 words. Your RP should detail how your character learned about, acquired, and otherwise trained to attain their Kinjutsu. These are very specific based on the exact Kinjutsu you're applying for; make sure to read the Kinjutsu and include the content requirement. The admins will look for many things in your writing; how it relates to the Kinjutsu, how it relates to your character, how well it's written, how entertaining it is, things like that. You're free to link other RPs as background story to this application RP but they do not count towards the word count minimum, though they may help give context and thus make the admins more likely to approve your application.

    If your application is denied, you must wait one month from the time of denial to re-apply. A reason of your denial should be given; areas for you to work on and things to improve upon for your next application.

    Having a Kinjutsu


    Kinjutsu function similar to BL/CA in that they have a special subset of jutsu and abilities for you to use. Unlike the others though, you don't gain these automatically as your character levels up, you have to purchase them from the Shinobi Shop the same way that you purchase generic jutsu.

    Kinjutsu abilities do not need to be activated like normal abilities, but they cannot be trained for a bonus. They also do not take up any of your ability slots.

    All Kinjutsu also have a short list of special effects that alter your character. These effects vary radically between the Kinjutsu; some needing to be activated, but most are passive alterations.

    Kinjutsu List


    • Links to the forum and posts for each Kinjutsu would be here.
     
  7. Nindomonogatari

    Nindomonogatari Administrator

    Points:
    105

    Abilities


    The next aspect of character customization is abilities. If you've played D&D before, think of these like feats. Your abilities are skills you develop that passively augment your other skills. These aren't ranked up like jutsu are, they don't require you train them (though you can, see below), and if they get more powerful, they do so either automatically as you do, or they have higher level versions of themselves.

    Although this section is short, that's only because the actual rules on abilities are very simple. However, they themselves are a key component to the combat prowess of your character, some even effect your non-system gaming. Think over them very deeply and how they affect your character.

    Ability Information


    Unlike jutsu, abilities are not purchased from the forum shop. Theoretically your character can have access to any ability, so long as you meet the requirements. The difference is that your character has a number of slots that limit how many abilities you can have at one time. In addition, because there's no item associated with the ability, you have to go through a process of 'activating' the ability for your character.

    Most abilities have either a stat requirement or a rank requirement (or both). In addition, some might have other requirements such as jutsu known or mastered, other abilities owned, certain elemental affinities, or other things.

    Ability Display


    Abilities are displayed with the following template when they appear in BL/CA tables, or from generic abilities.

    Ability Name


    If the ability has a Japanese name, it's listed right under the name in bold
    Abilities are displayed with tabs. The "Information" tab has the core info for the ability; things that do not directly pertain to the effects of the ability. The "Effects" tab will be all the system information about what the ability grants you. If an ability has a master level (most don't), then it will be a separate tab.
    • Information
      Type: - The ability's type is listed here

      Description
      The ability's description is entirely flavor and context based; a short piece of creative writing that will contextualize what the ability grants your character, and what it grants what it does. Nothing in this block of text applies systematically, but you can use this information to give insight as to how your character uses/handles themselves with this ability.

      Requirements
      Listed here will be any requirements that you need to activate the ability.
    • Effects Information

      The effects of the ability will be listed here in narrative format. Any bonuses/penalties/options/anything that the ability grants you are here, as well as any special notes. This may be multiple lines if appropriate.

      Ability Costs
      Not all abilities will have this entry, just any that have a cost associated with them.
    • Mastered Effects Information

      The effects of the ability will be listed here in narrative format. Any bonuses/penalties/options/anything that the ability grants you are here, as well as any special notes. This may be multiple lines if appropriate.

      Ability Costs
      Not all abilities will have this entry, just any that have a cost associated with them.










    If an ability has a master level, the mastered effects completely replace the standard effects. Because of this there might be some duplication of information.

    Ability Types


    Similar to jutsu, abilities have types which change certain things about how they work.

    Passive


    This is the standard ability type. Its effects are always active, and it cannot be turned off.

    Style


    Styles are a special type of ability that grants you a unique way to move or fight. A style is an ability that you activate and de-activate in combat to give you bonuses and penalties while it's active. For more information about styles, see the combat section.

    Ability Slots


    Gaining ability slots is a pretty straightforward process, you get one every odd Character Level. So you'd have 1 at CL 1, 2 at CL 3, 3 at CL 5, etc.

    Activating Abilities


    Abilities must be activated in order to use them in battle. To do this you post in your dojo thread with what ability you're activating, and then a mod will reply saying that it's active and you can use it.

    When you make this activation post, you can also add an ability training RP to it for bonus stat points.

    Ability Training


    When you activate an ability, you have the option of training that ability to gain a 20 stat points. Training an ability is similar to your character's training, but slightly different. To train an ability you link a free RP post made in the normal RP forums, at least 300 words long, that relates to your character 'learning' the ability; write about them training, discovering, using things related to the ability, using skills related, etc. You can even do something interestingly tangential, please have fun with it!

    This will usually mean starting a new free RP thread and using a slot to make this thread before you actually activate your ability in the dojo. It's optional and available, but it's encouraged to do, not only for the stat bonus, but for the character development that it involves. You're not required to have this thread last any amount of time or any number of posts beyond the first, but since it's a standard free RP thread, it's possible that it will turn into a fun RP experience with other players.

    Just like with training, the post you link must be an RP done with your PC, and be marked for training. You cannot use the same RP for stat training and ability training.

    When you post your activation, if you have this post for training, post the link to it, its word count, and where you're going to be putting your stat points (example: 15 NIN, 5 TAI , 20 CC , etc).

    You can only ever get the stat bonus for a single ability once per character. After you get the stat points for training a single ability, no matter how many times you deactivate/activate that ability on this same character, you can't get the bonus again.

    Deactivating Abilities


    Because a character has a limited number of slots, you can deactivate your abilities in order to free up the slot to activate another ability. This is done basically like activating; you post in your dojo thread saying what ability you want to deactivate, and a mod will tell you it's deactivated.

    IMPORTANT - When you deactivate an ability, you must wait one week in order to activate another ability in that slot unless you activate another ability at the same time you deactivate one. If you do this than the abilities simply switch, one deactivates and the other activates instantly. When you do this you get the option to add an ability training RP in order to get the bonus. Just remember that you can only gain ability training bonuses once per ability per character.
     
  8. Nindomonogatari

    Nindomonogatari Administrator

    Points:
    105

    Jutsu


    Jutsu are the core technique and attack skills on Nindomonogatari; almost everything you do in combat and in events are jutsu, and come in many flavors with their own unique aspects.

    To start, there are three core types of jutsu:
    • Ninjutsu
    • Taijutsu
    • Genjutsu
    You can see that they correspond to those stats. Even among those, however, there are sub-types of the three. Everything on this next list is either a ninjutsu, a taijutsu, or a genjutsu.
    • Iriyojutsu
    • Anjutsu
    • Kugutsujutsu
    • Maintained jutsu
    • Clone jutsu
    • Bloodline jutsu
    • Core Ability jutsu
    • Kinjutsu jutsu
    • Generic jutsu
    We'll go into more detail about what all of these things means below. Despite the differences, there are some things that all jutsu types share; let's go over that.

    Jutsu Ranks


    All jutsu have a rank, which corresponds to the six system ranks. A jutsu's rank determines its core things; power, CP cost, and general effectiveness. It also determines its AP cost; varying depending on if it's a ninjutsu or taijutsu.
    • E-Rank: 1 AP (ninjutsu), .5 AP (taijutsu)
    • D-Rank: 1.5 AP (ninjutsu), 1 AP (taijutsu)
    • C-Rank: 2 AP (ninjutsu), 1.5 AP (taijutsu)
    • B-Rank: 2.5 AP (ninjutsu), 2 AP (taijutsu)
    • A-Rank: 3 AP (ninjutsu), 2.5 AP (taijutsu)
    • S-Rank: 3.5 AP (ninjutsu), 3 AP (taijutsu)
    In order to cast a jutsu, you need to be at the same OOC rank or higher.

    Genjutsu are not on that list because genjutsu are cast in a different manner; we've decided to implement it in a radically different way than ninjutsu or taijutsu. They still fall under the same six ranks however.

    Mastering Jutsu


    Every jutsu has the ability to be mastered. If you've read through the training rules, you know the process for mastering the jutsu that you buy from the shop (generic jutsu). Bloodline jutsu are mastered automatically as you progress through the tree; Core Ability jutsu are mastered by spending core points; Kinjutsu jutsu are mastered by purchasing the master rank.

    Mastering a jutsu unlocks different things depending on whether or not the jutsu is a ninjutsu, genjutsu, or taijutsu. mastery things will always have a name associated with it to allow you to grok when different jutsu have the same mastery unlock.

    Ninjutsu


    Ninjutsu is the art of physical manifestation. Also called "ninja spells", ninjutsu is the most common and probably most potent force in the world. By utilizing chakra and manipulating it in different ways, ninjutsu can do practically anything; ranging from creating elements, to controlling elements, to teleportation, to force generation. As a whole, ninjutsu requires the user to perform hand seals, one of the 12 signs of the zodiac, which allows them to properly focus and mold their chakra. Because of this, they aren't the fastest things in the world, but their destructive force is second to none.

    Ninjutsu Display


    Ninjutsu will follow the following template when you see them in the shops, in BL/CA/KIN tables, the like:

    Jutsu Name


    If the jutsu has a Japanese name, it's listed right under the name in bold
    Ninjutsu are displayed with tabs. The "Information" tab has the core info for the technique; things that do not directly pertain to the effects of the jutsu. The "Effects" tab will be all of the in-combat information about what the jutsu does. Following that there will be any number of "Mastery - OPTION NAME" tabs; which are the different options that you can use when casting the jutsu.
    • Information
      Rank: - The jutsu's rank is listed here
      Type: - The jutsu's type is listed here
      Subtype: - Not all jutsu will have a subtype

      Description
      The jutsu's description is entirely flavor and context based; a short piece of creative writing that will contextualize what the jutsu does. Nothing in this block of text applies systematically, but you can use this information to give insight as to how your character uses/casts/utilizes the effects of the jutsu.

      Requirements
      Listed here will be any requirements that you need to cast the jutsu. These don't include global requirements like rank or nature affinity.
    • Effects Information
      Range: - All jutsu have a range, listed here in feet
      AoE: - Not all jutsu have this entry; only ones with an area of effect, listed here in feet
      [No Hand Seals] OR [One Handed Seals] - Not all jutsu will have one of these tags; only ones that have one of these hand seal casting types
      [Resolves First] - Not all jutsu will have this tag; only ones that resolve first

      The effects of the jutsu will be listed here in narrative format. Included in this is damage and damage type, secondary effects, and special notes. This might be multiple lines if appropriate.

      Chakra Costs
      Cast: - All jutsu have a casting chakra cost, listed here in CP
      Maintain: - Not all jutsu have this entry; only ones that can be maintained for multiple rounds, listed here in CP

      Extra Costs
      Not all jutsu will have this entry; only ones that have costs outside of chakra. AP is only listed here if the jutsu has a different AP cost than is normal for its rank.
    • Mastery Option Effects Information
      Range: - All jutsu have a range, and it will be listed here, in feet
      AoE: - Not all jutsu have this entry; only ones with an area of effect, listed in feet
      [No Hand Seals] OR [One Handed Seals] - Not all jutsu will have one of these tags; only ones that have one of these hand seal casting types
      [Resolves First] - Not all jutsu will have this tag; only ones that resolve first

      The effects of the jutsu's mastery option will be listed here in narrative format. Included in this is damage and damage type, secondary effects, and special notes. This might be multiple lines if appropriate. When casting a jutsu's mastery option, everything supersedes the jutsu's standard effects, so there may be some duplicated information.

      Chakra Costs
      Cast: - All jutsu have a casting chakra cost, listed here in CP
      Maintain: - Not all jutsu have this entry; only ones that can be maintained for multiple rounds, listed here in CP

      Extra Costs
      Not all jutsu will have this entry; only ones that have costs outside of chakra. AP is only listed here if the jutsu has a different AP cost than is normal for its rank.
















    Performing Ninjutsu


    Ninjutsu is almost always the highest damaging force you can muster, plus its pure utility is vast and grand. Unless stated otherwise, all ninjutsu require hand seals done by both hands in order to cast. This means that your hands can't be bound, full, or disabled in any way. There are some ninjutsu that do not require hand seals, or that only require one hand to make seals. There are also abilities that augment this need, or allow you to use something (like a weapon) in place of making seals.

    Ninjutsu Types


    Ninjutsu comes in many shapes and forms; different types having different effects, and some working completely different than others. A ninjutsu's primary type dictates its basic effects, who it effects, and what kind of attack roll (if any) it gets.

    Ranged Ninjutsu: The most common type of ninjutsu around, ranged ninjutsu is almost always an offensive attack. There are some ranged ninjutsu that have a very short range, but still count as ranged.

    Melee Ninjutsu: Melee ninjutsu are techniques that require you to attack your opponent at close range. This can be with a punch, kick, headbutt, or weapon. Melee ninjutsu are up close and personal, but otherwise unrelated to taijutsu.

    Buff: Buff type ninjutsu are those that somehow alter your body with the use of your chakra, giving you a variety of bonuses. Some buff type ninjutsu can be maintained, while others last a number of turns; some even lasting only a mere turn or even for a single action.

    Defensive: Defensive ninjutsu are special, they create some sort of wall or force or something that inhibits attacks and protects people. Most of the time these are responsive; that is done in response to an opponent's attack, but a few of them warrant being used actively. They also don't usually have a target, so they rarely get an attack roll.

    Misc: Teleportation, clone creation, passive manipulation, non-combative utility, certain buffs and debuffs all fall under this type of ninjutsu. This is a catch-all category that hosts some very unique jutsu. Those specific techniques will list any rules or information that they need to let you know what they do clearly.

    Ninjutsu Costs


    Ninjutsu have average to high chakra costs; not quite as much as genjutsu, but always higher than taijutsu. Because they require the time to mold the chakra, their AP costs are higher than taijutsu as well. The CP cost will be listed in each specific jutsu, while the AP cost is global depending on the jutsu's rank.

    A few ninjutsu have costs beyond CP and AP; those will be listed in the same "cost" section as the CP cost when they are needed.

    Mastering Ninjutsu


    All ninjutsu have mastery options; basically new ways to cast the jutsu with modified effects around the same basic core. All ninjutsu have at least one mastery option, while some have multiple. When you cast a jutsu, if it's mastered, you can instead cast the jutsu's mastery option, which will replace the standard effects with the mastery option's effects. Since some mastery options are just slight modifications, there might be some repeat information, but for simplicity's sake you don't need to think about mastery options 'adding', they wholly replace whatever standard effects the jutsu has.

    Taijutsu


    Taijutsu is the art of physical combat. This type of jutsu uses less chakra in relation to ninjutsu or genjutsu, and since it does less molding and rarely requires hand seals is performed at a faster rate. The downside though is that taijutsu deals less damage than ninjutsu. Taijutsu also have the ability to combo off each other, allowing attacks to be strung together in a way that makes them even faster, harder to avoid, or more potent.

    Taijutsu Display


    Taijutsu will follow the following template when you see them in the shops, in BL/CA/KIN tables, the like:

    Jutsu Name


    If the jutsu has a Japanese name, it's listed right under the name in bold
    Taijutsu are displayed with three tabs. The "Information" tab has the core info for the technique; things that do not directly pertain to the effects of the jutsu. The "Effects" tab will be all of the in-combat information about what the jutsu does. The last tab is the "Mastery Effects" tab, which is all of the in-combat information if you have the jutsu mastered.
    • Information
      Rank: - The jutsu's rank is listed here
      Type: - The jutsu's type is listed here
      Subtype: - Not all jutsu will have a subtype

      Description
      The jutsu's description is entirely flavor and context based; a short piece of creative writing that will contextualize what the jutsu does. Nothing in this block of text applies systematically, but you can use this information to give insight as to how your character uses/casts/utilizes the effects of the jutsu.

      Requirements
      Listed here will be any requirements that you need to cast the jutsu. These don't include global requirements like rank or nature affinity.
    • Effects Information
      Range: - All jutsu have a range, listed here in feet
      AoE: - Not all jutsu have this entry; only ones with an area of effect, listed here in feet
      [Requires Hand Seals] - Not all jutsu will have this tag; only ones that require hand seals
      [Resolves First] - Not all jutsu will have this tag; only ones that resolve first

      The effects of the jutsu will be listed here in narrative format. Included in this is damage and damage type, secondary effects, and special notes. This might be multiple lines if appropriate.

      Chakra Costs
      Cast: - All jutsu have a casting chakra cost, listed here in CP
      Maintain: - Not all jutsu have this entry; only ones that can be maintained for multiple rounds, listed here in CP

      Extra Costs
      Not all jutsu will have this entry; only ones that have costs outside of chakra. AP is only listed here if the jutsu has a different AP cost than is normal for its rank.
    • Mastery Effects Information
      Range: - All jutsu have a range, and it will be listed here, in feet
      AoE: - Not all jutsu have this entry; only ones with an area of effect, listed in feet
      [Requires Hand Seals] - Not all jutsu will have this tag; only ones that require hand seals
      [Resolves First] - Not all jutsu will have this tag; only ones that resolve first

      The mastery effects for the jutsu will be listed here in narrative format. Included in this is damage and damage type, secondary effects, and special notes. This might be multiple lines if appropriate. When casting taijutsu that are mastered, everything supersedes the jutsu's standard effects, so there may be some duplicated information.

      Chakra Costs
      Cast: - All jutsu have a casting chakra cost, listed here in CP
      Maintain: - Not all jutsu have this entry; only ones that can be maintained for multiple rounds, listed here in CP

      Extra Costs
      Not all jutsu will have this entry; only ones that have costs outside of chakra. AP is only listed here if the jutsu has a different AP cost than is normal for its rank.















    Performing Taijutsu


    Taijutsu predominantly deals with physical damage and melee combat. There definitely are some ranged taijutsu though, and there are some that deal elemental damage, usually in conjunction with the physical damage. Taijutsu very, very rarely require any kind of hand seals to perform; those that do will tell you, and give you their rules at the same time.

    Taijutsu Types
    Like ninjutsu, taijutsu also has a series of types that dictate different things about it. Unlike ninjutsu though, taijutsu has types that are based on the different kinds of weapons, in addition to generally having or not having a weapon, and some others.

    You can find more information about weapons and weapon types in the the Items section under Weapons.

    Unarmed: Unarmed taijutsu are exactly as they sound; performed while unarmed. You are considered 'unarmed' if you are not wielding a weapon, with the exception of an 'unarmed' weapon. Yes that sounds weird, but it makes sense if you think about the context. Unarmed taijutsu are performed with whatever kind of attack flavor you want; punch, kick, headbutt, etc. Unarmed taijutsu are always melee.

    Sharp: Sharp taijutsu are techniques that require a sharp-type weapon. It doesn't matter which sharp weapon you have, so long as you have one to use for the technique. Sharp taijutsu are always melee.

    Blunt: Blunt taijutsu are techniques that require a blunt-type weapon. It doesn't matter which blunt weapon you have, so long as you have one to use for the technique. Blunt taijutsu are always melee.

    Ranged: Ranged taijutsu are techniques that require a ranged-type weapon. It doesn't matter which ranged weapon you have, so long as you have one to use for the technique. Ranged taijutsu are always ranged.

    Projectile: Projectile taijutsu are techniques that require a projectile-type weapon. It doesn't matter which projectile weapon you have, so long as you have one to use for the technique. Projectile taijutsu are always ranged.

    Buff: Buff type tinjutsu are those that somehow alter your body with the use of your chakra, giving you a variety of bonuses. Some buff type taijutsu can be maintained, while others last a number of turns; some even lasting only a mere turn or even for a single action.

    Defensive: Defensive taijutsu are special, they do something to sturdy your (or others') body, or sometimes create things that inhibit attacks and protects people. Most of the time these are responsive; that is done in response to an opponent's attack, but a few of them warrant being used actively. They also don't usually have a target, so they rarely get an attack roll. For more information about using jutsu responsively, see the responsive jutsu section below.

    Misc: Teleportation, clone creation, passive manipulation, non-combative utility, certain buffs and debuffs all fall under this type of taijutsu. This is a catch-all category that hosts some very unique jutsu. Those specific techniques will list any rules or information that they need to let you know what they do clearly.

    Taijutsu Costs


    Taijutsu use less chakra, so they have the lowest CP costs among the techniques. As a side effect they require less time to mold the requisite chakra, and thus cost less AP as well. The CP cost will be listed in each specific jutsu, while the AP cost is global depending on the jutsu's rank.

    A few taijutsu have costs beyond CP and AP; those will be listed in the same "cost" section as the CP cost when they are needed.

    Mastering Taijutsu


    All taijutsu have master effects; modifications that add themselves to the effect of the jutsu if you have it mastered. These effects are not optional; if you cast a taijutsu and you have it mastered, you will always get what the mastery effects say rather than the standard effects. Mastery effects often include the ability for the taijutsu to combo.

    Taijutsu Combos


    Many taijutsu have the ability to combo; that is to immediately follow up a technique with a second or even a third one. If a taijutsu allows you to combo, it will label what kind of attack/jutsu is allowed to combo with it.

    When you combine attacks together in this way, you add the AP costs together and cast the jutsu/attacks at the same time using that new AP cost, as though it were one attack. All jutsu will resolve at the same time after the AP of the initial combo; so essentially the first jutsu resolves as normal and the second (or third) acts like it has the [Resolves First] tag.

    It doesn't look like a combo is faster, but technically it is; as damage resolution can be very important. In addition, the second (or third) part of the combo will almost always receive some kind of bonus; damage, accuracy, effect, etc.

    You can't combo onto a combo; that is if the second (or third) attack in a combo also has a combo option, you can't use it. There are specific jutsu that say you can combo two attacks onto it, that is the only time you can have more than one extra attack.

    Taijutsu combos are always part of mastery effects, so only mastered taijutsu have the ability to combo.

    Genjutsu


    Genjutsu is the art of illusions. Genjutsu bases itself wholly on the idea of using your chakra to interfere with your opponent's, disrupting the flow to the brain. This allows the user to plant images of their own design into their target, and can affect basically any portion of your opponent's senses and perception. Although it doesn't deal damage in the same sense, the power of inserting your own chakra into the system of your target can have many unique and potent effects; effects that are designed to augment your ability to deal damage with ninjutsu and taijutsu. Genjutsu are molded with chakra and hand seals, but they are performed in a much different, more deliberate manner. Genjutsu do not follow the same kind of casting and timing system that ninjutsu and taijutsu use.

    Genjutsu Display


    Genjutsu will follow the following template when you see them in the shops, in BL/CA/KIN tables, the like:

    Jutsu Name


    If the jutsu has a Japanese name, it's listed right under the name in bold
    Genjutsu are displayed with two tabs. The first is the "Information" tab with the core info for the technique; things that do not directly pertain to the effects of the jutsu. The second is the "Effects" tab with all of the in-combat information about what the jutsu does.
    • Information
      Rank: - The jutsu's rank is listed here
      Type: - The jutsu's type is listed here
      Subtype: - Not all jutsu will have a subtype

      Description
      The jutsu's description is entirely flavor and context based; a short piece of creative writing that will contextualize what the jutsu does. Nothing in this block of text applies systematically, but you can use this information to give insight as to how your character uses/casts/utilizes the effects of the jutsu.

      Requirements
      Listed here will be any requirements that you need to cast the jutsu. These don't include global requirements like rank or nature affinity.
    • Effects Information
      Mastery Bonus: - All genjutsu have a mastery bonus, listed here
      [No Hand Seals] OR [One Handed Seals] - Not all jutsu will have one of these tags; only ones that have one of these hand seal casting types

      The effects of the jutsu will be listed here in narrative format. Included in this is damage and damage type, secondary effects, and special notes. This might be multiple lines if appropriate.

      Chakra Costs
      Cast: - All jutsu have a casting chakra cost, listed here in CP
      Maintain: - Not all jutsu have this entry; only ones that can be maintained for multiple rounds, listed here in CP

      Extra Costs
      Not all jutsu will have this entry; only ones that have costs outside of chakra. AP is only listed here if the jutsu has a different AP cost than is normal for its rank.













    Performing Genjutsu


    As stated, genjutsu follows a different type of system than ninjutsu or taijutsu. You don't use your AP to cast them alongside your ninjutsu or taijutsu, you instead do it at the beginning of the round, before you chose to move. Choosing to cast a genjutsu is the first thing you do in a round, and doing so forfeits your normal movement that round. You can still use AP to move, however. See the combat section for more information about the phases of a round. Unless otherwise stated, genjutsu require hand seals to cast.

    The genjutsu attack roll is also made before the movement round, so the target(s) have a chance to be affected at that time. A successful genjutsu attack puts the target(s) under the effects of that jutsu, which are listed in each one. An additional effect to being under the effect of any genjutsu is a -.5 Dodge per genjutsu rank.

    Some genjutsu are maintained, while others are not. If it has a round limit, it is not a maintained genjutsu. The round you cast a genjutsu counts towards the limit. Maintained genjutsu work as all other maintained jutsu do as far as their costs. Genjusu effects last until the beginning of movement in the round they end, or the round you chose not to maintain it. When you chose to maintain a genjutsu, you make another attack roll, but are not technically casting it again. Some genjutsu have a bonus or penalty to your attack when you maintain it.

    You can only cast one genjutsu per round, even if it fails.

    Genjutsu always affects other people, it can never affect the caster; though there are some things that will 'reflect' genjutsu, this is a little different. Who becomes affected and how they're targeted depends on the genjutsu's type.

    A person can only be under the effect of a single genjutsu at a time; although there are rare exceptions. You're allowed to stop one genjutsu and cast a different one in the same round.

    Genjutsu Types
    A genjutsu's type will determine what kind of contact the user needs with the target(s) in order to cast the jutsu.

    Sight (Target): This is the most common type of genjutsu; the user must have a clear line of sight to the target. It doesn't matter what part of their target they can see, as long as they see some part of their body. Only upon initial casting is this sight check made, subsequent rounds don't need it.

    Sight (User): A genjutsu of this type is one that creates either an illusion centered around the user, not specifically targeting a single person. This is basically a line of sight from the target to the user; assuming there's no obstructions or no way the target could be looking at the user when they cast a genjutsu of this type, everyone in the vicinity will have a chance to be affected. Only upon initial casting is this sight check made, subsequent rounds don't need it.

    Sight (Target, Constant): This type of genjutsu is one of the strongest, simply because of the fact that the user must remain looking at their target. The need for line of sight is judged when the jutsu is cast and when the user chooses to maintain it at the beginning of subsequent rounds; if they do not have a clear line of sight they can't chose to maintain the jutsu. Quick blinks or breaks in sight during the round do not effect this unless there's a very clear circumstance; in this instance have a discourse with your mod.

    Sound: Sound genjutsu emanate their effects through the power of sound rather than vision. This makes them much easier to affect a group, or in conditions where sight is much more difficult. By default, sound-type genjutsu have a range of 50ft, and affect everyone other than the user (allies and enemies) in that range. Some jutsu/abilities will alter the sound range, or allow you to chose only allies or enemies.

    Genjutsu Costs


    Genjutsu are the most expensive techniques, requiring more chakra than ninjutsu and much more than taijutsu. Because of their unique implementation though, they don't require an AP cost, and are designed not to be a detriment when you chose to cast them (minus the higher CP costs). CP costs are listed in each jutsu.

    A few genjutsu have costs beyond CP; those will be listed in the same "cost" section as the CP cost when they are needed.

    Mastering Genjutsu


    All genjutsu have a mastery bonus; this is a bonus that's added to the Genjutsu Potency when this jutsu is cast while it's mastered. This bonus is always added any time the jutsu is cast or maintained as long as that genjutsu is mastered.

    Genjutsu Effects


    Genjutsu is an illusory force; it tricks the mind into believing something that isn't true. However, because of our roleplaying setting, it's very easy to metagame past them. We understand how hard it is to force yourself to write and create a certain way, but for genjutsu we really feel it brings something to the table to place a challenge on yourself when under the effects of a genjutsu. We'll go into more detail about that in a bit; for right now lets go over the system for knowing you're under the effects of a genjutsu.

    Genjutsu Effect Knowledge


    Like any attack, if the attacker's roll is higher than your dodge (note, we use 'attack' and 'dodge' in the loose sense with genjutsu. The technical terms are 'Potency' and 'Resistance', but that's hard to convey as a verb; just know that they're equal) then you're hit, and you're under its effects. Depending on how much the close the attack is to your dodge, you may have a chance to discover that you're under the effects of a genjutsu.
    When a genjutsu is successful, the mod will say if the affected target(s) know if they're under the effects or not.

    When a user chooses to maintain a genjutsu, they make another attack roll and the above system applies once more with the possible chance for the target(s) to discover their effects.

    Roleplaying Genjutsu


    You can only respond to a genjutsu if the mod tells you that you're under the effects of it; otherwise it's assumed that you've fully succumb to the effects and believe that to be your reality. This includes either responding to it in your RP or actually performing an action in response.

    As far as RPing casting a genjutsu goes; some of them are very liberal in their descriptions. Things that say like, "Creates a frightening image" can be pretty much anything within reason. You're allowed a level of creative freedom when you cast a genjutsu; go ahead and put a healthy description on it. What sight does it produce? What does it sound like? What types of feelings, atmosphere, and mood does it invoke? If the caster doesn't give a description (either because they don't want to or forget, whichever), the target(s) can be free to do the same thing! If the caster does give something though, roll with theirs first; it is their genjutsu after all. If neither one does; then default to the generic description.

    As far as RPing being under a genjutsu goes; lets talk for a minute about creative writing; at first glance it sounds pretty lame to have something like this forced upon your creativity. Some illusion makes your character do something you think is stupid, or something weird, or maybe something out of character for them. Think about it though; you place a lot of restrictions on yourself when you play your character, don't you? You give them a personality, a mindset, a train of thought; you push yourself into their mind and try to restrict yourself to create/react based on what you've set up for -their- personality.

    The roleplaying aspects of genjutsu is designed to be an expansion of that; a layer of fun and challenge. Take what the genjutsu presents you with and put your character in that mindset, explore their psyche and come up with their reactions to this situation that's out of their control. Don't think of it as a limitation or an off-putting frustration, think of it as a creative opportunity to do something different. Think of it as a new avenue to challenge your character's mind with, and your own writing creativity. Also never be afraid to ask for help/advice/ideas from your fellow players!

    One last thing; do remember to keep the system's effects in mind. A genjutsu's system effects are set in stone, as is the knowledge of if you know if you're under the effects of it or not (which you'll know when you need to RP), so keep your ideas and roleplaying within those reasons, but also use them to your advantage! You can often generate some ideas based on the mechanical effects, and if your character does/doesn't know if they're under the effects or not.

    Jutsu Sub-types


    Ninjutsu, taijutsu, and genjutsu are the three primary technique types; they determine the main factors of any kind of technique. There are a number of sub-types though, farther breaking down the 'big three' into certain categories that are used in different ways.

    Iryoujutsu


    Iryoujutsu, literally "medical technique", are a sub-type of Ninjutsu. They utilize the user's vast knowledge of the chakra system and the human body to perform miracles of recovery.

    Performing Iryoujutsu


    Iryoujutsu count as ninjutsu for all intents and purposes; so they share the same AP, CP, and are affected by the same sort of bonuses/penalties (except damage). The main difference between the two is that Iryoujutsu do NOT require a roll to hit with, unless being used on an unwilling target. Iryoujutsu can never critical. An unwilling target is defined as an enemy, or an ally under a mental effect that makes them act like an 'enemy'. It's also possible for a player to declare their character as 'unwilling' to accept the jutsu.

    Iryoujutsu used on unwilling targets function as normal ninjutsu.

    All iryoujutsu require the Medical Knowledge ability in order to cast. This is a general prerequisite and isn't listed in the jutsu specifically, but it is a global requirement.

    Iryoujutsu Bonuses/Penalties


    Even though iryoujutsu are ninjutsu, they do not get their damage increased or decreased from things that generally affect ninjutsu damage. Iryoujutsu damage is only modified by things that say they affect iryoujutsu, or things that "affect healing".

    Iryoujutsu do receive all non-damage bonuses/penalties that affect ninjutsu, or players in general.

    Anjutsu


    Anjutsu, literally "dark technique" is a sub-type that exists in all three jutsu categories, and are specific to the ANBU forces. These are general utility techniques and skills that aid the ANBU in their hunting and black-ops duties.

    Performing Anjutsu
    Anjutsu do not have any special rules associated with them; they are a classification of jutsu that restricts who can obtain and use them. There are also some things that specifically call out anjutsu in some way.

    All Anjutsu require the Shadow Tactics ability in order to cast. This is a general prerequisite and isn't listed in the jutsu specifically, but it is a global requirement.

    Kugutsujutsu


    Kugutsujutsu, literally "puppet technique" is a sub-type of ninjutsu; and is the blanket that covers the art of puppetry. Kugujutsu are exclusively puppet-related techniques, and have no use outside of puppeteering.

    Performing Kugutsujutsu
    Kugutsujutsu count as ninjutsu for all intents and purposes; so they share the same AP, CP, and are affected by the same sort of bonuses/penalties. Kugutsujutsu never use hand seals.

    Melee kugutsujutsu are performed at melee range of your puppet, not in melee range of you. In addition, ranged kugutsujutsu are based on your puppet's currently location, not yours. There might also be some other restrictions on when you can cast certain kugutsujutsu; those will be listed in the techniques when they come up.

    All kugutsujutsu require you to be puppeteering; that is having a puppet-type currently equipped. This is a general prerequisite and isn't listed in the jutsu specifically, but it is a global requirement.

    Maintained Jutsu


    Maintained jutsu are a sub-type that exists in all three jutsu types, and is defined as any jutsu that the user can chose to pay a cost to continue the effects of a jutsu for an indeterminate number of rounds.

    Maintenance costs come in a variety of types; the standard is just CP, but it can extend to a reduction of movement, or a reduction of AP for the round you maintain it. Maintenance costs are charged before you begin movement.

    Some jutsu with maintenance costs state that they don't count as maintained jutsu. In addition, some maintained jutsu have a maximum rounds that they can be maintained before needing to be re-cast.

    Clone Jutsu


    Clone jutsu are a sub-type of ninjutsu and genjutsu; they create some sort of replica of the user, and in some instances can even create clones of other objects. These clones have different types, and are composed of different materials depending on how they work.

    Making Clones


    When a clone jutsu resolves, the clones instantly appear in some manner; a poof of smoke, a molding of the material used, etc. Clones are always created within 10ft of the you, unless the jutsu states otherwise. So long as you're within 10ft of a clone, all attacks have a chance to instead hit your clone(s) instead, unless the attacker has determined which one is the real one; see below.

    The chance to hit you is based on the number of clones that are within 10ft of you; so if you have 3 clones within 10ft, then there's a 1 in 4 chance that you'll actually be hit. This doesn't apply to groups of clones, since they're all the same it doesn't matter which one gets hit.

    Clone Types


    All jutsu that create clones create certain types of clones. The jutsu that creates them will tell you what type of clone they create. A clone's type determines its makeup; it's mostly used for other things rather than determining what a clone can do.

    Clone (Illusory): Always genjutsu, illusory clones are those that have no physical being, they have no mass. Because of this, they don't affect their surroundings, they won't kick up dust or leaves, or leave footprints in their wake. Illusory clones disperse when hit with any source of chakra; other types of things like objects hitting them will simply pass through, but not disperse the clone. Illusory clones can't deal damage.

    Clone (Material): Material clones are physical clones that have real mass, but are made of some sort of natural substance; be it water, sand, leaves, grass, etc. They come in many different forms, and have different abilities based on what they're made of, and the jutsu used to create them. Material clones don't instantly dissipate when they're attacked, but the 'clone' part of it will always drop, revealing that they are in fact a clone made up of a thing instead of the user when they take damage. Material clones are also pretty easy for those with certain abilities to tell that they're clones.

    Clone (Duplicate): Straight duplicate clones are made of pure chakra, molded together to replicate the user (or thing). There are only a few techniques that create these kinds of clones, and their usually powerful. Physical clones don't have restrictions on their abilities, and work more like PCs than anything else. Physical clones are impossible to determine that they're clones until they're dispersed through damage.

    Clone Identification


    When a clone jutsu is cast (ninjutsu or genjutsu), all who can see the user get an Awareness roll. The DC for this roll is based on a few factors; the rank of the jutsu, the type of clones produced, and how many clones were produced. Whoever makes or exceeds the DC will get knowledge of which is the real ninja, or if they're all clones in the case that the ninja has gone off to hide and isn't in immediate view.

    Whenever an illusory or material clone is hit, all around will automatically learn that it's a clone. Physical clones do not have this automatic knowledge, instead the only the attacker attacker gets another Awareness roll to see if it's a clone. If the real ninja is hit, then only the attacker the attacker will know automatically know that it's the real thing.

    Once you know which clone is the real one, you retain that knowledge for as long as that jutsu is active. This applies to all types of clones.

    Clone Actions


    Depending on the type of clone produced, they may or may not be able to actually act.

    Illusory clones have no actions; they simply do whatever the technique that created them says they do, usually just running around or pretending to attack.

    Material clones are created with a set amount of HP, and a specific kind/type of attack they can do; usually restricted to once per round. Material clones use your stats and bonuses/penalties for purposes of attacking and dodging. What kind of action they take will be listed in the jutsu that created them. They use your movement information, and can move as normal.

    Physical clones are made of pure chakra and are designed to be exact replicas of you. They are the strongest types of clones because of their versatility; they are rarely restricted by anything, working very similarly to normal PCs that you control. Physical clones are generated with a percentage of your stats, and take AP-based actions like you do. When a physical clone is created they have 0 AP for that round, but work as normal afterwords. Physical clones also do not get AP rollover. Physical clones can perform any of your generic ninjutsu and taijutsu, but cannot cast genjutsu. They have all of your bonuses and passives from your various effects. Unless otherwise stated, clones cannot use BL/CA/KIN techniques.

    All clones are unaffected by genjutsu, but if you are under the effects of a genjutsu, then all your clones are considered under that effect too. Clones are also not affected by your bonuses/penalties, but they can have their own bonuses/penalties applied to them as though they were another player.

    Bloodline jutsu


    Bloodline jutsu are a sub-type that exist in all three primary types, and are defined as any jutsu granted by bloodline progression rather than as a sub-type listed in the jutsu itself. They function as any other jutsu of their primary type; some things simply refer to 'bloodline jutsu' specifically.

    Core Ability jutsu


    Core ability jutsu are a sub-type that exist in all three primary types, and are defined as any jutsu granted by a core ability's core point purchase rather than as a sub-type listed in the jutsu itself. They function as any other jutsu of their primary type; some things simply refer to 'core ability jutsu' specifically.

    Kinjutsu jutsu


    Kinjutsu jutsu are a sub-type that exist in all three primary types, and are defined as any jutsu granted by a Kinjutsu purchase rather than as a sub-type listed in the jutsu itself. . They function as any other jutsu of their primary type; some things simply refer to 'Kinjutsu jutsu' specifically.

    Generic jutsu


    Generic jutsu are a sub-type that exist in all three primary types, and are defined as any jutsu purchased in the shinobi shop (and are not related to a Kinjutsu) rather than as a sub-type listed in the jutsu itself. They function as any other jutsu of their primary type; some things simply refer to 'generic jutsu' specifically.
     
  9. Nindomonogatari

    Nindomonogatari Administrator

    Points:
    105

    Equipment and Items


    The last core character mechanic is the equipment and items you'll be using. Although these are primarily used in battle, they are often things that players will build their character around; using a particular weapon, being a puppeteer, being a tool ninja, etc. There are many different kinds of items, from things that you purchase in the shop like jutsu, to some that you create, to very special items given for accolades. Lets go into the item rules.

    Equipment Slots


    In order for equipment or items to be taken into battle, they have to be equipped; this is done by assigning them to an equip slot. A player has 5 equip slots. This can be expanded by using one of your base slots to equip storage items, which give more slots.

    No matter what kind of item it is; unless otherwise stated it takes up an equip slot. This includes weapons, special items, or items that don't seem like they're 'equipped' in the typical fashion.

    Stacking Items


    Many items are small, allowing you to stack multiple instances of that item together into a single slot. If an item can be stacked into a slot, that information will be on the item; if it can stack, how many constitutes a 'stack', all of that.

    There's no limit to the amount of item stacks you can have, each one simply counts as a different 'stack' and thus takes up another slot. This doesn't make them all one 'giant' stack though, a single stack of items is still just one group up to the listed max.

    Weapons


    Weapons are the most prominent item type; nearly everyone will have at least one, and many characters are built around them. Some BL/CA/KIN even entirely revolve around weaponry. Weapons on Nindomo are a unique beast in that they are, except in special cases, entirely custom created. We simply provide a list of rules and qualities that weapons need to have; things that define them as -weapons- and make them work with the systems that they need to (attacking, taijutsu), and those are assembled together and flavored in whatever manner makes sense for the character.

    Puppets also count as weapons; although they have a unique system for how they actually work. Although puppet is a weapon type; they cannot be used with any kind of taijutsu; and actions taken with a puppet are considered ninjutsu actions. When something refers to 'puppet weapons', it refers to the puppet itself; irrelevant of shape and size and design. All puppets are technically weapons, and thus follow weapon rules, albeit with slight modifications. Read more about the puppet system below.

    Weapon Basics


    Weapons do not have their own base damage; the damage you deal with the weapon depends on what kind of attack you're doing. If you're doing a basic attack, the weapon damage is a set amount based on your OOC rank; see the Combat section. When using a taijutsu, or any other type of technique that involves your weapon, the base damage will be listed in that technique. These damages can be modified by abilities that your weapon has, however.

    All weapons take up one item slot per weapon irrelevant if it's currently being wielded or if it's sheathed; this includes unarmed 'weapons'. There's no limit to the amount of weapons you can take into battle (up to your maximum slots), but you can only have one weapon equipped at a time.

    A weapon needs to be wielded in order to gain the benefits of its effects (puppets too). See the Combat Actions section for information about drawing weapons during combat.

    Weapons do not have types such as sword, giant blade, etc; these are the kinds of flavor decisions that you choose when you create the weapon. Instead they are classified by the type of damage they deal.
    • Unarmed
    • Sharp
    • Blunt
    • Ranged
    • Projectile
    • Puppet
    These types reflect types seen in the taijutsu (plus puppets). As they state, each taijutsu can only be performed if you're wielding a weapon of the same type. In addition to affecting what taijutsu you can use, each damage type has an effect associated with it.
    • Unarmed: Can use handseals while this weapon is equipped.
    • Sharp: Can cause bleeding.
    • Blunt: Can cause suppression.
    • Ranged: Can cause bleeding -OR- suppression, chosen at time of weapon creation.
    • Projectile: Can use handseals while this weapon is equipped, and can cause bleeding -OR- suppression, chosen at time of weapon creation.
    • Puppets: Can cause bleeding -OR- suppression. In addition, you must choose a puppet type; offensive, defensive, or support.
    Unarmed, sharp, and blunt are always melee weapons; ranged and projectile are always ranged weapons.

    All weapons also have their own set of slots called augment slots. These are used to farther customize and add effects to your weapon; you can see those below the creation. Lastly, the amount of weapons you can create is limited by your OOC rank.
    • E-rank: 2 Weapons
    • D-rank: 3 Weapons
    • C-rank: 4 Weapons
    • B-rank: 4 Weapons
    • A-rank: 5 Weapons
    • S-rank: 6 Weapons

    Weapon Creation


    Creating a weapon is a fairly straightforward process that involves making a few key decisions about what the weapon does.

    Damage Type


    First you chose the damage type from one of the ones listed above.

    Accuracy/Damage Bonus


    Next you choose if your weapon is going to have an accuracy/damage bonus. Choose from one of the following options:
    • -2 accuracy, +10% damage
    • -1 accuracy, +5% damage
    • +0 accuracy, +0% damage
    • +1 accuracy, -5% damage
    • +2 accuracy, -10% damage
    This accuracy/damage modification applies to any use of that weapon; basic attack or technique, etc.

    Augments


    Lastly, you choose which augments you're going to attach to your weapon, with an amount of slots based on your rank. If you're E rank creating a weapon, it has 1 augment slot. If you're D or C OOC rank, weapons have 2 augment slots. If you're B or higher OOC rank, weapons have 3 slots.

    Puppets have +1 augment slots (2 at E, 3 at D and C, 4 at B or higher).

    Augment slots grow as you do; so if you create a weapon at C rank and put two augments in it, when you hit B rank you can attach a third augment to that weapon.

    Augments have three types; basic, special, and puppet.

    Basic augments are your normal modifiers; things like extra damage, more accuracy, higher critical chance, etc. Basic augments don't require any kind of activation, and are always 'on' affecting the weapon.

    Special augments are activated effects that give you a short burst of extra power. Special augments do not affect your weapon until you activate them. Activating an augment costs .5 AP, and last for 1 round after the round it was activated in. You can deactivate an augment at any time for no cost. Augments deactivate automatically if the weapon is unequipped or dropped. Special augments require a full round before they can be activated again. Multiple special augments can be activated at once, but each requires its own .5 AP activation cost.

    Puppet augments are for puppets; naturally. Puppets can't use basic or special augments, and puppet augments can't be used in anything but a puppet. Puppet augments reflect the normal weapon ones; they have a basic type, and a 'special' type, though their special type is called traps and function differently. More information about how puppet augments work can be found in the puppet section below.

    Augments do not stack with themselves on a single weapon, but if you have multiple weapons that have similar augments, those do not conflict. Remember that augments only affect the weapon that they're attached to, and only apply on applicable actions taken with that weapon. Augments are purchased in the shop, and you must have one shop item for each augment you have attached to a weapon; if you have the same augment on multiple weapons, you need multiple of that augment's shop item.

    Posting


    Okay, the -actual- last thing that you do is to flavor your weapon and post it in your dojo thread. You can choose any kind of weapon you want, but keep it within reason; keep your weapon's abilities in mind. If you have a sharp weapon with low accuracy and augments that start it on fire, you're not going to be wielding a bow and arrow. Again, not a hard and fast requirement, it's just a nice thing to think about. The only actual requirements on weapon flavor are restrictions based on technology.

    Puppets follow similar logic; if you have a puppet with high accuracy and can cause bleeding you probably have a smaller, speedier puppet with blades. You can flavor it however you want, but keep sizing in mind; you do have to carry the thing around. As a general rule of thumb, don't make the puppet too much bigger than you are, that's weird.

    When you post in your dojo, you should list out the different parts of your weapon.

    If you want to make changes to your weapon simply make a new post listing out the new specs of your weapon. Remember that you need to have the shop items for any and all augments.

    Shinobi Tools


    Shinobi tools are generic, general use items present in the system. These range from health items, to temporary buffs, to very unique utility items. Each one is different, and has its effect listed in the item itself. Also listed in each item will be things like how much AP they cost to use, how much can go into a single stack, and any other restriction.

    Shinobi tools are not purchased from the shop; everyone has access to them, but they must be equipped to an equip slot in order to bring into battle. Unless otherwise stated, shinobi tools are single use only; however many you equip to your slots are the only ones you get in each battle, but will reset for each new battle.

    Storage Items


    Storage items are an item type that give you more equip slots. Each one will take up one of your core 5 slots, but will give you more in return. Pulling an item out of a storage item costs .5 AP. When you pull something out you're essentially pulling out one slotted item from the storage; you can choose to pull out any amount in that stack if that's applicable. Putting something back into a storage item also costs .5 AP, and can only be done if there's an empty slot inside it. A storage item needs to be within 5ft of you in order pull something out/put something inside.

    Storage items will be listed among the player's stats, and are can be targeted by called shots. A successful called shot: disarm will unequip the item and drop it at the player's feet. Unequipped storage items can be attacked as normal and have 100 HP. Destroyed storage items lose their contents for the remainder of the battle. You can't pick up items from a destroyed storage item, they're just gone.

    Storage items cannot hold other storage items (except a Sealing Scroll can be held in a storage item). Storage items are purchased from the shop.

    Puppets cannot be placed in any storage item except a Weapon Holster or a Sealing Scroll.

    Puppets


    Puppetry is a powerful and unique skill that can prove to be overwhelming in the correct hands. Technically a branch of ninjutsu; puppetry is the art of using chakra to control destructive constructs to attack, defend, and provide utility.

    Anyone can be a puppeteer, the only thing it requires is a puppet weapon (which is the puppet itself). Because it is a branch of ninjutsu, having a higher Ninjutsu will help be more effective at the skill.

    Puppeteering


    You are 'puppeteering' as long as you have a puppet-type weapon currently equipped. Many things will state that you cannot do them while puppeteering, and casting kugutsujutsu can only be done while puppeteering. In addition, you cannot do the following while wielding a puppet:
    • Cast a jutsu that requires hand seals.
    • Use taijutsu.
    • Use BL/CA/KIN techniques.

    Puppet Combat


    For all intents and purposes, you are controlling your puppets, so you are the one taking the actions. This means that it's your AP pool, and your stats (ninjutsu-based stats) that are used for the puppet; accuracy, dodge, etc all use your values. These can all be modified separately of course; if something gives you +1 puppet accuracy, for instance, you get +1 accuracy for any action taken with your puppet.

    Puppets have a maximum range of 35ft; they cannot extend farther than that. If somehow they get farther than that, the chakra threads break and the puppet drops (and is unequipped) and you'll need to pick them up again as per the normal weapon rules. Puppets float above the ground by default, even if the your puppet's design has them scuttling across the ground; you have the ability to float them through the air. Moving a puppet is done during the movement phase alongside your own movement with no maximum to the amount they can move. Moving a puppet during a round costs .5 AP up to 10ft.

    Puppets have a max HP equal to 50% of your maximum. Healing jutsu cannot be used on puppets.

    Basic attacks done with a puppet are always melee. This means that in order to make a basic attack with a puppet, it needs to be 5ft away from your target, and it will use your Melee Ninjutsu Accuracy.

    It's not required that you have direct line of sight to your puppet in order to control it, but you do need to have general sight of what you're attempting to target.

    Puppet Augments


    As stated, puppet augments differ from normal weapon augments; also coming in two different types.

    Basic puppet augments basically work the same as standard basic augments; simple modifiers that affect the core pieces of your puppet. There are quite a few of these that allow you to customize your puppet in different ways. They do not require any kind of activation, and are always 'on' affecting the puppet.

    The other type of puppet augment is called a trap. Traps are basically deigned to be special actions that you equip your puppet with in order to make it do something special. Flamethrowers, kunai bombs, and binding arms are all examples of traps. Each trap will tell you the rules for it; how much AP it costs, when you can activate it, and how many times in a battle it can be activated. Some traps also require that you equip them in groups; they might not work unless you have two specific traps equipped on a single puppet.