The Naruto RPG

The Naruto Text Based Role Playing Game
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PostPosted: Tue Oct 02, 2018 5:04 pm 
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Kazekage
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Joined: Fri Feb 18, 2011 11:43 pm
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Location: Further north than I should be.
Imperial Skills



Major Skills

Firearms
A staple of Imperial warfare for over three centuries, firearms technology has increased drastically in the last hundred. Gone are the days of single shot "boom-sticks". With the introduction of rifling, clips and magazines, and advanced scoping technology, truly advanced weapons have been devised. With the advancements in technology, of course, come advancements in training as well. As one trains in this fighting style, they get successively better at fighting the recoil that comes with automatic and semi-automatic weapons. At the higher levels, they train their eyes to better see and track the target they’re aiming at, and gain the ability to specialize in a specific type of firearm.
  • Novice: Firearms Novices can understand, learn, and use firearms techniques. Their ability to judge and calculate for recoil is much higher than someone without this training, granting them the ability to reduce the recoil penalty from firearms by a Minor Advantage. Their eyes are also adjusting to fast-paced ranged combat, allowing them to track movement at a Minor Advantage higher than they would otherwise be able. They possess a firearm (whose value cannot exceed 200,000 ryō). Firearm Novices possess a pool of twenty rounds of ammunition of the type of their choice, which they can replenish upon entering a village (unless that village is hostile to the character). Firearms Novices can create up to B-Rank customs for firearms.
  • Adept: Firearms Adepts can understand, learn, and use firearms techniques. Their ability to judge and calculate for recoil is well-refined, granting them the ability to reduce the recoil penalty from firearms by a Major Advantage. Their eyes are also becoming well-adjusted to fast-paced ranged combat, allowing them to track movement at a Major Advantage higher than they would otherwise be able. They possess up to two firearms (whose value cannot exceed 300,000 ryō). Firearm Adepts possess a pool of thirty rounds of ammunition of the type of their choice, which they can replenish upon entering a village (unless that village is hostile to the character). Firearms Adepts can create up to A-Rank customs for firearms.
  • Expert: Firearms Experts can understand, learn, and use firearms techniques. Their ability to judge and calculate for recoil is exceptional, granting them the ability to reduce the recoil penalty from firearms by a tier. Their eyes are accustomed to fast-paced ranged combat, allowing them to track movement at a tier higher than they would otherwise be able. They possess up to three firearms (whose value cannot exceed 400,000 ryō). Firearm Adepts possess a pool of forty rounds of ammunition of the type of their choice, which they can replenish upon entering a village (unless that village is hostile to the character). Firearms Experts can create up to S-Rank customs for firearms.
  • Specialist: Firearms Specialists can understand, learn, and use firearms techniques. Their ability to judge and calculate for recoil is exceptional, granting them the ability to reduce the recoil penalty from firearms by a tier. They may choose to receive three advantages to any of their Attributes, if they forego their reduction to the recoil penalty; the distribution of the granted advantages must be selected at the time the Specialist rank in the Firearms Skill is acquired. Their eyes are accustomed to fast-paced ranged combat, allowing them to track movement at a tier higher than they would otherwise be able. They possess up to four firearms (whose value cannot exceed 800,000 ryō). Firearm Adepts possess a pool of sixty rounds of ammunition of the type of their choice, which they can replenish upon entering a village (unless that village is hostile to the character). They select one type of firearm as their "selected weapon". Firearms Specialists receive no recoil penalty while wielding their favored piece (which means that, even if they forego their reduction to the recoil penalty, that penalty is zero advantages if they are wielding their favored piece). Firearms Specialists can create up to S-Rank customs for firearms.
  • Master: Firearm Masters can understand, learn, and use firearms techniques. In addition to the benefits granted to them by the Firearms Specialist skill, they dread running out of ammunition. They possess a pool of ninety rounds of ammunition of the type of their choice, which they can replenish upon entering a village (unless that village is hostile to the character.)
  • Grandmaster: Firearm Grandmasters can understand, learn, and use firearms techniques. In addition to the benefits granted to them by the Firearms Master skill, when using their selected weapon they can mark an opponent. That opponent receives a tier debuff to wisdom for the purposes of precognition only against the selected weapon.
  • Paragon: Firearm Paragons are masters of gunpowder, and can understand, learn, and use firearms techniques. In addition to the benefits granted to them by Firearms Grandmaster skill, when using their selected weapon, they can spend a round aiming to gain a tier bonus to their coordination. This boost can bring them to Boss.
Note: When using firearms, the wielder receives a full tier penalty to Coordination as a result of recoil. Mechs with attached firearms do not suffer this penalty.

Piloting
Piloting lets you use mechs.
  • Novice: Piloting Novices understand mechs and can learn and use piloting techniques (and, by way of a knowledge of mechanics, firearms and their associated techniques that function as a part of or through their mechs). They are automatically trained in the Piloting Technique. They possess a mech whose total value cannot exceed 50,000 ryō, and a budget for repairs of their mechs that can be used upon entering a village of the same amount (unless that village is hostile to the character). They can create up to B-Rank mechs and customs for piloting.
  • Adept: Piloting Adepts understand mechs and can learn and use piloting techniques (and, by way of a knowledge of mechanics, firearms and their associated techniques that function as a part of or through their mechs). They are automatically trained in the Piloting Technique. They possess a mech whose total value cannot exceed 75,000 ryō, and a budget for repairs of their mechs that can be used upon entering a village of the same amount (unless that village is hostile to the character). They receive a Minor Advantage to their Coordination while piloting. They can create up to A-Rank mechs and customs for piloting.
  • Expert: Piloting Experts understand mechs and can learn and use piloting techniques (and, by way of a knowledge of mechanics, firearms and their associated techniques that function as a part of or through their mechs). They are automatically trained in the Piloting Technique. They possess a mech whose total value cannot exceed 100,000 ryō, and a budget for repairs of their mechs that can be used upon entering a village of the same amount (unless that village is hostile to the character). They receive a Major Advantage to their Coordination while piloting. They can create up to S-Rank mechs and customs for piloting.
  • Specialist: Piloting Specialists understand mechs and can learn and use piloting techniques (and, by way of a knowledge of mechanics, firearms and their associated techniques that function as a part of or through their mechs). They are automatically trained in the Piloting Technique and the Advanced Piloting Technique. They possess a mech whose total value cannot exceed 200,000 ryō, and a budget for repairs of their mechs that can be used upon entering a village of the same amount (unless that village is hostile to the character). They receive a Major Advantage to their Coordination while piloting, and their mechs receive a Major Advantage to their Coordination when using firearms and firearms techniques. They can create up to S-Rank mechs and customs for piloting.
  • Master: Piloting Masters understand mechs and can learn and use piloting techniques (and, by way of a knowledge of mechanics, firearms and their associated techniques that function as a part of or through their mechs). In addition to all of the benefits given by the Piloting Specialist skill, Piloting Masters are tech wizards – they are capable of jury rigging a destroyed mech, even at a distance, and prolonging its life span for two posts.
  • Grandmaster: Piloting Grandmasters understand mechs and can learn and use piloting techniques (and, by way of a knowledge of mechanics, firearms and their associated techniques that function as a part of or through their mechs). In addition to all of the benefits given by the Piloting Master skill, Piloting Grandmasters give all of their mechs a minor advantage to either coordination or reflexes.
  • Paragon: Piloting Paragons understand mechs and can learn and use piloting techniques (and, by way of a knowledge of mechanics, firearms and their associated techniques that function as a part of or through their mechs). In addition to all of the benefits given by the Piloting Grandmaster skill, Piloting Paragons may select one mech as a signature mech. That mech may have one attribute at Boss level. This can be changed if the mech is destroyed or otherwise permanently lost – but it must be given to a new mech, not an existing one.


Minor Skills

Cybernetics
The finest engineers in the Empire invented mithril machines that functioned in a similar method to shinobi implants, but with a mechanical bent. These are primarily used to drastically increase effectiveness, whether it be in a physical or cerebral capacity. As one receives a higher level of aptitude in the fighting style, they are able to handle more of the day to day maintenance on their own. At its highest level, a cybernetics specialist is probably more machine than man – this affinity allows them to even make minor repairs on the fly.
  • Adept: Cybernetics Adepts receive three cybernetic enhancement slots that they may use to improve their bodies via advanced mithril-based machinery. These enhancements are limited to a maximum of Journeyman-level quality. Cybernetics Adepts may register sufficient cybernetic enhancements to fill their three slots at no cost. Cybernetics Adepts also have a deep understanding of how their enhancements function, and are able to repair damaged cybernetics while in a non-hostile village at no cost.
  • Expert: Cybernetics Experts receive three cybernetic enhancement slots that they may use to improve their bodies via advanced mithril-based machinery. These enhancements are limited to a maximum of Master-level quality. Cybernetics Experts may register sufficient cybernetic enhancements to fill their three slots at no cost. Cybernetics Experts also have a deep understanding of how their enhancements function, and are able to repair damaged cybernetics while in a non-hostile village at no cost. A Cybernetic Expert's knowledge of machinery is such that they are able to jury-rig a damaged cybernetic enhancement such that it will continue to function until the end of the topic or until it is destroyed again.
  • Master: Cybernetcs Masters receive three cybernetic enhancement slots that they may use to improve their bodies via advanced mithril-based machinery. These enhancements are limited to a maximum of Master-level quality. Cybernetics Experts may register sufficient cybernetic enhancements to fill their three slots at no cost. Cybernetics Experts also have a deep understanding of how their enhancements function, and are able to repair damaged cybernetics while in a non-hostile village at no cost. A Cybernetic Expert's knowledge of machinery is such that they are able to jury-rig a damaged cybernetic enhancement such that it will continue to function until the end of the topic or until it is destroyed again. In addition, they are given a fourth cybernetic enhancement slot. This may either be filled with a new enhancement, which will cost them no less than 200k ryo. Alternatively, they may buy a redundancy of one of their existing enhancements (they do not stack – but if one is destroyed, it must be destroyed a second time before being rendered truly inoperable.) If they choose the redundancy option, this enhancement is free.


Crafting Skills

Engineering
The branch of science and technology concerned with the design, building, and use of mithril and mithril enhanced engines, machines, cybernetics and mechs.
  • Apprentice: Apprenticeship is the first step for any craftsmen. It is here that the foundation of knowledge is laid and the apprentice learns the basics of their trade. Upon taking an apprenticeship the character must select which trade it is they are learning. You may take different apprenticeships multiple times in order to learn multiple trades so long as you have the fighting style raises to support them. Apprenticeship allows the crafting of Apprentice-level items from already existing blueprints. Apprentice-level items take 2 days IRL to create and are of Apprentice-level durability.
  • Journeyman: Having gained enough experience to start venturing down their own path but not yet a Master, a Journeyman must work tirelessly in order to gain recognition for their work. Allows the ability to register your own custom blueprints to make items out of. Allows the crafting of Journeyman-level items, which are of Journeyman-level durability and take 2 day IRL at this level to create. Apprentice items now only take 1 day to make.
  • Master Craftsman: Master Craftsmen are those have been officially recognized by others of their trade for their work. Masters are fully recognized tradesmen, able to take on apprentices and employ journeyman to work under themselves. Allows the making of master-crafted items, which are of Master-level durability and take 10 days IRL to make. Journeyman-level items take only 1 day to make, while Apprentice-level items take only 1 hour to make.


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 Post subject: Re: Lore
PostPosted: Mon Oct 15, 2018 6:22 pm 
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Kazekage
Kazekage
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Joined: Fri Feb 18, 2011 11:43 pm
Posts: 1227
Location: Further north than I should be.
Imperials

Mithril
Mithril has gone by many names over the centuries. Known to the Venicians and Arventians as adamantium, and to the Francians, Albanians, and Hellacians as adamant, and named mithril by the Gothicans and Asgardians, this mysterious blue-tinted silver metal is known in the north as "southern steel". It is as strong as regular steel while also being much lighter. Unlike regular steel, which can conduct chakra, mithril actively resists outside chakra. When used by someone who frequently creates and uses chakra, such as a shinobi, mithril-made objects are known to overload due to the steel’s chakra field interfering with the shinobi’s chakra field. It used to be believed that the unusual properties of this metal were a result of rituals and blessings of Arventian priests. However, after extended contact with the shinobi world, it was learned that the mithril's properties came from rich, pure chakra that was a part of the iron that was used to make the steel. This is because mithril was formed by mineral-rich irons that formed around powerful chakra leylines. The iron absorbed excess chakra from the leylines, giving it its unique blue shade and its enhanced properties, including electrical conductivity and its malleability. This chakra-enhanced metal radiates its own small chakra field, making high amounts of mithril visible to sensors. Mithril is required for more intricate and advanced technologies, due to its advanced non-chakra conductive properties, as well as its light weight and malleability. To purchase mithril, one must possess at least a Novice rank in the Firearms, Engineering, Cybernetics, or Piloting Skills.


Culture and History
In the ancient days of the South, eight separate nations ruled across a continent altogether larger than the shinobi continent, as well as over the surrounding islands. Once, Arventia, Asgardia, Albania, Francia, Gothica, Hellacia, Slavica, and Venicia were equal competitors in an arena of states. Once, among scholars, the discussion as to which people-group was the oldest filled the halls of colleges, but any such dialogue has long been stamped out. In the understanding of most modern Southerners, the ancient Kingdom of Arventia is known to be the oldest among the seven kingdoms, and Venecia to be its younger cousin. Many historians have taught that, for this reason, the expansion of the Arventian borders was predictable and unavoidable.

Led by an enigmatic leader, the Kingdom of Arventia became the Arventian Empire, and their path of conquest led them to the ends of the earth, as far most Southerners could tell. First striking through Francia, the fledgeling Empire led its first campaign across the channel to Gothica. Even in the modern age, the victories won by the Empire in its first campaign have still regularly been celebrated as near-impossible feats. The surrender of the Francian king at the siege of his capital without the death of even a single Arventian soldier and the sack of the Gothican capital after the overthrow of Gyratheriks, its God-King, are perhaps the most popular of these. In a second campaign, the Empire’s borders grew to encompass Slavica, and the Arventian forces suffered their first and only real defeat in the first invasion of Hellacia. Recognized by most modern scholars to have been primarily the result of bad weather at sea, the Empire experienced heavy losses, and was forced to retreat to the mainland for a year.

After a cycle of seasons, the Empire led its third campaign in a successful invasion of Albania and Asgarde, before returning to lead a second and successful conquest of Hellacia. Though even until the modern era there had been voices urging the conquest of the Merchant-Republic of Venicia, the Empire has never turned its wrath on the tiny nation, which has always paid it tribute.

Though more so in the last pair of decades than perhaps in the many centuries before, the culture of the various kingdoms of old have been largely dulled by the influence of their overlord. Still, the grudges born by Francians and Slavicans against Gothicans have never truly waned, and the wider mysticism associated with the savage raider people of Asgarde still evokes fear in some deep recess of the minds of most citizens of the Empire. Simple, base prejudices like these, just as core cultural practices have, remained until the modern era to some degree among almost all people born to the heritage of each nation. While a Gothican cook in some kitchen in the capital of the Empire might not look a Slavican in the eye, there have been several raids of Slavican towns by Gothicans from across their shared border within the last decade. The legend of Asgarde and its people has promulgated even further with their now century-old revolt, wherein storm-worshipping heretics led a very nearly successful overthrow of the local government.

Modern Southern culture has been largely shaped by the sprawling Arventian Empire. The people of the Empire, likely as a direct result of the effects of mithril on their inability to mould chakra, had to rely on technological innovations for advantages in combat. Firearms have been a popular for hundreds of years, but in the last hundred years or so, an industrial revolution has led to even more advanced innovations, such as handheld explosives, mechanical armor, tracking and communication devices. The quality of firearms also improved, leading to the development of semi-automatic weaponry. These advancements could well be considered to have propped up the Empire over the course of the last century, in spite of what many of its citizens would otherwise describe as a sort of general decline.

The Empire was, until recently, ruled by a near-omnipotent God-Emperor. This God-Emperor, whose true name was lost to time a thousand years ago, was the King of Arventia that conquered his neighbor states and founded the Arventian Empire. His people's faith in him allowed him to ascend to a properly godlike status, as the power of much of his military was closely associated with that of the strength of his theomancers. Wielders of a mysterious and versatile force, theomancers under the God-Emperor drew from wells of power that quickly proved to me much deeper than those of the foes they found on the battlefield. This fervent faith is the same faith that gave rise to the Seven of the One True Faith, seven virtuous aspects of the god that manifested as true deities in their own right. These seven deities, in turn, were faces of a single deity, and the God-Emperor was their champion.

The Faith, along with the very foundations of the Empire, were shaken by the sudden death of the God-Emperor in 815 A.S. of the northern calendar. Much as was his life, the death of the God-Emperor of Arventia was mysterious, and though it was kept a secret for a couple of decades, this truth eventually broke to the public, causing mass pandemonium. The Empire was plunged into civil war, as various factions and claimants launched campaigns for control of the Empire, and as the Faith was rocked to its core. Just as the Faith and the Empire were built by the will of the Emperor, so too did they crack under the weight of his death. In the wake of his death the Empire has begun to collapse, and the influence One Truth Faith and the miracles worked by its theomancers have begun to wane, as more and more believers lose their faith with each passing day.

Many Imperials have left the turmoil of the Empire behind, and have traveled north to the shinobi continent, seeking fortune and safe harbor. Within the remnants of the Empire, various factions vie for control. The Archbishop of Gothica, Franz von Thiudaeriks, has declared himself the God-King of Gothica, as its rulers did in the days of old, while the Imperial Princes Stannislav and Severus battle for control of ruins of the Imperial capital. In the West, Aluysio di Loridanzi, the Serene Doge of Venecia, has been bribing the few remaining Imperial senators to declare him God-Emperor. Asgarde has, to the knowledge of most citizens of the mainland, simply receded from all communication with the outside world, and riots prevent any rule of law forming in Hellacia.

Naming Conventions:
Arventian - di
Asgardian - sson/daughter after the given name
Albanian - mac/nic
Hellacian - io/ethe
Slavican - father's name + vich
Francian - de
Venician - di
Gothican - von

Speech in languages from the Empire can be denoted as below:
Arventian - {""}
Asgardian - |""|
Albanian - ~""~
Hellacian - \""\
Slavican - ]""[
Gothican - _""_
Francian - /""/
Venician - ^""^


The Faith
The Faith, called by its followers "the One True Faith", is a religion predicated upon the worship of the Seven; the aspects of one god who make themselves individually apparent as the paragons of different virtues. Each of the seven is so named after their virtue: Humility, Kindness, Temperance, Chastity, Patience, Charity, and Diligence. Daily prayer is made to the Seven, each in turn, by the vast majority of the citizens of the Empire, as it is made to individual aspects for specific requests. For example, Temperance is prayed to by many for justice, and Charity for a good crop. This philosophy of prayer to the god to express its aspects of virtue is as integral to the Faith as how these prayers express themselves.

Theomancy, as it was referred to by the common folk of the Empire and its Archbishops alike, is the name for the now-lost practice of invoking divine power through prayer. The Seven once expressed themselves in the world in very real ways when called upon by one of their believers, whether it were to call for strength to crush the invoker's enemies or for healing to forestall the invoker's death. Calling upon the Seven to perform miracles did not come without a cost however, as the precant was required channel the power of the will of the aspect that they call upon. This inflicted a tax upon the channeller’s body and stamina.

As with most crafts, with time and practice, a person's skill with theomancy could be honed. Those who rose high in rank within the Faith were often, though not always, skilled theomancers. The God-Emperor was a figure who was, even at the height of his power and influence, distant even to his own people and steeped in myth and legend. He was said to be the most powerful of theomancers, and to be the most favoured of all the aspects of the god. He expressed his will—the will of the god—through Archbishops that oversaw the Faith across vast expanses of the Empire. Though the number of Archbishops was not unchanging, there were always at least as many as there were kingdoms within the Empire: seven. Under the Archbishops were the bishops who oversaw the management of smaller regions, travelling between settlements and churches within the areas to which they are assigned, advising local rulers, and administering the justice of the Faith. Below them were the many priests that serviced the nigh-innumerable temples that scrawled across the whole of the Empire, edge to far edge, and it was they served as the backbone of the Faith; they were often be sought out by their townsfolk and town-leaders alike for advice, forgiveness, and safety.

The Faith was not the only religion within the Empire's borders. For every faithful to the Seven, there were at least a quarter as many heretics (at least by the admission of the Faith, though there were certainly far more). Each of the kingdoms within the Empire maintained, even during its rule and under the influence of the Faith, very distinct cultures, languages, and customs. Once, they had had religions as well; older gods of storm and mountain in Asgarde, rain and fertility gods is Hellacia, and many others, most with names forgotten. All faiths but the One True Faith were considered heresy by the Empire, and heresy's punishment ranged from mandated confession and supplication to execution, depending on the priest administering the Faith's justice, but the punishment was always severe.

Though the divine power of the kingdoms' old gods could be invoked by theomancers, the heresy most fiercely fought by the Faith was that which grew out of the Faith itself: the heresy of sins. For each of the Seven, there was understood to be a sin most vile and opposite, taught to be the derivative of an array of behaviours and thoughts to be avoided and feared. This inversion of the Seven—Pride instead of Humility, Envy instead of Kindness, Gluttony instead of Temperance, Lust instead of Chastity, Wrath instead of Patience, Greed instead of Charity, and Sloth instead of Diligence—was worshipped behind hidden doors, in far-away cloisters, in underground temples, and in other hidden places throughout the Empire. None of the worshippers of the aspects of sin worship all seven. Instead, in a fashion considered alien by followers of the Faith, they worship one.

Each of the heresies of vice was structured in a manner unique to itself, and in a manner completely unknown to the Faith proper. Despite its best efforts, the various cult sects had managed to slay every last person sent to infiltrate or spy upon their blasphemous acts. What little had become known of the demon-worshippers inspired the deepest fear in the followers of the Faith. Like those that called upon older gods, the heretics of vice were known to be able to call upon some unholy power, of an inverse kind to that granted by the Seven. No heretic is known to have been able to call upon the power of multiple vices, and all of the heresies were rumoured to have a single focal individual, referred to in common parlance (though whether colloquially or properly is unknown) as a herald. These individuals were not always rumoured to be the cult’s leader, but were always referred to as the group’s primary connection to the vile source of their power.


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 Post subject: Imperials
PostPosted: Fri Dec 21, 2018 10:00 pm 
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Kiri Chunin
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Oh hey look, a place to dump all relevant Imperial origin stuff!

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--Important Joobly Info--
Fighting Styles:
  • Kenjutsu Expert
  • Ninjutsu Expert (Chosen Element: Water)
  • Sensory Expert
  • Bukijutsu Adept (Master of One: Parasol/Umbrella)
  • Genjutsu Novice
Stats:
  • Strength: Masterful (Maj. Adv. w/ Ken Expert)
  • Constitution: Proficient
  • Stamina: Proficient
  • Reflexes: Proficient (Maj. Adv. w/ Ken Expert)
  • Coordination: Proficient (Maj. Adv. w/ Ken Expert) (Maj. Adv. w/ Nin Expert)
  • Wisdom: Average
  • Tracking: Legendary
Elements:
  • Water
Restricted Technique: Mind's Eye of the Kagura


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