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 Post subject: Summon Template
PostPosted: Tue Sep 26, 2017 11:40 pm 
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KUCHIYOSE
The Summoning System is a means for creating your custom contracts and individual summons. Creating a contract and summons require at least a Kuchiyose Minor. A character can generally only be signed to one contract, unless they are a Kuchiyose Specialist (a second contract must be acquired IC from another player. You can only create custom summons for your primary contract).
Summoning Technique | Kuchiyose no Jutsu
Name: Summoning Jutsu
Japanese: 口寄せの術
Rank: C
Type: Space-Time Ninjutsu
Sub-type: Summoning
Handsigns: Boar → Dog → Bird → Monkey → Ram
Description: This technique is a space-time ninjutsu that allows the caster to transport a creature across long distances in an instant. After performing the hand seals, the user must also usually make a donation of blood. Shinobi commonly bite their thumbs for this, and then plant their hand at the location they wish to summon the creature. It is at that point and location that jutsu-shiki (technique formulae) will erupt from the user’s palm onto any surrounding surface, and where the creature will be appear with an outburst of white smoke. A summon recognizes the blood and chakra used to summon it. Once summoned, a creature can perform a task or help the user in battle for a limited time.

Before any summoning with an animal or other creature can be done, a prospective summoner must first sign a contract with a given species. The contract comes in the form of a scroll, on which the contractor uses their name and place their fingerprints. Once signed, it is valid even after the contractor’s death so long as the contract itself remains intact. After this, individual summons can be trained by the contractor as they would a jutsu (see the sections down below for more details).

The summoner can summon any specific summon they wish, so long as it has been trained. Summoning costs an amount of chakra equal to the rank of the summon (except in the case of Boss Summons see below for more information).


Drawbacks: A summon isn’t in any way obliged to help the summoner, and may turn out to be more of a hindrance than an ally, or it may simply wander away. This is most often the risk run with calling on boss summons that have not been sated. Summons persist for X posts, at which point the summoning times out, and the summon will disappear in another burst of smoke at the end of their final post. In the time that they are present, summons can be injured, or even killed.

Contract Type: Animal/Spirit/other, Blood/Relic/Seal

- Contract type defines the method of forming a contract. For typical “Animal” contracts, this would be a “Blood” contract, using the standard method as defined in the Kuchiyose Technique. Your contract does not necessarily have to be built around the Kuchiyose no Jutsu. Other summoning methods are possible. Some summons are called using a relic (likely requiring some craft), some are conjured through sealing tattoos (requiring Fuuinjutsu for the contract). Feel free to be creative, especially for non-animal contracts. List these here, and for something unique, provide an explanation and description of this process.

Contract Abilities:

- A contract centers around creatures that often have a specific set of special abilities. In many cases, these abilities determine their supernatural strengths or defenses that allow them to get along in the world. In other cases it may simply be a part of their culture, should they have one. These can be powerful tools for a summoner to acquire, however contracts are limited in just how much utility they can offer.

When creating your contract, think carefully about the scope of abilities you want the creatures in it to wield. Make sense of why they have those abilities. Elements are common tools for contract animals. Some have skills in other areas of chakra manipulation. Other abilities can be entirely natural for a species, yet be no less potent.

Contracts can possess a maximum of 3 Contract Abilities. What you select should probably make a little bit of sense (these are defining traits for your contract). They can be selected from the following:
Basic Elements
Physical Sensory
Genjutsu
Poison
Regeneration
Flight

  • Basic Elements: Straightforward. Each element counts for 1 ability. No restrictions. If you want to use a contract to complete your elemental rotation, only makes sense for a shinobi to do that.

    Physical Sensory: This represents any enhanced senses creatures in your contract can be expected to possess. This is usually for tracking and detection purposes. Hearing via echolocation; the smell of a tracking hound, serpent, or shark; a scorpion’s tremor sense; an eagle’s sight; these are all solid examples. Typical ranges depend on the type of sense, its limitations, and its strengths, but some of them can be expected to far surpass the range of typical chakra sensory.

    Poison: This is for contracts that possess creatures with venomous attacks or defenses. Poison that a creature secretes is registered via the poison system. It can potentially be collected and refined by chemists.

    Regeneration: This is for contracts that possess creatures with some form of ability to rapidly self heal. Rare, but effective.

    Flight: This is for contracts that possess creatures that can fly, specifically those that can carry their summoner and other people. Flight is a powerful tool for travel, combat, and scouting, and worthy of its own ability slot.

Summons
There are three different types of summons: minor summons, major summons, and boss summons. A contract will usually possess all three of these to some degree. The roleplay implications of each are broken down as follows:

MINOR: A minor summon is usually a nameless, typical creature of your contract. There are often great numbers of them at your disposal, and if one falls, there are always more to take its place in the future. Minor summons are ranked at D or C. Minors can possess elements. Minors may possess species-oriented abilities and flaws (or others that make sense for the creature). Some minor summons can be summoned in larger quantities or swarms - these are usually weaker than regular minor summons. When summoned this way, the group can be summoned together for the cost of one, and only count as one for SP purposes. However, they are required to act as a singular unit. This means that they cannot act independently of each other;. Any summon separated from its group turns into an NPC combatant able to be battled without any real chance of harm, and beaten in an amount of posts equal to an NPC of equivalent rank(see Organization System Rules for details on that).

MAJOR: A major summon is usually more significant, representing a unique individual within the contract. It will usually possess a name, and may have its own unique set of skills. Major summons have personalities, and may have specific drawbacks or abilities beyond what the species naturally possesses. Major summons are ranked at either B or A. Often possess an element. Additionally, if they are injured, it will take time before they can be summoned again, and if a major summon is killed, they are gone forever, though with time, they may be replaced.

BOSS: A boss summon is a big kahuna among your contract. It represents a well known, potentially legendary creature, and may be incredibly difficult to gain the favor of. In fact, bosses generally require some condition be filled to either call them or earn their service (examples later). Like major summons, they are one of a kind, and have limited use. Unlike all other summons however the cost for a Boss Summon is a Double S ranked (ergo an S rank with Kuchiyose Spec). If a boss is killed, any of the contract’s major summons can rise up to fill the void, becoming a boss themselves. Boss summons are S-Ranked. A contract can have only 1 boss in power at a time.


Summons are created using a points system call Summon Points (SP). SP work much like the Character Points System do at registration. Summons are given a limited pool of SP that are spent at creation to determine their array of stats, elements, and techniques. The amount of points they get are based on the summon’s rank (D-S):

D-Rank: 2,000 SP (Maximum Stat: Proficient)
C-Rank: 4,000 SP (Maximum Stat: Masterful)
B-Rank: 6,000 SP (Maximum Stat: Masterful)
A-Rank: 8,000 SP (Maximum Stat: Epic)
S-Rank: 10,000 SP (Maximum Stat: Legendary)

Stats, and elements purchased for a summon with SP use the same costs and calculation as they do for a character with CP. Only elements chosen as Contract Abilities can be taken by a summon.


Techniques are the only thing that have a different cost for summons. Summons have a much more limited array of techniques than a shinobi does, and so purchase jutsu at 1 SP per word (i.e. D cost 50, C cost 100, B cost 200, A cost 300, S cost 500). Word count is not actually used (you don’t write anything), and jutsu purchased with SP count against the summon’s total. Custom techniques can be created for a summon or for the contract (to be used by multiple summons, potentially). These techniques can usually be learned by the contract holder, but they are still treated as customs and will require the appropriate FS and rank on the holder’s behalf to learn for themselves. These are typically registered in the Summon registration.

Note that summons that lack any sort of way to form hand seals can generally just perform jutsu without them.

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SUMMON LIMITATIONS
A Kuchiyose user is only able to summon a summon of equal or less SP than their own TCP. For example, a character with 6k TCP would only be able to summon companions with less than 6k SP(meaning D-B rank summons, most likely).

USAGE OF MULTIPLE SUMMONS
A Kuchiyose user is limited on how many companions they can summon out at once. This is determined by the Kuchiyose user's TCP, which then acts as a cap on the sum of the total SP from summons that can be out at any one time. For example: A 6k CP Kuchiyose user can have a total of 6k SP out at any one time, split however they choose. This could take the form of one 6k SP summon, a 4k SP summon and a 2k SP summon, or perhaps 3 different 2k SP summons. Note that this cap is also affected by a Kuchiyose user's skill in the Fighting Style(Minor, Major, or Specialist).

SUMMON DURATION
A summon will last for a certain amount of time during a topic. When that time ends, the summoning expires, and the summon disappears, returning to whence it came (it does not bring anything with it that it didn’t come with). A summon can feel when the summoning is about to expire. A summon will also be released if its stamina falls too low (roughly below 10%). This expiration occurs at the end of a post. A summon can be dismissed early, but this still only occurs at the end of a post (to prevent using this to avoid injury or death of the summon. I.e. you can’t dismiss a summon as a dodge). When a summon is dismissed for any reason, it cannot be summoned again in the same topic.

The Duration for Summons directly correlates with the chakra connection between the Summoner and the Summon which can only be determined via the Stamina stat of the Summoner. For each tier you can maintain a connection with a summon more actively and for a longer duration. It goes as follows.

Poor: Minors for 8 posts, Major and Boss cannot be summoned
Average: Minors for 10 posts, Majors for 6 posts, Boss cannot be summoned
Proficient: Minors for 12 posts, Majors for 8 posts, Boss for 6 posts
Masterful: Minors for 14 posts, Majors for 10 posts, Boss for 8 posts
Epic: Minors for 16 posts, Majors for 12 posts, Boss for 10 posts
Legendary: Minors for 20 posts, Majors for 16 posts, Boss for 14 posts
Godlike: Minors for 24 posts, Majors for 20 posts, Boss for 18 posts

SUMMON INJURY
When injured, a summon is released shortly after (at the end of a post). This injury should be significant enough to force it to rest, though a summon with high constitution may be able to carry on. After being injured, a summon cannot be used again for a certain period of time while it recovers. To regain a summon’s usage they need to spend WC equal to half the jutsu requirement of the summon (bought with WC or CP).

SUMMON DEATH
Summons are usually living creatures, and death is a danger on any battlefield. Animal summons can be killed (summons of other types that are non-living should define a reasonable way to destroy them), and when that happens, the summoning will expire (again at the end of a post), and the specific creature can never be summoned again (unless some force brings it back to life). Nothing really stops someone from registering a similar summon or whatever, or even just having a couple similar ones already registered ahead of time, but your contract and your summons should be considered a roleplay tool. If players roleplay it and are invested in their contract, the concept of a summon’s death could be a really cool thing. Other creatures in the contract may mourn, they may develop negative feelings for the person or faction responsible for the death, or they may even blame the summoner. Some creatures might even be indifferent, but the summoner might take it hard.

When a boss summon is killed, it is usually a big deal. A gap in power or leadership for the contract will need to be filled, and this is done by selecting an existing major summon to become the new boss. When a major summon is promoted to boss, it gains the additional 2000/4000 SP to distribute (depending on whether an A rank/B rank is the summon upgraded) .

CONTRACT TEMPLATE
Code:
[center][b]Name of Contract:[/b]
(What is the name of the contract? Ex. Frog Contract) 

[b]Signed by:[/b]
(list those who have signed the contract)

[b]Contract Type:[/b]
(animal/spirit/etc; blood/relic/seal/etc)

[b]Species:[/b]
(what animal is it?)

[b]Contract Abilities:[/b]
(list the contract abilities)

[b]Contract Description:[/b]
(take some time to describe the creatures found within the contract, their culture if they have one, where they may reside, and just general information about the creatures. [/center]
Summon Template:
Code:
[b]Name of Summon:[/b] (What is the name of the Summon (I.E. Gamabunta)) 

[b]Rank of Summon:[/b]

[b]Contract Abilities:[/b] (list the contract abilities)

[b]Summon Description:[/b] (take some time to describe the creature itself.) 

[b]Summon Stats:[/b]
[i]Strength:[/i]
[i]Constitution:[/i]
[i]Stamina:[/i]
[i]Agility:[/i]
[i]Dexterity:[/i]
[i]Wisdom:[/i]

[b]Summon Jutsu:[/b]

[i]SP Spent:[/i]
[i]SP Total:[/i]

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