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 Post subject: Character Mechanics
PostPosted: Mon Oct 14, 2019 8:57 pm 
Site Admin

Joined: Mon Nov 15, 2010 6:50 pm
Posts: 200
Character Mechanics

Here you will find almost all the information you need to create, maintain, and update your character on TNRPG.

Table of Contents

 Post subject: Re: Character Mechanics
PostPosted: Mon Oct 14, 2019 8:58 pm 
Site Admin

Joined: Mon Nov 15, 2010 6:50 pm
Posts: 200
Experience and Renown

Progression on TNRPG is handled through two currencies, Experience and Renown. Experience is the basic unit of progression on the site. A character will gain Experience for each post they make in a topic with other characters, with the specific value of each post being based on the actions that occur within it. Experience is used to purchase most Traits, the unique feats and abilities of your character. Your total Experience value is also used to determine your ability in various Statistics, also known as stats. A character can obtain up to a total of 10,000 EXP.

Depending on the actions performed in a post, its Experience value changes, as follows;
  • A social post is worth 5 EXP. With War Mode enabled, they are worth 10 EXP.
  • A shinobi post is worth 10 EXP. With War Mode enabled, they are worth 20 EXP.
  • Flashback posts are worth 5 EXP. They are not modified by War Mode.
  • Solo posts are worth 10 EXP. They are not modified by War Mode.

A social post is any post where a character is not progressing a mission, sparring, a genin training with a sensei (if genin), or engaged in combat. A shinobi post is any post spent engaging in the above-mentioned activities. Flashback posts are any posts made in a topic designated as a Flashback. A solo post is a post that can be made once a day by a player that does not need the presence of any other characters in the topic to count for Experience. If a solo post is made in a Flashback, it qualifies for Flashback experience.

Renown is the late-game currency of TNRPG, and is used to purchase the most powerful Traits available. It is gathered through specific actions, and is used to purchase Traits of A-rank and S-rank. A character may obtain up to a total of 2,500 Renown, through the actions below;
  • 100 Renown: Participation in a Plot Topic, Kage Summit, or the Chuunin Exams, Crafting a Mastercrafted Item
  • 200 Renown: Defeating a genin or chuunin, PC Mission completion
  • 300 Renown: Major combat, Defeating a jounin
  • 400 Renown: Partial village destruction, Defeating an ANBU
  • 500 Renown: Defeating a kage, Complete village destruction

Both Experience and Renown are kept track of in a character’s update thread, recoding EXP gains and expenditures after each topic, using the following format;
  • Experience: This is the amount of unspent Experience points you have accumulated.
  • Total Experience: This is the amount of total Experience you have, combining both spent and unspent. This cannot exceed 10,000.
  • Renown: This is the amount of unspent Renown you have accumulated.
  • Total Renown: This is the amount of total Renown you have, combining both spent and unspent. This cannot exceed 2,500.

 Post subject: Re: Character Mechanics
PostPosted: Mon Oct 14, 2019 9:06 pm 
Site Admin

Joined: Mon Nov 15, 2010 6:50 pm
Posts: 200

Statistics make up the meat of combat on TNRPG, augmented and accompanied by Traits. They are the measurement of your potential in a given category, and serve as prerequisites for Traits that allow you to perform incredible feats. There are six stats in total, which govern two broad aspects of play.

The first aspect is the comparative aspect. Comprised of Awareness, Reflex, and Skill, the comparative aspect focuses on the stats that compare against each other inside of combat. These stats are measured against each other as logical and appropriate to determine the success or failure of an attack.

The second aspect of play is the informative aspect, comprised of Constitution, Stamina, and Strength. These stats determine what occurs in the aftermath of an attack, but are not generally used to determine whether an attack is or is not successful.

All of these stats are measured in seven tiers, with Poor only being used to represent characters who have been injured or received specific debuffs. A character can increase their tier in a given stat through leveling up. A character levels up each time they accumulate 500 Total Experience, meaning a character’s total level is equivalent to their Total Experience divided by 500. Every time a character levels up, they gain a tier in any stat of their choice. The seven tiers, in ascending order, are as follows;
  • Poor
  • Average
  • Proficient
  • Masterful
  • Heroic
  • Epic
  • Legendary

Each tier is comprised of five advantages. These advantages between tiers are achieved from Traits and boosting techniques, not from the usual stat raises that come with each level. They are used to break ties between instances of the same tier (Epic +2 would triumph over just Epic, etc) and lessen the difference between a lower and higher tier, or vice versa. Five advantages to a single stat make a full tier boost to that stat. Each advantage in a stat modifies that stat’s numbers as appropriate (i.e., one advantage is one fifth of a tier, and each tier of Strength grants 5 Damage, meaning that each advantage in Strength gives 1 additional damage).

Checks are the method of comparing these stats against each other, performed in the instance of exclusive competition between the statistics of different characters. For example, if two players were attempting to determine which of their characters won in a race, they would directly compare their Reflex stats, and this Check would decide who won, lost, or if the contest was a draw. This is the most basic of examples and instances of Checks will occur in situations that occupy much more complex contexts, though they remain fundamentally the same.Checks will often be accompanied by other Checks between different Attributes.

A guideline of the power-level difference between a certain number of tiers are as follows (also listed are the number of Hand Seals that can be performed when that Skill Category is clashed with other stats in the breath of a single attack, uncontested you can perform unlimited seals):
  • Zero tiers: Equivalent [3 Hand Seals]
  • One tier: Slight discrepancy [ Advantage: 6 Seals | Disadvantage: 2 Hand Seals]
  • Two tiers: Moderate discrepancy [Advantage: 9 Seals |Disadvantage: 1 Hand Seal]
  • Three tiers: Large discrepancy [Advantage: 12 Seals| Disadvantage: No Hand Seals]
  • Four tiers: Outclassing [Advantage: 15 Seals| Disadvantage: No Hand Seals]
  • Five tiers: Dominating [Advantage: 18 Seals| Disadvantage: No Hand Seals]
  • Six tiers: Broken [Advantage 21 Seals | Disadvantage: No Hand Seals]

When comparing multiple stats at once, they can be judged separately with the chart, or added together and judged combined, as appropriate to the situation. If an uneven number of stats would be compared between two parties (i.e., comparing Awareness and Reflex against Awareness, Reflex, and Skill), then average the numbers and compare the results against the chart. Most attacks and clashes use a combination of Skill in addition to Awareness or Reflex.

All characters begin with Average in Strength, Constitution, Stamina, Reflexes, Awareness, and Skill. Skill is governed slightly differently, as described in its section below.

An explanation of each stat can be found below;

This stat represents the potential of your physical power, manifested as the amount of damage you deal to an enemy’s Durability on hit, noted as Durability Damage, or just Damage. It is generally compared when directly contrasted by an enemy’s Strength in a contest of sheer muscle. High tiers of Strength allow you to unlock specific Traits that let you apply your Strength in specific ways, such as breaking stone and metal with your strikes, or going into a frenzied rage to increase the power of your hits. The base amount of Damage dealt by a hit with a given tier of Strength is as follows;
  • Poor: 1
  • Average: 5
  • Proficient: 10
  • Masterful: 15
  • Heroic: 20
  • Epic: 25
  • Legendary: 30
This stat represents the potential of your natural resistances and physical hardiness. It is frequently used when compared against poisons, and to measure how much punishment you can take through the use of the Durability system. Higher tiers of Constitution grant you the ability to resist poisons and even gain a type of natural armor.

Durability represents your character’s ability to shrug off attacks, to take punishment and persevere, and to avoid debilitating damage. Think of these as a type of hit-points. When you are hit by an attack, you lose Durability based on the potency of the attack. When you are hit by an appropriate attack once all of your Durability is depleted (or an attack while you have Durability would exhaust all your Durability and bring you below zero), you suffer the effects of the technique or attack as normal.

At base (Average), a character begins each topic with 25 Durability. This number can be increased through the purchase of stat tiers and Traits. Each tier of Constitution beyond Average grants you 25 Durability, resulting in a chart as follows;
  • Poor: 0
  • Average: 25
  • Proficient: 50
  • Masterful: 75
  • Heroic: 100
  • Epic: 125
  • Legendary: 150

You begin with your full Durability at the beginning of each new topic, provided enough time as sensibly passed for you to regain any lost Durability from your previous topic. There also exists Armor, a number which, upon receiving damage, that damage is reduced by your Armor number before carrying over to your Durability. Armor is cumulative, but caps at 30.
This stat represents your energy levels and the number of jutsu and techniques that you can perform. It measures the raw potential of your chakra. It is used to perform techniques and jutsu. Higher tiers in Stamina can grant you the ability to use your raw exertion of chakra to alter the world around you. Each tier in Stamina gives you a number of Stamina Points, which are used up by techniques;
  • Poor: 25
  • Average: 50
  • Proficient: 100
  • Masterful: 150
  • Heroic: 200
  • Epic: 250
  • Legendary: 300

You begin with full Stamina at the beginning of each new topic, unless multiple topics are directly chronologically successive.
This stat comprises the potential of your general movement speed, as well as your reaction time. It is used when gauging movement speed, the speed of individual parts of your body for specific actions, or when reacting to events through the speed of your natural instincts. Higher tiers in Reflex grant you the ability to unlock specific Traits that harness your potential to perform various incredible feats. Examples include moving so quickly that you disappear from view, or leaving afterimages in your wake.
This stat comprises the potential of your general awareness, perception, and mental acuity. It is used when predicting enemy movement and locations, anticipating incoming attacks and actions, and generally perceiving the ongoings of the world around you. Higher tiers in Awareness grant you the ability to unlock specific Traits that harness your potential to perform incredible feats. Examples include unraveling the secrets of your enemies’ abilities with a glance, or even predicting the future.
This stat represents the potential of your ability and dexterity with various forms of combat. It is used when utilizing one of the forms of combat listed below, and to measure accuracy and trained instinct with said forms. Higher tiers of Skill grant you the ability to unlock specific Traits that harness your potential to perform incredible feats. Examples include weaving Hand Seals effortlessly into other actions, or superhuman abilities with a chosen weapon.

Skill is unique, in that it is actually seven substats, known as Skill Categories. The seven Skill Categories are treated as their own individual stats, and are acquired and raised separately of each other. The Skill Categories are as follows, broken into three types;

  • Bukijutsu: This measures your ability and talent with a melee weapon of your choice. You may learn this Skill Category multiple times, choosing a different weapon each time. You must have at least Average in this Skill Category to use techniques or make customs of this class.
  • Taijutsu: This measures your ability in bodily combat through use of martial arts. You must have at least Average in this Skill Category to use techniques or make customs of this class.

  • Kyūjutsu: This measures your accuracy and ability with a bow. You must have at least Average in this Skill Category to use techniques or make customs of this class.
  • Ninjutsu: This measures your ability to manipulate and control jutsu that allows for the freeform manipulation of material, such as Gaara’s sand or Water Heaven’s Convergence. [It does not govern all other ninjutsu.] This Skill also measures your general ability and potency with ninjutsu through Traits.
  • Shurikenjutsu: This measures your ability with throwing weapons and other projectiles, such as kunai, senbon, and shuriken. You must have at least Average in this Skill Category to use techniques or make customs of this class.

  • Hand Seals: This measures how quickly you are able to perform Hand Seals. This is not to say you cannot perform Hand Seals without this Skill Category, simply that tiers in this category increase your ability to quickly form Hand Seals in combat.
  • Kugutsu: This measures your ability to control and manipulate puppets. You must have at least Average in this Skill Category to use techniques or make customs of this class.

All characters begin with Average in three Skill Categories (one of their choice from each of the three types), but without ranks in any other. Characters can acquire additional Skill Categories though the [Diverse Training] Trait.

 Post subject: Re: Character Mechanics
PostPosted: Mon Oct 14, 2019 9:08 pm 
Site Admin

Joined: Mon Nov 15, 2010 6:50 pm
Posts: 200

Traits represent the ultimate level of customization offered by TNRPG. They are also the main method by which you measure progression, and represent training and feats that apply the raw potential that is represented by stats. As you post, your character will accrue Experience Points. These points passively upgrade your stats, but you will spend these points on purchasing Traits, which grant your character additional abilities. These might be elements, access to special technique types (called classes), enhancements and perks for your Skill Categories, or realms of expertise and knowledge.

There are six ranks of Trait, each purchased at a different cost;
  • D-rank: 100 Experience
  • C-rank: 300 Experience
  • B-rank: 500 Experience
  • A-rank: 250 Renown
  • S-rank: 500 Renown

A-rank and S-rank traits are among the most powerful abilities available on TNRPG, and as a result, can only be purchased with Renown. They are what you will spend your late-game currency on.

Traits are broken into eight categories (Chakra, Espionage, General, Knowledge, Skill, Special, Stat, and Will) for ease of categorization and ordering only, and these categories have no effect on gameplay. You may take as few or as many Traits from any combination of categories that you like, provided you do not exceed the Experience or Renown totals. Traits often have specific prerequisites that must be met for that Trait to be taken, so make sure you meet every requirement necessary for a given Trait.

There are a lot of Traits on TNRPG in order to maximize customization options. If you’re ever struggling to find something, remember that Control-F is your friend!

 Post subject: Re: Character Mechanics
PostPosted: Mon Oct 14, 2019 9:21 pm 
Site Admin

Joined: Mon Nov 15, 2010 6:50 pm
Posts: 200
Character Creation Information

You can find the character application here.

The first step in character creation is to choose a village. Then, you may register a character for one of the open shinobi ranks in that village.

All characters start with a certain amount of Experience (and for higher ranks, Renown), based on their shinobi rank;
  • Genin (D-rank): 1,000 Experience
  • Chuunin (C-rank): 2,500 Experience
  • Jounin (B-rank): 4,000 Experience, 250 Renown
  • ANBU (A-rank): 5,000 Experience, 500 Renown
  • Kage (S-rank): 7,500 Experience, 1,000 Renown

Once you have determined your starting Experience, it is time to determine your stats. You begin with Average in Awareness, Reflex, Constitution, Stamina, and Strength. For Skill, you choose three Skill Categories (one each from Combat, Ranged, and Finesse) to begin with at Average. You can acquire more Skill Categories later via the [Diverse Training] Trait. Next, calculate the number of stat tiers you get to distribute among your stats (this is equal to your Total Experience divided by 500). Then, distribute them appropriately among your stats.

Next, purchase Traits using your available Experience and Renown.

Characters begin with all techniques, up to their own letter rank, trained in the technique classes to which they have access. All characters have access to the ninjutsu class (and any elements purchased through Traits) by default. Access to other classes of techniques must be obtained through the appropriate Skill Category (for comparative classes such as Taijutsu) or through the appropriate Trait (for non-comparative classes such as Genjutsu). After creation, you can still learn additional techniques later, provided you meet their prerequisites, via wordcount-based training. To learn a technique via wordcount the costs are: 50 for D-Rank, 100 for C-Rank, 200 for B-Rank, 300 for A-Rank, and 500 for S-Rank.

Each character begins with three choices from the list of starting equipment. You may pick the same item more than once. The items you choose refresh at the start of a new topic, provided the new topic is not immediately linked to a preceding one. The list is as follows (you cannot choose items that the Item List specifies as needing to be crafted in-character);
  • A quiver of twenty arrows or bolts
  • A pouch of twenty senbon
  • A pouch of twelve shuriken
  • A pouch of ten makibishi
  • A holster of six kunai
  • A pouch of five smoke bombs or flash bombs
  • A pouch of three exploding tags
  • A holster of three scrolls
  • Two fūma shuriken
  • A length of rope, wire, or chain
  • A vial of Generic Poison
  • A bow or crossbow
  • A melee weapon of your choice
Note: You can always change your selection of pouches through your updates while in a friendly village.

Next, if this is your first character, you get to pick a selection off of the Restricted List for them.

With these mechanical choices complete, finish filling out your character’s personal information, such as name, age, personality, features, and appearance. Then, your character is complete! Wait for a staff member to review your application, and, once approved, you may begin roleplaying.

Note that while the choices you make do have impact, you can always change your mind later. By expending 500 unspent Experience (this cost removes it from your Total), you may remove a Trait that you know and choose a different Trait of the same price, provided you meet all prerequisites. Alternatively, you can move one stat raise to a different stat. If you are at cap, you may keep track of an additional 500 Experience to use for retraining.

Once your character is complete and approved, their further progress must be kept track of and recorded in their update thread. This includes EXP gains and expenditures, learned techniques, and et cetera.

The Character Cruncher is great way to help with the creation of your character and any future builds! Simply make a copy of the sheet and fill it in as you see fit. If you have any questions, @Rivu in the discord chat.

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