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[3] Specialty and Stat

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1 [3] Specialty and Stat on Sat Mar 10, 2018 5:03 am

Speciality System

Here on Naruto Nexus we have done our best to combine what are traditionally known as "stats" and "specialties" into one overarching philosophy. By combing the two into one set, governed by structure and handled by organization, we eliminate the need for tons of calculations and massive amounts of head-aches. This is the core of our characters here, it is the metric at which the players can measure themselves, against their opponents and themselves, allies and enemies, without over-complicating the vary nature of it all. We try and give freedom to our members, freedom to be and shape your character how you want, and directly determines the extend of their abilities. We leave it pretty open ended, want a D rank, that can sling Ninjutsu with the best of them, why not? That's what you focus on, that is what want to do, go for it.  

We have broken down our philosophy into two parts, Stats and Specialties. While overall they are simply know as S2, or S2, the encompass how we as staff feel about this particular information. They are handled differently, and the reason we call them Specialties and Stats is because how most people look at them.

Specialties are what may be considered " traits" "focuses" on other sites. They are the things that make your character stand out vs generic players. They tell us what your character specializes in.

Stats are what some may consider "metrics" "attributes" "combat prowess" on other sites. They generally have a negative connotation, and thus we have called them vices. "I want to be the fastest" is generally the most often sought one, but so is "massive chakra" or "super strong" idioms.
_____________________________________________________________________________________________________________________________________


Specialties

They are the things that make your character stand out vs generic players. They tell us what your character specializes in.

  The Specialty are as follows:


  • Ninjutsu ◀️ Ninja Techniques
  • Genjutsu ◀️ Illusion Techniques
  • Taijutsu ◀️ Body Techniques
  • Kuchiyose ◀️ Summoning Abilities/Techniques
  • Bukijutsu ◀️ Weapon Techniques
  • Iryo ◀️ Medical Techniques
  • Fuuinjutsu ◀️ Sealing Techniques
  • Kugutsu ◀️ Puppet Techniques
  • Hiden/Clan/Special/Fraction ◀️ Kekkei Genkai, Kekkai Tota, Secret Techniques (Hidan), Bijuu, Sage Mode, Curse Seals, Fraction etc-etc.


Every Specialty has 7 Degree's (Tiers if you will) ◀️ I-V, a Legendary Degree (VI), and in some instances, a "Perk" or "Reward" Degree (VII), which will be discussed in detail later. Please note, you can only have 1 Specialty with a Legendary Tier Degree, which is in combination of the other Degrees as well. As well as, the more Specialties you have, the more they cost to increase, outside your nominal skills, which will be discussed after Vices at the end of this post.

Stats

These are mainly passive skills that aid in combat situations, but can be used in other instances as well.

  The Stats are as follows:


  • Strength ◀️ Striking and Lifting Power
  • Agility ◀️ Movement Agility and Coordination Sense
  • Durability ◀️ Pain Threshold & endurance
  • Chakra Capacity ◀️ Amount of Chakra output each post
  • Perception ◀️ Awareness Ability
  • Intelligence ◀️ Mental Aptitude


Every Stat has 7 Degree's (Tiers if you will) ◀️ I-V, a Legendary Degree (VI), and in some instances, a "Perk" or "Reward" Degree (VII), which will be discussed in detail later. Please note, you can only have 1 Stat with a Legendary Tier Degree, which is in combination of the other Degrees as well.


Abilities

  Abilities are things that you would consider to be unique powers that a character can obtain, such as things granted from a bloodline or Jinchuuriki abilities. Non-clan or Non-jinchuuriki characters can also gain access to various abilities with investment into the Ability aptitude tiers. That said, the Ability aptitude is very different from the others as the effects gained from each investment vary based on a character's abilities, and Abilities also have separate investment requirements. More details on how that works will be indicated in the descriptions for each ability on their respective pages.

  Note that it is possible to create custom Abilities, but given the nature of them, they will be modded very closely. More information on that can be found in the Custom Creations guide.

Investment

  Newly created characters begin with the first degree unlocked in the following categories:

      Ninjutsu || Taijutsu || Genjutsu || Chakra Capacity || Agility || Perception || Intelligence


  Those that start as part of a clan or as Jinchuuriki also begin with one tier in the Ability Virtue - to compensate, those that do not possess either of these have an additional 25 Funds to spend during initial creation.

  In order to "upgrade" your character's Specialties and Stats, you need to use the funds you acquire through roleplaying (as well as the points you start out with) to spec into the various trees available.



Last edited by NN Admin on Sat Jun 09, 2018 10:54 pm; edited 11 times in total


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2 Re: [3] Specialty and Stat on Sat Mar 10, 2018 5:03 am

Specialties


Ninjutsu


  Ninjutsu (lit. "Ninja Techniques") refers to almost any technique that allows the user to do something that they otherwise would be incapable of doing, including, but not limited to, manipulation of elements, transformation, and even aiding the ninja in evading attacks. Arguably one of, if not the, most common aptitudes, its flexibility makes it incredibly useful to have, even at lower levels.

These are the people who combine their physical and spiritual chakra well enough to form incredible corporeal constructs. Most commonly, individuals will learn to channel their innate Nature Transformation and utilize it to do combat.

  The tier levels for Ninjutsu are as follows:

  • Tier I (Rookie): Able to use D-Rank jutsu.
  • Tier II (Apprentice): Able to use C-Rank jutsu.
  • Tier III (Adept): Able to use B-Rank jutsu.
  • Tier IV (Expert): Able to use A-Rank jutsu.
  • Tier V (Master): Able to use S-Rank jutsu.

  • Legendary: Ninjutsu purchase costs are reduced by 15% (no jutsu can go below a cost of 4 Funds).

  • Bonus Tier: Reduce hand seal amounts necessary for a chosen ninjutsu technique by 1 per investment, not to go below the following:

          D-Rank: N/A
          C-Rank: 1 hand seal
          B-Rank: 2 hand seals
          A-Rank: 4 hand seals
          S-Rank: 5 hand seals


Taijutsu
  Taijutsu refers to any form of techniques involving martial arts or optimization of natural human abilities. In simpler terms, Taijutsu is hand-to-hand combat.

  Taijutsu does not typically require hand seals to perform, but occasionally makes use of various styles (referred to as Styles), and are thus far quicker to use than most other jutsu types.

  Taijutsu does not typically require chakra, and is instead executed by accessing physical and mental energies alone - but chakra can be used to enhance taijutsu techniques, primarily by adding elemental properties to attacks (such as flaming kicks and punches). However, in order to provide some measure of balance between physical exhaustion and chakra exhaustion for combat while maintaining simplicity, taijutsu's costs are reflected via the user's chakra rather than having a measure of stamina (mental and physical energies). (See the Bukijutsu & Taijutsu guide for more information.)


  The tier levels for Taijutsu are as follows:

  • Tier I (Rookie): Able to use D-Rank techniques.
  • Tier II (Apprentice): Able to use C-Rank techniques.
  • Tier III (Adept): Able to use B-Rank techniques.
  • Tier IV (Expert): Able to use A-Rank techniques.
  • Tier V (Master): Able to use S-Rank techniques.

  • Legendary: The cost of Increasing Strength, Agility, and Durability trees are reduced by 10 Funds per tier.

  • Bonus Tier: Gain access to 1 additional Style per investment.



Genjutsu


  Genjutsu is a category of jutsu with effects that are purely illusions - they affect the mind rather than the body. Like ninjutsu, genjutsu requires the use of chakra and hand seals, but its main purpose is to cripple the opponent's willpower in order to win.

  While there are many genjutsu that freeze an opponent in place, it's important to note that one cannot use this as a method to prevent the opponent from moving so that the caster can move in for the killing blow - maintaining genjutsu, especially stronger ones, requires a lot of concentration, thus keeping the caster occupied during the initial phase of the jutsu. (See the Genjutsu guide for more information)

  The tier levels for Genjutsu are as follows:

  • Tier I (Rookie): Able to use D-Rank jutsu.
  • Tier II (Apprentice): Able to use C-Rank jutsu.
  • Tier III (Adept): Able to use B-Rank jutsu.
  • Tier IV (Expert): Able to use A-Rank jutsu.
  • Tier V (Master): Able to use S-Rank jutsu.

  • Legendary: Genjutsu purchase costs are reduced by 15% (no jutsu can go below a cost of 4 Funds).

  • Bonus Tier: Increase the cost of getting out of a chosen genjutsu by 2 per investment (max 5 investments per jutsu).



Bukijutsu


  Bukijutsu refers to techniques that require the use of weaponry. While most ninja have a basic grasp of the most common ninja weapons and tools, such as kunai and shuriken, this is an Virtue that is very flexible - bukijutsu can be used in combination with other Virtues in order to achieve more powerful, devastating effects.

  The ability to use and hone weapons, specializes in the use of weapons, arms and armor to handle the majority of the combat. Bukijutsu is tricky, however it is not without its rewards, thus we have a separate topic for bukijutsu.
(See the Bukijutsu guide for more information.)

  The tier levels for Bukijutsu are as follows: Everyone receives 1 Focus, additional focuses see notes

  • Tier I (Rookie): Able to use D-Rank jutsu. Able to purchase up to C-Rank weaponry.
  • Tier II (Apprentice): Able to use C-Rank jutsu. Able to purchase up to B-Rank weaponry.
  • Tier III (Adept): Able to use B-Rank jutsu. Able to purchase up to A-Rank weaponry.
  • Tier IV (Expert): Able to use A-Rank jutsu. Able to purchase up to S-Rank weaponry.
  • Tier V (Master): Able to use S-Rank jutsu.  All of the user's weapons are chakra conductive, no matter the weapon's rank.

  • Legendary: In addition, the user can purchase a single extra ability slot on a maxed S-Rank weapon to improve its utility (no power/damage additions). Weaponry purchase costs are reduced by 15%.

  • Bonus Tier: Gain access to 1 additional Focus per investment.



Kugujutsu


  Unlike the other aptitudes, Kugujutsu is not a category of jutsu. Instead, is a ninjutsu-based fighting style that involves the use of puppets to fight rather than the user fighting themselves. Those that utilize Kugutsu are thus known as puppeteers.

  Kugujutsu uses chakra threads (ninjutsu) to control puppets from a distance - these chakra threads can be used to move the puppets as well as activate traps or hidden weapons on the puppets. The number of threads (and thus, the number of puppets a user can control) increases with skill. In addition, the higher the skill of the user, the less strings needed to control a puppet. Some highly skilled users are capable of controlling an entire puppet using a single chakra thread. (See the Kugujutsu Guide for more information.)

  The tier levels for Kugujutsu are as follows:

  • Tier I (Rookie): Able to access D-Rank puppets and techniques. At this level, the user can only control a single puppet and must use both hands.
  • Tier II (Apprentice): Able to access C-Rank puppets and techniques. Can use 2 Puppets, they move at your speed. 5 Fingers for each puppet
  • Tier III (Adept): Able to access B-Rank puppets and techniques. Can use 4 Puppets, up to 20 meters, C rank every 2 posts. Using 2 Puppets, move at your Agility, using 3 through 4, they all move at -1 Degree your Agility
  • Tier IV (Expert): Able to access A-Rank puppets and techniques. Control as many equal to your speed + intelligence, up to 30 meters, C rank every 3 posts. Using 1, it moves at +1 Degree your Agility, using up to 4, move at your own Agility, using 5 or 6, move at -1 Degree your Agility.
  • Tier V (Master): S-Rank puppets and techniques. Create puppets equal to your rank, and control as many equal to your speed + intelligence. Up to 40 meters, C rank every 5 posts. Using up to 3 move at +1 Degree your Agility, using up to 6 move at your normal Agility, and using up to 8 move at -1 Degree your Agility.

  • Legendary: The user is now capable of minor sensory extension through their puppets (think Kankuro during the chuunin exams) and their chakra strings are more difficult to see with standard sensory capabilities.

  • Bonus Tier: Reduces the slot requirement for Puppets when sealed within a scroll by 5% (Rounded down to the nearest whole number) per investment, capping at 10 investments, but a puppet cannot take up less than 1 Slot.



Iryō Ninjutsu


  Iryō ninjutsu is a branch of ninjutsu that focuses on healing, but also includes the manipulation of the user's and other's bodies. Due to the nature of this category of ninjutsu, it requires a lot of chakra control (not confused with Ninjutsu Virtue) and extensive knowledge on the human body, herbs, medicines, and poisons.

  It's important to note that while this aptitude has a focus on healing, the knowledge required can also be applied to damaging techniques, so it also has offensive applications. (See the Iryo Ninjutsu guide for more information.)

  The tier levels for Iryō Ninjutsu are as follows:

  • Tier I (Rookie): Access to D-Rank jutsu.
  • Tier II (Apprentice): Access to C-Rank jutsu.
  • Tier III (Adept): Access to B-Rank jutsu, can perform transplants.
  • Tier IV (Expert): Access to A-Rank jutsu, can perform transplants with a higher success rate.
  • Tier V (Master): S-Rank jutsu, can perform transplants with a higher success rate.

  • Legendary: The user now has a transplant success rate of 90%.
  • Bonus Tier: Reduce chakra cost by 5% per investment, up to 30%.



Fuuinjutsu


  Fūinjutsu refers to sealing techniques. These are the jutsu used to seal objects, living beings, chakra, other things within other objects, be they weapons, scrolls, or even sealing things within a living creature. This also includes the unsealing of sealed objects, etc. In addition, fūinjutsu can be used to create barriers and restrict movement. While fūinjutsu doesn't directly have offensive capabilities, it has a lot of utility and can have a huge impact on the conditions of the battlefield. Not only that, but it can be used to seal and unseal techniques, including elemental ninjutsu, which can then be redirected at an opponent. Masters of fūinjutsu are powerful in their own rights as they likely have knowledge of seals to do just about anything, and unlike genjutsu, removing a seal is not a simple task by any means. (See the Fūinjutsu guide for more information.)

  The tier levels for Fūinjutsu are as follows:

  • Tier I (Rookie): D-Rank jutsu
  • Tier II (Apprentice): C-Rank jutsu
  • Tier III (Adept): B-Rank jutsu
  • Tier IV (Expert): A-Rank jutsu
  • Tier V (Master): S-Rank jutsu

  • Legendary: Seals can be applied to any surface or even burned into the air via chakra at no additional cost.

  • Bonus Tier: Reduces the slot requirement for anything when sealed within a scroll by 10% (Rounded down to the nearest whole number) per investment, capping at 10 investments, but a technique cannot have a requirement of less than 1 Slot.



Kuchiyose

  Put simply, the Kuchiyose aptitude dictates your skill with summoning, which is reflected in your ability to summon more powerful animals, as well as being able to better combine your techniques with theirs. While anyone is able to acquire a summoning contract, without investment, their summons will be of low rank and power. Aside from what is dictated by the tiers, you aren’t limited to summoning animals that are “weaker” than you. (See the Summoning guide for more information.)

 
The tier levels for Summoning are as follows:

  • Tier I (Rookie): 1 Summon maximum. Able to acquire D-Rank summons. Single summons are available at this tier.
  • Tier II (Apprentice): 2 Summons maximum. Able to acquire C-Rank summons. Single and swarm summons are available at this tier.
  • Tier III (Adept): 3 Summons maximum.Able to acquire B-Rank summons. Single, swarm, and twin summons are available at this tier. Able to perform up to B-Rank combo techniques with your summons.
  • Tier IV (Expert): 4 Summons maximum. Able to acquire A-Rank summons. Single, swarm, and twin summons are available at this tier. Able to perform up to B-Rank combo techniques with your summons.
  • Tier V (Master): 5 Summons maximum. Able to acquire S-Rank summons. All types of summons are available at this tier. Able to perform up to A-Rank combo techniques with your summons.

  • Legendary: 7 Summons maximum. Combination Techniques purchase costs are reduced by 15% (no jutsu can go below a cost of 4 Funds).

  • Bonus Tier: Increase a chosen summon’s chakra capacity by 10 CP per investment.




Ability

      Since the exact details of this tier tree is dependent on the ability, this information will be listed on any respective pages (such as clan info pages or the bijuu listing).



Last edited by NN Admin on Sat Jun 09, 2018 11:03 pm; edited 7 times in total


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3 Re: [3] Specialty and Stat on Sat Mar 10, 2018 5:03 am

Stat Guide

CHAKRA

  Chakra, as the name implies dictates how much chakra your character is able to mold in a single post - and they can use no more than that per post. Chakra is shown as "Chakra Points (CP)".
 
With no investment, allows one to expend 50 Chakra a post.

  • Degree I: At this tier a user has access to 70 CP. - 5% Global chakra cost reduction
  • Degree II: Allows one to expend 100 Chakra a post - 10% Global chakra cost reduction
  • Degree III: Allows one to expend 140 Chakra a post. - 15% Global chakra cost reduction
  • Degree IV: Allows one to expend 160 Chakra a post. - 20% Global chakra cost reduction
  • Degree V: Allows one to expend 180 Chakra a post. - 25% Global chakra cost reduction
  • Degree VI: Allows one to expend 200 Chakra a post. - 30% Global chakra cost reduction
  • Bonus Degree: Each investment into the bonus tier grants an additional 50 chakra per post.
    Can purchase once - Additional 5% Global chakra cost reduction.


STRENGTH

  The core power behind the physical fighter, strength is a determining factor for many combat situations. It is the most necessary skill for those who wish to concentrate on hand-to-hand combat, and a very useful skill for weaponry specialists, with the force behind a weapon being determined entirely by this attribute. It does not only improve arm strength either - strength is used to determine the power of elbow-attacks, knee-attacks, kicking, head butting, and a variety of other physical techniques, making it the ideal tree for Taijutsu users. Jumping height and one's ability to lift heavier objects are also benefits of Strength.

 
Without investment (at 0), a user is capable of 25kg[55lbs] lift and 1m standing jump height.

  • Degree I: 50kg [110 lbs.] Lift | 2m standing jump height. | A Shinobi is capable of punching through boards of wood.
  • Degree II: 100kg Lift [220 lbs.] Lift | 4m standing jump height. | A Shinobi is capable of denting solid wood such as trees and such.
  • Degree III: 170kg Lift [374 lbs.] Lift | 6m standing jump height. | A Shinobi is capable of breaking concrete or rock.
  • Degree IV: 220kg [485 lbs.] Lift | 8m standing jump height. | A Shinobi is capable of inflicting simple fractures with an attack.
  • Degree V: 270kg [596 lbs.] Lift. | 10m standing jump height. | A Shinobi is capable of breaking all but the strongest bones with an attack.
  • Degree VI: 320kg [705 lbs.] Lift | 12m standing jump height. | A Shinobi is capable of denting or bending solid metal and punching through thin metal.
  • Bonus Degree: Additional 25kg [55 lbs] Lift | 1m standing jump height per investment. Cap at raw 25m jump height.




AGILITY


  Agility revolves around two major abilities for combat: evasion and coordination. The evasion benefit provided by agility is the ability to move silently - other aspects of evasion, such as hiding ability, are determined by other factors. With regards to coordination, not only do those who invest their time in this tree gain incredible flexibility, but also unmatched body movement. This includes the running speed and the speed in which one's body parts move.

  While agility grants quicker movement, a character's evasiveness is determined by a combination of agility and perception, as well as the opponent's agility. Additionally, the higher an opponent's perception is, the more likely they are to detect even the most stealthy of characters.

  It's important to note that stealth is negated by the use of high speeds, beginning at the Tier III maximum speed, and it takes a few moments to build up to maximum speed. You cannot reach your top speed immediately after you begin moving. At Tier III and beyond, moving at maximum speed you are not moving silently.

  Running speed is measured in meters per second. 1m = ~3.2ft.

  When comparing speeds during combat, treat it like Endurance vs Strength - look at the tier numbers rather than the exact speeds.

 
Maximum sprinting speed with no investment is 3m/s.

  • Degree I: Maximum sprinting speed is 7m/s. Strike non-moving distant objects within an 8cm inaccuracy.
  • Degree II: Maximum sprinting speed is 9m/s. Strike non-moving distant objects within a 6cm inaccuracy.
  • Degree III: Maximum sprinting speed is 11m/s. | Silent when moving across solid surfaces. [ie. hardwood, marble, carpet, grass, etc.] Strike non-moving distant objects within a 4cm inaccuracy.
  • Degree IV: Maximum sprinting speed is 13m/s. | Silent when moving across any terrain. [ie. gravel, sand, tree trunks, etc.] Strike non-moving distant objects within a 2cm inaccuracy.
  • Degree V: Maximum sprinting speed is 15m/s. | Silent & unwavered when moving across fragile decorations and floors. [ie. twigs, leaves, pitfalls, quicksand, etc.] Strike non-moving distant objects within a 1cm inaccuracy.
  • Degree VI: Maximum sprinting speed is 20m/s. | Silent moving regardless of surface. Strike non-moving distant objects with perfect precision (within reason).
  • Bonus Degree: Increases your maximum sprinting speed by 2m/s per investment. Cap at 36 m/s


Durability

  High endurance will allow one to endure lethal attacks, survive blistering heats, and even tank high-ranked jutsu with ease. endurance also allots for the ability to fight in physical combat for a long period of time provided you are not utilizing chakra, meaning that the higher your endurance tier, the less likely you are to tire in an average fight with minimal chakra usage. However, durability does not account for genjutsu, but the pain threshold does, so a high durability can make using pain to get out of a genjutsu problematic. It's important to remember what while endurance allows you to resist pain, it doesn't make you immune to pain, damage, or environmental effects - it simply allows you to ignore the pain and continue fighting, and allows you to ignore the effects of extreme temperatures (i.e. you are able to continue moving at normal speeds in colder environments, and you aren’t exhausted as quickly in higher temperatures). Note that endurance does not keep you from being set on fire, frozen, etc - but you will be able to shrug of the heat much more easily.

 
Default temperature endurance is 15C° temperature fluctuation from room temperature (20C°) with no investment, and it increases by 5C° per tier.

  • Degree I: The user may act as if the physical damage from D - Rank techniques are one rank lower in terms of pain.
  • Degree II:The user may act as if the physical damage from D - Rank techniques are one rank lower in terms of pain.
  • Degree III: The user may act as if the physical damage from C - Rank techniques are one rank lower in terms of pain.
  • Degree IV: The user may act as if the physical damage from B - Rank techniques are one rank lower in terms of pain.
  • Degree V: The user may act as if the physical damage from A - Rank techniques are one rank lower in terms of pain.
  • Degree VI:The user may act as if the physical damage from S - Rank techniques are one rank lower in terms of pain.
  • Bonus Degree: With each investment, the pain rating is decreased by one rank for each tier, starting at Tier III, and only once for each (a maximum of 4 investments). Temperature endurance is also increased by 5C° per investment (no hard cap).



  When comparing endurance to physical attacks by someone with a high strength attribute, the extent that you’re able to ignore the pain and damage depends on the number value of your endurance tier versus the number value of their strength tier. If you are at an even numbered tier with your opponent, you will be able to ignore the pain, and the damage is not as severe. 1 below, and you will still experience/be minimally affected by the pain, but the damage is still less severe than it normally would have been. 2 or more below, and the damage remains the same, but the extent to which the pain affects you is higher for each tier. If you are above you opponent’s strength tier number, the damage is significantly less, and there is no effect from the pain.


Reaction/Perception

  The ability to react with enough time is extremely important, as well as the ability to track one's movements/abilities. Reaction is your ability to generate movement to react to a situation. It is also situational, even if you can react, it doesn't mean you are able, you might be frozen or paralyzed. Perception is your ability to track physical movements in detail, noticing hand-signs and what they are, tracking someone's movements.

Reaction/Perception Perception has two major bonuses; the first being the more obvious one. It gives one better awareness of surroundings, and consequently a resilience to stealth or other underhanded tactics.

  While high Perception allows easier detection of others, if the target has high Agility this becomes more difficult.

  Note that while Perception allows you to notice and pick up on movements faster, this is only a mental reaction, and being able to dodge faster movements requires the ability to move faster (which is achieved through the Agility tree). Thus, high Perception alone does not allow you to become more evasive (but it helps to increase that ability significantly with enough investment).

  Reduction of standard sensory ability by means of an Affliction such as Blindness or Deafness can allow some form of negotiation with the site staff in regards to the bonuses granted by each tier of perception.

 
Perception is the only Vice that allows a character to utilize Sensory Techniques.

  • Degree I: Standard Sensory Ability found in a standard humans, user possesses minor sensory imperfections, none of which are overly hindering. You lack the focus needed to notice that you are in a genjutsu.
  • Degree II: Slightly above average level of Sensory Ability found in standard human (clearer hearing and sharper vision). Can learn basic Tier I Sensory Techniques
  • Degree III: Well above average level of Sensory Ability compared to the standard. This tier grants a character perfect 20/20 vision along with a slight increase to their sense of depth perception, additionally they gain a slightly more sensitive level of hearing. Also a character with this level of perception is able to track the speed and stealth granted to a Shinobi possessing Tier III Agility.
  • Degree IV: At this Tier the user is granted an exceptional level of hearing, allowing for them to detect movement within a radius of three meters the smallest of sounds such as light footsteps or the rustle of air, breathing and even their smell. While the distance of their sight is not increased, they gain a level of clarity over their vision, allowing for a better detection of details as well as the ability to track the speed and stealth of a Shinobi with Tier VI Agility. Can learn basic Tier II Sensory Techniques
  • Degree V: The hearing levels of the users are heightened to the point where they are capable of detecting and pinpointing the general location of sounds within a 9m radius of themselves. Not only does the sight of this Shinobi increase to that level where they are able to track the speed and stealth of a Shinobi with Tier V Agility, but they also gain a minor increase to their low-light vision, allowing for better perception in ill lit environments. Can learn basic Tier III Sensory Techniques
  • Degree VI: The hearing levels of the users are heightened to the point where they are capable of detecting and pinpointing the general location of sounds within a 15m radius of themselves. Not only does the sight of this Shinobi increase to that level where they are able to track the speed and stealth of a Shinobi with Tier VI Agility, but they also gain a minor increase to their low-light vision, allowing for better perception in ill lit environments. Additionally their sense of touch is increased to the point where their sense of spacial proximity is at such a level that they can sense an object within 1m of their body even if they are unable to see it. Sensory Techniques require 20% less chakra.
  • Bonus Degree: Increase radius of detection by an additional 5 m radius. Sensory upkeep for techniques is decreased by 1/2. (Can only purchase once)



INTELLIGENCE

  Intelligence is a measure of your characters brain, his ability to think, both abstract and intuitively. Intelligence is excellent for ninja who wish to become sages, hermits, masters of the occult. It is a measure of your natural talent, and gives benefits to your character over their entire life. Intelligence is also used in measuring the grasp of a genjutsu and one's ability to get out of it.

A rather odd attribute, but very important. Intelligence is one's main defense against genjutsu and illusion mechanisms. Intelligence allows you to use genjutsu kai against genjutsu equal to your intelligence degree. An important part of intelligence is that if your intelligence is 2 ranks higher than a genjutsu used against you, you can dispel any stacked genjutsu so long as they are the same rank.

 

Intelligence is more utilitarian than direct combative. See the below guide.

  • Degree I: Allows a character to posses one element.
  • Degree II: Allows a character to possess Two elements.
  • Degree III: Allows a character to possess three elements. 10% Word Count Reduction on training
  • Degree IV: Gain 1 Free C rank Special Characteristic. Allows a character to possess four elements.
  • Degree V: Allows a character to possess five elements. 15% word count reduction on training.
  • Degree VI:  Gain 1 Additional Extra Special Characteristic (Starting at C Rank). Add 10% to any site rewards/bonuses you earn
  • Bonus Degree: 20% word count reduction on training. Increase one Virtue by one level once. (Can only purchase once)


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