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PostSubject: Crisis: Stat and Experience System   Crisis: Stat and Experience System Icon_minitimeSun Jun 02, 2019 11:00 pm

Experience & Stat Guide
Here on Crisis, we focus more on a stat system to determine individual strengths and weaknesses rather than based off of rank. While rank is important and defines the general sense of a shinobi's ability, rank is more of a feature designated to determine someone's responsibilities.

Characters start with the following total stat points to distribute:

E-Rank: 10 points
D-Rank: 70 points
C-Rank: 140 points
B-Rank: 210 points
A-Rank: 280 points
S-Rank: 350 points
SS-Rank: 420 points

-Clans-

Any Generic character, Those without clans, will gain a 20 point passive boost to use when doing their stats. This is to give them a slight edge against those with clans. Such as if you start with 280 you get 300

Different Clans will be allowed different passive boosts which should be added to the Clan app.

Stat point Gaining:
There are two ways to gain stats in the ninja world. The first and most used way is through word count. The other way is through the Experience route in which different Character Development Topics, Event Topics, and Mission Topics give you Exp Points to spend on Stats, Specialties, Jutsu, or Items.

-Exp Stat Gain-

During certain Character Development Topics a character Gains Experience from the approval of a staff member. Missions and Events are guaranteed to give a character experience, and different Topics such as, Team Training, Wars, Fighting a kage, and such can allow someone to gain Experience.

-WC Stat Gain-  


For every 100 words done through Word Count training, the Character will gain 1 stat point. All Word Count topics must specify which area is being trained.  After gaining 25 points, the word count will increase each time. This means that if you have already trained has 25 stats already the next one will cost 125 words instead of 100. Note that this includes starting stats, so while academy students could train their first 13 non-starting stats for 100 words each, S rank shinobi would require 350 per stat gained, until they hit 275, at which point it increases by 25 again.
Example:
First 25 Stats = 100 words each
Second 25 = 125 words each
Third 25 = 150 words each

Stats
Strength: Strength governs your physical might. This includes things such as lift weight, withstanding knock-back and of course, physical damage inflicted. There are a few sub-stats involved with Strength as well.
Lift weight: 1 Point equals 5lbs weight. This ties into the Weapon Guide's "overburdening" So please pay attention.
Knock-back: Withstand attacks up to 20% weaker than your Strength stat.
Jumping: Jump distance is 1/4th Strength stat in meters.
Melee Weapons: 1/2 Strength+Weapon damage.

Speed: Speed governs your movement as well as your reaction time. 1 Point in Speed stat grants a movement boost of 1 meter per second. Reaction Time is +25points above your own Speed. Every 10Points difference after that becomes increasingly difficult.
Projectile Speed: Speed+Strength/2
Projectile Damage: 1/2 Strength+Weapon damage.

Endurance: Endurance governs your health, your ability to survive. The higher Endurance is, the more damage you can take before being rendered unconscious or dying. Endurance is more of an “armor” or resistance stat here on Crisis. Far too often have we seen most places place very little value into actual protection. Here, Endurance has a formula. 1 Point in Endurance protects you from 1 jutsu power. After you reach 400 Endurance, the Endurance formula lessens to 1 Point of Endurance for .5 Point of jutsu power(meaning after 400 Endurance, you must spend 2 stat points to increase your Endurance stat by 1 whole point). Before damage is applied to you, the amount of Endurance you possess is subtracted from the power of the jutsu used against you. Meaning if you have 100 Endurance and are hit by a 300 Jutsu power, you are instead damaged for 200 jutsu power.
100: Minor bruising & lacerations/ 1st degree burns-small area.
200: Moderate bruising & lacerations/ 1st degree burns- medium area. 3 posts w/o passing out, 5 posts drown/suffocate.
300: Heavy bruising & lacerations/1st degree burns- large area.
400: Minor bone damage & shallow cuts/ 2nd degree burns-small area. 5 posts w/o passing out, 7 posts drown/suffocate.
500: Moderate bone damage & 1"deep cuts/2nd degree burns-medium area.
600: Heavy bone damage(Compound fractures) & 2"deep cuts/2nd degree burns- large area. 7 posts w/o passing out, 9 posts drown/suffocate.
700: Extreme bone damage(Full break) & 3"deep cuts/3rd degree burns- medium area.
800: Maximum bone damage(Shatter) & 4"deep cuts/4th degree burns-medium area. 9 posts w/o passing out, 11 posts drown/suffocate.

Chakra: Chakra stat governs both your chakra pool, as well as your chakra potency. Each point placed into Chakra, grants your character a +10 to chakra pool. Chakra potency determines the power of your jutsu based on a multiplicative value of ChakraXJutsu Rank. Certain abilities, skill or KKGs may increase your chakra multiplier.
D Rank: 1 X Chakra
C Rank: 2 X Chakra
B Rank: 3 X Chakra
A Rank: 4 X Chakra
S Rank: 6 X Chakra
SS Rank: 8 X Chakra
X Rank: 10 X Chakra
An example of this is a character with 50 Chakra stat, who uses an A Rank jutsu. 50(Chakra stat) X 4(Rank of jutsu is A)=200 jutsu power.

Crisis: Stat and Experience System 2f8IsUa




-The Stat Advantages-
These are the differences that people can have in stats while experiencing different amounts of advantages.  At Crisis, there are no measurable comparisons for stats. We’ve designed it to be like this purposefully, in the attempt to minimize the level of micromanagement that would be necessary. All that matters is 90 speed is faster than 75 speed.  As such, here are the differences in stats and how they are managed when comparing them between characters: (it should always be noted that these comparisons aren't 100% concrete. Specifics can and will change the circumstances. Ex. Chidori is a specialized piercing technique and will have more advantage when it comes to durability. Be fair and reasonable about this.)

No Advantage:  If the smaller number is within 5% of the higher number, neither side experiences any advantages and it is treated as if they have the exact same number should it come to it. 
Ex. Higher stat: 100  /  Lower stat: 95-100
Speed vs. Speed: Opponents can comfortably keep up with each other.
Strength vs. Strength: Opponents would lock into a stalemate if they tried overpowering one another.
Strength vs. Durability: Opponents can trade a few blows with each other, but they are by no means immune.  It will begin to add up.

Slight Advantage:  If the smaller number is within 10% of the higher number, the person with the lower number has a slight disadvantage. They may be able to keep up for a total of 4 posts, but they will eventually be worn down and they will fatigue much more quickly when overexerting themselves in that way.
Ex. Higher stat: 100  /  Lower stat: 90-94
Speed vs. Speed: Opponents can keep up with each other.  Disadvantaged opponent cannot keep up for extended periods of time without tiring very quickly.
Strength vs. Strength: Opponents can keep up with each other in limited contact.  Given time, the weaker opponent will give out and tire very quickly.
Strength vs. Durability: Strength advantages mean the opponent can take just a couple blows before minor injuries begin to occur.  Durability advantages can take a few more blows before injuries begin to set in.

Moderate Advantage:  If the smaller number is within 20% of the higher number, the person with the lower number has a moderate disadvantage.  They can only keep up for a total of 2 posts, and trying will just exhaust them.  It is best to simply find another way to combat their opponent rather than keep trying to match them in this stat.
Ex. Higher stat: 100  /  Lower stat: 80-89
Speed vs. Speed: The slower opponent can only keep up for a post or two before tiring.  From there, only a post or two more before they simply cannot keep up.
Strength vs. Strength: The weaker opponent begins showing disadvantage, though only slightly, in even limited contact.  In extended contact, their disadvantage is much more obvious.
Strength vs. Durability: The strength advantage will immediately begin inflicting minor injuries on the opponent before progressing to more sever ones as time runs on.  The durability advantage can take a few hits before progressing to some minor injuries, but injuries won’t really get worse than that.

Heavy Advantage:  If the smaller number is within 30% of the higher number, the person with the lower number has a heavy disadvantage.  They have no hope of keeping up and shouldn’t even try.  They should avoid matching up to their opponent with this stat at all costs. 
Ex. Higher stat: 100  /  Lower stat: 70-79
Speed vs. Speed: The slower opponent cannot keep up, and trying will just exhaust them.
Strength vs. Strength: The weaker opponent is overpowered even in limited contact.
Strength vs. Durability: For a strength advantage, blows will land harshly and painfully.  Avoid taking these hits.  For a durability advantage, you can shake off a lot of these blows before beginning to really experience any damage.

Massive Advantage;  If the smaller stat is within 40% of the higher stat, the person with the lower stat has a massive disadvantage.  Matching up in this stat will be the death of them and it will prove to be their greatest mistake.
Ex. Higher stat: 100  /  Lower stat: 60-69
Speed vs. Speed: The slower opponent is easily outclassed.
Strength vs. Strength: The weaker opponent is easily outclassed.
Strength vs. Durability: For a strength advantage, injuries are immediately rather sever.  Taking a couple of these will render them incapable of fighting back.  For a durability advantage, it takes quite a bit to wear you down, but a lot of hits can and will add up.

Incomparable Advantage:  If the lower stat is anything more than 40% less than the higher stat, the person with the lower stat has incomparable disadvantage.  Don’t do it.
Ex. Higher stat: 100  /  Lower stat: 59 or lower
Just don’t.
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PostSubject: Re: Crisis: Stat and Experience System   Crisis: Stat and Experience System Icon_minitimeSun Jun 02, 2019 11:43 pm

-The Experience and Training System-


One of the new ways to gain different things in your rp experience is Experience itself. There are multiple things that it can be used for such as, Stats, Jutsu, Items, Ryo, etc. This will give you a basic idea on what it can get you and how you can get them. Experience is gained through different types of topics and Missions, as well as events.  

Experience is given by Admins and Mods when they approve a topic or look over a topic. Basic ways of gaining Experience are Training and Sparring with other Playable Characters. Training gives experience at the rate of :


-Non-Combat Exp-



Non-Combat topics are awarded Exp on a basis of Word Count (WC)

100 Words = 100 Exp


-Mission and Event Exp-


Mission and Event topics are usually subject to a higher Exp gain than non-combat topics, simulating the rigours of battle, and their effect on a character’s development.

Successful completion of the mission or event may award additional Exp as well as other rewards. All mission rewards are detailed in the mission's description.

Training Rewards: 100 exp per 200 words

Character development is smiled upon here at Crisis. We want to reward players for carefully crafted stories, gripping plot twists, and for getting out there and role-playing with other members! For all non-training, non-combat threads, we will be awarding exp on the basis of the thread’s content. In order to claim Content-Based Rewards, a player must post at least 3 times in the given thread, with each post requiring a minimum of 250 words in order to be considered.

The more players post in a thread, the easier it is to gain rewards!

Only the highest Rank of Content-Based Rewards will be considered for the thread. A lower tier’s rewards may be chosen instead of a higher tier at the discretion of the player’s making the thread. For instance, a Significant Flashback that also contains Village Politics, an IC promotion and characters Grappling with Moral Choices, will only be awarded the S-Rank 5,000 exp per page.

-Content-Based Rewards-

S Rank: 5,000 Exp per Page
Significant Flashback
Major Character Development
Overcoming Trauma

A Rank: 4,000 exp per Page
Get an IC Promotion
Invade a Ninja Village
Spying and Gathering Intel
Forming an Alliance
Village Politics
Unprecedented Research
Exploring Distant Lands

B Rank 3,000 exp per Page
Meeting Family
Forming Bonds (IC)
Breaking Bonds (IC)
Serious Introspection
Overcoming Prejudice
Forming New Beliefs

C Rank 2,000 exp per Page
Meeting Old Friends (PC)
Making New Friends (PC)
Teaching a Student (PC)
Giving or Receiving Important Advice
Grappling with Moral Choices
Breaking an Old Habit

D Rank 1,000 exp per Page
Inner Struggles
Meeting Old Friends (NPC)
Making New Friends (NPC)
Teaching a Student (NPC)
Running Errands


-What Can you get with Experience?-


Jutsu ~

Experience can be cashed in for Jutsu.

E Rank: Free
D-Rank: 150 exp
C Rank: 300 exp
B Rank: 600 exp and 300 words or 700 words
A Rank: 1,200 exp and 600 words or 1300 words
S Rank: 2,400 exp and 1200 words or 2500 words
SS Rank: 4,800 exp and 2400 words or 5000 words
X Rank: 9,600 exp and 3000 words or 6000 words

Specialties ~

1st Speciality: free
2nd Speciality: 2000 exp and 500 words/ or 1000 words
3rd Speciality: 3500 exp and 1000 words/ or 2000 words
4th Speciality: 5000 exp and 1500 words/ or 3000 words
5th Speciality: 6500 exp and 2000 words/ or 4000 words

Every subsequent Speciality gained will cost +1500 exp and +500 words more than the last.




Stats ~

The cost to boost a stat is determined by the number value you currently possess for that individual stat:

0-100 = 100 exp to gain +1 Stat Point
101-200 = 200 exp to gain +1 Stat Point
201-300 = 300 exp to gain +1 Stat Point
301-400 = 400 exp to gain +1 Stat Point
401-500 = 500 exp to gain +1 Stat Point

After Hitting the 500 overall Stat Mark, Stats will Double what is added to the Exp Cost. Meaning the cost will add 200 instead of 100 per 100 Stats.  I.E.


501-600 = 700 exp to gain +1 Stat Point
601-700 = 900 exp to gain +1 Stat Point
701-800 = 1,100 exp to gain +1 Stat Point
801-900 = 1,300 exp to gain +1 Stat Point
901-1000 = 1,500 exp to gain +1 Stat Point

And so on.


Elements ~


1st Element: 1000 exp and 500 words or 1000 words
2nd Element: 1,000 exp and 1500 words or 2500 words
3rd Element:  2,000 exp and 1500 words or 3000 words
4th Element:  4,000 exp and 2000 words or 4000 words
5th Element  8,000 exp and 3000 words or 6000 words

Advanced Elements are trained by first having the 2 elements needed for the Element and then doing 4000 words to achieve it. Clan Elements can be gained by having the building blocks of that element and doing 3000 words
Advance Release Element: 4000 exp and 3000 words (clan elements 3000 exp and 1500 words)
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PostSubject: Re: Crisis: Stat and Experience System   Crisis: Stat and Experience System Icon_minitimeMon Jun 03, 2019 9:17 pm

Training Guidelines




Jutsu Training
►E Rank - No Training Required
►D Rank - 150 Words Required
►C Rank - 450 Words Required
►B Rank - 775 Words Required 
►A Rank - 1200 Words Required
►S Rank - 2000 Words Required
►SS Rank - 3000 Words Required
►X Rank - 4000 words Required

Additionally:

X ranked Can be trained freely by higher level ninja as they are considered Suicide Jutsu and Have high Mastery Trainings.


-Rules on Starting Jutsu-
As stated these are the rules on how many and what kind of jutsu the rank you have picked may start with. 

We have made it like this because we want every shinobi to have to work for jutsu.

Rules on Starting Jutsu:
As stated these are the rules on how many and what kind of jutsu the rank you have picked may start with. 

We have made it like this because we want every shinobi to have to work for jutsu.

Genin/E - D rank Missing-nin - 10 Jutsu: 2 C rank and 8 E - D Rank
Genin are the lowest level of ninja and also the ones that display the most difference in power. When they become genin, ninja start to do their bit for their village's economy – being sent on missions that the village gets paid for. They are typically sent either on D-rank missions, which are almost entirely risk-free jobs of manual labor, or, rarely, on C-rank missions, which are a cut above that and begin to verge on real "ninja" work that have a very low possibility of risk to the ninja involved.  

Chuunin/C - B rank -15 Jutsu: Can start with 5 B rank,10 C - E rank jutsu.
Chuunins are respected amongst their fellow Shinobis, though they are not as skilled as Jounins they can fight at a high degree. Though at this rank they are given some responsibilities, they are still not informed on many things that happens in their Village. The Chuunin is the basic journeyman ninja of the village. These ninja can become field doctors or teachers. They were formerly Genin who were promoted for displaying excellent intelligence, strategy and combat skills in the Chuunin Exam. Chuunin have the equivalent rank of military captain, exhibiting strong stamina, knowledge and inner wisdom.The Chuunin is the basic journeyman ninja of the village. These ninja can become field doctors or teachers. They were formerly Genin who were promoted for displaying excellent intelligence, strategy and combat skills in the Chuunin Exam. Chuunin have the equivalent rank of military captain, exhibiting strong stamina, knowledge and inner wisdom.


Sp. Jounin/B rank - 20 Jutsu: 1 A rank, 19 B - E rank jutsu
Tokubetsu Jōnin (特別上忍, Tokubetsu Jōnin; English TV "Special Jōnin"; Literally meaning "Special High Ninja"; sometimes known as Tokujō for short) are ninja who, rather than all-around jōnin training, have jōnin-level ability in a specific area or skill, much like warrant officers in real-world militaries. They are elite specialists in their areas and are often assigned as subordinates to regular jōnin when their services are needed. One example of a Tokubetsu Jōnin is Ibiki Morino, whose unique ability to completely understand the workings of the human mind makes him a jōnin-level interrogation expert. 


Jounin/A rank - 20 jutsu: 1 S rank, 3 A rank, 16 B - E Rank jutsu
Jounins are skilled in almost every aspect in their skills and are considered to be the heart of a Village. Jounins are a Village's first line of defense and are one of the most highly respected ranks in a Village. Most Jounins are given a team to train and are normally given high ranked missions such as A-Ranked and S-Ranked missions. The Jounin are ninja who are highly skilled in all jutsu skills and arts. Ninja attain the rank of Jounin through official appointment. The Jounin generally serve as squad commander for mission operations.The Jounin are ninja who are highly skilled in all jutsu skills and arts. Ninja attain the rank of Jounin through official appointment. The Jounin generally serve as squad commander for mission operations.


Anbu/A rank - 25 jutsu: 2 S Rank, 23 A - E Rank Jutsu
ANBU members hold many secrets that involve their Village. Any Anbu Black Op member may be called at anytime to perform a covert mission. As they wear masks to hide their identity they act as a Jounin to people outside the ANBU Black Ops to convey the idea they are still Jounin. The ANBU, meaning "dark side" is actually short for Ansatsu Senjutsu Tokushu Butai (literally Assassination Tactics Special Military Force). The ANBU work directly under the leadership of the Kages. This specialized ninja battalion generally work in groups of four to five. They are responsible for assassinations and missions requiring highly trained ninjas. The masks the members wear are based around the signs of the zodiac.


Sanin/S rank - 30 Jutsu: 3 S rank, 27 A - E rank
Sannin are known throughout their Village as Legends and as the strongest shinobi, only second to the Kage. There can only be at a maximum of 3 Sannin in a Village. Most Sannin are considered to be the next in line for the Kage position once a Kage dies.There exists a level of ninja who are of Kage level, but who are not presently a village Kage. This may be because of personal preference or the onset of aging. The three highly skilled Hidden Leaf ninja known as the Legendary "Sannin," or Legendary "Three Ninja" are such ninja. Ninja of this level usually leave their villages behind to seek their own ambitions.
 

Kage/S rank - 35 Jutsu: 1 SS rank, 3 S rank, 31 A - E rank
A Kage (影; Literally meaning "Shadow") is the leader of one of the five most powerful Hidden Villages and generally are also the most powerful ninja in their respective villages. They are collectively known as the Five Kage (五影, Gokage; Literally meaning "Five Shadows"). 



Starting Specialties and Elements:
Academy Student - Genin (D Rank+): 1 Specialty and 1 Element 
Chunin - Sp Jounin (C-B Rank+): 2 Specialty and 2 Elements
Jounin and above (A rank +): 3 Specialty and 3 Elements



-Specialty Training-

All Specialties are trainable. 
The first two are 1000 and the third is 2000, After that each specialty will cost 1000 extra. 
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PostSubject: Re: Crisis: Stat and Experience System   Crisis: Stat and Experience System Icon_minitimeSat Jun 08, 2019 11:19 pm

-Bijuu Training Rules-
Training a bijuu to its full potential depends on the amount of tails the Bijuu has. There are Four Modes a Jinchuriki can enter: Version 1 Chakra Cloak, Version 2 Chakra Cloak, Full Bijuu Mode, Golden Bijuu mode.
Version 1: 1000 words per tail.
Version 2: 1500 per tail.
-Both versions must be obtained to obtain Full Bijuu Mode
Full Bijuu Mode: 4000 words +100 per tail
Golden Bijuu Mode: 5000 +200 per tail
Full Bijuu Mode: The Jinchuuriki has the ability to turn into their tailed beast or allow the tail beast to gain control of their own body. Upon activating Full Bijuu Mode the stats of the beast would be your own plus the bijuu's stats/ halfed in every area meaning "Speed, Durability, and so on". Golden Bijuu mode is the users stats plus the bijuu's stats x 1.5.


Spoiler:
 


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