Stat Rules
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Stat Rules
Stats
When you earn Skill Points, you can spend them on either specialties (ninjutsu, genjutsu, etc), elements (fire, water, etc), jutsus, items, or Stats! Here is the comprehensive guide to the Stat System. Each of the following stats start at 0 for all characters, and can be increased by spending Skill Points. Every 2 Skill Points will increase a given stat by 1 level (meaning if you have 0 Endurance and spend 10 Skill Points on Endurance, your Endurance will be level 5). Now, just because these stats start at level 0 DOES NOT mean their actual values are 0 (a genin with a speed stat of level 0 does not move at 0 m/s). Each stat is given a base value (the value the given stat has at level 0) and then an incremental value (how the stat improves with each Skill Point). Don't worry if it seem hard to calculate, the values of your trained stats are already calculated for you in your Ninja Info Card! If you want to know what a Stat's value is at a particular level (for example when calculating your Stats with effects applied), use the calculator in the sidebar to the right!
All stats have a max level they can be trained to with Skill Points (500). Additionally, they can only be modified with items and jutsus to a certain extent extent. Items and jutsu can each increase/decrease stats by up to 250 levels (meaning max of +250 and min of -250 each). Therefore, the default max a stat can reach is level 1000 (500+250+250). This maximum, however, can be overcome by Kekkei Genkai as well as Mastery abilities (since they don't count towards this limit). When any ability (item, jutsu, Kekkei Genkai, or Mastery) modifies a stat, it does so by adding/subtracting a constant value. An example of this is a Kekkei Genkai that increases a ninja's Speed by +100, or a jutsu that decreases a ninja's Endurance by -50. It should also be mentioned that stats can in fact go negative! Even though stats can go negative, however, does not mean their actual values can. For example, you cannot have a negative movement speed even though your Speed may be negative; the lowest your actual movement speed can be is 0 m/s.
We strive to make our characters as immersive as possible here at Shinobi Evolution, and that means customization! If you want your ninja to be as frail as a toothpick and as fast as the Fourth Hokage, then go for it! If you want to spread out your Skill Points and make a more balanced character, that's fine too! It's all up to you here, so sit back, take a deep breath, and check it out.
Strength
A measure of your ninja's raw physical strength. This determines how much they can lift, the level of your basic strikes (a physical attack without the use of jutsu), who overpowers who when swords clash, etc. Basic strikes can even tear through jutsu if they're strong enough! Note that the damage a basic strike does is described in the chart below based on level (including negatives). Base Value: Basic strikes are (at their strongest) level 0. Basic strikes (at their strongest) deal 0 levels to jutsu per post. Can lift up to 30 kg and throw objects up to 30 meters (-1 meter per kg the object weighs). Thrown objects travel at 10 m/s (-0.2 m/s per kg it weighs).
Incremental Value: Basic strikes are (at their strongest) 1 level higher. Basic strikes can tear through jutsu 0.2 levels higher. Increases lifting capacity by 1 kg and throwing distance by 1 meters. Thrown objects travel 0.04 m/s faster. Basic strikes (at their strongest) deal 0.2 more levels to jutsu per post.
- Damage:
- -1000 - -500: Basic strikes cause no damage.
-499 - -250: Blunt strikes cause benign bruises. Slashing and piercing strikes cause benign scratches. Abrasive strikes cause benign skin irritation.
-249 - 0: Blunt strikes cause light bruises. Slashing strikes cause 0.1" deep lacerations. Piercing strikes cause 0.2" deep lacerations. Abrasive strikes cause mild skin abrasion.
1-100: Blunt strikes cause deep bruises. Slashing strikes cause 0.5" deep lacerations. Piercing strikes cause 1" deep lacerations. Abrasive strikes cause light 1st degree skin damage.
101-200: Blunt strikes on bones cause minor sprains. Blunt strikes on organs cause minimal internal bleeding. Slashing strikes cause 1" deep lacerations. Piercing strikes cause 2" deep lacerations (onto bone). Abrasive strikes cause deep 1st degree skin damage.
201-300 Blunt strikes on bones cause major sprains. Blunt strikes on organs cause minor internal bleeding. Slashing strikes cause 2" deep lacerations (onto bone). Piercing strikes cause 3" deep lacerations (barely into bone). Abrasive strikes cause light 2nd degree skin/flesh damage.
301-400: Blunt strikes on bones cause minor fractures. Blunt strikes on organs cause modest internal bleeding. Slashing strikes cause 3" deep lacerations (barely into bone). Piercing strikes cause 4" deep lacerations (into bone). Abrasive strikes cause deep 2nd degree skin/flesh damage.
401-500: Blunt strikes on bones cause major fractures. Blunt strikes on organs cause moderate internal bleeding. Slashing strikes cause 4" deep lacerations (into bone). Piercing strikes cause 5" deep lacerations (barely through bone). Abrasive strikes cause shallow 3rd degree skin/flesh damage.
501-600: Blunt strikes on bones cause them to break. Blunt strikes on organs cause moderate-severe internal bleeding. Slashing strikes cause 6" deep lacerations (through bone). Piercing strikes cause 8" deep lacerations (through bone). Abrasive strikes cause deep 3rd degree skin/flesh damage.
601-700: Blunt strikes on bones cause them to shatter. Blunt strikes on organs cause severe internal bleeding. Slashing strikes cause 8" deep lacerations. Piercing strikes cause 11" deep lacerations. Abrasive strikes cause shallow 4th degree skin/flesh damage.
701-800: Blunt strikes on bones cause them to shatter and flesh to be damaged. Blunt strikes on organs cause severe-fatal internal bleeding. Slashing strikes cause 10" deep lacerations. Piercing strikes cause 14" deep lacerations. Abrasive strikes cause deep 4th degree skin/flesh damage.
801-900: Blunt strikes on bones cause them to shatter and flesh to be partially torn. Blunt strikes on organs cause fatal internal bleeding. Slashing strikes cause 12" deep lacerations. Piercing strikes cause 17" deep lacerations. Abrasive strikes can tear through flesh entirely.
901-1000: All types of damage can tear through flesh/bone with ease.
Endurance
A measure of how much of a beating a ninja can take before falling in battle. This is what determines how much damage the user takes from jutsu and basic strikes. All basic strikes against a ninja will be reduced by that ninja's Endurance, and all jutsu used against them will be reduced by that ninja's Endurance * 0.4. Base Value: Strength of all basic strikes used against this ninja are reduced by 0 levels. Effective levels of all jutsu/effects used against this ninja are reduced by 0 levels.
Incremental Value: Strength of all basic strikes are reduced by 1 level more. Effective levels of all jutsus/effects reduced by 0.4 levels more.
Speed
A measure of how fast you move, react, and form handsigns. Movement speed not only determines how fast you can run, but also how fast you can fight (throw a punch, evade, etc). Base Value: 10 m/s top movements speed. Reaction time of 0.025 seconds. Each handsign takes 0.05 seconds
Incremental Value: Top movement speed increased by 0.02 m/s. Reaction time reduces by 0.000025 seconds. Handsigns take 0.00004 seconds less to form.
Perception
How you perceive the world around you. This effects how far and how detailed you can sense things, how Genjutsu effects you, and the potency of sensory jutsu (see jutsu rules). All senses function at three different ranges: close, medium, and long (see the spoiler below for the 5 basic senses). When figuring out whether you detect someone or not, be sure to include environmental factors such as shading that could make it hard to see them, walls that could muffle sound, etc. Base Value: Close range is within 20 meters. Medium is within 100 meters. Long is within 500 meters. Can auto detect/resist level 0 Genjutsu.
Incremental Value: Close range increases by 0.08 meters, medium range increases by 0.2 meters, and long range increases by 0.5 meters. Can auto detect/resist Genjutsu 1 level higher.
- Ranges:
- Close:
Sight- Can see fine details. Some examples include eye color, exact hand signs, small writing, tiny-small items, etc.
Hearing- Can hear the faintest of noises. Some examples include quiet footsteps, whispers, a weapon being drawn/swung/thrown, a small amount of flame burning/water moving/lightning crackling/wind blowing/earth crumbling, etc.
Smell- Can locate the source of a scent directly. This includes feint scents such as shinobi.
Touch- Can feel/track the vibration from small things (~1-10 kg) dropping or medium things (~10-100 kg) moving.
Taste- Can taste any change to the air. This includes effects that produce gas/particles that fill the air.
Medium:
Sight- Can see general details. Some examples include faces, hand signs (though not which ones they are), large writing, small-medium items, etc.
Hearing- Can hear hear common noises. Some examples include loud footsteps (walking normally through leaves or running in general), normal-volume speech, weapons clashing, a medium amount of flame burning/water moving/lightning crackling/wind blowing/earth crumbling, etc.
Smell- Can identify the source of a scent (and therefore detect a foreign one). This includes feint scents such as shinobi.
Touch- Can feel/track the vibration from medium things (~10-100 kg) dropping or large things (~100-500 kg) moving.
Taste- Cannot taste from a distance.
Long:
Sight- Can see vague details. Some examples include bodies, structures, medium-large items, etc.
Hearing- Can hear hear loud noises. Some examples include screaming, large or hard collisions, a large amount of flame burning/water moving/lightning crackling/wind blowing/earth crumbling, etc.
Smell- Can identify the source of a potent scent (and therefore detect a foreign one). A potent scent would be any large area (small forest, small city, a pond, etc), a group of at least 3 shinobi (including clones, summons, and pets), etc.
Touch- Can feel/track the vibration from large things (~100-500 kg) dropping or massive things (~500+ kg) moving.
Taste- Cannot taste from a distance.
Stealth
A measure of how well you can sneak. Sneaking can be used to perform tasks such as pick-pocketing and sleight of hand, catch an opponent off-guard with attacks, and even improves the effectiveness of stealth jutsu (see jutsu rules for details). When a ninja is sneaking, they must indicate this by explicitly using the word "sneak" and/or describing how they're sneaking. While they're sneaking, all those trying to detect the ninja will have their Perception lowered by the sneaking ninja's Stealth. This means that if a ninja has high enough Stealth, a perceiving ninja may be entirely unable to detect them! While sneaking, however, ninja receive -250 to Speed. Base Value: While this ninja is sneaking, all those attempting to detect them will receive -0 to Perception. This ninja cannot be carrying more than 100 kg of weight (including themselves) and cannot use jutsu higher than level 0 while sneaking.
Incremental Value: Perception of anyone trying to detect this ninja is reduced by 1 level more. This ninja can also carry 0.25 kg more and use jutsu 1 level higher while sneaking.
- Simulator:
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