Hi there!
Ok so on this site we will have four main stats on which to base everyone off of; with the inclusion of life force in order to make room for those whose KKG gives a boost or in some way affects it. Stats are meant to be a medium through which Rpers can RP their strategy and skill, not to make the game into a one of pure calculation. Do keep in mind that in the game there are stats, but no stats are fixed descriptions of power per say, and can be subject to the conditions of role play, common sense, judgement of mods, and most importantly, judgement of players. We hope that we have provided everyone with the greatest balance possible of distinctive, quantifiable power, along with room to actually strategic and use writing skills to accomplish objectives.
With that being said, lets get introduced to the basic elements of the Clan Wars Stat/Tier system!
- All stats start at 50.
- Your chakra gets the following addition naturally: Add all three of your other stats together and divided them by three. Once that is done, add the result to your chakra. This is something that is always done so that as your stats increase, so does your chakra naturally. Anything you add directly to your chakra counts like a normal addition to your chakra.
- If your life force is at least 25 above 100, add 25% of your life force amount to two stats as a boost from your life force naturally. If your life force goes down in battle, so does this boost temporarily.
- Anytime your life force is drained, it takes 10 turns to recover.
STRENGTH
SPEED
ENDURANCE
CHAKRA
Starting Stats
E Rank | 100 |
D Rank | 200 |
C Rank | 300 |
B Rank | 400 |
A Rank | 500 |
S Rank | 600 |
Antagonist | 700 |
TIERS
For the sake of simplification in other systems and references to stats, we will also be using the term "Tiers" to represent someone's Zone of power. People within the same tier are roughly similar in general scope of ability in a given stat. Your tier in a given stat, is roughly how
TIER 1 - 50-100 stats - You have very basic abilities, though still noticeable. Likely not yet strong enough in this stat to utilize it in battle very much.
TIER 2 - 101-200 - You are strong in this stat, and now can be used as a battle advantage.
TIER 3 - 201-300 - Now you are comparable to a Clan leader in this stat, and likely to be considered among the elite.
TIER 4 - 301-400 - In this tier you are respected and even feared for your prowess in this stat; and it is you distinguishing power.
TIER 5 - 401-500+ - At this level, your power is great enough to strike terror in armies. Your power is considered to almost be fairy tale like, and to intimidate most into not wanting to even fight you. Anyone at this level in a stat is truly a monster.
If you are within the same tier as someone, there is not a massive difference between you two in the particular characteristic. This is common sense, but we want to outline this so that people understand the importance of quantified power, but not at the expense of simplicity in rp. Reference to "Tiers" will/ can be used in techniques and other systems.
STRENGTH
Strength is how much physical power your body can produce. This includes striking a blow, lifting an object, or overall ability to produce and apply force to another object. The following descriptions will be comparisons of how stats on this site compare with characters from Naruto, and secondly to real life examples.
SPEED
Speed covers all kind of speed. Hand speed, foot speed, reaction speed, even thought speed if you want to go that far. How fast you are able to do something, and how explosively is determined by speed.
ENDURANCE
Endurance covers how much you can take. Now, the human body obviously is still the human body, but in Naruto people are super-human and therefore are much more physically capable than you would think. Endurance does not tell us simply how hard it is to wound you, but also how you deal with being wounded. People with greater endurance have higher tolerance for poisons. They also are, indeed, harder to wound. Though at some point most people will need something to shield them to reach a level of endurance. Endurance follows largely parallel to the strength system, in that the more endurance you have, the more you are able to "tank".
The general rule for endurance is this; whatever someone of equal strength can lift, you can tank.
CHAKRA
Everyone has chakra, its the basis of the site, we assume everyone has roughly the same chakra, generic as you might think it is. It is only until we get into the chakra system that begin to understand the realize the complex ways chakra interacts with the body. Here on our site, we strive for something different, we want to engage our members and allow them creativity to play their characters as they see fit. The chakra system allows us to do just that, in a way that promote healthy growth. Chakra stat is, like all stats, not set in stone. We have an estimate of how much techniques cost etc. but this is subject to change via situation. Always keep in mind the IC activity and strategy trump's all. However, we use a chakra stat to keep players responsible for how they use jutsu in battle, to have an appreciation for using chakra as they can directly feel the depletion of it when using it, and to avoid spastic abuse of vague chakra amounts; here you know how much you have and there is no such thing as someone with 25 chakra using ten S rank techniques etc.
Note: Chakra, as the other stats except for life force, automatically starts at 50. Your chakra automatically gains stats according to what your Strength, Speed and Endurance contains. Use the following formula: Strength + Speed + Endurance / 3 = Chakra Increase.
You may increase you chakra directly as well, gaining one chakra stat for each stat you put into chakra.
Players who only use Taijutsu and Bukijutsu may use the formula but divide by 2 instead of 3. Upon gaining a skill which is not Taijutsu or Bukijutsu, such as Ninjutsu, you must divide by 3 and loose the perk of being able to divide by 2.
SPECIAL STATS
LIFE FORCE
Life force is the overall core of all stats, and the source of someone's capacity to function via their stats. This will be implemented to explain those things in between the cracks, like when using jutsu so strong they literally sap life out of you etc. Or when Uzumaki and Senju gain boosts naturally etc.
- Everyone starts out with 100 life force, and this stat is not affected naturally by anything. This is not a stat to determine how much "damage" you've taken, and this is NOT a HEALTH POOL. I HATE POOLS. It is simply a basic stat that only comes into play during certain situations.
Now, it has advantages and disadvantages when tapped into. - Once life force drops below 100, (you can only take away in multiples of five or ten), the user temporarily takes a stat drop equal in percentage to the amount taken away. So If my Rinnegan tech costs me 20 life force, and now I am at 80, for ten turns, my stats are 20% lower. If I l go down 5 life force, my stats go down 5% of their normal number for five turns. Get the picture? Life force affects EVERYTHING; so using it gives you a blanket spanking.
Any affect to life force by this method lasts at least ten turns, before stats are returned to normal. - If life force is over 100, than the following rule comes into play:
*Once this is done, 25% of a person's life force is added to two stats of the user's choice.
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