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SG Systems | Attribute Guide

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SG Systems | Attribute Guide Empty SG Systems | Attribute Guide

Post by Admin on Wed Feb 27, 2019 5:54 pm

SG Systems | Attribute Guide

The Attribute system is a set of guides on how characters of specific ranks interact with each other. These are used to determine the abilities of one shinobi versus another in aspects of combat that do not use specialties or elements. This includes movement, physical strength and the ability to out last an opponent. Although these are guide lines, we expect each member to correctly role play their characters based on their ranks and specialties. If it is brought to the attention of staff that someone is role playing against what their character should realistically be allowed to do then staff will step in. While this attribute system is going to be our skeleton for how combat works, there will always be an aspect of role play involved. Just because you are a higher rank or have a higher attribute does not always mean you will win the fight. Staff will take these attributes into consideration when reviewing topics, but role play ability will always trump in situations that are to close to call.  Attributes will be handled differently than they have been before, and instead of using a basic stat system, we will be using unique and modified attributes. Instead of having specific stats that you upgrade as you level, each characters basic attributes will be determined by their rank, making two shinobi of equal rank equal in all aspects. There is no way to upgrade these attributes on their own, with the specialty system being the only way to modify and customize these attributes. The different attributes we use on SG are listed below, with a brief description of how they are used and a list of what rank gets what level of that attribute.



Health and Damage:
Here on SG we will be operating on a honor system regarding health and damage, this means that there is no set amount of damage tied to attacks and characters do not have a numerical amount of health. Instead each attack will be based on the role play situation, and relies on several factors such as rank, severity of the hit, or location on the body in which it landed. It is up to all individuals involved in a combat topic to determine the outcome of certain attacks and weather or not those attacks would be strong enough to end the fight. In the case of a combat topic in a High Danger zone, staff will be involved to ensure the topic is being handled correctly.

Because of this, all attacks can be considered lethal or deadly, such as a simple kunai stabbing someone in the eye and into the brain. The rank of an attack, jutsu or weapon does not always determine the power of the attack, but instead allows for greater increases in things such as range, size, and duration. A C-Rank shinobi can be just as deadly as an S-Rank shinobi, with the difference being the S-Rank shinobi has more and better things at their disposal. Combat topics should be more about out smarter your opponent and walking them into a corner, instead of just smashing them with large attacks over and over again. We want to promote a sense of role play in our combat, that a better role player can overcome any opponent, regardless of rank.

Because all attacks can be considered lethal, a fight can sometimes be determined by just a few impactful blows. On the surface this makes small or minor attacks that only deliver slight wounds seem pointless, and would promote instant kills and one hit attacks. We want to build an environment where people are engaging in thoughtful and complex fights that can be fun and enjoyable, and we do not want to reward players for trying to find the cheapest and most annoying one hit kill to win a fight. Because of this we have crafted a psudo damage system based a certain number of attacks that someone might have sustained.

-The first attack that lands on a C-Rank can not kill them or knock them unconscious.
-The first attack that lands on a B-Rank can not kill them or knock them unconscious.
-The first two attacks that land on a A-Rank can not kill them or knock them unconscious.
-The first two attacks that land on a S-Rank can not kill them or knock them unconscious.


Movement and Actions:
We will be doing speed a little different this time around, and instead of creating a stat that dictates how much faster than another character you are, we are going to turn speed into a movement based attribute. There are two things that fall under this attribute that work hand in hand. The first is movement, which will be defined as meters per post. Each character will have a certain number of meters they are allowed to move per post. You do not have to use the entire amount, but you can not exceed the allowed amount of meters, and they do not carry over from post to post. This will help each person understand exactly how far they can move in a given post compared to another person. The second attribute in this category is Actions. Since we do not tie time frames to a post, the amount of things you can do in a single post will be determined by how many actions you have. Actions are things that take a decent amount of time to do and most often will be used to attack or dodge. While your number of actions will be limited, you can still do minor things and social topics will not follow the action rule. Actions are not limited to any one kind of activity.

-C-Rank: You can move 5 Meters Per Post (5 MPP)
-B-Rank: You can move 7 Meters Per Post (7 MPP)
-A-Rank: You can move 10 Meters Per Post (10 MPP)
-S-Rank: You can move 15 Meters Per Post (15 MPP)

-C-Rank: You can take 2 Actions
-B-Rank: You can take 2 Actions
-A-Rank: You can take 3 Actions
-S-Rank: You can take 3 Actions


Chakra and Stamina:
In order for shinobi to combat each other, they utilize powerful and almost supernatural abilities to harm their foe. In order to use these abilities ninja posses two types of energy that they can rely upon to channel into their attacks. These are Chakra and Stamina. Chakra is the spiritual force within a living creature that allows it to shape or mold this energy into attacks. Each person posses a chakra pool equal to their current rank, with each jutsu or skill that uses jutsu pulling from this pool. Regardless of the type of attack, if it uses chakra, it will pull from the chakra pool. Stamina is the physical force of a character which allows it to preform powerful physical attacks or supernatural feats with that body that can not normally be done on its own. Just like chakra, jutsu that uses stamina will pull from the stamina pool. If a jutsu or attack does not require chakra but is an effect greater than what their body can do on its own, it uses stamina. In rare cases a jutsu or ability might uses both resources, making it a hybrid attack. This often will combine both chakra and stamina in its cost, at a discounted price. If either your chakra pool or your stamina pool reaches 0, you will enter fatigue.

-C-Rank: You have 100 Chakra in your CP
-B-Rank: You have 150 Chakra in your CP
-A-Rank: You have 200 Chakra in your CP
-S-Rank: You have 250 Chakra in your CP

-D-Rank Jutsu: Will normally cost 10 Chakra
-C-Rank Jutsu: Will normally cost 15 Chakra
-B-Rank Jutsu: Will normally cost 25 Chakra
-A-Rank Jutsu: Will normally cost 35 Chakra
-S-Rank Jutsu: Will normally cost 45 Chakra


-C-Rank: You have 100 Stamina in your SP
-B-Rank: You have 150 Stamina in your SP
-A-Rank: You have 200 Stamina in your SP
-S-Rank: You have 250 Stamina in your SP

-D-Rank Jutsu: Will normally cost 10 Stamina
-C-Rank Jutsu: Will normally cost 15 Stamina
-B-Rank Jutsu: Will normally cost 25 Stamina
-A-Rank Jutsu: Will normally cost 35 Stamina
-S-Rank Jutsu: Will normally cost 45 Stamina


-D-Rank Hybrid Jutsu: Will normally cost 5 Stamina and 5 Chakra
-C-Rank Hybrid Jutsu: Will normally cost 10 Stamina and 5 Chakra or vice versa
-B-Rank Hybrid Jutsu: Will normally cost 15 Stamina and 10 Chakra or vice versa
-A-Rank Hybrid Jutsu: Will normally cost 20 Stamina and 15 Chakra or vice versa
-S-Rank Hybrid Jutsu: Will normally cost 25 Stamina and 20 Chakra or vice versa
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