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 Creating Your Character: The Power Point Slot Ability System

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Sarada Uchiha
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PostSubject: Creating Your Character: The Power Point Slot Ability System   Thu Jun 04, 2015 10:21 pm

Power Point Slot Ability System



About the System

Our Slot System uses a currency called Power Points. As you level up, and as your character gains more experience, you will gain Power Points, or PP from here on out. PP are used to buy, and upgrade special abilities associated with your own special fighting skills, and powers. These can be clan related, bloodline related, or your own thing entirely. You gain PP based on the following chart:

PP Level Chart wrote:
Level 01: +5 PP
Level 05: +2 PP
Level 10: +2 PP
Level 15: +2 PP
Level 20: +3 PP
Level 25: +2 PP
Level 30: +2 PP
Level 35: +2 PP
Level 40: +3 PP

Total: 23 PP

You purchase a slot using one PP. Each slot has a very basic combat ability, or innate bonus that it provides to the user. Any time you have PP, you may choose to either purchase a new slot with a new and different bonus, or you may upgrade a slot. Each upgrade, or new slot costs one PP. Each slot can be upgraded twice. Please note, you receive two free elements, one at creation, and one at Level 30.
i
At Level 40, you may put an additional PP into any two slots which you've already spent 3 PP into. This upgrades your slot further, and are considered “Legendary” upgrades. You may have a maximum of two legendary upgrades. PP must be recorded within your Character Bio, Used and Unused.

Normal Slot Example wrote:
Shinobi Legacy (Health)
Some families within the can prefer the physical over spiritual due to an old ancestry linking back to the adopted ninja of the clan. They use their Yang releases to 'bless' their bodies and weapons with abilities as opposed to more typical ninjutsu.

Base I: +3HP.
Upgrade I: +5HP.
Upgrade II: +8HP.

So to buy the base I of +3 HP, costs 1 PP. If you wish to upgrade to Upgrade I, It costs an additional PP. If you wish to upgrade to Upgrade II, the cost is an additional 1 PP for a total of 3 PP. Legendary Slots cost a total of 4 PP.

Regarding Standard Clans and Bloodlines

In the Naruto setting, we get a very strong feel that each character, no matter what village they are from, or clan they belong to, has a unique and distinct feel to the way they fight, and their own techniques. Even those in the same clan come up with their own way of doing things which might differ.

Other servers in the past have made each bloodline, and each clan member identical in the subset of powers they had. We tried to find a way to make this different, to give players a new way of building and advancing their character, and a way to make everyone relatively equal. Thusly, these Clans and Bloodlines have one or two mandatory abilities, called a Core Ability, that must be purchased to be considered part of the Clan/Bloodline in order to keep with the key traits of the Clan.

”Core Ability Example” wrote:
Inuzuka Ninken
Core Ability
This clan infamous for the use of ninja dogs or 'ninken' as fighting companions. By emulating the feral nature of the canine they bring not a volatile styles of collaborative combat.

Base: Gain 'Single Grade 1' Pet.
Upgrade I: Pet grows to Grade 2
Upgrade II: Pet grows to Grade 3
Note: Upgrade I requires level 20, Upgrade II requires Level 30
Note: This Slot can be purchased a second time to gain a second 'Single Grade 1' Pet.

You may choose to use any of the options we've put forth for clan, or bloodline slot ideas and upgrades with the exception of the Core Ability. These are there to help players have an idea of what they can do with the clan, and what the clan usually focuses on.

Applying for a Character

Having to Apply for A Character:
This step is only required if you are not playing a normal non-bloodline, non-clan faction village born Shinobi with normal faction village born parents. While we had desired to leave this appropriately free to do, a number of problematic bios have existed. Our setting is that of a fledgling military culture, and outsidership is a massive undertaking that needs to have no doubt of loyalty or a reasonable biography. Konohagakure and Sunagakure are the –only- options available for start at this time.(Not that you can’t become a Missing Nin Later!).

Application is simple, at this time all you need is a Bio place withing the Bio Submission Forum, with details on your char and the afforementioned description/history They will get back to you as soon as possible.

The reason for the application, is to ensure that you as a player know what is expected of a character. Clans, and Bloodlines are bound by expectation, honor and duty. Characters of these families are scrutinized by the public eye, and expected to have their Clan’s interests in mind. All things, such as Heir, Leadership or otherwise are in character rewards and are not an option for a starting character’s history.

That said, for now, we will put a limit on the number of bloodline characters that you may choose at the beginning. For now, you may only play one character of a bloodline (Hyuuga, Uchiha, etc anything listed under bloodlines). This restriction will be lifted at a later time, but we don't want people making nothing but these characters so to speak for now. This means if you have a Hyuuga, please don't make a second Hyuuga, and please for now don't make another bloodline character like an Uchiha. When our temporary limit on this has been lifted, we will allow more flexibility.

In order to create a Custom Clan, one must have two players whom are going to participate in the Clan, a core ability selected, history and a clan leader of which will be placed in for appropriate review and alteration in which the staff will help make your clan balanced and part of the world. Being a part of a custom clan, still holds the same merits, suitable clan behavior and starting restriction as the standard.

Regarding Custom Abilities

However, for those that do not wish to belong to a clan or bloodline or wishing to customize, you have the ability to purchase your own slots, and create them as you see fit. This is a bit more work, but allows you to get exactly what you want.

There is no increased costs for doing this. If you have questions, or need help building your own custom slots and powers, please contact a member of the Mechanics team for more information and for personal assistance. Charts are available to help you decide and see what is currently balanced and available to be added. Should you have a concept that is not listed on the chart, the Mechanics team will do their best to work out suitable balance, and work to find you the best solution for what you desire from the RP to the DF Statistics.

This process takes time, and should you have a concern regarding your ability at any time, please follow the procedure outlined in the Resolving Concerns topic in the Rules and Guidelines Section. Although changing your ability set will require additional RP and a formal request we are happy to look at possibilities to solve the concerns.

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Last edited by Sarada Uchiha on Fri Jul 24, 2015 8:03 pm; edited 3 times in total
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Sarada Uchiha
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PostSubject: Re: Creating Your Character: The Power Point Slot Ability System   Thu Jun 04, 2015 10:24 pm

Ability Charts, and Custom Slot Format



As it was stated above, anyone is welcome to submit their own custom, and we have included charts and other aids to get everything moving as quickly as possible for you. Please ensure that your desired bonus matches your RP. Please use the following forms to start your journey into custom abilities, or clans.

Custom Slot Format Code wrote:
Code:
[color=(Hexcode)][b]Slot Name[/b][/color]
RP Description

[size=13]Base I:
Upgrade I:
Upgrade II:
Note: If Necessary[/size]

If you wish to have only one bonus on your slot, Use the “Single” Section. Grade 1 is your basic slot level when you put one PP into it, add additional point cost if it has an additional cost for single purchase. Grade 2, Is Upgrade I. Grade 3, is Upgrade II.

If you wish to have two bonuses on your slot, you use the “Dual” Section. Pick 2 Grade 1 Numbers for your basic slot, and then use the Grade 2 and 3 numbers for your upgrades.

For the Mythical Legendary Upgrade III, is the Grade 4 Section. The Charts are located at the end of this Topic, in their most updated form.

Custom Bloodline/Clan Form wrote:
Code:
[center][color=(Hexcode)][size=22][b] Name of Clan/Bloodline [/b][/size][/color]

[img](Clan Image Url. Make sure this is not a clickable link)[/img]

[color=(Hexcode)][size=16][b] Meanwhile, at the start of the relevance of this Clan/Bloodline[/b][/size][/color]
[size=13]Insert Clan/Bloodline History – Here-[/size]

[color=(Hexcode)][size=16][b](Clan/Bloodline Name) Abilities[/b][/size][/color]
[color=(Hexcode)][b]Core Ability Name[/b][/color]
[i]Core Ability[/i]
RP Description

[size=13]Base I:
Upgrade I:
Upgrade II:[/size]
[color=(Hexcode)][b]Slot Format[/b][/color]
RP Description

[size=13]Base I:
Upgrade I:
Upgrade II:[/size]

[size=18][b][color=(Hexcode)]NPC Name + Title If Applicable[/color][/b][/size]
[img](Clan Leader Url, make sure this is not a clickable link[/img]

[b]Name:[/b]
[b]Alias:[/b]
[b]Affiliations [Village, Clan, Other Affiliations]:[/b]
[b]Rank:[/b]
[b]Occupation:[/b]
[b]Combat Style/Weapon of Choice:[/b]
[b]Elemental Preference:[/b]
[b]Squad [If Any]:[/b]

[b]Lifetime:[/b]
[b]Gender:[/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Eyes:[/b]
[b]Hair [Include Head Number;Hair Color Number]:[/b]
[b]Skin [Include Skin Color Number:[/b]
[b]Build:[/b]
[b]Distinctive Characteristics:[/b]
[b]Outfit [If possible, have specific numbers in the case of a custom imported uniform, for accurate portrayal]:[/b]
[b]Sexual Orientation:[/b]
[b]Marital Status:[/b]
[b]Significant Likes:[/b]
[b]Significant Dislikes:[/b]

[u]Goals[/u]


[u]Relatives[/u]


[b]History:[/b]
[b]Overall Personality [Please Include On-Duty, Off-Duty, and Combat Personality to ensure accurate portrayal]:[/b]

[b]Level:[/b]
[b]HP:[/b]
[b]CP:[/b]
[b]Elemental Affinity:[/b]
[b]Abilities:[/b]
[b]Equipment:[/b]


[color=#009900]√[/color]
[color=#cc0000]X[/color]
[color=#cc9966]≡[/color] [/center]

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PostSubject: Re: Creating Your Character: The Power Point Slot Ability System   Sat Jun 20, 2015 7:40 am

Summons, Puppets, Pets, and Cohorts (SPPC)



Summons, Puppets, Pets, and Henchmen all have similar mechanics and rule functions. Detailed below are the specifics for each available option. You may have any combination of the options as your PP allow.

All SPPC who select Elements may learn Jutsu as a Player Character would. This is emoted by their Player Characters.


Summons

Summons are animal and or in unique circumstances people that are bound in a contract to the individual. Depending on their home and Skills summons can have varied and unique capabilities.

Summons act independently of the summoner, being able to act on the turn they are summoned, they are placed directly after their summoner in the turn order.
Note: Without special training, Summons can't exist in the world if they go too far from their contractor.

Summon Stat Modifiers may be selected by the player upon purchase of the summon.
Stats are considered to have Ability score equivalent to the modifier, and all bonuses attributed to them.
Note: Once done they will not change without RP DM Permission.


Grade Available
Damage
Notes/Extras
G1-Level 10
D2
May go up to 1 area away from their Contractor
G2-Level 20
D4
May go up to 2 areas away from their Contractor
G3-Level 30
D6
May go up to 3 areas away from their Contractor
G4-Level 40
D8
May go up to 4 areas away from their Contractor
Stat
Value
HP
Summon Con Mod+40% of Character's Level(Rounded down)
CP
Summon Cha Mod+40% of Character's Level(Rounded down)
GradeStats
PP
Grade 1 (Base)5/4/4/1/1/1
1
Grade 2 (Upgrade I)10/8/8/2/2/2
2
Grade 3 (Upgrade II)15/12/12/4/4/4
3
Grade 4 (Upgrade III)20/16/16/10/6/6
4
CostStandard Action. 4 CP for summoning, 2 CP per round to maintain.
SummoningA player may summon any number of summons in one turn
PPSummons gain Grade level worth of special abilities per corresponding grade of the summon (see table)

Puppets


Puppets are technological devices crafted by skilled artisans made for the use of combat by Shinobi puppeteers. Usually filled with traps and tricks Puppets are some of the deadliest tools in Shinobi warfare.

Puppets have to be directly controlled by the puppeteer, meaning the user has to give up their turn in order to direct their puppets. Puppets may be used the turn they are activated and are unable to be directly affected by Genjutsu and internal poisons. (However, Acids and so forth, function as normal)
Note: If a Puppet user is in stealth and their puppets are not, the puppets do not benefit from stealth attacks.

Puppet Stat Modifiers may be selected by the player upon purchase of the Puppet.
Stats are considered to have Ability score equivalent to the modifier, and all bonuses attributed to them.
Note: Once done they will not change without RP DM Permission.


Grade Available
Damage
Notes/Extras
G1-Level 10
D2
G2-Level 20
D4
G3-Level 30
D6
G4-Level 40
D8
Stat
Value
HP
Puppet Con Mod+40% of Character's Level(Rounded down)
CP
Puppet Cha Mod+40% of Character's Level(Rounded down)
GradeStats
PP
Grade 1 (Base)5/4/4/1/1/1
1
Grade 2 (Upgrade I)10/8/8/2/2/2
2
Grade 3 (Upgrade II)15/12/12/4/4/4
3
Grade 4 (Upgrade III)20/16/16/10/6/6
4
CostStandard Action. 4 CP for activation, 2 CP per round to maintain.
ActivationA player may activate any number of puppets in one turn
PPPuppets gain Grade level worth of special abilities per corresponding grade of the puppet (see table)

Pets


Pets are usually from a bloodline of skilled and noble ninja animals. They range from slightly more intelligent that normal pets to fully sentient and talking individuals. They are often capable of performing secret techniques and train alongside their Chosen from birth.

Pets act independently of the partner, they are placed directly after their partner in the turn order.
Note: Pets have no limit on how far they may travel from their partners/owners. However, without special training, they cannot communicate properly/completely.

Pet Stat Modifiers may be selected by the player upon purchase of the pet.
Stats are considered to have Ability score equivalent to the modifier, and all bonuses attributed to them.
Note:Once done they will not change without RP DM Permission.


Grade Available
Damage
Notes/Extras
G1-Level 10
D2
G2-Level 20
D4
G3-Level 30
D6
G4-Level 40
D8
Stat
Value
HP
Pet Con Mod+40% of Character's Level(Rounded down)
CP
Pet Cha Mod+40% of Character's Level(Rounded down)
GradeStats
PP
Grade 1 (Base)5/4/3/1/1/1
0
Grade 2 (Upgrade I)10/8/6/2/2/2
1
Grade 3 (Upgrade II)15/12/9/4/4/4
2
Grade 4 (Upgrade III)20/16/12/10/6/6
3
CostN/A
ActivationPets require no 'Activaton'.
PPPets gain grade Level PP -1 worth of special abilities per corresponding grade of the Pet (see table)

Cohorts

Cohorts are those who for some reason of loyalty, fear or ryo, follow a character and does their bidding.

Cohorts act independently of the partner, they act and are placed directly after their partner in the turn order.
Note: Cohorts have no limit on how far they may travel from their partners/bosses.

Cohort Stat Modifiers may be selected by the player upon purchase of the Cohort.
Note: Once done they will not change without RP DM Permission.
Stats are considered to have Ability score equivalent to the modifier, and all bonuses attributed to them.


Grade Available
Damage
Notes/Extras
G1-Level 10
D2
G2-Level 20
D4
G3-Level 30
D6
G4-Level 40
D8
Stat
Value
HP
Cohort Con Mod+40% of Character's Level(Rounded down)
CP
Cohort Cha Mod+40% of Character's Level(Rounded down)
GradeStats
PP
Grade 1 (Base)5/4/3/1/1/1
0
Grade 2 (Upgrade I)10/8/6/2/2/2
1
Grade 3 (Upgrade II)15/12/9/4/4/4
2
Grade 4 (Upgrade III)20/16/12/10/6/6
3
CostN/A
ActivationCohorts require no 'Activaton'.
PPCohorts gain grade Level PP -1 worth of special abilities per corresponding grade of the Cohort (see table)






Gates
(WARNING: Serious Permanent Consequences)


GatesRankNotes/Extras
Grade 1B+
Grade 2A+
Grade 3S+
Grade 4S++Note: Possibility of death
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PostSubject: Re: Creating Your Character: The Power Point Slot Ability System   Fri Jul 24, 2015 7:14 pm


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