Format
At the beginning of each combat situation, make sure to add in your post your max HP, Chakra, and Stamina values so that you can keep track of how you are doing.
Experience
After each battle, not training, you will gain an amount of experience based on how difficult it was for you to win the battle. Should you lose, you will gain half, rounded down, the experience the winner gains. *Moderators should be let know when battles have concluded to approve of experience.
After you have accumulated a certain amount of experience, you will level up. Upon reaching these check points you will gain 5 Attribute points to be invested however you want. Attribute points invested in HP, Chakra, and Stamina are doubled, since they scale differently.
Skills
Elemental Skills:
Wind Release
Earth Release
Fire Release
Water Release
Lightning Release
Basic Jutsu Skills (The only skills you can train):
Ninjutsu Specialist
Taijutsu Specialist
Trait Skills:
Brute Strength -
Mental Clarity -
Iron Heart -
Chakra Well -
Iron Will -
Long Weapons Specialist -
Small Weapon Specialist -
Swiftness -
Tier E Dodge Skill -
Attributes
These are the attributes you can train. You may only specifically train each attribute once a day (not including the Basic Jutsu Skill Training).
HP:
Physical Strength:
Physical Defense:
Mental Concentration:
Mental Clarity:
Speed:
Chakra:
Stamina:
Chakra regen:
Stamina regen:
Hit Point System
Everyone begins with 20 HP. As you train certain skills, your attributes will increase. One of these is your HP.
When you hit 0 HP you do not die. Obviously, this is where in real life, your fight or flight reflex reacts and when tournaments and friendly sparring matches end. HOWEVER, this does not apply when you are in a deadly situation (Missions, Far outside of Village territory, etc). You will gain 20 chakra, deal twice as much damage, and receive twice as much damage from all sources. Once your HP reaches -50, you are officially dead.
At the beginning of each combat situation, make sure to add in your post your max HP, Chakra, and Stamina values so that you can keep track of how you are doing.
Experience
After each battle, not training, you will gain an amount of experience based on how difficult it was for you to win the battle. Should you lose, you will gain half, rounded down, the experience the winner gains. *Moderators should be let know when battles have concluded to approve of experience.
After you have accumulated a certain amount of experience, you will level up. Upon reaching these check points you will gain 5 Attribute points to be invested however you want. Attribute points invested in HP, Chakra, and Stamina are doubled, since they scale differently.
- Level 1 -- 0 Exp
Level 2 - Level 10 -- +10 more Exp than the previous Level.
Level 11 - Level 20 -- +15 more Exp than the previous Level.
Level 21 - Level 30 -- +15 more Exp than the previous Level.
To be continued...
Skills
Elemental Skills:
Wind Release
- The ability to use wind affinity techniques.
Earth Release
- The ability to use earth affinity techniques.
Fire Release
- The ability to use fire affinity techniques.
Water Release
- The ability to use water affinity techniques.
Lightning Release
- The ability to use lightning affinity techniques.
Basic Jutsu Skills (The only skills you can train):
Ninjutsu Specialist
- Ability to perform ninjutsu. Training this skill once a day increases overall damage output by any ninjutsu by 1 and maximum chakra by 2. (Max training once a day)
Taijutsu Specialist
- Ability to perform taijutsu. Training this skill once a day increases overall damage output by any taijutsu by 1 and maximum stamina by 2. (Max training once a day)
Trait Skills:
Brute Strength -
- Character is a physically strong. +1 Physical strength. +2 HP
Brute Strength's stats multiply by 2 for each rank up from genin.
Mental Clarity -
- Character is mentally calm and stable most of the time. +1 Jutsu strength. +2 HP
Mental Clarity's stats multiply by 2 for each rank up from genin.
Iron Heart -
- Character is physically and mentally tough. +4 HP
Iron Heart's stats multiply by 2 for each rank up from genin.
Chakra Well -
- Character has an innately large capacity of chakra. +10 Chakra
Chakra Well's stats multiply by 2 for each rank up from genin.
Iron Will -
- Character refuses to quit and rest. +10 Stamina
Iron Will's stats multiply by 2 for each rank up from genin.
Long Weapons Specialist -
- Character is proficient with swords, staffs, spears, etc. +2 damage with long weapons
Long Weapons Specialist's stats multiply by two for each rank up from genin.
Small Weapon Specialist -
- Character is proficient with shurikens, kunai, short sword, etc. + 2 damage with small weapons
Small Weapon Specialist's stats multiply by 2 for each rank up from genin.
Swiftness -
- Character is inherently quick (necessary for dodge skills). +5 to speed
Swiftness's stats multiply by 2 for each rank up from genin.
Tier E Dodge Skill -
- Character's ability to dodge, without the use of chakra (Everyone needs this). Zero speed is required.
Tiers go from E to S just as jutsus do. Each tier increases character's ability to dodge faster. Obviously a Tier A jutsu (projectile) with speed 40 cannot be easily dodged by a shinobi with Tier C Dodge Skill. The speeds of Jutsus such as Rasengan, are character based. Rasengan goes where you go.
Tier D - 20 Speed required + learned Substitution Jutsu + Prerequisite
Tier C - 30 Speed required + Prerequisite
Tier B - 40 Speed required + learned Body Flicker Technique +Prerequisite
Tier A - 60 Speed required + Prerequisite
Tier S - 80 Speed required + Prerequisite
Attributes
These are the attributes you can train. You may only specifically train each attribute once a day (not including the Basic Jutsu Skill Training).
HP:
- Toughness to endure battle. Everyone starts with 20.
Training increases HP by 2.
Physical Strength:
- Normal fighting/Weapons/Taijutsu utilizes this.
Training increases Strength by 1.
Physical Defense:
- Defend against physical damage (including most ninjutsu).
Training increases Defense by 1.
Mental Concentration:
- Determines strength of jutsus.
Training increases Concentration by 1.
Mental Clarity:
- Defend against mental damage/manipulation.
Training increases defense by 1.
Speed:
- Used to determine Tier of Dodge Skill and certain jutsus.
Training increases speed by 2.
Chakra:
- Used in most jutsus. Everyone starts with 100.
Training increases chakra by 2.
Stamina:
- Used in taijutsu. Everyone starts with 100.
Training increases stamina by 2.
Chakra regen:
- The rate at which one regenerates chakra. Everyone starts with +5/post
Training increases regen by a half point (0.5)/post.
Stamina regen:
- The rate at which one regenerates stamina. Everyone starts with +5/post
Training increases regen by half a point (0.5)/post.
Hit Point System
Everyone begins with 20 HP. As you train certain skills, your attributes will increase. One of these is your HP.
When you hit 0 HP you do not die. Obviously, this is where in real life, your fight or flight reflex reacts and when tournaments and friendly sparring matches end. HOWEVER, this does not apply when you are in a deadly situation (Missions, Far outside of Village territory, etc). You will gain 20 chakra, deal twice as much damage, and receive twice as much damage from all sources. Once your HP reaches -50, you are officially dead.