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Ranks, Stat Classes and Stat Explanations
Topic Started: Oct 20 2008, 06:33 PM (255 Views)
Shaddox
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Ranks

The ranks that you see amongst the show known as Genin, Chuunin, Jounin, Sannin and Kage are all given by people in charge of a Village. Anyone can obtain these ranks (Other than Sannin). How a Village determines who has earned these ranks is up to them entirely. If they want to pass just anyone to Chuunin after they graduate, that is their choice (it will only make their Village look bad).

Anyways, let’s go over other ranks and such for those not part of a Village.

Genin- Basic Ninja, overall. Known everywhere as a beginning Ninja.
Chuunin- In a Village, known as a Ninja with leadership skills and other notable talents.
Jounin- Shows exceptional skill as a Ninja and has completed several Missions for the Village bringing great things to their Village.
Kage- The Leader of the Village, typically the strongest person in the Village. Usually a NPC.

Missing Nin- Any Ninja who was once part of a Village but left and betrayed their people and fellow Village members.
Sannin- Any Ninja who is of exceptional skill. The top notch Ninja that has mastered abilities in several areas and can take down a Village by themselves if needed to. This title is based off of the original three Sannin, however now is a title of respect.

Custom Ranks

If you and others form an organization, you are very much allowed to create your own ranks amongst your group. The larger your group, the different kinds of ranks you can create. Just request them in the request forum.

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Stat Classes

Alright, people seem to be confused with stats and how powerful certain stats make you. Some people get the idea that having 30 in a stat suddenly makes you godly powerful. I got news for you: nope, not at all. You in fact are starting to get at what the lowest of Chuunin have in most of their stats.

Let’s go over a nice little thing to represent how stats rank you in relation to the show and in real life a bit, okay?

0

No Skill in that area, like someone with no musical talent trying to play the piano or guitar for the first time.

1-5

You have about as much skill in it as a child would, in other words you're at the level of a toddler.

6-10

You now have some skill in this area, but not enough to really depend on it at all times. It is the basics of this area and you understand the basics without very much trouble.

11-20

You start to rely on it more than you normally do and are showing growth in this area. Think averaged out skill, ya know?

21-30

Having this in just one stat makes you above normal. You show that you are above average with the skill, and can use newer things and perform arts easier.

31-45

This shows great skill in an area, you use it a great deal and it is usually hard to come across those that have the same skill as you in this area.

46-60

Think Ten-Ten from the Narutoverse and apply her if she was within this RPG and what her Weapon Skill would be. Those who have seen Ten-Ten fight with weaponry would understand what I mean. With just a broom handle she could disarm and disable you without any problem (if you are weaker than she is in that area). This would also be Rock Lee's Agility with Weights on.

61-80

This is usually where Jounin are ranked at - low-level ones at that. They are at this in several areas, not just one stat. Having one stat this high makes you only useful in one set area, and that is it. Nothing more and nothing less.

81-100

Think Rock Lee with the weights off in Speed. This is to show exceptional skill in your area of expertise. You are officially an expert in areas that are this high.

101-150

Jounin that specialize in certain areas usually have their specialty around this high, amongst a few other things.

151-200

You are generally looked up as a Master in this area, and having at least eight stats with stats this high would earn you the rank of Sannin. Even though your skills are as high as this, being careless can cause you to fall to a Genin.

201+

Anything above 200 would be classed as Tsunade-level strength or Rock Lee after he unlocked the Gates at his Genin level. These types of stats are a true wonder to behold.
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Shaddox
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Academy Student
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Stats Explained

Each Stat has a use, and can effect a fight in many ways. It can determine how strong certain attacks are, or it can determine how easily you can avoid or block certain attacks. It can also let you know if your opponent was really able to perform an attack or not.

Tracked Status:

Chakra: This lets you know how much chakra you have and what moves you can perform. This generally doesn't increase too much, but can be refilled in a battle using certain skills to sacrifice stamina.

There are several ways to permanently increase or temporarily increase your chakra. You cannot just do a self training for it like many think you can. Chakra isn't something that just increases over time. You have to really work for it and be taught how to do so, or acquire it in some way or form. Missions, Contests, Training from a NPC, or possibly a possession or technique you develop that increases it temporarily.

Mental:

Charisma: This is a cheerfulness or energy to do something. Such as a preacher at a church who is excited or enthusiastic about what he is saying. If you have a low number on this, you are usually the 'whatever' type. Many Illusion techniques can be repelled depending on your Charisma, it would not be wise to keep it low. Persuading other characters to do things is easier if this stat is high. Lying, persuasion, manipulation and just having a well known presence is all effected by this stat.

Aptitude: This shows your experience as a ninja and your competency from it, this has a use in learning jutsu, for the more of this you have the more Jutsu and abilities you can learn. Every 3 allows you to learn a new Jutsu or ability. When starting off in the Sign-up sheet you may start off with as many Jutsu as your character can learn. This does not mean how smart you are but rather the experiences you have gone through that have made you a ninja.

Will-Power: This is your characters determination and stubbornness. A low stat in this and in Charisma.. usually gives you a lazy type that does not want to work at anything, and doesn't care. That is also known as being.. apathetic. To get the best kinds of training, you need a lot of Will Power. You can't begin to create a Jutsu until you have at least 10 Will-Power.. for you don't have the drive to do so until then.

Physical:

Strength: This is the over-all strength of your entire body. This determines how hard you punch, how much damage Taijutsu and Weapon-Jutsu do and will allow you to perform certain tasks and certain jobs.

Stamina: This is how long you are able to last, and how much you can endure. This, combined with a High Will power, can allow you to last longer than your Chakra allows. This also plays a role in summoning more Chakra than you initially have on 'go'. A high Stamina combined with a certain ability will allow you to trade Stamina for Chakra. This does allow you to perform higher ranked jutsu, but it also makes you tired.

Speed: This determines how fast you are. There are certain taijutsu that deal extra damage if you can move faster than your opponent. This stat also allows you to perform certain feats easier. This only deals with acceleration and speed however, not maneuverability. So focus on this too much and you'll find yourself embedded in a tree or a mountain if you're not careful...

Skills:

Ninjutsu: This can determine the power of all Ninjutsu over all, but it only determines half of it. Certain Jutsu will require you to use elements, and this combined with your elemental stat will determine how much damage you can do.

Genjutsu: This determines how strong your Illusions are. An opponent with a high Aptitude and Genjutsu can break out of your Illusions if they are strong enough and hold the Dispel technique. So if this is high enough, people may be trapped in your Illusion for a while.

Taijutsu: This determines just how well you perform your Taijutsu attacks. This does not determine the damage done with regular hand to hand combat but rather your skill when fighting hand to hand. The stronger this is, the more well versed in hand-to-hand combat the user is and the more likely they are to break through an opponent's defense. While this does not deal with damage, it does deal with how good you are with it. This also does not have to do with dodging but rather defense and offense.

Intonjutsu: The complement to Speed, this is how well you can move your body. A dancer would have a high Intonjutsu stat. Only if Intonjutsu is equal to speed can you maneuver in a normal way at full speed. If Intonjutsu is not at least half of speed, you can only move in a straight line at full speed. However Intonjutsu also has to do with natural dodging ability and stealth. A person who can run across a forest full of dead leaves without making a sound has high intonjutsu. Combined with Taijutsu and it can be a very dangerous skill.

Summoning: This is a great skill, and what it does and the damage it does is decided by combining various Jutsu. Many Summons need certain types of Seals, marks and concentration, but if performed correctly.. some of the strongest of monsters can be summoned. This is also needed to summon things from other places, such as clouds.

Sealing: Alright, this stat shows your knowledge on performing hand seals. You can know all the Jutsu you want.. but without the proper sealing, you'd never be able to use them. At 1 Sealing, you can perform one seal at a time. After that, every 3 sealing you have you can perform a second seal. So that means if you have 4 sealing, you can perform two seals in one post. If you have a Jutsu that requires six seals, and you can only perform two at a time.. it would take you three posts to perform that Jutsu. A higher knowledge in this area would also allow you to perform single handed seals or create your own, but unlike a certain clan... your will not be as great as their ability.

Fuinjutsu: Fuinjutsu deals with the ability to control and manipulate seals. Not hand seals but like the seal on Naruto’s belly that held the Kyuubi in. This deals with sealing jutsu and the ability to write jutsu on to scrolls, etc. Tatoo artists need a high ability in this to do their work. Orochimaru specialized in these kinds of jutsu.

Medical Practice: With this, you can easily heal any wound, cure any poison, and mend any injury and quickly too. Many Medical Jutsu require high Medical Practice so to be a good Medical Ninja, you need this. This will also help you determine what illness, poison and where the person is wounded.

Weapon Practice:

The following will show how skilled you are with certain types of Weapons. Each one has a special way of fighting that is different than the other. However, in the end, the ability to attack and defend with that weapon is what this skill encompasses. But remember, someone who is much stronger and faster than you, can easily beat you with their weapon if their skill in that weapon area is less, but you could easily parry if you react fast enough.

Sword Skill:
Axe/Hammer Skill:
Fan Skill:
Pole-arm Skill:
Instrument Skill:


Armor Skill: This shows how well you can move around in armor without totally destroying your maneuverability. Someone skilled in wearing armor can make up for the lost speed without much problem at all just by how they are able to move themselves.

Shield Skill: This is how well you can use a shield, either offensively or defensively. It's how well you can block with it, the higher this is the more precise you are, or how good you are at bashing people's heads in with it.

Projectile: Projectile has to do with how accurately you can throw a projectile weapon. It does not deal with how hard you can throw them however.

Ninja Tools: Ninja Tools has to do with working with random ninja sundries such as wire, chains, etc. It also has to do with using puppetry techniques.

Jutsu Types:

Fire:

Fire is very destructive, it has very little defensive purposes but is usually only as powerful as a users Fire stat (Unless the Jutsu states otherwise). Hot areas in the desert increase the flames potency as well as using dry brush or leaves. Fire, however, cannot be used under water. Well, normal fire anyway. Fire is dampened by water, careful not to use it against water techniques.

Water:

Requiring a source to be used for every technique other than Genjutsu and Summoning. Water cannot just be created (Unless you're a Kappa), but it can be summoned. To role-play using a water Jutsu without a source of water would be god-moding and should be reported. Water is especially damaged by thunder, careful not to be using water techniques near electricity.

Earth:

One of the most resourceful and defensive elements. This elements prowess is everywhere and can be used anywhere. The only weakness one would find in this element is while walking on water. Earth tends to be further from the user when standing high above it. That would also null techniques that require one to touch the ground to work.

Wind:

Another very useful element capable of both great offense but very little defense unless the wind is exceedingly powerful. Wind is everywhere and can be created everywhere but one place; under water. Like fire, wind is not usable while under water. One can bring wind to them while under water if they are creative enough, but that's up to your imagination. Wind fans on Fire, careful not to use it against Fire techniques.

Dark:

Darkness, the absence of light. This stat also covers shadow and all things twisted and evil. Poisons, manipulating and creating darkness are all covered by this. This stat is especially useful in the dark or in caves. Be wary of light users, they are your worst enemy.

Light:

The opposing force to Dark. Light is everywhere, even in darkness. Every living creature emits a small amount of light from their body; the human eye cannot see the light without some kind of special device or technique.

Ice:

The natural enemy of all water users, it is the combination of wind on a watery surface. Freezing their clones, Jutsu and the source of their power is your greatest advantage against them. Unlike water, Ice can be formed from the air by manipulating and expanding the moisture, however it still requires a source of water to perform most of their jutsu. Some clans specialize in this more than others but all ice users must be wary of the Fire Jutsu. They can easily melt your defenses and attacks leaving you in a bind.

Thunder:

Quick and deadly, the power of electricity is one to be feared. Water users quake in fear at the thought of anyone who masters themselves in this element. Unlike what many think, the users create electricity with their chakra being a much weaker version than say a lightning bolt. Typically the power of the electricity created would be the thunder stat unless the Jutsu says otherwise. Be careful though, electricity is a double edged sword and the smarter of the two warriors can turn it on the caster. Be wary of Wind and Earth users who can pose the greatest defense against your techniques.

Sound:

This is by far the most useful element. It is everywhere. Under water, in the air and even within the body. Sound travels at 331-341 Meters per Second in normal conditions. Under water, it travels over 1,000 Meters per Second. But, when it comes to Chakra created sound; it only travels as fast as the force behind it. (If it's hurled like a Projectile, then the Strength sat; if it is hurled alone then the Sound stat.)

Sand:

If Water were Yin, Sand would be Yang. The two cannot exist together without creating an element neither user can use; Mud element that falls under Earth. Like water, Sand requires a source. Deserts, Beaches and even Tundra can become an advantage for you (If you hold the correct ability). Be wary of Wind and Water users, both can render your abilities useless.

Plant:

One of the best sources of life and medical abilities. This element is best to aid the Dark Stat or the Medical stat. Plants are everywhere, underground, under water and even on the tallest of mountains. Plants thrive on water, light and Earth increasing their abilities when used against them. Too much water can drown a plant if it is not made for it though. Be wary of Ice and Fire users. Plants unequipped for harsh winters or fires will die out.

Bloodline:

This can allow you to train your bloodline and learn new Jutsu only those of your family can learn. If you are not of a bloodline, then you can raise this to start your own family bloodline limit, you being the first of that limit. This also determines how powerful your 'special' powers of your family are.
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