cntrstrk14 Posted May 10, 2011 Posted May 10, 2011 Hello members of NA! Because of recent trends (or lack there of) of summons creations, we have decided to give a minor revamp to the system to allow the summons to be easier to create and access. The #1 problem with summons was that it was just too daunting a task to create all of those characters at once for approval, not to mention it was just as daunting for the staff to review so many "mini characters" and give quality feedback. As such, the following changes have been made in order to remove the need to create all of the summons at once. If you currently have summons approved or have the Contract Manager skill, please read the following... (All updates are in the following post) - If you have summons approved, you must get them re-approve. (Don't worry! This merely involves the removal of the Level 1 summon and any adjustments you choose to make) - Make a really simple "Family" page. This functions like a clan page, its for organization and for people to easily be able to find summons. - If you have the skill "Contract Manager" you may choose to A.) Forget the skill, B.) Pay for it at the new cost or C.) If you want to keep the skill but currently do not have enough skill points, you may put it on a "pay back" system where you keep the Contract Manager skill, but the next skill points you earn must go towards the skill in order to pay it back. - If you have the skill "Path of the Wise" please update your sheet as the skill has gotten changed. Thank you, and as always if you have questions feel free to post them in RPG chat or contact myself or a staff member as you wish. We are here to help! -cntrstrk14
cntrstrk14 Posted May 10, 2011 Author Posted May 10, 2011 Changes Cliff Notes - Removed Level 1 of summons (levels 2-5 got moved down a slot) - Gave a requirement of Level 30 - Changed their turns to 100% reference the summoners. That means they compare speed to the summoner, not the enemy. - Clear separation of "summons" and "summon families". This will require a new "summon family" forum that will act similar to the creation listing forum. It will simply be a place where players can link all of their summon together under one "family". Kind of like a clan page. - Kuchiyose no Jutsu, Contract Manager and Path of the Mystic updated (see below) - Upped Contract Manager from -1 to -3 for the first rank. Following ranks are only -1. SummonsLearning Summons To learn a summon you must: - Be level 30. - Learn the technique "Kuchiyose no Jutsu (Summoning Technique)" - Learn the skill "Contract Manager" - Choose a animal type to summon. Be specific. (i.e. German Shepherd, White Wolf, etc.) - Create levels 0-4 of your summon (See below) Summoning Rules - Summons leave the field either when you tell them to (done in setup phase) or when their chakra/stamina/HP reach 0. - If a summon's chakra/stamina/HP reach 0, that summon cannot be summoned again for 1 day role play time. - For weapon and basic attacks, a summon is considered the same rank as the highest level technique it can use. (A level 4 summon would be considered Jounin rank). - When you use the technique Kuchiyose no Jutsu in battle you roll a 50 sided die. Depending on your level and rank, you will summon a certain level summon depending on your die roll. (see below). - If you make a successful die roll for a certain level summon you may choose to summon a lower level animal instead. So say after you add your level and rank to your die roll you have a 90. That is a 2nd level summon. But you can choose to summon a level 0 or level 1 instead. - For reference of rank, a summon is always regarded as the same rank as the user, no matter what level the summon itself is. - Two of the same summon cannot be out in the same battle. - You can only have one summon on the battlefield at a time. EQUATION: Die Roll (1d50) + User Level + Rank Modifier Rank Modifiers: Gennin: 0 Chuunin: 10 Jounin: 30 Sennin: 40 Roll Requirements: 0-60 : Level 0 61-100 : Level 1 101-130 : Level 2 131-160 : Level 3 161+ : Level 4 Summon Phases - Summons gain a turn every other turn that their summoner has. Their phases occur one after another. Example: Ninja A draws a weapon (setup phase), his summon then has its own set up phase. Next turn the summon may not do anything. - If the summon has 2x the speed of their summoner it attacks every turn instead of every other. - If the summon has 1/2 the speed of their summoner it attacks every third turn instead of every other. - If a summon is attacked it responds to all attacks in its next response phase. - A summon and its user can only do techniques which require both of them on a turn when they both go, not on one where only the summoner has phases. Summon Creations - Once you finish creating a summon(s) and they are approved, you may never edit any of their stats again. - This includes learning new techniques and skills, so make sure to spend all the points you want to. - Since summons do not level up, be careful when placing stats. You only get to do it once. Creating Summon Families - A Summon Family is a specific group of summons. It is like a clan, but for the summons. - When you take the Contract Manager skill you gain access to a single Summon Family. - You may make summons separately, but only one of each level can exist in a single family. Staff permission is needed for exceptions to this rule. - Summon families get one (only one) Subtle Element or Combinatorial Element to start with. All summons in the summon family are considered to have this skill for free (even if it is not on the summon sheet). If you choose a combination element you do not get access to the base elements. Any additional elements require skills that will need to be taken by the individual summons. - Summon families are posted in the "Summon Families" forum found in the Creation Area. These sheets need only one approval (to confirm the choice of element) and are not moved once approved. - The Summon Family page is simply a reference to the approved summons and may be edited at any time (except for the chosen element). - You may, with the permission of the creator, use summons that have already been approved. Creating Summons - Summons are the individual creatures that are part of a Summon Family. The have a level that ranges from 0 to 4. - Each level has a different number of techniques it can have. The amount of jutsu points and the limitations of levels are listed in the table below. - Higher level summons are allowed weapons, these can range from claws and teeth to actual swords and daggers. However, please try and make sure that it is logical. - Summon weapons should have little to no effects on them and if they do it should balance itself. - Summons may not have Hindering skills. - Summons may not take any "Path" skills aside Path of the Medic and Path of the Advance Medic without special staff permission (rarely given). - Summons may not learn the Celestial Gates. - Summon may not have advanced regeneration skills (Chakra Flow, etc.) and may not have Second Wind or any similiar skills. - Henge no Jutsu, Kawarimi no Jutsu and Bunshin no Jutsu are NOT free for summons. Each costs 1 jutsu point to learn. - Summons cannot learn cloning techniques aside from Bunshin no Jutsu. - See the sheet below to fill out for each level of the summon. - Post your summons in the "Summon Creation" forum found in the Creation Area. - Summons should be based on real life animals, admin approval is needed for other considerations. *Note: Equipment, Techniques and Skills are not allowed to modify a summon roll chance. There will be very, very few exceptions to this rule, and all exceptions need admin approval. Summon Family SheetFamily Name: Species: <Type of summon goes here; for example "Polar Bear"> Element: <The element that is shared between all family members> Family Information: <Information/history of your Summon Family. Any RP information you want goes here> Summons Level 0 Level 1 Level 2 Level 3 Level 4 (Please copy paste your summons into this sheet as well as giving a link to the approved summon sheet) Contract Manager Every time you take this skill, you may summon one additional type of Summon Family. This skill is required to use summons. Level 30 Rank 1:-3 Rank 2+:-1 [ ] Kuchiyose no Jutsu (Summoning Technique)Type: Ninjutsu [General] Rank: Chuunin Cost: x Chakra (Depends on summon level, see summoning rules) Damage: N/A Effect: Allows you to summon one animal. (See Summoning rules for more info). Requires the skill "Contract Manager" to preform. Description: Having signed a contract in blood, any ninja with this Ninjutsu technique can summon a beast, or beasts, from another plane of existence to use in battle. They must use their own blood as a "sacrifice" to summon them, after performing the hand seals corresponding with their animal and marking their point of summoning on the ground with both hands. Animals range from the famous Japanese Triad of the Toad, Snake, and Snail/Slug, to dogs, spiders, turtles, monkeys, and many more. Requirements: Level 30, Contract Manager Cost: 4 (Erosion 1) Pet Communication Allows the user to coordinate better with their pet allowing a +5% chance to hit on tech that require both of them to do. User may also roll play telepathic communication with their summon. n/a -1 1 Path of the MysticEffect: User is allowed two rolls when attempting to summon, choosing whichever of the two they desire. In addition, they pick two of the following abilities. Summon Mastery: Choose Two: Ink Mastery: The skill Summoning Tattoo now costs -1. The roll penalty is reduced from -50 to -20. Portal Mastery: May bring a second summon onto the field during battle. The second summon has a -30 roll penalty due to the difficulty. Contract Mastery: May receive rank 1 of Contract Manager for -1 SP. If the user already paid for it they may be refunded the SP. Following ranks can be purchased at -1 SP for two ranks. Mystical Mastery: The user may spend 150% chakra (rounded up) on Kuchiyose no Jutsu in order to use it during their Setup Phase. Kuchiyose no Jutsu gains a 5% fail chance. This may only be used once per battle. New Skills! Summoning Tattoo MasteryWhen using a Summoning Tattoo, the user may add +10 to their roll. Summoning Tattoo -1 2 Flash SummonThe user may pay 50% chakra for Kuchiyose no Jutsu (rounded up) in their response phase to bring a summon into play. The summon is considered the target for any jutsu aimed at the user this turn, does not get a dodge roll but otherwise may act normally. If the summon is knocked out by this attack, remaining damage and all effects are dealt to the user. May not be used against Genjutsu attacks. At the end of the Response Phase the summon is removed from battle. This is treated as a Response Phase technique and incurs the fail chances as well. May only be used once per battle. Contract Manager -2 1