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Weapon Carrying Limits


At each ninja rank you can carry so many "points" of weapons in any combination.
Small weapon - 1 point; Medium weapon - 5 points; Large weapon - 10 points

Genin: 15 points
Chuunin: 25 points
Jounin: 45 points
Kage: 65 points


Weapon/Attribute Rules:

There are three different classes of weapons, small, medium and large. The difference between these classes of weapons is below...

Small - These are one time use weapons. They include kunais, shuriken, throwing needles, etc. Once you use them you cannot use them again in the same battle. If you are the winner of a battle you are allowed too collect all the small weapons on the battlefield, both yours and your opponents. Also, these weapons may be used in melle or ranged combat, you can choose. Small weapons cannot be leveled up.

Medium - These are weapons that are used with one hand. The include short swords, daggers, etc. These weapons are bought and leveled up and do damage according too their level. A medium weapon deals damage equal to it's level for a base attack. Medium weapons also take stamina to use. So if you attack with a medium weapon you must pay a certain amount of stamina. Please Refer to the formula.

Large - These are weapons that are used with two hand. The include long swords, Staffs, etc.. These weapons are bought and leveled up and do damage according too their level. A large weapon deals damage equal to twice it's level for a base attack. Large weapons also take stamina to use. So if you attack with a large weapon you must pay a certain amount of stamina. Please refer the the formula listed below.

The amount of stamina you pay for a weapon depends on your rank, rounded up...

-Medium Weapons
Stamina : Weapon Level
Genin - 1:1
Chuunin - 4:5
Jounin - 2:3
Kage - 1:2

-Large Weapons
Stamina : Weapon Level
Genin - 3:2
Chuunin - 1:1
Jounin - 4:5
Kage - 2:3

All weapons that you buy are decribed by you, with the exception of the kunai and shuriken, etc. you can buy in the store. Makes sure too describe your weapon well and too make sure it makes sense. Zabuza's sword would not be a medium weapon... See the Custom Weapon Sheet for more info.

If you want a ranged weapon the only difference it makes in the battle system is that you use Accuracy and Evasion instead of Taijutsu and Defense. Also, you may need too buy ammo for your ranged weapon, such as a crossbow or a bow. Also, your weapon can be ranged and melee, and you can choose in battle, but it will cost a little more and will have too make sense, whacking someone with a bow wont do any damage...

Weapons can also be upgraded with different attributes. There is a list of attributes you can choose for your weapon or you can create a custom attribute. Too create a custom attribute post it in the custom attribute area and wait for a mod/admin, they will give you a price. Be sure too send them the below format....

Weapon type: (what weapon you are buying this attribute for)
Attribute Name: (name of your custom attribute)
Effect: (what your attribute does, make sure too give exact numbers)
Effect Costs: (if your attribute effect has a cost, such as so much chakra or stamina too activate the attribute, put it here)

See the attribute chart (in Market) for pre-made attributes.


Scrolls

Using a scroll in battle is like using a technique, but without the cost. A scroll is a one time use, and requires much pre battle assembly. You can also buy premade scrolls from other characters, though if the technique on the scroll is a rank above you then there is a chace it will not work. If it is one rank above you (Genin > Chuunin) Then there is a 50% chance you will succeed. If it is 2 ranks above you(Genin > Jounin), it has a 25% success rate. If it's three ranks above you(Genin > Kage), then it will not work.

In order to make a scroll for a technique, you must know the technique. You can only put techniques on scrolls if you have the neccissary skills. Scribe is what you need, and more ranks in the skill would also be useful. Also, you can only enscribe Ninjutsu and Genjutsu techniques onto a scroll, NO TAIJUTSU

To enscribe a technique onto a scroll it takes...
- 10 posts for a technique of your current rank. (genin > genin)
- 5 posts if its one rank under. (Chuunin > genin)
- 2 posts if its two or three ranks under. (Jounin > Genin / Kage > genin)

*note #1: A regular scroll is a one time use, which means after you enscribe a tech to it and then use it, it is garbage, and cannot be used again. A resusable scroll can have a tech enscribed on it, use that tech, then it is like a blank scroll again, it can be enscribed again and used again. Very useful if you plan to use it many times.

*note #2: If you use a technique on a scroll that can last for multiple turns, it only pays the cost for the first turn, to keep the jutsu running you must pay the chakra/stamina cost yourself.

*note #3: If you record a jutsu with multiple shots in it, such as Mythical Fireball, it can only fire off at most 2 of the target attacks. After two you can fire more, but you must pay the extra chakra to do so.

*note #4: If you use a jutsu that has a modifier where you can pump it up for more damage by using more chakra, the scroll pays for the original cost, then if you want to pump it up, you must pay the extra cost yourself.

In battle, you can only use one scroll per battle. This can be changed by skills. Thats about all that can be said about scrolls in battle that hasnt already been said.



~Poison Intro~
All poisons are bought, and depending on the size, can be used a certain number of times to enhance weapon damage. Poison on weapons can be used by anyone who buys a bottle of it. But using poisons in techniques (taijutsu, ninjutsu and genjutsu) has limits, see the Rules for these limits. All poisons are different in their effects, duration and source of cure. So for all poisons, to find out their effect you must read them. There are not many defined rules for poisons, since they are different, but below are the few that there are. Some poisons or poison skills may break these rules, and in those cases, always follow what the poison tells you.


~Poison Rules~
-Poisons must be applied to a weapon during the setup phase. Unless the weapon is customized to be poisonous, no weapon can be poisoned before battle.
-When using a poison with a technique you must use your setup phase to take out the poison and ready it. Poisons can only be used in techniques that are made for poisons, or made for weapons. Otherwise the technique is not compatible for poisoning. (i.e. you cannot put poison damage on a fireball).
-If you create a custom poison you can only make it if you have the skill “poison creator”. You may create a custom poison though if you do not have this skill if you have someone else make it for you.
-Here are the sizes and their corresponding use amounts. All poisons come in each size, follow the guide for pricing.
1 ounce – can be used once. (price x1)
2 ounces – can be used twice. (price x2)
8 ounces – can be used nine times. (price x4)
16 ounces – can be used eighteen times. (price x16)


~Blank Poison Sheet~
*note: When creating a poison, post this sheet in the “Custom Equipment” area.

Poison Name: (Name your poison)
Description: (What it does, etc.)
Cost: (How much it will cost to buy it)
Effect: (What your poison does and for how many turns)



Puppets--

Level: (Determines the 'caps' of the puppet, hence the Basic Overall Cost)

Every Level of the Puppet is relative to how many weapons/weapon Slots the puppet may have. This also determines how long 'effects' of the weapons may last:

IE) Lv. 20 Puppet may have 20 Weapons in it, and would be able to affect an enemy with a 'status' for up to 4 turns.

Lv. 1-5=1 Turn max
lv. 6-12= 2 Turns max
Lv. 13-20= 3 Turns max
lv. 20-40= 4 Turns max
Lv. 41+= 5 Turns

Health Points:

Health points are relative to your character's Hp stat. Depending on how much you spend on the puppet determines the strength of the materials used to create it, thusly reflecting the amount of durability and stamina it holds. You may actually choose to cut the overall pay, resulting in lower life than your own, or you may pay a more hefty fee, to have it capable of taking more hits than yourself. Overall, a puppet's life is heavily weighed upon your budget! The formula is as follows:

X (Overall Price of Puppet) [/ or x] Y (One of the following....) = Total Cost

The more money you spend, the more life it has; the less you spend, the less life it has. This is kept expensive so that you do not become an impenetrable 'wall' type character just yet.

1/2 The Price=25% of character's Life
x1 The Price= 50% of character's Life
x2 The Price=75% of character's Life
x3 The Price=100% of the character's Life
x5 The Price= 1.5x the character's Life
x10 The Price=x2 the character's Life

Puppet Weaponry:

Puppets are capable of holding hidden weapons within them as to startle an enemy, cause a status effect, or even do damage. The following is a basic layout of prices for each weapon added to the puppet:

Puppet Capacity (How many weapons it can hold)

Y (Number of Weapons Puppet may hold) x X(1, 2, 3, or 4)= Cost of Puppet Capacity

NOTE-X's cost varies depending on the amount of slots your puppet has for holding weaponry; the more slots you have, the more expensive it will be to have your puppet hold the weapons.

X1- Weapons Slots #1-5 = $50 per slot
X2- Weapons Slots #6-10 = $100 per slot
X3- Weapons Slots #10-20= $200 per slot
X4- Weapons Slots #20+ = $500 Per slot

Puppet Weapons (The kinds of weapons it may have)

Effect-Based Weapons-Weapons that deal no damage, instead attempting to afflict an enemy with a status ailment, tend to be less expensive than damaging weaponry. Nonetheless, cost usually varies on for how long the ailment lasts:

(May only last 5 turns max)
1 Turn- $50
2 Turns- $100
3 Turns- $200
4 Turns-$350
5 Turns-$500

Damage-Based Weapons-Weapons that deal strictly damage and no effects will be evaluated financially for the amount of damage they do:

(If you pay 2.5x the cost for how much the damage does, you may attack with it once more per turn)
5 damage-$20
10 damage-$50
20 damage-$80
30 damage-$100
40 damage-$150
50 damage-$250
60 damage-$380
70 damage-$500
80 damage-$780
90 damage-$1000
100 damage-$1500

Puppet Damage-
Puppets deal damage just like any other weapon. Whatever the level of the puppet is the amount of damage added onto your Taijutsu modifier. It usually reflects your Tai mod because it requires physical strength to move the puppet, and thusly, revolves around your own physique; however, there are cases where it may work off of another stat, for extra money (Aka: Using your Ninjutsu modifier instead of the Taijutsu one, with a valid reason)

A level 1 puppet would deal +1 damage to the base damage of ONE attack of one modifier stat

BATTLESYSTEM/RULES--

Puppets are extensions of the shinobi, more than they are a companion. The following will explain how puppets work in battle:

1. While a puppet is in use, your character does not get a main phase; he/she only has a response/set-up phase (Obviously a loss tag as well)

2. If you take damage while the jutsu is in effect, *You, not the puppet* you will lose control of the puppet, and must re-activate the jutsu again

3. The puppet has it's own Hp stat; if it depletes, the puppet may not be used again during the battle (Puppets are assumed to be fixed by your character after battle)

4. Again: Your character and your puppet SHARE the same turn. You cannot attack while the puppet is being controlled, only the puppet may make an offensive manuever. You may, however, de-activate the puppet during the set-up phase if you desire. Your puppet cannot 'block' an attack without it being a skill or jutsu. When you are attacked, unless the enemy AIMS at the puppet, it is assumed YOU are the one under attack; therefore, you must react accordingly. Also: Puppets may not manipulate Chakra by any means. However, you may manipulate the Puppet with Chakra to perform techniques WITH the puppet; the puppet itself cannot perform jutsus

5. In most circumstances, puppets may only perform ONE action a turn (Exception being certain puppet weaponry, which must be purchased seperately as if they were normal weapons

 

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