Naruto: Rebirth of Nations
Naruto: Rebirth of Nations
Naruto: Rebirth of Nations
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 [ 2 ] Stat System

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[ 2 ] Stat System Empty
PostSubject: [ 2 ] Stat System   [ 2 ] Stat System EmptyMay 24th 2019, 9:10 pm

Stat System

Here on "Rebirth of Nations" a Stat System has been established to determine the bodies overall capabilities, distribution of stats into one of the eight areas ensures that no two shinobi will be the same regardless of rank.


  • E Rank | 100
  • D Rank | 200
  • C Rank | 350
  • B Rank | 550
  • A Rank | 800
  • S Rank | 1,000


Strength (STR)Arm

  • Punching Strength | 50% of STR
  • Throwing Speed | L.O. | 25% of STR = SPD
  • Throwing Speed | S.O. | 50% of STR = SPD
  • Throwing Speed | H.O. | 75% of STR = SPD

Leg

  • Jumping Height | 10 stats = 1 ft.
  • Kicking Strength | 50% of STR



Alternatively thought of as "Physical Might", the Strength stat governs the capabilities of a users muscle output when performing acts such as: Punching and Lifting, and Kicking and Jumping. The higher the value that this stat is the more weight that can be lifted, and the more damage that can be dished out.

Carrying Capacity |

  • Large Object | 200 Stats = Able to carry 1
  • Small Object | 50 Stats = Able to carry 2 S.O.
  • Hidden object | 10 Stat = Able to carry 1 H.O.




Endurance (END)

  • Blunt | 100% of END stat vs Damage
  • Slicing | 75% of END stat vs Damage
  • Pierce | 50% of END stat vs Damage
  • Poison | 25% of END stat vs Damage
  • Chakra | -15% of END stat vs Damage



Alternatively thought of as "Damage Resistance", the Endurance stat governs the bodies capability of suppressing the strength of an incoming attack in one of three forms: Physical based, Chakra based, and Poison based. The higher the value that this stat is the more resilient the body becomes.

  • Chakra Addition | Subtract 15% to the type of damage dealt if it includes chakra making contact with the user. I.e. Chakra based Slicing damage = 75% -15% = 60% of END stat vs Damage.
  • Endurance Reduction | A users Endurance is subtracted from any Strength stat, such as that of Weapons/Items or Jutsu or Poison, if there is a remainder after the calculations then that is subtracted from the user's overall Health.




Speed (SPD) Arm

  • Throwing Speed | 75% of SPD
  • Punch Speed | 50% of SPD
  • Combination Punches| 25% of SPD

Leg

  • Run Speed | 75% of SPD
  • Kick Speed | 50% of SPD
  • Combination Kicks | 25% of SPD



Alternatively thought of as the "Rate of Movement", the Speed stat governs the bodies ability to not only move from one location to another (Legs), but also its ability to strike freehand (Arms). The higher the value that this stat is the more efficient a strike moves and less able to be perceived the body becomes.

  • Walking Rate | 50 Stats = 1 ft./s
  • Run Rate | 150 Stats = 3 ft./s




Perception (PCN) Mental Perception

  • Large Object Awareness | 50% of PCN stats | 25 Stats = 2 L. O.
  • Small Object Awareness | 75% of PCN stat | 50 stats = 1 S. O.
  • Hidden Object Awareness | 100% of PCN stat | 100 stats = 3 H. O.

Reaction

  • Evade | 25% of PCN stat + SPD stat
  • Block | 25% of PCN stat + END stat
  • Parry | 25% of PCN stat + STR stat



Alternatively thought of as "Viewing Capabilities", the Perception stat governs the bodies ability to become aware and/or track objects both seen and unseen, and as a result of being seen the body has a chance to mentally decide how to react. The higher the value that this stat is the less likely one is to be caught off guard.

  • Perception vs Reaction | In order to react to an incoming threat the user must be able to perceive its speed, thus the user's PCN stat must be higher.
  • Large Objects | Two Handed Weapons, House/Boulder sized objects and up, etc...
  • Small Objects | One Handed Weapons, Fūma Shuriken/Tanto, fists, etc...
  • Hidden Objects | Palm size Weapons, Kunai/Shuriken/Senbon, Fingers, etc...




Intellect (INT)
Sensory Encoding

  • Sensory Awareness | 50% of PCN + INT vs Genjutsu Power

Seal Recollection

  • Seal Creation Speed| 75% of SPD Stat + Seal Stat

Jutsu Storage

  • Jutsu Recollection | 100% of INT


Alternatively thought of as "Memory", the Intellect stat governs the bodies ability to accurately and efficiently encode, store, and retrieve information. The higher the value that this stat is the more knowledgable of Jutsu and durable the mind becomes.

  • Jutsu Recall | In battle a user's mind is under duress, recalling jutsu and their handsigns becomes trying. 100 INT stats = 4 Jutsu in battle.
  • Hand/Fūin Seal | 50 INT = 1 Seal/s = 1 ft.
  • Genjutsu Awareness | When a user is under the effects of Genjutsu they must become aware which of their five senses are telling reality from illusion. 50% of PCN + INT vs Genjuts Power = 1 post per 100 points remaining.




Chakra (CHA)

  • Spiritual Energy | 25% of CHA stat
  • Chakra Pool | 50% of STA + CHA stat



Alternatively thought of as "Spiritual Energy", the Chakra stat governs the bodies overall chakra pool and the potency of techniques that use spiritual energy. The higher the value that this stat is the more chakra a body can hold and the stronger techniques become.

  • Spiritual Energy | This stat can be added to any applicable Nin/Gen/Fuinjutsu to increase its potency as far as Strength or Endurance.




Stamina (STA)

  • Physical Energy | 25% of STA stat
  • Stamina Pool | 50% of CHA + STA stat



Alternatively thought of as "Physical Energy", the Stamina stat governs the bodies overall stamina pool and the potency of techniques that use physical energy. The higher the value that this stat is the more stamina a body has and the longer a user can stay in battle.

  • Physical Energy | This stat can be added to any applicable Tai/Buki/Kugujutsu technique to increase its Speed or Strength.




Health

  • Health | 50% of CHA + 50% of STA



Health is not a stat, but more so a gauge consisting of the bodies Spiritual and Physical energies that determines the amount of damage that can be taken before death occurs.


  • 0-100 = Light Bruise (No Damage) (Push Back = N/A)
  • 150-250 = Mild Bruise (Numb Effect 10% Stat reduction) (Push Back = 10 M)
  • 300-400 = Moderate Bruise (Nerve Damage 30% Stat Reduction) (Push Back = 20 M)
  • 450-550 = Serious Bruise (Nerve Damage - Inability to Move Limb 2 Posts) (Push Back = 30 M)
  • 600-700 = Extremely Serious Bruise (Broken Bone)
  • 750-850 = Critical Bruise (Shattered Bone)
  • 900-1,000+ = Brink of Death (Cell Death)

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[ 2 ] Stat System Empty
PostSubject: Re: [ 2 ] Stat System   [ 2 ] Stat System EmptyJuly 25th 2019, 11:58 am

Stat System

Here on "Rebirth of Nations" a Stat System has been established to determine the bodies overall capabilities, distribution of stats into one of the eight areas ensures that no two shinobi will be the same regardless of rank.


  • E Rank | 100
  • D Rank | 200
  • C Rank | 350
  • B Rank | 550
  • A Rank | 800
  • S Rank | 1,000




Strength (STR)Arm

  • Punching Strength | 50% of STR
  • Throwing Speed | M.O. | 25% of STR = SPD
  • Throwing Speed | L.O. | 50% of STR = SPD
  • Throwing Speed | S.O. | 75% of STR = SPD
  • Throwing Speed | H.O. | 100% of STR = SPD

Leg

  • Jumping Height | 15 stats = 1 ft.
  • Kicking Strength | 50% of STR


Alternatively thought of as "Physical Might", the Strength stat governs the capabilities of a users muscle output when performing acts such as: Punching and Lifting, and Kicking and Jumping. The higher the value that this stat is the more weight that can be lifted, and the more damage that can be dished out.

Carrying Capacity |

  • Massive Object | 275 Stats = Able to carry 1 M.O.
  • Large Object | 125 Stats = Able to carry 1 L.O.
  • Small Object | 50 Stats = Able to carry 1 S.O.
  • Hidden Object | 10 Stats = Able to carry 1 H.O.





Endurance (END)

  • Blunt | 100% of END stat vs Damage
  • Slicing | 75% of END stat vs Damage
  • Pierce | 50% of END stat vs Damage
  • Poison | 25% of END stat vs Damage
  • Chakra | -15% of END stat vs Damage


Alternatively thought of as "Damage Resistance", the Endurance stat governs the body's capability of suppressing the strength of an incoming attack in one of three forms: Physical based, Chakra based, and Poison based. The higher the value that this stat is the more resilient the body becomes.

Chakra Addition | Subtract 15% to the type of damage dealt if it includes chakra making contact with the user. I.e. Chakra based Slicing damage = 75% -15% = 60% of END stat vs Damage.
Endurance Reduction | A users Endurance is subtracted from any Strength stat, such as that of Weapons/Items or Jutsu or Poison, if there is a remainder after the calculations then that is subtracted from the user's overall Health.





Speed (SPD) Arm

  • Throwing Speed | 75% of SPD
  • Punch Speed | 50% of SPD  
  • Combination Punches| 25% of SPD


Leg

  • Run Speed | 75% of SPD  
  • Kick Speed | 50% of SPD
  • Combination Kicks | 25% of SPD


Alternatively thought of as the "Rate of Movement", the Speed stat governs the bodies ability to not only move from one location to another (Legs), but also its ability to strike freehand (Arms). The higher the value that this stat is the more efficient a strike moves and less able to be perceived the body becomes.

Walk Rate | 25 Stats = 1 ft./s
Run Rate | 100 Stats = 5 ft./s





Perception (PCN) Mental Perception

  • Hidden Object Awareness | 25% of PCN stat vs SPD stat of H.O.
  • Small Object Awareness | 50% of PCN stat vs SPD stat of S.O.
  • Large Object Awareness | 75% of PCN stat vs SPD stat of L.O.
  • Massve Object Awareness | 100% of PCN statvs  SPD stat of M.O.  


Reaction

  • Evade | 25% of PCN stat  + SPD stat
  • Parry | 50% of PCN stat + STR stat
  • Block | 75% of PCN stat + END stat


Alternatively thought of as "Viewing Capabilities", the Perception stat governs the bodies ability to become aware and/or track objects both seen and unseen, and as a result of being seen the body has a chance to mentally decide how to react. The higher the value that this stat is the less likely one is to be caught off guard.

  • Perception vs Reaction | In order to react to an incoming threat the user must be able to perceive its speed, thus the user's PCN stat must be higher.
  • Massive Objects | Boulders, Houses, Avatars, Meteor sized objects, etc... (Smallest to Largest)
  • Large Objects | Two Handed Weapons/Items, Long/Broad Sword, Full Framed Puppets, Partial Avatar sized objects, etc... (Smalest to Largest)
  • Small Objects | Fists, One Handed Weapons/Items, Katana, Fūma Shuriken, Human, etc... (Smallest to Largest)
  • Hidden Objects | Fingers, Palm size Weapons/Items, Senbon, Shuriken, Kunai, Tanto, etc... (Smallest to Largest)






Intellect (INT)
Sensory Encoding

  • Sensory Awareness | 50% of PCN + INT vs Genjutsu PWR stat.

Seal Recollection

  • Seal Creation Speed| 75% of SPD Stat + INT Stat


Jutsu Storage

  • Jutsu Recollection | 100% of INT

Alternatively thought of as "Memory", the Intellect stat governs the bodies ability to accurately and efficiently encode, store, and retrieve information. The higher the value that this stat is the more knowledgable of Jutsu and durable the mind becomes.

  • Jutsu Recall | In battle a user's mind is under duress, recalling jutsu and their handsigns becomes trying. 100 INT stats = 4 Jutsu in battle.
  • Fūin/Hand Seal | 50 INT = 1 Seal/s = 1 ft.
  • Genjutsu Awareness | When a user is under the effects of Genjutsu they must become aware which of their senses are telling reality from illusion. 50% of PCN + INT vs Genjuts Power = 1 post in Genjutsu per 100 points remaining.





Chakra (CHA)

  • Spiritual Energy | 25% of CHA stat
  • Chakra Pool | 50% of STA + CHA stat


Alternatively thought of as "Spiritual Energy", the Chakra stat governs the bodies overall chakra pool and the potency of techniques that use spiritual energy. The higher the value that this stat is the more chakra a body can hold and the stronger techniques become.

Spiritual Energy | 25% of this stat can be added to any applicable Nin/Gen/Kugujutsu to increase its potency as far as Strength or Endurance.




Stamina (STA)

  • Physical Energy | 25% of STA stat
  • Stamina Pool | 50% of CHA + STA stat


Alternatively thought of as "Physical Energy", the Stamina stat governs the bodies overall stamina pool and the potency of techniques that use physical energy. The higher the value that this stat is the more stamina a body has and the longer a user can stay in battle.

Physical Energy Increase | 25% of This stat can be added to any applicable Tai/Buki/Fūinjutsu technique to increase its Speed or Strength.





Health

  • Health | 50% of CHA + 50% of STA


Health is not a stat, but more so a gauge consisting of the bodies Spiritual and Physical energies that determines the amount of damage that can be taken before cellular death occurs to six areas on the human body:



Head | Upper area = Skull, Lower area = Neck
Torso/Back | Upper area = Diaphragm and up, Lower area = Small Intestine and up.
L. Arm | Upper area = Rotator Cup and down, Lower area = Forearm and down.
R. Arm | Upper area = Rotator Cup and down, Lower area = Forearm and down.
L. Leg | Upper area = Knee and up, Lower area = Toes and up.
R. Leg |Upper area = Knee and up, Lower area = Toes and up.

  • 0-100 = Light Bruise (No Damage) (Push Back = N/A)
  • 150-250 = Mild Bruise (Numb Effect 10% Stat reduction) (Push Back = 10 M)
  • 300-400 = Moderate Bruise (Nerve Damage 30% Stat Reduction) (Push Back = 20 M)
  • 450-550 = Serious Bruise (Nerve Damage - Inability to Move Limb 2 Posts) (Push Back = 30 M)
  • 550-600 = Severed Limb
  • 600-700 =  Extremely Serious Bruise (Broken Bone)
  • 700-750 = Death of Vital Organs/Head/Heart
  • 750-850 = Critical Bruise (Shattered Bone)
  • 900-1,000+ = Brink of Death (Cell Death)

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