Naruto RPG
Would you like to react to this message? Create an account in a few clicks or log in to continue.
JOIN OUR DISCORD
SITE RATING
RPG Rating 2 1 2
Swearing and mature language is permitted, with some limits.
Mild sexual innuendo and references permitted.
Violence is allowed, with some limitations.
Log in
THE NRPG STAFF

BOSS MAN
COORDINATORS
BALANCE MODS
APPROVAL MODS
Kage

HOVER TO REVEAL KAGE



Bijuu

HOVER TO REVEAL OWNER


Important Links

Latest topics
A toughtfull momentToday at 8:33 amKaikos BlossomFar Away Yesterday at 8:56 pmMegami KuogaLord Paramounts Of The TridentYesterday at 8:25 pmShikami ShinkouDoing Your Part (Mission Thread Pt. 1)Yesterday at 8:18 pmXena UchihaDrowning his SorrowsYesterday at 8:02 pmDante HyugaMy Immortal Yesterday at 7:02 pmDante HyugaDesert BloomsYesterday at 4:15 pmShogo FreyaRaiden Chills (Open)Yesterday at 1:51 pmMizuki OhtaAqueous Transmission Yesterday at 1:51 pmDante HyugaThe Culling Games: Ninth MatchYesterday at 11:52 amMarabelle Blossom
Top posting users this month
24 Posts - 35%
11 Posts - 16%
9 Posts - 13%
8 Posts - 12%
4 Posts - 6%
4 Posts - 6%
3 Posts - 4%
2 Posts - 3%
2 Posts - 3%
2 Posts - 3%
Copyright©
Naruto, Naruto Shippuden © Masashi Kishimoto
Naruto RPG
Naruto Role Play Game
(Forum RPG) ©
Staff and Members.

Naruto and Shippuden remain the intellectual property of Masashi Kishimoto and are not affiliated with this site. Content crafted here is the sole creation of its contributors, staff, and members. Unauthorized reproduction, distribution, or use of this content is strictly prohibited. NRPG does not claim ownership of any images utilized on the platform; all images belong to their original owners.
Protected by Copyscape
Go down
Ayato Hyuuga
Ayato Hyuuga
Hogokage
Hogokage
Stat Page :

Mission Record :
Summoning Contract : Forest of Dreams Ravens

Living Clones : Natsuki
Toneri
Familiar : Maneki
Legendary Equipment : Raiment of Eternal Fortune
Stone of Gelel
Remove Taijutsu Remove Kanjutsu Jikūjutsu Default
Remove Earth Water Lightning Remove Default
Clan Specialty : Taijutsu
Village : Hoshigakure
Ryo : 435700

Stat Rules  Empty Stat Rules

Thu May 26, 2022 12:49 pm


Stat Rules  ADNm41c

Stat Rules
















On NRPG, a Character's Stats can gauge how skilled the character is in certain fields. Each of these stats interacts with specific specialties in certain ways and provides the characters with innate advantages and disadvantages depending on the character's levels. Every character on NRPG has four core stats: Strength, Speed, Chakra, and Vigor. These represent a character's physical strength, speed, agility, control, and essential chakra reserves. These stats are described in more detail in The Four Main Stats.

Characters have a maximum of 300 total stat points, and each core stat field can have 150 points dedicated to it. Each core stat field must have a minimum of 1 stat point allocated. Unique Jutsu may temporarily amplify one's stats beyond these limits, these techniques being known as Enhancers. Only one Enhancer can be used at a time.

Even with an Enhancer, a single-core stat field can never surpass 250. 250 is the highest number any stat field on the forum can reach. Regardless of what the math may add, 250 cannot be topped. This goes for Stat fields, Jutsu Power/Speed/Health, Throwing Speed, Impact Force, etc.

You will be granted specific stat points to allocate when you create your character. As seen below, this number will depend entirely upon your character's starting rank. For more on creating a character, please refer to the Character Rules  and refer to the Clan and Bloodline rules for more details on Clanned and Clanless characters.

  • E Rank: 50
  • D Rank: 100
  • C Rank: 150 (Event Specific or Character Replacement)
  • B Rank: 200 (Event Specific or Character Replacement)
  • A-Rank: 225 (Unavailable for Creation except for Character Replacement)
  • S Rank: Max Stats (Unavailable for Creation except for Character Replacement with Retention ticket)


Replacement characters with a rank of C or above commence their journey with the privilege of possessing two specialties and two elemental affinities. This allows them a broader range of skills and attributes from the start.



Stat Rules  Tumblr_lqknxfzZTY1qmmhnro1_500



Both Clanned and Clanless characters have the freedom to choose their stat path over time. They can train any core stat to a maximum of 150 without restriction, reaching the total stat cap of 300 through dedication alone. 

For Example:

Guest has dedicated himself to training, bringing his Chakra to 150, Speed to 100, Strength to 25, and Vigor at 25, reaching the 300 stat cap through their unwavering commitment to self-improvement. This showcases the flexibility and adaptability of the stat allocation system for Clanned and Clanless characters.


Acquiring WC (Word Count):  During stat training, players must be explicit about which stats they are allocating points towards. The cost for each stat point is 100 WC, and these points can be earned through active participation in various roleplaying activities, including regular topics, missions, training sessions, and character development. It's important to note that WC spent on stat training should generally be used within the same thread where it was earned. However, stat training provides a unique flexibility, allowing players to spend the same WC on enhancing their stats and pursuing other forms of character development, such as acquiring new Jutsu Skills or awakening their Bloodline.

Example: You have earned 1,000 WC in a thread. You spend 1000 WC to train 10 points in Vigor and use the remaining to learn a C-Rank Jutsu alongside it.

Moving Stats: You can use WC to redistribute your stat points, moving points from one stat to another. This flexibility allows you to customize your character's stats as you see fit.

Example: You want to move 1 point from Strength to Speed. You spend 100 WC to make this change.

This process is treated as gaining stats. When using Word Count to move stats from one attribute to another, you must note that you cannot claim Jutsu or Skills at a discount alongside this training. You cannot simultaneously gain Action Points (AP) while moving stats. 

Max Stat Characters: Characters who have reached the maximum limit for their stats have two alternatives:

AP Training: They can train Action Points (AP) at a rate of 2 AP for every 100 WC spent. If they solely train AP (without claiming jutsu, skills, etc.), this rate increases to 4 AP per 100 WC.

Discount on Training: Max Stat characters can apply a 25% discount towards any training, except for increasing their total AP pool. This discount can't be used simultaneously with other discounts, like those from Village Upgrades.

For characters who have reached the maximum stat limits and wish to benefit from the 25% discount on training, please note the following:

You will only receive this discount after reaching your max stats limit.

For example, If you are at 200 stats and spend 5,000 WC to increase your total stats to 250, you must claim jutsu and skills at the standard rate for the WC used to train stats. The 25% discount does not apply to jutsu and skills acquired during this training period.

This clarification ensures that the 25% discount is reserved explicitly for all claims once you have reached the maximum stats limit.

Word Count (WC) Bank: You can use WC from your WC Bank to acquire stats. This includes WC obtained from events, staff payments, and refunds. However, there are specific conditions:

You can only spend WC from your WC Bank on your stat page, not during regular topics.
You can use WC from your WC Bank to claim jutsu and skills alongside acquiring stats.
Max Stat characters can use WC from their WC Bank to claim jutsu and skills with a 25% discount.
Max Stat characters can train AP alongside jutsu and skills using WC from their WC Bank if they choose not to use their max stat discount.

Exclusions: Characters reclaimed after an activity check loss cannot use WC from their WC Bank to earn stats for the first 30 days after the reclaim.



Stat Rules  Bfbd3282b99b87e8a284d106e1052b782fada35c




The Vigor Stat

Specialties: Ninjutsu, Fuinjutsu

Vigor governs your character's overall energy reserves, chakra reserves, and physical performance. The Vigor Stat determines how much overall endurance they have regarding energy expenditure. 

Vigor AP Pool

Vigor also determines your character's base AP, with each point in Vigor giving your character 10 Action Points, which are used to perform all techniques from the most basic of Taijutsu to the most complex of Space-Time techniques. It should be noted that your character will be able to receive a maximum of 1000 AP from the Vigor stat alone, meaning anything over 100 will be used solely for scaling and will give no additional AP.

When boosted, the Vigor Stat should be noted that it will not provide the character with any additional AP. It should also be pointed out that the Vigor Stat, when debuffed, will not result in the character losing any AP for the duration of the debuff.

The Chakra Stat

Specialties: Medical, Space-Time, Sensory, Genjutsu
Control over one’s chakra can grant additional bonuses. You will provide your character with permanent AP reductions to MOST techniques at certain thresholds, regardless of the specs used by these techniques. They apply to both the activation and upkeep costs of techniques. They do not apply to additional costs within the jutsu. Furthermore, these discounts do not apply to the bloodline, dojutsu AP costs, or AP costs from skills. Mastery AP Discounts stack, but the control discounts are applied afterward. For example, Guest has an S-rank jutsu with an Activation cost of 100 and 2 AP Masteries of 25, costing 50. The 25% discount from chakra control bonuses is applied to that 50. 

Below is a chart determining the chakra a character will need to access the AP reductions and said reduction levels. These discounts are fixed and cannot be increased or decreased. Finally, they do not stack with discounts provided by jutsu (or other methods), and those discounts will override Chakra Control Bonuses.

Discount thresholds
  • 30 - 49 = 5% AP Reduction
  • 50 - 99 = 15% AP Reduction
  • 100+ = 25% AP Reduction


Below is a list of techniques that can't have their cost reduced by Chakra Stat discounts. This includes discounts granted from enhancers and AP masteries. 

  • Enhancers
  • Amplifiers
  • Infusions
  • Debuffs


The Speed Stat

Specialties: Bukijutsu

In NRPG, the Speed stat is associated with the Bukijutsu specialization and impacts a character's proficiency with projectile and swinging weaponry.  Additionally, it holds relevance for individuals employing speed-based fighting styles within the Taijutsu specialty.

Agility, a subset of Speed, gauges a character's proficiency in dodging attacks and executing handseals swiftly. The bonus linked to Agility directly correlates with the character's base Speed stat. It's crucial to understand that Agility is exclusively intended for defensive maneuvers and cannot be employed for offensive actions, retaliation, or movement. There is a distance limit of five meters when utilizing Agility to dodge incoming attacks. For instance, a character cannot rely on agility to avoid a massive fireblast directly; instead, they must initiate movement away from the attack, considering their speed, to effectively evade it.

Additionally, the numerical values assigned to Agility are capped at specific limits. Here is the Agility bonus breakdown based on Speed levels:

50 - 75 Speed: +10 Agility
75 - 99 Speed: +20 Agility
100 or more Speed: +30 Agility
Example: A character boasting 100 Speed would garner a +30 Agility bonus, elevating their total Agility to 130.


The Strength Stat

Specialties: Taijutsu

In the intricate world of NRPG, the Strength attribute is a paramount indicator of your character's physical prowess. As the numerical value of your character's Strength stat surges, so does their potential to inflict damage through base physical attacks. The formula at the core of this mechanic is simple yet impactful:

Determining Attack Damage:
Attack damage without applying jutsu or weaponry equals Strength/2, except for practitioners of Speed-based fighting styles who employ Speed/2 instead. However, it's noteworthy that Speed style adepts cannot utilize their Speed stat to replicate the damage effects aligned with Strength guidelines.

But the influence of Strength isn't confined to damage alone; it resonates in two fundamental aspects - the weight your character can lift and the degree of harm they can impose upon an adversary:

Lifting Capacity and Damage Infliction:
At the inception, a character with a Strength Stat of 1 can lift a minimum weight of 70 kilograms (~150 pounds). With each increment in Strength beyond this threshold, they gain the competence to lift an additional 5 kilograms (~11 pounds). For instance, an individual with a Strength Stat of 250 can effortlessly hoist a staggering 1315 kilograms (~2900 pounds) - roughly equivalent to the mass of a compact car.

Furthermore, the narrative unfolds with a guideline that delineates the extent of physical harm that diverse power attacks can manifest:

Spoiler:

Passive DR

Passive DR is a pool of damage reduction point all characters possess based on strength to a maximum of 100 at a ratio of 1:1. A character with 20 strength has 20 DR Points that they can utilize per thread to reduce incoming damage. Likewise, a character with 5 strength has 5 DR points. A character with 150 strength still only has 100 DR Points but can reduce 100 damage from any source during a combat thread. Points are utilized per thread and cannot be regained within the combat thread where they were used.




Stat Rules  Tumblr_lpjl3gI1KX1qmmhnro1_500




The miscellaneous stats and calculations in NRPG provide additional details and mechanics for specific actions and interactions in the game. Here is a summary of these side stats:

Speed: This stat represents the general movement speed of characters in NRPG. It determines the speed at which characters move, excluding specific situations such as falling. Falling speed is standardized at 150 regardless of the character's Speed stat.

Falling: Characters fall at a speed of 150 and take falling damage based on the height from which they fell. Falling from a height of 30 meters or more inflicts damage equal to the height in meters. Techniques can mitigate falling damage.

Jumping/Swimming/Flight Speed: Characters' jumping, swimming, and flight speeds equal their regular Speed stat. Characters cannot fly without specific abilities or technologies.

Jumping Distance/Height: A character's jump distance and height are calculated by dividing the average of their current Strength and Speed stats and dividing it by two.

Example: Guest has 100 Speed and 40 Strength. Their jumping distance/height is 35 meters.

Breathing:  Characters can hold their breath for a maximum of two posts by default unless aided by a jutsu or similar abilities.

Throwing: Thrown items like weapons travel at the character's current Speed stat. The distance a thrown item can cover is half of its total speed in meters.

  • Example: Guest has 100 Speed. Their throwing speed is 100, and their throwing distance is 50 meters.


Basic Weapon Attacks: Melee weapons are categorized as either sharp or blunt. Blunt weapons scale their damage based on the user's Strength, while sharp weapons scale with the user's Speed. Basic weapon attacks without jutsu use the Impact Force stat, calculated as half of the user's Strength for blunt weapons and half of the user's Speed for sharp weapons.

Projectiles Clashing: When ranged weapons clash, the one with the higher Impact Force continues while the other is knocked off. If both weapons have equal Impact Force, they get knocked off course.

These miscellaneous stats and calculations add depth and specificity to various actions and combat interactions in NRPG, allowing for more detailed and strategic gameplay.
The health stats in NRPG provide specific information about the durability and resistance of weapons, armor, jutsu, and the environment. Here is a summary of how these health stats function:

Weapons:

When two held weapons clash without any techniques involved, the impact force of each weapon is compared. The weapon with the higher impact force applies its total impact force value to the opponent's weapon's health. The weapon breaks if it surpasses the opponent's weapon health by 20. If both impact force values are equal, neither weapon takes damage.

When a weapon clashes against a technique, the weapon does not gain +20 defense and will be broken if the technique matches or surpasses the weapon's health.

If both users use techniques, the clash follows standard rules, and the surplus power from the clash is applied to the opponent's weapon. If the combined value exceeds the opponent's weapon health, it breaks.

Armor:

Physical armor is strong against physical attacks but weak against chakra damage. Physical armors require physical attacks to surpass their health by 20 to pierce, and they are treated as having -20 health against chakra techniques.

Chakra armor is strong against chakra damage but weak against physical attacks. Chakra armors require chakra techniques to surpass their health by 20 to pierce, and they are treated as having -20 health against physical attacks.
Jutsu:

Environment:

Environmental objects like trees, boulders, and walls have specific health values. The health determines the amount of damage they can withstand before being destroyed.

Natural trees have a base health of 75; natural earth has a health of 100; and natural boulders, concrete, and walls have a health of 125.

Environmental health can deteriorate after impact or attacks, reducing their health value. If the damage exceeds the health of an object, it will break and shatter.

  • Example: Guest  hits a tree with a 50-power jutsu, deteriorating the hit tree by 50 and leaving 25 health left. If that damage exceeds its health, the target will fly through the object, breaking and shattering it. If blown into a second object, they will only take damage from the first object.


Environmental Damage:

Environmental Damage refers to the additional harm inflicted upon a character when they collide with objects or surfaces during a battle.

Soft Surfaces (e.g., piles of leaves, tall grass): Characters colliding with soft surfaces experience a minor environmental impact, resulting in 30 points of additional damage. This damage does not bypass the character's armor.

Moderate Surfaces (e.g., tree trunks, wooden structures): Striking a moderate surface such as a tree trunk or wooden structure inflicts a moderate environmental impact, causing 50 points of additional damage. This damage does not bypass the character's armor.

Hard Surfaces (e.g., concrete, solid rock): Collisions with hard surfaces like concrete or solid rock deliver a substantial environmental impact, leading to 70 points of additional damage. This damage does not bypass the character's armor.

Throwable Projectiles and Environmental Interaction:

When combatting throwable projectiles, it's essential to consider their interaction with the environment. While throwable projectiles are a strategic asset, they are subject to specific rules regarding their retrieval and potential loss based on the course of battle.

Intact Retrieval: If your aimed projectile is dodged without causing destruction, you can retrieve it for reuse in the battle.

Destruction by Opponent:  If an opponent employs techniques or actions that destroy the throwable projectile (e.g., burning, shattering), the item is considered unusable and cannot be collected for reuse.




Stat Rules  Tumblr_lwm1zkXoyW1qmmhnro1_500



In NRPG, every character possesses a standardized Health Bar, reflecting their capacity to endure damage. The Health Bar's size is determined by the character's overall stats, which remain unmodifiable. This bar absorbs damage, preventing characters from being instantly defeated by a few hits.

Damage to the health bar occurs at a rate of 1 health point per point of power or strength. Once a character's health hits 0, they fall unconscious, facing potential death unless treated with Medical Ninjutsu in that specific topic. Medical Ninjutsu becomes crucial for health regeneration.

Impact force in NRPG extends beyond numerical values, introducing the risk of dismemberment. A power value of 100 is required for physical strikes using weapons or martial techniques to achieve this effect, adding complexity to battles. It's important to note that jutsu-based attacks, like fireballs, inflict health damage but don't result in dismemberment.

As characters' stats increase, their health will increase by 100 at specific stat thresholds. Here are the entries for health increments:

100 Stats: 100 Health
175 Stats: 200 Health
250 Stats: 300 Health
Notably, characters with less than 100 stats will still have a 100 health pool.




Stat Rules  Tumblr_lpp9enUBdm1qmmhnro1_500




In NRPG, Vigor is your character's energy reserve, supplying Action Points (AP) for various techniques. Each point in Vigor grants 10 Action Points. When a character's AP hits 0, they'll be unconscious for the rest of the thread. To continue, you'd need to start a new thread where your character wakes up after a reasonable time.

If you're in a multi-player thread, your posts will be skipped for the topic's duration, letting other participants decide your character's actions. It's possible to recover 10 Action Points per post, but the character can only dodge and evade attacks, avoiding offensive moves.

A Bonus AP Pool offers extra Action Points, gained through missions, training, and rank-ups. The maximum Bonus AP is 1000AP, subject to changes in character stats. Any previously trained AP exceeding the new cap is lost if it decreases. If the cap increases, the character must train the additional AP. Any excess AP is permanently lost if Vigor points are removed from a character with a maxed-out AP pool. The lost AP must be retrained if points are later allocated to Vigor.




Stat Rules  ZMnRdEs


Himari Hyuuga likes this post

Back to top
Permissions in this forum:
You cannot reply to topics in this forum