4) Companions

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4) Companions

Post by NSRP » Wed Apr 01, 2020 2:06 am

Companions

Companions are helpers for almost any ninja. There are three primary types of companion on NSRP. The types are: Pets, Spirits, and Henchmen. There are additional companions - Puppets and Swarms - which work differently than the primary types. Each of these types of companions are detailed below.
Every character is granted a single companion slot that can be redeemed at any point in the character's existence at no cost to the character. They simply register the companion and then you’ve got it. Afterwards, all companions you gain you must do a thread (or a series of threads) detailing how the companion was gained. This can be done either through convincing them to join you, capturing them, defeating them in combat, or saving them from danger. Moderators will review to ensure it was adequate enough to earn the companion and that is it. Companions go on your character’s sheet as a separate post.

Companions, beyond your first free one, go into what we call companion slots. A companion slot costs 50 ryo x the number of slots you currently have. So if you have the 1 free companion, your next slot would cost 50 ryo. If you wanted a 3rd companion, it would cost 100 ryo (2 slots x 50 ryo = 100 ryo), and so on. There are two ways to bypass this. You can take the below concentration [Natural Leader], which grants you 1 additional companion slot. Or you can take the below ability [Companion Master], which grants you 3 additional companion slots. These slots do count against the above equation to calculate more slots, so it is typically wise to buy slots first, then take the concentration or ability.
Natural Leader:
Natural Leader
This concentration represents that the character is skilled at guiding others, or at least has put a concentrated effort into gaining a companion. This concentration is worth [1 Companion Slot] and can be taken multiple times.

Code: Select all

[quote=Natural Leader][b]Natural Leader[/b]
This concentration represents that the character is skilled at guiding others, or at least has put a concentrated effort into gaining a companion. This concentration is worth [1 Companion Slot] and can be taken multiple times.[/quote]
Companion Master:
Companion Master
This ability reflects that the character has gained multiple companions, and is able to guide and coordinate them. The ability is worth [3 Companion Slots]

Code: Select all

[quote=Companion Master][b]Companion Master[/b]
This ability reflects that the character has gained multiple companions, and is able to guide and coordinate them. The ability is worth [3 Companion Slots][/quote]
While each companion type has its advantages and disadvantages, they all share their capacity for gaining abilities, and learning concentrations. All companions types are granted One [1] ability slot. Additionally companions have a total of 10 concentration slots that they can fill with whatever concentration they would like.

It is important to note that Companions cannot have more than 45 in any one stat, nor can they take [Overlay], [Kinesis], [Space/Time], or [Heavenly Taijutsu] unless their owner has the [Evolve] perk. The [Evolve] perk must be taken each time you want to raise a stat over 45, or give a companion one of the aforementioned concentrations.

Companions do not typically earn Ryo, and instead must be paid for via the owner’s Ryo. This means if a user would like to buy stats for their companion, the companions over would subtract Ryo. The only exception to this is when any of the standard companions (Pets, Summons, Standard Henchmen) are in a thread alone, the owner earns back ½ the Ryo.

Information for each companion type can be seen below.
Information for ranking up companions can be found [Here]

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4) Companions

Post by NSRP » Wed Apr 01, 2020 2:07 am

Pets and Summons Pets and Summons are the first type of companion. They are largely the same, except for two specific differences. Choosing whether you want a pet or summon will largely fall to these two factors and should be considered carefully!
  • Pets are real animals, they may be custom species that are reasonable variations of existing animals, such as unique dog breeds, a new type of bird, or something to that effect. These species must be reasonable in existing, which is always at the discretion of the staff as to what falls within the parameters of reasonable. Summons can be made up creatures, mythical animals, or whatever you’d like. Because of this, summons have access to the [Gigantism] ability below, pets do not. Pets can be larger than normal, they simply cannot be excessively larger (Shipuuden Akamaru is okay, Clifford the Big Red Dog is not).
  • Pets can remain with you at all times, while summons consume chakra based on their stat total to remain with you. However, if a pet is mortally wounded it will likely die, while a summon will automatically desummon itself if it is mortally wounded but still alive, allowing it to recover in its hidden realm. When summoned, the summoner pays a like-rank amount of chakra per the number of posts below (C-rank costs C-rank chakra, B-rank costs B-rank, and so forth)
    • D-Rank: Free to maintain once summoned.
    • C-rank: 10 posts
    • B-rank: 9 Posts
    • A-rank: 7 Posts
    • S-rank: 5 posts
Aside from these two differences, pets and summons are otherwise identical, and all rules apply to them the same way. This is to include intelligence and behavior, while pets are normal animals, they are trained so effectively and well (and likely as a product of continuous exposure to manipulated chakra) that they show the ability to express human level intelligence in combat, including understanding highly complex tactical maneuvers. Most summons can talk, however for those who do not, and for pets, most often the owners are so adept at working with them that they are able to understand virtually any communication from the companion with ease.

Pets and Summons are able to start with the following stats and ryo to spend on jutsu:
RankStatsRyo
E1010
D2020
C4035
B8060
A120100
Sizes In character, long term exposure to chakra affects animal physiology. Out of character, what this means is that beyond a certain Chakra Pool stat, pets and summons are required to be of a certain size. However, we don't need literal house-sized flies running around the RP. Rather than trying to specify the rules for every type of animal, the chakra pool stat simply dictates the generalizations for pets and summons. The species size column is how big a normal animal of that species is. The Chakra pool column determines what CP range that affects the companion size, and the size ceiling is the absolute maximum size that animal is allowed to become at the top chakra pool point.
Natural SizeChakra PoolSize CeilingMinimum Size with DwarfismMax Size With One Of [Gigantism Or Hyper]Max Size With Both [Gigantism And Hyper]
Less than 1x1x1 m
(e.g. Average dog)
1–255x5x5 m0.1x0.1x0.1 m15mx15mx15m30x30x30 m
Less than 2.5x2.5x2.5 m
(e.g. Large wild animal)
10–408x8x8 m0.3x0.3x0.3 m25x25x25 m50x50x50 m
Over 2.5x2.5x2.5 m30–5015x15x15 m1x1x1 m50x50x50 m100x100x100 m
What this means is that if you have a small bird as a pet with more than 15 Chakra Pool, it's required to have dimensions similar to that of a dog (several feet tall/long and/or weighing anywhere in the ballpark of 30-40 pounds). All pets and summons cannot have a chakra pool stat that is lower than the minimum chakra pool listed for their size range. So while a baby tiger may have only 3 chakra pool, when it’s full grown it would be required to increase the chakra pool stat even if the owner didn't want to.

This is especially relevant to species being used as mounts, because while it opens up some interesting possibilities, it still limits mounts to species whose original size is comparable to that of a dog.

You’ll notice, however, there were three additional columns for abilities and concentrations which change the size limits. The first is called Dwarfism, and is an ability you can take to bypass the minimum size requirements. A companion with dwarfism can be as small as you want, to the minimum size listed on the table. It still gets bigger with more CP though, so be conscious of space! There are also two options to have especially big companions, which can be taken individually or together for a stacked effect. With the Gigantism ability and/or Hyper perk, summons actually have some physiological change in them that cause them to grow to massive sizes listed in the final columns. The sizes there are the maximum size, far greater than what’s possible for the normal pets.
Dwarfism:
Dwarfism Ability
This creature has unique properties in its being that allow it to contain massive amounts of chakra within it without forcing it to grow, typically causing it to be much smaller than other creatures of similar classification.
Gigantism:
Gigantism Ability
This creature has an excessive amount of chakra, which causes it to be much larger than other spirits of similar classification.
Hyper:
Hyper Perk
This perk is taken by the owner of a spirit or pet companion and represents a special effort by an owner to enhance the growth of their companion to terrifying extremes. This causes it to be much larger than other spirits of similar classification.
Below are a few general rules for pets and summons:
  • All companions, much like shinobi are limited to the 30m ceiling for flight. This means that they must be accessible at 30m. If a pet is 10m tall, they would still be able to fly up to 20m high, so long as their lowest point is below that 30m ceiling.
  • Companions that can be ridden and can also fly must be A-rank minimum. Otherwise they cannot be ridden while flying.
  • Companions are limited to being within 500m from their owner, outside of that range pets lose their ability to use jutsu and summons will disappear. A shadow summoned companion has a range of 10m. Exiting the range will cause them to revert to their original realm.
  • Companions are limited to 200 stats.
  • In a competitive scenario, the physical size of a companion does not directly translate to effective gains in stats (e.g. a larger creature with 25 strength does not effectively hit harder or faster than a smaller creature hitting with 25 strength. The same applies to other stats.) Responsible roleplay is expected.
Permanence Spirits are creatures of immense chakra and power. They require effort to remain in our world, resulting in chakra usage by the summoner. Summons drain an amount of chakra equal to a jutsu of their rank or the rank equivalent of their stat total initially and then varying amounts based on the table above.
Shadow Summoning:
Instead of summoning the spirit at full strength, the master can instead elect to do a shadow summon. This allows the spirit to be in this world indefinitely, but in the form of a much weaker version. This spirit will have a 1 in every stat and be unable to use jutsu, but it will still be able to assist the summoner with basic tasks. This form of summoning drains such a minute form of chakra the summoner would never run out.

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4) Companions

Post by NSRP » Wed Apr 01, 2020 2:07 am

Henchmen Henchmen are a type of companion not as similar as pets & spirit. They are shinobi, Rounin, or sometimes even Hinin and Samurai who elect to follow a ninja, rather than wander on their own. Henchmen are unique companions because they are human, and consequently, do not have the restrictions that other companions have in terms of how they function, and the workload they place on their owner. However, unlike other companions, henchmen come with some risk as well.

Additionally, because most henchmen come from shinobi villages, or countries with samurai forces, having a henchman from a country opens you up to be hunted by that country and it's allies, even if you were not previously being hunted by them.

Below is the baseline information for Henchmen.
RankEquivalent RankStatsRyo
D-RankAcademy Student2020
C-RankGenin4035
B-RankChuunin8060
A-RankSpecial Jounin120100
A few additional rules for Henchmen
  • Histories are required for henchmen, and are scrutinized to the same extent as full characters.
  • Maximum stat total for a S-rank Henchman is 200
  • Henchmen can be upgraded into full characters in the absence of an owner.
  • Henchmen can act independently of their owner, and go on missions on their own. These topics grant only half the points..
  • Henchmen may inherit the remaining points of their masters if they die. E.g, Missing Ninja with 56/230 dies, the Henchman would be 56/56 upon registration as a main character.
  • Henchmen cannot contribute chakra, dna or organs for any sort of Enchantment, Organ Transplant, etc.
Additional Forms of Henchmen Henchmen are most often reserved for users who are intending to have a specific type of teammate. They are useful for narratives, but their primary purpose is combat. Because of this, there are two “alternative” forms of henchmen that exist: Mercenary Henchmen and Dynamic Henchmen. Strictly speaking, both pets and summons can be Mercenaries or Dynamics, but most commonly they are humans.

Mercenary Henchmen

This is a class of henchmen reserved for organizations. They are purchased, without companion slots, and go on an organization app. For Mercenary Henchmen, the organization that is purchasing them is effectively their “owner”. Any org member can utilize them (with the org leaders permission), and they are graded separately, meaning if a roleplayer is controlling their own character, and a Mercenary Henchman, the character gains ryo and the same org also gains Ryo. This can only be done once per thread, meaning multiple Mercenaries (even if controlled by multiple roleplayers) only earn Ryo for the org once. Below are a list of rules and restrictions for Mercenary Henchmen.
  • Mercenary Henchmen follow the same restrictions as standard henchmen, though lack the ability to receive anything restricted by the [Evolve] perk.
  • Purchases for Mercenaries come from the orgs coffer
    • Jutsu have a -2 Ryo modifier on them (e.g. C-rank jutsu costs 4 Ryo)
    • Stats have a -2 Ryo modifier on them (1 Stat costs 2 ryo)
    • Mercenaries automatically have access to any weapons or jutsu the Organization they belong to purchases.
  • Mercenaries can be in threads by themselves and earn full Ryo for it.
  • Mercenaries cannot be used as contributors of chakra, dna or organs for any sort of enchantment or organ transplant.
  • Village Mercenaries can have access to their respective village-restricted styles or abilities. Missing Ninja Mercenaries cannot have any village-restricted styles or abilities (i.e; no making mercenaries that have Kuuton).
Dynamic Henchmen

This is a class of henchmen typically reserved for narrative purposes. Unlike other companions, Dynamic Henchmen have full character sheets, meaning they can have up to 250 stats, 18 concentrations and 3 abilities. The primary purpose of Dynamic Henchmen is to fill some role in a character’s plot or narrative, may that be an enemy, a family member, a mentor, or otherwise. Like Mercenary Henchmen, Dynamic Henchmen earn full Ryo in threads they are used, regardless of if the roleplayer is in control of another character or not. However, there are a number of restrictions on Dynamic Henchmen
  • They cannot be used in any official combat, to include event plots, hunting, or attacks.
  • Typically only their creator can control them, but they may grant control to other roleplayers if they so choose.
  • Ryo on Dynamic Henchmen cannot be shared with other characters, or contributed to Organization coffers. If a dynamic henchman dies, their Ryo disappears forever.
  • Dynamic Henchmen cannot be used as contributors of chakra, dna, or organs for any sort of enchantment or organ transplant.
  • You may not use a dynamic NPC to gain access to something you would not otherwise have access to (i.e; no making a dynamic NPC from Suna tell your Iwa Nin the dark secrets of their home village).
Last edited by Valkier on Wed Jan 25, 2023 5:00 am, edited 1 time in total.

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4) Companions

Post by NSRP » Wed Apr 01, 2020 2:08 am

Swarm Companions

A swarm is a group consisting of a massive amount of a single animal, which are able to be controlled by a single entity. This essentially allows the owner to control it as they would with an element. The swarm relies on a Synch stat for function, which accounts for the users synchronization with the swarm. This is the only stat found on the swarms applications. More information the synch stat can be found below. A swarms "personality" is up to the discretion of the roleplayer, they can be roleplayed as each individual within the swarm has a personality, or the swarm has a personality as a whole. How the swarm and character communicate is also to the discretion of the user, and due to their intimate connection, a jutsu is not needed for telepathic communication or the like.
  • Swarms are a single companion slot.
  • Swarms can be summons or pets. And how they're transported is dependent on the type.
  • Whether Spirit or Pets, Swarms must be naturally swarming animals. You couldn't have a mocking bird swarm, as mocking birds are solitary animals. Making a swarm of spirit mocking birds is not acceptable, either.
  • The Sync stat is treated as a specialized stat. This means that it requires an ability slot. You may read more about specialized stats [here]
  • In order to rank up the swarm, the master must train up to the proper synch stat. Rank is used to determine the strength of the swarms abilities, should it have any. E=1, D=5, C=10, B=20, A=25, S=35.
  • Multiple swarms require multiple companion slots, even if the second swarm is the same as the first. As you can only have one specialized stat, multiple swarms have the same Synch stat, and divide its size at the discretion of the user in any given topic.
  • Swarms are granted a single unique "trait". This trait can be access to some concentrations, an ability, a unique weaponry on their bodies, or some sort of natural ability increased by a large margin. For example, the kaikachuu’s ability to eat chakra would take up this slot.
  • Swarms must be able to swarm at their lowest rank to be viable, and must be naturally swarming creature. Things like foxes do not swarm in nature, and even if they did, only 2 foxes would fit in a 2x2x2ft area, which is not a swarm, so they cannot be used as a swarm.
Quote:
[center][big]<Creature Type> Swarm[/big][/center] [b]Description:[/b] Physical description of individuals in swarm
[b]Personality:[/b] Personality of swarm as a whole, any stand out individuals, etc.
[b]Picture:[/b]
[b]Rank:[/b]
[b]Skills[/b]
[b]History:[/b]: If applicable
[b]Username:[/b]
[b]Owner:[/b]

The Synch Stat

The Synch stat for a Swarm accounts for all its stats. A swarm with a Synch stat of 5 moves at a speed of 5, is able to exert 5 strength as a whole. The Swarms are able to perform jutsu, however Swarms are more typically used as components of jutsu. Swarms are able to be controlled as if the controller had kinesis, used for, or used as jutsu themselves as well. The owner does not need jutsu for larger movements, or uncomplicated movements of the swarm, but will for more precise, technical, or strategic movements. The synch stat does not count towards the users maximum total of 250 stats.

Additionally, the Synch stat determines the size of the Swarm. The Swarm will be [Synch]/3 m3 in size. If a Swarm user had 15 Synch, the swarm would be 5x5x5m in size.

The synch stat works like all other specialized stats, and can be learned about more [here]

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