6) Points Store, Training and Weapons

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NSRP
Posts: 1130
Joined: Sun Jan 31, 2010 7:00 pm

6) Points Store, Training and Weapons

Post by NSRP » Wed Apr 01, 2020 2:20 am

Points Points are the currency of NSRP. They are used to buy weapons, jutsu, and various other things. You are able to obtain points through socials, and other events. There are two types of points.
Individual Points: Typically abbreviated "IP", characters points are the primary currency spent on the forum. IP are gained through activities through characters, and can be used to purchase anything. IP can be transferred between characters. IP can be transferred to your other characters at a 2:1 ratio.
Event Points: Typically abbreviated "EP", Event points are the points seen on a user profile. EP are strictly used for users that do not have a character to store points on.

If you want to use points to just buy things, here is the pricing list:
Jutsu
E-Ranked Jutsu1 point
D-Ranked Jutsu2 points
C-Ranked Jutsu3 points
B-Ranked Jutsu5 points
A-Ranked Jutsu7 points
S-Ranked Jutsu10 points
Exchanging for like rank jutsu 2 points
Weapons
Disposable Weapons (Kunai, Arrows, 15m of Wire, etc)1 point for 15
Swords, Hammers, and standards2 points
Explosive (Max 15, per character to include companions)5, any quantity, per type.
Stats
1 Stat3 Points
Miscellaneous
General Equipment (bandages, gauze, vials, etc.)2 Points

Members can achieve discounts off of their weapons when they do a topics towards earning said weapon. These topics come with limitations however. 1/2 Points are earned during the topic, but for the total amount of points earned x2 gets discounted off the weapon. To demonstrate this it is shown in the spoiler below.
Discount ExampleShow
Member A does a topic for a discount on his new weapon which costs 100 points. Member A's topic earns 20 points, and after calculating the discount he earns a 40 point discount off the weapon. This now makes the weapon 60 points total. However the member earns 10 points total in addition to the discount after completing the topic when we 1/2 his total earnings.

And that is how discounts work with weapons.
Special weapons and weapons not listed in the store will be brought to deliberation among the moderators. These do not require pre-submission and can just be put in a mod, however PM'ing it to a moderator and having it priced beforehand is advantageous. After careful discussion regarding the balance of these weapons, the moderators will assign a point cost for the weapon. As a guide, moderators will always consider the strength of the weapon's ability relative to Jutsu ranks, whether any abilities or concentrations are usually required for such powers and how the weapon has the 'special' feature imbued within it. Prices are non-negotiable.
  • The strength of the user must be at least 2/3rds the strength of the weapon, otherwise the weapon is unusable to the wielder. For example to utilize a crossbow that shoots at 35 strength, the user would need 23 strength. The strength required to wield a weapon can be determined using the formula: Strength required = 2*(Strength of Weapon/3).
  • If a character receives a weapon created by another player, such as a kunai with a special fuuinjutsu on it, the user receiving the weapon can add it to their sheet to used beyond that thread at 50% the cost. Using it within the thread costs the recipient no points. Moderator discretion will be used in cases where this could be abused.
Bows & Misc. Projectile Launchers Projectile Weapon are most commonly thrown (or in our world, something they’re spat), and when this happens projectiles are most commonly a direct translation of the users strength into their own striking strength and speed. However, some people will use bows and arrows, or other launching mechanisms. In this case, there are two distinct advantages in doing so.
  • Techniques that are based on using projectiles are defaulted at being done with a Bows or launcher, meaning a projectile technique that does not utilize a bow or launcher would be considered more complex, and thus be +1 rank.
  • When a projectile is launched with a bow or launcher, it is considered as having 1.5x its launching strength for the sake of defenses. Since defenses have 2.5x strength against strikes weaker than them, if a 30 strength defense was erected it would have 75 strength, and after a projectile was thrown at it with 20 strength, it would then have 55 strength left. However if a projectile was shot/launched at it with 20 strength, the defense would lose 30 strength, giving it 45 strength remaining.
  • This bonus applies only to launchers that are listed in equipment, not those created through jutsu. Projectiles made through equipment or jutsu can confer this bonus however.
This gives bows, and other types of launchers a minor advantage, so no need to run around just throwing arrows at people!
Poisons Poisons come in two types: natural and artificial. Natural poisons are free and found on summons, pets, and companion creatures that naturally have access them. These start at the user’s rank, and increase when they rank up, but can't exceed what the poison would naturally do.

Artificial poisons are considered special weapons and are priced by staff based on their effects, duration, method of transition, and quantity.

Training Another option to get jutsu or raise stats is to train for them. This involves posting a lonely or social where you have your character train according to the following table:
TrainingBase Word CountTrainingBase Word Count
E-Ranked Jutsu1000D-Ranked Jutsu1400
C-Ranked Jutsu1800B-Ranked Jutsu2200
A-Ranked Jutsu2600S-Ranked Jutsu3000
For these, this is the base word count. Every character gets a reduction, based on their stat total. To calculate your reduction, simply multiply your stat total by 10. So, if you have 55 stats, an E ranked taijutsu would take 450 words. However, this is to a minimum of 400 words.

If a person were to train jutsu of a concentration same as their Primary Affinity, their minimum for that affinity is 300 words instead of the traditional 400.

Stat training, though is a bit different. You are only allowed to stat train 75 times. You cannot combine stat trainings into a single word count; for example: having a 1000 word tai training and 1000 word speed training, and just training for 2000 words. Each training must meet the count separately. Stat trainings are always 1000 words in length, though a moderator may request that you add additional information if they feel it was not adequate enough. Companions follow the same guide lines for stat training, but can only stat train 25 times. You can train multiple stats of the same kind by increasing the word count as necessary. For example, writing a 2000 word stat training for strength will earn you 2 strength stats, 3000 words will earn you 3 strength stats, and so on so forth. However like stated before you cannot do 1000 words for strength and 1000 words for taijutsu.

Pre-Approved Jutsu You can have your jutsu approved through modifications before you train them. They are treated like any other jutsu in the grading process, and are added underneath your other jutsu in a spoiler called "Pre-Approved Jutsu". However there are limitations that come with this.
  • []Jutsu may not be used until trained/bought
  • Pre-approved jutsu can be trained in Socials.
Abilities Some abilities may require them to be purchased as well as earned with a thread. These are essentially any abilities that allow you to bypass restrictions that current exist. The abilities still need to follow some form of logic, but can be genetically passed on, the result of a spirit being sealed in you, the blessing of a priestess, or a curse by a witch, or as simple as a fuuinjutsu placed on you by someone else. These abilities can grant conceivably anything, but should not just be random concentrations or skills loaded on to them.

What requires to be purchased and what doesn't is left to the discretion of the moderating team. And they will be priced on a case by case basis until further notice.

If you need help, private message Niro, Valkier, or the nearest online Moderator.

User avatar
NSRP
Posts: 1130
Joined: Sun Jan 31, 2010 7:00 pm

6) Points Store, Training and Weapons

Post by NSRP » Wed Apr 01, 2020 2:20 am

Kugutsu
[Puppetry] is an old, tradition-bound style with some variation found within each Hidden Village. Chakra Strings are the progenitor style of Puppetry and is limited to Sunagakure ninjutsu only, due to the secret techniques. Chakra String users learns to utilize the tenketsu on their fingers to create strings of chakra, which can be used to control a multitude of things. Most users focus primarily on the use of puppets, wooden, or partially wooden contraptions. Puppeteers as they are called, rely on high control.
Takes a ninjutsu concentration slot.
NocodeShow
[quote=Kugutsu][b]Kugutsu[/b]
[b][Puppetry][/b] is an old, tradition-bound style with some variation found within each Hidden Village. Chakra Strings are the progenitor style of Puppetry and is limited to Sunagakure ninjutsu only, due to the secret techniques. Chakra String users learns to utilize the tenketsu on their fingers to create strings of chakra, which can be used to control a multitude of things. Most users focus primarily on the use of puppets, wooden, or partially wooden contraptions. Puppeteers as they are called, rely on high control.
There are three things that matter when you’re a puppet user; How many puppets you have, how each puppet is built, and how many puppets you can control. Below is a guideline for the rules answering those three questions.

How Many Puppets Do You Have

Due to the price and complexity of constructing puppets, individuals are typically limited to a certain number of puppets based on their rank. For balance reasons, we also do this to ensure that low ranked puppeteers can’t simply overwhelm their opponents with an unfair advantage. Below are two tables detailing how many puppets an individual can have, and the maximum rank of those puppets. While the second table is based off Control, if you are using another stat to use puppets the table will apply to that stat instead.
Maximum Puppets Owned Per Rank
RankMaximum Puppets
D4
C6
B8
A10
SUnlimited
Maximum Rank of Puppet Per Control Stat
Stat RequiredMaximum Rank of Puppet
5E
10D
20C
30B
40A
50S
How Each Puppet is Built

Puppets strength comes from two things, their stats and their weapons. The puppets stats are essentially a comparison system to the normal stat used by characters. Following is a list of the stats and their definition.
  • Durability - This shows how much damage a puppet can handle.
  • Mobility - This is how fast the puppet can cover distance. It is treated like the speed stat, for the purpose of distance covering.
  • Strength - This is how strong the puppet is. This is a direct cross over from any other strength stat.
  • Deftness - This is how fast the parts of the puppet can move, ranging from hidden weapons, projectiles launch speed/strength, or even arms and legs.
That’s not all that matters for puppets though, puppets have a lot of moving parts involved, and a lot of secret weapons in them. To properly keep puppets within their ranks, we’ve given them mechanisms. Mechanisms refer to any part of the puppet that is not a basic part of it’s infrastructure. This means that fingers are not mechanisms, but fingers that shoot senbon out their tips are mechanisms. Additionally, while a empty center of the puppet isn’t a mechanism, an empty center that can be used to trap people in it is considered a mechanism. Each mechanism on a puppet is valued at 10 points, meaning the weapon in a mechanism can cost up to 10 points to have. You may elect to combine allowed mechanisms to have a weapon worth more than 10 points (i.e, if a weapon would cost 25 points, you could use up 3 mechanisms to have that weapon). Leftover points for mechanisms do not add up, they simply disappear unless that mechanism is replaced.

Each rank of puppet is allotted a specific number of mechanisms. However, you can buy additional mechanisms for a puppet for 10 points, or write a 1000 word training thread, up to twice per rank. Ranking up a puppet also allots free additional mechanisms and stats . All mechanisms on a puppet must be listed, even if unoccupied. Below is a table detailing starting stat totals, number of stats gained when ranking up, starting mechanism totals, number of mechanisms gained when ranking up, and the cost of ranking up a puppet.
Puppet Base and Ranking
Rank of PuppetBase Stat TotalNumber of Stats Gained when Ranking UpBase Mechanism TotalNumber of Mechanismed Gain when Ranking UpCost to Rank UpCost To Buy
E410124 Points4 Points
D1210336 points6 Points
C20355212 Points10 Points
B50307318 Points20 Points
A75309225 Points35 Points
S100-12--50 Points

How Many Puppets You Can Control
The number of puppets you can control is typically based off the control stat. The higher your control is, the more effective you are at controlling the chakra strings, allowing you to move the strings around faster. Below is a chart detailing the number of puppets you can control based on your control, however you may instead base the control of your puppets on an entirely different stat that makes sense for the method of controlling the puppet. Any puppet controlled by an alternative stat still follow the rules of the table below.
Control Limits for Puppeteers
Control RequiredNumber of Puppets
51
103
205
307
4010
5012
Note: If the stat used to control the puppet is any of the physical stats such as Strength or Speed then the concentration used will be a Taijutsu Concentration rather than the traditional Ninjutsu Concentration.

Miscellaneous Rules for Puppetry
  • All puppetry jutsu, unless otherwise stated are Control vs Strength when met with resistance. If a puppeteer tries to grab a rock, and another shinobi grabs it as well, its the Puppeteers Control vs the other shinobi’s Strength to determine who wins out.
  • Henchmen cannot be puppeteers
  • Puppeteers are affected by jutsu they receive through senses channeled through their puppets. In the case of puppet body humans this means they can only be hit by genjutsu activated through their active senses (typically sight and sound).
  • Puppets that are humanoid in appearance start at B-rank.
  • Puppet Carrying: Puppets that are worn on or replace body parts are advised against having 1 mobility. When it comes time for a stat check, the lower stat takes priority. In the case of mobility, this means speed. If a puppet is worn on or replaces a body part, and has 1 mobility, that body part it is worn on/replacing can only move at 1 speed, even if the wearer has 30 speed. Vice versa, if a puppet has 30 speed and the wearer only has 5 speed, they would be limited to 5 speed still. Keep this in mind when working with puppet armors or body parts.

If you need help, private message Niro, Valkier, or the nearest online Moderator.

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