Post by kitty on Jul 13, 2021 7:57:44 GMT
🎋 CREATION GUIDEBOOK 🎋
On Shinobi-Rising creating Techniques, a term which covers both jutsu and abilities is a massive part of the site. Here our format for creation is what some may call Sandbox though we do have rules and templates that you must create within short of that.... The sky is the limit; And even than not literally. Want to be able to set yourself on fire to hurt someone, see in the dark, smell like a dog, turn your body into water, fly? Go right ahead, just so long as it falls into the guidelines below and if you're having trouble with idea's you can find examples by looking at the Ability Example sheet or Jutsu Library.
Buff/Debuff/Buff Reversal
To begin with everyone has a set number of buff/debuffs they are allowed to have outside of those naturally given by the system (stats, Jinchuuriki, clan's), this number is 10 and a Buff Reversal which is covered later in this section also counts.
The Solid Rules: Most things on Shinobi-Rising are provided solid buffs these apply to rather the points of a stat or the solid number of the stat itself. When raising or lowering the points in a stat one may do this by an increment of 2 points in either direction. If a stat has solid numbers given by it's points than you may buff/de-buff that stat by those same values, so for example you can buff health by 60 flat per rank of an ability. Stats without these solid buffs may also be increased via an ability dedicated to them like more brush offs being added, increasing the actions provided by speed, etc and these things will also consume a buff slot. Damage may only be buffed by half the amount of it's rank so for instance an E rank ability will buff damage by 10 points while a B rank would buff damage by 40.
The Percentage Rules While Shinobi-Rising has tried to make as many things flat additive numbers or plot related as we can some things just have to be 'more pure math' these are things like numerical damage reduction, increases to regen, and the like. These are covered by two different rules.
1) The 25/50/75 Rule: percentage buffs related to things such as damage reduction may only ever cap out at 75% and only be buffed by 25% at a time with no two 25%'s coming from the same source so if you have one unique ability from ranking up as a 25% already you can't have another from it but you can have one from a clan and a piece of equipment.
2) The 5/10/15 Rule: Things like regen given per post passively are covered by this rule only able to max out at 15% with each buff only being 5% and no two 5% allowed to come from the same source just as 25% buffs.
Reversal: This is when an ability someone possesses reverses the buffs or debuff's of a character. These must be active costing E rank chakra for every cycle they are kept active and while the same ability may cover numerous things for everything it reverses it's cost increases by one rank and the amount of slots it takes up increases by one. So for example a reversal covering defense and resistance would cost D rank chakra every cycle and two slots. The cost of a reversal can never be negated or lessened through any means.
Lastly, Buffs/Debuffs/Reversal's may not be 'universal' in any capacity, for example a buff must specify if it's for the ninjutsu specialization, wind affinity, or status effects.
Regen
Health, Chakra, and Stamina can all regen over the course of a thread per post. At the default these stats all regen 5% per post for every character. They can be buffed/debuffed by 5% at a time up to a total of 15% in either direction. Should one's regen become negative it becomes a drain removing what would otherwise regen from their pool per turn they're effected. This must be done within abilities as justu is based solely in solid numbers.
Status Effect's
Poison, Burn, Shock, Bleed, Frozen and other such things are Status Effects which can come from a variety of sources but are governed by a few simple rules. Firstly they may not buff or debuff anything by percentages everything related to status effects is termed in solid damage, an effect that lasts a solid number of terms. Status Effects follow DoT rules for their damage. Should a status effect do more than one thing it's cost will increase an extra rank, so an D rank status effect that freezes and D rank damages a target will have a C rank cost, this can be somewhat fluid as if the technique was doing E rank damage it would still cost D rank chakra. Status effects like being stunned target a character's combat actions given by speed removing one of them to begin with and increasing by one per rank of the technique used.
Damage Types
The numbers given by strength, mental, and jutsu damage stats are one's baseline damage. Someone of A rank can still be dealing D rank jutsu damage because outside of equipment which deals it's own rank with it's techniques, the character is what gives these things their damage. Their are 4 main types of damage that can be done plus healing, chakra and stamina can also be targeted in place of health.
Base
Straight out just the baseline damage, it does the proper rank of damage for character or equipment.
DoT
Damage that is dealt over multiple cycles most times from something like a bleed, burn, poison, etc. This can deal twice the damage as Base however it only does 1/4th base damage per cycle.
Projectile
Damage comes from multiple sources like shuriken, elemental bullets, etc. They can deal four times as much damage as base but each projectile only does half damage and while they can all deal their damage in the same turn unlike DoT they're also much easier to dodge.
AoE
These are techniques that cover a wide area nearly instantly and as such their maximum range is half that of other techniques of their rank. Damage dealt by these kind of things is 3/4ths the ranks damage. Most common damage type for things like stuns and frozen
Healing
To heal something it must be detailed in the technique that it covers that certain thing. For example if you have a technique to heal damage it won't heal anything besides damage to negate a status effect you'd need a separate technique or one that covers both. This rule of one thing is universal you can't heal a bleed with a technique designed to heal a burn. Healing is done at the same rate as damage and can be of the same types as damage.
Rank | Strength Damage | Justu Damage |
E | 20 | 20 |
D | 40 | 40 |
C | 50 | 50 |
B | 70 | 70 |
A | 80 | 80 |
S | 100 | 100 |
Ranges, Speeds, Etc for Techniques
Every Technique has the same options for range though this can sometimes be changed by clan abilities, buffs, and the like. The biggest rule is it must make sense for the particular case. A punch without some special creativity isn't going to have a range of long.
These ranges are Self, Touch, Close, Low, Mid, and Long
These ranges are Self, Touch, Close, Low, Mid, and Long
Abilities
Abilities are things signature to your character or given for 'free' on site that are not jutsu's but still fall under all Technique rules. They don't need to be made at character creation however they can not be used in a thread started before their approval.
At E rank every character has the below ability, copy paste it filling in the elemental affinity as one of those your character possesses.
Chakra Molding - Elemental_affinity_Here: The character can mold chakra to deal or protect from 20 damage within 5 meters of themselves at 5 meters per second.
Following this every character gets a custom ability per rank.
Abilities can scale with your rank gaining additional effects or damage, but if one does scale these effects like damage and other things based on rank will belong to the rank below the actual rank of the ability.
Partner
Partners given by Partner Specializations have stats provided on that page. So now you want to give more points to them? Go ahead but, they may not go above 130 and you may only give them 15 more in an ability. These increases would apply to all the summons one possesses of a single kind, so if you have cat summons they'd apply to all your cat summons but not your bird summons for example.
Word Count Training Jutsu
Each jutsu in the library can be obtained via purchase or training with word count training typically being cheaper. Any word count obtained outside of events and missions can be used so long as the thread involves the use of the jutsu being learned.
Word Count | 50 | 200 | 400 | 600 | 800 | 1,000 |
Jutsu Rank | E | D | C | B | A | S |
Custom, Canon, and Library jutsu
Firstly all Canon Jutsu are Library Jutsu these are jutsu anyone can train to obtain so long as they meet the pre-requisites for them. Custom Jutsu are different, when someone makes a custom jutsu they can chose to allow it to be added to the library which makes it essentially the same as a canon jutsu or keep it to themselves. Custom jutsu kept to the creator can not be learned unless that character teaches it to someone. However, their is benefit to contributing to the library as for every 2 custom jutsu you make that go into the library you gain another custom jutsu slot. You may only make custom jutsu if you have custom jutsu slots.
Custom jutsu slots are rankless but you can only create custom jutsu of your rank or one above.
At present moment we will give 100 ryo to anyone who makes Canon jutsu via word count, or waive the fee for anyone who does it via purchase. Jutsu must not be in library currently to be eligible for this.
Abilities effecting elemental affinities
While their are only five basic elemental affinities and you can only obtain four affinities total at default abilities can be used to change this, with the following stipulations.
1) Allowing a character to take a fifth or further elemental affinity consumes a whole ability per extra affinity permitted. Outside of Clan's the elemental affinity itself can not also be given in the same ability they would count as two separate abilities. When using an ability given from being clan-less to give an extra slot it functions like a clan able to take the desired affinity itself. In the case of clan and clan-less abilities this is worded as the ability giving a release that doesn't count towards the affinity cap for ease so another number doesn't need tracked.
2) Advanced releases may only be obtained outside of clan's if they have contributing elements like for example Ice Release is known to be Wind Release and Water Release combined. Prior to any ability being made to grant the advanced release one must have both the preceding basic releases. Nature's outside the five basics without confirmed contributing elements like bone, blood, and crystal as examples, may not be taken outside of the clan's granting them or taking them as clan-less benefit.
3) When the site was first established gaining an advanced element in a clan pushed back earning another elemental affinity, this is no longer the case as everyone has equal chance to take one it was deemed an unnecessary rule. This is a note that will be removed in a few updates placed here solely to ensure the scraped rule doesn't slip by into things post 7/14 update.