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Rules
- Stats -- Training -- Ninja Teams -- Combat -- Joining -
Introduction
Welcome to planetzebes.net's Play By Email Naruto RPG. If you aren't familiar with PBEM games, here is a quick explanation. You make a character for the game, and then send an action every update day via email. Each night I update the site, including each characters actions. Eventually there will be missions and fighting written by staff, and in addition you can roleplay on the message board. It's pretty fun, and I hope you enjoy your stay here. But before you get started, you need to read the rules.
Overview
The world of Naruto is a pretty simple one. Your role is that of a 12-13 year old graduate from Konoha, or the Hidden Village of Leaf, ninja training academy. In Naruto, ninjas take the place of a military force, and teams of them fight with different styles and chakra techniques, called Jutsu. Currently there isn't a game storyline, but one may develop, and for now simple missions and character interaction is the main focus of the game. This game is not necessarily canonical with the anime series.
E-Mail and Update Rules
The RPG will update Tuesday, Thursday and Saturday with actions, and then on Sunday I accept joining applications. The email is ---. For the webmasters sake, please organize your email subject and body to be understandable. The email deadline is 6 PM Pacific, but I accept late actions. However, I reserve the right to not accept actions made after the deadline. I can't include someone in a battle that is already half written.
Roleplaying Rules
All the roleplaying is done on the message board, and the rules are to be politically correct on the OOC boards, and never powergame on the IC boards. While you are free to RP your character how you wish, there will be a mod making sure things don't get out of hand.
Your Ninja
This section is devoted to what makes up a ninja in the game. Aside from personality and how they're roleplayed, your ninja has ten factors which make them unique. Your method of combat will depend largely on these statistics. There are many ways to make a good ninja, and I encourage you to be creative, but first you need to learn what each statistic is for.
Taijutsu
Taijutsu is your ability in hand-to-hand combat. It measures your individual speed, strength, accuracy with thrown weapons, and discipline in whatever martial arts you choose to use. You don't have to be incredibly fast with a high Taijutsu, your characters fighting style may not work that way. But the higher your Taijutsu, the better you are in melee combat. This statistic scales from 0 to 10.
Ninjutsu
Ninjutsu is your ability at chakra molding for Ninjutsu techniques. It doesn't mean you know any Jutsu, but it regulates how much chakra or energy your Jutsu take to perform, as well as their overall effect. Ninjutsu also decreases the amount of chakra used for Genjutsu techniques. This statistic scales from 0 to 10.
Genjutsu
Genjutsu is your ability at performing illusionary techniques, as well as your resistance against enemy Genjutsu. While your Ninjutsu score regulates how much chakra it takes to perform a Genjutsu technique, your Genjutsu dictates its effectiveness. This statistic scales from 0 to 10.
Chakra Affinities
Every ninjas chakra is based in one of five major elements: Earth, Water, Wind, Fire, and Lightning. Many techniques are based in one of these elements, and it is easier to control jutsu that your chakra is attuned to. You gain a 1 point bonus to your Ninjutsu when using a technique that matches your Chakra affinity. For example, Odayaka Hotaru has a Ninjutsu score of 4, and the Fire Affinity. He can learn any fire technique that requires a Ninjutsu up to 4, but when using fire techniques he has an effective Ninjutsu score of 5.
You can use techniques from elements that do not match your affinity, but only get a bonus with the attuned element. Chakra affinities are developed at birth and can never be changed.
EXP
Experience shows how quick you can read your opponent and formulate an effective battle strategy to defeat them. You get EXP for being in actual combat. The higher your EXP score is, the more effective your combat ability will be. For example, a ninja with a lower Ninjutsu than his opponent, but with 200 more EXP, may still be more effective with their Jutsu, because they know the time and place to use them effectively. You gain more EXP for more challenging combat, but your EXP gains will diminish the more EXP you have. This statistic scales from 0 to 1500.
Stamina
Stamina is a melding of health and your chakra reserves. You have both a "temporary" and "maximum" stamina score, such as 30/30. Injury or using a particularly draining technique can drop your current stamina, and your character can be incapacitated or killed if your stamina reaches zero. In addition, the higher your stamina, the more chakra you can put into your techniques, making them more effective. This statistic scales from 0 to 100, and is explained further in the Healing section.
Jutsu
Jutsu are the techniques you know. You learn techniques by studying with the various trainers situated about the village. Some trainers will require specific things of you before they teach you, and some Jutsu will require that your other statistics be at a certain level before they can be learned. There is no limit to how many Jutsu you can have.
Equipment
Ninjas use simple weapons a lot, throwing weapons, bombs and wire, etc. While every ninja is equipped with a standard weapons pack, some will have special weaponry unique to them. The Lore page contains an "Armory" section that describes the rules of any and all of the games special weaponry.
Rank
Each ninja has both a personal rank, and a team rank. Your ranks affect your status in the village, and high ranks will give you access to special equipment and new trainers. Both your personal rank and team rank will increase through successfully completing missions.
Bloodlines
Bloodline limits are genetic traits inherited by members of a specific ninja clan, that produce advantages in combat. It is possible to join as a character with a bloodline, but gaining one after joining is all but impossible. A description of the different bloodlines can be found on the Lore page.
Training
Now that you know about your statistics, you need to learn how to increase them through training. Training a statistic counts as your action for an update. Below are the different methods used to train each of the different statistics.
Taijutsu, Genjutsu and Ninjutsu - These are all trained in the same way. You send in your action to start training the statistic, and it will take a number of days equal to the new number the stat will be. For example, if your Taijutsu is 5, increasing it to 6 would take 6 days of training. You don't have to do the training all at once. You can do a portion of it, then go on a mission, then come back and do the rest. However, your skill will not actually improve until you finish the training, it will simply have a marker on it such as "Taijutsu: 5(3)".
EXP - EXP will be rewarded for going on missions, and through sparring. You may send an action to spar with another Genin, or with any trainer you are allowed to train from. However, you may not spar with a trainer who is currently teaching another ninja a technique. You may also not spar by yourself. The amount of EXP gained will be reduced the higher your current EXP score.
Stamina - Training stamina involves becoming both mentally and physically fit to push your body harder and reach new chakra reserves. Training this for 1 update gleans 1 point of temp. and max. stamina, up to 100. Note that with excessive injury your maximum stamina can go down, so it will always be important to train stamina.
Jutsu - Each ninja has a certain number of trainers they are allowed to learn from, and the Trainers page shows what jutsu they teach. Different techniques have different requirements, take a different number of days, and while you are training to learn a technique you cannot stop midway. If you do you have to start over again from the beginning once you return to the trainer.
Rank - Your rank is only increased through going on missions, and is explained further. While it is rare, a ninja with a particularly bad mission streak can have their rank go down.
Equipment - Normal equipment in the Armory page can be requested for a specific mission. Whether or not you will get it will depend on your status in the village. Special equipment needs to be worked out between you and me, and may have different rules depending on the item.
Your Ninja Team
Upon joining the RPG, your ninja will be moved into a team composed of 2 other players, paired with an NPC Jounin teacher. You do not have to always RP or spar with your teammates, but it is suggested that you all RP together and train together from time to time. You will always go on missions with your specific team.
Ranks
There are five ranks a ninja can become, and being promoted incurs more freedom in what you do in town and with trainers. These are the five ranks.
Genin - Genins are the first class of ninja, straight out of the academy. This is what everybody starts as.
Chuunin - After completing the Chuunin exam, the nations of the world may vote a Genin to Chuunin. While Chuunin are much more respected as accomplished and responsible ninja, they are generally not squad leaders.
Jounin - Those Chuunins who show exceptional skill in combat will be promoted by the Hokage as Jounin. Jounin are squad leaders, often act on their own, and often teach other ninjas their abilities.
Anbu - Anbu are the ninja police, taking orders directly from the Kage only. It is their job to make sure other ninja don't go astray, and to protect the village from inside threats.
Kage - There is only one Kage, and all ninjas of the village answer to him. The Hokage is the strongest ninja in Konoha, and the wisest as well.
Missions
As the game goes on, there will be Missions available to your squad on the Missions. They're ranked from D class to S class (D, C, B, A, S) and each squad will be allowed to go on certain class missions. Most are voluntary, but some will be mandatory. Each team must plan their missions carefully so as not to interfere with a members jutsu training. In order to go on a mission, two of the three team members needs to send an email accepting the mission. If multiple teams take the same mission, the earliest emails win out.
Quests
Other times a ninja may leave the village for personal reasons, such as finding a rare trainer, or a contract for a creature summon. These are called Quests. Other ninja may accompany you on a quest, regardless of team. If the rest of a team decides to go on a standard mission while one member is on a quest, the Hokage will find a substitute team member for the duration. It is possible that the Hokage will deny a ninja permission to go on a quest, for whatever reason.
Combat and Injury
Combat
You may spar with a fellow Genin or with a trainer to raise your EXP, as has already been explained. In some cases for RP reasons you may want to ambush another ninja or have a formal duel. All battles are written on the website rather than RP'd on the board. Planning helps a lot in battles, so be sure to describe a plan of action in your email. The writer reserves the right to not use your plan however, as some plans may not be possible, and battles do not always go as planned. Many missions and quests will also contain combat. The difference between Sparring, Duels and Ambushes are explained below.
Spar - All participants must send an action to spar. Participants will lose temporary stamina but will not lose maximum stamina.
Ambush - Only the attacker must send an action, and will gain the advantage of surprise. Participants can lose both temp and max stamina.
Duel - All participants must send an action to duel. Participants will lose both temp and max stamina.
Death and Dying
As a result of combat, your temporary stamina score will drop. For every 10 points your temp. stamina drops in a battle, your maximum stamina will also drop by one point. If your temp. stamina drops to 0 you go unconscious. After this, if your friends don't get you out of the fight quickly, you can still be attacked. Each point of stamina damage you take will then come out of max. stamina. When that drops to zero, you die.
Certain techniques, such as First Aid and healing ninjutsu, will repair a small amount of temp and max stamina damage immediately following any battle.
Healing
Certain techniques will heal a ninjas stamina, but the standard way to heal is via a Rest action. Spending one update resting will heal 20 points of temp. stamina. You also regain 5 points of temp. stamina any update you do not rest or engage in combat.
Joining
To join, you need to send an email to --- with the following information.
1 - Name of your character.
2 - Email address you wish to use.
3 - Board account name you wish to use.
4 - Your ninja family. The Trainers page contains a list of "family trainers", and you must pick one ninja family to belong to. You may invent your own family, with their own specific techniques, but must discuss this with me prior to sending your joining email. The family you join will dictate which trainers you can learn jutsu from when joining and after the game begins.
It is also possible to join with no specific family, which confers its own bonuses and is explained below.
5 - Character History. You need to write a brief history of your character, including two things. A physical description of them, and at least a single paragraph describing their backstory and personality. Once you're on the roster you'll be required to post this history on the Profile section of the message board.
6 - Starting statistics. Your character is given 50 "points" with which to make their starting stats, where each point confers a single days action. Your statistics start at 0 Taijutsu, 0 Genjutsu and 0 Ninjutsu, 25 Stamina, 0 EXP, and with no equipment or Jutsu. After this, you use your 50 points to train your character just like you would training after you join the game. You may spend points to gain EXP at a rate of 8 EXP per point, and do not have to worry about sparring partners for this increase. You also must choose 1 chakra affinity, which is free.
When joining, you may only learn Jutsu from Umuino Iruka, and from your ninja families specific trainer. After joining you will be given access to a Jounin trainer, and access to more trainers as your team advances in rank. If you chose to join without a specific ninja family, then you may start the RPG with any non-forbidden jutsu from any trainer, but after joining you have no family trainer to learn from. There are a few jutsu that are taught from one trainer at a lower number of days than another trainer. In these cases a "no-family" ninja must choose the more expensive option at joining.
Here's an example of how to do your points for character creation.
Taijutsu - 4 (1+2+3+4) = 10 points.
Ninjutsu - 4 (1+2+3+4) = 10 points. 20 total
Genjutsu - 4 (1+2+3+4) = 10 points. 30 total
Stamina - 30 (starting 25 +5) = 5 points. 35 total.
EXP - 32 (8x4) = 4 points. 39 total.
Jutsu - Kawarimi, Henge, Bunshin, Weapons Training, Scroll Reading, First Aid, Weapon Tricks, Dispel (1+1+1+1+1+2+2+2) = 11 points. 50 total.
It is also possible to start with a bloodline limit. There are 7 bloodlines listed in the lore pages, and in addition you may make one up yourself and work it out with me much like a new family trainer. However, in the interest of fairness, people who start with bloodlines will only be given 30 points to train their character at starting.
That's about it. All I can say after that is, I hope you have fun. If you have any questions, feel free to contact me at the email ---, via message board PM, or the AIM ---. If you're having trouble, I'd be happy to help you.
~Ketara
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