Naruto Elements
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Naruto Elements

A NWN Roleplaying Server based around the Naruto world. Set after the forging of the five great cities in an alternate timeline.
 
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Posts : 92
Join date : 2017-04-03

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PostSubject: Stat Information   Stat Information Icon_minitimeTue Apr 04, 2017 10:38 pm

Stats on our Server Grant Bonuses Based on What they are based on and how they react, in the way of the powers on the characters themselves. Brute force, speed and ability, powers and capabilities, chakra concentration and capabilities, and more. Bonuses are only gained when making the roll with the stat chosen, unless an ability / clan / bloodline / Jutsu states otherwise. You may never have more than a 25 MOD in any single stat.

[Strength]
Strength measures your Characters Brute force and power, the stronger your character the most skill and ability to attack and deal massive damage to their targets with their physical abilities and destructive powers themselves, with nothing but their bodies.

10 - 14 Mod = +1 Taijutsu and Bukijutsu HP DMG/Jutsu*, -1 Weapon Negatives Dual Weal Medium Below
15 - 19 Mod = +1d4 Taijutsu and Bukijutsu HP DMG/Jutsu*, -2 Weapon Negatives Medium Below, -1 Weapon Negatives Large Below
20+ Mod = +1d6 Taijutsu and Bukijutsu HP DMG/Jutsu*, -2 Weapon Negatives Large Below

(*If user has both STR and DEX, DMG Bonus ONLY applies ONCE. Highest DMG Bonus applies.)

[Dexterity]
Dexterity is the characters speed, reflexes, agility and skill. The higher it is the faster and most skilled the character can be, allowing them to, if their lucky enough, dance around an attack and suffer only a 'Glancing Blow' instead of taking the full force of the attack itself on them, as well as faster to draw, faster to attack first and escape from attacks and ambushes.

10 - 14 Mod = +1 Taijutsu and Bukijutsu HP DMG/Jutsu*, +1 Initiative / Escape Rolls
15 - 19 Mod = +1d4 Taijutsu and Bukijutsu HP DMG/Jutsu*, +2 Initiative / Escape Rolls
20+ Mod = +1d6 Taijutsu and Bukijutsu HP DMG/Jutsu*, +3 Initiative / Escape Rolls

(*If user has both STR and DEX, DMG Bonus ONLY applies ONCE. Highest DMG Bonus applies.)

[Constitution]
Constitution is your characters tolerance to pain itself, their endurance, durability against damage and their bones density and strength. The higher their bodies endurance the stronger their bodies ability to keep on going when the going gets tough, so to speak.

10 - 14 Mod = +1 HP DR/Hit(Universal)
15 - 19 Mod = +2 HP DR/Hit(Universal), +1 Natural Block Rolls*
20+ Mod = +3 HP DR/Hit(Universal), +2 Natural Block Rolls*

(*Natural Block Rolls applies to user using their CON mod to block any form of ATK.)

[Wisdom]
Wisdom is the sheer core of a characters chakra network, it represents their chakra amount and how devastating and powerful it is when released into the world and combined with other forms of chakra and energy itself. The stronger the chakra core, the stronger the use of Ninjutsu and powerful techniques.

10 - 14 Mod = +1 Ninjutsu HP DMG/Jutsu
15 - 19 Mod = +1d4 Ninjutsu HP DMG/Jutsu, +1 Blocking Ninjutsu of their Primary Elements*
20+ Mod = +1d6 NinjutsuHP DMG/Jutsu, +1 Blocking Ninjutsu of their Priamary Elements*

(*Primary Elements refers to elements gained at character Creation. Not those gained at future ranks.)

[Intelligence]
Intelligence is the ability of how character can utilize their mind, allowing them to formulate plans, gather their skills and assets rapidly for strategic movements and plans, and utilize their Genjutsu to a better degree, allowing them to essentially be able to wield their traps and counter escapes with a more strategic and creative mindset.

10 - 14 Mod = +1 to Genjutsu Duration
15 - 19 Mod = +1 to Genjutsu Duration, 1 Round Unbreakable Stun Attempt*
20+ Mod = +1d4 to Genjutsu Duration, 1 Round Unbreakable Stun Attempt*

(*Unbreakable stun attempt refers to the ability for those trapped to attempt a break attempt. The first round, After the initial stun round (trapped targets turn) is considered unbreakable and all those trapped do not get a break attempt. Can still be broken from taking Damage.)

[Charisma]
Charisma represents a character amount of focus and skill related to their chakra, it doesn't represent the sheer power and amount of chakra that Wisdom does, instead it measures the characters amount of skill with it in controlling it with their Jutsu. A high amount of charisma allows a character to wield Jutsu far more rapidly and using less chakra for more, so to speak in combat.

10 - 14 Mod = -1 Chosen Discipline Jutsu CP Cost
15 - 19 Mod = -1 Unviersal Jutsu CP Cost
20+ Mod = -2 Unviersal Jutsu CP Cost
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