In Character Systems

rank 38 posts

Post by Admin on Sept 8, 2017 13:57:42 GMT -5


This is the area where you can find all of the base information about the rules and systems for creating a character here on DS. Acting as a sort of index on all the possible Character Information you would need, even that of which isn't located in this thread, just find whatever you're looking for and click to access it. Although not perfect, this index area is updated regularly, so if you don't see something linked, check back soon.





I. Ranks & Starting Jutsu


• Experience Points & Ranking Up



II. Specializations & Percentage Points




III. Character Templates


Character Template - beta

Inventory Thread Template

• Jutsu Template

• Weapon & Equipment Template

• Summon Template

• Clan Template - beta




IV. Chakra Information



• Chakra Bank & Chakra Control

• Chakra Affinities

• Combined Chakra Natures



V. Trait System




VI. Training Threads




VII. Rivalry & Interference Systems




VIII. Death Enabled/Disabled System




IX. Territory & Outpost System




X. Weapon & Equipment System



Last Edit: Sept 23, 2017 16:23:31 GMT -5 by Duquin
rank 38 posts

Post by Admin on Sept 8, 2017 13:58:21 GMT -5




Rank Boosts

Rank Boosts, determine the starting level of your character in the world. While not many restrictions on rank boosts exist (at the moment), receiving a boost is dependent on a number of factors, including your character's history, the quality of their template, and even your own role playing skill level. Members of DS staff will take these all into consideration when your character is posted up with a preferred rank. With each boost, characters are given a Title, an amount of both Percentage and Experience Points, a number of Trait Slots, and their starting amount of Jutsu, Weapons, and Summoning Contracts (if applicable). As with the limitations for character traits, Rank Boosts are broken down further in the chart below.






Starting Jutsu

All Shinobi start with basic academy jutsu for free. The following jutsu do not count against the slots listed above:

Name: Body Replacement Technique
Rank: E
Element: Non-Elemental
Description/Effect: The user uses a nearby object and switches places with it in the instant before being attacked in order to create the illusion of having disappeared. An object must be within 2m of the user. This jutsu can only be used once per fight.
Type: Ninjutsu
Chakra Usage: Low

Name: Clone Technique
Rank: E
Element: Non-Elemental
Description/Effect: The user performs one hand seal before making intangible clones that can confuse enemies. The number of clones created depends on the amount of chakra used.
Type: Ninjutsu
Chakra Usage: Minimal(5) - 1 Clone | Low(10) - 3 Clones | Moderate(20) - 5 Clones | High(30) - 10 Clones | Very High(35) - 20 Clones

Name: Rope Escape Technique
Rank: E
Element: Non-Elemental
Description/Effect: A method of freeing oneself from rope based bindings and other similar entrapment and grants a general knowledge of how most knots work.
Type: Ninjutsu
Chakra Usage: Minimal (5)

Name: Transformation Technique
Rank: E
Element: Non-Elemental
Description/Effect: The user performs a handsign and then uses chakra to change their appearance. This can be used as a disguise or to mimic creatures. It's uses have various applications as the transformation will be nearly indistinguishable from the genuine article. This jutsu can't fool some Doujutsu however, and it does not grant you any more strength or speed than in your normal form.
Type: Ninjutsu
Chakra Usage: Minimal-Low(5-10)

[b]Name:[/b] Body Replacement Technique
[b]Rank:[/b] E
[b]Element:[/b] Non-Elemental
[b]Description/Effect:[/b] The user uses a nearby object and switches places with it in the instant before being attacked in order to create the illusion of having disappeared. An object must be within 2m of the user. This jutsu can only be used once per fight.
[b]Type:[/b] Ninjutsu
[b]Chakra Usage:[/b] Low

[b]Name:[/b] Clone Technique
[b]Rank:[/b] E
[b]Element:[/b] Non-Elemental
[b]Description/Effect:[/b] The user performs one hand seal before making intangible clones that can confuse enemies. The number of clones created depends on the amount of chakra used.
[b]Type:[/b] Ninjutsu
[b]Chakra Usage:[/b] Minimal(5) - 1 Clone | Low(10) - 3 Clones | Moderate(20) - 5 Clones | High(30) - 10 Clones | Very High(35) - 20 Clones

[b]Name:[/b] Rope Escape Technique
[b]Rank:[/b] E
[b]Element:[/b] Non-Elemental
[b]Description/Effect:[/b] A method of freeing oneself from rope based bindings and other similar entrapment and grants a general knowledge of how most knots work.
[b]Type:[/b] Ninjutsu
[b]Chakra Usage:[/b] Minimal (5)

[b]Name:[/b] Transformation Technique
[b]Rank:[/b] E
[b]Element:[/b] Non-Elemental
[b]Description/Effect:[/b] The user performs a handsign and then uses chakra to change their appearance. This can be used as a disguise or to mimic creatures. It's uses have various applications as the transformation will be nearly indistinguishable from the genuine article. This jutsu can't fool some Doujutsu however, and it does not grant you any more strength or speed than in your normal form.
[b]Type:[/b] Ninjutsu
[b]Chakra Usage:[/b] Minimal-Low(5-10)




Last Edit: Sept 22, 2017 18:00:04 GMT -5 by Admin
rank 38 posts

Post by Admin on Sept 8, 2017 13:58:58 GMT -5



Percentage Points - Specializations are mastered through gaining percentage points in a given category. Mastery is determined on a scale of 0% to 100% and at every 20% a tier of a new level of master is reached. The rank of your mastery determines the highest rank jutsu you can learn from that category.

D-rank Mastery | 0%-19%
C-rank Mastery | 20%-39%
B-rank Mastery | 40%-59%
A-rank Mastery | 60%-79%
S-rank Mastery | 80%-100%

Percentage Points also determine how strong your jutsu in the given category is. In direct clashes between jutsu of equal rank, the shinobi with the higher mastery will have a slight advantage appropriate for the gap in percentage points.


Specialization Categories:

Ninjutsu | Ninja Art: The art of manipulating chakra to preform a variety of techniques from breathing fire to burying your foe in sand. Most Ninja choose this as their speciality but that doesn't make them any less deadly, their jutsu is always on top form and at the peak of it's power.

Taijutsu | Martial Art: The age old art of throwing a fist. This comes in limitless styles and is learnable to almost anyone. Taijutsu users generally have powerful and trained bodies with quick reflexes to get in close to deliver the final blow first hand (or foot).

Genjutsu | Illusionary Art: The ninja art of illusion. By casting these powerful techniques opponents can suffer any number of effects from stress to full blown terror or even mental trauma. The most deadliest of these techniques can even cause horrific mental harm on the enemy too. Ninja who specialise in this are usually tricky to fight as one step into thier trap and its game over.

Bukijutsu | Weaponry Art: From when man was everything but an ape, he has found a stick to hit his enemy. Ninja with this speciality are well versed in the art of weapons and are trained to use every weapon with perfect skill. From the classic katana to the ceremonial halberd, each and every object, but bladed and blunt is a new way to maim for these ninja.

Doujutsu | Visual Art: The ninja arts of using one's eyes to their abosolute limit, accessing many different techniques to enhance ones own vision in a variety of ways.

Kugutsu | Puppetry Art: Originating from Sunagakure, the art of puppetry is no longer limited to the ninja desert rats. These ninja would rather stay back and have thier monstrous creations fight for them with a myriad of secret weapons and tools to use at the flick of a finger. These Ninja are good at controlling things and also have access to chakra strings to control thier puppets.

Fūinjutsu | Sealing Art: A rare style to specialise in and probably one of the hardest arts to use effectively. These Ninja use compounded chakra to spread disruption and disorder to the opponents chakra system and seal thier techniques and chakra points. They also are adept at sealing things within enchanted scrolls for later use.

Reikijutsu | Medical Art: The art of healing and restoring the human body to top condition. These Ninja are highly sought after for teams as thier ability to heal without medical equipment is incredibly powerful. More experienced Medical Ninja can even heal horrific burns and other such fatal injuries albeit with a little time. An added technique of these ninja is the ability to store up chakra in thier limbs and release it on contact for huge power.


Last Edit: Sept 19, 2017 17:50:38 GMT -5 by Ishiba
rank 38 posts

Post by Admin on Sept 22, 2017 17:58:18 GMT -5

Non Playable Characters (NPC)

For characters that solely exist within a storyline, mission/quest, or training thread, there is the Non Playable Characters or NPC. These are, as the name implies, are not controlled by the role player in a thread, but rather they are controlled by staff or completely autonomous or their reactions are predetermined by the creator. This allows certain in-character story aspects to play out smoothly and without much effort on the part of those involved in the thread. However, while these characters can be used in threads, both story and training, certain products cannot be gained from or thru NPCs. All of this is dependent on a number of factors, so check with what you're attempting to gain first.