Post by Sasuke Uchiha on May 19, 2006 19:21:44 GMT -5
This works well for ninjutsu and genjutsu which are quite simple and easy to manage, however taijutsu quite naturally works quite differently from either of them. In order to ensure Taijutsu remains useful and balanced under the stat based system, Taijutsu has its own unique system which mus be followed when registering taijutsu styles and during the rp.
Before reading ahead, keep in mind that stats are intended only to give a general idea of a characters abilities and should not be taken as hard truth. Stats are intended only as aids to ensure the rp remains fair and easy to understand, so don't use them beyond that
---------------------------------------------------------
Basic Taijutsu System Rules (applies to taijutsu styles which have a style basis of taijutsu, explained below)
Taijutsu Tree Organisation
Like Ninjutsu/Genjutsu tree's, Taijutsu tree's are broken up into a maximum of eight stages, however unlike other trees, Taijutsu styles do not contain jutsus at each stage that must be obtained individually, instead each stage contains a description of the users abilities such as their strength/speed/flexibility etc. All of this is bought with the entire stage.
Aside from the description of the users abilities, there are also regular techniques that are automatically obtained with the stage. Regular techniques are simply techniques used to given an example as to what the user may be capable of at the given stage. There may be any number of regular techniques for each stage within reason, but it is not necessary to include any.
Finally there are special techniques which must be obtained seperately, but it is not a requirement to obtain any of them, they are entierly optional. Special techniques are techniques which have some kind of special effect that allows the user to do things that goes beyond the normal abilities of the style, making for potentially very strong attacks. Each stage can only have a maximum of three special techniques but it is entierly optional to include any.
Style Classification
While taijutsu styles are generally physical in nature by definition, on Engi it is certainly possible to combine elements of ninjutsu or genjutsu with it as well for a more effective combination. However naturally taijutsu combined with ninjutsu/genjutsu make for a potentially overpowering combination to regular taijutsu styles, so in order to keep things balanced we require that you first clasify your style into one of the following.
Taijutsu - The taijutsu classification indicates that the style is purely physical and that no chakra is used at all.
Ninjutsu - This indicates that the style makes use of ninjutsu to some extent, even if it still relies heavily on taijutsu.
Genjutsu - This indicates that the style makes use of genjutsu to some extent, even if it still relies heavily on taijutsu.
Weapon - This indicates that the style while perhaps physical in nature requires the use of a particular kind of weapon or item.
Other - This is used if for some reason your style does not fit into any of the above and may require special consideration. However this should occur rarely if at all, so please ensure that you do not use this classification unless absolutely necessary.
Bonus Points
With each stage of a taijutsu style that a character gains they receive a number of bonus points. These points can increase any of the users physical stats, purely for the purpose of taijutsu, they do NOT count for anything but determining ones physical abilities.
Each stage of a taijutsu style has 9 bonus points that may be distributed between strength, speed and stamina. Each stages bonuses stack, so while I might only get a +3 bonus to speed at stage one, I could get another +3 on stage two for a total of +6 to speed. Note however that the most points any one stat may receive is 5 per stage, so I could not for instance gain 9 points towards one particular stat in a single stage.
Additionally you do not have to give the same stat increases for each stage, for instance if my style focused on strength to start with, and then went on to focus on speed, I could have stage one give a bonus of 5 strength, 1 point to speed and 3 points to stamina, while stage two could do the opposite and give 5 points to speed, 1 point to strength and 3 points to stamina.
Taijutsu Stage Costs
Each stage of a taijutsu tree costs one jutsu. However, your second taijutsu tree increases this cost to two per stage for that style, and your third style costs 3 jutsu per stage and so on with the cost increasing by one jutsu for every additional taijutsu tree.
Character Sheet
When displaying the bonuses your character receives from taijutsu, you must not simply add on the bonus points to your strength and speed, it doesn’t work that way. Instead, next to your strength or speed stat you should add in brackets (+X from Style’s Name). Here’s an example.
Strength: 28 (+22 Gouken)
Speed: 23 (+15 Gouken)
Only your best bonuses should be shown there, so if you had two taijutsu styles, one strength(+20 to strength + 5 to speed) based and one speed based (+20 to speed + 5 to strength), then your stats would appear as follows.
Strength: 28 (+20 Strength Based Style)
Speed: 23 (+20 Speed Based Style)
If your best bonuses come from a stance, you should simply add stance in front of the stances name. E.g. if I had a stance named Dragon Fist from say the style Gouken or something, you would show it as follows. Stances will be explained further ahead.
Strength: 28 (+10 Gouken) (+15 Stance: Dragon Fist)
-----------------------------------------------------------------------
Advanced Taijutsu System Rules (applies to any taijutsu style with a basis that is not taijutsu)
Pure Taijutsu styles as you know receive nine bonus points per stage, however that is not true for styles of any other type, including weapon based. Instead those styles only recieve 3 bonus points per stage to distribute to their physical stats. However, there is a way to obtain the full 9 bonus points of a taijutsu style. To obtain additional points you must sacrafice a slot for special techniques. Every technique sacraficed yields an additional 2 bonus points. Therefore if you sacraficed all three of your special techniques you would receive 9 bonus points for that stage as usual. If you choose to do this, please be sure to note it to reduce any confusion.
Additionally, while you are able to sacrifice special techniques for extra points, it won't always be allowed if it is deemed that your style is too ninjutsu/genjutsu focused, in which case you would be capped at 3 points or possibly none at all for strength or speed per stage no matter what. (Styles in which taijutsu is not an integral part of the styles function would be subject to this rule, while for instance a genjutsu style which uses constant bunshins in conjunction with the users speed to throw off their opponent would not be). For example if you were to create what essentially amounts to a ninjutsu based style wherein your abilities with that ninjutsu grow with each stage, then you would be able to use the taijutsu tree format, but you would receive no bonus points.
All such decisions will be made by the staff and are final.
Jutsu Comparisons
There are some jutsu which may determine an opponents ability to defend or break through it based upon their strength or speed. In cases such as this, the users base stat for strength or speed is used for deciding, so bonus points are not included in this. For example you’re against a shinobi with 32 control, and they catch you with a jutsu that cannot be broken out of unless your strength is higher than their control. You currently have a strength of 25, and 20 bonus points to strength from a taijutsu style. Despite the total of your strength and the bonus (45) being higher than the opponents control, you cannot break out of it, because their control is still higher than your base strength.
Again, remember that bonus points are simply used to indicate your abilities with a taijutsu based style and should not be applied anywhere else.
-----------------------------------------------------------------------
Expert Taijutsu System Rules
Stances
You may if you wish include stances in your taijutsu style that give their own stat bonuses, but there are specific rules regarding this. For every stance your style has, two of your bonus points for that stage must be fixed, while the others may be used in your stances. This means that if I had two stances for instance, I would have to put 4 of my bonus points to strength, stamina or speed, and the remaining 5 points could be used in stances, for instance one stance having 4 points for speed and 1 point for strength, while my second one would have 1 point for speed and 4 points for strength.
You gain the bonuses of those stances whenever you assume the particular stance, however as a stance takes one post to perform you cannot attack in the same post. As with the bonuses you receive for stages, the bonuses for each stance are cumulative. Additionally stances do not have to be used right from the beginning of the style, you can have stances appear first at any stage in the style wherever you deem appropriate, but once the stance is in there, it must appear in every subsequent stage.
As a final note, styles do not have to confer some kind of bonus to stats, and if you choose to make stances which confer no bonuses, you simply add bonuses to your style like normal without worrying about the stance rules.
Cross Style Bonuses
In the event that your character has two or more taijutsu styles, you might wonder which bonuses from the stage you should apply during a fight. The answer is quite simply both of them. So if you have one strength reliant style (which at your current stage would give you +30 to strength and +5 to speed) and one speed reliant style (which at your current level gave you +30 to speed and +5 to strength), you would end up with a +30 bonus to strength (from the first style) and a +30 bonus to speed from the second style, NOT +35 to speed and +35 to strength as you might think.
The one exception to this is stance based styles. The bonuses received from stances cannot be carried over to other styles, so for instance, if you had style A which gave you +10 to strength, and when in a stance + 25 to speed and style B which gives you +20 to speed and +5 to strength, you could only carry over the +10 to strength to style B, you couldn't carry over the +25 speed from the stance. However the reverse is not true. If style B had a +15 bonus to strength and you assumed the stance for style A, you would gain the strength bonus from style B, while still having the +25 speed from your stance.
Super Points
Super points are there for styles which for some reason or another have a reason to push their abilities well beyond the normal limit. Styles such as the decaying fist are one such example, where it attains incredible strength, but it does so at a great price, as such anyone wishing to gain super points must also have a penalty for their style to compensate. The penalty can be any number of things which the creator of the style must come up with, and the severity of the penalty will decide the number of super points they are allowed.
Some examples of penalties that could be used is having the users speed permanently capped at 10 on the rating scale (this means that even with bonuses or if they raised their speed stat higher than 10 (which they still could do in order to meet the requirements of their tree), their speed would only be considered to be equal to someone with a speed of 10). That way the user could gain incredible strength, but would remain much slower than most taijutsu users. Another example would be that the user could have great strength/speed, but after using their abilities to the maximum for a short time, their strength and speed stats drop drastically.
Each stage of a style may have at most 6 super points, allowing pure taijutsu styles to have 15 bonus points to per stage, however any style which contains super points requires admin approval and will be rarely allowed, as such any contemplating super points for their style should consider the amount of scrutiny their style will suffer if it contains them. It is reserved solely for styles in which it is an integral part, it is not for the purpose of boosting a styles abilities somewhat. Super points are not subject to normal limits, meaning that you could add a maximum of 9 points (5 normal points + 4 super points) to either strength, speed or speed.
Characters are also only allowed one style which contains super points and no more, ever.
Point Saving
If for some reason you do not wish to use all of your bonus points in early stages of a style, you may infact save them for later on. So I could for instance spend only 1 point for the first stage of my style, giving me 8 extra bonus points that I can put into any of the later stages wherever I wish, so for instance in the next stage I could have the bonuses as +6 to strength, +6 to speed and +5 to stamina.
The only rule with point saving is that 1 point must always be spent on a stage, and you must never save anymore points for a particular stat per stage than you're allowed to spend, so I could not for instance spend 2 points on strength and stamina, and save 5 points for strength in the same stage, as that would mean I'm effectively spending 7 points on strength which is not allowed, even though you wouldn't be allowed to use it yet.
Note: In the event that you do choose to save points, it must be noted on the stage bonus portion, indicating where it will go in the future. E.g. Here's an example style that saves points for use at a later stage.
Stage One Bonus: +2 Strength +2 Speed (+5 Stamina saved)
Stage Two Bonus: +2 Strenght +2 Speed (+5 Stamina saved)
Stage Three Bonus: +2 Strength +2 Speed +15 Stamina
Rating Scales
The following scales are used to indicate what someone with a particular physical stat is capable of. For instance if your base strength stat was 25 and you received a +25 bonus to your strength from taijutsu styles you would look on the rating scale for the closest number to 50 for a description of what you're capable of with your given strength, in this case I'd be able to splinter an entire tree with a single punch, not bad
Strength:
5 – The user with this level of strength can at best bruise an opponent with one strike, and even that can be difficult.
10 – At this stage the user is now able to strike with sufficient strength to bruise
15 – A single strike can break a wooden panel
20 – A solid strike can fracture bones
25 – Can break bones completely with one or two strikes
30 – A single strike can cleanly break bones with little effort
35 – Can dent a tree with a single strike
40 – Can crack a tree with a single strike
45 – A single strike at this stage can break a solid tree in half
50 – A single strike can splinter a solid tree into thousands of pieces
55 – Can dent a boulder with a single strike
60 – Can crack a boulder with a single strike
65 – Can turn a boulder into rubble with a single strike
70 – Can completely destroy a boulder with a single strike
75 – A single strike to the ground can cause minor tremors, and cause it to split to a limited degree
80 – A single strike can create craters in the ground
85 – A single strike can tear a large crack in the ground
90 – A single strike can open an enormous hole in the ground
Speed:
5 – At this stage the users speed is nothing remarkable. Just barely faster than an average person, but their movements are easily observed by any shinobi.
10 – The user is starting to learn how to move faster, doing so in quick bursts to catch unskilled opponents off-guard, though they tire quickly.
15 – The users at this level is starting to show a fair degree of speed, such that while their movements can still be clearly observed by most, they can be somewhat formidable to those not prepared, or those not trained in taijutsu.
20 – At this stage the users speed is such that they can breeze past unskilled opponents, able to run circles around stationary or slow moving targets easily, making them quite dangerous to those without enough care for taijutsu training.
25 – The user at this level is hard to catch up with, and with quick bursts of speed can even appear to disappear momentarily to those not accustomed to such quick movements.
30 – At this stage the user moves with such speed that while those not accustomed to fast taijutsu movements would still be able to see them, they would be at the very edge of the opponents vision, able to disappear at a moments notice with a slight burst of speed.
35 – At this stage it is common for the user to utilize their speed in repeated bursts to quickly dash from one point to another when attacking an opponent, such that unskilled shinobi would perceive them to almost be teleporting from point to point, though they tire quickly.
40 – The users dashing speed is no different at this stage, rather their normal running speed has started to catch up, making their bodies movements very hard to follow while combining quick dashes for surprised attacks.
45 – The users movements can still be observed at this level, but it is not easy. They are little more than a blur to unskilled shinobi, even appearing to create afterimages behind them when running circles around an opponent.
50 – The user's long term running speed has no caught up to the user's dashing speed, allowing for a more thorough and more effective running style.
55 – With but a single dash the user can cover short distances, able to advance upon an opponent from a short distance in the time it takes to blink.
60 – The user at this speed is difficult for anyone save trained users to observe. Indeed the users speed is so great that even gravity seems to possess little hold upon them, enabling them to easily run up and down walls and even across ceilings fueled simply by momentum.
65 – While the normal running speed has stayed the same, dashing speed has increased again, making it difficult to perceive the user running short distances.
70 – The speeds have not changed, but the movement of the users have become more effective, with less running and more actions being made with the high speed of the users.
75 – At this stage the users movements are a marvel to behold, though only doujutsu users are able to easily perceive the users movements, and to even skilled fighters they can seem simply impossible to track.
80 – The normal running speed of the user has again caught up to the dashing speed, making the user a truly effective fighter.
85 – Both normal and dashing speeds have increased slightly, but nothing truly significant. There is just a higher edge then others who are slightly below in speed levels.
90 – At this level the users speed is such that even doujutsu users can struggle to track them, appearing as little more than a blur of colours, able to maintain this incredible speed for a fair amount of time, more than enough to end most battles.
Stamina:
5 – The character is able to sprint at their top speed for thirty seconds before tiring and having their breathing become difficult. They can maintain two-thirds of their speed for two minutes.
10 – The skin is more resilient and what normally would bruise the skin now requires more strength to bruise. Minor cuts become mere scratches, and scratches do not break the skin.
15 – The character can now run at top speed for 1 minute and two-thirds capacity for four minutes
20 – What normally would fracture bones now only bruises them and the skin.
25 – The character can now maintain top speed for 2 minutes and two-thirds speed for 8 minutes.
30 – What would have cleanly broken bones before now only may create small stress fractures in the bones.
35 – The character can now maintain top speed for 4 minutes and two-thirds speed for 16 minutes.
40 – Bones now become as resilient as a thick trunk of an oak tree.
45 – The character can now maintain top speed for 8 minutes and two-thirds speed for 32 minutes.
50 – What would have cleanly and utterly shattered a solid tree may only fracture the bones slightly.
55 – The character can now maintain top speed for 16 minutes and two-thirds speed for 64 minutes.
60 – Bones become as tough to break as boulders.
65 – The character can now maintain top speed for 32 minutes and two-thirds speed for 128 minutes.
70 – What would usually obliterate a boulder now can only cause minor fractures on the character’s bones.
75 – The character can now maintain top speed for 64 minutes and two-thirds speed for 256 minutes.
80 – What would create craters in the ground will now only break a character’s bones. All other attacks may only bruise the character.
85 – The character can now maintain top speed for 128 minutes and two-thirds speed for 512 minutes.
90 – Crater Creating level attacks will now only bruise the skin while chasm creating attacks may break bones, crack creating attacks will cause small bone fractures.
-------------------------------------------
The following is the taijutsu template to be used when registering taijutsu styles.
Taijutsu template
Style Name: (should be self explanatory)
Style Description: (describe what makes this style unique, what its focus is, how it works etc.)
Style History: (optional)
Style Basis: (choose from either Ninjutsu, Genjutsu, Taijutsu, Weapon or Other. This is to indicate if the style is purely reliant on the users physical attributes (e.g. Gouken), or if it has a special component to it such as Ninjutsu (e.g. Ondoken)).
Training Methods: (Describe how training for this style is done) (this is optional)
---------------------------------------------------------------------
Stage One:
Stat Requirements:
Stage Bonuses:
(Describe the different aspects of your style here, such as flexibility and acrobatics)
Stances: (Stances are optional)
Stance Name:
Stance Bonus:
Stance Description:
Regular Techniques: (Any basic techniques go here, examples would be Konoha Senpuu)
Name:
Description:
Special Techniques: (Any techniques that allow the user to do things beyond what they'd typically be capable of with just the stage alone).
Name:
Requirements:
Description:
---------------------------------------------------------------------
Rating Guide For Taijutsu Stages*
Stage 1
A, B: 8 points distributed between these two stats
Stage 2
A, B: 14 points distributed between these two stats
D: 6 points
Stage 3
A, B: 20 points distributed between these two stats
D: 8 points
Stage 4
A, B, C: 43 points distributed between these three stats
D: 14 points
Stage 5
A, B, C: 56 points distributed between these three stats
D: 16 points
Stage 6
A, B, C: 75 points distributed between these three stats
D, E: 36 points distributed between these two stats
Stage 7
A, B, C: 99 points distributed between these three stats
D, E: 44 points distributed between these two stats
*Note: Your ABC stats don't have to be physical statistics for a taijutsu style. However, should they be anything but physical your bonus points are going to automatically capped at 3.