Naruto basic Set-up

TerraBull

Well-Known Member
#2
Where is the source for this? To completely understand things?
 

Kayeich

Well-Known Member
#3
Wha? Were did this come from and what fucked up system is it using? I'm completely lost on your post.

Are you using any pre-established system, making up your own, or what? If pre-established, is it tristat, HERO, D20, other?
 

shout27

Well-Known Member
#4
Where is the source for this? To completely understand things?
:sweat2: yeah, a link to the original topic would probably help. i'll put up a return link there.


http://z14.invisionfree.com/The_Fanfiction...pic=6074&st=540


edit: the current creation system is just a base power level so we don't have starting Akatsuki Strength members.

edit2:
Wha? Were did this come from and what fucked up system is it using? I'm completely lost on your post.

Are you using any pre-established system, making up your own, or what? If pre-established, is it tristat, HERO, D20, other?
made it up myself, it's not exact, and i'm not taking dice into account.
 

Kayeich

Well-Known Member
#5
Ah. Weird. I still don't quite make sense of your system, but I can understand it a bit better.

HERO system could be pretty good for this sort of generation, but it's a fucking pain to learn, very complex, although also very versatile. A somewhat modified tristat could also work well. d20, I dunno.

It looks like you're using d20 based off D&D, but that would require a lot of work and heavy modifications. A lot of the feat system wouldn't quite work and require rework, entirely new classes would need to be created. You need to fit in ninja skills and jutsu as well.

You'd have to modify how level adjustment works, because most things that make a person more powerful like bloodlines usually have an LA+X attached to it, but the current system of LA tends to actually make classes weaker in the long run even if it makes them strong in the short run (sometimes).
 

shout27

Well-Known Member
#6
re-updated: sample character:

I. Stats
Strength: 2

Charisma:

Hand Seal Speed/Speed(Dex): 3/2(Base Dex mod.)

Chakra Stamina/Regular Stamina(Con): 4/2(Base Con mod.)

Chakra Theory/Intuition (Wis): 2/1(Base Wis mod.)
higher levels combined with high Chakra "Form" Control will eventually let you perform Hand Seal-less Jutsu (Clerics don't need to bother with the first half 0*/0 of the formula)

Chakra/Hand Seals / Arcane Knowledge (Int): 3/2(Base Int mod.)
Higher levels will let you use a single precise Seal to perform a Jutsu (Wizards don't need to bother with the first half 0*/0 of the formula)


14 points spent

II. Skills
Ninjutsu: 3 (3)
Genjutsu: 2 (2)
Fuuinjutsu: 3 (3)
Chakra "Form" Control: 2(2)
Element: Earth (no cost)

10 points spent
 

shout27

Well-Known Member
#7
D20 and DnD classes were included so people could choose a Wizard and not immediately fall behind. most feats both wouldn't work and wouldn't be necessary, i just included them for people who wanted to have stuff like Spell Mastery available to them.

edit:
You'd have to modify how level adjustment works, because most things that make a person more powerful like bloodlines usually have an LA+X attached to it, but the current system of LA tends to actually make classes weaker in the long run even if it makes them strong in the short run (sometimes).
it's not actual levels cause i'm not even going into the HP side of things, most bloodlines'll probably cost along the lines of 1-4 in Dormant form (i.e. Sasuke before he activated the Sharingan) and a cost or specific circumstance before it'll fully activate, so it should even out in the long run.
 

shout27

Well-Known Member
#8
re-updated: Another Sample Character:

I. Stats
Strength: 2

Charisma: 4

Hand Seal Speed/Speed(Dex): /2(Base Dex mod.)

Chakra Stamina/Regular Stamina(Con): /2(Base Con mod.)

Chakra Theory/Intuition (Wis): /4(Base Wis mod.)
higher levels combined with high Chakra "Form" Control will eventually let you perform Hand Seal-less Jutsu (Clerics don't need to bother with the first half 0*/0 of the formula)

Chakra/Hand Seals / Arcane Knowledge (Int): /0(Base Int mod.)
Higher levels will let you use a single precise Seal to perform a Jutsu (Wizards don't need to bother with the first half 0*/0 of the formula)

14 points spent


II. Skills
Weapons: 5
Element: Celestial (exception due to Paladin status)

Paladin: 5 (no BAB, HP, or class/cross-class skills. Specials and Feats only)
Aura of good
detect evil
smite evil 1/day
Divine grace
lay on hands
Aura of courage
divine health
Turn undead
Smite evil 2/day
special mount
Spells/day: 1(bonus) ù ù ù
Feats: Improved Turning (Applies to Hidan :snigger: ), Mounted Combat
 

Kayeich

Well-Known Member
#9
Hrm...so bloodlines and jinchuuriki things could be treated more as prestige classes then? That...actually, it works pretty good like that.

I do still think that D&D classes don't really work though.
 

shout27

Well-Known Member
#10
I do still think that D&D classes don't really work though.
i'll probably think of a good limitation or remove that part entirely within a couple of days then.


edit:
I think the easiest would be for the TFF village to have been founded somewhere around the end of the Third Ninja War/Kyuubi attack, but for the actual story to start around the same as the actual series.

This will make the village somewhat established, while still being a relativly new player to the the political game. And it isn't completly illogical for a new hidden village to spring up in the aftermath of a war.

Personaly I think that most of the smaller desicions can be made by the respective leaders of each department, but larger ones (like declaring war on otogakure or things like that) should be decided by the council, or in other word the head of each individual department as well as some of the civilian merchants (Hey, for once I want to see a council that isn't complete morons)
 

TerraBull

Well-Known Member
#11
So another sample is:

Strength: 3 (2)

Chakra Control: 2 (1)

Chakra Stamina/Regular Stamina: 5/5 (4 in CS, 1 in RS)

Hand Seal Speed/Speed: 3/5 (4 in S)

Hand Seal Knowledge and Theory: 1

12 Points spent.

II. Skills
Taijutsu: 1 (1)
Ninjutsu: 2 (2)
Element: Wind (no cost)
Kinjutsu: 5 (5) (Kage Bushin)

8 points spent

Basic outline.

Decent Physical Shape, Good Chakra and Stamina, Can Run Fast.. why it looks almost like Naruto! :lol:
 

shout27

Well-Known Member
#12
Yup, done right. as for looking almost like Naruto? you're missing a couple of things:

Effective CS: 60+
Regeneration: 15+
Luck: Infinite :snigger:

edit: and the point in Chakra Control would instead be in Strength.
 

TerraBull

Well-Known Member
#13
It was what I had to work with for the points.

To be honest tho, I would make a Char almost the same, except for the Kage Bushin and Element, Does this look like a decent mix of Nin? Went for a Young Tsunade/ Medic perhaps, Regeneration, while cool, needed Seal Knowledge for Storage and Healing Arrays.

Edited.
 

shout27

Well-Known Member
#14
Element: Earth/ Healing (no cost/ 1)
can you be more specific? I'm guessing you're making Healing a sub-element because of your bloodline?
 

Alzrius

Well-Known Member
#16
Just throwing this out here, but over at www.narutod20.com the file for playing d20 system Naruto is free for download. It's extremely comprehensive (being something close to eight hundred pages now).
 

shout27

Well-Known Member
#17
Just throwing this out here, but over at www.narutod20.com the file for playing d20 system Naruto is free for download. It's extremely comprehensive (being something close to eight hundred pages now).
i was looking for that over in the TFF Village thread, heh. I wouldn't use it for this just yet, though someone who wishes to use it for choosing an ability can.

Jeez, taking another look at the "Stat Change" i just did i don't really like how it's worked out. back to the drawing board.
 

Mick

Well-Known Member
#18
Wanted to create a an ad&d type necromancer who had decent skill in taijutsu but not sure how to set it up using the current system. Was also wondering how much tech stuff the others get to keep.
 

TerraBull

Well-Known Member
#19
Go the clergy route? Perhaps start off as Cleric or Monk, then switch? *GASP!* Studying Orochimaru's old things, went Mad and Joinned the Cult of Maito Gai.
 

shout27

Well-Known Member
#20
Wanted to create a an ad&d type necromancer who had decent skill in taijutsu but not sure how to set it up using the current system. Was also wondering how much tech stuff the others get to keep.
explain in detail please? not quite sure what you mean about the necromancer.

tech stuff: no high-tech stuff, you can at best buy some pretty low-end tech like 286 computers. I won't stop you from making it, but if you want to make yourself a mech you need to seriously specialize in science in addition to giving yourself some piloting skill.
 

OutSider_66

Well-Known Member
#21
How does ninken and summons figure in this system... and frankly I'm confused :sweat2:
 

Mick

Well-Known Member
#22
shout27 said:
Wanted to create a an ad&d type necromancer who had decent skill in taijutsu but not sure how to set it up using the current system. Was also wondering how much tech stuff the others get to keep.
explain in detail please? not quite sure what you mean about the necromancer.

tech stuff: no high-tech stuff, you can at best buy some pretty low-end tech like 286 computers. I won't stop you from making it, but if you want to make yourself a mech you need to seriously specialize in science in addition to giving yourself some piloting skill.
As in casting the type of spells from the dungeons and dragons games. Raising up groups of skeletons, ghouls wraiths, etc. If you read the web comic looking for group that's sort of what I'm going for. Wanted some decent hand to hand combat skills to go along with it.

As for mech stuff I was just asking cause the others were talking about mech stuff. I don't really want any. I'd rather stick to non tech and go mainly the magic route.

Hm perhaps even interrogating/torturing spirits of the dead for information would be good. That way if the enemy nin gets killed before we can interrogate him then..
 

shout27

Well-Known Member
#23
How does ninken and summons figure in this system... and frankly I'm confusedá :sweat2:
you should be. . . I'm just getting used to how i'm going to do this.

summons: to make the scrolls will require a certain level in Fuuinjutsu, otherwise it's just a Ninjutsu.

As in casting the type of spells from the dungeons and dragons games. Raising up groups of skeletons, ghouls wraiths, etc. If you read the web comic looking for group that's sort of what I'm going for. Wanted some decent hand to hand combat skills to go along with it.
that's why i had it under the skills section, the caster level you use is the amount you put in the skill. i.e. Wizard: 5 casts spells as a 5th level Wizard, just make a small note of what edition you're using afterwards like so - Wizard: 5 (AD&D) or Wizard: 5 (D&D 3.5).
 

TerraBull

Well-Known Member
#24
So which system are you settling for? Going back and forth, making alterations gets confusing..
 

shout27

Well-Known Member
#25
So which system are you settling for? Going back and forth, making alterations gets confusing..
yeah, sorry about that. i'll be changing things a little bit in a sec, this should be the last change.


edit: a revised set-up try it out, most of the changes are in the stats section further down though.


Skills:
note: for bloodlines remember to post what it is and how strong it is to be given a fair cost.

Skills get 10 points

Taijutsu:
1 point - base style skill (no special techniques, you know how to correctly throw a punch for instance)
2 points - choose and note a new style or make/choose a special technique
3 points - as #2

Genjutsu:
1 point - capable of Kai, base skill in creating illusions (you won't make a rookie mistake, like not taking the weather into account if you decide to hide in a puddle)
2 points - higher level of illusion skill, easier time recognizing illusions, harder for an opponent to tell if a scream was fake, etc.

Ninjutsu:(needs more work):
sub-Medical jutsu: offshoot and precise branch of Ninjutsu requires: 2 points in Chakra Control and 1 point in ninjutsu to take and increase.
sub-Element: choose your element affinity (if you want a non-standard one {like wood, metal, or shadow among others} it costs a point).

Chakra "Form" Control:
1 point - Tree-Walking
2 points - Water walking

Fuuinjutsu (Seals): Written Seals, this'll govern both knowledge of the Seals themselves and the creation of items with seals on them (Exploding Tags).

Hybrid Jutsu: things that are neither here nor there depending upon what it does, usually the equivalent of Family Techniques like the Yamanaka's Mind Switch.

Kinjutsu (Forbidden Techniques): don't care what jutsu it is, costs a minimum of 5 points and spamming it WILL kill you. (equivalent of one use per game day or at least 1 hour has passed on the forum clock or something to be decided, not quite set in stone but don't expect me to shorten the time any.)

Bloodline: this one is rather troublesome, I want to leave the option of a "Dormant" Bloodline available, but not leave them a completely blank slate to work with. the only thing i can think of is submit a particular Bloodline description and get it rated in point cost for Fully Activated and Dormant stages.


for those looking to use a DnD class like Wizard or Necromancer use that class name as a skill and use the number of points put in as your effective level in terms of abilities (i.e. Wizard: 4, casts as a 4th level Wizard), Feats will be included as purchaseable separate skills (usually 1 point cost). list your character's class abilities and if you're using a Variant Ability make note of where you can find the description of it (not for serious rules lawyering, I just like to keep an eye out for those sorts of things. never know when you might really like one of them).


players who wish to use anime characters and/or play as their current Avatar will be done case by case, is the easy way to say it.






Stat changes:
to make some room for DnD characters treat each point as the equivalent of 1 point modifier in DnD terms (i.e. Strength: 3 = Strength 16 (+3)) with this it'll need a little work but thngs'll be doable.

14 Stat points will be given to starting characters and all stats start at 0 (DnD's 10). starting characters get a 4 point cap.

editted and updated the below table as it was still using the method from the first post:
"/" stats will use a shared trait set-up. putting a number of points into 1 will raise the other to 1/2 the stat rounded up and as long as the other remains lower than the raised stat 1 point will raise it by 2, i.e.:
4 points spent on CS:
4/2
4 points spent on CS and 1 on RS:
4/4
2 points spent on CS:
2/1
2 points spent on CS and 1 on RS:
2/2 (in other words he didn't have the full point needed to raise RS to 4)


Strength:

Charisma:

Hand Seal Speed/Speed(Dex): /(Base Dex mod.)

Chakra Stamina/Regular Stamina(Con): /(Base Con mod.)

Chakra Theory/Intuition (Wis): /(Base Wis mod.)
higher levels combined with high Chakra "Form" Control will eventually let you perform Hand Seal-less Jutsu (Clerics don't need to bother with the first half 0*/0 of the formula)

Chakra/Hand Seals / Arcane Knowledge (Int): /(Base Int mod.)
Higher levels will let you use a single precise Seal to perform a Jutsu (Wizards don't need to bother with the first half 0*/0 of the formula)
 
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