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 Stat rules

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Join date : 2012-09-06

Stat rules Empty
PostSubject: Stat rules   Stat rules Icon_minitimeFri Sep 07, 2012 8:50 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.

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. (Note: This is added to Dex-Attacks.)

- Modifier of 10-14: +2 to Kenjutsu/Taijutsu Damage
- Modifier of 15-19: +3 to Kenjutsu/Taijutsu Damage
- Modifier of 20-24: +4 to Kenjutsu/Taijutsu Damage
- Modifier of 25: +5 to Kenjutsu/Taijutsu Damage

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.

- Modifier of 10-14: +2 to Initiation/Escape Rolls
- Modifier of 15-19: +3 to Initiation/Escape Rolls
- Modifier of 20-24: +4 to Initiation/Escape Rolls
- Modifier of 25: +5 to Initiation/Escape Rolls

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.

- Modifier of 10-14: +1 DR vs HP Damaging Attacks
- Modifier of 15-19: +2 DR vs HP Damaging Attacks
- Modifier of 20-24: +3 DR vs HP Damaging Attacks
- Modifier of 25: +3 DR vs HP Damaging Attacks, +5 Total HP

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.

- Modifier of 10-14: +1d4 Burst* Damage to Ninjutsu
- Modifier of 15-19: +1d6 Burst* Damage to Ninjutsu
- Modifier of 20-24: +1d8 Burst* Damage to Ninjutsu
- Modifier of 25: +1d8 Burst* Damage to Ninjutsu, +5 Total CP

*Burst - Damage that is normal on-impact, meaning a Ninjutsu that deals 2d8 Basic damage, period. Or 2d6 Basic Damage to 2 Targets. Not Damage per Round, ext.

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.

- Modifier of 10-14: +5 to Skill Rolls, +1 to Genjutsu DC
- Modifier of 15-19: +10 to Skill Rolls, +2 to Genjutsu DC
- Modifier of 20-24: +15 to Skill Rolls, +3 to Genjutsu DC
- Modifier of 25 +20 to Skill Rolls, +3 to Genjutsu DC

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.

- Modifier of 10-14: -1 to CP Costs (Min of 1)
- Modifier of 15-19: -2 to CP Costs (Min of 1)
- Modifier of 20-24: -3 to CP Costs (Min of 1)
- Modifier of 25: -3 to CP Costs (Min of 1), +1 to Ninjutsu/Genjutsu Damage/Drain.
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Stat rules

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