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Author Topic: Tori no Kuni SL RP Event  (Read 10665 times)

Timothy

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Re: Tori no Kuni SL RP Event
« Reply #15 on: February 11, 2017, 01:29:36 AM »

I asked Nathan to see if he wanted to GM it. Yomi might be interested as well.

The limited version of the Torii Summoning would be a fair boom for those involved in Jinchuuriki fights. It wouldn't involve the variants which allow the sealing of the Bijuu or the further elaboration on their chakra disruption abilities.
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Nathan

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Re: Tori no Kuni SL RP Event
« Reply #16 on: February 11, 2017, 01:55:17 AM »

I'm used to GMing things by voice and off the top of my head, so GMing through text should be a breeze. If everyone is willing, I have no qualms GMing. If there needs to be an additional GM, then I suggest one of the actual GMs like Yomi as Tommi suggested.

Eric

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Re: Tori no Kuni SL RP Event
« Reply #17 on: February 11, 2017, 06:45:55 PM »

Okay, so since we are going with the idea of enhancement limitations, what counts as an enhancement for the sake of this RP? What criteria will be used to determine that? And how many of these "enhancements" will be available for the RPers?

I originally proposed 1, but then thinking about what an "enhancement" in the broadest sense was, felt that 2 was more reasonable. However, depending on what we consider to be an enhancement, it could really become a choice of enhancement (IE, choose sharingan, you can get susano'o along with the other buffs, while choosing mind eye's gives extra perception only) that still focuses in on a meta.

So what should count as an enhancement?


=================================

Alright, so I am thinking that enhancemetns be divided between two different levels:: Active and Passive, that participants are allowed to have one of each.

Examples of Passive: Standard chakra sensing, Ultimate Shield, chakra control through all points, passive biju abilities like regeneration, kaguya bone durability and bodily regeneration, etc.. Does not require activation at all, and is constantly active for the player character.

Examples of Active: Sharingan (any form), byakugan, 8 Gates Formation, lightning release armor, earth spear, dust release, etc.. Requires activation of some sort, and whether it can stay active for long periods of time or is a time limited buff, it requires activation.

Banned Power-ups, stacks, etc.: While the character may possess this, these are not allowed to be used in the RP: Rinnegan, Tensaigan, sage mode, more than 3 chakra natures in a single encounter (this includes KG elemental natures, so wood release, water release, and earth release only for example), sound release jutsu that liquifies kaguya bone or steel, Izanagi, Kotoamatsukami, Kamui intangibility, any Kamui that operates faster than 2 seconds, combination of speed enhancements that allows one to go faster than the speed of sound, combination of defense enhancements that allows one to achieve psuedo invulrenability beyond that of Ultimate Shield, Jashinist Immortality stacked with any defense (Earth spear for example), custom enhancements that violate any of the above (IE, no space-time jutsu sniping with a non-Kamui technique, intangibility period, chakra states that are similar to sage mode such as sage transformation and "special" chakras like chaos, corruption, or monk chakras), biju cloaks + speed and durability enhancing techniques, completely instantaneous manuevers or jutsu, chakra absorption or cancellation barriers that exceed an area of effect of a sphere with radius 5m, fuinjutsu that seals immediately upon contact.

The above list is not exhaustive, as the GM is permitted to gauge the participants' in the particular Mission and further limit player and NPC characters accordingly.

With that said, GM's cannot create NPC characters that: Violate any of the above list of bans, both knows everything and does everything (both knows the position of all of the people in Bird Country and can kill them all with sky lightning or something to that extent), or can only be defeated with a niche technique that no one in the Mission possesses or can use due to restrictions.


Stats. To make it easier for GM"s to make calls quickly during the fight, every player will be required to, in their in-game bio, list a summary of their "statistics" for the fight. This is to be used in character-character comparisons (if one player is faster than another, whether a punch from one player would cause significant damage to another, etc.). The stats chosen and what they do is based on the SL in-game stats, though not a perfect match. Everyone starts out with 10 (just like in the game) in each of these stats and may allocate up to 80 points throughout. This is to help GM's more objectively pick through certain scenarios, where a difference of stat scores makes it quick to determine the success/failure and extent of interactions:

Strength: Physical strength, physical resiliancy

Dexterity: Speed, handiness with a weapon or tool, agility

Intelligence: Able to put two-and-two together, decode complex problems, and understand the world using knowledge not experience

Wisdom: Experience, ability to learn from experiences, chakra control, jutsu strength

Constitution: Willpower, chakra capcity, ability to resist torture, genjutsu and general tests of mental fortitude.

10 is E (acad), 11 is D (genin), 14 is C (chunin), 20 is B (Jounin), 30 is A (Sannin), 50 is S (Kage).


The next question of course is "how do power-ups work?" Because it is likely that players will attempt to gear their power-ups to their base stats (IE, put no points in dexterity and use lightning release armor to shoot up to B while it is active) and as a consequence of the proposed restrictions, the easiest way to handle power-ups is simply that by default a player has 20 "extra" points that may be alloted to their stats whenever they activate their desired power-up. If the player has not in some way identified which would be increased by how much, then the GM, if necessary, may make the decision during a ruling.

Much of this may seem overwhelming at first glance, so to give an idea on how a character profile fitting these criteria would look like, I have listed a few examples:


Eric Nara

Elements: Yin, Fire, Wind

Enhancements: Shadow imitation sensory (passive), Yang release: Inner Beast Spirit Transformation (active)

Strength: 10               [+15 with active]
Dexterity: 10 + 20      [+5 with active]
Intelligence: 10 + 20
Wisdom: 10 +  20
Constitution: 10 + 20 

Becuase Eric has generally weak strength, most of his focus will be on using his ninjutsu and some level of manueverability to deal with his quarries. His character is geared towards using and dealing with ninjutsu, genjutsu, etc. In many ways this is the average player, as many players tend to stay away from taijutsu-oriented battles. His all around nature is both a strength and a weakness, in that while his active is present, he is an extremely well-rounded fighter who can in general fight toe-to-toe with anyone but specialists, making him very adaptable.

With that said, specialists are his most dangerous threat, because in one category or another they are almost certain to have at least 10+ points ahead of him, which can mean the difference between keeping his foe caught in his jutsu and his quarries escaping, making a much needed handseal and becoming fertilizer, or falling prey to genjutsu or making a get-away.

Athos Uzumaki

Elements: Earth, Fire, Wind

Enhancements: Ultimate Shield (passive), Tailed beast cloak (active)

Strength: 10 + 20         [+10 with passive, +5 with active]
Dexterity: 10 + 30     
Intelligence: 10 + 5
Wisdom: 10 +  5
Constitution: 10 + 20    [+5 with active]

While "canon" Athos is a powerhouse in every regard, this Athos is much more focused on taijutsu-in-your-face style combat. While fuinjutsu may still be an element in his arsenal, his speed and strength allow him to focus more on his taijutsu, able to catch much slower players completely off guard at anything but extremely long range, and one-hit kill much weaker players who have far less strength. While he can perform handseals quickly and use ninjutsu and such still, his greatest strength would be to utilize taijutsu and physical tools to smash his opponent.


Kamui Uchiha

Elements: Yin, Fire

Enhancements: Edo Tensei zombie (passive), Sharingan (active)

Strength: 10         
Dexterity: 10 + 15     
Intelligence: 10
Wisdom: 10 +  25         [+15 with active]
Constitution: 10 + 20    [+5 with active]

Kamui, with his Edo Tensei body, is only taking Constitution because of his intended fight with genjutsu; if he runs into another genjutsu expert who has 50 overall in wisdom who tries to reverse his genjutsu on him, he wants to be able to resist it. Of course, if he cannot perform the handseals that many genjutsu require it would be a moot point so he keeps his speed decent, and Constitution would even be needed to attempt to resist seals that other players attempt to place on him, the most common method for taking an Edo out of the fight for good.

Against Athos he would need to use the genjutsu with either a gesture or not be in particularly close range, because Athos is fast enough to smack him before he gets more than one handseal off at even mid ranges. Against Eric, however, he is best keeping to mid-range, as his wisdom trumps his Constitution and, in general, would make him a fairly easy target for his genjutsu, especially since he doesn't have sharingan. 

Against another character like himself, however, it would be in his best interest to catch his quarry off guard and hit his foe with a genjutsu before his foe has a chance to hit him with genjutsu. Or, use his Wisdom to ensure that his susano'o hits as hard as it possibly can.



---------------------

The point of the stat distribution is to make judging easier. Since it uses statistics that somewhat mirror the SL in-game system, and is kept relatively simple as far as bio work goes, it should streamline the judging process whenever a "who is faster" or "which jutsu is stronger" situation arises.
« Last Edit: February 12, 2017, 06:34:41 PM by Eric »
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Camel

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Re: Tori no Kuni SL RP Event
« Reply #18 on: February 13, 2017, 01:09:02 AM »

Along with the implementation of stats into this event, it would be nice if we could add random possibility into the mix. Sort of how DnD incorporates dice rolls into each action that a character attempts to do and vice-versa.

Either way, I am interested and will keep adding my input along the way. (I won't be available to volunteer as a gamemaster until next weekend. The other team members should be available and don't hesitate to ask to see if that have some time on their schedule to participate.)
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Timothy

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Re: Tori no Kuni SL RP Event
« Reply #19 on: February 13, 2017, 06:20:01 AM »

Eh, the restriction system thus far seems just a tad limiting for Tomi storywise. For example, he uses Earth & wind mainly but often utilizes the Wood Element to create buildings for his travels. I request that he still be allowed to do so during his quests.

The stat system confuses me a tad so mind helping me out with that? Tomi is notorious for being one of the most elusive Shinobi in existence. How would you categorize his abilities and stats Eric, & why?
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Iburi Ray

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Re: Tori no Kuni SL RP Event
« Reply #20 on: February 13, 2017, 06:55:35 AM »

I like the Idea of limits, due to the fact of so many op things people tend to use, I am no outlier there either, but I have a question of summons. Restrictions on those? If so what are they. Also in my case of being an Iburi, would the Iburi smoke would that count towards my limits?
 All in all the Rp sounds like a great idea, but what about specific jobs. Seeing as how DnD this is looking, will each person fall under a class or just use a normal ninja rank. If we do classes does it enhance any of our passive/active buffs?
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Teostra

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Re: Tori no Kuni SL RP Event
« Reply #21 on: February 13, 2017, 06:57:59 AM »

What's wrong with one KG, one Hiden, and one trait?
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Ѕhadow

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Re: Tori no Kuni SL RP Event
« Reply #22 on: February 13, 2017, 06:58:59 AM »

Just use my guideline? >>;
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Becquerel

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Re: Tori no Kuni SL RP Event
« Reply #23 on: February 13, 2017, 07:01:04 AM »

Working with Kayenta, I've tried creating a kind of DnD system for SL, but it didn't really take off :( Regardless, I hope you have good luck with your RP event!
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Eric

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Re: Tori no Kuni SL RP Event
« Reply #24 on: February 13, 2017, 07:13:19 AM »

Eh, the restriction system thus far seems just a tad limiting for Tomi storywise. For example, he uses Earth & wind mainly but often utilizes the Wood Element to create buildings for his travels. I request that he still be allowed to do so during his quests.

The stat system confuses me a tad so mind helping me out with that? Tomi is notorious for being one of the most elusive Shinobi in existence. How would you categorize his abilities and stats Eric, & why?

Now now Tommi, just because this is your story doesn't mean you get to judiciously skirt the intended power cap on people. :P

Man, that would, be kind of tough, because while Eric could be fairly well fit into this category because he is not a catch-all, Athos and Kamui full extent characters were extremely difficult to do without focusing in on without making them specialists.

The point of my proposal is to make people with everything pick their favorites out of the bunch for the sake of balance. I understand though that saying "no completely instant manuevers or jutsu" basically means no hiraishin (or flying shadow in my case) is kind of a downer, but the stacking of instant this and instant that led me to consider that restriction.

Based on these from your character biography:

Quote

STR: D  (Physical Power)
AGI: S  (Speed, Ability to Dodge, hit, maneuver, etc.)
VIT: B  (How much damage one can take)
STA: S  (Chakra Capacity)
CHA: EX   (Chakra Control, Shape Manipulation & Chakra Manipulation)
 

Tommi Uematsu

Elements: Wind, Earth

Enhancements: Uematsu heritage (passive), sharingan (active)

Strength: 10               
Dexterity: 10 + 30      [10 (passive)]
Intelligence: 10 + 10
Wisdom: 10 +  20       [ 10 (active) ]
Constitution: 10 + 20 

The issue with Tommi full description is much the same as I had with Kamui and Athos full; covering near every single base makes it difficult to slot him in. However, the closest that he would be is, at base, a balance type much like Eric. However, unlike Eric, Tommi relies on speed and maneuverability to get around the battlefield, so in order for his dexterity (agility essentially) to be his max, some points have to be taken from other places, such as strength and intelligence.

Now this doesn't seem to make sense, at first, since Tommi being incredibly intelligent like his inspiration character seems critical. But notice that, with the sharingan active, Tommi's wisdom makes up for this; his experience, not his intelligence, and great chakra control means that, combined with his speed, where Eric would be fairly vulrenable to a character like Athos, Tommi has the ability to shine as his agility is greater.

However, genjutsu is still a vulrenability, as a character such as Kamui still has a wisdom greater than Tommi's constitution. Additionally, while perhaps not as fast, Athos is physically far stronger and physically durable, meaning that close-combat is still fairly out of the question unless Tommi dodges every single one of Athos' blows.

Landing his own punches will do no good however, so long-term Tommi would want to attempt to use jutsu. However, he has the agility to evade Athos and, should he catch a character like Kamui off-guard, then he can launch a genjutsu, and, before Kamui breaks it, launch another attack due to his dexterity.

But now this opens up the question of what exactly intelligence is for. The answer is that intelligence is for "new" or "subvert" things. For example, when he first encountered Eric Nara in the plains, his experience fighting dragon summoners and sage mode users told him that, what with Pyro's expulsion of flames, that he would be dealing with a fairly straight up fight of ninjutsu. Because there are few Nara in the realm, Tommi has little experience fighting them, especially Naras on the caliber of Eric.

Naturally then, Tommi is caught almost completely by surprise when Eric executes his actually intended move, using the shadow of the grass in the plains to curse Tommi's shadow. Now, being from Konoha and possessin the sharingan, Tommi has the experience and tool to know that shadow imitation is a Yin release, so by activating a fuinjutsu that nullifies yin release jutsu on his local person, he can delay his opponent's usage of it. And so on and so forth.

I like the Idea of limits, due to the fact of so many op things people tend to use, I am no outlier there either, but I have a question of summons. Restrictions on those? If so what are they. Also in my case of being an Iburi, would the Iburi smoke would that count towards my limits?
 All in all the Rp sounds like a great idea, but what about specific jobs. Seeing as how DnD this is looking, will each person fall under a class or just use a normal ninja rank. If we do classes does it enhance any of our passive/active buffs?

Hm, I had not thought of any limits for summons, to be honest. And base on how the stats are arranged then yes, each person would in a sense have a class, but not an overarching one no.

Just use my guideline? >>;


http://forum.shinobilegends.com/index.php/topic,8853.0.html

This set, or do you mean another one? My main objective was to make these stats relatively simple and easy to implement. Their main usage is to allow GM's to compare two or more players more easily in order to see if there is a considerable advantage that one has over the others and to keep people from being godly at everything during these Missions.

What's wrong with one KG, one Hiden, and one trait?

Objectively, nothing is wrong with it, but from my biased point of view, that alone doesn't really help the GM much nor keep jutsu stacks from stacking like Jenga Towers with unlimited blocks. But that's my opinion.

Working with Kayenta, I've tried creating a kind of DnD system for SL, but it didn't really take off :( Regardless, I hope you have good luck with your RP event!

Throwing in some luck would be an interesting touch though, I have to admit. I have no idea how to do it without complicating the RP's system.
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Timothy

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Re: Tori no Kuni SL RP Event
« Reply #25 on: February 13, 2017, 11:00:58 AM »

First Hokage versus Fourth Hokage ... Have to say Camel man prolly has the advantage xD
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Nathan

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Re: Tori no Kuni SL RP Event
« Reply #26 on: February 13, 2017, 05:37:53 PM »

I have no problem with GMing without anyone being restricted as this is SL after all, but I wouldn't mind throwing in my own system that I use in another game I GM. It's a more simplified version of DnD and, unlike Eric's, instead of just using it to judge we could use it as a basis for this entire event in order to mix things up. I'll post it once I'm home -- as it's rather lengthy and not something I can do from my phone -- and I'll exlaplain how everything works. Like I discussed with Eric and said in the beginning of this post, I have no qualms with us just using the normal SL way of no restrictions, but I also believe that using a system similar to mine or Erics could make for better flow, less arguing, and easier GMing.
« Last Edit: February 13, 2017, 05:38:54 PM by Nathan »
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Timothy

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Re: Tori no Kuni SL RP Event
« Reply #27 on: February 13, 2017, 06:14:18 PM »

I'm game for hearing out how Nate's system would work once he has the time.
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UettoSenju

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Re: Tori no Kuni SL RP Event
« Reply #28 on: February 13, 2017, 10:57:53 PM »

I may just have to find time to join in on this. It sounds so fun. I love the idea of limited power.

Question though. Can it be a flash back/forward rp so those locked in rp currently could participate?

Also I think I'd be cool to void death during the event. Instead if you get a fatal wound or such you are out until the next week due to having to heal. Or out for two weeks.

Also why not just make it really interesting and add in chakra caps as well?

Make a format to were people have to fit their character to it by totally reworking said character.

If I had a computer I could type up something real quick but sadly just this phone.

Anyways apply the stat system Eric spoke of. Apply a bias chakra cap (genin 30 chakra point, chunnin 60, joinin 100, etc). Apply a jutsu cap (example genin allowed to know five d rank jutsu and one c rank; chunnin 5d, 2c, 1b; joinin 5d, 3c, 2b, 1a; etc) each rank jutsu cost x amount of chakra ( drank 3, crank 6, etc).

Everyone involved makes a bio stating what justi they have and what rank it is. Simple taijutsu and weaponry cost nothing along with enrank justu. If you expire you chakra limit you faint and have to sit out to recover till next week. Like Kakashi in the first arc.

Genin can have one element. Chunnin two elements or one element & a special skill (special skill being kkg, hidden jutsu, gates, ect) that is limited, joinin similar to chunnin but more advanced skills, Sannin/kage similar to chunnin but mastered skills. Then for those who are chunnin-Kage who choose no special skill you can have more points added to you chakra pool and if you give up an element more added to physical sets. If one chooses to have a special skill they can have +5 justu added to their jutsu cap with all 5 pertaining to the special skill.

I think you can see what I'm getting at with it all. Make it more in depth limiting with a system the cancels out loopholes the best it can.

Let's face it this is SL... if there is a loophole we will us it >:)
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Eric

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Re: Tori no Kuni SL RP Event
« Reply #29 on: February 13, 2017, 11:54:22 PM »

Also I think I'd be cool to void death during the event. Instead if you get a fatal wound or such you are out until the next week due to having to heal. Or out for two weeks.

Also why not just make it really interesting and add in chakra caps as well?


Death timeouts being Mission based instead of time-based might be more sensible in this case.

However, I do caution against piling every possible reform into one Global Event. If players need to make a profile wikia page the length of mine just to list the stuff that they're limited to, then that system has become waaay too complicated for this first run imo.

From what I'm seeing we haven't gotten to that kind of length yet, but just some extra nickles I have. :)
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