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 Class System

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Psychosis

Psychosis


Elements : Lightning, Wind, Magnetism

Class System  Empty
PostSubject: Class System    Class System  EmptyWed Jul 23, 2014 9:17 pm

The Class System


We are leaving the field open for you to become a specialist in whatever you would like to. The things you become good at are up to you, and you may choose what your character specializes in. We open up all classes for people to join and try their hand at.
To give a basic breakdown; each class rank denotes the amount of points you have in it.


Starting Class Point
There are 5 Tiers that you can be grouped into within the tier System. S,A,B,C and D What ever letter your character is will determine how many Class Points you start with. D rank is always a given, and is the level you are at BEFORE C rank (duh). Each rank tells you three things: 1. The rank of techniques you can learn of that class; 2. It tells us which perks you have in that class.
Each class upgrade allows you to access that level of jutsu, and comes along with perks. Each level up gets a new perk and carries the old perks of the previous levels with it.

Starting Class Point:

  • S Tier CP - 300
  • A Tier CP - 200
  • B Tier CP - 100
  • C Tier CP - 50




Gaining Class Points

It isn't too hard to gain class points... at first. You have a choice when a topic is graded, whether you want stat points, or class points. Class points are vastly different than stat points, especially in grading. Instead of the PLT system devised for stat gains, the system for gaining Class points is simple word count. That's right, no gimmicks, no math, just word count.
Well, a little math. Here are the rules.


  • To gain CP (Class Points) you must train, battle and/or use that Class. Starting CP will vary depending on Tier.
    1 CP = 100 Words. The number keeps growing as you continue on training in your classes, ending up as follows:
    Level 1 = 100 WC per CP
    Level 2 = 200 WC per CP
    Level 3 = 400 WC per CP
    Level 4 = 800 WC per CP
    Level 5 = 800 WC per CP (highest tier, you cannot go further).
  • Three classes may be pushed to be 125. In these classes may you learn SS techniques which are in level five.
  • The max number of points you can have cumulatively (all your stats combined) is 775.
  • Benefits for each level up will differ depending on the class, and will be given as largely class specific perks. It will also tell you which rank of technique you can learn in that class.
  • Below is the system for knowing what techniques you can with the number of CP you have in each Class.

    • Level 1: 25 Class Points - C rank techniques
    • Level 2: 50 Class Points - B rank techniques
    • Level 3: 75 Class Points - A rank techniques
    • Level 4: 100 Class Points - S rank techniques
    • Level 5: 125 Class Points - SS rank techniques


    *************You only get CP points by training in THAT class. Cp points are not like exp. WC does not simply accumulate them and then you distribute them however you will. You must train that specific craft in your posts. Also, keep in mind that TRAINING is different than simply rpng or fighting. In battle, you rarely are learning something. Your life is on the line. Not time to train, but to show what you have already. You can learn new stuff, but rarely.

    And you do not get cp points simply because you use a class. You must be training that class to get better in it. Just because I used nin in a post does not mean I got 25 cp points. Lets be reasonable. To improve something, you must be trying to improve and train it. And during battles or life/death situations; this is not the case CLEARLY.

    Also, to get the bonus from training someone has to be TRAINING you, or TRAINING with you. A spar or fight does not give you the bonus just because the person is a tier higher. This must be a training session.
    We will read your posts. If you socialize half the post, you do not get the full WC. We will not dock you every word, but guys; if you are training, be training. Not simply speaking the entire time.

    YES. You can get stuff from fights. But do not expect to fight and use all your words to gain cp in ninjutsu because you used ninjutsu in the fight. Again, come on. This is an obviously rigged system as one HAS to use ninjutsu (if thats what they fight with) in any fight. To give them auto-points for using it is ridiculous. Same with any other craft.
    Your best bet is to only try and get these points when actually TRAINING. That is what we made the system for, and that is the intention behind it. Privately working on your craft improves it. Fights may too, but in a more subtle way. Not in sky-rocketing improvements. People may unlock power in battle; but that power was already there and likely trained and harnessed a bit. You are just seeing it used for the first time.

    Example: Sakura had been TRAINING with Tsunade to become a medic. And in the war finally unlocked new techs. But these are ones she had been training and simply never tried out. She did not magically become a medical master because she was healing people alot and thus got "better at it".
    Again, this makes no sense. To get cp in a craft, you must be training in that craft specifically in your posts for the vast majority of your wc; and this means TRAINING/PRACTICING; not fighting a war. Sparring can help for sure; but sparring a clansmen is not the same as fighting a starnger whom you do not know whether or not they will kill you. Thats not training; thats fighting. And no one ever legitimately "fought" themselves into mastery of a trade. When fighting for your life; novelty is not your friend. Novelty is saved for training. When fighting for your life, as you must in a true fight, you use what you already know to the degree you already know it.

    Sigh... So please keep this in mind when training Cp.





    Classes:


    Ninjutsu

    Ninjutsu can be defined as anything physical that uses chakra. Literally. If it affects the world in a physical way that would not normally be possible, it is ninjutsu. Keep in mind, this includes all physicality altering jutsu. So long as it is physical but not natural and produced solely by your chakra, it is ninjutsu.
    Elemental ninjutsu are quite simply any ninjutsu that employ elements, such as the fireball jutsu, or the water-shark thing that Kisame is so fond of using. Any of these are elemental ninjutsu. In the case of elemental ninjutsu, remember, common sense DOES exist here, so do not expect a weak fireball to destroy a powerful wind barrier. It will of course depend on the barrier and fireball, but  the point is, use common sense when dealing with elements.
    Space time is one of the more complicated subdivisions of ninjutsu, though also the simpler ones. Basically, if it alters spacetime in an obvious way, such as teleportation, or summoning, it is part of this subdivision.


    Ninjutsu Perks

    Level 1 - 25 - C rank techniques:  One handed handseals.
    Level 2 - 50 - B rank techniques:
    Level 3-  75 - A rank techniques: 1/2 training(wc and exp)for ninjutsu techniques.
    Level 4 - 100 - S rank techniques: 1/2 the chakra usage on all ninjutsu techniques.
    Level 5 - 125 - SS rank techniques: You get an added 50 stats to Force (or a scale stat) to all ninjutsu techniques.




    Genjutsu

    Genjutsu are illusions. Simple, no? Well, it should be. Unfortunately Ive seen people automatically assume anything to do with the brain is a genjutsu, so let me... dispel those illusions for you. Yes, I made that joke. Seriously, just because something affects the brain does NOT mean it is automatically a genjutsu. This is not even according to me, but according to Narutopedia and the series itself. Genjutsu CANNOT make you change the way you think, or your memories. They are simply illusions, nothing more. They give you false information, nothing more, nothing less. Understand? Good, lets move onto the types.
    Genjutsu can basically cast an illusion on any of your senses or even your mind itself. Make you feel a heat that is not present, see a person that is not there etc. If the genjtusu gets in your head and begins to affect your nervous system - you are in real trouble. Mind over matter. If you mind believes it, your body will feel it. Need I go any further?

    Genjutsu Perks:

    Level 1 - 25 - C rank techniques: You can cast gen on two people; and at a distance of 10 meters.
    Level 2 - 50 - B rank techniques: You can cast gen on 3-5 people and at a distance of 25 meters.
    Level 3-  75 - A rank techniques: You can cast gen on 6-8 people and at a distance of 50 meters.
    Level 4 - 100 - S rank techniques: You can cast gen on 9-12 people, and at a distance of 75 meters.
    Level 5 - 125 - SS rank techniques: You can cast gen on 15-20 people, and at a distance of 100 meters.

    *Note: When a character reaches S rank tier as a character, these stats double.

    Taijutsu

    Literally all moves which are physically attacking another with one's own body. Punches, kicks, headbutts, wheel kicks, axe kicks, karate chops, and many more physical moves are included in this category. No, you do not have to register the ability to punch. Taijutsu is close-range and specialist in this field are usually incredibly fast and strong. They are able to deliver massive blows to a person's body and with remarkable efficiency. Taijutsu techniques are often physical enhancements to make your speed and strength greater, and this can be achieved by a myriad of ways. We do allow stacking here, but if you stack with certain things that contradict, there will be consequences. Plus, the more the stack, the more the drawback; so be wary.

    Taijutsu Perks:

    Level 1 - 25 - C rank techniques: +25 strength and speed stats when using tai; add +50 to Force of attack.
    Level 2 - 50 - B rank techniques: +50 to strength and speed stats when using tai; add +100 to Force of attack.
    Level 3-  75 - A rank techniques: +100 to strength and speed stats when using tai; add +150 to Force of attack.
    Level 4 - 100 - S rank techniques: +150 to strength and speed stats when using tai; add +200 to Force of attack.
    Level 5 - 125 - SS rank techniques: +250 to strength and speed stats when using tai; add +350 to Force of attack.

    *Note: When a character reaches S rank as a character, these stats double.

    Bukijutsu

    Any jutsu that uses weapons as a conduit. From kunai to katana to couches, this category is the one all about weaponry. This particularly includes techniques that send waves of energy from weapons. Those more talented in weaponry are able to use their weapons like extensions from their body.

    Bukijutsu Perks:

    Level 1 - 25 - C rank techniques: Weapons are used at 1/4 speed of your stat speed; +25 to Force stat when using a weapon.
    Level 2 - 50 - B rank techniques: Weapons are used at 1/2 speed of your stat speed; +50 to Force stat when using a weapon.
    Level 3-  75 - A rank techniques: Weapons are used at the same  speed of your stat speed; +100 to Force stat when using a weapon.
    Level 4 - 100 - S rank techniques: Weapons are used at 1.5x speed of your stat speed; +150 to Force stat when using a weapon.
    Level 5 - 125 - SS rank techniques: Weapons are used at 2x speed of your stat speed; +250 to Force stat when using a weapon.

    *Note: When a character reaches S rank tier as a character, these stats double.

    Puppetry

    Puppeteers have remarkable dexterity and ingenuity. The better a puppeteer is, the better he can use his puppets, and the more puppets he can use. The key is to not only use a lot of puppets, but use them at a certain level. If this is done properly, one can quickly become a one-man army. This is the process to that ascent.


    Puppetry Perks:

    Level 1 - 25 - C rank techniques: You can use one puppet
    Level 2 - 50 - B rank techniques: You can use three puppets.
    Level 3-  75 - A rank techniques:  You can use 10 puppets.
    Level 4 - 100 - S rank techniques:  You can use 50-75 puppets
    Level 5 - 125 - SS rank techniques: You can use 100+ puppets



    Medical Jutsu

    Super doctors. These are the people who know the sciences of health better than anyone. However being an Ijutsu specialist is difficult; especially in a world where brute force is king. To be an effective shinobi in this, you must know how to use this class properly. If you do however, you could be a frightening opponent. Because this is technically a type of ninjutsu; there will


    Ijutsu Perks:

    Level 1 - 25 - C rank techniques:  One handed handseals.
    Level 2 - 50 - B rank techniques: 1/2 hand signs of each ijutsu technique.
    Level 3-  75 - A rank techniques: 1/2 training(wc and exp)for Ijutsu techniques.
    Level 4 - 100 - S rank techniques: 1/2 the chakra usage on all Ijutsu techniques.
    Level 5 - 125 - SS rank techniques: You get an added 50 stats to Endurance (or a scale stat) to all Ijutsu techniques.


    Fuinjutsu

    All seals, no matter what they do, are counted as Fuinjutsu. Fuinjutsu are noted for their incredible adaptability and flexible power. Many claim there is nothing a fuinjutsu master is incapable of.

    Fuuinjutsu Perks:

    Level 1 - 25 - C rank techniques:  Your seals cost twice the chakra to break that they normally would (if someone uses chakra to break out).
    Level 2 - 50 - B rank techniques: 1/2 training(wc and exp)for fuuinjutsu techniques.
    Level 3-  75 - A rank techniques: 1/2 the chakra usage on all fuuinjutsu techniques.
    Level 4 - 100 - S rank techniques: Seals can't be undone by a SEAL lower than A rank.
    Level 5 - 125 - SS rank techniques: Seals can't be undone by a SHINOBI of lower rank than S. This means that your seals cannot be undone by someone who is of a lower class rank than S in fuuinjutsu.

    ***Note: For the perk of Level 5, the restriction only applies if they are trying to undo your fuuinjutsu with fuuinjutsu. If they can by other means i.e. chakra, than the perk does not apply.
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