The islands in Ocean Country have been celebrating the arrival of the next Umikage, Saizo. The long bridge leading to SHIPPUUGAKURE NO SATO has been closed for outsiders because they wish to celebrate this moment with Ocean Country natives only.
As usual, the Storm Country has been hosting the Asgard Games to welcome their Kanetsukage, Cornelia. It's a double special occasion because Cornelia is also the first female Kanetsukage. She has been picked for her courage, loyalty and outstanding power by the BOUFUUGAKURE NO SATO elders.
Not only that, but the Cherry Blossom Country has become relieved as well. It seems that everyone is slowly picking up after the war now. KUSAMURAGAKURE NO SATO proudly presented their new Sakurakage, Altair.
TSUKIGAKURE NO SATO is still thriving on the merchants coming in and out. They have not experienced anything special lately. Their wealth has remained the same as they were not forced to invest into shinobi unlike the others.
On the cold isles of the Blizzard Country, HYOUGAGAKURE NO SATO has still refused to create a free traveling policy. Some habits never change. To protect their traditions, they have even warned outsiders to not interfere with their matters.
Now that everyone is picking up again, who will come out on top?
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Statistics are composed out of three trees. Each one of trees are relevant, it's therefore not advisable to only focus one tree. Only the first tree shall be explained from D to S, the other trees are self explanatory. You get to use jutsus up to the rank of your statistic. Increasing your Ninjutsu to B-rank would allow you to create Ninjutsu techniques up to B-rank and use them.
Starting specializations are decided upon character creation, and are completely free. You may start with either one specialization starting at B-rank, or two starting at D-rank. It is possible to unlock a new specialization in the Specialization tree but it costs a lot of experience (3,000), meaning that you can learn other specializations later as well, in fact all of them.
In the Nature tree, the user may start with one element at B-rank, or two at D-rank. It is possible to unlock a new element in the Nature tree but it costs a lot of experience (3,000).
SOUL TREE: This tree reflects your personal statistics.
STRENGTH (STR): This is a measure of how physically strong your character is. It controls the maximum weight the character can carry, melee attack and/or damage.
D-RANK: Character is an average human being who engages in little to modest exercise. Any strike from the character is roughly on part with the human average and will cause them considerable damage.
C-RANK: Character is quite a bit stronger than average, and comparable to a human who engage in rigorous but not constant physical exercise. A strike from this character has a high likelihood of winding the average person. The character could cause good bruises upon impact.
B-RANK: Character is much stronger than average, through constant training. A strike from this character is sure to cause deep bruises.
A-RANK: Character has fought against many opponents and trough constant battle has become a much more fit individual. The character could cause light damage to bones upon impact.
S-RANK: Character has absolute perfection of his muscles and his physical power allows the character to easily lift about 3 times his weight on both hands and bend steel bars with his bare hands or punch someone trough a concrete wall, with moderate effort. The character could cause damage to organs and bones upon impact.
SPEED (SPE): This is a measure of how fast your character can move while in combat. This also affects the speed at which you can run in travel topics, missions and topics that would require you to run to your objectives.
D-RANK: Character possess an average amount of speed and can move and constant pace, even while running at long distance as long he has the stamina for it, although the character taps his maximum speed at 15km/h for sprints and 10km/h for sustain.
C-RANK: Character is quite a bit faster than average, they can go up to 20 km/h for sprints and 10km/h for sustain.
B-RANK: Character has attained even greater levels of speed due to constant traveling many places and having to escape them at full speed. Character can sprint up to 30 km/h and sustain 20 km/h.
A-RANK: Character is incredibly fast. Character can sprint up to 40 km/h and sustain 30 km/h.
S-RANK: Character is inhumanly fast to the point he can no longer be classed within average humans. Character can sprint up to 50 km/h and sustain 40 km/h.
ENDURANCE (END): This is a measure of how resilient a character is. It reflects how much damage it is capable of taking before their body refuses to cooperate. The higher this statistic is the more they can push themselves to continue battling, even with lethal wounds.
D-RANK: Character is a completely average human being who regulates his weight and does little exercise and lives a healthy life.
C-RANK: Character is above average and has the physical figure of an athlete. Character can handle somewhat more exertion than the average person, and is less easily hurt.
B-RANK: Character is capable of running a marathon, enduring harsh climate much easier than the average human, as character is able to handle constant strenuous exertion much better than average.
A-RANK: This character can easily engage on severe stamina exertion and still come out top and fresh even if it were several hours and barely registers physical attacks from average humans as contact.
S-RANK: This character can endure even the harshest condition without even noting them as even scorching heat that would burn off the flesh of an average human being in an instant just gives them a sunburn or take a sledge hammer to the face and not even blink.
INTELLIGENCE (INT): This is a measure of how intelligent a character is. It decides the amount of techniques a character can learn. Naruto for instance, was not a very intelligent character, and only has a few jutsus. Kakashi on the other hand is an intelligent character is capable of using tons of jutsus.
D-RANK: Character isn't that bright. They have an below average intellgience. They could be compared to Naruto. These characters can learn up to 20 jutsus.
C-RANK: Character has an average intelligence. The character is now capable of learning up to 35 jutsus.
B-RANK: Character has an above average intelligence. The character can learn up to 50 jutsus.
A-RANK: Character has a superior intelligence. The character can learn up to 65 jutsus.
S-RANK: Character is a genius. They could be compared to Neji and Shikamaru. Characters are now capable of learning up to 80 jutsus.
BLOODLINE (BLM): This is a measure of how well connected a character is with their bloodline limit. It is clear that not every character is capable of using their bloodline limit in a show just by being born into a certain clan. Some characters are more proficient than others.
D-RANK: Character is not proficient with their bloodline limit. They are only capable of creating and using d-rank bloodline jutsus.
C-RANK: Character is getting slowly used to their bloodline limit. They are now capable of creating and using c-rank bloodline jutsus.
B-RANK: Character is proficient with their bloodline limit. They are seeing the possibilities and are understanding the clan the better. They are now capable of creating and using b-rank bloodline jutsus.
A-RANK: Character has become gifted with the bloodline limit of the clan. They are now capable of creating and using a-rank bloodline jutsus.
S-RANK: Character is extremely proficient with their bloodline limit. They are capable of using its full potential. These characters are usually considered to become the Clan's head if there isn't any. They are now capable of creating and using s-rank bloodline jutsus.
NATURES: This tree reflects your proficiency with the nature transformation. Nature transformation is an advanced form of chakra control. It entails the moulding and defining of one's chakra into an innate type of chakra nature, altering its properties and characteristics.
FIRE (KAT): It is performed by moulding superheated chakra inside the stomach before releasing it via the lungs and mouth. There are also variants to this in the form of some mediums such as the use of gun powder, explosive tags and chakra flow into a weapon. Fire Release consists of mid to long-ranged offensive techniques that cause combustive and explosive damage.
WIND (FUU): It is performed by making chakra as sharp and thin as possible. Wind Release is mainly short to mid-ranged offensive techniques that combine brute force and keen precision to deal cutting and slashing damage. Wind-natured chakra can also be channeled into blades to increase their cutting power and overall range.
EARTH (DOT): It allows the user to manipulate the surrounding earth for offensive and defensive purposes or create it; be it dirt, mud, or rock. Earth Release techniques have the ability to change the strength and composition of the earth from being as hard as metal to as soft as clay, as well as manipulating their density, making them heavier or lighter.
WATER (SUI): It allows the user to manipulate pre-existing water, or create their own, by turning their chakra into water. It takes much more ability to create the water outside the body than to manipulate what is already available or expel it from their mouths. One of the most versatile of the five basic chakra natures, Water Release techniques can not only change shape but state as well. Moreover, the water becomes more solid in the process as well.
LIGHTNING (RAI): It allows the user to generate lightning by increasing the high frequency vibrations of their chakra, allowing for piercing damage and fast movement. The electricity paralyses the target so that they are unable to move and leave them vulnerable to a finishing strike. When the technique is released from their bodies, and thus not requiring physical contact, it does not move as fast as true lightning. Instead, due to the control the user has to exert over it, it moves far slower, which can give opponents time to still react.
SPECIALIZATIONS: This tree reflects the proficiency with jutsus. Jutsu are the mystical arts a ninja will utilize in battle. To use a technique, the ninja will need to use their chakra. To perform a technique, the ninja will bring out and release the two energies of chakra. By forming hand seals, the ninja is able to manifest the desired technique. Because of the extensive number of hand seals and different combinations, there are thousands of potential techniques to be discovered.
NINJUTSU (NIN): Ninjutsu refers to almost any technique which allows the user to do something that they otherwise would be incapable of doing through the use of hand seals to mold chakra. The effects of ninjutsu are tangible and vary greatly in purpose, with the simpler ninjutsu serving such tasks as transforming the user or allowing them to evade attacks. These techniques are often second-nature for experienced shinobi, who can use them at will. More complex ninjutsu manipulate one's surroundings or utilize the elements, which is a process known as nature manipulation. Another form of ninjutsu deals with controlling the form, movement, and potency of chakra, and is known as shape manipulation.
GENJUTSU (GEN): Genjutsu are illusionary techniques that are employed in the same manner as Ninjutsu, requiring the use of hand-seals and chakra; conversely some Dōjutsu utilize eye-contact as a substitute for the necessity of hand-seals. The principal model of Genjutsu is that it’s effects are illusionary; as opposed to physically attacking the victim’s body, like Taijutsu or Ninjutsu. The effects of a Genjutsu are formed when a shinobi extends their Chakra Flow through the cerebral nervous system of their opponent, thus causing disorder in their senses. These effects are often used to create false images or cause pain from trauma (as the body is led to believe it is in pain); however the uses of Genjutsu are plenty and many depend on a variety of situations. Genjutsu can also be used to manipulate others, similar to brainwashing by feeding the victim illusive suggestions. They are also used for other supplementary purposes such as interrogating an individual by breaking their will.
TAIJUTSU (TAI): Taijutsu is the basic form of hand to hand combat, involving a vast array of martial arts or the optimisation of natural human abilities. Taijutsu is executed by directly accessing the user's physical and mental energies, relying on the stamina and strength gained through training. Taijutsu typically does not require chakra, though particularly skilled shinobi who are well versed in taijutsu, such as Jounin, are capable of infusing their strikes with chakra to maximize their damage output. In addition, taijutsu does not require hand seals to preform, and may only involve specific stances or poses which makes them much faster and more efficient to execute when compared to Ninjutsu or Genjutsu. Those who utilize Taijutsu tend to stick to one of a number of styles, such as a striking style, kicking style, grappling style, or mixed styles. Taijutsu is one of the components required for the Nintaijutsu specialty.
BUKIJUTSU (BUKI): Bukijutsu are techniques that employ the use of weaponry of all different kinds in combat. Bukijutsu is often used in combination with Taijutsu, Ninjutsu, and on rare occasions Genjutsu to achieve more devastating effects. Although not typically used to enhance these techniques, Fūinjutsu can be utilized as a means of fast and effective transportation of large quantities, or generally larger weaponry. There are various sub-specialties of Bukijutsu that must be selected upon character registration (SKJ - Shurikenjutsu, KEN - Kenjutsu, BOJ - Boujutsu, KKJ - Kayakujutsu, KGJ - Kusarigamajutsu, KYU - Kyujutsu, TSJ - Tessenjutsu).
MEDICAL NINJUTSU (MED): Medical Ninjutsu is a subdivision of Ninjutsu associated with therapeutic means, as well as the manipulation of their own, or another’s body. Shinobi who practice Medical Ninjutsu are categorized as “Medical-Nin” and often pursue strict rules of combat. The use of Medical Ninjutsu requires first-rate Chakra Control, as well as extensive knowledge on various medicinal methods, such as herbs, medicines, the human body and even poisons. Medical Ninjutsu can be used for a variety of purposes apart from healing, such as the creation and treating of poisons, performing autopsies or surgeries, or attacking a person's body directly, deranging the target's nervous system or sending them into a comatose state by overriding their body with chakra which can often be seen as an offensive stance.
FUUINJUTSU (FUI): Fūinjutsu techniques are a type of jutsu that seal objects, living beings, chakra, along with a wide variety of other things within another object. Fūinjutsu can also be used to unseal objects either from within something or someone. It is noted that an imbalance is created when an odd-numbered seal is placed upon an even-numbered seal, thus exhibiting the discretion and dexterity needed for the multifaceted Jutsu. Fūinjutsu techniques always require some kind of medium to place a seal upon, scrolls being the most typical due to their compact yet expansive size. The larger the item, or the more of the item being sealed, the larger the seal must be. The container must also match the quantity being sealed, or else the seal may fail.
SUB-SPECIALIZATIONS: This is a branch of the specializations tree. The specialization in this list can not be obtained normally. Nintaijutsu for instance has to be picked as a feat. Bijuujutsu can only be used by having a tailed beast sealed in yourself and Senjutsu can only be bought with experience once the user has a Summoning Scroll.
NINTAIJUTSU (NIT): Nintaijutsu is the advanced combination of Ninjutsu and Taijutsu to augment their physical prowess. Nintaijutsu typically employs the addition of nature manipulation to further enhance their physical abilities. Various elements have different effects on the user, such as lightning providing a large boost to speed, or earth creating a very strong defense against attacks. Nintaijutsu does not always require the addition of nature manipulation to accomplish these effects, though it is the most common medium. Nintaijutsu tends to only improve one or two areas per technique. Nintaijutsu requires the user to possess both the Taijutsu and Ninjutsu specialty and to pick Nintaijutsu as their feat.
SENJUTSU (SEN): Senjutsu refers to a specialized field of techniques that allows the user to sense and then gather the natural energy (自然エネルギー, Shizen Enerugī). Senjutsu practitioners can then learn to draw the energy of nature inside of them blending it with their own chakra (created from spiritual and physical energy within the shinobi), adding a new dimension of power to the Sage's chakra, resulting in the creation of “Natural Chakra" (仙術チャクラ, senjutsu chakura). This new chakra enables the user to enter an empowered state called Sage Mode, which can then drastically increase the strength of all Ninjutsu, Genjutsu, and Taijutsu. A person who is able to use senjutsu is often titled a Sage (仙人, sennin).
BIJUUJUTSU (BJU): Bijuujutsu are techniques used in combination with a sealed tailed beast. Bijuujutsu is therefore an enhanced version of a regular jutsu. Some examples would be the Genbu's Great Fortress technique which is a Bijuujutsu composed out of Ninjutsu, or Byakku's Tiger Palm style which is a Bijuujutsu composed out of Taijutsu.
STARTING STATISTICS
Okay! Now that you know what the statistics are all about, I am going to give you a rundown of how statistics will be given at start. It's simple: after your character is approved, you will post in the UPGRADE SHOP your character's rank. From there, you will be given a starting amount of Experience according to that rank. With that experience, you will decide on the stats you wish to have. You must show your subtraction in your post. You will re-post in that same topic you started, stating the math and the stats you are asking for. Here is a list of the experience each starting rank will receive.
Genin: 6,000
Chuunin: 12,000
Special Jounin: 15,000
Jounin: 18,000
Now. There are limits to what you can raise your stats to, depending on your rank. These limits are as follow:
Genin: "Soul" stats at start cannot go above C-rank, specializations are allowed one B-rank, and elements are allowed one B-rank.
Chuunin: "Soul" stats at start cannot go above B-rank, specializations are allowed two B-ranks, and elements are allowed two B-ranks.
Special Jounin: "Soul" stats at start cannot go above B-rank, specializations are allowed one A-rank, and elements are allowed one A-rank.
Jounin: "Soul" stats at start cannot go above A-rank, specializations are allowed two A-ranks, and elements are allowed two A-ranks.
NOTE: This list is composed of limits. Any combination of ranks under these limits may be accepted.
NOTE: This Experience CANNOT be used on your Shinobi Rank!
NOTE: The BLM stat and the BJU stat, both auto start at D-rank. BLM only if you have a Kekkei Genkai and BJU if you are a Jinchuuriki. The BLM stat has to be increased through the normal EXP system, while the BJU stat increases with the bond training. EXP CANNOT be used to increase BJU. It can only be increased via bond training.
NOTE: Experience remainders cannot exceed 500. The reason for this is so that nobody can use the EXP to upgrade their statistics above starting cap. We do not approve of loopholes!
Last edited by Eden Shinteki on Sat Dec 20, 2014 10:55 pm; edited 12 times in total