Naruto: Crisis: Shinobi Fate


Stat Rules

NC. Webmaster

Posts : 246
Join date : 2013-06-12

Stat Rules

Post by NC. Webmaster on Tue Apr 12, 2016 12:42 am

Strength: Strength governs your physical might. This includes things such as lift weight, withstanding knock-back and of course, physical damage inflicted. There are a few substats involved with Strength as well.
Lift weight: 1 Point equals 5lbs weight.
Knock-back: Withstand attacks up to 20% weaker than your Strength stat.
Jumping: Jump distance is 1/4th Strength stat in feet.
Melee Weapons: 1/2 Strength+Weapon damage.

Speed: Speed governs your movement as well as your reaction time. 1 Point in Speed stat grants a movement boost of 2ft per second. Reaction Time is +25points above your own Speed. Every 10Points difference after that becomes increasingly difficult.
Projectile Speed: Speed+Strength/2
Projectile Damage: 1/2 Strength+Weapon damage.

Endurance: Endurance governs your health, your ability to survive. The higher Endurance is, the more damage you can take before being rendered unconscious or dying. Endurance is more of an “armor” or resistance stat here on Crisis. Far too often have we seen most places place very little value into actual protection. Here, Endurance has a formula. 1 Point in Endurance protects you from 2 jutsu power. After you reach 100 Endurance, the Endurance formula lessens to 1Point of Endurance ofr 1 Point of jutsu power. At 300 Endurance, this is lessened further the last time to 1 Point Endurance to .5 jutsu power. Before damage is applied to you, the amount of Endurance you possess is subtracted from the power of the jutsu used against you. Meaning if you have 100 Endurance and are hit by a 300 Jutsu power, you are instead damaged for 200 jutsu power.
100: Minor bruising & lacerations/ 1st degree burns-small area.
200: Moderate bruising & lacerations/ 1st degree burns- medium area.
300: Heavy bruising & lacerations/1st degree burns- large area.
400: Minor bone damage & shallow cuts/ 2nd degree burns-small area.
500: Moderate bone damage & 1"deep cuts/2nd degree burns-medium area.
600: Heavy bone damage(Compound fractures) & 2"deep cuts/2nd degree burns- large area.
700: Extreme bone damage(Full break) & 3"deep cuts/3rd degree burns- medium area.
800: Maximum bone damage(Shatter) & 4"deep cuts/4th degree burns-medium area.

Chakra: Chakra stat governs both your chakra pool, as well as your chakra potency. Each point placed into Chakra, grants your character a +10 to chakra pool. Chakra potency determines the power of your jutsu based on a multiplicative value of ChakraXJutsu Rank. Chakra cost for jutsu is fairly straight forward. 
E Rank: .5 X Chakra(Costs 10 chakra)
D Rank: 1 X Chakra(Costs 30 chakra)
C Rank: 2 X Chakra(Costs 50 chakra)
B Rank: 3 X Chakra(Costs 80 chakra)
A Rank: 4 X Chakra(Costs 100 chakra)
S Rank: 5 X Chakra(Costs 120 chakra)
SS Rank: 6 X Chakra(Costs 150 chakra)
X Rank: 8 X Chakra(Costs 200 chakra)
An example of this is a character wish 50 Chakra stat, who uses an A Rank jutsu. 50(Chakra stat) X 4(Rank of jutsu is A)=200 jutsu power.

-The Stat Advantages-
These are the differences that people can have in stats while experiencing different amounts of advantages.  At crisis, there are no measurable comparisons for stats.  We’ve designed it to be like this purposefully, in the attempt to minimize the level of micromanagement that would be necessary.  All that matters is 90 speed is faster than 75 speed.  As such, here are the differences in stats and how they are managed when comparing them between characters: (it should always be noted that these comparisons aren't 100% concrete. Specifics can and will change the circumstances. Ex. Chidori is a specialized piercing technique and will have more advantage when it comes to durability. Be fair and reasonable about this.)

No Advantage:  If the smaller number is within 5% of the higher number, neither side experiences any advantages and it is treated as if they have the exact same number should it come to it.  
Ex. Higher stat: 100  /  Lower stat: 95-100
Speed vs. Speed: Opponents can comfortably keep up with each other.
Strength vs. Strength: Opponents would lock into a stalemate if they tried overpowering one another.
Strength vs. Durability: Opponents can trade a few blows with each other, but they are by no means immune.  It will begin to add up.
Power (jutsu) vs. Durability: Opponents could take a jutsu or two like this, and tanking one would only lead to a few minor injuries.

Slight Advantage:  If the smaller number is within 10% of the higher number, the person with the lower number has a slight disadvantage. They may be able to keep up for a total of 4 posts, but they will eventually be worn down and they will fatigue much more quickly when overexerting themselves in that way.
Ex. Higher stat: 100  /  Lower stat: 90-94
Speed vs. Speed: Opponents can keep up with each other.  Disadvantaged opponent cannot keep up for extended periods of time without tiring very quickly.
Strength vs. Strength: Opponents can keep up with each other in limited contact.  Given time, the weaker opponent will give out and tire very quickly.
Strength vs. Durability: Strength advantages mean the opponent can take just a couple blows before minor injuries begin to occur.  Durability advantages can take a few more blows before injuries begin to set in.
Power (jutsu) vs. Durability: For power advantages, opponents could take no more than one jutsu like this.  Tanking it is a bad idea, as it would lead to moderate injuries.  For durability advantages, one could take a couple jutsu like this while only experiencing minor injuries.  They could maybe tank one jutsu before injuries set in.

Moderate Advantage:  If the smaller number is within 20% of the higher number, the person with the lower number has a moderate disadvantage.  They can only keep up for a total of 2 posts, and trying will just exhaust them.  It is best to simply find another way to combat their opponent rather than keep trying to match them in this stat.
Ex. Higher stat: 100  /  Lower stat: 80-89
Speed vs. Speed: The slower opponent can only keep up for a post or two before tiring.  From there, only a post or two more before they simply cannot keep up.
Strength vs. Strength: The weaker opponent begins showing disadvantage, though only slightly, in even limited contact.  In extended contact, their disadvantage is much more obvious.
Strength vs. Durability: The strength advantage will immediately begin inflicting minor injuries on the opponent before progressing to more sever ones as time runs on.  The durability advantage can take a few hits before progressing to some minor injuries, but injuries won’t really get worse than that.
Power (jutsu) vs. Durability: With a power advantage, injuries are moderate with the first hit or two, but can become much worse with any more contact.  Tanking a jutsu like this will result in severe injuries.  For a durability advantage, they can begin taking hits from these jutsu, as long as they aren’t direct.  Still, injuries add up, so it should be avoided.  They could tank a jutsu cleanly before injuries set in.

Heavy Advantage:  If the smaller number is within 30% of the higher number, the person with the lower number has a heavy disadvantage.  They have no hope of keeping up and shouldn’t even try.  They should avoid matching up to their opponent with this stat at all costs.  
Ex. Higher stat: 100  /  Lower stat: 70-79
Speed vs. Speed: The slower opponent cannot keep up, and trying will just exhaust them.
Strength vs. Strength: The weaker opponent is overpowered even in limited contact.
Strength vs. Durability: For a strength advantage, blows will land harshly and painfully.  Avoid taking these hits.  For a durability advantage, you can shake off a lot of these blows before beginning to really experience any damage.
Power (jutsu) vs. Durability: For a power advantage, even glancing hits will hurt, and tanking a hit could prove to have life-threatening consequences.  For a durability advantage, glancing hits don’t do much unless they add up.  One could comfortably tank one jutsu of this power before tanking any more would lead to injuries.

Massive Advantage;  If the smaller stat is within 40% of the higher stat, the person with the lower stat has a massive disadvantage.  Matching up in this stat will be the death of them and it will prove to be their greatest mistake.
Ex. Higher stat: 100  /  Lower stat: 60-69
Speed vs. Speed: The slower opponent is easily outclassed.
Strength vs. Strength: The weaker opponent is easily outclassed.
Strength vs. Durability: For a strength advantage, injuries are immediately rather sever.  Taking a couple of these will render them incapable of fighting back.  For a durability advantage, it takes quite a bit to wear you down, but a lot of hits can and will add up.
Power (jutsu) vs. Durability: For a power advantage, severe injuries can occur with even glancing hits.  Tanking any will require immediate medical attention.  For a durability advantage, same as heavy advantage.

Incomparable Advantage:  If the lower stat is anything more than 40% less than the higher stat, the person with the lower stat has incomparable disadvantage.  Don’t do it.
Ex. Higher stat: 100  /  Lower stat: 59 or lower
Just don’t.

Posts : 255
Join date : 2015-11-08

Re: Stat Rules

Post by Roku on Sat Jan 14, 2017 10:03 am

System has been updated.

    Current date/time is Wed Jan 24, 2018 3:22 am