1 Stats Guideline Thu Jan 24, 2019 4:26 pm
Saga Rules
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What are the stats and what do they do?
On Saga, part of the way your strength is measured is through the rank of your stats. Stats include things like how fast or strong you are, how much damage you can take, and the efficacy of your senses. This stat training system allows you to train the areas of your character that you want to focus on, rather than being equally proficient for your rank in every area and using items and jutsu to push yourself to the higher ranks.
Stats on Saga scale throughout seven Ranks (E-S), representing how powerful a ninja is in certain areas relative to other shinobi of their rank. Statistics, specializations, jutsu, elements, and items all have ranks. The following information is the list of stats on Saga, an explanation of each of them, and information on their ranks and how to train them up.
- Strength (STR).
- Speed (SPD).
- Dexterity (DEX).
- Perception (PER).
- Endurance (END).
These stats represent physical traits, they directly correspond to your character's physical capability. Detailed explanations are below.
Strength -
Strength governs how strong your character is physically, how much weight they can lift and throw, how much force is behind their punches and how hard they can swing a weapon. In general, Strength makes you do more damage when you attack people with basic strikes, the higher your Strength stat, the harder you hit. As your strength stat increases, your damage with basic strikes does as well, in addition, weapons lower than your Strength rank are able to deal damage equal to one rank lower than your Strength; this can increase a weapon’s damage by a maximum of 2 ranks. (You can ignore this 2-rank cap while attacking; if you do so, this breaks the item.) Some armour or weapons may have a minimum strength requirement to use.
Speed -
Speed governs a shinobi’s running speed, their ability to accelerate, and the capability for finesse a ninja has while moving at high speeds, such as altering momentum or changing direction. Shinobi with high Speed stats are sometimes capable of evading another ninja’s Perception by moving faster than the eye can see; a Ninja moving at speeds a rank (4 tiers) higher than another’s Perception becomes a blur, obscuring the fine details of their form while moving, such as hand seals, readying weapons, or minor alterations to their body. Moving at a full two ranks (eight tiers) higher makes a shinobi untrackable via Perception alone.
Dexterity -
Dexterity determines the body's ability to move in reaction to stimuli, and works in tandem with Perception to determine what the shinobi can perceive, detect, react to, and the speed and efficiency in which they are able to do so. Due to the nature of such a facet of combat, Dexterity is not a quantifiable variable of combat that can be measured independently. Instead, it is purely used in reference to outside stimuli affecting the subject.
Perception -
Perception governs the efficacy of a ninja’s senses, their ability to perceive and accrue information, as well as their spatial awareness. Perception affects how obvious an opponent’s actions are in combat and how effectively they can be hidden. Ninja with Perception a rank (4 tiers) higher than the Speed or Dexterity of an opponent attempting to hide an action can be seen with increased clarity. While they may not be able to discern exactly what has transpired, they could see an opponent slip something into their hand. A full two ranks (eight tiers) higher allows a ninja to see actions performed with complete clarity within their Perception.
Endurance -
Endurance governs a ninja’s ability to resist damage, as well as the capability to continue fighting over long periods of time, or after receiving injury. Endurance directly affects how much damage a ninja receives from basic attacks; should a ninja have an Endurance a rank higher (4 tiers) higher an opposing ninja’s Strength, they’re able to withstand the first attack to any particular location, receiving negligible scrapes and bruises, while requiring a second blow to deal any significant damage. Endurance of two ranks (eight tiers) higher than opposing Strength renders all damage negligible with basic strikes alone. In addition, Endurance reduces the damage taken from Jutsu by one rank for each rank the ninja’s Endurance is higher than the rank of the technique which hits them, up to a maximum of two ranks, but is unable to reduce damage from techniques to below D-rank.
How do I rank up stats?
Stats, like the ranks of your Specializations and Elements, can be trained. However, stats are a little different than Elements and Specializations, because stats consist of three Tiers between each rank. This means that between the ranks of D and C, there are three smaller tiers which you must train up to gradually increase your stats. The training numbers are below. (You must train every tier of a stat you wish to train up, you may not skip any.) You will make one post in the Training Stats section, much like a Jutsu Registration. All your stat training will be posted there and catered to. Shinobi may train up to eight tiers above the base tier for their rank, and no more.
When you rank up, any stat that has reached the maximum tier for its rank is immediately ranked up to the base value of the following rank. Ranking up any stat from tier 3 to the next rank via training requires word count equal to the rank above, and costs an additional 500 ryo (e.g - training from B-3 to A-rank requires 1000 ryo).
D-rank stats: 190 ryo per tier
C-rank stats: 250 ryo per tier
B-rank stats: 375 ryo per tier
A-rank stats: 500 ryo per tier
S-rank stats: 1250 ryo per tier
So what exactly do stats do?
Each ninja rank has a baseline capability for each of its stats with each tier above the baseline modifying it in increasing ways. Listed below is what you can expect from a shinobi at each Ninja Rank
STRENGTH -
D-Rank -
Shinobi at this rank are as strong as to be expected from newly minted soldiers, capable of causing hairline fractures with repeated strikes (3) to the same area and can be reasonably expected to lift and throw solid stone objects the size of a human torso while exerting themselves but without tremendous effort. At any strength above D-rank, a ninja may attempt a basic attack once per post utilizing a burst of hysterical strength, increasing its damage by 4 tiers (1 rank) at the cost of damaging the limb that performed it. Damage to limbs is equal to minimum D-rank damage for the first burst, increasing by one rank with each subsequent burst strike from that limb (damage caused this way is not mitigated by Endurance).
Training tiers at this rank does not provide any notable increase in physical combat prowess, and many genin are discouraged by this 'lack of results'. However, young shinobi and kunoichi are often astounded at the power they can call upon in life-or-death situations.
D-rank tiers of strength have no effect other than increasing the effectiveness of your 4-tier increase through Hysterical Strength, as well as your ability to lift certain amounts.
D-rank: 50kg lift strength.
D-1: 100kg lift strength.
D-2: 150kg lift strength.
D-3: 200kg lift strength.
C-Rank -
Shinobi at this rank are capable soldiers, trained and honed, capable of causing hairline fractures through repeated effort (3) in addition to staggering opponents with their blows. Shinobi at this rank can be reasonably expected to lift and throw solid stone objects the size of an average adult male (300kg) while exerting themselves but without tremendous effort.
C-1: 400kg lift strength. Direct hits stagger opponents, can cause them to stumble and fall, wind them, and cause significant bruising with basic strikes.
C-2: 500kg lift strength. Direct hits can knock opponents back, toppling them and sending them up to 2-meters away.
C-3: 600kg lift strength. Repeated attacks find it easier to break bones, after only two repeated blows they can cause light fractures.
B-Rank -
Shinobi at this rank are able to break bones instead of lightly fracturing them after two strikes as well as significantly stagger opponents and knock them back. Shinobi at this rank can be reasonably expected to lift and throw solid stone objects three times the size of an average adult male (800kg) while exerting themselves but without tremendous effort.
B-1: 1000kg lift strength. Glancing blows can stagger opponents, can cause them to fall, wind them while direct hits can knock away up to 3-meters.
B-2: 1200kg lift strength. Glancing blows can knock opponents back up to 2-meters, direct hits can send others flying, knocking them up to 6-meters away with a blow.
B-3: 1400kg lift strength. Glancing blows are capable of fracturing bone after two strikes with direct hits becoming capable of causing fractures with a single strike. Hysterical strength at this tier and higher emits a shockwave at that knocks back ninja on impact but deals no physical damage other than to the surrounding terrain. Hysteric strength shockwave Radii: 15m, Speed: 20mp/s, Knockback distance: 20m.
A-Rank:
Shinobi at this rank can break bones in half with the force of their blows, shattering them with repeated (2) efforts, they are capable of sending bodies flying with their strength, even glancing blows causing severe bruising. Shinobi at this rank can be reasonably expected to lift and throw solid stone objects such as large stone pillars or statues ten times the size of a person (2000kg) while exerting themselves but without tremendous effort. Hysteric strength shockwave Radii: 18m, Speed: 26mp/s, Knockback distance: 22m.
A-1: 2500kg lift strength. Glancing blows can make others easily fall, direct hits sending them flying up to 10-meters. Hysteric strength shockwave Radii: 20m, Speed: 30mp/s, Knockback distance: 24m.
A-2: 3000kg lift strength. Impact with surfaces creates minor shockwaves, creating small craters and sending force for up to 5-meters whenever the shinobi attacks which cause moderate bruising and after repeated (3) exposure can lightly fracture bones. Hysteric strength shockwave Radii: 22m, Speed: 34mp/s, Knockback distance: 26m.
A-3: 3500kg lift strength. Shockwaves on impact increased to 10-meters, with damage increasing to cause light fractures after 2 strikes. Glancing blows can crack bones and direct hits can shatter them and rupture organs. Hysteric strength shockwave Radii: 24m, Speed: 38mp/s, Knockback distance: 28m.
S Rank:
Shinobi at this rank are able to shatter bones on impact with each of their strikes, rupturing organs and sending bodies flying great distances. Shinobi at this rank can be reasonably expected to lift and throw solid stone objects twenty times the size of a person or the structural elements of small buildings (5000kg) while exerting themselves but without tremendous effort. Hysteric strength shockwave Radii: 30m, Speed: 42mp/s, Knockback distance: 35m.
S-1: 7000kg lift strength. Direct hits can still cause internal bleeding and hits can still break bone, sustained direct hits can cause serious organ damage. Hysteric strength shockwave Radii: 35m, Speed: 46mp/s, Knockback distance: 40m.
S-2: 10000kg lift strength. Hits can cause internal bleeding and rupturing and can break bone, direct hits can cause serious internal organ damage. Hysteric strength shockwave Radii: 40m, Speed: 50mp/s, Knockback distance: 45m.
S-3+: 15000kg lift strength. Hits can break bone and cause internal bleeding, sustained direct hits can cause lethal organ failure. Strength stats higher than S-3 interact with other stats as higher, but do not have increased parameters or effects. Hysteric strength shockwave Radii: 45m, Speed: 54mp/s, Knockback distance: 50m.
Speed.
All sustained ninja speeds must be accelerated to, and cannot be achieved just after taking off from a standing position, acceleration to normal movement speed happens in one post; below are the rules for running speeds.
D-Rank:
Ninja at this rank are able to run at about 5 meters per second. Ninja with D rank speed are unable to perform a movement burst.
D-1: 5 meters per second movement speed with bursts of up to 7 meters per second movement speed (one post); afterward, their speed is decreased by two tiers for one post.
D-2: 10 meters per second movement speed with bursts of up to 15 meters per second movement speed (one post); afterward, their speed is decreased by two tiers for one post.
D-3: 15 meters per second movement speed with bursts of up to 22 meters per second movement speed (one post); afterward, their speed is decreased by two tiers for one post.
C-Rank:
20 meters per second movement speed with bursts (one post) of up to 30 meters per second; afterward, their speed is decreased by two tiers for one post.
C-1: 25 meters per second movement speed with bursts (one post) of up to 37 meters per second; afterward, their speed is decreased by two tiers for one post.
C-2: 30 meters per second movement speed with bursts (one post) of up to 45 meters per second; afterward, their speed is decreased by two tiers for one post.
C-3: 35 meters per second movement speed with bursts (one post) of up to 55 meters per second; afterward, their speed is decreased by two tiers for one post.
B-Rank:
40 meters per second movement speed with bursts (one post) of up to 60 meters per second; afterward, their speed is decreased by two tiers for one post.
B-1: 45 meters per second movement speed with bursts (one post) of up to 65 meters per second; afterward, their speed is decreased by two tiers for a post.
B-2: 50 meters per second movement speed with bursts (one post) of up to 70 meters per second; afterward, their speed is decreased by two tiers for a post.
B-3: 55 meters per second movement speed with bursts (one post) of up to 75 meters per second; afterward, their speed is decreased by two tiers for one post.
A-Rank:
60 meters per second movement speed with bursts of up to 90 meters per second movement speed (one post); afterward, their speed is decreased by two tiers for one post.
A-1: 70 meters per second movement speed with bursts of up to 105 meters per second movement speed (one post); afterward, their speed is decreased by two tiers for one post.
A-2: 80 meters per second movement speed with bursts of up to 120 meters per second movement speed (one post); afterward, their speed is decreased by two tiers for one post.
A-3: 90 meters per second movement speed with bursts of up to 135 meters per second movement speed (two posts); afterward, their speed is decreased by two tiers for one post.
S-Rank:
100 meters per second movement speed with bursts of up to 150 meters per second movement speed (two posts); afterward, their speed is decreased by two tiers for one post.
S-1: 110 meters per second movement speed with bursts of up to 165 meters per second movement speed (two posts); afterward, their speed is decreased by two tiers for one post.
S-2: 120 meters per second movement speed with bursts of up to 180 meters per second movement speed (two posts); afterward, their speed is decreased by two tiers for one post.
S-3+: 130 meters per second movement speed with bursts of up to 200 meters per second movement speed (two posts); afterward, their speed is decreased by two tiers for one post.
Speed stats higher than S-3 interact with other stats as higher, but do not have increased parameters or effects.
Dexterity.
Dexterity is a statistic that only applies in opposition to something else, most typically in close quarters, and interactions are determined per tier difference.
0-1 Tier Difference: At either no tier difference or one-tier difference between dexterity stats, shinobi can react to attacks after they've been launched, such as after a punch has been thrown or after a technique is traveling toward them. This allows for narrow or marginal reactions, within reason, without the ability to launch a counter-attack immediately afterward.
2 Tier Difference: With a two-tier difference, shinobi can react to attacks as they're being set into motion, such as when a punch has been set into motion or just as a technique begins after being cast. This allows for a broader margin for reaction, within reason, with the ability to launch a counter-attack immediately afterward but without the ability to act preemptively.
3 Tier Difference: With a three-tier difference, shinobi can react to attacks as they begin, such as when a punch is prepared or the hand seals of a jutsu are being made. This allows for more extensive margins for reaction, within reason, and allows the user to either preemptively act in response to these stimuli or launch a counter-attack immediately afterward.
4 Tier Difference: With a four-tier difference, there is no inherent advantage between interactions. Instead, if there is a four tier difference in dexterity, the more skilled shinobi is able to exert Pressure onto the lesser skilled shinobi. In doing so, they prevent their target from being able to find the necessary windows in which to mold physical and spiritual energies, such pressure, preventing them from activating more than one technique on their next post. This effect can only be activated while in close-quarters-combat with another shinobi, and has a three post cooldown. In addition, while this ability is on cooldown, the user loses 1-tier of Dexterity.
Perception.
D-Rank:
Shinobi at this rank have human level senses, minor sensory imperfections but not hindering. Perception benefits are cumulative, each tier in Perception grants all benefits of tiers below it.
D-1: Above average senses, clearer hearing, sharper vision within 20-meters.
D-2: Increased sense hearing, able to discern sounds much more efficiently within 20-meters.
D-3: The ninja’s other senses are able to operate as well as well as their Sight and Hearing at this rank.
C-Rank:
Shinobi at this rank are able to detect footsteps and other movement in contact with the ground within 5 meters of themselves.
C-1: Vision is honed further, able to discern fine details even within 30 meters.
C-2: The ninjas hearing is able to clearly discern the direction of sounds within 30m in relative silence, but not their distance.
C-3: The ninja’s other senses are able to operate as well as well as their Sight and Hearing at this rank.
B Rank:
Shinobi at this rank can discern more complex shapes, visual textures, and movement patterns in their peripheral vision, within 5 meters.
B-1: Perceptive vision enough to detect basic traps and pitfalls, provided they are not thoroughly hidden.
B-2: The ninja’s hearing can identify sounds out to 40m even with moderate distractions, able to discern both their distance and direction.
B-3: The ninja’s other senses are able to operate as well as well as their Sight and Hearing at this rank.
A-Rank:
Able to distinguish complex stimuli, as well as discern larger distinctions in things like wind patterns and direction in order to determine obstacles with trained effort. The ninja can also hear noises as quiet as a whisper up to 25m away.
A-1: Able to distinguish most hidden or masked objects with their senses alone over 30 meters.
A-2: Even with moderate hearing obstructions such as noise or even solid stone, the ninja can hear sounds and determine both their direction and distance from up to 50 meters away.
A-3: The ninja’s other senses are able to operate as well as well as their Sight and Hearing at this rank. At this rank, the user’s combined senses operate in conjunction at an almost higher level, giving the user a precise sense of location towards any stimuli within their heightened sight range.
S-Rank:
In order to disable this ninja’s senses they must have every single one of their senses disabled.
S-1: The ninja has an impeccable sense of space within 50m (as well as objects' proximity to their body) regardless of sight, using their ability to feel air currents across their skin.
S-2: Even in the noisiest of areas, the ninja can clearly focus on a specific sound or conversation within 20 meters of themselves, or 60 meters otherwise. In relative silence, the ninja can focus to hear the slightest of sounds, such as heartbeats.
S-3+: The ninja’s senses are trained to such a high level, they’re able to supplement many of their senses with one another. For example, a ninja could use echolocation through hearing to allow themselves a form of functional sight. This allows the ninja to operate at almost peak efficiency with only one sense available. It is almost impossible to hide something from this ninja.
Perception stats higher than S-3 interact with other stats as higher, but do not have increased parameters or effects.
Endurance
D-Rank:
Shinobi at this rank have average Endurance for a ninja. They take no extra damage and do not mitigate any damage through Endurance alone. Ranks of Endurance benefit cumulatively from all benefits below the rank of Endurance acquired.
D-1: Increased fortitude, the ninja is able to resist flinching against D-rank basic attacks, not becoming staggered by the blows.
D-2: Able to fight through severe bruising, cuts of 1cm or less, and hairline fractures for 2 posts at maximum efficiency.
D-3: Able to resist damage from strikes of D-3 strength, reducing them to the base tier of their rank.
C-Rank:
Shinobi at this rank have increased fortitude, they are is able to resist flinching against C-rank or lower basic attacks.
C-1: The ninja's body is honed to be tougher than average, they are able to resist flinching from all tiers of C-rank strength, not becoming staggered by the blows.
C-2: Able to fight through hairline fractures, torn muscle, cuts of 3cm, and severe bruising for 3 posts at maximum efficiency.
C-3: Able to resist damage from strikes of C-3 and lower Strength, reducing them to the base tier of their rank.
B Rank:
Shinobi at this rank are able to resist damage from Strength below their rank, reducing it by one tier at all times.
B-1: The ninja is resistant to being winded by equal or lower Strength, they can resist flinching from all tiers of B-rank Strength, not becoming staggered by the blows.
B-2: Able to fight through hairline fractures, cuts of 5cm, severe bruising and torn muscle indefinitely, able to fight through broken bones for 2.
B-3: Able to resist damage from strikes of B-3 and lower Strength, reducing them to the base tier of their rank, plus an additional tier.
A-Rank:
Shinobi at this rank resist damage from A-rank and lower basic strikes, reducing them to the base tier of their rank.
A-1: Able to resist knockback effects and not flinch from strikes of equal or lower Strength, not becoming staggered, winded, or bruised by these strikes at all.
A-2: Able to fight through broken bones, torn muscles, and cuts of 8cm indefinitely. Able to fight through shattered bones, severe bleeding and ruptured organs for 2 posts.
A-3: Able to resist damage from strikes of A-3 or lower Strength, reducing them to the base tier of their rank, plus an additional 2 tiers.
S-Rank:
Shinobi at this rank can resist basic strikes of S-rank or lower breaking their bones, reduce all damage of A-rank and lower Strength to the base tier of its rank.
S-1: Able to resist effects which knock them back by Strength alone. Unable to be flinched or staggered by feats of Strength alone.
S-2: Able to fight through shattered boned, ruptured organs, and lost limbs for 4 posts.
S-3: Able to resist damage from strikes of S-3 or lower Strength, reducing them to the base tier of their rank, plus an additional 2 tiers.
Legendary Stats
Aside from normal stats, Legendary Rank stats exist in a tier of their own, awarded as temporary Stats to S-rank NPCs and characters involved site storyline events over extended periods, they grant unique abilities as well as counting as one rank (4-tiers) higher than any S-rank stat. Boosting Legendary stats does not confer additional abilities, but will further increase interaction bonuses if used. These "Story Stats" are considered unique abilities, and are referred to as Legendary. Increasing the level of maximum S-rank stats cannot cause a shinobi to acquire these effects, which are restricted to Legendary stats alone. Characters granted Legendary Stats do not receive all of these benefits, instead they are able to choose two of their stats which are upgraded to Legendary status for the duration of their involvement in ongoing site storylines.
Legendary Strength -
Shinobi possessing this level of strength of can carry seemingly limitless burdens, and their blows are powerful enough to effortlessly shatter bones and sever limbs, they are able to shatter stone as easily as wood and their strikes cause shockwaves up to 50 meters long, and craters up to 20 meters in radius, these shockwaves can break bones and knock foes back to their range. Shinobi without equal strength require Chakra enhanced defenses of B-rank or higher to block basic strikes of any kind from a ninja with Legendary Strength.
Legendary Speed -
Shinobi possessing this level of speed have a movement speed of 150 meters per second, and a burst movement speed of 225 meters per second, they may also sustain burst movement for an additional post before suffering its ill-effects. In addition, shinobi without Legendary Perception cannot perceive the burst movement of a shinobi with Legendary Speed, acting as if their Perception were two ranks lower. Shinobi with Legendary Speed accelerate to their full movement speed instantly.
Legendary Dexterity -
Legendary Dexterity allows a shinobi to perform a second basic strike in conjunction with any attack they make, as long as it is within their reach; these attacks are for all purposes performed simultaneously. Shinobi with Legendary Dexterity perform all techniques as if they did not require hand seals. Pressure exerted by shinobi with Legendary Dexterity lasts until the opponent can disengage from them, removing themselves from CQC for a full round of posting before the ability goes on cooldown.
Legendary Endurance -
Shinobi possessing this level of endurance are able to withstand massive amounts of punishment, shattered bones, ruptured organs, and lost limbs can be fought through indefinitely. Once per post, a shinobi with Legendary Endurance can reduce the damage of any basic strike, or a technique of A-rank or below to nearly nothing, rendering its damage negligible.
Legendary Perception -
Shinobi possessing this level of Perception extend the range of their natural senses to 100 meters and are able to discern even the slightest noises, atmospheric changes, or motions with perfect clarity within this range if they desire. Legendary Perception grants a shinobi the ability to feel the flow of chakra in living beings and the environment, alerting them the moment any technique is performed, or when chakra enters their sensory radius.