5) Companions

Joined: February 1st, 2010, 11:26 pm

November 2nd, 2015, 11:12 am #1

Companions


Companions are helpers for almost any ninja. There are three primary types of companion on NSRP. The types are: Pets, Spirits, and Henchmen. There are additional companions - Puppets and Swarms - which work differently than the primary types. Each of these types of companions are detailed below.
Every character is granted a single D-Rank companion that can be redeemed at any point in the character's existence at no cost to the character. This slot can be filled with any companion type of any rank. However, some people may opt to focus in the use of companions. If they do, they can use up any number of ability slots on the Companion Master ability. The Companion Master ability comes in a single form, granting 4 additional companions.
wrote:Companion Master
This character specializes in the organization of others, and has committed part of their time in coordinating themselves with pets, spirits, or henchmen in combat. This gives the user of this ability four[4] companions, each companion is separate from the other and can be any type of companion. There is no limit to ranks for companions.
While each companion type has it's advantages and disadvantages, they all share their capacity for gaining abilities, and learning concentrations. All companions types are granted One [1] ability slot. Additionally companions gain concentrations at the stats 1, 5, 15, and 20. Giving them four concentrations per jutsu type, for a maximum total of 12.

Each companion post will list the requirements to obtain the companion in the following posts. However, in the event that you want to regain a companion you gave up in the past, take one from a fallen comrade/enemy, or gain from someone who no longer wanted it you will need to meet the requirements for the companion again. There are currently no restrictions on the type or strength of the companion you obtain, other than meeting this requirement.

Information for each companion type can be seen below.
Information for ranking up companions can be found [here]
Last edited by Niro on July 6th, 2018, 9:22 pm, edited 12 times in total.

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Joined: February 1st, 2010, 11:26 pm

November 30th, 2015, 7:41 am #2

Pets
Pets are the first type of companion. These are real life animals that are trained to be ninja pets. There can be some minor changes and aesthetic improvements, but for the most part they need to be realistic.

There are some other restrictions on pets, as that they are real animals.
  • Pets cannot speak normal human languages. They are limited to body language, rather than talking, though most shinobi pets will have a comprehensive understanding of the owners planning and guidance, and able to follow complex instructions to a T.
  • Pets are not able to use jutsu independently. The owner of the pet must do the hand seals for the pet, in order to help the pet mold the needed chakra to use the jutsu. Consequently, pets are limited to elements that must be shared with their owners.
  • Pets are real animals, they may be custom species that are reasonable variations of existing animals, such as unique dog breeds, a new type of bird, or something to that effect. These species must be reasonable in existing, which is always at the discretion of the staff as to what falls within the parameters of reasonable.
Pets are able to start the the following stats and points to spend on jutsu:
RankStatsJutsu PointsEquipment Points
D241010 Points
C402515 Points
B805020 Points
A1607525 Points
In order to register a pet, you will post it in the registry, the template is available [Here]. The pet will be accepted, but will not be added to your application until you complete the following requirements, based on the pets rank:
RankPayment[/td]
D RankFree
C RankD-ranked Plot Board
B RankC-ranked Plot Board
A RankB-ranked Plot Board
Once you complete the payment, the mod who closes the Plot Board will add the pet to your character sheet.
Pet Sizes
In character, long term exposure to chakra affects animal physiology. Out of character, what this means is that beyond a certain Stamina stat, pets are required to be of a certain size. However, we don't need literal house-sized flies running around the RP as well and we still want pets to retain a certain sense of realism that differentiates them from spirits, which means there need to be size ceilings as well.

Rather than trying to specify the rules for every type of animal, the stamina stat simply dictates the generalizations for pets. The species size column is how big a normal animal of that species is. The Stamina column determines what stamina range that effects the pets size, and the size ceiling is the absolute maximum size that animal is allowed to become at the top stamina point.
Species SizeStaminaSize Ceiling
Smaller than an average dog1-20Large Dog sized
Smaller than an average human21-35Horse sized
Larger than a human36-50Roughly twice its average size
What this means is that if you have an small bird as a pet at with more than 15 stamina, it's required to have dimensions similar to that of a dog (several feet tall/long and/or weighing anywhere in the ballpark of 30-40 pounds). All pets cannot have a stamina stat that is lower than the minimum stamina listed for their size range. So while a baby tiger may have only 3 stamina, when its full grown it would be required to increase the stamina stat even if the owner didn't want to.

This is especially relevant to species being used as mounts, because while it opens up some interesting possibilities, it still limits mounts to species whose original size is comparable to that of a dog.

Below are a few general rules for pets:
  • All pets, much like shinobi are limited to the 30m ceiling for flight. This means that they must be accessible at 30m. If a pet is 10m tall, they would still be able to fly up to 20m high, so long as their lowest point is below that 30m ceiling.
  • Pets can travel as far as their owners [Control x2] in meters, and still be able to have their owner do hand seals for them (though obvious communication logistics must be in place)
  • Pets that can be ridden and can also fly must be A-rank minimum. Otherwise they cannot be ridden while flying.
  • Pets that are ridden apply a stat debuff to the person riding equal to the difference in speed, to the highest X-Jutsu stat.
  • Pets have a maximum stat total of 250
  • The max a pet can have a stat at is 45 unless it is the specific one chosen to be 50.
  • While pets do not have the ability to utilize specializations, pets do gain the ability to have at least 1 stat at 50.
  • In regards to taijutsu concentrations, things a pet or animal is naturally capable of are not required. For example, a dog wouldn't need [Perception] for smell-based techniques stuff because have strong noses, it'd be tied closer to their instinct stat. Keep in mind custom concentrations can be made for pets as pet physiology doesn't exactly match that of humans.
Last edited by NSRP on June 6th, 2018, 11:39 pm, edited 14 times in total.

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Joined: February 1st, 2010, 11:26 pm

November 30th, 2015, 9:21 am #3

Spirit Companions
A spirit companion, otherwise known as a summon, resides in a different realm than the humans in Saigen, but a trained shinobi can pull them from their realm at a considerable cost to themselves for a limited time. A spirit is a being composed almost entirely out of chakra and as such, they cause a distortion in the world when brought in. This makes their prescence here unstable, forcing them to be sent back to where they came from after a short period of time. More on the lore of spirits can be found [Here]. The biggest drawback to summoning a creature is the significant stamina drain from doing so, and their instability in the summoner's realm. They also require *Spiritualism Technique to bring out, though there are other methods available [Here], that post explains how the Spiritualism Technique works, and the alternate methods to the Spiritualism jutsu.


Spirits are able to start with the following stats and points to spend on jutsu:
RankStatsJutsu PointsEquipment Points
D241010 Points
C402515 Points
B805020 Points
A1607525 Points

In order to register a spirit, it must be posted in the registry. The template for this can be found [Here]. After the spirit is accepted, it will not be added until you complete the requirements based on the summon's rank. These are:
RankPayment
D-RankFree
C-RankD-Ranked Plot Board
B-RankC-Ranked Plot Board
A-RankB-Ranked Plot Board
Spirit Sizes
Unlike pets, a Spirit can break their size limit with the Gigantism ability. However, even with this ability, the Spirit will still have a cap on how large it can be.
Gigantism wrote:Gigantism Ability
This Spirit has an excessive amount of chakra, which causes it to be much larger of other spirits of similar classification. Its excess size is better represented by its higher stamina and strength compared to many other similar spirits.
Size in MetersWithout Gigantism AbilityWith Gigantism Ability
5x5x5D-Rank--
10x10x10C-RankD-Rank
15x15x15B-RankC-Rank
20x20x20A-RankB-Rank
30x30x30S-RankA-Rank
40x40x40--S-Rank
Permanence
Spirits are creatures of immense charka and power. They require an intense amount of effort to remain in our world, resulting in an extensive amount of chakra usage by the summoner. Summons drain an amount of chakra equal to a jutsu of their rank or the rank equivalent of their stat total each post that it is active. This will cause even the best summoners to be drained in a short amount of time.
Shadow Summoning wrote:Instead of summoning the spirit at full strength, the master can instead elect to do a shadow summon. This allows the spirit to be in this world indefinitely, but in the form of a much weaker version. This spirit will have a 1 in every stat and be unable to use jutsu, but it will still be able to assist the summoner with basic tasks.
Additional Rules for Spirit Companions:
  • Spirits Companions are limited to being within 500m from their owner, but shadow summoned companions have a range of 10m. Exiting the range will cause them to revert to their original realm.
  • Summons are limited to 250 like all other companions.
Last edited by NSRP on June 6th, 2018, 11:38 pm, edited 10 times in total.

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Joined: February 1st, 2010, 11:26 pm

December 3rd, 2015, 5:11 am #4

Multi Form Spirits
Some summons have an ability called Multiform, which allows them to modify their physiology to meet specific needs. Below are a list of guidelines multiform abilities must follow.
  • Summons with the Multi-Form ability can change into any number of shapes, as long as they have the jutsu for it. However, they may not change their biology through this ability. This means a multi-form summon can be a monkey that turns into a staff, but not a monkey that turns into an alligator.
  • The Multi-form ability does not allow the summon to modify its weight. A multiform summon that weighs 200 pounds that turns into a sword, will be a 200 lbs sword.
  • Mutli-form summons can use jutsu when in form, but they must be channeled, and must be specific for that form. Meaning if a summon turns into a sword, it cannot use a jutsu for when it turns into a staff, even if they are both channeled.
  • Multi-form summons cannot change from one form to another, they must return to their original state before changing back to a different form.
  • Multi-form Summons require elements at least partially related to a material they are turning into, otherwise they remain biological. If a creature turns into something hard or rigid, it must possess Doton or if it turns into something fluid and malleable, it must have Suiton, etc. This can be side-stepped by the base summon having a natural form that possesses the characteristics it wishes to use.
  • Multi-form Summons do not lose sensitivity or registering of stimulation in specific forms. If someone damages a Multi-form summon in some way, it still feels that pain and must register damage as a living creature.
  • While in a form, a Multi-form Summon cannot utilize it's transformed tissue as jutsu without summoner assistance. This means if a summon turns into a sword and wants to make a metal spike come off of itself, it requires the summoner wielding it to perform said jutsu in conjunction with it.
Last edited by NSRP on June 6th, 2018, 11:39 pm, edited 8 times in total.

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Joined: February 1st, 2010, 11:26 pm

June 4th, 2018, 4:00 am #5

Henchmen
Henchmen are a type of companion not as similar as pets & spirit. They are shinobi, Rounin, or sometimes even Hinin and Samurai who elect to follow a ninja, rather than wander on their own. Henchmen are unique companions because they are human, and consequently, do not have the restrictions that other companions have in terms of how they function, and the workload they place on their owner. However, unlike other companions, henchmen come with some risk as well.

Additionally, because most henchmen come from shinobi villages, or countries with samurai forces, having a henchman from a country opens you up to be hunted by that country and it's allies, even if you were not previously being hunted by them.

Below is the baseline information for Henchmen.
RankEquivalent RankPoints for JutsuPoints for EquipmentStats
D-RankAcademy Student101016 Stats
C-RankGenin201540
B-RankChuunin402080
A-RankSpecial Jounin7525160
RankPayment
D-RankFree
C-RankD-Ranked Plot Board
B-RankC-Ranked Plot Board
A-RankB-Ranked Plot Board
A few additional rules for Henchmen
  • Histories are required for henchmen, and are scrutinized to the same extent as full characters.
  • Maximum stat total for a S-rank Henchman is 250
  • Henchmen can be upgraded into full characters in the absence of an owner.
  • Henchmen can act independently of their owner, and go on missions on their own. These topics grant only half the points.
  • Village Ninja can get henchmen, but they can only use a maximum of 2 slots on henchmen. The first slot is not available until you reach Special Jounin, and the second doesn't become available until you reach Jounin.
Last edited by NSRP on June 6th, 2018, 11:39 pm, edited 1 time in total.

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Joined: February 1st, 2010, 11:26 pm

June 6th, 2018, 11:33 pm #6

Puppetry

Concentration wrote:Kugutsu
The Kugutsu [Puppetry] style is an old, tradition-bound style limited to Sunagakure ninjutsu only, due to the secret techniques. The user learns to utilize the tenketsu on their fingers to create strings of chakra, which can be used to control a multitude of things. Most users focus primarily on the use of puppets, wooden, or partially wooden contraptions. Puppeteers as they are called, rely on high control. Those with this concentration lose their free companion, and must use the companion ability to gain companions.
Takes Ninjutsu Concentration
[+] No-Code

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[quote=Kugutsu][b]Kugutsu[/b]
The Kugutsu [b][Puppetry][/b] style is an old, tradition-bound style limited to Sunagakure ninjutsu only, due to the secret techniques. The user learns to utilize the tenketsu on their fingers to create strings of chakra, which can be used to control a multitude of things. Most users focus primarily on the use of puppets, wooden, or partially wooden contraptions. Puppeteers as they are called, rely on high control. Those with this concentration lose their free companion, and must use the companion ability to gain companions.[/quote]


Note: While the rules below refer directly to Kugutsu based puppetry, they can be treated as a guideline for any style of puppetry that relies on constructed puppets.

There are three things that matter when you’re a puppet user; How many puppets you have, how each puppet is built, and how many puppets you can control. Below is a guideline for the rules answering those three questions.

How Many Puppets Do You Have

Due to the price, and complexity of puppets, individuals are typically limited to a certain number of puppets based on their ranks. For balance reasons, we also do this to ensure that low ranked puppeteers can’t simply overwhelm their opponents with an unfair advantage. Below is a table detailing how many puppets an individual can have, and the maximum rank of those puppets.
Number of Puppets per Rank
RankMaximum Number of PuppetsMaximum Rank of Puppets
D4D
C6C
B8B
A10A
SUnlimitedS
How Each Puppet is Built

Puppets strength comes from two things, their stats and their weapons. The puppets stats are essentially a comparison system to the normal stat used by characters. Following is a list of the stats and their definition.
  • Durability - This shows how much damage a puppet can handle.
  • Mobility - This is how fast the puppet can cover distance. It is treated like the speed stat, for the purpose of distance covering.
  • Strength - This is how strong the puppet is. This is a direct cross over from any other strength stat.
  • Deftness - This is how fast the parts of the puppet can move, ranging from hidden weapons, projectiles, or even arms and legs.
That’s not all that matters for puppets though, puppets have a lot of moving parts involved, and a lot of secret weapons in them. To properly keep puppets within their ranks, we’ve given them mechanisms. Mechanisms refer to any part of the puppet that is not a basic part of it’s infrastructure. This means that fingers are not mechanisms, but fingers that shoot senbon out their tips are mechanisms. Additionally, while a empty center of the puppet isn’t a mechanism, an empty center that can be used to trap people in it is considered a mechanism. Each mechanism on a puppet is valued at 10 points, meaning the weapon in a mechanism can cost up to 10 points to have. You may elect to combine allowed mechanisms to have a weapon worth more than 10 points (i.e, if a weapon would cost 25 points, you could use up 3 mechanisms to have that weapon). Leftover points for mechanisms do not add up, they simply disappear unless that mechanism is replaced.

Each rank of puppet is allotted a specific number of mechanisms. However, you can buy additional mechanisms for a puppet for 10 points, or write a 1000 word training thread, up to twice per rank. Ranking up a puppet also allots free additional mechanisms and stats . All mechanisms on a puppet must be listed, even if unoccupied. Below is a table detailing starting stat totals, number of stats gained when ranking up, starting mechanism totals, number of mechanisms gained when ranking up, and the cost of ranking up a puppet.
Puppet Base and Ranking
Rank of PuppetBase Stat TotalNumber of Stats Gained when Ranking UpBase Mechanism TotalNumber of Mechanismed Gain when Ranking UpCost to Rank UpCost To Buy
E410124 Points4 Points
D1210336 Points6 Points
C20355212 Points10 Points
B50307318 Points20 Points
A75309225 points35 points
S100 - 12 - - 50 Points
How Many Puppets You Can Control
The number of puppets you can control is based entirely off the control stat. The higher your control is, the more effective you are at controlling the chakra strings, allowing you to move the strings around faster. Below is a chart detailing the number of puppets you can control based on your control.
Number of Puppets
Control RequiredNumber of Puppets
51
102
153
205
307
4610
Miscellaneous Rules for Puppetry
  • All puppetry jutsu, unless otherwise stated are Control vs Strength when met with resistance. If a puppeteer tries to grab a rock, and another shinobi grabs it as well, its the Puppeteers Control vs the other shinobi’s Strength to determine who wins out.
  • Henchmen cannot be puppeteers
  • Puppeteers are affected by jutsu they receive through senses channeled through their puppets. In the case of puppet body humans this means they can only be hit by genjutsu activated through their active senses (typically sight and sound).
  • Puppets that are remarkably humanoid in appearance must be 1 rank higher than they typically would be.
  • Puppets that are worn on or replace body parts are advised against having 1 mobility. When it comes time for a stat check, the lower stat takes priority. In the case of mobility, this means speed. If a puppet is worn on or replaces a body part, and has 1 mobility, that body part it is worn on/replacing can only move at 1 speed, even if the wearer has 30 speed. Vice versa, if a puppet has 30 speed and the wearer only has 5 speed, they would be limited to 5 speed still. Keep this in mind when working with puppet armors or body parts.
Last edited by NSRP on June 6th, 2018, 11:40 pm, edited 1 time in total.

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Joined: February 1st, 2010, 11:26 pm

June 6th, 2018, 11:37 pm #7

Human Puppetry

Related Styles & Abilities wrote: Human Puppetry
Having educated themselves in the human body, the user has learned how to control the human body through Kugutsu. Additionally, they have learn how to transform a dead body into a puppet, retaining it’s unique concentrations from when they were still alive.
Takes A Ninjutsu Concentration
Requires Iijutsu Concentration and Puppetry Concentration
[+] No-Code

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[quote=Human Puppetry Concentration][b]Human Puppetry[/b]
Having educated themselves in the human body, the user has learned how to control the human body through Kugutsu. Additionally, they have learn how to transform a dead body into a puppet, retaining it’s unique concentrations from when they were still alive. 
[i][b]Requires[/b] A Ninjutsu Concentration
[b]Requires[/b] Iijutsu Concentration and Puppetry Concentration[/i][/quote]
A once thought to be lost style, Human Puppetry is now secluded entirely to Sunagakure no Sato, considered to be one of the greatest guarded secrets. Human Puppetry involves converting the actual human body into a puppet, flaying off it’s flesh and muscles, leaving nothing but a chakra circulatory system, and overlaying it with a puppet skeleton, and preserving it, allowing it to be manipulated through Kugutsu techniques.

Human Puppetry allows the user to create a puppet that is capable of acting as a conduit for chakra, allowing the user to not only channel techniques through the puppet as they would with a normal puppet, but also channel techniques via skills that the puppet could use when it was still alive. In short, Human Puppetry allows puppeteers to turn people with unique abilities and concentrations into puppets, and let the user use techniques through the puppet, even if the user could not use those concentrations themselves. This makes puppeteers who learn this style extremely powerful, and extremely dangerous.

Below are the rules for Human Puppets:
wrote:
  • Human Puppets are essentially puppets with a chakra circulatory system. When a person is converted into a human puppet, they lose all stats and their stats are replaced by the stats of their puppet frame.
  • All jutsu are lost from the puppet, but the puppeteer can learn techniques to channel through the puppet using the puppets concentrations. I.e: A Elemental Specialist with a puppet that has an iijutsu concentration, could make custom iijutsu techniques to be performed EXCLUSIVELY through the puppet.
  • These techniques are still limited to the users stats, however, a puppeteer could not learn a S-rank genjutsu to perform through their puppet unless they have the stats to perform an S-rank genjutsu.
  • Due to the complex biological nature of Human Puppets, only those with the iijutsu concentration can learn to make them, and it requires specific techniques for stripping the body without damaging the important parts.
  • All jutsu performed via a human puppet takes stamina from the puppeteer, as he puppet no longer has any stamina stat.
  • The puppet retains all concentrations and abilities from life.
  • The rank of the puppet is irrelevant to the rank of the individual being converted into a puppet. An S-rank shinobi could be overlaid with a D-rank puppet frame, or vice versa. This method essentially translates a dead body into an inactive core (to be manipulated by kugutsu techniques), and thus can be moved between puppet bodies should the current one be destroyed. The strength of these inactive cores is based on the puppets durability stat.

Puppet Bodies
Puppet Body wrote: Puppet Body
Having performed the ultimate taboo, the user been turned into a living puppet. They will use a “preservation device” to contain their heart, which will keep them alive without a body. A person with a puppet body cannot die unless their preservation device is destroyed.
Takes One Ability Slot
Requires 15 Control
Puppet Humans are considered an ultimate taboo, and is one of the most dangerous things a puppeteer can do to themselves. By following the [Elemental Body] guidelines, the user creates a body of pure chakra for themselves. However, rather than simply discarding their body, the user converts their body into a puppet, following the Human Puppet rules as above, and contains their core within their former body. Through this, the user can make countless modifications to their own body, improving their capabilities 10-fold. By utilizing the Puppet Body made from their own body, the user can elect to bypass all their physical stats, and rely purely on the stats of the puppet, creating an extremely efficient and powerful form of fighting.
Last edited by Niro on June 15th, 2018, 5:30 am, edited 3 times in total.

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Joined: February 1st, 2010, 11:26 pm

June 6th, 2018, 11:44 pm #8

Swarm Companions


A swarm is a group consisting of a massive amount of a single animal, which are able to be controlled by a single entity. This essentially allows the owner to control it as an they would with an element. The swarm relies on a Synch stat for function, which accounts for the users synchronization with the swarm. This is the only stat found on the swarms applications. More information the synch stat can be found below. A swarms "personality" is up to the discretion of the roleplayer, they can be roleplayed as each individual within the swarm has a personality, or the swarm has a personality as a whole. How the swarm and character communicate is also to the discretion of the user, and due to their intimate connection, a jutsu is not needed for telepathic communication or the like.
  • Swarms are a single companion slot.
  • Swarms can be summons or pets. And how they're transported is dependent on the type.
  • Whether Spirit or Pets, Swarms must be naturally swarming animals. You couldn't have a mocking bird swarm, as mocking birds are solitary animals. Making a swarm of spirit mocking birds is not acceptable, either.
  • In order to rank up the swarm, the master must train up to the proper synch stat. Rank is used to determine the strength of the swarms abilities, should it have any. E=1, D=5, C=10, B=20, A=25, S=35.
  • Multiple swarms require multiple companion slots, even if the second swarm is the same as the first..
  • Swarms are granted a single unique trait. This trait can be a concentration or an ability. For example, the kaikachuu’s ability to eat chakra would take up this slot.
  • Swarms must be able to swarm at their lowest rank to be viable, and must be naturally swarming creature. Things like foxes do not swarm in nature, and even if they did, only 2 foxes would fit in a 2x2x2ft area, which is not a swarm, so they cannot be used as a swarm.
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[b]Username:[/b]
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[b]Owner:[/b]
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[center][big] Swarm[/big][/center]
[/size]

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[b]Description:[/b]
[/b] Physical description of individuals in swarm

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[b]Personality:[/b]
[/b] Personality of swarm as a whole, any stand out individuals, etc.

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[b]Picture:[/b]
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[b]Rank:[/b]
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[b]Skills[/b]
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[b]History:[/b]
[/b]: If applicable

The Synch Stat


The Synch stat for a Swarm accounts for all it's stats. A swarm with a Synch stat of 5 moves at a speed of 5, is able to exert 5 strength as a whole, and also can use jutsu for its skill up to the rank of the sync stat. The Swarms are able to perform jutsu, however Swarms are more typically used as components of jutsu. Swarms are able to be controlled as if the controller had kinesis, used for, or used as jutsu themselves as well. The owner does not need jutsu for larger movements, or uncomplicated movements of the swarm, but will for more precise, technical, or strategic movements.

Additionally, the Synch stat determines the size of the Swarm. The Swarm will be [Synch] sqft in size. If a Swarm user had 15 Synch, the swarm would be 15x15x15ft in size.

The synch stat works like all other specialized stats, and can be learned about more [here]

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