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Elemental Ninja: A Guide

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Lanthanos
Captain

PostPosted: Mon Jan 29, 2007 2:51 pm


As a member of this guild, you need to understand a few of the basic guidelines and rules that govern our life here. For starters, you need to understand the rankings and how they affect you as a member of this guild. You will rise in rank if you remain active in the guild and complete the roleplaying challenge issued to you by the Council of Elders (Your Crew).

Initiate- This will be your rank upon joining the guild. Initiate means you're a beginner. Your character has a low rating in the guild, and will have the lowest stats when it comes to building your character (18 points).

Apprentice- An apprentice isn't much higher of a rank than Initiate. You're basically a beginner who has been given the honor of a promotion. You have 21 points for your character.

Genin- Genin means "Low Level Ninja" and is the third rank in the ladder that you will climb in advancement. You have 24 points for your character.

Chunin- Chunin means "Mid Level Ninja" and is one of the higher ranks you can earn in the guild. You have 27 points for your character.

Jounin- Jounin means "High Level Ninja" and is the greatest honor you will be able to recieve for your roleplaying activity. You have 30 points for your character. Senseis will be considered Jounin in rank.
PostPosted: Mon Jan 29, 2007 3:47 pm


Each student will be asked to take part in elemental classes in order to learn skills which may help them learn more skills for use in roleplay.

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To start with, each student studies the five basic elements of Fire (Ho), Water (Mizu), Earth (Tsuchi), Wind (Kaze), and Lightning (Rai). Learning how to better manipulate these elements grants students more powers to use effectively in battle. Upon mastering them all, a student will be promoted to a Second Class Sage.

Upon reaching this rank a student will gain access to higher schools of power which include Shadow (Kage), Light (Hikari), and Spirit (Rei). These groups of study are more dangerous but also yield greater results when studying. They may also take longer to master.

Upon mastering one of these three (You are allowed to pick only one), you will be promoted to 1st Class Sage, in which time you will seek to improve yourself further on your own independent studies.

Bonuses are granted to those who have attained special ranks.
2nd Class Sages: +5 points
1st Class Sages: +5 points

Lanthanos
Captain


Lanthanos
Captain

PostPosted: Mon Jan 29, 2007 4:01 pm


Making a Profile is easy enough. You just fill in the little blanks that you are given and distribute a few points. Each of your stats has 1 point already in it, and since initiates have 18 points to begin with, that means you have 10 left to distribute. Each of the statistics is explained below.

Strength is a measure of physical power, how well you should be able to perform an act of brute force and how much physical damage you do.
Speed is a measure of how fast your character is. It will determine the order in combat.
Defense is a measure of how tough you are. Those with high defense, can shrug off weak attacks. Defense applies to physical attacks only.
Health is a measure of how much damage you can take in combat. With high health it takes more attacks to bring you down.
Evasion is how well you may dodge an attack. Those with high evasions flow through combat, getting hit rarely. Note that a high evasion does not make you impossible to hit.
Accuracy is a measure of how likely you are to hit someone in combat. Those with high accuracy can hit someone with high evasion much more often.
Spirit is your defense against the magics. Those with high spirit powers are tougher to take down with your spells.
Energy is how much power you have when using magic. Those with high energy find it easier to cast more spells in a row, and also find their spells more potent than others.

You will also be given some basic equipment to start with, and be allowed to select one weapon for your personal use. This one weapon can be anything mundane (ordinary) and you can use it freely. You can gain more equipment from completing missions in addition to upgrading old equipment.
PostPosted: Mon Jan 29, 2007 4:05 pm


Rules

1. Unless you are a Sensei, when you come to the Academy, you know NO magic. No exceptions, those are the rules.

2. Please abide by Gaia's PG-13 rules. I don't mind kissing but if it goes any further I will forced to warn you, then ban you.

3. Please at least be semi-literate. It is so annoying to read through posts that read something like this.
illiterate roleplayer
W0w, tl-l4t w4s sucl-l a c00l sp3ll. W0uld u t34ch m3? 1 r34lly w4llt 2 l34rll!

It is much easier to read this.
semi-literate roleplayer
Wow, that was really cool. Could you show me how to cast that? I really would like to learn.


4. If you are not a Sensei, you cannot teach anyone how to cast magic.

5. Before you do anything, except possibly talk in the OOC thread and read this thread, make sure your profile is posted in the profile page.

6. You have no limits to how many classes at your level that you may enroll in so long as the Sensei is willing to accept you.

7. I cannot stress this one enough, we have a stat system, use it logically. If anyone is caught playing outside of what their level of statistics may allow, they will be warned once and then banned.

8. Have fun. I don't want any hard feelings about anything that happens in this guild.

9. As there is a high demand for classes in certain elements, you must now pm the sensei of the class beforehand, and if they have too many students, realize they have the right to turn you down.

10. Senseis may have additional rules for you to follow when in their dojos. Please be sure to follow them.

Lanthanos
Captain

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The Catalogue (Discontinued Threads)

 
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