Shinobi Revolution Tutorial

We recognize that being a new member in a guild can be overwhelming with so many systems and walls of text to keep track of. This guide is meant to be used as a cheat sheet for the basics of how SR works from combat to missions and more. This is meant to help new members with a starting point as well as help veterans brush up on the basics. This guide also has links to the more detailed pages if you need further information. We do not have an overly statistical focus but we try to add enough detail to the combat systems so that everyone has a fun experience and we hope that this guide can help simplify everything for you.

If you are starting in SR for the first time a good idea is to create a profile box here to store your character profile. You should also review the general guild rules. If you read this entire guide as well then you should have enough basic knowledge to do well in the guild.

## Ranks & Tiers

When something refers to a rank it is talking about the seven ranks of E, D, C, B, A, S, and S+. These are in ascending order as E is the weakest and S+ is the strongest. Both techniques and characters are measured in power by the seven ranks. E-S+ on a character is based on their body rank. A character's body rank has no connection with the title rank. A shinobi can be an S-Rank genin for example. When something refers to tiers it is describing tier one (E-D rank), tier two (C), tier three (B-A), and tier four (S-S+). Tiers are in reference to status effects, items, etc.

## Actions

Actions which are also at times referred to as "activations" are how many things that you can do in a post with a character. An offensive action is an attack. A defensive action is protecting yourself. A supplemental action is any action that does not fall within those other two categories. Most of the time in a post you get two offensive actions and one defensive action. You can get more defensive actions to protect yourself if you are being swarmed with attacks here. For more information on actions check here.

## Chakra & Stamina & Simple, Complex, Spiritual

Chakra is the basis for most technique types in the guild as it is in the series for all ninjutsu, all genjutsu, and even some taijutsu and bukijutsu techniques. Stamina is the basis for physical techniques. Your character has their own chakra pool and stamina pool that you draw from when you use techniques. The more chakra and stamina you have the better. There are three technique types in the guild called simple, complex, and spiritual. Simple techniques are purely physical and are fully strengthened by your character's stats. Complex techniques are half physical and half chakra and are half strengthened by your character's stats. Spiritual techniques are fully chakra-based and are not influenced by your stats at all.

The more chakra a technique has the more inherently powerful it is. Spiritual techniques are one rank stronger than complex techniques and two ranks stronger than simple techniques. Complex techniques are one rank stronger than simple techniques and one rank weaker than spiritual techniques. Simple techniques are two ranks weaker than spiritual techniques and one rank weaker than complex techniques. You create spiritual techniques completely with chakra, complex techniques with half chakra and half stamina, and simple techniques with all stamina. This may sound like simple techniques are useless but stats make physical techniques stronger.

This should be the basis of what you need to do but check here for more information on the three technique types.

## Stats

Stats influence how strong, fast, agile, and tough your character is based on how much taijutsu and bukijutsu they know. Strength allows your character to boost the ranked power of simple and complex techniques. Speed allows you to boost the rank of simple and complex techniques by making them harder to dodge. Agility makes you able to dodge a simple or complex technique for a rank lower. Endurance allows you to take hits from simple or complex techniques for a rank lower.

Stats fully boost simple techniques and half boost complex techniques. Two stat points are equal to one technique rank. Two points in strength boosts an E-Rank simple technique to D-Rank meaning that you only paid an E-Rank amount of stamina for a D-Rank technique in power. Four points in strength would take boost E-Rank simple technique to C-Rank. However, four points in strength would only boost an E-Rank complex technique to D-Rank because it half applies. Four points in agility allow you to dodge a C-Rank simple technique for only an E-Rank cost. Four points in agility would only allow you to dodge a C-Rank complex technique for a D-Rank cost, however. Stats have no influence at all on spiritual techniques.

The more stat points your character has the better they will be at physical fighting because they will pay far less in resources. A major element of combat is an energy resource war so it pays to be efficient. You get one stat point for learning up to stage three of a taijutsu or bukijutsu style and you get a second stat point for mastering up to stage six of a style. Taijutsu and bukijutsu class characters can have up to 8 points per stat so 8 strength, 8 speed, etc. Less physically inclined classes like ninjutsu and genjutsu class can have up to 4 points per stat. Middle-of-the-road classes such as medical and bloodline classes can have up to 6 points per stat. If your character is both ninjutsu class and taijutsu class then the taijutsu class increases their stats to 8 rather than 4, always take the higher stat cap out of the classes you have for simplicity's sake.

This should provide you with a basic overview of how physical fighting works. For more information read here.

## Overwhelming, Special Chakra Types & Chakra Elements

Overwhelming is a powerful technique type that allows a technique to defeat an enemy technique of the same rank for the same amount of resources. If an overwhelming D-Rank spiritual technique clashes with a regular D-Rank spiritual technique then the overwhelming wins. If two regular D-Ranks clash then they cancel each other out. If two overwhelming D-Ranks clash then they also cancel each other out. In most cases, you can have overwhelming up to S-Rank but not S+ Rank. Overwhelming is typically used for spiritual techniques but sometimes it can be given for simple and complex techniques against other simple and complex techniques.

The most powerful chakra types in the guild come from demons, sages, forbidden seals (curse marks), and golden dragon marks. All four of these chakra types are able to grant overwhelming up to S+ Rank. All members are able to earn one of these powerful chakra types for their character if they want. You can have more than one of these on the same character but can only use one type in the same fight.

Elemental chakra elements can have elemental strengths and weaknesses. For example, water is one rank stronger against fire while fire is one rank stronger against wind. Fire beats Wind ▰ Wind beats Lightning ▰ Lightning beats Earth ▰ Earth beats Water ▰ Water beats Fire.

This should give you a good foundation in chakra combat. Read here and here for more details.

## Genjutsu

Genjutsu are illusionary techniques that can cause mental rather than physical damage. There are four types of genjutsu. Enchantment, illusory, instance, and chain. Enchantments are chakra placed in the enemy's nervous system to cause hallucinations. Illusory techniques are chakra images made like holograms. Instance genjutsu are enchantments that only last for one post and chain genjutsu are enchantments that activate after another genjutsu is broken. Genjutsu is broken using either chakra or pain. When you break out of enchantment, instance, and chain genjutsu the images disappear and when you break out of illusory genjutsu the holograms become obviously fake and you are no longer under the technique's effects.

Overwhelming genjutsu costs half a rank more in chakra to break out of (1.5x). Genjutsu manipulate six senses and the more senses a genjutsu affects the more potent the illusion is and can have added realism which is its own strategy. Genjutsu also functions on duration and has an upkeep cost in chakra to stay activated. Genjutsu can cause mental stress or insanity.

These are the basics of genjutsu. If you do not use genjutsu then you do not need to worry about the particulars besides the chakra and pain release mechanisms and general rules. For more information read here.

## Bloodlines

A bloodline is what is referred to as a kekkei genkai in the series. There are dojutsu such as the sharingan and the byakugan, elemental bloodlines like ice release, and chakra manipulation bloodlines like Aburame. You can only start with one bloodline of any type you choose unless you have the Dual Ancestry discipline from bloodline class. Later on, you can roleplay getting another bloodline implanted. There are also special perks if you choose not to have a bloodline. Bloodline techniques do not take up any technique slots and you can just learn them up to the rank of technique that you can learn based on your experience. There are no limits on how many characters in the guild can have a particular bloodline so do not worry about that.

## XP & Missions

Experience (XP) is the way that you advance your character's body rank primarily by doing missions. The more XP you have the higher your body rank becomes.

There are two types of missions in SR, shinobi missions and narrative missions. Shinobi missions are generally missions involving the duties of a shinobi ranging from cleaning the village to assassinations for example. Narrative missions are missions that involve advancing your character by developing them experientially such as a traumatic event or a blissful moment. Shinobi missions reward XP and ryo while narrative missions only reward XP. Shinobi missions and narrative missions each have their own separate requirements but use the same ranked XP amounts. You can create your own missions and do not need a kage's permission to do a mission. Missions in SR are highly customizable because we believe in advancing your character at your own speed. Mods will only investigate profiles if there is evidence of improperly using the systems but in general, we highly encourage creativity and quick advancement if that is what you want for your character. You keep track of all missions using the mission board in your village or area.

## Personal Attributes, Customs, and Keystones:

Personal Attributes (PAs) tend to be the most time-consuming part of character creation. They are essentially special perks that benefit your character in a wide variety of ways. You can create your own PAs to give your character a fighting style that is completely unique to them. PAs can also be used to access other bonuses. If you are having a hard time creating PAs of your own do not worry about it. We recommend using PAs given by your bloodline at first until you know the systems better. PAs are submitted in profile approval and you can read more about PAs here.

Customs are another way to make characters with completely unique and varied fighting styles. You can submit your own techniques, weapons, poisons, armor, and more in the appropriate approval thread. Once a guild moderator reviews and approves your creation then you are free to use it on your character. Every character starts with eight custom points to spend on making customs. You can take your time with customs and should not worry about them when you are first creating your character. There are certain rules to consider when making customs that can be read here.

You may have gotten a keystone through your class and a keystone is simply a powerful custom technique that is meant to be the signature technique of your character. Think of keystones as your character's finisher as if they were in a fighting game. You do not have to create a keystone right away. You can read more about them here.