Naruto: Altered features a number of mechanics and statistics. These are primarily intended to make character creation and progression meaningful and exciting; providing you the chance to clearly define your character's strengths, weaknesses and unique playstyle. While you'll doubtlessly come to be very familiar with this system in time it can be a little confusing at first so this page exists to walk you through the whole system in detail. Still, if something is unclear, don't hesitate to reach out to the GM's for an explanation as well.
Stats: Attributes and Skills
In Naruto: Altered the different capabilities of shinobi are measure in two ways: attributes and skills. Attributes are the inherent, physical and mental abilities of a shinobi while skills refer to their aptitude for specific disciplines or areas of training. Attributes are raised directly, by investing the attribute points you start with during character creation or earn during play into them. Skills are not raised directly, they are modified by your attributes scores. You can calculate a skill score by averaging out the two attributes related to it and two attributes that work a little differently modify your skills more directly.
Attributes
Attributes are the natural capabilities of a character, improved by training and to some extent natural talent. Almost anything a shinobi does in combat relies on one or more of their attributes and shinobi can grow stronger by training hard to improve them. Naruto: Altered has five basic attributes and two slightly different ones that we'll cover later. The five basic attributes are:
Strength: Strength is a measure of one’s ability to use their muscles. High strength characters can deal more damage with melee attacks and lift, move and throw heavy objects or ninja tools more capably.
Agility: Agility is a measure of one’s reflexes and control over one’s body. High agility characters are faster and more precise with their movements, they can cover ground more easily and avoid attacks or other dangers.
Perception: Perception is a measure of one’s awareness and the efficacy of their natural senses like sight, smell and hearing. High perception characters see their surroundings in greater detail, allowing them to more easily detect important details like traps or hidden enemies.
Stamina: Stamina is a measure of one’s overall toughness and energy reserves. High stamina characters can stay in the fight longer by withstanding more damage and have higher reserves of energy to perform techniques with.
Intelligence: Intelligence is a measure of one’s ability to calculate and analyse. Intelligence here refers specifically to one’s ability to think rapidly and clearly. High intelligence characters are better at adapting to new information and coming up with plans on the fly and they usually have better understanding of the theoretical underpinnings of chakra and other matters relevant to combat.
Skills
Skills are measures of a shinobi’s mastery of important disciplines like ninjutsu or taijutsu, they are generally more representative of expertise and training then natural ability. In Naruto: Altered skills are not raised directly, they are affected by a character's attributes. Each skill has two attributes associated with it, by averaging them (adding them together and dividing by two) you can find out the score for that skill. Just like with attributes, there are five basic skills and two that work a little differently. The basic skills are:
Taijutsu: (Strength/Stamina) Taijutsu is a measure of one’s hand to hand skills. Techniques that rely primarily upon the user’s body to deal damage like punches, kicks and simple melee weapons fall under taijutsu as well as certain techniques that vitalize the body. Taijutsu can deal a lot of damage without using much chakra and it can pressure opponents into being unable to use their flashier ninjutsu or genjutsu techniques, making it a useful skill for any shinobi.
Tool Use: (Strength/Agility) Tool use is a measure of one’s skill with devices and more complicated weapons. The most prominent use of the tools skill is shurikenjutsu but it also covers ones skill with explosives, ranged weapons like crossbows and disarming or setting traps, flexible melee weapons like rope darts, whips or meteor hammers and even interacting with civilian devices like engines, locks or machinery. High tool skill shinobi are allowed to requisition more supplies, letting them carry more useful items like explosive tags or kunai into battle. Tool Use may not seem flashy, but it’s a reliable and simple way to round out a shinobi’s options in and out of combat.
Stealth: (Agility/Perception) Stealth is a measure of one’s ability to hide, move around, remain undetected and fool the enemy with distractions or sleight of hand. Stealth techniques run the gamut from academy basics like the transformation, substitution, tree climbing and bodyflicker jutsu all the way up to more sophisticated techniques that utilise chakra to conceal the user’s presence. Although some of these techniques require the molding of chakra, they are considered to primarily be stealth techniques as the observational skills and bodily control needed to blend in and conceal one’s presence are more important to their execution than the chakra manipulation aspect. Stealth is rarely a skill that translates to raw power, but a well timed ambush or ruse can turn the tide of almost any battle and stealthy ninja are priceless for important reconnaissance and infiltration missions.
Ninjutsu: (Stamina/Intelligence) Ninjutsu is a measure of one’s ability to produce and mold chakra to produce all kinds of effects. Ninjutsu have a tremendous variety of techniques but most prominent are probably the elemental ninjutsu that mimic natural forces like fire or lightning. Other prominent ninjutsu include clone techniques, or abilities that manipulate certain mediums or weapons through the use of chakra. Ninjutsu techniques are powerful and varied making them attractive to almost any shinobi despite their often high chakra cost.
Genjutsu: (Intelligence/Perception) Genjutsu is a measure of one’s ability to use, and defend against genjutsu: bewitching illusions cast by taking control of an enemy’s chakra system. High genjutsu characters cast illusions that take more time and chakra to break out of and can more easily detect, break out of or resist altogether the genjutsu of their opponents, even detecting the presence and locations of an enemy through a failed attempt to trap them if their skill is high enough. Genjutsu can be a powerful skill in the right hands and even those who don’t see a need for offensive genjutsu should consider studying the basics to be able to see through the illusions of their opponents.
Mastery and Ineptitude
Previously we mentioned that two attributes work slightly differently to the five basic ones, they are Mastery and Ineptitude. We'll talk about them now.
Mastery: Mastery is a special attribute that represents a characters specialized knowledge of a particular skill. Unlike the basic attributes, mastery does not improve a character's natural abilities. Mastery does not make a character stronger, or faster or more intelligent. Instead mastery directly affects skills. Each attribute point assigned to mastery confers a +2 skill bonus that can be applied to a skill of the player's choice. By investing more points in mastery skills can be boosted higher or more skills can be boosted however the mastery attribute cannot exceed 20% of a character’s attribute point total.
Ineptitude: Ineptitude is an unusual attribute. It starts at zero but can be lowered even further below that, freeing up more attribute point to allocate elsewhere. However each point of ineptitude below zero confers a -2 penalty that must be assigned to a skill of the player's choosing. Essentially, Ineptitude works like a negative version of Mastery, lowering skills instead of raising them, but granting more attribute points to allocate elsewhere. Unlike Mastery, there is no limit on how low a character's ineptitude score can go, but the -2 skill penalties cannot lower a skill below zero.
Specializations
In addition to the five basic skills, there are additional skills known as specializations. Specializations cover rare, difficult to learn skills that not all shinobi can learn, hiden techniques or Kekkei Genkai are good examples of specializations but some more widely available disciplines, like medical ninjutsu or fuuinjutsu are also considered specializations. Specializations can be very powerful and can be a great way to set a character apart with unique abilities but they require sacrifice, as character need to divert time away from regular training to learn them. Unlocking a specialization slot costs three attribute points and unlocking a second one costs five attribute points on top of that. Just like regular skills, each specialization derives it's score from it's related attributes. Some specializations share their attributes with one of the basic skills, some have entirely different combinations, or are associated with only one attribute or even three! Importantly, specializations always have a separate mastery bonus or ineptitude penalty, even when they share attributes with a basic skill.
Common Specializations and their attributes
Sensory Jutsu: Perception
Medical Ninjutsu: Intelligence / Stamina
Fuuinjutsu: Agility / Intelligence
Nintaijutsu: Strength / Intelligence
Senjutsu: Perception / Stamina
Average Point Levels
All characters, not just player characters, have skills and attributes. Though you will rarely be able to see the exact statistics of NPCs you can make some guesses based on the average power levels characters of their rank tend to have. These are listed here.
Genin: Genin usually have attribute scores that range between 1-5, with an attribute point total of around 15. Their skill levels can go as high as ten if they happen to be particularly specialized.
Chunin: Chunin usually have attribute scores that range between 5-15, with an attribute point total of around 50. Skills levels as high as 35 are not unheard of for exceptionally focused chunin specialists.
Jonin: Jonin usually have attribute that range between 15-30, with an attribute point total of around 112. Some rare jonin who have absolutely mastered a particular skill have scores of 60.
Kage/S rank: Anyone having above 150 attribute total is considered at least equivalent to the five kages of the major powers. Such terrifying individuals are thankfully rare and not well understood, so it isn't entirely clear how much their average skills tend to vary or what are the true upper limits of their power.
Jutsu
Jutsu in this RP are unlocked by spending jutsu points, each character starts with six jutsu points and more can be earned over the course of the RP. Jutsu of higher ranks cost more jutsu points and have higher minimum skills requirements before they can be purchased. Custom or original jutsu are highly encouraged but must be approved and graded by GMs. The effectiveness of a jutsu is primarily determined by its rank and secondarily determined by the user's score for the relevant skill. A C rank jutsu by someone with a high score in ninjutsu will be more efficient, accurate and slightly more powerful, but it won't generally be able to overcome a B rank jutsu unless taking advantage of a particular weakness. Many jutsu are associated with a particular specialization rather than a basic skill.
E rank jutsu are free, with the only requirement be that the character have at least one point in the relevant skill.
D rank jutsu cost 1 point and like E rank jutsu only require that the character have at least one point in the relevant skill.
C rank jutsu cost 2 points and the character must have at least 5 in the relevant skill.
B rank jutsu cost 4 points and the character must have at least 15 points in the relevant skill.
A rank jutsu cost 8 points and the character must have at least 30 points in the relevant skill.
S rank jutsu theoretically cost 16 points, but are only given out in very limited, plot related circumstances if at all
Passive Jutsu
In Naruto there a few miscellaneous abilities that might not be considered formal jutsu but are powerful or useful enough to warrant some cost to taking them. In this RP these abilities are handled by creating jutsu for them and spending the required amount of jutsu points, with more powerful abilities being a higher rank. These are called passive jutsu. Passive jutsu are mostly handled on a case by case basis, you may need to ask GMs about any particular idea you have to find out if it would be one and what rank it would be but some of the more common things that might require passive jutsu are:
-Powerful weapons, such as chakra blades.
-some kekkei genkai or hiden abilities
-alternate methods of weaving handseals, such as with one hand only, or through the use of tools or foot movements.
-proficiency with poisons and antidotes
-unusual physical abilities such as unnatural resistance to pain, being able to sense chakra, or conditioning an eye to break genjutsu.
It might seem a little discouraging to have to spend resources on things that might be taken granted in some other cases but this RP operates on the principle that you get what you pay for. If you pay for an ability by spending resources, time and opportunity costs to meet its requirement then there's no problem when that ability is powerful, cool and impactful and every character and player can engage with this system on an equal footing, choosing how much or how little they invest in it.
Now that you hopefully understand how the RP operates on a mechanical level it's time to outline how the RP will generally progress: How we will divide up our time between main storylines and sandbox segments and how you will earn more attribute and jutsu points to make your characters stronger.
RP: Structure: Story Time and Sandbox time
In Naruto: Altered we aim to strike a balance between delivering an exciting, suspenseful plot and the freedom and flexibility to develop your character how you want and play out the scenes you want to take part in. To deliver that balance, our time RPing together will be divided into two categories: Story Time and Sandbox Time.
Story Time is when the big, important events central to the plot occurs. During story time action tends to be more tightly compacted, with timeskips covering only hours or days. The event that happen during story time can have big implications and the stakes and danger will be more elevated. There will be an overall sense of urgency, with dialogue or character development scenes being generally more limited and focused around the immediate events.
Sandbox Time is more about daily life as a shinobi. Most missions that occur during sandbox time will be optional, and you will have the opportunity to create your own missions to go on your own, custom adventures. The chronology of Sandbox time will cover longer periods of months or years and is left intentionally a little vague. Players can take part in multiple missions or scenes without worrying about being in two places at once as different missions will be assumed to be separated by weeks or even longer. Players are also highly encouraged to spend some of their Sandbox time on slice of life or interpersonal scenes that explore or develop their character's relationships with other people, or just offer insight into their daily lives. Though individual missions or scenes within Sandbox time can be urgent or explore serious themes players are also welcome to introduce light, comedic scenes and have a more relaxed and fluffy RP experience if they wish.
The RP will swap back and forth between Story Time and Sandbox Time. The RP will begin in Story time to cover the introduction of characters and their first couple of missions before opening out into sandbox time as they prepare for the upcoming chunin exams. As the story progresses and the stakes rise, the boundaries between Sandbox time and Story time might start to blur. Players may need to spend Sandbox time searching for clues or gathering resources they will need for the urgent confrontations of Story time and the events of Story time may eventually start to influence the tone and circumstances of Sandbox time as things become a little less... cozy.
Leveling Up
Characters in Naruto: Altered grow stronger by earning more attribute points and jutsu points that they spend to raise their core attributes or learn powerful, new techniques. These valuable points are always handed out after missions or other dangerous and important story events to reflect characters learning through experience. Generally speaking longer and more dangerous events, that would be considered higher ranked ICly, reward more points but every event is evaluated on a case by case basis by GMs. All participants in an event get the same amount of points from it, but creativity, character development and cooperation may result in a few extra point here and there for all of you. Maybe.
While Story events award generous chunks of points, all the optional missions you undertake during Sandbox Time award points as well. So while you don't have to do any of these, you will start to fall behind in terms of raw power compared to people who participate in many of them. This may not be a bad thing! It could lead to some interesting developments and relationships for a character, but if that's not what you want then be sure to be an active participant.
Bonus Points
Players ordinarily earn more attribute and jutsu points by completing missions. However players can earn a limited amount of bonus points from non combat scenes that can be spent as either attributes or jutsu points. Bonus points are earned by writing scenes that develop their character or help flesh out the world, they are a reward for contributing positively to the RP and crafting a well rounded, developed character.
Characters can earn up to five bonus points per arc (a unit of time and story progression which contains one segment of Story time and one segment of Sandbox Time) by writing or participating in scenes outside of missions that further develop their character. To qualify for a bonus point a scene must:
Be at least five paragraphs long
Not contradict already established details about the world.
Do one of the following:
-show the player’s character losing a fight to another player character (the fight need not be a genuine attempt to harm each other, it can be a sparring session or something similar but both characters must be trying to win ICly. A GM approved NPC of roughly player level can be requested if the the player is unable to find a partner for such a fight.
-Introduce a new, GM approved, location, group or NPC with sufficient detail.
-Expand upon a previously introduced location, group or NPC with sufficient, GM approved detail, with permission, players may expand upon elements introduced by other players.
-Significantly alter, or develop the player character’s relationship with another player character, or an important NPC.
-Significantly alter, or develop the player character’s ideals or understanding of the world.
Each one of the five criteria can only be met once per arc and a single post can only qualify for one bonus point. To achieve all five bonus points in an arc a player would need to make five different posts doing five different things, however if a post does qualify for two different bonus point criteria than the player is free to choose which one is crossed off and which one they can earn later. At the end of an arc all player's bonus point criteria reset, the criteria that a player earned last arc are open to them again but they cannot "catch up" on any criteria they missed last arc.
Bonus points can be used as attribute points or jutsu points, but all five can’t be spent on one or the other, if three bonus points are spent on attributes the remaining two must become jutsu points and vice versa.
Bonus points are awarded solely at the GMs discretion, players can inquire about the eligibility of a post if they feel it is being overlooked but quibbling after that point will not be looked upon favorably. However if a post is close to qualifying for a bonus point but not quite there GMs can offer advice on how it might be edited and improved on to bring it over the edge. If players would like to write a scene for bonus points but aren’t sure what to write they are more than welcome to contact GMs for assistance with brainstorming or developing an idea.
This section is for any mechanics related questions or rulings that aren't really covered by the above sections, but come up often enough that it's helpful to have them recorded. If you're not sure about anything you can always check here before you ask a GM.
How many basic tools, such as shuriken, kunai or explosive tags can I take exactly?
As is mentioned in the skills section, the amount of basic tools a character can carry is governed by their tools stat. It's not necessary to exactly precise with this,but the rule of thumb we use is that each point of tools skill allows a character five more throwing tools (such as shuriken, kunai, senbon or caltrops) and two more explosive tools (such as explosive tags, smoke bombs or flash bombs)
more extravagant tools such as fuma shurikens take up a whole point by themselves and for anything not covered by these rules of thumb us GMs will just make a decision.
When can my character learn additional nature releases?
Any character with a score of at least 15 in ninjutsu can obtain a second nature release, and additional nature releases beyond that are obtained at the same rate. So the third one becomes available at a score of 30, the fourth at 45 and the fifth at 60.
One exception to this rule is those who possess a combined nature release kekkei genkai, they can obtain the second nature that makes up part of their kekkei genkai at a score of 10 ninjutsu instead of 15 to reflect their partial affinity for it.