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Fandom Song of Rage Mechanics

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This is a Naruto AU RP. A different continent, different countries, and a different history.
Stats

KageYuuki

(╯°□°)╯︵ ┻━┻
Roleplay Type(s)
Stats: Attributes and Skills
The different capabilities of shinobi are measured 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.


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. There are 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 analyze. 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 a 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. 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 one's 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. 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 utilize 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 mimics natural forces like fire or lightning. Other prominent ninjutsu includes 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 character's 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. Just like regular skills, each specialization derives its score from its 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.

Sample Specializations and their attributes

Medical Ninjutsu: Perception / Stamina

Fuuinjutsu: Agility / Intelligence

Puppetmaster: Agility / Intelligence

Senjutsu: Perception / Stamina
 
Jutsu
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 has at least one point in the relevant skill.

D rank jutsu cost 1 point and like E rank jutsu only requires that the character has 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 12 points in the relevant skill.

A rank jutsu cost 8 points and the character must have at least 25 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. Less powerful, but still unique weapons will cost points to obtain but not require a jutsu to use.

-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


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.
 
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