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    "Everyone has those areas they excel at... And those they need to improve on."

     

    Of the Attribute System

    The Attribute system is a set of guides on how characters of specific ranks interact with each other. These are used to determine the abilities of one shinobi versus another in aspects of combat that do not use specialties or elements. This includes running speeds, physical arm strength and the ability to out last an opponent. The system we use here on Shinobi Generations is a loose interpretation of the physical abilities of character. Although there are guide lines, we expect each member to correctly role play their characters based on their ranks and specialties. If it is brought to the attention of staff that someone is role playing against what their character should realistically be allowed to do then staff will step in. Each attribute will be determined by the current rank of the shinobi, as outlined below. Having certain specialties as a primary will add bonus effects to certain things, these are not large boost though and will very rarely come into play. These attributes are to be used as a base line for how you compare to someone you are fighting, and are not to be viewed as specific building blocks.

     

    Basic Attributes

    • E-D-Rank: These are considered basic, the natural abilities of all shinobi just entering the academy. 
    • C-Rank: You have a slight edge over E-D, with your skills only barely outclassing them. You are considered equal with other C ranks in all fields. 
    • B-Rank: You have a slight edge over C-ranks, with your skills only barely outclassing them. You are considered equal with other B ranks in all fields. 
    • A-RankYou have a slight edge over B-ranks, with your skills only barely outclassing them. You are considered equal with other A ranks in all fields. 
    • S-RankYou have a slight edge over A-ranks, with your skills only barely outclassing them. You are considered equal with other S ranks in all fields. 
    • SS-RankYou have a slight edge over S-ranks, with your skills only barely outclassing them. You are considered equal with other SS ranks in all fields. 
    • X-Rank: You have a slight edge over SS-ranks, with your skills only barely outclassing them. You are considered equal with other X ranks in all fields. 

     

    When calculating physical attributes in battle or when creating things such as jutsu and items, use the ranking system as a guide for speed, strength, endurance, and any other attribute that is not already defined by the specialty system. This is to promote role playing and find unique creative ways to combat your opponent.

     

    Boosting

    It is possible to create things such as jutsu, blood lines or medicine to boost certain aspects of the physical body. These boost must come in the form of something that must be paid for with either chakra, stamina or a ryo cost. These boost must have a duration and can never be passive. We are only allowing jutsu, consumables and bloodlines to increase an attribute, items will not be allowed to boost. When creating something that boost be sure to clarify what rank the boost is trying to reach. You can only have two boost active at once, and boost can only increase physical ability by one rank.

    • Jutsu: A jutsu can add a boost to a single attribute at a time, requiring a duration and an upkeep cost. No more than one attribute boosting jutsu may be active at a time. If a new boosting jutsu becomes active while an old one is still going, it will end the first one before taking effect.
    • Bloodline: A bloodline may only boost one attribute, and requires an activation cost and a duration. For an example you can say that members of the bloodline get a speed boost for three post and must pay chakra or stamina to activate it.
    • Consumables: A consumable can boost multiple attributes at once, while still having a duration built in to it. However consumables that can boost an attribute will solely fall under the medical specialty.

     

    Chakra

    Your chakra attribute will determine how many chakra points that you possess. Chakra is essential to even some of the most basic techniques. Through various methods, the most common of which is hand seals, chakra can be controlled and manipulated to create an effect that would not be possible otherwise, such as walking on water, exhaling fire, or creating illusions. Chakra is ordinarily not visible to the unaided eye unless it is highly concentrated or manifested in large amounts. Someone with their base rank in chakra will have the following values: (You are capped at +200 chakra to your base capacity, including all boosts.)

    • D-Rank: 50
    • C-Rank: 100
    • B-Rank150
    • A-Rank: 300
    • S-Rank: 400
    • SS-Rank: 450
    • X-Rank: 500


    The cost of Chakra Points for Jutsu by Ranking:

    • E-Rank: 5 CP
    • D-Rank: 10 CP
    • C-Rank: 25 CP
    • B-Rank: 50 CP
    • A-Rank: 75 CP
    • S-Rank: 100 CP
    • SS-Rank: 150 CP
    • X-Rank: 200 CP
       

    Stamina

    Your stamina attribute will determine how many stamina points that you possess. This is similar in function to the chakra attribute, but operates slightly differently. Taijutsu techniques that do not make use of chakra will cost stamina instead, so next to 'Energy' cost put SP next to the number you set as the cost of the technique. Someone with their base rank in stamina will have the following stamina point values: (You are capped at +200 stamina to your base capacity, including all boosts.)

    • D-Rank: 50
    • C-Rank: 100
    • B-Rank150
    • A-Rank: 300
    • S-Rank: 400
    • SS-Rank: 450
    • X-Rank: 500

     

    The cost of Stamina Points for Jutsu by Ranking:

    • E-Rank: 5 SP
    • D-Rank: 10 SP
    • C-Rank: 25 SP
    • B-Rank: 50 SP
    • A-Rank: 75 SP
    • S-Rank: 100 SP
    • SS-Rank: 150 SP
    • X-Rank: 200 SP