Abilities
Every character has 8 Abilities that are used to calculate all types of modifiers and use Jutsu. These Abilities can be assigned a Rank between 1 and 10. For a starting Genin Ranked character, the maximum of any Ability Rank is 5. This does not include any bonus to Ability Ranks the character may gain from Nationality Bonuses.
The 4 Physical AbilitiesStrength
A character with high Strength or (STR) is able to lift and carry more and deal more damage with their physical attacks. They are usually more muscular than other characters. Skill Applications Strength is added to modify the Skills Climb, Lift, and Swim. This gives characters with high strength more control over obstacles and terrain. Combat Applications A characters Strength Rank is added to their Hit rolls with armed and unarmed melee attacks. STR is also added to Damage rolls with all physical attacks, even at range. This means all Standard Attacks, Taijutsu, and Weaponjutsu techniques use the character's STR to modify Hit and Damage alongside the character's Jutsu Rank modifier for that specific attack. Strength also aids in a characters Equipment Capacity and Carrying Capacity. A character may be equipped with a number of items equal to 4 + STR and carry a number of items equal to 4 + (SRT x 2) Resource Applications Strength adds to a character's Health and Stamina each at 3X its Rank. Dexterity A character with high Dexterity or (DEX) is more accurate at range and more easily avoids being hit. They are usually quick with their hands, nimble, and coordinated. Skill Applications Dexterity is added to modify the Skills; Acrobatics, Disable, Escape, Ride, Slight of Hand, and Stealth. This give a character dedicated to Dexterity more mobility and evasiveness. Combat Applications Dexterity is used to modify a character's Hit rolls for ranged physical attacks. This means all ranged Standard Attacks and Weaponjutsu techniques use the character's DEX to modify Hit rolls alongside the character's Jutsu Rank modifier for that specific attack. Unlike Strength, Dexterity is never added to modify Damage. Dexterity is also applied to modify a characters defenses. DEX is added to a character's Dodge, Block, and Deflect Scores. Resource Applications Dexterity adds to a character's Health and Stamina each at 3X its Rank. Speed A character with more Ranks in Speed or (SPD) can act more quickly and more further distances in a shorter amount of time. Characters with high SPD are usually lean and toned. Skill Applications Speed is used to add to a characters Initiative Skill roll at the beginning of each round of combat, making character with high SPD quicker to react in combat. Combat Applications Speed determines a characters Movement. Characters with a SPD of 1 can move up to 15ft by spending 1 AP. For every 1 Rank is Speed above 1, a character can move 5 more feet / AP. Speed can also be used in place of Strength for melee Hit rolls but can never be used to modify Damage. Resource Applications Speed is added to a character's Health and Stamina each at 3X its Rank. Endurance A character's Endurance or (END) makes them more resilient and hearty. Most characters with high Endurance are well built and healthy. Skill Applications Endurance is added to modify the Skill Endure. This gives character's who favor END a greater chance to overcome illnesses, resist being poisoned, and to recover from Unconsciousness. Combat Applications A character's Endurance is usually connected in some way to their Bloodjutsu. It could modify the character's Bloodjutsu attacks and effects or be the source of their Blood Point Pool. Regardless of the connection one rule stays the same from one character to the next; Blood Points are not recovered while resting unless the character's END Ability is at it's maximum. Resource Applications Endurance is added to a character's Health and Stamina each at 10X its Rank. A character's Health and Stamina are also recovered during rest at their END X 10. |
The 4 Mental AbilitiesAwareness
Characters with high Awareness or (AWA) are vigilant and and wise. These characters usually have street smarts or first hand experience. Skill Applications Awareness adds its Rank to modify the Skills; Heal, Perception, Sense Motive, and Survival. Characters who favor Awareness are capable on their own and can see through the guises of others. Combat Applications Awareness is used to modify a character's Hit and Damage rolls for Genjutsu, Transjutsu, and Comjutsu techniques. AWA is also added to rolls made to tap into a line of communication. Awareness is also used to modify a character's Genjutsu Resist Score Resource Applications Awareness is added to a character's Chakra at 3X its Rank. Spirit Characters with high Spirit or (SPT) are charismatic and empathetic. These characters are also usually good looking and whitey. Skill Applications Spirit adds its Rank to modify the Skills; Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Luck, and Seduction. This gives characters devoted to Spirit more persuasive control in conversations and debates. Combat Applications Spirit is used to modify a character's Hit and Damage rolls for Ninjutsu, Summoningjutsu, and Petjutsu. SPT is also added to Hit and Damage rolls for a Pet's Standard Attack. Resource Applications Spirit is added to a character's Chakra at 3X its Rank. Knowledge Characters with high Knowledge or (KNO) are intelligent and well read. These characters are usually crafty and favor strategic planning over quick action. Skill Applications Knowledge adds its Rank to modify the Skills; Appraise, all Craft Skills, all Knowledge Skills, Linguistics, and Trap. This gives characters with high KNO skill versatility and many crafting options. Combat Applications Knowledge is added to modify a character's Hit and Damage rolls for Sealingjutsu, Songjutsu, and Mechjutsu techniques. Resource Applications Knowledge is added to a character's Chakra at 3X its Rank. Chi Characters with high Chi or (CHI) are spiritually balanced and mentally stable. These characters are usually reasonable, calculated, and even tempered. Skill Applications Chi is added to a character's Will Power Skill rolls. This give characters dedicated to CHI bravery and allows them to withstand the effects of Chakra Depletion more easily. Resource Appliactions The only application of the Chi Ability is to add to a character's Chakra at 10X its Rank. |
Ability Depletion
Some Jutsu or effects are capable of temporarily or permanently reducing a character's Ability Ranks. Once reduced, the character must abide by their new Ability Rank immediately. If an Ability is ever reduced to 0, the character suffers harsh penalties as a result.
Strength- A character who's STR is reduced to 0 cannot make physical attacks or use any Skill that is modified by STR.
Dexterity- A character who's DEX is reduced to 0 cannot make Dodge, Block, Deflect, or ranged physical attack rolls. They are also restricted from using skills that are modified by DEX
Speed- A character who's SPD is reduced to 0 cannot move or make Initiative Skill rolls. They are also restricted from using their SPD to modify Hit rolls for melee attacks.
Endurance- A character who's END is reduced to 0 is knocked unconscious.
Awareness- A character who's AWA is reduced to 0 loses all senses and cannot make any Skill rolls that are modified by AWA. They also fail all Genjutsu Resist rolls and are not capable of casting Genjutsu, Transjutsu, or Comjutsu.
Spirit- A character who's SPT is reduced to 0 cannot speak or communicate in any way. They are unable to make Skill rolls that are modified by SPT and are unable to cast Ninjutsu, Summoningjutsu, or Petjutsu. They also lose control of any Pet they may have had and do not regain control until they pass a single Handle Animal Skill roll against that creature.
Knowledge- A character who's KNO is reduced to 0 cannot think clearly. They are unable to use any Skill that is modified by KNO and are unable to cast Sealingjutsu, Songjutsu, or use Mechjutsu. In addition, they lose all memories of the past few years until their KNO is restored to atleast 1 Rank.
Chi- A character who's CHI is reduced to 0 falls into chakra depletion.
Some Jutsu or effects are capable of temporarily or permanently reducing a character's Ability Ranks. Once reduced, the character must abide by their new Ability Rank immediately. If an Ability is ever reduced to 0, the character suffers harsh penalties as a result.
Strength- A character who's STR is reduced to 0 cannot make physical attacks or use any Skill that is modified by STR.
Dexterity- A character who's DEX is reduced to 0 cannot make Dodge, Block, Deflect, or ranged physical attack rolls. They are also restricted from using skills that are modified by DEX
Speed- A character who's SPD is reduced to 0 cannot move or make Initiative Skill rolls. They are also restricted from using their SPD to modify Hit rolls for melee attacks.
Endurance- A character who's END is reduced to 0 is knocked unconscious.
Awareness- A character who's AWA is reduced to 0 loses all senses and cannot make any Skill rolls that are modified by AWA. They also fail all Genjutsu Resist rolls and are not capable of casting Genjutsu, Transjutsu, or Comjutsu.
Spirit- A character who's SPT is reduced to 0 cannot speak or communicate in any way. They are unable to make Skill rolls that are modified by SPT and are unable to cast Ninjutsu, Summoningjutsu, or Petjutsu. They also lose control of any Pet they may have had and do not regain control until they pass a single Handle Animal Skill roll against that creature.
Knowledge- A character who's KNO is reduced to 0 cannot think clearly. They are unable to use any Skill that is modified by KNO and are unable to cast Sealingjutsu, Songjutsu, or use Mechjutsu. In addition, they lose all memories of the past few years until their KNO is restored to atleast 1 Rank.
Chi- A character who's CHI is reduced to 0 falls into chakra depletion.
Ability Restoration and Resting
Restoring Ability and Jutsu Ranks
Abilities and Jutsu Ranks that have been lowered are restored at 1 point each / 6 hours Rest until full.
Exhaustion
For every 24 hours a character does not Rest for at least 6 hours, their Endurance and Chi are lowered by 1 rank. Resting restores these Abilities as usual.
Restoring Ability and Jutsu Ranks
Abilities and Jutsu Ranks that have been lowered are restored at 1 point each / 6 hours Rest until full.
Exhaustion
For every 24 hours a character does not Rest for at least 6 hours, their Endurance and Chi are lowered by 1 rank. Resting restores these Abilities as usual.
Ability and Jutsu Maximums / Rank
These values are the maximum Ranks a character can have in their individual Abilities and Jutsu. At each Ninja Rank advancement the maximum increases by 1. These maximums can only be exceeded by Nationality Bonuses or temporary Jutsu or Item effects.
G- 5
C- 6
J- 7
S- 8
K- 9
U- 10
These values are the maximum Ranks a character can have in their individual Abilities and Jutsu. At each Ninja Rank advancement the maximum increases by 1. These maximums can only be exceeded by Nationality Bonuses or temporary Jutsu or Item effects.
G- 5
C- 6
J- 7
S- 8
K- 9
U- 10
Ability Advancement Tracker
This chart shows the suggested progression of Ability and Jutsu Rank advancement. Characters are not limited by this chart. It is only a guide to scaling Rank advancement.
Genin start with 15 Ranks in Abilities (min 1) and 10 Ranks in jutsu (min 0)
G- 15/10 - 24/19
C- 25/20 - 34/29
J- 35/30 - 44/39
S- 45/40 - 54/49
K- 55/50 - 64/59
U- 65/60 - 75/70
Ultimate Ninjas cannot have more points than 75/70 points. from there your XP must be spent on skills alone.
This chart shows the suggested progression of Ability and Jutsu Rank advancement. Characters are not limited by this chart. It is only a guide to scaling Rank advancement.
Genin start with 15 Ranks in Abilities (min 1) and 10 Ranks in jutsu (min 0)
G- 15/10 - 24/19
C- 25/20 - 34/29
J- 35/30 - 44/39
S- 45/40 - 54/49
K- 55/50 - 64/59
U- 65/60 - 75/70
Ultimate Ninjas cannot have more points than 75/70 points. from there your XP must be spent on skills alone.