Character Creation Part 3 (of 4)
Score guide:
1-16: E Rank (Academy student/fresh genin)
17-32: D Rank (Typical genin)
33-48: C Rank (Typical chunin)
49-64: B Rank (Skilled chunin or jonin)
65-80: A Rank (Skilled jonin)
80<: S Rank
Cost Guide:
Up to 10 - 1 XP per point
11 to 20 - 2 XP per point
21 to 35 - 3 XP per point
36 to 55 - 4 XP per point
55 to 80 - 5 XP per point
80 < -10 XP per point
XP Total: 600 (base graduate)+50 (Clan)-30 (Reef)+5 (Guessing the Shomeigan)+3(Vote analysis)+2 (Some creative plans, so why not round it out?)+5 (More analysis, and cause I like you)=635 XP. Now, basically, imagine a generic graduate. 16 in all fields, has no hobbies, no life, and no soul. Has no clan, nor even any interests, likes punching things equally to sneaking past things. An impossible being, that is. Just that alone would cost 504 XP. Thus, the base is designed to give XP to play around with at least some Advanced Options. Civilian-born Ninja have the short end of the stick, with a penalty to their XP, but even this difference can be overcome once missions start. Either way, the average 'spread' for a new Genin is that some scores will be as low as 12, others will be as high as 20, with maybe one stand out above that. Reef Genin, on the other hand, have an average of 12. Some as high as 16, or 18, some as low as 8.
Basic Skills and Stats: You must spend between 8 and 54 XP on each of the following. In a more 'normal' case, you'd have to spend between 10 and 60 XP, but you picked Reef. That means the lowest any one of these will be is 8, the highest is 28, which is to say already at the high end of Genin the moment you walk out of the Academy doors. Though modifiers can bring that slightly higher than that.
A Note: Your final modifier for a skill is (in almost all cases) an average of the relevant stat and skill/skills. Thus, someone with Strength 10 and Taijutsu 80 would only be rolling a 45 for fighting, which is pretty pathetic for supposedly S-rank skills! Relevant stats change depending on the circumstances. Softer forms of martial arts might use Dexterity, or Agility, and watching an enemy to learn their Taijutsu would involved Intelligence and/or Perception. And so on.
STATS:
Strength: Physical strength, fitness, you know the drill!
Dexterity: Covers things like hand-eye coordination, affects accuracy with ranged weapons.
Agility: Covers things like balance, reaction times, overall... well... agility...
Constitution: This affects both how quickly you get physically tired, and how much punishment you are able to take.
HP: Average of Strength+Constitution.
Intelligence: How smart you are, how capable you are of thinking things through and coming up with answers and solutions.
Perception: How much you are able to notice details, whether emotional, mental, or, most commonly, physical. Pretty darn important for a ninja, since this is one of the things that would be rolled to oppose Stealth.
Power: This is social power, the force of personality expressed, and also the mental flexibility, not just intelligence but the ability of one's mind to stretch its limits. For instance, Genjutsu uses Intelligence and Power, Power serving as the intuitive, careful judging of just how to build a good genjutsu, while Intelligence is the workhorse. Perception would also come in, because that's also important for genjutsu.
Willpower: Never give up! Never give in! Used to keep on fighting even though you're in agony, to decide in a sudden moment to buck trends, break rules, and so on! Doesn't grant social power, though, that's the previous stat, so even if you have high willpower, it doesn't help with persuading people to follow you!
Chakra Coil Capacity: -4 penalty, this is less to do with your actual quantity of chakra, more the theoretical capacity of your chakra network. Girls tend to have smaller chakra coils than boys overall, so you start out with a penalty.
Chakra Molding: +4 bonus, represents ability to effectively use chakra, and is often the gate for subtler techniques that require careful use of chakra. Girls start out with a bit of a bonus in this category.
Chakra: After a long discussion and figuring out that averaging two stats, and all sorts of other methods, meant that a Genin had a fifth of a Kage's chakra, we decided to go with NSMS' complicated, but actually exponential, formula. (Chakra Coil Capacity * ((Physical Stats/4)+(Mental Stats/16)))/2.5. That allows a more reasonable spread of power, even if it's a little complex. We'll round up or down as makes sense. It also handily reflects the fact that chakra is made up of a combination of physical and spiritual energy!
BASIC SKILLS:
Awareness (Perception): Uses perception to average with, this is how you notice things! Like the ninja right behind you about to shank you. It's pretty important!
Evasion (Agility): And this is how you dodge said ninja about to kill you!
Short Blades (Strength, usually): This is your skill at stabbing said ninja with a kunai (or other form of knife.)
Movement (Agility): This is your ability to run away, both short-term (out of that room) and long term (perhaps Snow Village is nice this time of year?)
Ninjutsu (+4 bonus, minimum (before bonus, note) 16): This is how you try to use Replacement to escape but he easily predicts it because he's S-class. It both relates to your skill at using ninjutsu (like knowing how to find objects for Replacement...Ninjutsu and Perception averaged) and also how many jutsu you start out knowing. After character creation, jutsu will have to be purchased using XP. This category includes your clan jutsu.
Shurikenjutsu (Dexterity, usually): Your skill at throwing things, whether kunai or shuriken or a number of other common thrown weapons. You contemplate trying to do so against them, but then remember that they could just throw it back at you.
Stealth (Minimum 16, +3 Bonus): You have no stealth skill at all, so you try to hide in a corner, sobbing and weeping before your inevitable death.
Taijutsu (Strength, usually, but all four plus mental stats matter): In your last, feeble moments, you punch them hard on the nose, breaking it. You've at least hurt them before your painful death. This doesn't grant any extra techniques, unless you have a Clan or learned style that has 'special techniques' this just simply means general ability to fight. Special martial arts techniques are of course unlocked by Taijutsu.
ADVANCED SKILLS: You may spend up to 54 XP on each of the following, but don't have to! Some, however, have a minimum expenditure because of your clan specialties. Please note that bonuses are applied on top of this minimum expenditure.
Athletics (Strength or Constitution): Climbing, swimming and other general forms of physical exertion not covered by Movement.
Chakra Control (Chakra Molding): How good you are at using and managing your chakra. Together with molding, it gates a number of things, and also determines your skill with using chakra subtly (or even whether you can walk on water or climb trees.)
Fuinjutsu (Intelligence and Power): Seals and all! Pretty self-explanatory.
Genjutsu (Intelligence, Power, and Perception): Doesn't feature many set techniques because genjutsu is very flexible, subtle, and often personalized.
Infiltration (+6 (Message+Walk)): Posing as someone they are not, the more visible side of sneaking, as opposed to the 'shadow ninja' routine. Making up and maintaining a fake identity, accent, backstory, hairstyle, etc etc...all of this goes into this skill.
Long Blades (Strength, etc): Swords, etc.
Medicine (Intelligence, Perception): Non-jutsu based medicine, from first aid to weird medical experiments and beyond! Also includes the in-depth anatomical knowledge required to make senbon an effective weapon.
Persuasion (Power, Willpower) (Minimum Rank 16, +6 (3 (Clan)+3 (Walk)): Convincing people to do what you want!
Poison (Intelligence): It makes you good at sewing...what do you think? The art of using, applying, creating and handling poison.
Puppetry ( +5 bonus): The noble and ancient (and yet also modern) art of puppetry.
Socialize (Minimum Rank 16, +6 (3 Clan, 3 Walk) bonus): Getting along with people, fitting into a group, generally mingling!
Survival (Constitution, Perception, Intelligence, etc): Managing to rough it in the wilds, catching game (or in Reef's case fish), making tents, building fires, knowing all sorts of things related to that.
Traps (Intelligence, Perception, Power) (Minimum Rank 16, +3 Bonus): Traps, be they lethal or nonlethal! Can be combined with Wire or Fuinjutsu for extra-special trap fun!
Water Release: Use of Water Release jutsu, pretty self-explanatory. (Maximum of 16 at creation)
Wire Use (Intelligence, Perception): The use of wires both offensively, defensively, and within traps.
A/N: Okay, so! The bonuses and penalties are going to be applied after XP is assigned because it's the only thing that doesn't get confusing and weird. This is definitely a Plan build sort of thing, and I hope it doesn't scare anyone off compared to the earlier, less number-intensive section. This is important though, both for the characterization of what she is and isn't good at that this provides, and also because several of the skills (namely Ninjutsu and Water Release) have to do with what jutsu you know, which will (probably) be the fourth and final round of the voting! I will be checking each vote to make sure that XP is properly allocated.
Does going full pariah mean we're going to be super close to Miss Missing Nin?
It's certainly possible! You'll see more once you meet her. Currently finish up her stats, actually.