Voting is open
[X] Plan Stealth Assassin
-[X] Defect from Hidden Mist
-[X] Currently in Fire Country
-[X] Hideout: Remote cave system in a large, heavily forested mountain range. The jounin have drilled some rudimentary hidden escape tunnels.
-[X] Use the Stealth Assassin build
 
[X] Plan Stealth Assassin
-[X] Defect from Hidden Mist
-[X] Currently in Fire Country
-[X] Hideout: Remote cave system in a large, heavily forested mountain range. The jounin have drilled some rudimentary hidden escape tunnels.
-[X] Use the Stealth Assassin build

Rational: There's two well discussed plans available right now, stealth assassin and synergy. Stealth assassin is far superior.

Stealth assassin has a lot of options for usage in early game in several situations, few weaknesses, and a really fun bloodline we can use (we'll just need to explicitly use it early and often). It gives us a great chance of surviving initially, looks like it'll be fun, also, see Rihaku's past posts if you didn't read them, they explain it well (I'll add some of my commentary here).

Synergy relies on others, while spreading things out enough that we can't be good at anything, even helping them substantially, from the start. This will make our initial experience very difficult, especially if we ever enter combat. Ultimately this plan runs into problems of chakra capacity, we can't use more than three abilities, then we need to rest for 24 hours (with regen 1) to be able to use three more abilities. That is not good. We won't be able to use our elemental or ninjutsu abilities much at the start, so it'd be rather futile. Further, intelligence will not affect anything aside from skill limits, which won't likely be a problem for a while for us, and it's unclear if int is where we'd want to sink those points anyways, it'd make more sense to spend them in regen or capacity. The solutions we can propose and deals we can suggest are not limited by our character's attributes. Ultimately, synergy tries to do too much to start, is not optimized, and runs into devastating chakra problems.

That said, there are issues with Stealth Assasssin. Right now we aren't comparatively aware, we could easily be ambushed, if we're caught in the open we'd have trouble dodging, if we're hurt and alone we're in trouble, obviously we lose to a jonin (but so does every genin). That said, while the skills don't address all of these problems, the bloodline does - we can train jumping in an arc away whenever an AoE attack is coming, we can train set reactions once something happens, etc. Also, most of these things should be able to be dealt with by putting a single point or two into the category (I think). but I think most of them can be addressed after our first mission, which we should have teammates for. Note that the build also gives us more chakra than synergy, meaning it has more options for extreme situations - with the world we're working in, Chakra seems less like a - use it all the time for everything commodity, and more of a - use it to get out of a pinch thing (it'd be very difficult to rely on it heavily without huge chakra capacity).

I don't really know Naruto well, so can't comment on the villages, but Mist seems like a good choice, and Leaf not a bad one.

One note (way too late in the process to do anything about it, but something to think about): with So Close Yet So Far, we may be able to partner with Sasuke (assuming his clan died and he wants to restore it). I don't have enough knowledge of the Naruto universe and how bloodlines work to know if this is better served as a male or female, or if they'd be equally capable of such a bargain.
 
[X] Plan Stealth Assassin
-[X] Defect from Hidden Mist
-[X] Currently in Fire Country
-[X] Hideout: Remote cave system in a large, heavily forested mountain range. The jounin have drilled some rudimentary hidden escape tunnels.
-[X] Use the Stealth Assassin build

This seems like the most well thought out plan thus far. My only issue with it is that we have 0 in Dispelling, which means that we just auto-die if we happen to meet any genjutsu users. I guess it's good we are sneaky.

Also when we get the chance we should spend points on the basic 3 techniques. They are pretty useful no matter what we plan to do.
 
[X] Plan Stealth Assassin
-[X] Defect from Hidden Mist
-[X] Currently in Fire Country
-[X] Hideout: Remote cave system in a large, heavily forested mountain range. The jounin have drilled some rudimentary hidden escape tunnels.
-[X] Use the Stealth Assassin build
 
All aboard the 'Stealth Assassin' Train, Choo Choo!

And seriously, this seems like the ideal sort of grounded survivable starting positions we could get. What we will need to figure out, after we actually start the quest, is what our early-term goals, mid-term goals, and end-game goals. If we find a training track that gets good returns right away, and also results in a really awesome end-game setup, that'd be ideal. Going "Eight Gates" is a bit iffy, since that has drawbacks and every battle will have half of the players shouting "Open Gates now!", but the huge boost to physical stats to either end a fight or escape is way to good to pass up, especially if this quest will be as hard as you guys claim. I do really hope we stick with this, and not a Ninjutsu Wizard.

When it comes to fighting, I think we should follow Velorien's Rock Lee from LUTD. It's basically: 1) Get hidden immediately. 2) Let your more immediately threatening teammates take all of the enemies attention. 3) As soon as an enemy is wide open, swoop in and go for the kill. 4) Become stealthed again immediately. 5) Repeat until enemies are dead. I've loved this concept for Rock Lee since the instant I first read it, and its a perfect fit for us, in terms of inter-ninja combat.
 
[X] Plan Stealth Assassin
-[X] Defect from Hidden Mist
-[X] Currently in Fire Country
-[X] Hideout: Remote cave system in a large, heavily forested mountain range. The jounin have drilled some rudimentary hidden escape tunnels.
-[X] Use the Stealth Assassin build

Rational you say? Character death is likely?

I'm in.
 
Here's another alternative because options are good:

[X] Plan: Faceless Sith

-[X] Use Faceless Sith Build
-[X] Defect from Hidden Sky Country
-[X] Currently in Waterfall Country
-[X] Hideout: Palisade at the top of a waterfall
Stats:
INT 2 [4 xp]
WITS 2 [4 xp]
DEX 2 [4 xp]
MAN 4 [18 xp]
COMP 2 [4 xp]
CAP 2 [4 xp]
CTRL 2 [4 xp] (or would it be less since it synergizes with CAP?)
All others 1
Sub-Total: 42 of 72

Skills:
(There are so many freebies I might be using too few here, please double check)
Fast-talk/Seduction 4 [10 xp]
Technique dev 1 [1 xp]

Chakra Repulsion water 1 [1 xp]
Tactical Movement 1 [1 xp]
Sub-Total: 13 of 15

Techniques:
Transformation 2 [2 xp]

Skill Total: 15 (max)

Bloodline Limit: Internalized Passive Transformation/Hidden Chakra [30 xp]

The user's own chakra does not stand out from an ordinary civilian to any chakra sense like a normal ninja's would. With training and effort, the user can manipulate this ability while using a henge to take on any appearance and to improve the henge's durability on himself. Henges used to look like another person cannot be distinguished from a crowd of civilians if the user so chooses. Further study leads to this ability allowing the user to take on the chakra characteristics of summoned animals, then normal animals, then plants, then inanimate objects, then usable while invisible with another technique (mastery jonin level).

In addition, the user's chakra dissipates quickly after use if not sealed almost immediately.

Chakra used by the owner of this bloodline can look feeble or exaggerated in battle making usual threat assessments of the target by hostiles wildly inaccurate.

Total: 72 xp, 15 skill xp, 0 leftover

Affinity: Lightning
Origin: Hidden Sky Village if possible, or Hidden Cloud
Current location: Waterfall Country if possible, or Mist
Gender: Male

(Hidden Sky I consider to be under-appreciated. Being able to fly with, for all intents and purposes, a machine gun seems quite useful in a rational world. Starting off in Waterfall gives us a decent location to set up the launch system, or simply jump, from the top of a cliff as well as not being too close to a major hidden village. In an emergency, our group could grab our wings and jump to make for an easy escape with exploding tags thrown on the launch system to prevent reverse engineering. There's just so much potential with a squad of flying ninjas using advanced technology.)

Gear:
Flying harness (the group needs a launch system in order to use it normally, not sure how feasible that would be but worth a shot)
Scent removal kit
Uniform + spare
Shuriken + Launcher
Kunai
Explosive tags
Smoke Bombs
Field Rations
Standard Issue Solider Pills and Blood Pills

Play style: We are not going to be able to fight off enemy ninja for long, even with our merry band of deserters protecting us. To remedy this, we suggest setting up shop near/in a civilian town for a source of work. This character would special in infiltration missions by posing as a civilian to do all sorts of things. Stealing, assassination, sensitive document retrieval, espionage, etc. are all on the table. Furthermore, we can practice our manipulations on civilians to get what we need at little to no cost for ourselves. We could work in the town doing something like being a waiter for some restaurant to gain info from enemy ninja searching for us as they get something to eat. If the group splits up or dies we have a backup by being able to step more fully into our civilian identity. Before that inevitable betrayal happens though, we can convince our comrades to teach us as much as possible with our fast-talk-no-jutsu and use technique development to augment ourselves as we see fit. If any enemy starts to suspect our disguise we just bull shit our way out of the situation; fast-talk is to use as taijutsu was to genin Sasuke. Manipulation also gives us a way of making allies later on. Trying to be self-sufficient is pointless since ninja need civilians to do manual farm labor. If we can't convince people to hire us we will be found out sooner rather than later from all of the ninja foraging. If we can't convince people not to turn us in for a huge bounty hunter-nin come after us insanely quickly whether we are prepared or not. Having friends in low places initially helps us immensely and later on having friends in high places keeps us alive long term. Hell, since fast-talk is the closest thing we have to diplomacy, this is the best bet we have to found a legitimate village if that's what we want to do later on.

To summarize: Stealth is good, recruiting minions is good, back-up plans are always good, and political intrigue is magic.

Even if this doesn't get picked I hope I brought up some ideas to be considered later on.
 
[X] Plan Teamwork makes the Dreamwork
-[X] Defect from Hidden Mist
-[X] Currently in Fire Country
-[X] Use Teamwork build

Bloodline:

Pulse:
There's an energy in a community of people. The ebbs and flows of their interactions, how one person being frightened or happy can send ripples through the greater group. This is both something that you can see and tap into.
Maybe that's why they thought you were too dangerous to live?
It's not control, not really. You can just intensify or reduce. A little red spreading from someone over there? An application of your ability and now it's going to spread further and faster, or a different application and it remains contained, eaten by the other colors of the tapastry.
Mechanical effects: Provides +1d or -1d to group level actions with sufficent time to have set in. Social energies are rarely instant. A squad you've been working on may find itself bickering and distracted, or fired up and ready to go. A rag tag community may find itself getting along better than it has any right to, or infighting may slowly crush it.

Attributes:

Int: 1
Wit: 1
Res: 1

Str: 1
Dex: 1
Sta: 1

Pre: 2
Man: 2
Com: 2

Cap: 4
Con: 1
Reg: 4


Resist Sed / FT: 1
Speechcraft: 3
Diplomacy: 3
Tactics: 1
Logistics: 1

Taijutsu: 2
Weapons: 2
Stealth: 2
Awareness: 2
Transformation: 1
Clone: 1
Substitution: 1
 
@dwibby It is complete!

Here's my prototype character sheet, with conditional formatting to alert you of a good number of validation failures, including the starting constraints and starting levels! Make a copy or and toy around, and if you think you find a bug, let me know here or in the comments of the sheet! I would protect the relevant fields but I'm too lazy AND ALSO PSYCHED.

Commentable character sheet.

Plan Stealth Assassin character sheet.

@eaglejarl @Velorien@AugSphere Unless there are any bugs (and unless there are any system changes), this will be suitable for the QMs to keep a master copy of the character sheet available for anyone who wants to see it. I went through the system specification item by item. I'm not sure how damage is going to be kept track of, but that can be added in later, naturally. This was a lot of fun to work on. Is time for ninja. :ninja:
This looks really good. Thank you!
 
[X] Plan Stealth Assassin
-[X] Defect from Hidden Mist
-[X] Currently in Fire Country
-[X] Hideout: Remote cave system in a large, heavily forested mountain range. The jounin have drilled some rudimentary hidden escape tunnels.
-[X] Use the Stealth Assassin build


Its a goddamn Rihaku plan. Even if it wasn't thought out so well i'd vote for it.

That said, i have one major problem with it: The lack of points in Tactical Movement, which seems to be the skill required for dodging at medium range, and most likely also for getting into close combat against an aware opponent. Essentially, if the Stealth Assassin can't leverage his stealth, he is in major trouble. I hope that this will be the first thing that we fix with that build.
 
4) Hidden Mist is probably the best village to defect from. We know as of Wave they haven't managed to track down and deal with Zabuza, who is one (albeit powerful) jounin, because they're riven by internal strife. Cloud is outrageously powerful and Stone is still stronger than Mist. Also, the ruthless Hidden Mist genin exam makes for interesting backstory.
5) While normally, Hidden Leaf would be a very dangerous area to defect to, there are several compelling reasons for us to do so. First, any Major Village could crush us without effort on their home turf, so Leaf's position as the strongest village is not a comparative disadvantage. Rather, the fact that its borders are well-guarded is a major advantage, because they will not likely brook incursions on their territory, especially ones of the size necessary to actually take us down. And because we are already there via plot fiat, their well-defended borders didn't stop us from getting in. Second, we possess the most meta knowledge about Hidden Leaf and its internal politics by several orders of magnitude. Even if it's incorrect on the specifics, this is still miles better than the very thin knowledge we have of the other nations. Third, it's implied strongly that Sarutobi is firmly in control of Leaf at this point (they don't send their own on suicide missions, the Kages are overall more competent), which means he likely has a better policy for reining in Root than his pants-on-head-retarded canon plan. As Sarutobi is by far the kindest Kage, even if he's the farthest thing from a pushover, he'll be the most likely to listen to the heartfelt pleas of refugee-nin. It is conceivable that with a massive effort we could get him to tolerate us, whereas any other Kage would laugh in our faces while signing the kill order. Fourth, Hidden Leaf is the most fleshed-out village and would be the most interesting area to play in.
4) They stopped with the exams after Zabusa killed his whole class. Since we are younger than him, we haven't participated in it, though some of our jonin might've.

5) Since we are attempting to create a hidden village, hiding out on the territory of one of the worlds biggest superpowers might not be the best idea. They would probably not look kindly on our appropriating their territory for our own purposes. Their well-guarded borders are also a problem in that it limits our missions. All missions taking us out of fire country become much more hazardous because of this.
Yes, Leaf is our best choice if we were to be discovered on the territory of a super-power, but being discovered is still a really bad situation. My immeadiate response to discovering just shy of twenty "missing-nin" in my backyard is not to consider sponsoring them. They are inside my borders and in such numbers they could be a likely threath.
I instead propose we should choose the country of one of the lesser villages close by to Leaf. Then we could have a more amicable relationship by protecting their borders instead of encroaching upon them, and since we are in the country of a lesser village, the country is not necessarily under complete control by the village either. We should either be close to Sound, so that we can protect Leaf from Orochimaru and Cloud, or Grass to protect from Iwa.

That said, the rest seems solid, and as such:



[X] Plan Stealth Assassin
-[X] Defect from Hidden Mist
-[X] Currently in Grass Country
-[X] Hideout: Remote cave system in a large, heavily forested mountain range. The jounin have drilled some rudimentary hidden escape tunnels
-[X] Use the Stealth Assasin build
 
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4) They stopped with the exams after Zabusa killed his whole class. Since we are younger than him, we haven't participated in it, though some of our jonin might've.

Where is that stated? I know that we are a Genin and thus young, but i don't think we know our position in the timeline. For all we know we were in the Academy class that graduated before Zabuza.
 
[X] Plan Stealth Assassin
-[X] Defect from Hidden Mist
-[X] Currently in Fire Country
-[X] Hideout: Remote cave system in a large, heavily forested mountain range. The jounin have drilled some rudimentary hidden escape tunnels.
-[X] Use the Stealth Assassin build

My knowledge of Naruto comes mostly from fanfics and a short wiki-walk or two, so I have a question:

What exactly is involved in Sealing? Is it just tracing a pattern using chakra-ink or is actual chakra-manipulation required during and/or after that?

If it is just the former, then our programmable bloodline might allow us to mass produce someone else's Seal-designs, whether they like it or not.

If it is the latter and the chakra-manipulation can be done after the Seal is drawn, then we could at least assist a Seal-crafter by drawing blanks that he/she/it can then finish.

Great Quest premise, by the way. I'm really looking forward to this.
 
Where is that stated? I know that we are a Genin and thus young, but i don't think we know our position in the timeline. For all we know we were in the Academy class that graduated before Zabuza.
Ah, point.
Unfounded assumption on my part.

I think we should choose between a lesser country though.
After looking at the map here are some that stand out:
[]Grass
[]Waterfall
[]Hot Springs
[]Rice
[]Wave
They all contain lesser villages, and they all border an enemy of the Leaf, making Leaf less likely to wish to stamp us out and might even motivate them to help us survive. The best choice would probably be Wave, since it has no village of it's own.
The problem here is that is far too close to Mist for comfort. I want a big land-mass between our former village and us thank-you-very-much.

Several of the others are dependent on where in the time-line we are and how accurate our knowledge of it is.
Rice would be good if we are before the formation of Sound. If we are in the progress of the formation of Sound or after it is founded it would be bad. Being discovered by Orochimaru would be less than pleasant("Test-subjects! *Squees* *collects*).

Hot springs would be good if we are after the dissolution of Yugakure. Then we would be the only ninja village in the country. This is probably the best bet among the minor ones, but is a bit too close to Mist again. If we are in the march-up to the war on akatsuki it would be bad. But if the war on akatsuki is imminent, most places would be bad.

Grass was (in the series, probably here also due to geographical location remaining similar) the front between Earth and Leaf in the second shinobi war. As such, we can assume that both countries have an interest in a buffer here, and/or controlling the villages. Proxy-warfare ho!
We could ally with one or the other and take missions of sabotage and recieve tacit support if discovered.

Waterfall could be intersting. They have a penchant for producing skilled jounin though, which could be bad. This also borders Leaf and Earth. The same situation as with Grass might apply. Which could be interesting.

Iron and Rain are both non-starters if political situation in the quest is similar to the series.

River might be interesting, but the alliance between Leaf and Sand makes none of them interested in supporting us.

To my mind, the places we would be most useful would be either Hot springs or Grass. Grass gives a politically charged environment to play on, while Hot Springs gives us a blank slate, but is a bit close to Mist.

All of these suggestions are made with the assumption that we want to play on our knowledge of Leaf and its political environment, while at the same time not antagonizing them by trying to found a ninja village on their territory. If the assumption that "founding a ninja village on their territory == bad" is wrong, I'm all for being in Leaf, with a few minor reservations left.

1) We would be competing with a major village for missions. This might or might not be relevant. In the short-term likely not. If founding village is successful then it could be a problem.
2) We would have to traverse Leafs (assumed) well-guarded borders to take missions outside Leaf.

Comments?
 
It's a bit late, but I finally got the character builder I made to a presentable state. It's a Google Docs spreadsheet, so I think if you want to try figuring out a new build, you should be able to save a copy and mess with the numbers/booleans on your copy. It doesn't do a lot of validation, especially in skills, so it won't stop you from making invalid builds, but if you want to sanity check your build in the last few hours before voting closes, it's available. @AugSphere If you see any errors I made in calculating the rules, let me know. [For example, I've double-checked with WolframAlpha that x/2*(n^2+n) is the right math for x*(1+2+3+...+n), but I'd appreciate someone else sanity checking me.]
Everything seems to be in order. The sums are correct and the multipliers are as well, as far as I can see. Well done.

I'll double check the validity at the end of the chargen, so don't worry about including a check for every single skill.
 
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I disagree with your assumption that we should choose a country without a Hidden Village. In fact, i agree with Rihaku that we should attempt to hide in a country with a powerful Hidden Village. This is because the main threat to us comes in fact from Mist Hunter Nin. They are in canon quite famous for their prowess, and unlike everyone else they have a reason to be searching for us. In Fire Country, they are going to have to move very carefully, if they don't want to tangle with Konoha, which is quite capable of handing them their asses if poked badly enough.

We on the other hand, do not have to ask around, search for clues and generally be conspicuous in order to keep on our preys trail. As ninja we are entirely capable of living off the land for a long time, with minimal contact with civilisation. This means that as long as we keep our heads down and don't attempt to steal missions on Fire territory there is a minimal chance of Konoha-nin picking up on us, and a even lesser chance of the Hunter Nin picking up our trail. And even a decent chance of Konoha finding the Hunter Nin and fighting them off for us.

In a country without its own ninja, they are entirely free to hunt us down using any means necessary.

Since the majority of the border guard will probably be Chunin teams with a few Jonin commanders, it is going to be easier to move across Fires borders later on than to fight of the Anbu-Jonin level Hunter task forces.
 
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That doesn't quite make sense. How are we going to decide whether the character is able to, say, lift some heavy object, and whether that would require chakra enhancement? Would that not be determined by strength? I think @AugSphere should clarify.
The reason for that is two-fold. Mostly it's the trade-offs in complexity. The system was intended to make tracking the character progress easier and to make the resolution of challenges as consistent as possible for multiple authors. In the end, we went for simplicity with attributes only influencing skill caps. Sure, it's not really satisfactory, but it has a very important virtue of being fairly simple.

The second part is that this system ended up favouring hard work over natural talent, you could say. Basically, it doesn't matter how naturally strong you are: if you're attempting to deadlift for the first time in your life without having any idea what you're doing, then you're going to suck at it. The natural strength comes in to answer a question of "how powerful a deadlifter this character can possibly be?". A weakling will not be able to achieve the same heights of strength-based skill as a strongman, but at the same level of skill they'll achieve the same results. "Skills" in this system represent the final ability of character to do something, already taking into account any inherent advantages and disadvantages. Obviously, this doesn't faithfully reflect actual reality, but it has some remote resemblance to it at least. Besides, it gives the player character an easier road from a no-name genin scrub to an S-class badass.

Generally, the GMs will not overburden you with useless skills: if you want a character to lift a heavy weight off a pinned comrade, they'll just use their judgement to figure out how successful the character is going to be. Should you choose to make a career out of weightlifting though, you can expect to see a "weightlifting" skill, which will govern related challenges from that point onwards. You can generally expect the skill to start from some non-zero level in such a circumstance, but there is, inevitably, a certain amount of freedom for the GMs to fudge it.

The point of the system is to have a skill for every challenging (presenting an appreciable chance of failure) activity the character will engage in regularly. Everything else is to be decided by GMs. We'll honestly do our best to be consistent and not to fuck anyone over with our decisions, but you'll have to just trust us in the end. I wasn't trying to create a system in which every corner-case is covered in RAW.
 
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Almost in line of what i wanted. A stealthy ninja with good awareness so that people don't always get the drop on him ! We just focus on Tai earlier to do some shit in combat. If i didn't misread our first priority is to acquire the genjutstthingybreaker then train our awareness, fine by me !

[X] Plan Stealth Assassin
-[X] Defect from Hidden Mist
-[X] Currently in Fire Country
-[X] Hideout: Remote cave system in a large, heavily forested mountain range. The jounin have drilled some rudimentary hidden escape tunnels
-[X] Use the Stealth Assasin build
 
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After messing around with my character builder, I have a better idea on the sorts of characters we can build with the points given. I've come up with a very rough idea of what the ranks mean. It's based on what @AugSphere said about skills and particularly Sasuke's skills, a bit of messing about with my character builder, what canon has to say about ranks and a lot of extrapolation, so take it with a helping of salt, and let me know how wrong I got it.

My Best Guess at what the Ranks mean
0 ranks - Untrained/Undeveloped
1 rank - Basic genin; Well trained for an Academy student, underdeveloped for a genin; Roughly equivalent to D rank
2 ranks - Solid genin; Expected level for a genin who maintains a skill
3 ranks - Advanced genin; Expected level for a genin who has a speciality in the skill; Roughly equivalent to C rank
4 ranks - Extreme genin, basic chunin; Gifted beginners and skills that Sasuke is noted for are around this level.
5 ranks - Solid chunin; Roughly B rank
6 ranks - Advanced chunin; Chunin with skills above this point start qualifying for Special Jonin rank.
7 ranks - Basic Jonin; Roughly A rank
8 ranks - Solid Jonin
9 ranks - Advanced jonin; Roughly S rank
10 ranks - Kage level?
 
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The lack of points in Tactical Movement, which seems to be the skill required for dodging at medium range, and most likely also for getting into close combat against an aware opponent.
You're correct. Tactical Movement represents the ability of the character to bodily haul ass, move around/through obstacles at speed, move in three dimensions using his ability to stick to surfaces, and doing all of the above to advantageously position himself during a fight, possibly under enemy fire. It's a "ninja battle parkour" type of deal.

You can expect an unmolested ninja to be pretty fast in a straight line over easy terrain, even if they don't have high Tactical Movement skill. It's the difficult terrain, enemy fire, and the need to constantly change directions/move in three dimensions that'll get them.
 
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Even @eaglejarl s interpretation of the soulstealer bloodline is ludicrously powerful compared to literally anything else I've seen in this thread. I'm genuinely shocked it got approved.

(Although I'm equally shocked that no one seems to want the almost-sharingan.)
 
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After messing around with my character builder, I have a better idea on the sorts of characters we can build with the points given. I've come up with a very rough idea of what the ranks mean. It's based on what @AugSphere said about skills and particularly Sasuke's skills, a bit of messing about with my character builder, what canon has to say about ranks and a lot of extrapolation, so take it with a helping of salt, and let me know how wrong I got it.

My Best Guess at what the Ranks mean
0 ranks - Untrained/Undeveloped
1 rank - Basic genin; Well trained for an Academy student, underdeveloped for a genin; Roughly equivalent to D rank
2 ranks - Solid genin; Expected level for a genin who maintains a skill
3 ranks - Advanced genin; Expected level for a genin who has a speciality in the skill; Roughly equivalent to C rank
4 ranks - Extreme genin, basic chunin; Gifted beginners and skills that Sasuke is noted for are around this level.
5 ranks - Solid chunin; Roughly B rank
6 ranks - Advanced chunin; Chunin with skills above this point start qualifying for Special Jonin rank.
7 ranks - Basic Jonin; Roughly A rank
8 ranks - Solid Jonin
9 ranks - Advanced jonin; Roughly S rank
10 ranks - Kage level?

There is a bit more variation in chūnin and jōnin, so the Kage level is going to be higher. I'm not going to reveal all the details, but I'll say this: you can expect a lot of variation inside each rank: an advanced chūnin will dominate the basic one even more than your 2 dice of difference suggest.

Before this quest begins, I want to hammer home a very important point about ninja combat, that this system does a good job of reflecting: as a genin/chūnin, engaging an enemy with unknown capabilities 1-on-1 without any support is extremely risky (more like suicidally stupid, really), unless you have some very special advantages.
 
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