Game of the Year
The Mechanics 1.3
Subject to frequent patches as needed
Thanks to @Maugan Ra for allowing me to cannibalize their system
Game of the Year will be running on a narrative basis. Not only does this cater far more to my style than any amount of numbers could, both Naruto and Video Game stories feature a hell of a lot of bizarre and strange powers that are nearly impossible to quantify. Trying to put them to numbers is a losing task.
However, in order to make decisions on what you want your PC to do, you'll need to know what he's capable of. As such, your character will be represented on his character sheet by the following things: Skills, Attributes, Techniques, and Perks (Covered below). These can all be improved/added to by spending Experience. EXP can be acquired in one of two ways. First, it will be acquired by the PC passively as he focuses on different tasks in his life. If you want to steer how that EXP accumulates, I heavily recommend attempting to vote for things that would utilize the desired skills.
The other way to acquire EXP is by blatant bribery- er, by earning it yourself. EXP will be given out as rewards for omakes, fanart, or by doing anything else that makes me have more fun writing this quest. You gain anywhere from 1 to 200 EXP for omakes or fanart, and anything else will be rewarded based on quality and enjoyment.
Skills
A skill is something that the PC has put effort into learning or something that they have picked up as a consequence of the game. They are divided up into three categories: physical, mental, and social. Though some basic skills have already been added to the sheet, further ones can be discovered over the course of the game.
Skills are graded as follows:
- Untrained (N/A): You have some idea of this skill, but can't really use it with any reliability under pressure.
- Student (100 XP): You're more used to using this skill, and can use it when you need it. Most children reach this level.
- Practiced (200 XP): You're accustomed to this skill. You can use it without fail. This is the level that Academy Students must reach in order to graduate.
- Adept (400 XP): You know the ins and outs of this skill, and even know some tricks with it that others don't. A career genin tops out at this level.
- Journeyman (800 XP): You're an old hand with this skill. You love using it, and it tends to be one of your first instincts when you come across an issue. An experienced but undistinguished chunin reaches this level
- Expert (1600 XP): You're regarded as one of the premier leaders in this skill. People look up to you and come to you for advice with it. A special jounin would reach this in their specialty.
- Elite (3200 XP): You're reaching the pinnacle of this ability. Going any higher than this requires more than training, more than skill. It requires devotion, dedication, and an innate talent that can't be taught. An elite jounin would average at this level.
- Anything higher than Elite cannot be attained simply through EXP. It must also be done via story, and have narrative reason to happen.
- Master (5000 XP): You are the unquestioned sage of this skill. Going higher than this is not meant for mortal men. The Kages reach this plateau.
- Legendary (7000 XP): You can't simply be mortal to reach this level of skill. It just isn't possible. You've left the ranks of men and entered the realm of folklore. Songs are stories are written about your mastery and your teachings will be studied for centuries after you've shuffled off the mortal coil.
- Mythical (9500 XP): You've reached a place that isn't believed to exist. No one thinks that this can be done, and any stories told about you are laughed out of any reputable tavern. Your tales are told in hushed whispers around campfires and your exploits are dismissed as children's stories- but they're very, very real.
- Divine (12500 XP): …how?
Attributes
An attribute is a core characteristic of a person. They are divided into three sections (Physical, Mental, and Social) and serve as the baseline for what they are capable of.
Attributes are graded as follows:
- Forgettable (N/A): You are a person, and thus you have this attribute. That is that.
- Simple (400 XP): You have put some effort into this aspect of yourself. Whether it be lifting weights or working on your personal hygiene, you've done more than the bare minimum.
- Above Average (800 XP): You're a little ahead of the pack when it comes to this attribute. You're a little bit stronger, a hair smarter, just a little bit better looking.
- Superhuman (1300 XP): You stand at the top of the ladder when it comes to this attribute. It's rare that you're beaten in any aspect of this.
- Pinnacle (2000 XP): You're not just the leader of the pack, you're the unquestioned master of it. No one's as strong, no one's smarter, and your smile is classified as a category 5 jutsu.
Techniques
A technique is a specific trick or ability that you can do. Each one falls under a parent skill (usually a Shinobi Art). In order to create a new technique, that skill must be ranked Adept or higher.
Techniques are graded as follows:
- Basic (250 XP): You are capable of the technique and can use it comfortably in controlled situations.
- Intermediate (500 XP): You are far more practiced with the technique, and are comfortable using it outside of the training ground and in live combat situations.
- Advanced (750 XP): You have honed this technique to a fine edge, and can use it whenever you'd like instinctively.
- Master (1000 XP): You are the unquestioned king of this technique, and can employ it in ways lesser users can't even comprehend.
Perks
Where skills, attributes, and techniques grow and can be trained, perks can not. Perks are the PC's character. They occur naturally over the course of the quest as choices are made and actions are performed. They can be earned through consistency (acting the same way reliably) or by deed (doing something majorly impressive).
Traits can evolve and change over time. The 'Baby' perk may turn into the 'Child' perk, and then the 'Preteen' perk, and then be lost forever as any benefits of childhood vanish with age.
New perks can be purchased with personal XP. The degree and severity of the perk dictate the cost. A simple perk that meshes with the rest of the protagonist's character may cost 50 XP, while something completely new that gives the character a previously unseen dimension may cost 500.
Achievements
Achievements are the main method by which 'Elemental' tracks your goals and accomplishments. Unlocking new Achievements is done by hitting new milestones and performing great deeds within the game. Achievements can be awarded for anything from minor things like performing well in history class to major things, like slaying one thousand enemies without taking a single scratch.
Achievements are tracked on their own page once they are discovered. See the 'Achievement' threadmark for it.