Poll: In my Naruto fic Into the Fire, who should my OC Riku be teamed up with? Vote Now!
Author has written 35 stories for Diablo, Bionicle, Harry Potter, Transformers/Beast Wars, StarCraft, Halo, Devil May Cry, Stargate: SG-1, Naruto, Mass Effect, Rosario + Vampire, Kenichi the Mightiest Disciple, Fairy Tail, and Fate/stay night.
Mechanics for my Video game!Naruto fic, Hero's Journey: Shinobi Edition.
Players level up by earning experience from performing missions, defeating opponents, and passing speech checks. The amount of experience points required to reach the next level is calculated as [current level] x 1,000. Upon leveling up, players receive 6 skill points to spend on their Traits.
Traits are basic stats that affect all aspects of the character. All stats begin with a base value of 10, minus any modifiers from starting perks. All traits can be used in speech checks.
Strength (STR): Affects carrying weight and base damage of TAI and basic attacks. Some TAI have STR requirements before they can be learned. Also affects chance to block. Per point:
10 Carry Limit
Endurance (END): Affects base defense and stamina, which acts as a secondary “mana” bar exclusively for TAI. Performing TAI or excessive physical feats (sprinting, lifting heavy objects, etc.) will drain stamina. Once stamina is depleted, performing TAI will be impossible and general movement will be compromised. Also affects resistance to adverse effects. Per point:
0.5 Stamina Regen.
Dexterity (DEX): Affects speed and accuracy. This affects all skills. Some TAI have a DEX requirement to be learned. Per point:
5% movement speed
1% FUIN Success
10% NIN & GEN casting speed
Constitution (CON): Affects total health. If chakra is depleted, health can be used to perform jutsu. Also affects the effectiveness of positive effects. Per point:
0.5 Health Regen.
1% buff effectiveness
Intelligence (INT): Affects jutsu collection and performance. The higher INT, the more jutsu can be learned. Higher INT unlocks access to more powerful jutsu. Also affects GEN resistance. Also affects Chakra Control, along with Chakra. Per point:
10 total jutsu limit
2% GEN Resist.
INT/CHK x 100 (rounded to nearest whole number) = Control
Cunning (CUN): Affects trap detection, disarming, and creation. FUIN have a CUN requirement that must be met before they can be learned. Also affects stealth operations and GEN success. Per point:
2% chance to detect & disarm enemy traps
2% to successfully create traps
3% chance to avoid detection while concealed (shadows, GEN, etc.).
2% GEN Success
Chakra (CHK): Affects Chakra “mana” meter, base NIN damage, effectiveness of medical ninjutsu, and chakra control. Per point:
2% C. Dam.
0.5 Chakra Regen.
3% health healed by medical ninjutsu
INT / CHK x 100 (rounded to nearest whole number) = Control
Charisma (CHA): Affects interactions with other characters. High CHA allows players to diffuse potential fights, remove suspicion from them if disguised, and persuade others to their point of view. Per point:
2% chance to successfully sway target with dialogue.
Damage (Dam.): Modifies TAI damage. Total damage is calculated as [damage of attack/weapon] x [1 Dam., rounded to nearest whole number. For example, Attack A has base damage of 5-7 with a Dam. of 10% would have a total damage of 6-8.
Defense (Def.): Reduces damage received from enemy attacks. Total damage received is calculated as [damage of attack] / [1 Def.] rounded to nearest whole number. For example, being hit by Attack A for 5-7 damage with a Def. of 15% would reduce total damage to 4-6.
Accuracy (Acc.): Chance for attack to hit a target.
Dodge: Chance to completely avoid enemy attack.
Block: Chance to block an enemy’s attack completely, negating all damage.
Chakra Damage (C. Dam.): Modifies NIN damage. Total damage is calculated as [damage of NIN] x [1 C. Dam.].
Health Regeneration: How much health is regenerated over time. Value is amount of Health points recovered every 10 seconds.
Chakra Regeneration: How much chakra is regenerated over time. Value is amount of Chakra points recovered every 10 seconds.
Stamina Regeneration: How much stamina is regenerated over time. Value is amount of Stamina points recovered every 10 seconds.
[X] Resistance (Resist.): Reduces damage and duration of negative effects. Total damage and duration is calculated as [damage] and [duration] - [Resist.]. See Effects section for more information on individual effects.
Chakra Control (Control): Allows the usage of skills. Most jutsu (TAI, NIN, GEN, FUIN) have a Control requirement that must be met in order to be used. If one attempts to use a jutsu without meeting the Control requirements, the jutsu will fail. Calculated as INT / CHK x 100 (rounded to nearest whole number). Certain skills provide bonuses to Control
GEN Success: Chance to successfully cast GEN. Caster GEN Success must be equal to or exceed target’s GEN Resist. to be effective.
FUIN Success: Chance to successfully craft FUIN.
Jutsus are skills that can be performed to elicit a variety of effects, primarily combat related. All jutsus require either Chakra or Stamina to perform them. Insufficient Stamina will make a jutsu impossible to perform; insufficient Chakra will cause the difference to be deducted from Health. There are three methods of learning jutsus, with varying degrees of effectiveness: Written instructions ([70 INT] % success), verbal instruction (50 INT), or observation without instruction (30 INT). All jutsu can be leveled up with use, which can grant greater effectiveness, lower casting requirements, or unlock additional skills.
Taijutsu (TAI): Taijutsu is the use of martial arts to inflict damage on enemies, either with one’s own body or with weapons of some sort. All TAI require Stamina, though some also require Chakra as well. Some weapons have unique capabilities; these special abilities will be listed under TAI while equipped and will level up like normal skills, and will disappear upon removal of the respective item. Leveling progression will be saved upon removal of any items.
Ninjutsu (NIN): Ninjutsu is the art of manipulating chakra to directly affect the environment. Many offensive NIN have an elemental affinity, which may provide additional effects (see Effects). Also includes medical ninjutsu, which restores Health, can remove negative effects, or provide positive effects.
Genjutsu (GEN): Genjutsu is the art of using chakra to manipulate the target’s perception of reality. When casting a GEN on a target, caster’s success rate is compared to target’s GEN Resist.; the higher number determines whether the casting is successful or not.
Fūinjutsu (FUIN): Fūinjutsu is the art of creating seals. Seals can be used for a variety of purposes, from storing supplies to defending certain areas to dealing damage to the enemy. FUIN require supplies before seals can be crafted. Most low-level FUIN do not require Chakra be spent during creation, but more advanced seals do, and all seals require Chakra to be activated.
Basic Melee Attack (TAI): Basic attack with fists or melee weapon.
Lvl. 1 – Use 0/50 – Stamina 1
Basic Ranged Attack (TAI): Basic attack with thrown or launched weapon.
Lvl. 1 – Use 0/50 – Stamina 1
Cannot perform if no ranged weapons are equipped.
Henge no Jutsu [Transformation Jutsu] (NIN): Change your appearance to deceive your enemies!
Lvl. 2 – Use 0/50 – Chakra 25 – Control 30
Caster transforms into another person that they have previously seen (Lvl. 1)
Caster transforms into a fictional person (Lvl. 2)
Caster transforms into an inanimate object (Lvl. 2)
Unlock Orioke no Jutsu (Lvl. 2)
Orioke no Jutsu [Sexy Jutsu] (NIN): Bring down perverts with the power of sex appeal!
Lvl. 1 – Use 5/20 – Chakra 20 – Control 15
Caster transforms into a naked, mature, sexually attractive version of themselves as the opposite sex (Lvl. 1)
80% chance to immediately incapacitate members of the image’s opposite sex (Lvl. 1)
15% chance to immediately incapacitate members of the image’s same sex (Lvl. 1)
Kawarimi no Jutsu [Substitution Jutsu] (NIN): Avoid enemy attacks by swapping yourself with an object at the last second.
Lvl. 1 – Use 0/30 – Chakra 15 – Control 20
Caster swaps position with an object roughly matching their size and weight (Lvl. 1)
Bunshin no Jutsu [Clone Jutsu] (NIN): Confuse your opponents with clones. Be careful though, these clones can’t actually hurt your enemy.
Lvl. 1 – Use 0/50 – Chakra 10 – Control 45
Caster creates up to 3 illusionary clones of themselves (Lvl. 1)
5 Chakra and Control per additional clone
Tailed Beast Mode (NIN): Unleash the power of a Bijuu!
Lvl. 1 – Use 0/30 – Chakra 50 – Control 6
30 Health Regen.
Has (100 – INT)% chance of going Berserk.
Has (50 INT)% chance of exiting Tailed Beast Mode after 2 minutes. Failure resents the timer.
Kage Bunshin no Jutsu [Shadow Clone Jutsu] (NIN): Create Shadow Clones and become your own one-man army! Be careful, too much of a good thing can be deadly.
Lvl. 1 – Use 0/100 – Chakra 100 – Control 10
Create up to 3 Shadow Clones with caster’s Dam. and 1 Health each. (Lvl. 1)
10 Chakra for each additional clone.
Sennen Goroshi [One Thousand Years of Death] (TAI): Humiliate your foes with this devastating attack! Warning: does more damage to their pride than their body.
Lvl. 1 – Use 0/20 – Stamina 5
Does 1 damage
Can push target away from caster for 10 Chakra
There are a variety of effects that can be temporarily imparted on yourself or others in numerous ways. Different sources that raise the same stat will stack, repeatedly using the same source will not. For example, Jutsu A raises Dam. by 5% and Item B also raises it by 5%; using both together will raise Dam. by 10%, but using Jutsu A or Item B twice will only impart a 5% increase.
Burn: Deals X damage per second for Y minutes. 10% damage from all attacks for duration.
Slow: Reduces target movement and casting speed by 50% for X minutes.
Toxin: Deals X damage per second for Y minutes. -5 for one random Trait for duration.
Sleep: Leaves target unconscious until awoken by healing or attacking. -50% Def. while active.
Paralysis: Causes target to have a 50% chance to fail to perform any action until cured. -50% Def. while active.
Weak: Reduces target Stamina, Dam. and Def. by 10% for X minutes.
Dull: Reduces Chakra and Control Control by 10% for X minutes.
Berserk: Target is unable to control their actions and attacks indiscriminately. 30% chance to randomly strike enemy, ally, or nothing for duration.
Dazed: Target is hazy and confused, unable to tell where or what they’re striking. 25% chance to randomly strike enemy, ally, self, or nothing for duration.
Strong: Increases target Stamina, Dam. and Def. by 10 % for X minutes.
Sharp: Increases target Chakra and Control by 10% for X minutes.
Fast: Increases target movement and casting speed by 10% for X minutes.
Perks are special character modifiers that affect various aspects of the character; some perks can grant exclusive skills to the character. Many perks can be obtained through gameplay. Benefits derived from Kekkei Genkai (Bloodline Traits) can be found here.
Village Prankster: Years of making the village your personal playground have made you think fast on your feet. Unfortunately, it hasn’t done much to ingratiate you in the populace’s eyes.
Uzumaki Heritage: The blood of the Uzumaki clan flows in your veins, giving you unusual stamina. You have a natural talent for creating seals, even if you’ve never picked up a pen before in your life.
10% FUIN Success
10 Chakra Regen.
10 Stamina Regen.
Jinchūriki: The power of a Tailed Beast is contained within you. You are gifted with incredible strength and powers, but that power comes at a price…
5 Health Regen.
75% Toxin Resist.
Tailed Beast Mode
Many items can be found by resourceful players, either by purchasing them from stores or discovering them on their journeys. The amount of items that a player can carry is determined by both a weight limit and a grid inventory; if an item is too big or heavy, then it cannot be carried. Purchasing additional inventory space at shops and certain FUIN seals can alleviate this issue. Some small items can be stacked to conserve space. Equipment is items that can be equipped at numerous places on the body. These include the:
Hands (left & right separately)
Weapons can be held in one or both hands. Weapons and armor have a durability stat, which determines how effective they are. This stat is lowered through continuous use; if it reaches 0, then that piece of equipment is considered broken and can no longer be used. Having it repaired by a blacksmith returns the equipment to full condition. A player with sufficient skills in FUIN can add seals to their equipment, granting them additional effects.