Log in

I forgot my password

Admin Joker Joker Joker

Latest topics

by Guest Yesterday at 9:09 am

» Strawhat - One Piece AU
by Guest Yesterday at 2:41 am

» Face Claim List
by Kaori Fri Dec 15, 2017 6:11 am

» More small things
by Kaori Fri Dec 15, 2017 5:34 am

» Yuki Clan
by Kaori Fri Dec 15, 2017 5:27 am

» Musssashi, Akuma(WIP)
by Beleth Fri Dec 15, 2017 5:16 am

» Favorite places
by Kaori Thu Dec 14, 2017 6:45 pm

Our button

All other rights go to Naruto© Creator: Masashi Kishimoto

You are not connected. Please login or register

[2] Attribute and Fortitude System

View previous topic View next topic Go down  Message [Page 1 of 1]

1 [2] Attribute and Fortitude System on Sun Oct 01, 2017 7:20 pm

Attributes are what we use to determine the differences between two individuals. There are 7 total attributes, however only 6 are discussed here, the seventh being chakra or ones stamina bar is located in another topic. For the purposes of explaining both Fortitude's and Attributes, chakra is not something that can have a fortitude, rather as it does not involve the main 6. This also works out because there are 6 ranks, and 6 things you can have as a fortitude.

As you grow in rank, you will receive more and more chances to increase your attributes. However, we do not discriminate ranks here, as in most Naruto Sites. Titles held, such as Genin, Chuunin etc etc are village specific and have their own merits to them, for the purposes of the attribute guide, we use D-S to exemplify those qualities, all of which are gained through participation points or (PP) for short. The more active you are, the more your PP grows (Oh the puns) and the higher you move up.

The Following List of Attributes

  • Strength
  • Speed
  • Durability
  • Intelligence
  • Perception

When creating your character, you pick a fortitude, a confidence and an ineptitude, which in layman terms is what you excel at, what you are good at, and what you are not good at. The remaining 3 are treated as starting at 0. Your Fortitude is +2 Ranks, your confidence is +1 Rank, and your ineptitude is -1 rank which at lowest can go is 0. Ineptitude is always calculated at the end


  • E Rank
  • D Rank
  • C Rank
  • B Rank
  • A Rank
  • S Rank


  • E Rank
  • D Rank
  • C Rank
  • B Rank
  • A Rank
  • S Rank

Everything Else

  • E Rank
  • D Rank
  • C Rank
  • B Rank
  • A Rank


  • E Rank
  • D Rank
  • C Rank
  • B Rank

A easy example for this would be

Fortitude:Speed + 2 Ranks
Confidence:Durability + 1 Rank
Ineptitude:Strength -1 Rank
Everything else is set at 0.

As with everything, customization is the name of the game, and you can trade down to spread things out. Trade in your Fortitude for 2 Extra Confidences, and you can take 1 extra Ineptitude for 1 Extra Confidence. You could also take 1 Extra Ineptitude and trade in your Confidence to get 1 additional Fortitude.

Last edited by Masashi on Mon Oct 09, 2017 10:49 pm; edited 2 times in total


View user profile

2 Re: [2] Attribute and Fortitude System on Sun Oct 01, 2017 7:21 pm

Attributes and their ratings

Starting off, we want to make clear that attributes and the rating system are not indicative to be mathematically calculable. Which is to say just because someone is a tier or two above you, does not mean that they are 3 times or 5 times stronger, they are simply stronger and able to at times outclass you. There is no static number, for example speed, no meters per second or such that one moves at B vs S Rank. This is true for everything save chakra, as that is a more numerical reference rather than anything else.

We also want to clarify the idea that techniques do add power, but sometimes they can be weaker than one's overall strength for physical attacks. This is simply the damage calculation to calculate fatal vs non fatal damage, and block-ability. Which is to say, we don't want moves that are unstoppable (read not undodgable, but unstoppable)

Strength is how much physical power your body can produce. This includes striking a blow, lifting an object, or overall ability to produce and apply force to another object. The following descriptions will be comparisons of how stats on this site compare with characters from Naruto, and secondly to real life examples.

  • Generic Kicks/Punches, are equal to two ranks lower than ones strength attribute, with a minimum of 1.
  • Techniques/Jutsu's that rely on strength (Such as Leaf Whirlwind) always are used at the lower strength rank. For example, an S rank in strength, uses a C ranked strength taijutsu move, the moves strength is C


Speed covers all kind of speed. Hand speed, foot speed, agility, even thought speed if you want to go that far. How fast you are able to do something, and how explosively is determined by speed.

When dealing with one's raw speed, it is set up as how fast one can move, top speeds if you will. Without a Special Characteristic, one can not instantly move at top speed from a non-movement position. One's max speed is not taking from just one lurch forward or a single bound. When it comes to speed in relation to a body part of limb, one's speed is deterministic. That is to say, the speed at which one punches or kicks is equal to 1 rank below their own max speed. Physical Techniques or Jutsu move at the speed of the user, unless they augment that, then they move at a higher speed.

  • Speed is a characters raw speed, same as strength, one can not instantly move at top speed from non-movement positions.
  • Max speed is also not reached from just one lurch/single bound
  • Speed in relation to body parts (a punch thrown etc etc) are equal to 1 rank below the users own max speed
  • Unless augmented, techniques/physical jutsu's that rely on speed (speed of a sword swing) move at the speed of the user.

*Special Note* Speed + Technique, certain times individuals might believe that if they are moving their max speed, and they launch a technique, it goes their own rate + the rate of the technique. For simplicity sake, that is not the case, which can lead to humorous situations where one is say falling at a B rank speed, and launching a fireball that moves at C rank, could blow back at them.

Durability covers how much you can take. Now, the human body obviously is still the human body, but in Naruto people are super-human and therefore are much more physically capable than you would think. Durability does not tell us simply how hard it is to wound you, but also how you deal with being wounded. People with greater durability have higher tolerance for poisons. They also are, indeed, harder to wound. Though at some point most people will need something to shield them to reach a level of durability. Durability follows largely parallel to the strength system, in that the more durable you have, the more you are able to "tank".

Please note, while it is nice to have the idea that you can tank things, durability has limits. Depending on the situation, durability stat might not be appropriate. Slashing your throat, poking an eye out, and the famous move Kakashi uses with some fingers. Staff have the right to infer if durability is at play or not.

Durability in rare cases allows for resolute stopping of damage, or rather it is all dependable on the situation, a small child punching someone in a solid mass of muscle won't do any damage, but that same punch to an eye, throat or groin can still take someone down. There is no "magic" immunity to damage from high ranks of durability.

In terms of damage, a guide has been created. Fatal, Massive, Major, Moderate, Minor and Minuscule.

Fatal - Are techniques and jutsu's that can kill outright, with little recourse on the part of the target. An example would be dropping a mountain on someone's head, while one can stop it, or try and get out from under it, should that move connect, the target is simply dead.

  • Piercing Damage - Beheading someone, destroying their heart.
  • Bludgeoning Damage - Entire body crush, pulverizing internal organs, cranial damage.
  • Chemical Damage - Burning, Melting, Freezing Solid, Disintegration, Shocking
  • Misc. Damage - Poison, sort of rotting techniques, drowning, insanity, brain damage.

Massive - Are techniques and jutsu's that can kill given time. This is mainly large scale damage that if healed or treated properly, can save their life, and vice versa if given too long can end it. Often times it is a permanent sort of damage.

  • Piercing Damage - Removing a limb, that is not the head, or bifurcating someone. (Across rather than all the way through)
  • Bludgeoning Damage - Large amount of broken bones and damaged organs, could be literal holes in the body.
  • Chemical Damage - Scorched bones, frozen lungs, electrocution
  • Misc. Damage - Poison, sort of rotting techniques, drowning, insanity
Major - The majority of moves fall into the next two categories, roughly 30% Major Damage, and 70% Minor Damage. This category mainly involves muscle/tissue damage, not bone or internal organ damage.

  • Piercing Damage - Cutting into the bone, removal of a hand or foot, large chance of bleeding out.
  • Bludgeoning Damage - Breaking of bones, being knocked out,
  • Chemical Damage - Searing flesh, frostbite, high shocks.
  • Misc. Damage - Poison, sort of rotting techniques, drowning, insanity
Moderate - The majority of moves fall into the next two categories, roughly 30% Major Damage, and 70% Minor Damage. They can defiantly feel the impacts of your attacks, however, you realize its going to take a few hits get them down.

  • Piercing Damage - Deep slashes, but never to the bone.
  • Bludgeoning Damage - Can fracture bones, but not fully break them with one hit.
  • Chemical Damage - Burning, frost bite, electric shocks
  • Misc. Damage - Poison, sort of rotting techniques, drowning, insanity
Minor - Minor damage can cause issues when it is left untreated, most of this damage will come from things like, getting hit with a shuriken, a slash of a kunai, catching a sword with a bare hand type of deal.

  • Piercing Damage - Shallow Slashes, some blood loss, but not enough to cause lasting effects.
  • Bludgeoning Damage - Large bruises and welts, it stings, but one can keep moving that body part.
  • Chemical Damage - Burning, frost bite, electric shocks
  • Misc. Damage - Poison, sort of rotting techniques, drowning, insanity
Minuscule - Very little to no damage at all, such as deflecting a kunai and having a scratch on your face, enough to tear clothing, but

  • Piercing Damage - Shallow Slashes, some blood loss, but not enough to cause lasting effects.
  • Bludgeoning Damage - Small bruises
  • Chemical Damage - You know its very hot, but a few seconds you can last before being burned, same with cold or electricity
  • Misc. Damage - Poison, sort of rotting techniques,

We have durability in a very novel and what we think interesting way. Durability is all about finding equilibrium. As such, durability will bring down the damage via the difference, never going below minuscule. For example, someone with B rank durability was attacked with a D ranked power, the durability attribute would lower the damage by 2 stages, possible Moderate to Minuscule. Durability the same as the technique reduces it by 1 stage, and durability lower than a technique/attack does not reduce at all.


The ability to react with enough time is extremely important, as well as the ability to track one's movements/abilities. Perception is your ability to generate stimuli to react to a situation. It is also situational, even if you can react, it doesn't mean you are able, you might be frozen or paralyzed. It is also is your ability to track physical movements in detail, noticing hand-signs and what they are, tracking someone's movements.

Perception is not necessarily reaction time, but rather ability to perceive an attack and react too it. Being able to react to something is situational, and you must be able to perceive attacks to be able to react to them.

You can always perceive the speed of attacks (granted you are able to notice them) of up to 1 rank higher than your own, noting that it is faster than you. At two ranks higher, you perceive a blur, again given the situation you can still react to it, but it appears as a blur. Anything beyond 3 ranks higher than your perception, it simply is too fast for you to see, noting invisible. This is not to say that something is unreadable, one kicking extremely fast, can be blocked per say if you guess corrected where the attack was aimed. Finally if one moves faster than their own perception allows, they get tunnel vision, and cannot properly react to stimuli outside a very narrow view in front of them.


Intelligence is a measure of your characters brain, his ability to think, both abstract and intuitively. Intelligence is excellent for ninja who wish to become sages, hermits, masters of the occult. It is a measure of your natural talent, and gives benefits to your character over their entire life. Intelligence is also used in measuring the grasp of a genjutsu and one's ability to get out of it.

A rather odd attribute, but very important. Intelligence is one's main defense against genjutsu and illusion mechanisms. Intelligence allows you to use genjutsu kai against genjutsu equal to your intelligence attribute. An important part of intelligence is that if your intelligence is 2 ranks higher than a genjutsu used against you, you can dispel any stacked genjutsu so long as they are the same rank.

Intelligence is more utilitarian than direct combative. See the below guide.

  • B Rank - Gain 1 Free C rank Special Characteristic

  • A Rank - Gain a 30% discount for word count training

  • S Rank - Gain 1 Additional Extra Special Characteristic (C Rank)


View user profile

View previous topic View next topic Back to top  Message [Page 1 of 1]

Permissions in this forum:
You cannot reply to topics in this forum