Players start in a village.
The village acts as a hub, each with a unique caste of characters, activities,
cultures, etc.
Characters have stats and traits. Stats are universal metrics for what they can do while traits open up
certain abilities, routes, etc.
Players:
Appearance, gender, what gender they’re attracted to,
Stats:
Traits
Players need to pick 1 positive and 1 negative at creation. They can develop more later or get rid of
them.
Neutral:
Killer: This player can kill enemies
Stone-cold: No remorse for killing, can kill anyone
Positive
Attractive: People attracted to their gender will always be attracted to them, even if they don’t like
them.
Everybody likes them.
Business savvy: Makes money easier, the decision that will earn more money is always boldened.
Religious: Can pick a religion. Members of this religion will like them, members of others will hate them.
Opens certain paths.
Negative:
Ugly: Noone is attracted to them. People can be more prejudiced.
Cowardly: Will always avoid conflict or harm, even if it conflicts with their values. Flees and abandons
others.
Phobia: Hard limit or fear of a specific thing.
Impulsive:
Can’t speak to anyone they might be attracted to
Prejudice: Can’t like anyone or be civil with certain groups
Lustful: Will always pursue attraction and sexual gratification even if it hurts others or is against their
best interest:
Background traits: Clans, vow of poverty, Hated.
Parents: Alive, dead: Loving, Stern/driven, Troubled, Hateful
Dead:
Killed by enemy village:
(Can introduce an existing enemy as the one who did it)
Natural causes
Mental illness
Funny story…
Siblings:
Wealth: Rich, poor, normal
Traits have a memory: If a player was good looking, or hated, but changed, npcs will track this. Having a
system like this is crucial for continuity and feeling like the world matters.
Path: The players personal storyline. Many paths are restricted to certain backgrounds, feats, traits.
Social:
Different traits, stats, feats, backgrounds, appearances and paths all affect an NPCs disposition towards
players. Players can have up to one romantic relationship, one mentor, one best friend. These different
roles don’t necessarily open up new paths themselves but change the character you experience paths
with. (The best friend path might always follow the same formula and structure but its very different
each time based on the character.)
Different backgrounds can open up more social roles
NPC STATS:
Attraction: If the player can have a romantic path with this npc. Every different npc has different things
they are attracted to and unattracted to.
Respect: If the NPC will consider what the npc has to say or honor their commands.
Like/Dislike: How they will treat the player.
Their village acts as a hub where they can engage in social events, take on missions, etc.
Paths: Sannin, avenger, greed, religion, soldier, failure, rogue, civil war, hero
Base Plot:
1. Background
Player makes their character and picks a background which can unlock potential paths
2. Childhood
Player meets other people in the village, social rp, establishes the beginning of who they are, childhood
builds their base stats and social network (establishing enemies and friends)
3. Genin
At the end of childhood, the players actions and stats dictate which mentor they get (The idea is to
match them with the mentor that will compliment their character the most)
The player will go on missions and have access to the rest of their village. Can socialize, do nothing, get
hobbies, etc.
Ends with the chuunin exam event
4. Chuuin
Larger variety of missions introduces player specific paths.
5. Jonin
Able to achieve the climax of their paths independently. Higher risk. Can take on responsibilities, make
massive impact on world.
6. Kage
Post main story.
Characters:
Main Caste:
Peers: Any peer can become a romantic interest or best friend.
1st village:
Jinan
Yogore
Alizaki
Poku
Kogeta
2nd Village: Kirigakure on the war path. A vicious village revitalized by the strength of their newest
generation.
3rd Vilage