Shinobi Tactics

Your daily dose of ninja goodness

The Character Creation Process

Character creation in Shinobi Tactics is pretty straight forward, mostly because you don't start with too much. But don't worry if your character doesn't' look the way you want him to in the begging, the growth curve is pretty steep.
The things that will be discussed here are the steps it takes to turn the character sheet posted at the end of this section into your own personalized character. Thanks go out to Hyuuga Hiroku for modifying my sloppy hand drawn character sheet into a workable Microsoft Word sheet.

Explanation of the Stats and Fields

Mental Stats:
Your charaters heaven stats are representative of how much they have learned, how smart or how quick witted they are.
Knowledge: A raw understanding of their IQ and how much they know. Used also for molding Chi.
Will: A represenation of how personaly driven your character is, often used to break genjutsu, or assert dominance.
Spirit: Your characters trained mystic talent, boosts chi pool and represents chi regeneration.
Cleverness: Your characters ability to think quickly, helps with setting traps and hiding.
Perception: Your characters level of alertness, helps for finding people hidden or traps.

Earth Stats:
Your characters earth stats are representative of how well honed their body is.
Muscle: A raw understanding of just how strong your character is. Usually used in attacking pools.
Quickness: A basic understanding of how quick on your feet your character is. Usually used in moving pools, can add to evade on a dodging turn.
Stamina: How long your character can maintain a mystical or physical action. Boosts chi pool and how long molding can take place.
Accuracy: An understanding of how well your character can aim.
Toughness: How much damage your character can take before dying or becoming stunned.

Fields represent your character's training as a Shinobi.
Ninjutsu: A showing of how many ninjutsu and Seals your character knows.
Genjutsu: A showing of how many Genjutsu and seals your character knows, and how well they can defend or maintain Genjutsu.
Taijutsu: An understanding of how skilled your character is in hand to hand combat.
Chi: An understanding of your characters ability to mold and use chi.
Basics: A representation of the varied ninja arts that require individual practice or study.

The Academy Package

The academy package represents all of the things you learned in the academy, this gives you a base of stats and some abilities to start the game with, don't worry, you'll get more in a few minutes.
Here they are in order of appearance

Academy Package:
1 in all mental attributes
1 in all physical attributes
Maximum stat: 5 at level 1-5
Seals: 1
Genin Rank Jutsus:
Henge and Bunshin
Camoflauge 1
Kenjutsu 1
Missiles 1
Terrain Understanding (Native terrain) 3
Molding 1
Basic Taijutsu 1
Evade 1

Chi and Health Pools:
Chi and Health will go up when any of the traits that are calculated for their pools go up, this has some exceptions however. Fighting styles are the best example of this. Generaly a pool will go up when an artifical stat boost says specificaly that it raises chakra or health. Raising these traits with Avaliable Experience (AE) increases the pool as do stats for leveling.
Chi pool is equal to (Stamina + Spirit) x 2
Health is equal to toughness x 5

Starting Equipment:
This is the equipment given to you at the end of your exam, courtesy of your native country, enjoy.
1 Missile pack (Shuriken)
1 Missile pack (Kunai)
1 Empty Pack
5 Kunai
10 Shuriken
1 Native Headband


In the top right hand corner of your character sheet you have something that says "Talent Stat: Field:" Your talent is something your character is innately good at, He or she can figure out abilities in the field that would normaly take hours or even days to discover, and his or her mind or body is sharp enough that it can improve quickly. This is what makes your character really solid. Here's how it works:

Stat Talent:
In your stats you have Mental and Physical. Every time you level up, including character creation (basicaly you level from 0 to 1), you get two stats to allocate anywhere into your talent stat, and one to allocate into your normal stat. The two from your talent may be both put into one trait, but that trait cannot exceed the maximum stat limit for your level.
Example: Hiro is a 1st level character going through character creation. His Talent stat is physical so he has two stats to put into physical, and one into mental. Hiro wants to focus on thrown weapons, so he puts one dot into accuracy, but also wants to be able to move around freely, so he puts the other one into Quickness. His heaven stat goes into Cleverness because Hiro wants to be able to hide effectively if he needs to. If Hiro didn't think he had to worry about moving around much at level one, he could have raised his accuracy to 3 instead of putting quickness up as well. When he gets enough experience and levels he could raise his accuracy as high as 5, but no further until he reaches level 6. Stat increases from level up may be held onto until such time as a character can spend avaliable experience *provided* that there will be an opportunity to do so by the end of the day. If the Nin is on an extended mission that takes days without an opportunity for supervised training, then picks must be spent or lost.

Field Talent:
Fields are skills your Nin has developed or abilities he has learned or figured out. With a talent field, your character learns things intuitively. Some things need to be learned off the field, as is true of all things, but your talent field allows your Nin to figure them out actively. As for character creation, picking your talent field is important because it will denotate the things your character will likely be good at for the rest of the game. Every time you level up, including level 1, your character gets a free pick under his talent field provided he meets the pre-requisettes.
Example: Sai picks Taijutsu as his talent field. At level one he's given a free pick in Taijutsu without the need to spend AE (Avaliable Experience). Having little choice at just the first level, Sai puts the pick into Basic Taijutsu. Sai couldn't have put it into evade because evade can't exceed basic, and he couldn't have picked Iron Fist or Grapple because he doesn't meet the requirements. However, at next level he'll have more leeway to chose evade or Grapple. He could hold onto the pick at next level until he has time to train and spend it on something he meets the pre-requisettes for, however this may not feel like the best option at level one or in the field where every skill and ability can matter.

Experience and Leveling

Ok, so now you have your character all set up for your first D-rank mission, which will most likely not be very taxing on you. Now we have to talk about accumulating experience, leveling and spending avaliable experience.

Marking off Victories:
In a given mission, your Nin will undoubtedly succeed in something he or she does, and even if they don't, they'll likely learn something in the process. Every time you get a victory on any active roll (unless otherwise specified by a moderator or ability) you get to mark that under your total experience, mulitiplied by the difficulty. So if you roll one success at d/2, you mark off two experience. If the difficulty was d3 you would make off 3 xp. If you had 2 successes it would be 4 experience at d/2, or 6 at d/3. If you have an advantage that counts on victories in a mission, you should mark that under mission experience as well. When your total experience reaches a certain number, you level up and can gain 2 in your talent stat, 1 in your normal stat, and 1 pick in your talent field. Then, that number will entierly move down to your avaliable experience. Your mission experience will stay the same provided the mission doesn't end. The experience under avaliable is now ready to be spent, when you get time to do so. They cannot be spent until you have supervised training. So Avaliable Experience (or AE as it will be referred to from here on) can never be spent in the field.

Example 1: Yori throws a shuriken at a crow to get it away from Mr. Iawara's corn field. He tests accuracy and missiles at d/2. He accumulates one victory, but the crow has 1 evade so the crow gets out of the way. While he technicaly missed the crow, Yori still marks the victory under total experience because he still threw the shuriken properly, the crow just got out of the way.

Example 2: Hiroku punches out a Bandit for 3 victories, that brings his total from 37 to 40. He levels up from 1 to 2. He puts one into perception and one into cleverness in Heaven, one into accuracy for Earth and 1 into his talent field, Body Ken, for molding. The 40 experience he accumulates moves from his total into his avaliable. He now has zero in total, 40 in avaliable and 40 in mission. You can never be forced to lose a level.

Example 3: Masaru Levels from 2 to 3. He picks his Earth and Heaven attributes but decides to hold off on picking his field attribute for now. At the end of the mission, Masaru uses his avaliable 80 experience to buy Basic Taijutsu 3, and traps 1. He uses his pick to buy Iron Fist 1. He spends several hours training in order to do so. If he had not had a chance to do his training, he would have lost his talent pick he got from leveling.

Spending AE:
Spending your Avaliable Experience can only be done when you are not on a mission and have the time to train. Stats, Skills and other numeric abilities cost 20x the new rating in the skill or stat. Thus buying Knowledge 3 would cost 60 AE while buying traps 2 would cost 40. Abilities cost 20x their requirements, so Iron Fist 1 would require 60 experience, as it's requirements are Basic 3. Skills or other numeric abilities that have requirements are bought like abilities at level 1, then function like stats for being purchased.

Special Requirements:
Requirements such as Jounin,  Tripwire or requirements to use a specific peice of equipment do not require AE expenditures. However, if you do not meet them you cannot use the ability or item in question. The Chuunin, Jounin or Switchback (or other village) requirements do not cost experience experience, but can keep a Nin from buying the jutsu until they meet the requirements or bypass them somehow. Physical requirements, such as rope for tripwire, do not impede learning the ability, but they cannot by used without the given object. Thus you cannot use Snare without Rope. Equipment requirements need you to have certain skills before you can use them, such as Big Shuriken. Without meeting the accuracy and missiles rating of the shuriken, you cannot use it even if you have enough Yen for it. You can still buy it, but you can't use it until you meet the requirements.


Level 1 = 0 total experience
Level 2 = 40 total experience
Level 3 = 80 total experience
Level 4 = 160 total experience
Level 5 = 320 total experience
Level 6 = 640 total experience
Level 7 = 1280 total experience
Level 8 = 2560 total experience
Level 9 = 5120 total experience
Level 10 = 10240 total experience

And so on, and so forth.

The Character Sheet

Thanks again to Hyuuga Hiroku for his work on this project. ModeratorBasho made a few edits.
Super extra revision done by Urzamandude. Props to him for his very computer friendly version.