So which system are you settling for? Going back and forth, making alterations gets confusing..
yeah, sorry about that. i'll be changing things a little bit in a sec, this should be the last change.
edit: a revised set-up try it out, most of the changes are in the stats section further down though.
Skills:
note: for bloodlines remember to post what it is and how strong it is to be given a fair cost.
Skills get 10 points
Taijutsu:
1 point - base style skill (no special techniques, you know how to correctly throw a punch for instance)
2 points - choose and note a new style or make/choose a special technique
3 points - as #2
Genjutsu:
1 point - capable of Kai, base skill in creating illusions (you won't make a rookie mistake, like not taking the weather into account if you decide to hide in a puddle)
2 points - higher level of illusion skill, easier time recognizing illusions, harder for an opponent to tell if a scream was fake, etc.
Ninjutsu
needs more work):
sub-Medical jutsu: offshoot and precise branch of Ninjutsu requires: 2 points in Chakra Control and 1 point in ninjutsu to take and increase.
sub-Element: choose your element affinity (if you want a non-standard one {like wood, metal, or shadow among others} it costs a point).
Chakra "Form" Control:
1 point - Tree-Walking
2 points - Water walking
Fuuinjutsu (Seals): Written Seals, this'll govern both knowledge of the Seals themselves and the creation of items with seals on them (Exploding Tags).
Hybrid Jutsu: things that are neither here nor there depending upon what it does, usually the equivalent of Family Techniques like the Yamanaka's Mind Switch.
Kinjutsu (Forbidden Techniques): don't care what jutsu it is, costs a minimum of 5 points and spamming it WILL kill you. (equivalent of one use per game day or at least 1 hour has passed on the forum clock or something to be decided, not quite set in stone but don't expect me to shorten the time any.)
Bloodline: this one is rather troublesome, I want to leave the option of a "Dormant" Bloodline available, but not leave them a completely blank slate to work with. the only thing i can think of is submit a particular Bloodline description and get it rated in point cost for Fully Activated and Dormant stages.
for those looking to use a DnD class like Wizard or Necromancer use that class name as a skill and use the number of points put in as your effective level in terms of abilities (i.e. Wizard: 4, casts as a 4th level Wizard), Feats will be included as purchaseable separate skills (usually 1 point cost). list your character's class abilities and if you're using a Variant Ability make note of where you can find the description of it (not for serious rules lawyering, I just like to keep an eye out for those sorts of things. never know when you might really like one of them).
players who wish to use anime characters and/or play as their current Avatar will be done case by case, is the easy way to say it.
Stat changes:
to make some room for DnD characters treat each point as the equivalent of 1 point modifier in DnD terms (i.e. Strength: 3 = Strength 16 (+3)) with this it'll need a little work but thngs'll be doable.
14 Stat points will be given to starting characters and all stats start at 0 (DnD's 10). starting characters get a 4 point cap.
editted and updated the below table as it was still using the method from the first post:
"/" stats will use a shared trait set-up. putting a number of points into 1 will raise the other to 1/2 the stat rounded up and as long as the other remains lower than the raised stat 1 point will raise it by 2, i.e.:
4 points spent on CS:
4/2
4 points spent on CS and 1 on RS:
4/4
2 points spent on CS:
2/1
2 points spent on CS and 1 on RS:
2/2 (in other words he didn't have the full point needed to raise RS to 4)
Strength:
Charisma:
Hand Seal Speed/Speed(Dex): /(Base Dex mod.)
Chakra Stamina/Regular Stamina(Con): /(Base Con mod.)
Chakra Theory/Intuition (Wis): /(Base Wis mod.)
higher levels combined with high Chakra "Form" Control will eventually let you perform Hand Seal-less Jutsu (Clerics don't need to bother with the first half 0*/0 of the formula)
Chakra/Hand Seals / Arcane Knowledge (Int): /(Base Int mod.)
Higher levels will let you use a single precise Seal to perform a Jutsu (Wizards don't need to bother with the first half 0*/0 of the formula)