Alright, so here is the system I had in mind that's taken from the other game I GM. Bear in mind that it can be altered if some people don't want too many restrictions, like Charka costs.
Name:
Age:
Clan:
Rank:
Title:
Bounty: 両 0
Tailed Beast:
Chakra Nature:
Kekkei Genkai:
Health: 100/100
Chakra: 0/0
Passive Ability:
Basic StatsStrength:
Speed:
Chakra:
Advanced StatsHand Seal:
Weapon:
Taijutsu:
Ninjutsu:
Genjutsu:
Luck:
Ninjutsu
Kekkei Genkai/Special AbilitiesTailed Beast
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Basic Stat Cap: 200
Advanced Stat Cap: 5
Strength: Your physical prowess, but it also determines how strong your Jutsu hit for. For example, Fire Ball at 50 strength instead of 30 hits harder.
Speed: The speed at which your character moves. This can help determine if he's able to do things as fast as he says and if his opponents are fast enough to react. Someone with 50 speed going against someone with 10 is obviously going to have an advantage.
Chakra: Your Chakra capacity; how much you can hold. The more you have, the more Jutsu you can perform.
Hand Seal: How fast you can perform hand seals for Ninjutsu and if you can perform actions such as one handed seals or no seals whatsoever for Jutsu that usually require it.
Weapon: Your ability with a weapon. Kunai, sword, whatever it is it determines how well you are with it; your skill. Your speed and strength obviously play into this as well, but this is your skill with it; doing things like disarming and the like.
Taijutsu: The same as Weapon, essentially, but with your fists. A guy with 50 Strength and Speed could beat a guy with 100 Strenght and Speed if he was skilled in the art of Taijutsu whilst his opponent was not.
Ninjutsu: Your Chakra control. The better it is the less your Jutsu cost when performing them.
Genjutsu: Your ability in Genjutsu as well as your ability to break out of Genjutsu. If you have no skill in this and you get caught in a Genjutsu, then you're gonna need help getting out; however, if you do, then the higher it is the easier it becomes to break or even reverse the Genjutsu.
Luck: Determines how well you perform on dice rolls. Have a 0 in it and you roll a 9? You keep the 9. Have a three in it and you roll a 9? You have 11 now.
This is what I use for the game I GM over Skype which I know SL is vastly different from. I think it'd be fun to limit ourselves with this system, Eric's system, or something similar; however, on the same hand I'm aware that SL has always been about freedom and I'm completely fine with GMing the event with the regular SL rules. If this is used, though, then we can obviously change some things around like removing Chakra and Ninjutsu as, unless you guys
really want to limit yourselves, these can't be used because it would require me to give Chakra costs to ALL of the techniques that you have and most of us have at least a hundred. Again, if everyone wants to actually do that and pick ten or so Jutsu, then I'll put the work in to take your submitted character sheets, give costs, and get them back to you before starting the event. As for the caps, Eric had asked the question as to why Basic Stats capped at 200 and Advanced capped at 5, and the simple answer to that is that it's easier to manage. Judging one's strength from 136 strength isn't too difficult or hard to explain, but determining someone's Jutsu cost with 136 Ninjutsu as opposed to something like just 3, is much harder to do and explain.
Again, we don't have to use this, but I figured I'd throw out the system that's worked for me for years and see how you guys like it. I tried to explain everything as best I could, but I'm sure I missed some stuff. If you have any questions feel free to ask.