Okay, so since we are going with the idea of enhancement limitations, what counts as an enhancement for the sake of this RP? What criteria will be used to determine that? And how many of these "enhancements" will be available for the RPers?
I originally proposed 1, but then thinking about what an "enhancement" in the broadest sense was, felt that 2 was more reasonable. However, depending on what we consider to be an enhancement, it could really become a choice of enhancement (IE, choose sharingan, you can get susano'o along with the other buffs, while choosing mind eye's gives extra perception only) that still focuses in on a meta.
So what should count as an enhancement?
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Alright, so I am thinking that enhancemetns be divided between two different levels:: Active and Passive, that participants are allowed to have one of each.
Examples of Passive: Standard chakra sensing, Ultimate Shield, chakra control through all points, passive biju abilities like regeneration, kaguya bone durability and bodily regeneration, etc.. Does not require activation at all, and is constantly active for the player character.
Examples of Active: Sharingan (any form), byakugan, 8 Gates Formation, lightning release armor, earth spear, dust release, etc.. Requires activation of some sort, and whether it can stay active for long periods of time or is a time limited buff, it requires activation.
Banned Power-ups, stacks, etc.: While the character may possess this, these are not allowed to be used in the RP: Rinnegan, Tensaigan, sage mode, more than 3 chakra natures in a single encounter (this includes KG elemental natures, so wood release, water release, and earth release only for example), sound release jutsu that liquifies kaguya bone or steel, Izanagi, Kotoamatsukami, Kamui intangibility, any Kamui that operates faster than 2 seconds, combination of speed enhancements that allows one to go faster than the speed of sound, combination of defense enhancements that allows one to achieve psuedo invulrenability beyond that of Ultimate Shield, Jashinist Immortality stacked with any defense (Earth spear for example), custom enhancements that violate any of the above (IE, no space-time jutsu sniping with a non-Kamui technique, intangibility period, chakra states that are similar to sage mode such as sage transformation and "special" chakras like chaos, corruption, or monk chakras), biju cloaks + speed and durability enhancing techniques, completely instantaneous manuevers or jutsu, chakra absorption or cancellation barriers that exceed an area of effect of a sphere with radius 5m, fuinjutsu that seals immediately upon contact.
The above list is not exhaustive, as the GM is permitted to gauge the participants' in the particular Mission and further limit player and NPC characters accordingly.
With that said, GM's cannot create NPC characters that: Violate any of the above list of bans, both knows everything and does everything (both knows the position of all of the people in Bird Country and can kill them all with sky lightning or something to that extent), or can only be defeated with a niche technique that no one in the Mission possesses or can use due to restrictions.
Stats. To make it easier for GM"s to make calls quickly during the fight, every player will be required to, in their in-game bio, list a summary of their "statistics" for the fight. This is to be used in character-character comparisons (if one player is faster than another, whether a punch from one player would cause significant damage to another, etc.). The stats chosen and what they do is based on the SL in-game stats, though not a perfect match. Everyone starts out with 10 (just like in the game) in each of these stats and may allocate up to 80 points throughout. This is to help GM's more objectively pick through certain scenarios, where a difference of stat scores makes it quick to determine the success/failure and extent of interactions:
Strength: Physical strength, physical resiliancy
Dexterity: Speed, handiness with a weapon or tool, agility
Intelligence: Able to put two-and-two together, decode complex problems, and understand the world using knowledge not experience
Wisdom: Experience, ability to learn from experiences, chakra control, jutsu strength
Constitution: Willpower, chakra capcity, ability to resist torture, genjutsu and general tests of mental fortitude.
10 is E (acad), 11 is D (genin), 14 is C (chunin), 20 is B (Jounin), 30 is A (Sannin), 50 is S (Kage).
The next question of course is "how do power-ups work?" Because it is likely that players will attempt to gear their power-ups to their base stats (IE, put no points in dexterity and use lightning release armor to shoot up to B while it is active) and as a consequence of the proposed restrictions, the easiest way to handle power-ups is simply that by default a player has 20 "extra" points that may be alloted to their stats whenever they activate their desired power-up. If the player has not in some way identified which would be increased by how much, then the GM, if necessary, may make the decision during a ruling.
Much of this may seem overwhelming at first glance, so to give an idea on how a character profile fitting these criteria would look like, I have listed a few examples:
Eric Nara
Elements: Yin, Fire, Wind
Enhancements: Shadow imitation sensory (passive), Yang release: Inner Beast Spirit Transformation (active)
Strength: 10 [+15 with active]
Dexterity: 10 + 20 [+5 with active]
Intelligence: 10 + 20
Wisdom: 10 + 20
Constitution: 10 + 20
Becuase Eric has generally weak strength, most of his focus will be on using his ninjutsu and some level of manueverability to deal with his quarries. His character is geared towards using and dealing with ninjutsu, genjutsu, etc. In many ways this is the average player, as many players tend to stay away from taijutsu-oriented battles. His all around nature is both a strength and a weakness, in that while his active is present, he is an extremely well-rounded fighter who can in general fight toe-to-toe with anyone but specialists, making him very adaptable.
With that said, specialists are his most dangerous threat, because in one category or another they are almost certain to have at least 10+ points ahead of him, which can mean the difference between keeping his foe caught in his jutsu and his quarries escaping, making a much needed handseal and becoming fertilizer, or falling prey to genjutsu or making a get-away.
Athos Uzumaki
Elements: Earth, Fire, Wind
Enhancements: Ultimate Shield (passive), Tailed beast cloak (active)
Strength: 10 + 20 [+10 with passive, +5 with active]
Dexterity: 10 + 30
Intelligence: 10 + 5
Wisdom: 10 + 5
Constitution: 10 + 20 [+5 with active]
While "canon" Athos is a powerhouse in every regard, this Athos is much more focused on taijutsu-in-your-face style combat. While fuinjutsu may still be an element in his arsenal, his speed and strength allow him to focus more on his taijutsu, able to catch much slower players completely off guard at anything but extremely long range, and one-hit kill much weaker players who have far less strength. While he can perform handseals quickly and use ninjutsu and such still, his greatest strength would be to utilize taijutsu and physical tools to smash his opponent.
Kamui Uchiha
Elements: Yin, Fire
Enhancements: Edo Tensei zombie (passive), Sharingan (active)
Strength: 10
Dexterity: 10 + 15
Intelligence: 10
Wisdom: 10 + 25 [+15 with active]
Constitution: 10 + 20 [+5 with active]
Kamui, with his Edo Tensei body, is only taking Constitution because of his intended fight with genjutsu; if he runs into another genjutsu expert who has 50 overall in wisdom who tries to reverse his genjutsu on him, he wants to be able to resist it. Of course, if he cannot perform the handseals that many genjutsu require it would be a moot point so he keeps his speed decent, and Constitution would even be needed to attempt to resist seals that other players attempt to place on him, the most common method for taking an Edo out of the fight for good.
Against Athos he would need to use the genjutsu with either a gesture or not be in particularly close range, because Athos is fast enough to smack him before he gets more than one handseal off at even mid ranges. Against Eric, however, he is best keeping to mid-range, as his wisdom trumps his Constitution and, in general, would make him a fairly easy target for his genjutsu, especially since he doesn't have sharingan.
Against another character like himself, however, it would be in his best interest to catch his quarry off guard and hit his foe with a genjutsu before his foe has a chance to hit him with genjutsu. Or, use his Wisdom to ensure that his susano'o hits as hard as it possibly can.
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The point of the stat distribution is to make judging easier. Since it uses statistics that somewhat mirror the SL in-game system, and is kept relatively simple as far as bio work goes, it should streamline the judging process whenever a "who is faster" or "which jutsu is stronger" situation arises.