Post by Admin on Apr 17, 2020 22:58:50 GMT
Table of Contents
Section 1: Introduction
Section 2: Stat Descriptions
Section 3: Basic Combat Information
Section 4: Projectiles in Combat
Section 5: Close Quarters Combat
Section 6: Genjutsu Combat Information
Section 7: Flanking/Interrupting Handseals
Section 8: Special Effects
Section 9: Elemental Disadvantages
Section 10: Water Jutsu From a Source
Section 11: Helpful In-Game Commands
Section 12: Transformation/Buff Stacking
Section 13: Attacking a Village
Section 14: Clashing
Section 15: Global Jutsu Cooldown
Section 16: Bijuu Encounter
Section 1
Let’s be perfectly clear. Freeform RP is the first and most encouraged form of roleplay. It is strictly imagination versus imagination with perks, weapons, and abilities being the basis of what is possible. However these statistics are necessary even in freeform RP; Health, stamina, and chakra. Outside of those three stats, anything is possible and a battle should be both creative and enjoyable. If, after freeform RP is initiated, and an argument brews about what could or could not be done, THEN you utilize the Fallback rules below.
Again... Fallback Rules come into play should you come to a disagreement or simply not feel comfortable doing pure RP. This is not the universal means for combat RP.
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Section 2
Stat Descriptions:
Vitality - This is a shinobi's health stat. 1 Vitality is equal to 10 health. Any perks you see adding vitality actually raises your characters max health.
Endurance - This is a shinobi's defense stat. For every 3 endurance you have, you mitigate 1 damage from anything that does not say it ignores endurance. (That means 30 endurance would ignore 10 damage for example.) There is a damage calculator in game which makes calculating the damage you take easier. For every 50 endurance, you take -1 turn of stun from all jutsu/attacks that are not genjutsu based.
Agility - This is a shinobi's physical striking/handseal speed stat. Agility plays a role in almost all taijutsu, kenjutsu, and a few other areas. Even some ninjutsu could use agility as a measure of its speed. Agility also can be used to avoid attacks which is explained better in the further sections.
Speed - This is a shinobi's movement speed stat, as in from point A to point B. Everyone can move 3 tiles max at base. For every 10 speed you get, your characters max tile movement is raised +1. So if you have 37 speed, you could move 6 tiles (3 base, +3 for every 10 speed). Speed can also play a part in avoiding attacks which is explained better in the further sections.
Strength - This is a shinobi's physical power cap. It determines the strength of taijutsu and with weapons most of the time. While the average shinobi might be powerful but it is another thing to know how to use that power. Physical attack damage is capped at 15 for individuals who do not have perks that raise that cap.
Control - This is a shinobi's ninjutsu/genjutsu power stat. Usually the power of a ninjutsu and genjutsu is based on the user's control. Control also helps raise a players max chakra pool alongside stamina.
Stamina - This is a shinobi's physical reserves pool. When straining the body be it throwing taijutsu, running at max speed, etc. the shinobi's stamina will lessen. Be careful however, once a shinobi's stamina hits 0 they get knocked out!
Chakra - This is a shinobi's chakra reserves. Chakra is needed to launch a plethora of jutsu. Once you are out of chakra, you will be forced to carry on with physical attacks... if you can.
Handseal Speed - This is somewhat of a hidden stat but should be noted. Without any handseal speed perks, a shinobi's handseal speed is their agility-10. Handseal speed is used to determine if your jutsu can be interrupted before you finish your handseals or not. Jutsu that specifically say they do not require handseals are not effected by handseal perks, but receive +15 Agility for the sole purpose of handseal speed calculations.
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Section 3
Basic Combat Information
Action/Movement - Every turn in combat you are allowed one action and one movement unless you have a perk saying otherwise. Movement must always be performed before the action (reason being, sometimes people make actions that are deflected or altered in ways that prevent the movement. Trying to avoid forms of godmodding and lessen arguments).
An action marks the end of ones turn. Below are a breakdown of what counts as an action and movement;
Max-Movement: 3 base +1 tile per 10 speed. (Movement)
Jumping: 2 tiles high base +1 tile per 15 strength. Costs 1 stamina. (Movement)
Back Pedaling: -20 speed (-2 tile movement, down to 1) to try and avoid in CQC. (Movement)
Dedicated Block: This halves all damage taken after calculations. Requires agility equal to at least half the technique speed. -2 stamina to perform a dedicated block which uses the body or a weapon to block a blow (can not be used against AoE jutsu and can not block weapons without armor or another weapon). Can only be used twice in a combat situation, three times if used with a weapon. Weapons can not be used to block jutsu unless coated in chakra of a nature not weak to the oncoming attack (For example a katana in fire chakra flow can be used to perform a dedicated block versus a single tile doton jutsu, but can not be used against any suiton jutsu). (Movement)
Unarmed Attack: -1 stamina; Strength of attack is equal to users strength capping at 15 unless they have perks stating otherwise. (Action)
Jutsu/Throwing Weapons: Using a jutsu or throwing weapons. The base range of these type of attacks are 6 tiles unless specified otherwise. (Action)
Rest: Restores 2 stamina and 100 chakra per turn. (Action and Movement)
Picking up an 'Item of Worth' in combat: Consumes action but allows movement afterwards if capable.
Soft tissue Vital Points (eyes, inside the mouth, etc.) can’t be targeted as a means to avoid endurance until the target is knocked out by some means, jutsu specifically says otherwise, or the target chooses to go with it.
Carrying Others
While carrying another individual, max movement speed is reduced by 2 tiles. This is lowered to only -1 tile max movement speed if the person carrying has over 30 strength.
Joining a Combat Situation
Characters who were on the same map where combat started need to wait 2 turns before they can join combat. Characters from another map need to wait 3 turns before they can join combat.
Depleting Your Reserves
There are 3 stats that can reach 0 and each comes with their own adverse effects.
Chakra: For every ten points below 0 chakra you drop, you take one point health damage as you are then drawing from your life force (For example, at -200 Chakra, you would take -20 health).
Stamina: At 0 stamina, if your chakra is not already 0 it will immediately become 0. You are incapable of dodging, blocking, or performing any actions. You can still move however at your max tiles -2 (-20 speed).
Health: If your health reaches 0, so does your stamina and chakra. You fall into a defenseless state, knocked out, where you can be killed or severely injured.
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Section 4
Projectiles in Combat
Projectiles are ranged attacks (weapon and chakra based) that moves independently of a user's body.
Projectile Distance - All projectiles travel a max of 6 tiles before they drop off (weapons) or fizzle away (jutsu) unless specified otherwise via a perk or jutsu.
Reacting to projectiles - When a character is in danger of being struck by a projectile (weapon or jutsu), they can take the hit or use one of the following two options;
Dedicated Block (Used as your characters movement for the turn)
This halves all damage taken after calculations. Requires agility equal to at least half the technique speed. -2 stamina to perform a dedicated block which uses the body or a weapon to block a blow (can not be used against AoE jutsu and can not block weapons without armor or another weapon). Weapons can not be used to block jutsu unless coated in chakra of a nature not weak to the oncoming attack (For example a katana in fire chakra flow can be used to perform a dedicated block versus a single tile doton jutsu, but can not be used against any suiton jutsu). Can only be used (2) times in a combat situation, (3) times if used with a weapon. You may block an additional time for every 30 endurance you have (E.g 60 endurance means you can block a total of (4) times in combat).
Evade (Used as your characters movement for the turn)
Requires agility equal to at least half the technique speed to be able to 'react' quick enough to then attempt to evade.
'Flawless Evade' - Players with 10 Speed or more over the projectile speed can avoid it completely. (This means for a 20 speed jutsu, you would need 30 speed or more to completely evade.)
'Partial Evade' (Used as your characters movement for the turn) - If the character has within 9 speed (above or below) of the projectile, they are able to RP attempting to evade, however not fully doing so. This halves the damage they take, after damage calculations. [For example. Player A fires a 20 Damage, 20 Speed jutsu at Player B. Player B has between 11 and 29 speed. Player B can then RP attempting to evade it but still being hit in some way. Damage after calculations is then halved.]
Players with 10 or less speed of a projectile automatically take full damage after damage calculations.
Using the same jutsu back to back adds 100/200/300 (C/B/A) chakra cost every time. (For example if you use a C rank 200 Chakra costing Fireball turn 1, and want to use it again turn 2 it then costs 300 chakra. If you want to use the same thing again turn 3 it then costs 400 chakra etc. This resets to normal on the turn said jutsu is not used.)
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Section 5
Close Quarters Combat (CQC)
Taijutsi, Kenjutsu, and sometimes Nin/Tai.
CQC Distance - When an enemy is within 2 tiles of you, you both are then engaged in close quarters combat (CQC). While in CQC your overall movement speed is reduced by -2 tiles down to 1 tile minimum. In order to flank an opponent, in which you both have already been made aware of each other, while in CQC you need 10+ speed over their agility to flank from the side and 20+ speed over their agility to flank from behind.
Reacting in CQC - When a character is in danger of being struck by a CQC attack, they can take the hit or use one of the following two options;
Dedicated Block (Used as your characters movement for the turn)
This halves all damage taken after calculations. Requires agility equal to at least half the technique speed. -2 stamina to perform a dedicated block which uses the body or a weapon to block a blow (can not be used against AoE jutsu and can not block weapons without armor or another weapon). Can only be used twice in a combat situation, three times if used with a weapon. Weapons can not be used to block jutsu unless coated in chakra of a nature not weak to the oncoming attack (For example a katana in fire chakra flow can be used to perform a dedicated block versus a single tile doton jutsu, but can not be used against any suiton jutsu).
'Partial dodge' - In order to partially dodge a CQC attack (taking half the damage after calculations) your agility has to be no less than 10 below the striking speed and no more than 19 above. [For example to partially dodge a 20 speed strike, the defender needs between 10-39 agility]
'Flawless dodge' - In order to fully dodge a CQC attack (taking no damage) the defender must have 20 or more agility than the speed of the strike. [For example to fully dodge a 20 speed strike, the defender needs at least 40 Agility]
Players with less than 10 agility of a someone's striking speed take full damage after damage calculations.
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Section 6
Genjutsu
Typically when under the effects of genjutsu you lose stamina per round, which would be noted in the technique. When casting a genjutsu, the user expends the chakra for the genjutsu whether it is a success or not. The user is rooted (unable to move their current location) while their genjutsu is active unless their technique says otherwise.
Breaking Genjutsu
In order to break a genjutsu a user must first recognize they are in a genjutsu. Then they can use jutsu such as Kai, a perk such as willpower, reverse the genjutsu through some means, knock out the genjutsu user to end all active genjutsu they created, or inflict pain to themselves to break free.
(In order to break out of a jutsu using pain you must cause the following amount of damage to yourself (damage inflicted upon yourself ignores endurance). 10 health to break free of C ranks, 20 health to break free of B ranks, 30 health to break out of A rank Genjutsu.)
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Section 7
Flanking
Attacking from an opponent's sides or rear reduces their ability to defend themselves. There is two types of flanking, side attacks and back attacks explained below.
Side Attacks
When a character attacks from the side, the agility/speed of the defender is reduced by -6.
Back Attacks
When a character attacks from the back, the agility/speed of the defender is reduced by -10.
Certain jutsu/perks reduce the effectiveness of flanking, if not mitigate them completely (Usually things such as hearing, smelling, sensing perks, Byakugan, etc.).
Multiple Opponents
When being targeted by more than one player (Puppets, Clones etc do not factor) the target of these suffers -5 Agility/Speed to their dodge for each attack after the first. (IE the first attack, the user has their fully agility, attack number 2 is versus agility - 5, attack number 3 is versus agility -10, and so on.) This is because if you rapidly shift one way it becomes harder to shift the other. Giving a chance to lower tier characters in high numbers to land hits on more powerful foes.
Interrupting Handseals
In order to interrupt a players handseals while in Close Quarters Combat (2 tiles of each other), the interrupter must have agility equal to or greater than the handseal speed and a means to do so. If the interrupter is outside of CQC they require Speed AND Agility equal to or higher than the other players handseals order to interrupt, and need to be able to move within range of course. Jutsu that specifically say they do not require handseals are not effected by handseal perks, but receive +15 Agility for the sole purpose of handseal speed calculations.
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Section 8
Special Effects:
Chakra Disruption -- This character can’t cast jutsu.
Blunt Blow -- At the 3rd stack: Target is stunned for 1 turn; Stacks then reset.
Blind -- This character can be flanked from all sides with the same effect as a back flank (-10 agility/speed).
Paralyze/Stun -- This character can’t act or move.
Sleep -- This character can not act or move until they wake up. Any instance of damage instantly dealt to a sleeping character instantly wakes them up.
Dazed -- This character receives -5 agility on their next turn.
Bleed -- This character loses 2 health per turn ignoring endurance.
Severe Bleed -- This character loses 4 health per turn ignoring endurance. Max of 3 stacks can be put on a target.
Burn -- This character loses 2 health per turn ignoring endurance.
Acid Burn -- This character loses 5 health per turn ignoring endurance.
Singe -- This character's endurance is reduced by 6 to the effected limb/area for two turns.
Chakra Drain -- This character loses an identified number of chakra per turn.
Root -- This character can’t move from their current location.
Slow -- This is considered any tile-movement reducing effect.
Delay -- The action of the character is delayed until a later turn.
Life Drain -- This ability steals a value from one players health and adds it to another.
Drowning -- This character is rooted and suffers -2 stamina and -5 health per turn.
Piercing -- Ignores endurance, but can be stopped by armor. (Ninjutsu with piercing does not get damage boosts from perks/other techniques)
Knocked Down -- This character receives -5 agility and -5 speed on their next turn. (Judo-style techniques only)
Instant-cast -- This ability happens instantly.
*Some status effects that deal damage over time (such as bleed, burn, etc.) can be stacked. However there can no more than 5 total stacks of these type of status effects on 1 individual at a time.
*All characters are immune to stun/sleep effects for one turn, following the turn they were stunned or set to sleep (Meaning if someone is stunned, they can not be stunned again or put to sleep for one turn).
*All characters receive 'unstunnable' buff after the second time they are stunned in combat (Meaning if someone is hit with a 2 turn stun, then later hit with a 1 turn stun, they no longer can be stunned for the duration of combat).
*All characters receive 'unsleeping' buff after the second time they are put to sleep in combat (Meaning if someone is hit with a 2 turn sleep, then later hit with another 2 turn sleep effect, they no longer can be put to sleep for the duration of combat).
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Section 9
Elemental Disadvantages
Katon [-10 damage when used against Suiton techniques]
Fuuton [-10 damage when used against Katon techniques]
Raiton [-10 damage when used against Fuuton techniques]
Doton [-10 damage when used against Lightning techniques]
Suiton [-10 damage when used against Doton techniques]
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Section 10
Water Jutsu From a Source
Water jutsu produced from a water source cost 50 less chakra, per rank, starting at C-Rank.
C-Rank; 50 less chakra
B-Rank; 100 less chakra
A-Rank; 150 less chakra
S-Rank; 200 less chakra
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Section 11
Below is a list of in game commands and their purpose;
"What you'd type in the command bar" - What it does
"Strength" - Displays set strength stat
"Speed" - Displays set speed stat
"Endurance" - Displays set endurance stat
"Agility" - Displays set agility stat
"Stamina" - Displays max stamina stat
"Set-Stamina" - Allows you to edit stamina stat
"Chakra" - Displays max chakra stat
"Set-Chakra" - Allows you to edit chakra stat
"Swarms" - Allows Aburame to check their insect swarms.
"Set-Swarms" - Allows Aburame to add/subtract their insect swarm count.
"Stacks" - Allows Hozuki to check their hydration stacks.
"Set-Stacks" - Allows Hozuki to add/subtract their hydration stacks.
"Calories" - Allows Akimichi to check their calories.
"Set-Calories" - Allows Akimichi to add/subtract their calorie count.
"Health" - Displays max health stat
"Set-Health" - Allows you to edit health stat
"Help" - Displays how to use Think/Whisper/Shout
"Damage Calculator" - Allows you to input damage done and endurance in order to calculate health negations. (Decimals are ignored via the system for convenience purposes)
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Section 12
Below are 'transformation buffs' that can be used with any Normal Doujutsu (Byakugan, Sharingan Stages 1-3);
Cursed Seal (Fuuinjutsu)
Domu (Doton)
Full Body Snake (Blood of the White Snake)
Gate 1
Below are 'transformation buffs' that can not be used in conjunction with any doujutsu, nor any other transformation type jutsu/perk. Activating these would forcefully shut down the user's Doujutsu IC and prevent them from being activated.
Butterfly Mode (Akimichi)
Bijuu Partial Transformation (Jinchuuriki)
Man-Beast Transformation (Inuzuka)
Lightning Armor (Raiton)
Any Sage Mode/Transformation
Gates 2-8
Mangekyou Sharingan
Tenseigan
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Section 13
Attacking a Village
When attacking a village, the first round always includes the (NPC) guards at the attacking location.
Villages can be attacked but doing so requires said group (or person) to get through the (NPC) shinobi guards first. Each village has these shinobi stationed along their gates and walls. For every 1 (NPC) shinobi at a section, that is -1 health that an attacker suffers (This means if a group of 5 attack the South Wall of Wind Country, and 8 (NPC) Shinobi are stationed on the South Wall, each of the attackers take -8 damage.)
This is to simulate them fighting through the NPC's that spotted them. Then said group squares off with the actual players (if any or on/show up). There is a max of 20 Shinobi that can be at any one section in this system. Only Kages, AAF/ANBU Leader, and Commander/General can buy Shinobi for their respective village.
Characters with a means to 'sneak' by (NPC) shinobi will be allowed to move forward without taking (NPC) Shinobi damage. Ways to sneak by are outlined below;
WIP
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Section 14
Jutsu Clashing
In order for jutsu to clash, both players must be at least 3 tiles apart. Agility between the two casters has to be no more than 15 after HSS (this is also factored as your sort of reaction time).
When the two jutsu clash the stronger jutsu carries on with its remaining damage;
IE if jutsu A is power 40 and just B is power 30 then Jutsu A wins and carries on to its target with 10 power remaining.
Multiple people can clash with one jutsu so long as it's in the same round. When clashing with AOE or multiple tile jutsu's the smaller jutsu targets only the tiles equal to its own size
IE blocking a five tile wide jutsu with a 1 tile wide jutsu only targets the one tile. The other four tiles continue to contain their original power.
Thus to take on a wide tile attack you may need several people working together to insure the safety of people behind you (See Madara's Goka Mekkyaku vs several people using Suijinheki)
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Section 15
Global Jutsu Cooldown
Unless stated otherwise on the jutsu, all jutsu have the following cooldowns after being used;
D/C Rank - None
B Rank - 1 turn cooldown
A rank - 2 turn cooldown
S rank - 3 turn cooldown
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Section 16
Bijuu Encounter
-Bijuu all have thousands of health points, but no endurance. All damage against a Bijuu are subtracted directly from the beasts health.
-Bijuu can not be sealed until thei health has fallen past half. If a Bijuu has 3,000 health, they need to fall below 1,500 to be sealed by a Master Fuuinjutsu User. Only the Dead Demon Consuming Seal can be used to seal a Bijuu regardless of their health.
-When a Bijuu attacks, the turn wait limit is only 1 for new individuals arriving on the seen.
-Bijuu sealed into players via event do not cost PP or RPP. It is a reward given by roleplay.
Section 1: Introduction
Section 2: Stat Descriptions
Section 3: Basic Combat Information
Section 4: Projectiles in Combat
Section 5: Close Quarters Combat
Section 6: Genjutsu Combat Information
Section 7: Flanking/Interrupting Handseals
Section 8: Special Effects
Section 9: Elemental Disadvantages
Section 10: Water Jutsu From a Source
Section 11: Helpful In-Game Commands
Section 12: Transformation/Buff Stacking
Section 13: Attacking a Village
Section 14: Clashing
Section 15: Global Jutsu Cooldown
Section 16: Bijuu Encounter
Section 1
Let’s be perfectly clear. Freeform RP is the first and most encouraged form of roleplay. It is strictly imagination versus imagination with perks, weapons, and abilities being the basis of what is possible. However these statistics are necessary even in freeform RP; Health, stamina, and chakra. Outside of those three stats, anything is possible and a battle should be both creative and enjoyable. If, after freeform RP is initiated, and an argument brews about what could or could not be done, THEN you utilize the Fallback rules below.
Again... Fallback Rules come into play should you come to a disagreement or simply not feel comfortable doing pure RP. This is not the universal means for combat RP.
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Section 2
Stat Descriptions:
Vitality - This is a shinobi's health stat. 1 Vitality is equal to 10 health. Any perks you see adding vitality actually raises your characters max health.
Endurance - This is a shinobi's defense stat. For every 3 endurance you have, you mitigate 1 damage from anything that does not say it ignores endurance. (That means 30 endurance would ignore 10 damage for example.) There is a damage calculator in game which makes calculating the damage you take easier. For every 50 endurance, you take -1 turn of stun from all jutsu/attacks that are not genjutsu based.
Agility - This is a shinobi's physical striking/handseal speed stat. Agility plays a role in almost all taijutsu, kenjutsu, and a few other areas. Even some ninjutsu could use agility as a measure of its speed. Agility also can be used to avoid attacks which is explained better in the further sections.
Speed - This is a shinobi's movement speed stat, as in from point A to point B. Everyone can move 3 tiles max at base. For every 10 speed you get, your characters max tile movement is raised +1. So if you have 37 speed, you could move 6 tiles (3 base, +3 for every 10 speed). Speed can also play a part in avoiding attacks which is explained better in the further sections.
Strength - This is a shinobi's physical power cap. It determines the strength of taijutsu and with weapons most of the time. While the average shinobi might be powerful but it is another thing to know how to use that power. Physical attack damage is capped at 15 for individuals who do not have perks that raise that cap.
Control - This is a shinobi's ninjutsu/genjutsu power stat. Usually the power of a ninjutsu and genjutsu is based on the user's control. Control also helps raise a players max chakra pool alongside stamina.
Stamina - This is a shinobi's physical reserves pool. When straining the body be it throwing taijutsu, running at max speed, etc. the shinobi's stamina will lessen. Be careful however, once a shinobi's stamina hits 0 they get knocked out!
Chakra - This is a shinobi's chakra reserves. Chakra is needed to launch a plethora of jutsu. Once you are out of chakra, you will be forced to carry on with physical attacks... if you can.
Handseal Speed - This is somewhat of a hidden stat but should be noted. Without any handseal speed perks, a shinobi's handseal speed is their agility-10. Handseal speed is used to determine if your jutsu can be interrupted before you finish your handseals or not. Jutsu that specifically say they do not require handseals are not effected by handseal perks, but receive +15 Agility for the sole purpose of handseal speed calculations.
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Section 3
Basic Combat Information
Action/Movement - Every turn in combat you are allowed one action and one movement unless you have a perk saying otherwise. Movement must always be performed before the action (reason being, sometimes people make actions that are deflected or altered in ways that prevent the movement. Trying to avoid forms of godmodding and lessen arguments).
An action marks the end of ones turn. Below are a breakdown of what counts as an action and movement;
Max-Movement: 3 base +1 tile per 10 speed. (Movement)
Jumping: 2 tiles high base +1 tile per 15 strength. Costs 1 stamina. (Movement)
Back Pedaling: -20 speed (-2 tile movement, down to 1) to try and avoid in CQC. (Movement)
Dedicated Block: This halves all damage taken after calculations. Requires agility equal to at least half the technique speed. -2 stamina to perform a dedicated block which uses the body or a weapon to block a blow (can not be used against AoE jutsu and can not block weapons without armor or another weapon). Can only be used twice in a combat situation, three times if used with a weapon. Weapons can not be used to block jutsu unless coated in chakra of a nature not weak to the oncoming attack (For example a katana in fire chakra flow can be used to perform a dedicated block versus a single tile doton jutsu, but can not be used against any suiton jutsu). (Movement)
Unarmed Attack: -1 stamina; Strength of attack is equal to users strength capping at 15 unless they have perks stating otherwise. (Action)
Jutsu/Throwing Weapons: Using a jutsu or throwing weapons. The base range of these type of attacks are 6 tiles unless specified otherwise. (Action)
Rest: Restores 2 stamina and 100 chakra per turn. (Action and Movement)
Picking up an 'Item of Worth' in combat: Consumes action but allows movement afterwards if capable.
Soft tissue Vital Points (eyes, inside the mouth, etc.) can’t be targeted as a means to avoid endurance until the target is knocked out by some means, jutsu specifically says otherwise, or the target chooses to go with it.
Carrying Others
While carrying another individual, max movement speed is reduced by 2 tiles. This is lowered to only -1 tile max movement speed if the person carrying has over 30 strength.
Joining a Combat Situation
Characters who were on the same map where combat started need to wait 2 turns before they can join combat. Characters from another map need to wait 3 turns before they can join combat.
Depleting Your Reserves
There are 3 stats that can reach 0 and each comes with their own adverse effects.
Chakra: For every ten points below 0 chakra you drop, you take one point health damage as you are then drawing from your life force (For example, at -200 Chakra, you would take -20 health).
Stamina: At 0 stamina, if your chakra is not already 0 it will immediately become 0. You are incapable of dodging, blocking, or performing any actions. You can still move however at your max tiles -2 (-20 speed).
Health: If your health reaches 0, so does your stamina and chakra. You fall into a defenseless state, knocked out, where you can be killed or severely injured.
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Section 4
Projectiles in Combat
Projectiles are ranged attacks (weapon and chakra based) that moves independently of a user's body.
Projectile Distance - All projectiles travel a max of 6 tiles before they drop off (weapons) or fizzle away (jutsu) unless specified otherwise via a perk or jutsu.
Reacting to projectiles - When a character is in danger of being struck by a projectile (weapon or jutsu), they can take the hit or use one of the following two options;
Dedicated Block (Used as your characters movement for the turn)
This halves all damage taken after calculations. Requires agility equal to at least half the technique speed. -2 stamina to perform a dedicated block which uses the body or a weapon to block a blow (can not be used against AoE jutsu and can not block weapons without armor or another weapon). Weapons can not be used to block jutsu unless coated in chakra of a nature not weak to the oncoming attack (For example a katana in fire chakra flow can be used to perform a dedicated block versus a single tile doton jutsu, but can not be used against any suiton jutsu). Can only be used (2) times in a combat situation, (3) times if used with a weapon. You may block an additional time for every 30 endurance you have (E.g 60 endurance means you can block a total of (4) times in combat).
Evade (Used as your characters movement for the turn)
Requires agility equal to at least half the technique speed to be able to 'react' quick enough to then attempt to evade.
'Flawless Evade' - Players with 10 Speed or more over the projectile speed can avoid it completely. (This means for a 20 speed jutsu, you would need 30 speed or more to completely evade.)
'Partial Evade' (Used as your characters movement for the turn) - If the character has within 9 speed (above or below) of the projectile, they are able to RP attempting to evade, however not fully doing so. This halves the damage they take, after damage calculations. [For example. Player A fires a 20 Damage, 20 Speed jutsu at Player B. Player B has between 11 and 29 speed. Player B can then RP attempting to evade it but still being hit in some way. Damage after calculations is then halved.]
Players with 10 or less speed of a projectile automatically take full damage after damage calculations.
Using the same jutsu back to back adds 100/200/300 (C/B/A) chakra cost every time. (For example if you use a C rank 200 Chakra costing Fireball turn 1, and want to use it again turn 2 it then costs 300 chakra. If you want to use the same thing again turn 3 it then costs 400 chakra etc. This resets to normal on the turn said jutsu is not used.)
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Section 5
Close Quarters Combat (CQC)
Taijutsi, Kenjutsu, and sometimes Nin/Tai.
CQC Distance - When an enemy is within 2 tiles of you, you both are then engaged in close quarters combat (CQC). While in CQC your overall movement speed is reduced by -2 tiles down to 1 tile minimum. In order to flank an opponent, in which you both have already been made aware of each other, while in CQC you need 10+ speed over their agility to flank from the side and 20+ speed over their agility to flank from behind.
Reacting in CQC - When a character is in danger of being struck by a CQC attack, they can take the hit or use one of the following two options;
Dedicated Block (Used as your characters movement for the turn)
This halves all damage taken after calculations. Requires agility equal to at least half the technique speed. -2 stamina to perform a dedicated block which uses the body or a weapon to block a blow (can not be used against AoE jutsu and can not block weapons without armor or another weapon). Can only be used twice in a combat situation, three times if used with a weapon. Weapons can not be used to block jutsu unless coated in chakra of a nature not weak to the oncoming attack (For example a katana in fire chakra flow can be used to perform a dedicated block versus a single tile doton jutsu, but can not be used against any suiton jutsu).
'Partial dodge' - In order to partially dodge a CQC attack (taking half the damage after calculations) your agility has to be no less than 10 below the striking speed and no more than 19 above. [For example to partially dodge a 20 speed strike, the defender needs between 10-39 agility]
'Flawless dodge' - In order to fully dodge a CQC attack (taking no damage) the defender must have 20 or more agility than the speed of the strike. [For example to fully dodge a 20 speed strike, the defender needs at least 40 Agility]
Players with less than 10 agility of a someone's striking speed take full damage after damage calculations.
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Section 6
Genjutsu
Typically when under the effects of genjutsu you lose stamina per round, which would be noted in the technique. When casting a genjutsu, the user expends the chakra for the genjutsu whether it is a success or not. The user is rooted (unable to move their current location) while their genjutsu is active unless their technique says otherwise.
Breaking Genjutsu
In order to break a genjutsu a user must first recognize they are in a genjutsu. Then they can use jutsu such as Kai, a perk such as willpower, reverse the genjutsu through some means, knock out the genjutsu user to end all active genjutsu they created, or inflict pain to themselves to break free.
(In order to break out of a jutsu using pain you must cause the following amount of damage to yourself (damage inflicted upon yourself ignores endurance). 10 health to break free of C ranks, 20 health to break free of B ranks, 30 health to break out of A rank Genjutsu.)
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Section 7
Flanking
Attacking from an opponent's sides or rear reduces their ability to defend themselves. There is two types of flanking, side attacks and back attacks explained below.
Side Attacks
When a character attacks from the side, the agility/speed of the defender is reduced by -6.
Back Attacks
When a character attacks from the back, the agility/speed of the defender is reduced by -10.
Certain jutsu/perks reduce the effectiveness of flanking, if not mitigate them completely (Usually things such as hearing, smelling, sensing perks, Byakugan, etc.).
Multiple Opponents
When being targeted by more than one player (Puppets, Clones etc do not factor) the target of these suffers -5 Agility/Speed to their dodge for each attack after the first. (IE the first attack, the user has their fully agility, attack number 2 is versus agility - 5, attack number 3 is versus agility -10, and so on.) This is because if you rapidly shift one way it becomes harder to shift the other. Giving a chance to lower tier characters in high numbers to land hits on more powerful foes.
Interrupting Handseals
In order to interrupt a players handseals while in Close Quarters Combat (2 tiles of each other), the interrupter must have agility equal to or greater than the handseal speed and a means to do so. If the interrupter is outside of CQC they require Speed AND Agility equal to or higher than the other players handseals order to interrupt, and need to be able to move within range of course. Jutsu that specifically say they do not require handseals are not effected by handseal perks, but receive +15 Agility for the sole purpose of handseal speed calculations.
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Section 8
Special Effects:
Chakra Disruption -- This character can’t cast jutsu.
Blunt Blow -- At the 3rd stack: Target is stunned for 1 turn; Stacks then reset.
Blind -- This character can be flanked from all sides with the same effect as a back flank (-10 agility/speed).
Paralyze/Stun -- This character can’t act or move.
Sleep -- This character can not act or move until they wake up. Any instance of damage instantly dealt to a sleeping character instantly wakes them up.
Dazed -- This character receives -5 agility on their next turn.
Bleed -- This character loses 2 health per turn ignoring endurance.
Severe Bleed -- This character loses 4 health per turn ignoring endurance. Max of 3 stacks can be put on a target.
Burn -- This character loses 2 health per turn ignoring endurance.
Acid Burn -- This character loses 5 health per turn ignoring endurance.
Singe -- This character's endurance is reduced by 6 to the effected limb/area for two turns.
Chakra Drain -- This character loses an identified number of chakra per turn.
Root -- This character can’t move from their current location.
Slow -- This is considered any tile-movement reducing effect.
Delay -- The action of the character is delayed until a later turn.
Life Drain -- This ability steals a value from one players health and adds it to another.
Drowning -- This character is rooted and suffers -2 stamina and -5 health per turn.
Piercing -- Ignores endurance, but can be stopped by armor. (Ninjutsu with piercing does not get damage boosts from perks/other techniques)
Knocked Down -- This character receives -5 agility and -5 speed on their next turn. (Judo-style techniques only)
Instant-cast -- This ability happens instantly.
*Some status effects that deal damage over time (such as bleed, burn, etc.) can be stacked. However there can no more than 5 total stacks of these type of status effects on 1 individual at a time.
*All characters are immune to stun/sleep effects for one turn, following the turn they were stunned or set to sleep (Meaning if someone is stunned, they can not be stunned again or put to sleep for one turn).
*All characters receive 'unstunnable' buff after the second time they are stunned in combat (Meaning if someone is hit with a 2 turn stun, then later hit with a 1 turn stun, they no longer can be stunned for the duration of combat).
*All characters receive 'unsleeping' buff after the second time they are put to sleep in combat (Meaning if someone is hit with a 2 turn sleep, then later hit with another 2 turn sleep effect, they no longer can be put to sleep for the duration of combat).
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Section 9
Elemental Disadvantages
Katon [-10 damage when used against Suiton techniques]
Fuuton [-10 damage when used against Katon techniques]
Raiton [-10 damage when used against Fuuton techniques]
Doton [-10 damage when used against Lightning techniques]
Suiton [-10 damage when used against Doton techniques]
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Section 10
Water Jutsu From a Source
Water jutsu produced from a water source cost 50 less chakra, per rank, starting at C-Rank.
C-Rank; 50 less chakra
B-Rank; 100 less chakra
A-Rank; 150 less chakra
S-Rank; 200 less chakra
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Section 11
Below is a list of in game commands and their purpose;
"What you'd type in the command bar" - What it does
"Strength" - Displays set strength stat
"Speed" - Displays set speed stat
"Endurance" - Displays set endurance stat
"Agility" - Displays set agility stat
"Stamina" - Displays max stamina stat
"Set-Stamina" - Allows you to edit stamina stat
"Chakra" - Displays max chakra stat
"Set-Chakra" - Allows you to edit chakra stat
"Swarms" - Allows Aburame to check their insect swarms.
"Set-Swarms" - Allows Aburame to add/subtract their insect swarm count.
"Stacks" - Allows Hozuki to check their hydration stacks.
"Set-Stacks" - Allows Hozuki to add/subtract their hydration stacks.
"Calories" - Allows Akimichi to check their calories.
"Set-Calories" - Allows Akimichi to add/subtract their calorie count.
"Health" - Displays max health stat
"Set-Health" - Allows you to edit health stat
"Help" - Displays how to use Think/Whisper/Shout
"Damage Calculator" - Allows you to input damage done and endurance in order to calculate health negations. (Decimals are ignored via the system for convenience purposes)
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Section 12
Below are 'transformation buffs' that can be used with any Normal Doujutsu (Byakugan, Sharingan Stages 1-3);
Cursed Seal (Fuuinjutsu)
Domu (Doton)
Full Body Snake (Blood of the White Snake)
Gate 1
Below are 'transformation buffs' that can not be used in conjunction with any doujutsu, nor any other transformation type jutsu/perk. Activating these would forcefully shut down the user's Doujutsu IC and prevent them from being activated.
Butterfly Mode (Akimichi)
Bijuu Partial Transformation (Jinchuuriki)
Man-Beast Transformation (Inuzuka)
Lightning Armor (Raiton)
Any Sage Mode/Transformation
Gates 2-8
Mangekyou Sharingan
Tenseigan
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Section 13
Attacking a Village
When attacking a village, the first round always includes the (NPC) guards at the attacking location.
Villages can be attacked but doing so requires said group (or person) to get through the (NPC) shinobi guards first. Each village has these shinobi stationed along their gates and walls. For every 1 (NPC) shinobi at a section, that is -1 health that an attacker suffers (This means if a group of 5 attack the South Wall of Wind Country, and 8 (NPC) Shinobi are stationed on the South Wall, each of the attackers take -8 damage.)
This is to simulate them fighting through the NPC's that spotted them. Then said group squares off with the actual players (if any or on/show up). There is a max of 20 Shinobi that can be at any one section in this system. Only Kages, AAF/ANBU Leader, and Commander/General can buy Shinobi for their respective village.
Characters with a means to 'sneak' by (NPC) shinobi will be allowed to move forward without taking (NPC) Shinobi damage. Ways to sneak by are outlined below;
WIP
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Section 14
Jutsu Clashing
In order for jutsu to clash, both players must be at least 3 tiles apart. Agility between the two casters has to be no more than 15 after HSS (this is also factored as your sort of reaction time).
When the two jutsu clash the stronger jutsu carries on with its remaining damage;
IE if jutsu A is power 40 and just B is power 30 then Jutsu A wins and carries on to its target with 10 power remaining.
Multiple people can clash with one jutsu so long as it's in the same round. When clashing with AOE or multiple tile jutsu's the smaller jutsu targets only the tiles equal to its own size
IE blocking a five tile wide jutsu with a 1 tile wide jutsu only targets the one tile. The other four tiles continue to contain their original power.
Thus to take on a wide tile attack you may need several people working together to insure the safety of people behind you (See Madara's Goka Mekkyaku vs several people using Suijinheki)
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Section 15
Global Jutsu Cooldown
Unless stated otherwise on the jutsu, all jutsu have the following cooldowns after being used;
D/C Rank - None
B Rank - 1 turn cooldown
A rank - 2 turn cooldown
S rank - 3 turn cooldown
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Section 16
Bijuu Encounter
-Bijuu all have thousands of health points, but no endurance. All damage against a Bijuu are subtracted directly from the beasts health.
-Bijuu can not be sealed until thei health has fallen past half. If a Bijuu has 3,000 health, they need to fall below 1,500 to be sealed by a Master Fuuinjutsu User. Only the Dead Demon Consuming Seal can be used to seal a Bijuu regardless of their health.
-When a Bijuu attacks, the turn wait limit is only 1 for new individuals arriving on the seen.
-Bijuu sealed into players via event do not cost PP or RPP. It is a reward given by roleplay.