Post by infinity on Mar 24, 2020 17:52:26 GMT
Section 1: Stats
Stat Descriptions:
Endurance - This is a shinobi's defense stat.
Agility - This is a shinobi's physical striking/dodging 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
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.
Control - This is a shinobi's ninjutsu/genjutsu power stat and speed. Usually, the power of a ninjutsu and genjutsu is based on the user's control. Control also helps raise a player’s 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.
Section 2: Combat
Endurance 2 Grades over damage dealt = No dmg taken.
Endurance 1 Grade over damage dealt = Light Damage.
Endurance within 2 steps of damage dealt = Moderate Damage.
Endurance 1 Grade below damage dealt = Heavy Damage.
Endurance 2 Grades below damage dealt = KO, but NOT death.
Three instances of light damage = 1 moderate.
Three instances of moderate damage = 1 heavy.
Two instances of heavy damage = KO.
Damage Mitigation in CQC
2 steps of reactive agility above enemy's striking speed = No Damage
1 step of reactive agility above enemy's striking speed = -1 Grade of damage.
Equal reactive agility to enemy's striking speed = -2 steps of damage.
1 step less of reactive agility than enemy's striking speed = -1 step of damage.
2 or more steps of reactive agility below enemy's striking speed = Full Damage.
Damage mitigations against Ninjutsu/Projectiles
2 steps of speed above enemy's jutsu = No damage
1 step of speed above incoming jutsu = -1 grade of damage
Equal speed to incoming jutsu = -2 steps of dmg
1 step of speed below incoming jutsu = -1 step of dmg
2 steps of speed below incoming jutsu = full damage
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 take 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 one's turn.
Blocking
You must have equal agility to the incoming attack to block it. When blocking with a weapon, you do not take any damage, however, your weapon's durability decreases.
Small Weapon: Breaks instantly when used to block
Medium Weapons: Can withstand 2 shot before breaking
Large weapons: Can withstand 3 before breaking
You not able to block a katon jutsu with your weapon and expect no damage. Unless you have chakra flow, but your chakra flow damage must equal to the incoming technique damage to successfully block it without any damage.
Join combat: Must wait at least 3 turns
No Chakra = Not allowed to perform jutsu
No Stamina = knocked out
Agility is used to dodge a technique, but speed is what is required to evade a technique. Agility only allows you to dodge 1 tile in any direction. Speed is what is used to help you avoid the technique or outrun it. If a 5x5 technique is coming to you, you need agility to react, but speed to dodge it completely. Both are as important as each other. However, if someone strikes a katana at me at B speed then you do not require Speed stat to move.
Section 3: Elemental Clashing
Katon [-1 grade damage when used against Suiton techniques]
Fuuton [-1 grade damage when used against Katon techniques]
Raiton [-1 grade damage when used against Fuuton techniques]
Doton [-1 grade damage when used against Lightning techniques]
Suiton [-1 grade damage when used against Doton techniques]
You can empower another jutsu and increase its overall power by +1 step. As long as you don't wholly out power.
Empowering Example 1: C power Fuuton and B power Katon, the katon techniques gained +1 step damage.
Empowering Example 2: If a B rank Katon technique is empowered by an A rank fuuton technique, the Katon technique gains +3 steps to its damage.
You cannot use a D power fuuton to empower a B katon since it will not be strong enough.
Every element and KKG has a proficiency associated with the skill. Justu will gain one step of power for every proficiency the caster has above the proficiency their opponent has for the technique they're countering with. If you use a Daitoppa with Wind Prof IV and your opponent uses a Daitoppa at Wind Prof II, your own Daitoppa immediately gains +2 steps of power towards the jutsu clash itself. This does not affect the damage it does to your opponent once it hits; this is solely for the clashing part of the encounter.
Kekkai Genkai Proficiency 1 = Equal to Proficiency III with normal elements.
Kekkai Genkai Proficiency 2 = Equal to Proficiency IV with normal elements.
Kekkai Genkai Proficiency 3 = Equal to Proficiency V with normal elements.
Section 4: Genjutsu
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
To break a genjutsu a user must first recognize they are in a genjutsu. Then they can use jutsu such as Kai or knock out the genjutsu user to end all active genjutsu they created, or inflict pain to themselves to break free.
(To break out of a jutsu using pain you must cause the following amount of damage to yourself (damage inflicted upon yourself ignores endurance). Genjutsu power - 1 grade = Damage needed to inflict to break free.
Control 1 step higher than genjutsu power = the user breaks free instantly
Control equal to Genjutsu power = 1 turn to break free
Control -1 step to Genjutsu = 2 turns
Control -2 steps to Genjutsu = can’t break free by themselves
Section 5: Health/Damage
An attack can cause give you 4 outcomes, light, moderate, heavy or one-shot.
Light = little scratch, cut, burn or bump
Moderate = Flesh wound, Burns, Deep cuts, Fracture.
Heavy = Broken Bones, Crush Bones, Intense Bleeding, Organ Damage, Deep pierced damage.
One Shot = Destroyed Organ, Delimb, Decapitate, Burned entirely.
Only After 2 Heavy Damage can a person be killed, or a One Shot can be done to kill immediately.
Section 6: Flanking
This is when an opponent decides to hit attack you from either the rear or on your side.
Side Flank:
If an enemy attacks you from the back then you suffer -1 step of agility.
Rear Flank:
If an enemy attacks you from the rear then you suffer -2 steps of agility.
Multiple Opponents:
When targeted by more than one attack the target of these suffer -1 step per attack. Example: You use a katon jutsu and your friend uses a doton jutsu, the target will use his full agility on the first attack, however he will suffer -1 step of agility on the 2nd attack. This means 1 person alone won’t be able to destroy a village by himself. This will also encourage you to stay in groups and not to randomly go and attack a full group.
(Using multiple small weapons count as 1 overall attack and any attack from a clone or puppet does not affect the target’s agility.)
Sections 7: Handseals
Hand Seal Speed 1: D Rank
Hand Seal Speed 2: C Rank
Hand Seal Speed 3: B Rank
Binding Seal: A Rank
Lightning Seal : S Rank
In order to interrupt a seal you must perform an attack which is done instantly (I.e. Physical strike or a Kunai), however, it must be +2 steps higher than the hand seal speed rank. Example: If someone is using HSS3 I must have A- agility to attack them and stop their seals.
Note: More rules will be added in this section so stay tuned.
Stat Descriptions:
Endurance - This is a shinobi's defense stat.
Agility - This is a shinobi's physical striking/dodging 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
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.
Control - This is a shinobi's ninjutsu/genjutsu power stat and speed. Usually, the power of a ninjutsu and genjutsu is based on the user's control. Control also helps raise a player’s 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.
Section 2: Combat
Endurance 2 Grades over damage dealt = No dmg taken.
Endurance 1 Grade over damage dealt = Light Damage.
Endurance within 2 steps of damage dealt = Moderate Damage.
Endurance 1 Grade below damage dealt = Heavy Damage.
Endurance 2 Grades below damage dealt = KO, but NOT death.
Three instances of light damage = 1 moderate.
Three instances of moderate damage = 1 heavy.
Two instances of heavy damage = KO.
Damage Mitigation in CQC
2 steps of reactive agility above enemy's striking speed = No Damage
1 step of reactive agility above enemy's striking speed = -1 Grade of damage.
Equal reactive agility to enemy's striking speed = -2 steps of damage.
1 step less of reactive agility than enemy's striking speed = -1 step of damage.
2 or more steps of reactive agility below enemy's striking speed = Full Damage.
Damage mitigations against Ninjutsu/Projectiles
2 steps of speed above enemy's jutsu = No damage
1 step of speed above incoming jutsu = -1 grade of damage
Equal speed to incoming jutsu = -2 steps of dmg
1 step of speed below incoming jutsu = -1 step of dmg
2 steps of speed below incoming jutsu = full damage
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 take 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 one's turn.
Blocking
You must have equal agility to the incoming attack to block it. When blocking with a weapon, you do not take any damage, however, your weapon's durability decreases.
Small Weapon: Breaks instantly when used to block
Medium Weapons: Can withstand 2 shot before breaking
Large weapons: Can withstand 3 before breaking
You not able to block a katon jutsu with your weapon and expect no damage. Unless you have chakra flow, but your chakra flow damage must equal to the incoming technique damage to successfully block it without any damage.
Join combat: Must wait at least 3 turns
No Chakra = Not allowed to perform jutsu
No Stamina = knocked out
Agility is used to dodge a technique, but speed is what is required to evade a technique. Agility only allows you to dodge 1 tile in any direction. Speed is what is used to help you avoid the technique or outrun it. If a 5x5 technique is coming to you, you need agility to react, but speed to dodge it completely. Both are as important as each other. However, if someone strikes a katana at me at B speed then you do not require Speed stat to move.
Section 3: Elemental Clashing
Katon [-1 grade damage when used against Suiton techniques]
Fuuton [-1 grade damage when used against Katon techniques]
Raiton [-1 grade damage when used against Fuuton techniques]
Doton [-1 grade damage when used against Lightning techniques]
Suiton [-1 grade damage when used against Doton techniques]
You can empower another jutsu and increase its overall power by +1 step. As long as you don't wholly out power.
Empowering Example 1: C power Fuuton and B power Katon, the katon techniques gained +1 step damage.
Empowering Example 2: If a B rank Katon technique is empowered by an A rank fuuton technique, the Katon technique gains +3 steps to its damage.
You cannot use a D power fuuton to empower a B katon since it will not be strong enough.
Every element and KKG has a proficiency associated with the skill. Justu will gain one step of power for every proficiency the caster has above the proficiency their opponent has for the technique they're countering with. If you use a Daitoppa with Wind Prof IV and your opponent uses a Daitoppa at Wind Prof II, your own Daitoppa immediately gains +2 steps of power towards the jutsu clash itself. This does not affect the damage it does to your opponent once it hits; this is solely for the clashing part of the encounter.
Kekkai Genkai Proficiency 1 = Equal to Proficiency III with normal elements.
Kekkai Genkai Proficiency 2 = Equal to Proficiency IV with normal elements.
Kekkai Genkai Proficiency 3 = Equal to Proficiency V with normal elements.
Section 4: Genjutsu
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
To break a genjutsu a user must first recognize they are in a genjutsu. Then they can use jutsu such as Kai or knock out the genjutsu user to end all active genjutsu they created, or inflict pain to themselves to break free.
(To break out of a jutsu using pain you must cause the following amount of damage to yourself (damage inflicted upon yourself ignores endurance). Genjutsu power - 1 grade = Damage needed to inflict to break free.
Control 1 step higher than genjutsu power = the user breaks free instantly
Control equal to Genjutsu power = 1 turn to break free
Control -1 step to Genjutsu = 2 turns
Control -2 steps to Genjutsu = can’t break free by themselves
Section 5: Health/Damage
An attack can cause give you 4 outcomes, light, moderate, heavy or one-shot.
Light = little scratch, cut, burn or bump
Moderate = Flesh wound, Burns, Deep cuts, Fracture.
Heavy = Broken Bones, Crush Bones, Intense Bleeding, Organ Damage, Deep pierced damage.
One Shot = Destroyed Organ, Delimb, Decapitate, Burned entirely.
Only After 2 Heavy Damage can a person be killed, or a One Shot can be done to kill immediately.
Section 6: Flanking
This is when an opponent decides to hit attack you from either the rear or on your side.
Side Flank:
If an enemy attacks you from the back then you suffer -1 step of agility.
Rear Flank:
If an enemy attacks you from the rear then you suffer -2 steps of agility.
Multiple Opponents:
When targeted by more than one attack the target of these suffer -1 step per attack. Example: You use a katon jutsu and your friend uses a doton jutsu, the target will use his full agility on the first attack, however he will suffer -1 step of agility on the 2nd attack. This means 1 person alone won’t be able to destroy a village by himself. This will also encourage you to stay in groups and not to randomly go and attack a full group.
(Using multiple small weapons count as 1 overall attack and any attack from a clone or puppet does not affect the target’s agility.)
Sections 7: Handseals
Hand Seal Speed 1: D Rank
Hand Seal Speed 2: C Rank
Hand Seal Speed 3: B Rank
Binding Seal: A Rank
Lightning Seal : S Rank
In order to interrupt a seal you must perform an attack which is done instantly (I.e. Physical strike or a Kunai), however, it must be +2 steps higher than the hand seal speed rank. Example: If someone is using HSS3 I must have A- agility to attack them and stop their seals.
Note: More rules will be added in this section so stay tuned.