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Battle Rules -- Final v2

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Battle Rules -- Final v2 Empty Battle Rules -- Final v2

Post by Admin Sat Apr 02, 2016 2:37 am

Welcome to the Shinobi Way battle system.  Since you are here, you are interested in taking part in battles!  Well, here is a good place to start.
However, before we begin, please be sure you read:  
- Battle Start Conditions : to learn what you need to do before battle in order to call a Battle Moderator (BM)
- How to Battle : to learn how to actually perform a battle and how to interact with the BM.

Once you have read that, feel free to continue with the rest of the rules:
*Just a NOTE.  Normal players don't have to worry about the majority of these rules as these rules are mainly there for the BMs, but knowing how the battle system works will also help you know what you can/cannot do during a battle.  The Battle Rules stated here are in their entirety and there aren't any hidden secrets.  (Because BM secrets are dumb)

BASIC BATTLE RULES
001.  Understanding Your Stats
002.  Character Inventory
003.  Action Speed and Turn Order
004.  Hitting and Missing
005.  Crits and Perfect Dodges
006.  Dealing Damage/Applying Armor
007.  Using Effect Difficulty
008.  Chakra and Stamina Costs
009.  Rules for Ninjutsu, Genjutsu, Taijutsu, and Puppet Jutsu
010.  Other actions everyone else can perform
011.  End of Battle

ADVANCED BATTLE RULES
001.  Conditionals
002.  Jutsu Avoidance (like bodyswitch)
003.  Stealth
004.  Clones
005.  Summons/Pets
006.  Dual/Multi-Wielding
007.  Poisons
008.  Called Shots
009.  Taking a form
010.   Breaking Handseals


Last edited by Admin on Thu May 26, 2016 7:26 pm; edited 6 times in total
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Sat Apr 02, 2016 8:51 am


Understanding Your Stats




Part 1:  What are my stats?
Everyone starts out with 15 stats.  These stats are:
HP:  These are your health points.  They determine how many hits you can take before becoming unconscious.
CP:  These are your chakra points.  They determine your ability to use chakra.  You can consider this similar to MP in other games.
SP:  These are your stamina points.  Unlike CP, these are used specifically for Taijutsu and Puppet Jutsu.

T. Acc:  This is your Taijutsu Accuracy.  This will determine your ability to land a hit using weapon strikes and taijutsu (both melee and ranged)
T. Dodge:  This is your Taijutsu Dodge.  Any attack that is a taijutsu is countered with Taijutsu dodge.  This determines your ability to avoid taijutsu attacks.
N. Acc:  This is your Ninjutsu Accuracy.  This will determine your ability to land a hit using Ninjutsu.
N. Dodge:  This is your Ninjutsu Dodge.  Any attack that is a ninjutsu is countered with Ninjutsu dodge.  This determines your ability to avoid ninjutsu attacks.
P. Acc:  This is your Puppet Accuracy.  This will determine your ability to land a hit using Puppets and Puppet Jutsu.
P. Dodge:  This is your Puppet Dodge.  Any attack that is a puppet jutsu is countered with Puppet Dodge.  This determines your ability to avoid puppet attacks and is also the stat used for your puppets to avoid attacks.

G. Diff:  This is your Genjutsu Difficulty.  This will determine your ability to land a genjutsu.
G. Save:  This is your Genjutsu Save.  This will determine your ability to resist genjutsu.
E. Diff:  This is your Effect Difficulty.  This will be rolled when there is an action that has a secondary effect.  Instead of percentages used to determine if effects are made, E. Diff is used.
E. Save:  This is your Effect Save.  When a secondary effect has been activated, this will be your saving roll against it.
S. Diff:  This is your Stealth Difficulty.  This will determine your ability to enter stealth or cause clone confusion.
S. Awareness:  This is your Stealth Awareness.  This will determine your ability to detect those in stealth or your ability to detect clones.


Part 2:  Increasing Stats
To see how you increase your stats, please read the Training Rules.  
Here, you will learn how these stats are increased.

For HP, CP, SP
HP, CP, and SP works a bit differently than the rest of the stats.
Every point gained in HP, CP, and SP increases their value by a certain amount.
HP:  Starts off at 1000.  Every point increases this by 250.
CP:  Starts off at 1000.  Every point increases this by 100.
SP:   Starts off at 100% and does not change.
**So if Jack has a score of 15 HP and 11 CP they have:
HP:  1000 + (15x250) = 4750 HP
CP:  1000 + (11x100) = 2100 CP
SP:  100%

For all other stats
Everyone starts off with a d20 for each of their rolls (Effectively, they will have 0 in every stat).
When one gets an increase to their stats, the number of sides of the dice will change.
So if you have a 5 in T. Acc, you get a d25 roll instead of the standard d20.  
But why not d20+5?  Because that system is used over and over again; beaten to death.  Also, the reason the d20+5 version isn't used is due to the fact that someone of an extremely high level would NEVER get touched by someone of a much lower rank.  With the way the rolls are done here, even a student has a chance to hit a kage making battles require more strategy instead of just piling stats.


Part 3:  Stat Caps
With the way this site is designed, there is no absolute cap level and there is no absolute cap to your stats.  
You can min-max any way you want.  You could put all of your stats into HP if you desired or you could split all of your points into 3 stats of your choosing.  
Customization is completely up to you on how you want your character to grow.

Part 4:  Stat Boosts
This goes for either passive or activated stat boosts.  
If you have:
Taijutsu Accuracy score of 15
Have a Passive that grants +3 Taijutsu Accuracy
Have a buff that grants +3 Taijutsu Accuracy
You will have a 21 Taijutsu accuracy, and will be rolled as if you had a score of 21 on your Taijutsu accuracy.  In other words, any bonuses aren't treated "after the fact" and are rolled into your score.


Last edited by Admin on Thu May 26, 2016 12:24 am; edited 11 times in total
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Sat Apr 02, 2016 9:25 am

Character Inventory




Everyone has inventory.  Your inventory can range anywhere from weapons to standard, every day items.  How you use your inventory is completely up to you.  But we'll show you what goes into your battle inventory.

Everyone starts out with 6 inventory slots.
- Each weapon takes up a single inventory slot (ranged weapons like throwing knives, however, count as 1 weapon even if you might have 1,000 throwing knives.  As long as it's the same item, it counts as 1)
- Your Heirloom, if you decide to bring it into battle, uses up an inventory slot.
- Consumables.  They come in stacks and you can have a single stack in an inventory slot.
- Kawarimi Target.  These do not stack and they take up 1 inventory slot.
- Bag.  They can hold multiple consumables. While it takes an action to go through your bag to get an item, this is a great way to hold more items.  You may only have 1 bag and it only takes 1 inventory slot.
- A piece of armor takes up 1 inventory slot.

While you have a small amount of inventory slots, use them wisely.  
Pro-tip: For consumables that you need to use in a hurry, have them in an inventory slot outside of a bag.


Non-Battle Inventory
This is also important.  Your non-battle inventory are things you didn't take into battle.  Keep note of these in your profile.  You should only take whatever you need with you into battle.


Consumables
As the name implies.  When you use a consumable, that's it.  If you run out of consumables, you'd have to buy more.  You'll know if they are consumable or not by checking the item in their appropriate shops.
When you use them in battle, the BM will keep track of your consumables and send this list off to a mod.  The mod will delete them from your inventory after the battle.


Last edited by Admin on Wed Apr 06, 2016 8:44 am; edited 1 time in total
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Mon Apr 04, 2016 6:43 pm


Action Speed and Turn Order




With all games involving a battle system, there is a turn order.  The way turn order is determined is by use of Action Speed.  All actions on this site have a speed rating attached to them which determines how fast an action is.  As you would guess, the more powerful the attack, the slower it is.

Number of Actions
To start off, everyone is granted either a maximum of 4 actions or if their actions exceed 100 Speed per round.  Once either of these conditions are met, their actions for that round are finished.

Action Speed
Action speed is divided by rank of the action.
Ninjutsu and Genjutsu usually require handseals and are thus, slower than Taijutsu and Puppet Jutsu.  Handseals have their own time that must be made before the actual jutsu's speed.

D Rank:  3 Speed for Handseals / 10 Speed for Jutsu  
C Rank:  5 Speed for Handseals / 15 Speed for Jutsu  
B Rank:  7 Speed for Handseals / 20 Speed for Jutsu  
A Rank:  8 Speed for Handseals / 25 Speed for Jutsu  
S Rank:  10 Speed for Handseals / 30 Speed for Jutsu
X Rank:  13 Speed for Handseals / 40 Speed for Jutsu  
Basic Strikes:  8 Speed
All other actions:  25 Speed (unless otherwise specified)

The handseals for Nin and Gen happen before the jutsu is executed.  While handseals make Ninjutsu and Genjutsu slower, that also makes them more powerful than Taijutsu and Puppet Jutsu.  (Taijutsu and Puppet Jutsu are 75% faster, thus making them 75% weaker).

Action Stacking
Now that you know what the action speeds are, we can get into action stacking.  Action stacking is how one piles up the actions into a timeline.  This is pretty simple.  All you do is take the Action Speed of their actions (which will be present in their jutsu) and simply add them up.
For Example:
Spoiler:
To figure out what actions happen at what part of the timeline, you simply take the Action Speed of the Action and add it to the previous number to get the action's position in line.  As you noticed, Joe's A Rank Ninjutsu has a combined speed of 33 (8 for the handseal and 25 for the jutsu).

Action Stacking for multiple people
Now this is where the actual time stacking occurs.  Just like how you performed the above, you will have another person you are fighting have their time-stack as well put into the same timeline.  So for a massive battle involving multiple people, you might have a very long timeline.  Put all actions in a timeline to determine who goes when.  

All actions that are placed on the timeline will also be placed in the mod for a round as well to show people the action of events.  (Minus the math in italics)

Time Clashes
You will come across Time Clashes where you and your opponent will attack each other at the same time.  Nothing special occurs here, but what you need to know is if 2 actions occur at the same time, they do not interfere with one another.  If you opponent performs a debuffing move on you and you attack your opponent, this attack goes unhindered (without the debuffs) while your opponent has to dodge.  The debuff wouldn't occur until after the action is complete.

Speed Changes
If there was an attack that either suppressed you, sped you up, or slowed you down; your actions will be changed with a static number and not a percentage.  There are 2 types of Speed Changes:  1)  Action Speed Changes, 2) Handseal Speed Changes.  These changes will be stated in the ability/jutsu being used so the mod knows what is effected.


Last edited by Admin on Thu May 26, 2016 1:25 am; edited 2 times in total
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Mon Apr 04, 2016 7:01 pm

Hitting and Missing




In order to win, you must hit things and take your enemy's HP to 0.  Inversely, in order to not lose, you must avoid attacks.  Here, you will learn how your stats are calculated into hitting and missing(dodging).

Hitting
Depending on what your attack style is:  Ninjutsu, Taijutsu, Genjutsu, Puppet Jutsu will determine what stat you use.  
Naturally:
When using Ninjutsu, Ninjutsu Accuracy is used
When using Taijutsu, Taijutsu Accuracy is used
When using Puppet Jutsu, Puppet Accuracy is used
When using Genjutsu, Genjutsu Difficulty is used.

Whenever you perform an offensive action, you will use one of the above stats.  You then use whatever your score is for that accuracy and the BM will make a roll for it.
If you have a 17 in Taijutsu Accuracy, the BM will roll a d37
Once the BM rolls that, you have to wait for the opposing roll to be made.  It will be a hit if your attack is OVER your opponent's dodge roll.
Example:

Auto-Hits
Auto-hits are just that, hits that automatically happen.  With the way the battle rules work here, if you are an attacker and you roll above your opponent's maximum dodge, it is considered an automatic hit as they have no ability to dodge the attack.
Example:


Evading
Just like hitting, you also have stats that you use specifically for avoiding attacks.  Depending on the attack done to you will determine what stat you use for avoiding attacks.  
If attacked by a Ninjutsu, you will use Ninjutsu Dodge
If attacked by a Taijutsu, you will use Taijutsu Dodge
If attacked by a Puppet Jutsu, you will use Puppet Dodge
*If your puppet is being attacked, you will use Puppet Dodge
If attacked by a Genjutsu, you will use Genjutsu Save

*The Puppet Dodged used in this manner doesn't check for attack typing.  Puppets are immune to Genjutsu, so puppets will use this to avoid Ninjutsu, Taijutsu, and other Puppet attacks.

Unlike attacking, this stat is a reactive stat; waiting for the attacker to make an attack.  Once they have rolled their attack, in order to successfully dodge an attack, you must roll equal to or higher than your opponent's attack.
Example:
Yes, ties go to the defender.

Unfortunately, there isn't an auto-hit equivalent for defending.  However, there are many ways to make it to where you can quickly get out of danger (such as bodyswitch, clones, etc) so defending yourself isn't necessarily out of the question.  It's just not automatic.


Last edited by Admin on Wed Apr 06, 2016 8:45 am; edited 1 time in total
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Mon Apr 04, 2016 7:32 pm

Crits and Perfect Dodges



Critical Hits:
These are made when a fighter strikes the top 10% of their attack range rounded to the nearest 10s.
An example of this, would be if a Ninja has a 27 Ninjutsu Accuracy rating, they would roll a d47 for their Ninjutsu Accuracy.
10% of 47 is 4.7. This rounds up to 5.
The top 10% would be a roll between 43-47 (which is a span of 5).
Any rolls between 43-47 will result in a critical hit.

Critical Hits gain:
- Auto-Hit
- 2x damage
- Damage ignores armor
- Secondary Effects are automatic
- If this is done with a Genjutsu, the Genjutsu cannot be resisted.

Perfect Dodges:
These are made when a fighter strikes the top 10% on their dodge range rounded to the nearst 10s.
An example of this would be if a Ninja has 14 Ninjutsu Dodge rating, they would roll a d34 for their Ninjutsu Dodge.
10% of 34 is 3.4. This rounds down to 3.
The top 10% would be a roll between 32-34 (which is a span of 3)
Any rolls between 32-34 will result in a Perfect Dodge.


Perfect Dodge gains:
Completely dodges the remainder of a multi-hit attack. (If the first of 5 hits and the second was a Perfect Dodge, they automatically dodge the rest).
The shinobi that made the perfect dodge gains +5 Accuracy to their next action. (if it's against the person they dodged)
The shinobi gains 15% more damage to their next action (if it's against the person they dodged)
Next action is performed at -5 speed.

*NOTE: All of the Perfect Dodge bonuses are only used if the next action made by the shinobi is aimed at the person they dodged.
*NOTE: Perfect Dodge is not obtainable when put against an Auto-Hit


There is no limit to how many times a person can land a critical hit on a person nor a Perfect Dodge.
However, bonuses granted to a person for either bonus Crit chances or Perfect Dodge chances will be slim and all jutsu created with bonus chances will be highly scrutinized.
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Wed Apr 06, 2016 10:11 am

Dealing Damage and Applying Armor



The below is how you will calculate damage of your actions before applying armor:
[Action Damage x (%Buff)] + Static Damage Buffs = Damage
Action Damage -- This is the damage stated by your actions.  Ninjutsu and Genjutsu will have their damages stated directly in the jutsu while Taijutsu/Puppet Jutsu relies on the weapon used and the multiplier of the jutsu, itself.  When performing Taijutsu/Puppet Jutsu, that calculation is considered part of Action damage.

%Buff -- This encompasses not only buffs but debuffs as well.  Buffs and debuffs using percentages will be added/subtracted together to come up with the final percentage buff calculation.  Once added/subtracted, that number will be converted to a decimal form.  So if you have a 15% buff and a 20% debuff on you, your %buff would be -5% damage.  The decimal format for -5% is 0.95.  

Static Damage Buffs -- Unlike %Buff, this is applied AFTER Action Damage and %Buffs.  However, this is also added/subtracted with buffs/debuffs to come up with the final calculation.  So if you have +10 dmg buff and -3 dmg debuff, you would have a +7 damage to that jutsu after the Action Damage and %Buff.

Example -- Taijutsu:
Joe Ninja has as sword that deals 25 damage
Joe Ninja is going to perform a jutsu that has a multiplier of 10.7
Joe Ninja's Action Damage is (25*10.7) = 267.5....  267
Joe Ninja has a +25% damage buff to Taijutsu
Joe Ninja also has a -30% damage debuff to all types
Joe Ninja has a +30 Static Damage buff

[267 x (25-30)] + 30
[267 x (5%)] + 30
[267 x 0.95] + 30
253.65...  253 + 30
283 is the damage he will do prior to armor being applied.



Applying Armor/Barriers
Once you have found how much damage you will do, the next step is to apply armor or barriers, if applicable.

The formula for this will be:
(Damage of action - Barrier) x ArmorRating

Barriers
Barriers will ALWAYS negate a static amount of damage coming in through the barrier equivalent of the barrier's HP.
If an attack deals more damage than the barrier's remaining HP, the target behind it will have to dodge.  But if they take damage, the difference between the damage and the barrier's HP is what will damage the target.
Barrier HP = 200
Jutsu aimed at Barrier = 350
350 - 200 = 150
150 damage will be dealt to the person(s) behind the barrier (if they don't successfully dodge)

Armor Rating
Armor Rating will always be in percentages.  Armor Rating, for the sake of argument uses the following formula:
Armor Score of the Armor + (Armor Buff% - Armor Debuff%)
So if you have an armor score of 10, you absorb 10% of the damage.
You subtract the armor buff% and debuff% to give yourself a percentage.
After your Buff/Debuff is figured out, then you add/subtract that to your Armor Score
Example:  Armor has a score of 10%.  You have a +10% Armor Buff and a -15% Armor Debuff.  
10% - 5% = 5% Armor Rating

Now that you know how Barriers and Armor Rating works....
Let's see Dealing Damage and Applying Armor in Action.


Spoiler:
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Wed Apr 06, 2016 10:40 pm


Using Effect Difficulty



Effect Difficulty isn't used like every other stat as it doesn't have a direct use in combat (in terms of HP/CP/SP or accuracy/dodge).  Effect Difficulty is primarily used for 1 primary purpose:
Secondary Effect Chances -- This grants the user the ability to perform a secondary effect, rolling Effect Difficulty vs Effect Save instead of an arbitrary percentage.

Secondary Effect Chances
All jutsus/skills that have a secondary effect chance will state it has a secondary effect chance.  All created jutsu will also state it's secondary effect chance with either:
+X -- Which improves your chances at hitting your secondary effect
+0 -- No change
- X -- Which lowers your chances at hitting your secondary effect.
Along with the secondary effect chances, you will also see what the secondary effect does.
Example:
Fire Flame Napalm
Type:  Fire Ninjutsu
Target(s):  Up to 3 targets can be effected.
Damage:  Deals 450 damage
Secondary Effect Chance:  +2 DC
Secondary Effect:  Burn -- Those that are caught in the fire suffer 10% of this jutsu's damage for 3 rounds at the end of every round.
Cost:  250 Chakra
As you see above, you will see your Secondary Effect chances, which is +2 to your current Effect Difficulty and the description of what the Secondary Effect was.  In this case, a burn.  

In order to make a successful Secondary Effect Chance, you must first hit with the primary effect.  In the example above, the primary effect is it deals damage to up to 3 people.  Upon a successful hit, all those effected must make a secondary roll.  In the above example, the shinobi using the jutsu rolls Effect Difficulty +2 vs the Effect Save of the 3 ninja they hit.  Only if they roll above the saves will the secondary effect activate.
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Fri Apr 15, 2016 2:09 am


Chakra and Stamina Costs



Part 1:  Chakra Costs
Chakra Costs will be the bread and butter to anyone who plans on using Ninjutsu or Genjutsu.  CP is one of your 3 Core Stats that can be increased by stat allocation.  You start off with 1000 CP and increases by 100 for every point added into CP.  

Chakra Costs are quite simple.  For the cost of the jutsu, you simply subtract the number from your pool.  
All Cost changes will be managed in percentages:
Total Chakra Cost = Jutsu Cost x (Raises in Cost - Lowering in Cost).
So if someone used a jutsu that costs 400 Chakra with a debuff of +25% Chakra Cost and a passive of -10% chakra cost, the final calculation would be 400*1.15 bringing the total chakra cost to 460 Chakra.

Chakra Burn
If you don't have enough Chakra to use a jutsu, you just can't use it.  Chakra burn isn't a thing on this site.

Ways to regain chakra
There are bloodline/combat specialty/kinjutsu skills that may offer a way to regain chakra.  There are also specific items you can take to regenerate chakra.  While you have a LOT of chakra to work with, be aware that it is very difficult to regain lost chakra.


Part 2:  Stamina Costs
This will be the primary costs for using Taijutsu and Puppet Jutsu.  SP is one of the 3 core stats that DO NOT increase as you rank up.  Everyone starts with 100% SP and will use a certain amount of SP depending on their rank and the rank of the Taijutsu/Puppet Jutsu used.  
Basically, an A Rank shinobi using an A Rank Taijutsu will have it cost more SP than an X Rank using an A Rank Taijutsu.  (Considering the X Rank is more proficient at the A Rank Taijutsu than the A Rank is)
The following table will be followed for SP Costs:
OOC RankD Rank JutsuC Rank JutsuB Rank JutsuA Rank JutsuS Rank JutsuX Rank Jutsu
D Rank
Shinobi
15%----------
C Rank
Shinobi
12%15%%--------
B Rank
Shinobi
9%12%15%------
A Rank
Shinobi
6%9%12%15%----
S Rank
Shinobi
3%6%9%12%15%--
X Rank
Shinobi
0%3%6%9%12%20%


Overusing Stamina
It is possible to overuse stamina (go into negative SP).  However, this comes at a heavy cost.  Once you have reached negative stamina, your character's actions are instantly stopped and you are forced to enter Rest.  (See information for this below)  Instead of normal Resting bonuses, you gain half Resting bonuses (12 SP regained) and you cannot dodge.  You are forced to rest until you return to positive SP (Zero or above).  Doing this will leave you vulnerable to attacks, so keep an eye on your SP and don't over-use it!

Regaining Stamina
Unlike Chakra, there aren't many passive ways to regain stamina.  The main method of regaining SP is through using Rest.

When using Rest, you regain 25 SP per instance of Rest.  
Rest lasts for 25 Speed.
During Rest, you may dodge, but you only dodge with the standard d20 (meaning, no bonuses).  One may rest for all 4 actions in a round to fully regain their Stamina, but they may lose quite a bit of HP to do so.  

Increases/Decreases to Stamina Cost
Unlike Chakra, these numbers will be flat numbers corresponding to SP (to alleviate confusion).  These numbers will be generally low as Stamina penalties can be crippling.  When taking Stamina increases/decreases into account, these numbers will either be added or subtracted (depending on what it does).  So if Joe does a taijutsu that requires 15 Stamina, but he was hit with an effect that increases the next jutsu's cost by +5 Stamina, but has a passive that lowers stamina cost by 2, it will be:  15 + 5 - 2.  Which equals 18.


Last edited by Admin on Thu May 26, 2016 8:12 am; edited 1 time in total
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Fri Apr 15, 2016 2:25 am


Rules for using Ninjutsu, Genjutsu, Taijutsu, and Puppet Jutsu



Part 1: Rules for using Ninjutsu
1: Ninjutsu normally requires handseals. See the jutsu, itself, for handseal timing. See Timing rules for how Handseal Timing works.
2: Ninjutsu requires both hands to use Ninjutsu (Unless you have One-Handed Seals or a Ninjutsu that doesn't use Handseals). This means, that you cannot have a weapon in your hand when performing handseals. If you do this in a mod, your actions will be considered dead actions (the mod will not ask you to fix your actions).
3: All Ninjutsu will use Ninjutsu Accuracy as it's main stat when targeting a foe. This is regardless of if the jutsu is in melee range or not.
4: All Ninjutsu will use Ninjutsu Dodge when dodging a Ninjutsu.
5: If you are hit during Handseal usage, you must succeed an Effect Save roll to not have your jutsu cancelled.
6: Ninjutsu all have a secondary effect depending on it's element. These come naturally for all ninjutsu of a particular element (original elements will have theirs recorded for paper-trail reasons).

Part 2: Rules for Genjutsu
1: Genjutsu normally requires handseals. See the jutsu, itself for handseal timing. See Timing rules for how Handseal Timing works.
2: Genjutsu requires both hands to use Genjutsu (unless you have One-Handed Seals or a Genjutsu that doesn't use Handseals). This means that you cannot have a weapon in your hand when performing handseals. If you do this in a mod, your actions will be consideered dead actions (the mod will not ask you to fix your actions).
3: All Genjutsu use Genjutsu Difficulty as it's main stat when targeting a foe. This is regardless of if the jutsu is in melee range or not.
4: All Genjutsu will use Genjutsu Save when resisting a Genjutsu.
5: If you are hit during Handseal usage, you must succeed an Effect Save roll to not have your jutsu cancelled.
6: When a target is hit with a Genjutsu they have seen before in that fight, they can make a second Genjutsu Save roll to completely resist it.
7: At the beginning of every round, someone affected by a Genjutsu must roll a Genjutsu Save against the user of the Genjutsu for EVERY genjutsu they are affected by. If they succeed a roll, they "recognize" they are in a Genjutsu and are capable of using a Genjutsu Cancel. Using a Genjutsu Cancel uses up an action.
8: Genjutsu that deal damage are not effected by armor as they are mental attacks.
9: A target may only be affected by a single Genjutsu at a time, where the higher ranking Genjutsu supercedes the weaker.
10: Re-apply a genjutsu on a target doesn't stack it's effectiveness, but resets it's duration. However, when doing this, keep in mind that the target gets an additional genjutsu resist roll.

Part 3: Taijutsu
1: In order to perform a Taijutsu, you must have a weapon equipped.
2: You may have up to 3 weapons equipped at one time (Dual/Tri Wielding). This means you can have 1 weapon in each hand and 1 weapon elsewhere. (This rule is altered slightly for the Onigumo Clan). See Dual/Tri Wielding rules in the Advanced Battle Rules.
3: If you are disarmed, you get 1 free conditional to pick up a disarmed weapon. Any after that must take up an action.
4: There is systematically no difference between Melee or Ranged weapons other than the fact that you can't have a ranged martial weapon.
5: All Heavy Weapons MUST be held in 2 hands.
6: Depending on your weapon type will determine the secondary effect of that weapon. Slashing, Blunt, and Piercing all have their own specific secondary effects that come with them, assuming the user applies the secondary effects to their weapon/jutsu.
7: Martial Weapons do not count towards the 3 weapon limit. You can have martial weapon equipped, 1 weapon in each hand, and a third elsewhere.
8: Weapons of a certain type may only use taijutsu of that type. Slashing weapons may only use slashing jutsu, blunt weapons may use blunt jutsu, etc etc. On this note, you CAN potentially have a slashing melee weapon use a ranged slashing taijutsu

Part 4: Puppet Jutsu
1: In order to perform a Puppet Jutsu, you must have a Puppet equipped.
2: You can have up to 3 Puppets equipped at one time. More depending on if you take a certain bloodline/combat specialty/kinjutsu.
3: All attacks made towards the puppet can be dodged using Puppet Dodge.
4: Any damage dealt to the puppet comes from the user's Chakra pool. Once the user's chakra reaches 0, they can no longer use puppets.
5: Puppets have 3 roles: Attack, Defense, or Support. These puppets can also work in concert with one another for Team Attacks.
6: Puppets of their specific typing may only use the jutsu of that typing.
7: Puppet Traps require X Time to set the trap. Once the condition of the trap is met, it will spring and activate.
8: The user may only have 3 Puppet Traps on the field at once. Traps do not require SP or CP.
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Fri Apr 15, 2016 3:10 am


Other Actions that Everyone Can Perform




There are actions that everyone can perform, regardless of what route/path they have taken.  
All of the following actions require 1 action and 25 speed unless otherwise stated:

::Defend::
This action prepares the user for an attack.  During the duration of this skill, the user takes 50% less damage.  However, they cannot attack.

::Counter Attack::
This action may only be used if the user has a weapon equipped.  If they are attacked during this duration, they may make a Counter Attack with their equipped weapon.  An attack using Counter Attack is treated as a "Sneak Attack" and are given Sneak Attack bonuses.  This action is executed regardless of if the user takes damage or successfully dodges the attack.  The user may counter all attacks dealt to them during the 25 Speed duration.

::Unsheathe/Sheathing::
This action can be done up to 3 times in a fight without costing an action or speed.  After the third time, the user takes up an action to sheathe/unsheathe their weapon @ 25 Speed.

::Rest::
Normally --  Rest regenerates 25 SP to the user.  The user loses all bonuses to their dodge during this duration.
When Exhausted -- Rest regenerates 12 SP to the user.  The user cannot dodge at all during this duration.

::Entering Stealth::
The user may attempt to go into stealth.  Please read the Stealth Rules in the Advanced Battle Rules for more information.

::Spot::
A person who is aware of someone in stealth may spend 1 action @ 25 Speed to point out a target, showing their location to everyone else, bringing the one that is in stealth out of stealth.

::Go through Bag::
For all items that are in a bag and not in their 6 primary slots, they can go through their bag and pull out an item from it using 1 Action @ 25 speed.  They can pull out an entire stack and put it on-hand during this time.

::Using an Item::
After your rummage through your bag (or if it's in your main 6 in your inventory) you can use your item!  Items have varying effects, but they will ALL be used at 1 action @ 25 Speed regardless of the item used.  

::Poisoning a Weapon::
The user is capable of poisoning a weapon.  If the poison is considered on-hand, then this only requires the standard 1 action @ 25 speed.  This coats a single weapon with a single poison.  See Poison Rules in the Advanced Battle Rules for more information.

::Called Shot::
The user is capable of targeting a single body part of their opponent.  Regardless of the weapon equipped, a called shot takes up a single action @ 25 Speed.  See Called Shot rules in the Advanced Battle rules for more details.

::Unarmed Strike::
This is reserved for those who do not have any weapons equipped and wish to attack with their bare hands/feet/head/etc.  Unarmed Strikes w/o a weapon deals X dmg @ 25 Speed.  These strikes cannot be used with jutsu.


Last edited by Admin on Thu May 26, 2016 8:15 am; edited 2 times in total
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Fri Apr 15, 2016 3:58 am


End of Battle



There are several things that could lead to the end of a battle:
(This is assuming there are only 2 sides to a battle)

- 1 side surrenders/admits defeat
- 1 side is completely wiped out (all with 0 HP or lower)
- 1 side flees the battle
- Or a combination of the three.

What we are interested in is what happens to the people that surrender or are defeated in battle.


When you are defeated in a battle and one or more of the situations above have been successful, we are now brought to the End of Battle Scenario.

The winner of the battle has 3 choices they can make:
1:  Spare -- Nothing happens to the victims. They are free to go. However, this only works if all parties involved care to spare the person. If one person decides to do something else, sucks for the victim.
2: Maul -- This is when a person decides to remove a limb from one of the victims. Performing a maul instantly applies a permanent Lvl 2 Called Shot onto the victim until they can find a replacement. A victim may only be mauled once.
3: Attempted Kill -- The winner may attempt to kill one of the victims. Only one person may attempt to kill one of their victims. Once this has been initiated, it is up to the victim to choose the outcome:
3A: Die -- The victim chooses to die. This means their character will be placed in the graveyard and the user will have to start all over with their new character.

3B: Live -- The victim chooses to live. However, upon choosing this option, the victim loses 25% of their current EXP. This will effect their stats, jutsus, and OOC Ranks to match the new EXP.
If Maul or Attempted Kill (Live or Die), the BM will place in their profile the results and a link to where the results happened.
A mod will go into the victim's Inventory and place their penalties for a Maul.
A mod will move the profile to the Graveyard for an Attempted Kill - Die
A mod will calculate the victim's new stat total for an Attempted Kill - Live. The victim then has the opportunity to re-allocate their stats to how they want.

With this said, it is possible for a group of 3 to effectively perform all three options onto a single character.
1 can spare the victim
1 can maul the victim (destroying that person's left eye)
1 can attempt to kill the victim

Recovering from Maul
There will be a shop made specifically for prosthetics. These prosthetics take up an inventory slot in order for you to not suffer the penalties associated with being mauled. These prosthetics aren't cheap either.
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Fri Apr 15, 2016 9:36 pm

Advanced Battle Rules Introduction


Hello! You have finished reading the basic battle rules and are ready to read up on the Advanced Battle Rules. Yes, while I understand that the basic battle rules were a lot to take in all-at-once (it's pretty simple in practice, I promise you) the Advanced Battle Rules (or the ABR) are a bit more complex.

These rules are to explain many sub-systems such as Called Shots and stealth as well as caps and limits to what you can or cannot do. So if you think you're ready to read up on this, continue forward!
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Thu May 26, 2016 12:30 am


Conditionals




Part 1:  What is a Conditional?
Conditionals are actions you can make which can change your current actions depending on what happened during that round.  In other words, these can work like audibles in American Football.  Conditionals are meant to change the flow of battle depending on how the round played out.  

Part 2:  Any limitations on using Conditionals?

Nope.  There are no limitations.  You can have things such as:
- If X jutsu of mine hits, use this afterwards.
- If X jutsu of mine misses, repeat it afterward
- If I reach 20% HP, use X healing jutsu
- If my opponent is within 20% of their HP, use this.
OOC factors MAY apply when using conditionals.  While it may not make any IC sense to do something, people formulate their actions depending on OOC reasoning anyway.

Part 3:  How many Conditionals do I get per round?
You get 3 conditionals.  Conditionals that aren't considered "Reactionary" jutsu take up an 1 of the 4 actions you get per round.  You may only use 1 "Reactionary" jutsu per round in your conditionals.

Part 4:  Conditional Timing
Once you perform an action, it takes up a certain amount of timing.  However, once a certain condition is met that causes you to change your actions, you stop right where the action changed and begin the timing of your next action.  Every action other than bodyswitch-type jutsus take up timing.
Example:
Use Fighting Attack [25 speed]
Use Fighting Attack [25 speed]
--Conditional:  If targeted with a ninjutsu, use Bodyswitch  [Instant]
--Conditional:  If bodyswitch was used, follow it up with a Ninjutsu [42 speed]

So in this example, the shinobis' actions are (before conditional timing):
25:  Fighting Attack
31:  Gets attacked by Ninjutsu
50:  Fighting Attack

After Conditional Timing:  
25:  Fighting Attack
31:  Gets attacked by Ninjutsu
31:  Bodyswitched!
31+42 = 73:  Followed up Ninjutsu
98:  Fighting Attack




Example of Conditionals in action


Ninja Fred:
1:  Use A Rank Ninjutsu [8HS /25 speed]
2:  Use A Rank Taijutsu [25 Speed]
3:  Use A Rank Taijutsu [25 Speed]
4:  Defend [20 Speed]
--Conditonal:  If targeted by Genjutsu and recognize, use Genjutsu Cancel [Instant]
--Conditional:  If targeted by an A Rank ninjutsu, use Counter Attack [Personal Jutsu/ Speed of Jutsu countering]
--Conditional:  If First Taijutsu misses, do it again.

Ninja Joe:
1:  Use C Rank Genjutsu [5HS /15 speed]
2:  Use A Rank Ninjutsu  [8HS /25 speed]
3:  Use A Rank Ninjutsu [8HS /25 speed]
4:  Use Throw [20 Speed]
No Conditionals

---
Action Order before conditionals:
Spoiler:
Now let's see it after conditionals are applied
Spoiler:
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Thu May 26, 2016 1:11 am


Jutsu Avoidance



Not all jutsus are meant for attacking, buffing, debuffing, or dealing damage.  Some jutsus exist plainly to get the hell out of the way of an attack.  There are techniques like Bodyswitch catered specifically for moving out of the way.  With how strong these jutsus are, they do have their limitations.

1:  Each Bodyswitch (and jutsu like it) jutsu may only be performed once every 3 rounds.  This is so you don't constantly spam the jutsu(s).  If you have multiple jutsus similar to Bodyswitch, they do not get a 'cool down' unless they are used.
2:  Bodyswitch (and jutsu like it) may not avoid jutsus of a higher rank than they are.  So if your bodyswitch-like jutsu is a C Rank jutsu, you cannot use it to avoid a B Rank or above jutsu.
3:  May not use more than 2 Bodyswitch (and jutsu like it) per round.  This means you cannot avoid all 4 attacks towards you during the course of a round.


Last edited by Admin on Thu May 26, 2016 1:26 am; edited 1 time in total
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Thu May 26, 2016 1:26 am


Stealth



Part 1: What is Stealth?
Stealth is the bread and butter of all ninja, using the shadow to remain hidden and attack when the time is right. Stealth can be a very complicated system, but if used right, can be extremely deadly.

Part 2: How to Enter Stealth
Everyone can enter stealth regardless of their build.
To enter stealth, you spend 1 action @ 25 Speed per attempt.
Once the attempt is made, a check is made between the user's Effect DC (+ any stealth bonuses) against everyone in the topics (including friendlies) Effect Save (+ Awareness bonuses). Clones and creations do not get a roll as they are considered an extension of the user.
The player may be in-stealth to some while easily identified to others.

Part 3: Detecting Stealthed targets
This can be determined a couple of ways:
1: If someone defeats the person in stealth in the Effect DC vs Effect Save check initially, they can spend 1 action @ 25 Speed to "Call out" a person in stealth. Doing this drags the stealthed individual out of stealth.
2: Succeed an Effect DC vs Effect Save check when the stealthed target makes an attack.

Part 4: Attacking while stealthed
If you remain in stealth without being called out, you gain bonuses for attacking targets that aren't aware that you are in stealth.
These bonuses are:
+5 Accuracy (to all attacks made)
+1 Crit Range (so that's 10% +1)
Crits deal 2.5x damage instead of 2x
However, after every attack you make in stealth, you must roll an Effect DC (+ Stealth Bonus) vs Effect Save (+ Awareness Bonus) against everyone in the topic. Attacks may easily pull you out of stealth so use stealth wisely.

Part 5: Attacking someone that is stealthed.
You can attempt to attack someone who's in stealth. However, to do this, you must first roll your Effect DC (+ Awareness Bonus) vs the stealthed target's Effect Save (+ Stealth bonus) before you make your attack. If you succeed, you get to roll to see if your attack hits.
If your attack hits: Not only do you deal damage to your target, but you also get another Effect DC (+ Awareness Bonus) vs the stealthed target's Effect Save (+ Stealth Bonus). If you succeed that second roll, you drag the person out of stealth. If you fail the Effect DC/Effect Save roll, you still have no idea where the person is, but your jutsu will still do damage.
If your attack misses: Nothing happens. Target remains in stealth.

Part 6: Doing Non-Offensive skills while in stealth
You can perform non-offensive skills while in stealth. Doing these skills will keep you in stealth and no rolls will be made. However, if you use a skill that is considered "Bright" or "Loud" an Effect DC (+ Stealth Bonus) vs Effect Save (+ Awareness Bonus) will be rolled against everyone else in topic.
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Thu May 26, 2016 2:03 am


Clones




Part 1:  What are Clones?
Clones are a type of creation that the user may create to throw-off their opponents and confuse them.  These clones can either do nothing, visually mimic the main's actions, or can work autonomously from the main user.  These can give you a big strategic advantage in battle.

Part 2:  Maximum Number of Clones
The maximum number of clones you can have on the field at once is 3.  This means you can summon up to 3 different bodies at once to do various things for you.  If you use 3 clone jutsu, each summoning a single body, you can do that or you can have 1 clone jutsu summon to a maximum of 3 bodies at once.

Going over the limit of 3 is not allowed.  If a clone jutsu is performed once all 3 bodies are out, the player must specify which clone(s) must go away to be replaced with the new clone(s) or the jutsu will be considered a failure.  So be sure to indicate what clone(s) will disappear when using a Clone Jutsu when the maximum number of bodies are out.

Part 3:  Clone Confusion
When clones are brought out, they look exactly like the user does at their prime.  This is before any bleeding, limb removal, or any state changes/forms.  For those that do not recognize the user from their clones upon initial use of the jutsu, they fall under Clone Confusion.  Clone Confusion is basically a percentage chance of hitting the real target.

If the user summons up 3 clones, then there is a 1/4 chance to hit the shinobi that used the clone.  During Clone Confusion, a 1d4 will be rolled to determine who is hit.
A roll of 1 would be the main target
A roll of 2 would be Clone 1
A roll of 3 would be Clone 2
A roll of 4 would be Clone 3

Part 4:  Clone Recognition
When clones are created, everyone (PCs only) must roll Effect Save (+ Awareness) vs the user's Effect DC (+ Stealth).  All users that succeed against the jutsu user recognizes which is the real one out of all of the clones.

Another way to figure out who's the real person is to simply cause all of the clones to disappear.  

Another way to figure out who's the real person is to recognize any specific marks upon the target.  Bleeding, missing limb, etc are good tell-tale indicators on who's a clone and who isn't.  Clones do not copy status effects/injuries.  So specifying to the DM to "attack the one with the missing left arm" will instantly cause you to attack the one missing the lost arm instead of the other clones.

Part 5: Clone Actions
Clones have only 1 action they can perform during a round. Unlike normal ninja, they also do not get conditionals. However, the user may tell WHEN their clones start their first action. So a person can have their clones start their first action at 52 Speed.
The Clone may only do jutsu of equal or lower rank of the clone jutsu. So a C Rank Clone may use C Rank and below jutsu.

Part 6: Downsides of multiple clones
Each clone jutsu gets an X amount of HP/CP they can allot. By splitting the clones into multiple parts, you divide the HP/CP between all the clones. So having 1 clone, that clone has the full HP/CP.. Having 2 clones splits it in half.. Having 3 clones splits it in threes. While having multiple clones are good for Clone Confusion, it is also weaker in terms of staying around and performing jutsu to help you out.
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Thu May 26, 2016 2:14 am


Summons and Pets




Unlike clones, creations are things that are obviously not supposed to look like the shinobi.
Pets are just what it sounds like -- Animals fighting along-side you in battle.
These two were clumped together for the sole reason that they both act very similar to one another.  

Part 1:  Summon/Pet Actions
Summons/Pets each get 2 actions they can perform each round of combat.  The actions they are capable of doing depend on the actions available to each summon/pet.  (See the summon/pet for details on that).
The two of these could do basic strikes @ 1 Action and 25 Speed or they could perform their special ability.
Summons/Pets may only use their special abilities once every other round.  These abilities don't cost cp as they don't have CP.
Summons/Pets get to act, similar to clones where the user can decide when they start their attacks.

Part 2: Healing Summons/Pets
A shinobi is capable of healing their summon or pet during combat.
For summons, healing the summon does not extend the duration of the jutsu
For pets, keeping them alive is paramount for prolonged use in combat. If a pet reaches 0 HP, it is considered dead.

If a store-bought pet reaches 0 HP, they are dead and cannot be brought back to life.
If an Inuzuka pet is brought down to 0 HP, they are considered dead and the player will be given a replacement in 2 week's time starting from the completion of the battle.

If a summon is brought down to 0 HP, the summon vanishes and cannot be cast for the rest of battle. Likewise, any damage sustained to the summon (even after it's duration expires) will remain with the summon even when re-summoned during the same battle. Both pets and summons, however, return to full HP at the end of battle (unless the pet died, that is).

Part 3: Summon Duration
All summons have a certain duration that they can stick around for. This includes Contract Summons. Once their duration is complete, in order to bring them back, they must be re-summoned. Upon re-summoning, all status ailments and their current HP remains until the shinobi heals their summon.
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Thu May 26, 2016 8:29 am

Dual Wielding/Multi-Wielding



Part 1: What is Dual Wielding/Multi-Wielding?
Dual Wielding is your character using more than 1 weapon a time. Typically, this could be seen as a character wielding 2 someone wielding a sword in each hand. However, due to the ability to create more than swords or weapons that fit in the hand, the term Dual Wielding can be rather inappropriate. So for the sake of argument, we will call it Multi-Wielding.

Part 2: How many weapons can I wield at once?
A normal person can wield up to 3 weapons at once. However, the amount of weapons held must make sense as you can't wield 3 1-handed weapons due to only having two hands. So one could wield 2 1-handed weapons and a boot or 2 1-handed weapons and a horned helmet.
However, if you belong to the Onigumo Clan, you are allowed to wield up to 6 weapons (1 in each hand)

Part 3: How to use Multi-Wielding
Multi-Wielding is mainly used for multi-striking taijutsu. You are capable of alternating between all of your weapons during a multi-striking Taijutsu in order to give your attacks a bit more flavor depending on the weapon's passives or attachments. Each attack with either of the weapons you use inflicts the specialty of that weapon with the strike.

So if you have a knife that deals +X damage and another knife that gives you +X Crit, the attacks made with the bonus damage knife deals bonus damage while attacks made with the high crit knife has a higher chance to crit.

Part 4: Benefits of Multi-Wielding
1: If you are to be disarmed, you still have a weapon to fight with without the need to make a conditional of picking up the weapon. If one of your weapons are part of your actions and you still have another weapon available, you will complete your action with that weapon instead.
2: Diverse choice when using Taijutsu. Can choose to attack with a sword that can inflict bleeding or can attack with a club that can inflict suppression.

Part 5: Pitfalls of Multi-Wielding
If you are multi-wielding with both of your hands occupied, it can be a pain to use handseals.
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Post by Admin Thu May 26, 2016 8:31 am

Poisons



Part 1: What are poisons?
Poisons are another interesting system which can give shinobi a statistical advantage in battle. Poisons can come in 2 forms:
Blood Poisons - Poisons that require to be placed in the blood stream to take effect. These poisons are generally placed on weapons for effect.
Gaseous Poisons - Poisons that effect a wide range and requires to be inhaled for it to take effect.
Poisons are a great way to inflict a debuff or effect on another shiboi.

Part 2: Poison-use Restrictions
A shinobi is only capable of using a poison equal to their rank. So an A Rank Shinobi is capable of using A Rank and below poisons, but cannot use S Rank or X Rank poisons. All store-bought poisons that are used are considered consumable.
Blood Poisons may be applied to a weapon, lasting 3 rounds on the weapon. Once the 3 rounds are over, the poison is considered consumed.
Gaseous Poisons are used once and linger around for 2 rounds, effecting everyone in the area. After the 2 rounds are over, the poison is considered consumed.

Part 3: How to use Poisons
Blood Poisons - If the item is in a shinobi's bag, they must rummage through it for 1 Action @ 25 speed to get the poison from their bag. Afterward, they may apply their poison (1 Action @ 25 speed) to their weapon. This can be applied to any weapon, whether it's piercing, bludgeoning, unarmed, etc. Once applied to the weapon, it stays on the weapon for 3 rounds. Each successful strike made by the weapon has a chance of inflicting the poison's effect on the target. Once a target is struck by the poisoned weapon, the user makes an Effect roll against the target.
Effect DC (+ Poison bonus) vs Effect Save (+ Poison Resist bonus)
If the target is effected by the poison, they have 1 round before the poison takes effect. The poison's effective rounds don't begin until the very next round after the attack hits. During the duration, if the user cures their poison and are hit with a still-poisoned blade, they have the potential to get poisoned again.

Example:
Joe Ninja attacks Mike Ninja with a poisoned blade @ 85 speed
Mike Ninja fails the Effect roll.
Mike Ninja doesn't feel the effects until 85 speed next round

Gaseous Poisons - These poisons are used similar to "grenades" of sorts where the gaseous poison is thrown near an enemy before exploding in gaseous poison. To do this, the user must rummage through their bags (1 Action @ 25 speed) to grab their poison, and then use another 1 Action @ 25 speed to throw the poison. This requires no accuracy roll. All targets must make a Effect roll to protect themselves against the poison.
Effect DC (+ Poison Bonus) vs Effect Save (+ Poison Resist Bonus)
If the target is effected by the poison, they are immediately effected by the poison.
The Poison Cloud lingers for another round. Any shinobi that clears their poison may still get poisoned as long as the cloud lingers.

Part 4: Ways to cure poison
1: Have an antidote - If you have an antidote, you can clear away both Blood and Gaseous Poisons
2: For gaseous poisons, using a wind jutsu of equal or higher ranking of the gaseous poison will blow away the poison cloud. Doing this will stop re-poisoning
3: A way to prevent poison is to use an anti-toxin. Anti-Toxins grant you bonus Poison Resist during it's duration.
4: A way to prevent gaseous poisons from effecting you is to wear a gasmask or anything that stops gaseous poisons from being inhaled.

Part 5: Poison Stacking
You cannot stack poisons. Once a shinobi is struck by a poison, they are stuck with that single poison. Multiple applications of the same poison at the same time doesn't work. It does not reset the timer nor does it stack it's effects.

However, there may be abilities out there that allows you to be able to poison a target with 2 poisons at a time. That/those abilities are the only ways to get around this ruling.

Part 6: Poison Jutsu
Poison jutsu do not count towards this system. This only applies to bloodline poisons or store-bought poisons. Poison Jutsu are just jutsu, nothing more.
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Battle Rules -- Final v2 Empty Re: Battle Rules -- Final v2

Post by Admin Sat May 28, 2016 12:26 am


Called Shots








Everyone is capable of doing Called Shots.  What are Called Shots, you ask?  They are special attacks that are aimed at a specific body-part with the aim of crippling or even removing/destroying said body-part.  

Part 1:  How to do a Called Shot
By spending 1 Action @ 25 speed, you can use your currently equipped weapon to damage a target's limb/body part.  To successfully damage a limb/body part, you must first land your taijutsu attack, and then you must succeed your Effect roll.  Once you have performed that, then you have successfully performed a called shot.  

Part 2:  Targets
There are several body-parts that you can target with a called shot.  Some targets have multiple levels while other targets don't have multiple levels.  Read below for details

All Level 1 Called Shots are performed at -5 Effect DC
All Level 2 Called Shots are performed at -7 Effect DC
All Level 3 Called Shots are performed at -10 Effect DC.
Effects of the called shots on 1 limb do not stack upon each other.  If Level 2 is obtained, Level 1 is overwritten.

Note:  Disabled is only available to the people with the proper ability, otherwise one may only damage a target.

Called Shot - Head
Levels - 3

  • Injured:  -2 Genjutsu Difficulty/Save
  • Damaged:  -4 Genjutsu Difficulty/Save
  • Disabled:  -6 Genjutsu Difficulty/Save -- Cannot recognize Genjutsu

Called Shot - Eyes
Levels - 3

  • Injured:  -2 All Accuracies
  • Damaged:  -4 All accuracies
  • Disabled:  Target is considered Blind
    **All targets are considered stealth for the blinded shinobi until the blinded shinobi cures the blindness.

Called Shot - Throat
Levels - 3

  • Injured:  Target uses 5% more Exhaustion
  • Damaged:  Target uses 10% more Exhaustion
  • Disabled:  Target uses 15% more Exhaustion -- Resting heals half.

Called Shot - Left Arm
Levels - 3

  • Injured:  Weapons used with left arm deal 10% less damage/Handseals take 1 Speed longer to perform.
  • Damaged:  Weapons used with left arm deal 20% less damage/Handseals take 2 Speed longer to perform.
  • Disabled:  Cannot wield a weapon in left hand/Cannot perform 2-Handed Handseals

Called Shot - Right Arm
Levels - 3

  • Injured:  Weapons used with right arm deal 10% less damage/Handseals take 1 Speed longer to perform.
  • Damaged:  Weapons used with right arm deal 20% less damage/Handseals take 2 Speed longer to perform.
  • Disabled:  Cannot wield a weapon in right hand/Cannot perform 2-Handed Handseals

Called Shot - Groin
Levels - 1

  • Effect:  Target suffers 50 Speed Suppression.
    Performed at -10 Effect DC.

Called Shot - Legs
Levels - 3

  • Injured:  -1 to all Dodges
  • Damaged:  -2 to all Dodges
  • Disabled:  -3 to all Dodges -- Target cannot run from battle -- Target cannot use Reactionary Jutsu

Called Shot - Bag
Levels - 1

  • Effect:  The bag that was worn that is effected by this is considered disarmed.  Target must "pick up" the bag in order to re-equip.
    This is performed at -5 Effect DC

Called Shot - Weapon
Levels - 1

  • Effect:  The weapon targeted is disarmed.
    This is performed at -10 Effect DC


Part 3: Healing Called Shot Penalties
There are 2 ways to heal Called Shot Penalties:
1) Having a jutsu that heals Called Shot Penalties (see healing jutsu rules for more details)
2) Having an item that heals Called Shot Penalties
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