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Core Battle System

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Core Battle System Empty Re: Core Battle System

Post by Admin Tue Dec 18, 2018 6:15 pm

PART 1
UNDERSTANDING YOUR STATS
Everyone has access to the following stats:

Health:  This determines the health of your character
Chakra:This determines the Chakra Pool of your character

Ninjutsu Accuracy:  This determines the accuracy bonuses with Ninjutsu
Ninjutsu Dodge:  This determines your ability to dodge Ninjutsu
Ninjutsu Damage Bonus:  This determines overall damage to Ninjutsu -- Different Elemental damages may vary

Taijutsu Accuracy:  This determines the accuracy bonuses with all Taijutsu (Ranged and Melee)
Taijutsu Dodge:  This determines the ability to dodge all Taijutsu (Ranged and Melee)
Taijutsu Damage Bonus:  This determines overall damage to Taijutsu -- Different Weapon types damages may vary

Genjutsu Accuracy:  This determines the accuracy bonuses with genjutsu
Genjutsu Resistance:  This determines your ability to brush off Genjutsu and other mental effects

Everyone starts off with 5 points to allot into these stats.  One may not have their score exceed their level*.
*A level 3 shinobi may not have 5 into Ninjutsu Accuracy.  Caps at 3.

Every level, the shinobi gains 5 points to allot into their stats.
With stats growing like this, you get 75 out of a possible 150 points.  This means you may need to min-max your stats depending on what build you want to go with, which means that you'll have to think when creating your builds.  Too many points into accuracy or damage may make your HP/Chakra/Dodges weak while a high dodge build may suffer with damage output or ability to hit.  The growth of your character is entirely up to you.

The cap to any stat is 15 in terms of point allotments, regardless of level.  Accuracy buffs, dodge, and damage buffs may exceed this number.
---
What do these stats mean?
You have placed 1 point into a stat.  This means you have grown stronger already!  You can categorize these into 3 categories:

HP/Chakra:  For every 1 point into HP or Chakra, the character gains +50 into HP or Chakra -- ON TOP of the HP and Chakra growth per level.  If you want your character to be able to live longer, you put points into HP -- If you want your character to be able to use more Ninjutsu/Genjutsu throughout the fight, you put points into Chakra.  
Calculating HP and Chakra
Spoiler:
Accuracy/Dodge
Accuracy and Dodge (to include Genjutsu Accuracy and Genjutsu Resistance) are a 1:1 ratio.  1 point into one of these grant +1 into that stat.  
Unlike HP/Chakra, your accuracy/dodge does not grow as you level up.  Growth of your accuracy/dodge solely depends on your investments.
Example
Spoiler:

Damage
Genjutsu dealing damage is very rare, so Genjutsu doesn't get a damage boost.  Taijutsu and Ninjutsu, however, are quite damage oriented and thus get damage boosts.  For every 1 point into a type of damage, this grants a +5% damage boost to that type.  
Example
Spoiler:
***************************************
Example Character
Level:  9
Health:  5
Chakra:  9

Ninjutsu Accuracy:  9
Ninjutsu Dodge:  5
Ninjutsu Damage Bonus:  9

Taijutsu Accuracy:  
Taijutsu Dodge:  4
Taijutsu Damage Bonus:

Genjutsu Accuracy:  
Genjutsu Resistance:  4
This example character would have:

HP:  1150 HP
Chakra:  1350 Chakra

Nin Acc:  +9
Nin Dodge:  16+ to hit
Nin Damage:  +45% Damage
Taijutsu Dodge:  15+ to hit
Genjutsu Resistance:  15+ to hit
Everything else gets no bonuses[/quote]


Last edited by Admin on Mon Dec 31, 2018 6:59 pm; edited 5 times in total
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Core Battle System Empty Re: Core Battle System

Post by Admin Tue Dec 18, 2018 6:16 pm

PART 2
HITTING/MISSING/DEALING DAMAGE

Now that you understand your stats, now it is time to know how to hit your target!  Each attack only requires 1 roll per strike (Might have multiple rolls with multi-striking jutsu).  Unlike other site that requires a contesting roll, this site uses something similar to Armor Class in DnD.  

Dodge
Yes, we are going to explain dodging first, as that is needed to understand for hitting.
Everyone has a base of 10 Dodge in Ninjutsu, Genjutsu, and Taijutsu.  If someone rolls a 10 or below in their attack roll, they automatically miss you.  This can be increased depending on buffs as well as your base stats.  Having points into Ninjutsu Dodge, Taijutsu Dodge, and Genjutsu Resistance will only increase this number.  

If you have a 7 in Ninjutsu Dodge, you have a Ninjutsu Dodge of 17.  This means that the person attacking you MUST roll an 18 or higher in order to hit you.  In all instances, a tie roll will ALWAYS go to the person dodging.

Dodging isn't rolled so it's entirely up to the attacker to roll high enough to be able to deal damage to you.

Attacking
Attacking is simple.  You start out with a d20 with no multipliers.  The more points you have in an attack category:  Ninjutsu, Taijutsu, Genjutsu, the more you add to the d20.  So a 13 in Ninjutsu adds +13 to the d20, making it a d20+13.  

In order to hit, you must roll higher than your opponent's dodge.  So if you have a 13 into Ninjutsu accuracy vs your opponent's 7 in Ninjutsu dodge, you must roll an 18 or higher in order to hit your opponent.  Since your attack, with a 13 in Ninjutsu accuracy, can vary between 14-33, you have pretty good odds of actually hitting your target; assuming you roll an 18 or above.  

Dealing Damage
There are two separate damage types:  Chakra Damage (Ninjutsu and Genjutsu) and Physical Damage (Taijutsu).  These damages are dealt differently, but ultimately use the same formula.  

Chakra Damage = (Base Damage * Damage Buffs) - Armor (if applicable)
Spoiler:

Physical Damage = ((Weapon Damage * Jutsu Multiplier) * Damage Buffs) - Armor
Spoiler:

Multi-Hit Jutsu
Multi-Hit jutsu will state the over-all damage of the jutsu and how many hits it will be.  Damage Calculations will be performed FIRST before splitting the damage between each hit.  
Spoiler:
Multi-Hit jutsu are a double-edged sword as you may have difficulty hitting all hits, thus lowering maximum damage output -- but at the same time, it grants you more opportunities to pull off the jutsu's secondary effect (if it has one) as long as it hits just once.

Armor
Armor can be taken to prolong the life of a shinobi.  Armor is an extra layer of protection, protecting them from harmful threats of Taijutsu and Ninjutsu.  Armor, however, does not block any mental damage the target may take.  
Depending on the grade of armor, it may affect the user's ability to dodge, but it increases their likelihood of taking damage.  Depending on the armor, it may also protect from harmful effects like called shots, bleeding, poisons, or suppression -- See the specific armor for details.

An armor's Armor Rating is how much damage is reduced PER attack.  If an armor's armor rating is 100, this means that the first 100 damage dealt to the target every round is absorbed by the armor. Armor can be applied either by wearing a piece of armor or performing a jutsu that grants armor.  Unlike weapons, Armor that is equipped is passively equipped and requires no action to wear the armor.  Anything going beyond that threshhold during the round applies damage directly to the user's HP.

Any armor jutsu used while a person has armor equipped is added on top of the equipped armor.  

This shouldn't be confused with Jutsu Armor. Jutsu armor (whether made with ninjutsu, taijutsu, etc) is a flat HP amount. In order to damage the person underneath, you must destroy the Jutsu armor first. Then you must get around the user's natural and worn armor, then you can deal damage to HP. Due to this, Jutsu armor may NEVER stack on top of other Jutsu armor.

Reaching 0 HP
Once you have reached 0 HP, you are considered KO.  You cannot make actions until you have been "revived".  Healing jutsu that don't have "revive" on it does nothing to you.  You cannot be targeted while having 0 HP.  All of your jutsus are dropped, an Inuzuka's dog "runs away", Aburame's bugs return to the host body, and your Summon disappears.  During a battle that is continuing, if you are KO, you do not need to post the next round of combat for the battle to continue -- but it would still be a smart idea to still send actions in the event you get Revived.

For Post-Battle results, please see "Post-Battle Options" further on down.


Last edited by Admin on Mon Jan 28, 2019 12:46 pm; edited 4 times in total
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Core Battle System Empty Re: Core Battle System

Post by Admin Tue Dec 18, 2018 6:56 pm

PART 3
ACTIONS AND ORDER

Actions
Every round consists of 4 Actions.  This is to make rounds fast to mod.  If people are given up to 20 actions, it can be a nightmare for the Battle Master to moderate it -- so actions have been abbreviated to only 4 actions per person.  

Turn Order
A single round has a maximum of 100 ticks.  These can be seen to be similar to an ATB System (Active Time Battle) system similar to what a lot of popular JRPG games have.  Turn Order, however, will be determined by the "Speed Rating" of the actions performed by the user.  Their actions will all have a Speed Rating and the order of your attacks will be determined on how each of your actions add up.  

The lower the number, the faster the action is.  Something with a 10 Speed is faster than something with a 40 speed.  One can perform 3x 10-Speed actions before their opponent even finishes their 40-Speed action.

This is how Turn-Order is performed
Spoiler:

Timing Ties
In the event of a tie, different things happen depending on what was performed.

  • 2 Attacks coming together results in a Jutsu Clash.  As seen in the example, at 60 Speed (or 60 Ticks) you see Ninja A use Grand Fireball while Ninjutsu B used Gentle Step Twin Lion Fist.  These two attacks would come into clash together.  When a Jutsu clash occurs (only happens when two people are both attacking each other and it happens at the same time), the jutsu both deal damage to each other.  The jutsu with the most damage prevails, causing the weaker jutsu to be ignored and the remaining damage to hit the intended target.  The jutsus clashing together would happen before the attack roll will.
    Spoiler:
  • 2 Defensive Actions Happening Simultaneously would only result in them being performed at the same time.  No interaction.
  • 1 Attack going into a Defensive Action would result in the defender winning the tie.  


Overflow Actions
If, for some reason, your actions exceed 100 ticks, your actions would carry over to the next round.  If someone used all 4 actions and it all cost 120 ticks, your extra 20 ticks worth of actions occur the following round -- not counting against your 4 actions in that round.  So, with expert planning (and even misfortune) the next round can possibly have more than 4 actions due to Overflow.


Last edited by Admin on Tue Dec 18, 2018 7:32 pm; edited 1 time in total
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Core Battle System Empty Re: Core Battle System

Post by Admin Tue Dec 18, 2018 7:27 pm

PART 4
CHAKRA USE, MAINTAINS, DURATIONS, AND COOLDOWNS

Chakra Use
Chakra is used for Ninjutsu, Genjutsu, and Nin/Gen-infused taijutsu (such as Hyuga techniques).  If the technique states it requires chakra to use, it will use Chakra.  

If a person doesn't have enough Chakra to pull off a technique, they cannot pull off the technique.  That technique will result in an instant failure, taking up ticks and action cost.  There is no such thing as Chakra Burn on this site.  You either have the chakra to pull off the technique or you don't.

Maintains
Some use of chakra may be maintained by pumping chakra into it every round it was used.  The costs are taken at the exact same tick as it was executed.  If a jutsu was executed at 47 ticks into round 1 and can be maintained, it will be effective until 47 ticks into round 2.  By paying the maintain cost, it'll allow the jutsu to remain until 47 ticks into round 3.  

The user may choose to not maintain their jutsu -- the user must state that they don't want to maintain the jutsu any more.  When this is done, the jutsu stops at the tick it was executed.  Using the example above, a jutsu was executed at 47 ticks into Round 1, the user doesn't want to pay Maintain Costs, so jutsu expires and goes away at 47 ticks into round 2.  

The user may also completely drop a maintain.  The user may choose WHEN they wish to drop their maintain (IE:  Drop maintain at 99 ticks) but are still expected to pay Maintain Costs as usual.

Jutsu with Maintains Costs do not have a duration and will be maintained for as long as the user deems fit.

Durations
A jutsu may have a duration which count in 3 ways:
- Ticks: These usually last the shortest amount of time, using Ticks for durations instead of actions or rounds.
Spoiler:
- Actions:  These last for the number of actions made by the user.
Spoiler:
- Rounds:  These last for a certain number of full rounds.
Spoiler:
Jutsus with a duration do not cost any extra Chakra and do not have a cooldown.  Duration-based Jutsu may not be stopped and may not be recast until the jutsu has reached duration.

Cooldowns
Primarily used for strong-effect Taijutsu. While Taijutsu has Cooldowns, there are some that may also have a secondary effect with a duration. Taijutsu will NEVER have a maintained effect. Cooldowns will work similarly to Duration -- during this time the user may not use this jutsu again. This is to compensate for the difficulty of the jutsu and the fact that pure taijutsu doesn't have a chakra cost.


Last edited by Admin on Tue Dec 18, 2018 10:28 pm; edited 2 times in total
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Core Battle System Empty Re: Core Battle System

Post by Admin Tue Dec 18, 2018 7:28 pm

PART 5
CONCENTRATION SKILLS AND LOSING CONCENTRATION

Concentration Skills
These are special skills that require concentration.  After using a concentration skill, you must maintain concentration on that jutsu.  Some may allow you to perform other tasks while others don't.  While concentrating, if you use another Concentration Skill, the one you are current concentrating on will disappear at the very start of the next concentration jutsu.  

In other words, you may only have 1 Concentration Skill up at any given time.  Casting another will break your concentration.

Ways to lose concentration
There are ways to lose concentration when using a concentration ability. Upon losing concentration, the jutsu/ability is stopped.

  • Being hit by Called Shot: Head
  • Being bound
  • Affected by Suppression twice (only works if the suppression affects the same concentration ability)
  • Being forced to perform another Concentration Skill

If the above have been performed on the shinobi maintaining concentration, they will lose concentration on their skill/jutsu. Concentration skills are some of the more powerful skills, which means there needs to be a way to counter these abilities -- thus Concentration. There are abilities that help maintain concentration, but those will be very few.


Last edited by Admin on Wed Dec 19, 2018 2:06 pm; edited 3 times in total
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Core Battle System Empty Re: Core Battle System

Post by Admin Tue Dec 18, 2018 7:31 pm

PART 6
CLONES AND SUMMONS

Clones
Clones are an effective way to confuse targets into attacking a fake version of yourself.  Some clones are also extremely effective as having another body on the field throwing out jutsu.  

When a shinobi uses a Clone Jutsu, they will have the option of creating 1 powerful clone or multiple, weaker clones.  The 1 powerful clone is good at slinging specific jutsu and being used as a target for Bodyswitching where-as the multiple, weaker clones are much more practical with avoiding damage as the attacker would have a hard time discerning which is the real user and which are clones.

Clone Confusion
Upon initial use of a Clone Jutsu being cast, everyone in battle are instantly confused -- Friend and Foe alike.  (The exception are those with abilities that can see through clones).  

Those confused by clones will have difficulty attacking the one who used the clones.  Before an attack roll can be made, a roll to see which body the attacker targets.  
If there are 3 clones and the user on the field, a 1d4 will be rolled.  

  • A roll of 1 will be the shinobi
  • A roll of 2 will be Clone 1
  • A roll of 3 will be Clone 2
  • A roll of 4 will be Clone 3

Depending on the number of clones on the field will determine the number of faces on the die.  

Clone Detection
If someone attacks a clone and lands a hit, that clone will be detected by THAT user and that user alone.  The one who landed the attack will know if it's a clone or not and will no longer be confused by that one clone.

If someone ends up attacking the main user of the clone jutsu, they will know that that is the main user of the jutsu and will no longer be confused by clones.  

Clone Limit
A user may only have 1 clone jutsu active at any given time.  While Clone Jutsus aren't a Concentration Skill, it is limited this way to keep things fair and balanced.

Clone Spamming
Every time after the first use of a Clone jutsu, the jutsu loses 25% chance to auto confuse.  

  • First Use:  100% Clone Confusion
  • Second Use:  75% chance Clone Confusion
  • Third Use:  50% chance Clone Confusion
  • Fourth Use:  25% chance Clone Confusion
  • Fifth Use and more:  Immune to Clone Confusion

This is to ensure that people don't constantly spam clones

Clone Actions
Depending on the clone, they may only have 1 or 2 actions, maximum, per round. They are generally resorted to using low-level jutsu of the same type of clones they are -- except Shadow Clones who can use every jutsu owned by the shinobi. Clones get their own turn-order in the initiative. Their very first action starts the moment they are summoned.

Clones reaching 0 HP
Once a clone reaches 0 HP, they poof and disappear. Unlike summons, Clones can just be recast but at a lower rate of confusion.

Clones and Genjutsu
Clones do not have their own mind so a genjutsu cast upon a clone has absolutely no effect.
-------
Summons
There are 2 types of Summons:
- Minor Summons: Smaller summons via normal Ninjutsu (or even genjutsu) that is used to target an opponent
- Grand Summons: Also known as Contract Summons. These are powerful creatures earned by completing a trial from the Contract Boss.

A shinobi may only have 1 Summon out at a time; whether it be a Minor Summon or a Grand Summon. Once a Grand Summon has been summoned, a minor summon may not come out until the Grand Summon had returned to their world. If a Minor Summon has been summoned and another Minor Summon (or a Grand Summon) was summoned, that Minor Summon will disappear in place for the new summon.

Summon HP/Chakra
The Summon will detail how much HP or Chakra the summon will have. They have their own independent HP and Chakra.

Summon Stats
The Summon will detail the stats of the summon. The stats will not surpass that of the user, usually having less. A total (or modifier) of stats will be given to the user and it will be entirely up to them on how to spread these stats, essentially making their own summon. Grand Summons work a bit differently with stats and will be explained in the Grand Summons rules area, not in the Battle Rules.

Summon Actions
The particular Summon jutsu will detail the actions each particular Minor Summon can take. Generally a Fire Minor Summon will be able to perform Taijutsu as well as Fire Jutsu -- The level of jutsu, however, will be determined by the Minor Summon.

Summons also gain their own action pool and have their own turn in the initiative order. The number of actions are dependent on the summon, itself, so the numbers may vary.

Their very first actions starts the moment they are summoned. This may lead to Overflow actions.

Summon and Zero HP
Once a summon, whether it's a Minor or Grand Summon, reaches Zero HP -- it disappears from the battlefield. Upon reaching Zero HP, it cannot be summoned again for the rest of the fight.

Equipping Weapons
Minor Summons cannot equip weapons.
Grand Summons, however, can. But they can only equip their own weapon (see Grand Summon creation rules for details).

Casting a Genjutsu on a Summon
The Summon, be it Minor or Grand, has it's own mind and is affected by Genjutsu.


Last edited by Admin on Fri Dec 21, 2018 12:06 pm; edited 4 times in total
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Core Battle System Empty Re: Core Battle System

Post by Admin Tue Dec 18, 2018 7:33 pm

PART 7
BARRIERS AND REFLEXIVE ACTIONS

Barriers
Barriers come in two varieties:
- Lingering Barriers:  Generally with a lot of HP, enough to protect the user from an attack or two.  
- Instant Barriers:  These barriers are used defensively and only last for a single attack (Reflexive Action)

Lingering Barriers
All Lingering Barriers have an HP value that they protect the user for.  This HP is set by the jutsu, itself, and is cast at the normal time that it would take to cast any other jutsu.
Each Lingering Barrier has certain strengths and weaknesses and certain things it blocks against and certain things that it lets through unhindered.  
Spoiler:

Lingering Barriers can either have a Duration or may be maintained.  
Barriers with a Duration last either for duration or until the barrier is destroyed.
Barriers with a maintain cost regenerates some HP at the end of the round but are generally weaker (in HP) than barriers with a duration.
All barriers will have a secondary effect that may activate upon hitting the barrier.

Instant Barriers
Instant Barriers take up a Reflexive Action and happen immediately.  This doesn't take up a full action, but will take up a Reflexive Action.  Instant Barriers are good for a single attack against the target and are generally weaker than Lingering Barriers.  

Barrier Targets
A barrier may be used on either one's self or upon another target.  Barriers cannot be used offensively to block the actions of a target, but may be used as a means to protect the target.  Barriers protect attacks coming in and will never block attacks going out.  Using a barrier offensively would just be you defending your target, which can be seen as unwise.  Most barriers only protect a single target, but there may be some barriers that can protect more than 1 target.  In the event that a barrier protects more than 1 target, the barrier shares the HP between all targets.
Spoiler:

Rolls Required
Due to Barriers being a support action, no roll is required to use a barrier.
-------
Reflexive Actions
On top of being given 4 Actions per round, everyone is given 1 free slot for Reflexive Actions. This spot is reserved ONLY for actions marked as "Reflexive Action".

Reflexive Actions are free actions performed in a round, usually defensively, to respond to certain actions. "If attacked by a Ninjutsu, use Earthen Wall" is an example of a Reflexive Action.

There are a few invalid Conditional Triggers for Reflexive Actions:
  • If X uses a Level 15 Jutsu -- Cannot use the Level of jutsu as a Conditional Trigger.
  • If X reaches Y HP or Chakra -- Cannot use an opponent's HP or Chakra as a conditional due to not actually knowing someone's HP or Chakra IC.
  • If I go into stealth -- Cannot use this since you wouldn't know if you are actually in stealth or not. Even with input from your opponent, you don't know, IC, if they are playing dumb or not.
  • If X is hit with a Genjutsu -- This one is situational and only works if they are hit with YOUR own genjutsu. Does not work with someone else's genjutsu.
  • If I am in a genjutsu -- This one is also situational. You need to be aware you are under a genjutsu before this becomes a valid Conditional Trigger. If you aren't aware of being under a genjutsu, this does not work.

All other conditional triggers are fair game. (This list can, and will, grow at any time depending on what people use).

The most popular Reflexive Actions would be Kawarimi Jutsu (Bodyswitch) or Genjutsu Cancel.

Reflexive Actions may be a boon during a fight, if used properly, and can swing battle towards the user's favor.


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Post by Admin Tue Dec 18, 2018 7:34 pm

PART 8
BINDS AND CHAKRA LOCKS

Binds
Binds are used to completely hold a person in place.  Binds stop all movement to include:

  • Handseals
  • Taijutsu
  • Equipping Weapons
  • Switching Weapons
  • Dropping Weapons
  • Reflexive Actions

To name a few.  Only actions that specifically states:  'Can be used while bound' can be used while bound.  Otherwise, the user is considered bound.

While bound, the user may only perform the following action:
-Break From Bind
This action costs 1 Action @ 20 ticks and is automatically performed in the place of their actions.
The bind will determine the "saving throw" needed in order to escape.  However, a rule-of-thumb, for knowing what "saving throw" to use is:  
If it's a taijutsu bind, you will use Taijutsu Accuracy as your saving throw.  

Each Bind will have the Saving Throw and Difficulty.  
Spoiler:
For every failed "Break From Bind" performed by the user, they gain +1 to their Saving Throw.  

Once a target escapes the bind, they perform their next action.

Attacking into a Bound Target
If a target is bound, the next attack going into them is an auto-hit.  This attack cannot be a critical hit and the bound target may not use reflexive actions against this attack.  Upon taking a hit, the user is freed from the bind.

Bind Spamming
The person being bound keeps all of the bonuses to their saving throws to escape further binds.  This is to stop constant bind spamming.
-------
Chakra Locks
These are quite rare, but some actions such as Hyuga's 'Eight Trigrams: 256 Palms' may inflict a Chakra Lock upon a target. Once a target is Chakra Locked, they cannot use Chakra. Any actions resulting in chakra are skipped, but actions that do not use chakra (Such as pure taijutsu) are not-affected by the Chakra Lock. Once chakra locked, a person is given a new command "Break Chakra Lock".

Break Chakra Lock uses 1 Action @ 20 ticks and works similarly to "Break From Bind". Unlike binds, however, Chakra Locks do not completely stop you from performing actions, but it stops all chakra use; to include maintains. Anything maintained will be dropped and completely disappear.

A single target may only be Chakra Locked once per battle. All other attempts to chakra lock an opponent after the first will be considered a failure.


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Post by Admin Tue Dec 18, 2018 7:36 pm

PART 9
STEALTH AND ADVANTAGE

Stealth
A true staple to a shinobi.  Stealth is how the shinobi operate -- within the shadows and not making a noise.  

To enter stealth, it costs 1 Action @ 10 Ticks.  The target is automatically stealthed against all targets, including allies.  
This chance may also be granted to opponents if the target constantly goes into stealth.

Stealth Bonuses
When successfully in stealth, the shinobi's actions are considered "Hidden".  Defensive and support actions are considered hidden and keep the user in stealth.

Attacks made by the Stealthed Shinobi gain the "Stealth Attack" bonuses.

  • User's attacks are rolled at Advantage
  • Defender cannot perform Reflexive Actions against a "Stealth Attack"
  • Successful attacks (if they land) are considered critical hits

    ** These bonuses only apply to targets who aren't aware of the target's location

Whether the attack is a hit or miss, the Stealthed Shinobi is no longer considered to be stealthed.

Stealth Penalties
Multiple uses of Stealth have degrading effects.  Each time Stealth is used by the same target, everyone gains +25% chance to be auto-ware of the target going into stealth.  This chance stacks.

    Stealth Penalties:
  • First Attempt -- 100% chance to enter stealth
  • Second Attempt -- 75% chance to enter stealth
  • Third Attempt -- 50% chance to enter stealth
  • Fourth Attempt -- 25% chance to enter stealth
  • Fifth Attempt -- Everyone is auto-aware

If a target is aware of your presence, Stealth Attack bonuses do not apply to them.  Only those who aren't aware may be affected by Stealth Attack bonuses.

Attacking a Stealthed Target
If you are unaware of a steathed target's location, you may still attempt to attack the stealthed target.  Attacks against a Stealthed Target gain a roll at Disadvantage.  (See below for more details).  

If you successfully attack and deal damage to the Stealthed Target, they are no longer considered to be in stealth.

-----
Rolling Advantage/Disadvantage

Rolling with Advantage:  Rolling with advantage doubles the number of dice used for making an attack.  When rolling with advantage, a single attack has 2 rolls with the highest roll being used for the attack.
Spoiler:
This applies to EVERY roll, even in a multi-hit attack.  Each strike gets rolled at Advantage.

Rolling with Disadvantage:  Roll with disadvantage doubles the number of dice used for making an attack.  However, unlike rolling with advantage, you use the lowest of the 2 rolls to be used for the attack.
Spoiler:

Stacking Advantage and Disadvantage
A user may have up to Advantage +2 and Disadvantage +2
This means that a single attack, at Advantage +2 gets 3 rolls with the best result being used.
At disadvantage +2, you get 3 rolls with the worst result being used.  
Any higher than +2 will be ignored.


Last edited by Admin on Sun Jan 20, 2019 12:59 pm; edited 3 times in total
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Post by Admin Tue Dec 18, 2018 9:17 pm

PART 10
CRITICAL HITS/FAILS

Critical Hits
Usually on a natural 20 roll, Critical Hits give the user:

  • Auto-Hit regardless of stats (Exception being Stealth Attack)
  • 2x Damage
  • Damage Ignores Armor
  • Automatically applies a Called Shot -- If Applicable
  • Any secondary effects automatically happen


Even if it might be rare, a Critical Hit that isn't a Natural 20 may happen.  A roll of 18 or 19 (depending on how the bonus Critical Chances are gained) may also become a Critical Hit Zone.  Any Critical Hits that aren't a Natural 20 gain the following:

  • May still be dodged
  • 2x Damage
  • Damage Ignores Armor


Critical Fails
Usually on a Natural 1 roll.  Critical Fails:

  • Attacks are diverted to a different target (self included).  This diverted attack may attack any other clone, a teammate, any summon, and even the user of the jutsu.  (The target is selected similarly to Clone Confusion, but adds all target-able targets to the list.  May not target the original target again.
  • Attack is rerolled at Advantage
  • If hit, attack gain Stealth Attack Bonuses
  • If it targets the user, they may not dodge their own attack



Last edited by Admin on Fri Dec 21, 2018 2:09 pm; edited 4 times in total
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Post by Admin Fri Dec 21, 2018 1:58 pm

PART 11
GENJUTSU AND AWARENESS

Genjutsu is one of the three main combat disciplines that a shinobi can use.  Jutsu attacks the mind of a target rather than the physical body; which is what taijutsu and ninjutsu target.  

Mental Damage
There isn't a whole lot that deals mental damage on this site, but when it does, it:
1:  Cannot be protected by armor
2:  Ignores barriers that do not specifically state it blocks Mental Damage
3:  Jutsu that state it deals Mental Damage cannot be reacted to with Bodyswitch or jutsu similar to bodyswitch.
4:  Mental Damage cannot be healed back except by jutsu specifically stating it heals Mental Damage.

Landing a Genjutsu
This works similarly to landing a Ninjutsu or Taijutsu.  The attacker must roll over the defender's Genjutsu Resistance in order for the Genjutsu to land.  If a Genjutsu deals Mental Damage, it will then deal mental damage.

How does a Genjutsu appear in the mod
Due to the nature of Genjutsu, Genjutsu will show in the mod as "X used a Genjutsu on Y".  The exact genjutsu isn't stated in the mod.  This also applies in stealth, still showing as a Hidden Action.

How to be aware of a Genjutsu
After being affected by a genjutsu and every 100 Ticks afterward, the person affected by the Genjutsu will have to roll a d20 against the Genjutsu's Save (listed in the Genjutsu, itself).  This only applies to maintained Genjutsu or Genjutsu with a duration.  This does not apply to Genjutsu that is instant or only lasts a single round.  A genjutsu will state it's Save, usually between 10-18 depending on the genjutsu.  A d20 will be rolled and if the person trying to resist rolls equal or greater, they are considered Aware.  Once the user is aware, they are told that they are aware of being under a genjutsu.

If the user has +1 Genjutsu Save, they roll a d20+1.

Using Genjutsu Cancel
Once the user is aware of being under a Genjutsu, they can use Genjutsu Cancel.  Uchihas can use Genjutsu Reversal instead.  Once aware, they may use Cancel to completely get rid of the Genjutsu.  In order to do this, the user must use Genjutsu Cancel at or higher than the level of genjutsu used against them.  So if a Level 5 Genjutsu is used upon a target, they must use Level 5, 10, 15, or 20 to cancel the genjutsu.  Using Level 1 Genjutsu Cancel will result in a failed action.  
Going against a higher leveled shinobi might mean that someone may be stuck in a genjutsu, whether they are aware or not due to not having enough power to deal with it.


Last edited by Admin on Wed Jan 09, 2019 1:22 am; edited 4 times in total
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Post by Admin Fri Dec 21, 2018 2:30 pm

PART 12
ACTIONS EVERYONE CAN USE
All General Actions cost 1 Action @ 10 Ticks unless stated otherwise.

Equip Weapon
Effect:  User must select one of their weapons in their inventory to equip. Doing so will allow them to attack with their weapon. If dual wielding, the user must indicate the 2 weapons being equipped.

Drop Weapon
Effect:  The user drops one or more weapons they are wielding. The user must indicate which weapon(s) they are dropping to the mod. If a person is dual wielding and they do not indicate which weapon(s) they are dropping, they will drop both weapons.
Cost: Unlike other actions, this is considered a free action at 0 Action Cost @ 0 Ticks

Pick Up Weapon
Effect: This only applies to dropped weapons. A person without dual wielding may only pick up 1 of their weapons from the ground per use. A person with dual wielding may pick up 2 of their weapons from the ground per use. Any weapon(s) picked up from the ground are considered equipped. This means you cannot pick up a weapon if you already have weapons equipped (exception: Someone dual wielding with 1 free hand may pick up a weapon that can be dual wielded)
Cost: 1 Action @ 20 Ticks

Switch Weapons
Effect:  Instead of sheathing, outright, the user may switch all weapons equipped.

Sheathe Weapon
Effect: In the event you don't want a weapon equipped, you may sheathe your weapon.

Attack with Weapon
Effect:  Attack with your equipped weapons. Heavy weapons may have a modifier to attack speed due to their power.
Cost: 1 Action @ 10 Ticks + Weapon Tick Modifier

Attack with No Weapon Equipped
Effect:  Attacking with no weapons is strictly bodily attacks (hands, feet, head, hips, whatever). Doing so deals X damage with no other modifiers.

Defend
Effect:  Starts at the beginning of use (starts at 0 Ticks) and lasts for duration. During this time, the user cannot attack. All damage taken is reduced by 50% adding Armor on top of it. While Defending, the user cannot take any other action other than Defend, this includes Reflexive Actions.
Cost: 1 Action @ 30 Ticks

Wait
Effect:  This is a free action, however, the amount of ticks waiting is determined by the user. The user just waits for X number of ticks. Unlike Defending, a user Waiting does not stop them from performing reflexive actions or stopping their wait action short.
Cost: 0 Action @ X Ticks

Use Item
Effect:  Use an item in your inventory; whether it is a consumable or reusable item such as an effect from an accessory.

Arm and Set Trap
Effect:  User may Arm and Set a trap. The Arming settings are stated on the traps themselves.

Flee Battle
Effect: The user starts to flee battle. See the Fleeing Battle rules below for more details.


Last edited by Admin on Thu Dec 27, 2018 12:15 pm; edited 4 times in total
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Post by Admin Fri Dec 21, 2018 2:39 pm

PART 13
FLEEING FROM BATTLE

Sometimes fighting isn't the smartest thing to do.  A "tactical retreat" is usually the better option.  

Fleeing
It costs 1 Action @ 10 ticks to begin fleeing.  This is NEVER a hidden action.

What can be done while fleeing
1:  The user may perform non-attacking techniques while fleeing.
2:  The user may perform self-healing while fleeing.
3:  The user may target their pursuers*

How long does it take to flee?
If the user is in stealth prior to fleeing:  100 Ticks
If the user is not in stealth prior to fleeing:  200 Ticks
If the user attacks while in stealth:  300 Ticks

Attacking While Fleeing
Yes, it is possible to attack others while fleeing.  Doing so, however, will slow you down, causing your attempt to flee to slow down.  You can use binds on your target, can even try to murder them as you try to flee.  However, doing so increases your duration by 100 ticks.

Caltrops
Little spiny tools that can be used to assist in fleeing.  Use of Caltrops isn't considered offensive and only affects those attempting to get into Melee Range of the user (only effects with Range: Melee).  Caltrops will deal damage to the person attacking the person fleeing and that attack will not count towards the Damage Taken to stop someone from fleeing.  (Does not affect binds or Called Shot Penalties)

Stopping someone from Fleeing
There are several ways to stop someone from fleeing:

  • Called Shot -- Level 3 -- To the one fleeing's legs
  • Called Shot -- Level 3 -- to the one fleeing's feet
  • Bind the one fleeing
  • Apply suppression upon the target 3 times
  • Target brought to 0 HP

Keep in mind that if a target already had Called Shot Level 3 to either their legs or feet, they cannot flee until the Called Shot penalty has been fixed.

Once someone is stopped from fleeing, if they want to try it again, they'd have to start all over.


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Post by Admin Fri Dec 21, 2018 2:40 pm

PART 14
END OF BATTLE AND POST-BATTLE OPTIONS

End of Battle
There are a few ways to declare the end of battle

  • An entire enemy team has been brought to 0 HP
  • The enemy team surrenders*
  • Calling off the fight**

* Everyone on the winning side MUST agree to the terms of surrender.  If even one person doesn't agree (and send actions) then the fight continues.
** EVERYONE in the fight must agree to calling off the fight.  If even one person submits actions, then the fight continues.

Once the battle has ended and everyone agrees to bring the fight to an end, the winners have several post-battle options (with the loser having very few).

Post Battle Options -- Winners
The winners generally are allowed to determine the fate of an enemy.  The round after the battle is complete is reserved strictly for Post Battle Options.  This is STILL considered a round of Modded Combat.  Only those who would have arrived this round are able to show up.  Nobody else can show up.
The winners have the following options:

  • Kill the target.  This does not apply if there is a no-death clause stated and agreed upon in the Battle Master request.
  • Spare the target.  Nothing happens to the target.  They are just left there.
  • Mangle the Target.  Only applicable to those with the Called Shot ability.  The attacker may choose to mangle their target, either disfiguring them or leaving a lasting injury upon the target.  The user may apply a single Called Shot penalty upon their target that is semi-permanent -- requiring medical assistance to fix the Mangling.  If Mangled, they can't be killed by one of the winners.  The one performing the Mangling must state the limb and level of Mangling (based on their Called Shot Ability Level)
  • Stop a Kill.  This can be used either ahead of time or in reaction to.  The person must state they they want to 'Stop a Kill' against, picking only 1 target.  This protects them from 1 kill from 1 person.  If multiple people attempt to Kill the Target, then you'll need an equal amount of people choosing to Stop a Kill.  

If neither are chosen, the default response is Spare the Target.  Cannot choose these options beyond that round.
A target may only be maimed once.

Post Battle Options -- Losers
The losers also get a say in how they wish to end up.  Though, their options are a bit more limited.

  • Live.  If a target is spared or mangled, they live through it all.  If they are mangled, they'd have to live with the disfigurement and seek medical assistance to fix the problem.  Not a viable choice if they are killed.
  • Die.  Only usable if they are left a live, whether through "Stop a Kill", "Mangle the Target", or "Spare the Target".  The user chooses to die.  The explanation is entirely up to them whether it's based on their own injuries or lost the will to live.  Not allowed to be selected in a No Death Clause battle.


Medical Assistance
For those who were allowed to live, but were mangled, they are able to seek medical assistance to reverse the effects of the Mangling.  The amount of work put into fixing the mangling depends on the level the mangler used.  Level 3 Mangling will take more time to fix than a Level 1 Mangling.  See the Medical Assistance Rules in the Core Rules for more details.

Note on Mangling
If you are mangled, a post will be made in your profile about the mangling and a note will be made on your site profile about your mangling.
Getting your mangling fixed will also have both posts reflecting your current mangled status. If you are Arms Mangled Level 3, a note in your character sheet and site profile will state this. If you seek medical assistance to get it reduced to Level 2, these notes will be changed to Level 2 to reflect that.

If you do not get your Mangling fixed, it will persist into the next fight.


Last edited by Admin on Thu Dec 27, 2018 12:54 pm; edited 5 times in total
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Post by Admin Thu Dec 27, 2018 11:38 am

PART 15
HOW TO SUBMIT INFORMATION AND ACTIONS TO BATTLE MASTER

Submitting Information to the Battle Master
When a Battle Master is called, the Battle Master will post in your fight thread, addressing what they want.

The usual that you should send to the Battle Master:
Spoiler:
Those are the bare minimums that you have to send, through a PM, to your Battle Master with the heading stating that it's your stats for whatever fight you are in.

Sending Actions
Due to the simple nature of the site's action economy, you only submit 4 actions and 1 reflexive action.

It can be formatted as:

Reflexive Action: --
Action 1: --
Action 2: --
Action 3: --
Action 4: --

That's the bare minimum, but we do ask the fighters to go above and beyond when submitting actions (to make things easier on the Battle Master). We ask that the fighters submit the following:

- Link to the jutsu they are using
- The amount of Ticks the action costs
- The Chakra Cost of the action
- Any passives the user might have

So a round of actions would look like: (Imagine all jutsus surrounded by ** are linked)
List of Passives:
+2 Ninjutsu Accuracy due to *Mangekyou Sharingan* Activated
150 Armor
+45% Fire Damage due to Uchiha buffs and Ninjutsu damage buffs

Reflexive Action: If targeted with a Ninjutsu, use *Bodyswitch* at Level 15
Action 1: Use *Uchiha Grand Fireball* at Level 15 to Ninja Joe -- X Ticks -- Y Chakra
Action 2: Use *Shadow Dance* at Level 15 -- X Ticks
Action 3: Use *Roaring Lion Combination* at Level 15 to Ninja Joe -- X Ticks
Action 4: Equip *Power Gloves* -- 10 Ticks

Submitting actions like these will show the Battle Master what jutsu you are using, allowing them to click the action to read it's effects. This will also give the Battle Master an idea of how the timing will work with the amount of ticks used, how strong you are gonna use the jutsu, how much chakra it'll cost, and how strong you are going to use the jutsu. The more detailed the information you submit with your actions is, the more accurate the mods will be.

Good luck and have fun fighting!

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