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Rewritten Battle Rules 2

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Rewritten Battle Rules 2 Empty Rewritten Battle Rules 2

Post by Admin Wed Mar 27, 2019 7:47 pm

Table of Contents
01:  [url=]Knowing Your Stats[/url]
02:  [url=]Hitting/Missing[/url]
03:  [url=]Dealing Damage and Armor[/url]
04:  [url=]Actions and Order[/url]
05:  [url=]Handseals, Chakra Use, and Concentration[/url]
06:  [url=]Maintains, Durations, and Cooldowns[/url]
07: [url=]Rules for Ninjutsu, Taijutsu, and Genjutsu[/url]
08: [url=]Rules for Medical Jutsu[/url]
09:  [url=]Advantage and Disadvantage[/url]
10:  [url=]Reflexive Actions[/url]
11:  [url=]Clones[/url]
12:  [url=]Minor Summons and Grand Summons[/url]
13:  [url=]Stealth[/url]
14:  [url=]Binds and Chakra Locks[/url]
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Rewritten Battle Rules 2 Empty Re: Rewritten Battle Rules 2

Post by Admin Wed Mar 27, 2019 7:48 pm

Chapter 1
Knowing Your Stats

Section 1:  What are my stats?

They may allot those points into the following stats:
STAT
1 POINT INTO STAT EQUALS
STAT EXPLANATION
HP
>1 point = 50 Extra HP
**This number is flat and does not increase per level
>1 Point = +1 HP Save Checks
>HP, also known as "Hit Points" is your character's life.  Once it reaches zero, your character is considered incapacitated and cannot fight until a revival jutsu is used.
>HP is also used as the saving throw against Physical Status Ailments (Read more on that in "Checks")
CHAKRA
1 Point = 50 Extra Chakra
**This number is flat and does not increase per level
>Chakra is what your character uses for Ninjutsu, Genjutsu, and Hybrid Taijutsu.  This works similarly to MP in other games.
>There is no "Chakra Burn" on this site.  May only use jutsu that you have the chakra for.
NINJUTSU ACCURACY
1 Point = +1 Ninjutsu AccuracyThe higher the number, the more likely you are to land a hit with a Ninjutsu attack.
NINJUTSU DODGE
1 Point = +1 Ninjutsu DodgeThe higher the number for your dodge means your opponent must roll higher in order for their Ninjutsu attack to hit.  
NINJUTSU DAMAGE
1 Point = +3% Ninjutsu Damage>This increases the damage of all of your Ninjutsu.  The higher the number, the higher the bonus damage you deal with Ninjutsu and some Hybrid Taijutsu.
>This damage stacks with element-specific Ninjutsu damage buffs.
TAIJUTSU ACCURACY
1 Point = +1 Taijutsu AccuracyThe higher the number, the more likely you are to land a hit with a Taijutsu Attack or Hybrid Taijutsu attack
TAIJUTSU DODGE
1 Point = +1 Taijutsu DodgeThe higher the number for your dodge means your opponent must roll higher in order for their Taijutsu and Hybrid Taijutsu attack to hit.
TAIJUTSU DAMAGE
1 Point = +3% Taijutsu DamageThis increases the damage of all of your Taijutsu.  The higher the number, the higher the bonus damage you deal with Taijutsu and Hybrid Taijutsu
>This damage stacks with weapon-type specific damage buffs
GENJUTSU ACCURACY
1 Point = +1 Genjutsu AccuracyThe higher the number, the more likely you are to land a hit with a Genjutsu attack.
GENJUTSU RESISTANCE
1 Point = +1 The higher the number for your Resistance means your opponent must roll higher in order for the Genjutsu attack to hit.
GENJUTSU SAVE
1 Point = +1 Genjutsu Save ChecksGenjutsu Save is used as the saving throw against Mental Status Ailments (Read more on that in "Checks")

Section 2:  Gaining Stats
Everyone starts off with 5 Stat Points to distribute between all of their stats.  
Every time you Level up, you will gain an additional 5 Stat points to distribute between your stats.  
You will gain stat points every level with Level 20 being the last level you gain these stat points with the total amount of stat points gained at 100 Stat points out of a maximum of 165.

Section 3:  Stat Cap
Each stat has a cap equal to your Level.  If you are Level 5, no stat can go above 5.
The maximum any stat can go is +15 regardless of character level.  This is mainly for balance purposes and to ensure all battles are fair.

Section 4:  HP and Chakra gained Per Level
Each Level, outside of your primary stats, your HP and Chakra gain +100 every level, starting at 100 HP and Chakra at Level 1.
So a Level 15 will have a minimum of 1500 HP and 1500 Chakra.  
This can be augmented by increasing your HP and Chakra Stat.

So a Level 15 with 5 in HP and 2 in Chakra will have:
15 * 100 = 1500 // 5 * 50 = 250 // 1500 + 250 = 1750 HP
15 * 100 = 1500 // 2 * 50 = 100 // 1500 + 100 = 1600 Chakra

Unlike other stats, HP and Chakra are gained EVERY LEVEL in increments of 100 each.  Due to there not being a max Level, you can essentially hit Level 50, having a minimum of 5000 HP and 5000 Chakra

Section 5:  Passive Stats and Caps
If you have a bloodline that offers passive bonuses to HP/Chakra (Such as Akimichi or Hoshigaki), these gains to HP/Chakra do not count towards the stat max.  So if you are a Hoshigaki with a 15 Chakra and you gain the ability that gives +5 Chakra, you essentially have a 20 in Chakra
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Rewritten Battle Rules 2 Empty Re: Rewritten Battle Rules 2

Post by Admin Wed Mar 27, 2019 7:48 pm

Chapter 2
Hitting/Missing

Section 1:  Dodging
Dodging works similar to DnD with how they use Armor Class.  There is no opposing roll needed for dodging and it relies ENTIRELY on the opponent's attack rolls.

Everyone has a base of 10 Dodge in their Ninjutsu, Genjutsu, and Taijutsu.  Any bonuses that they have towards:
>Ninjutsu Dodge
>Taijutsu Dodge
>Genjutsu Resistance
Stats are added to this 10.  

So someone with a +7 Ninjutsu Dodge has a 17, altogether, for Ninjutsu dodge.  In order for the opponent to hit, they must roll an 18 or higher.
The defender wins in the event of a tie (In this example, if the attacker rolls a 17 against the above someone, the defender still wins).

The dodge that is used will depend on the attack.  Taijutsu attacks will require Taijutsu dodge, Ninjutsu attacks will use Ninjutsu Dodge, Genjutsu will use Genjutsu Resistance unless stated otherwise (Usually in the jutsu's notes).

Section 2:  Attacking
All attacks use a standard d20 roll, adding the user's attack bonuses.
So if someone has +12 to Ninjutsu, they'd roll a d20+12 for their attack.

In order for the attack to hit, the attacker must roll HIGHER than the person defending.  
If you have +12 to Ninjutsu and you use a Ninjutsu Attack against someone with a 17 Nin Dodge, the attacker must roll a 6 or greater on their d20 in order to hit their target.  
As mentioned in Section 1, all ties will go to the Defender and the attacker must roll higher than the defender's Dodge.

Section 3:  Critical Hit
There are 2 type of Critical Hits --
:: Natural 20 ::  These crits occur when you roll a natural 20 on the d20 roll of your attack.  
:: Dirty Crit :: These crits occur when you have additional Critical Modifiers (+1 Crit = a roll of 19 would result in a critical hit)

Natural 20 Crits offer the following:  
* The attack is an automatic hit regardless of if it surpassed the Defender's Defense or not
* This attack deals critical damage at 2x damage (after damage calculations)
* This attack ignores armor, dealing damage directly to the target's HP
* Any physical status effects attached to the attack ignores Armor, capable of being performed even if the target has armor

Dirty Crits offer the following:
* This attack deals critical damage at 2x damage (after damage calculations)
* Does not ignore armor and is not an automatic hit

Section 4:  Critical Failure
A Critical Failure is when you roll a natural 1 on a d20 when you attack.

Natural 1 Critical Failure offer the following:
* Attack is considered an automatic miss regardless of if it surpassed the Defender's Defense or not
* The next attack to target the attacker is rolled at Advantage
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Rewritten Battle Rules 2 Empty Re: Rewritten Battle Rules 2

Post by Admin Wed Mar 27, 2019 7:48 pm

Chapter 3
Dealing Damage and Armor

Section 1:  Types of Damage
There are 4 types of damage

  • Weapon Damage -- This is damage dealt by weapons through Taijutsu or Hybrid Taijutsu.  This is a type of physical damage -- Blockable by Armor.
  • Elemental Damage  -- This is damage dealt by Ninjutsu via the basic elements.  This is a type of physical damage -- Blockable by Armor.
  • Mental Damage -- This is damage dealt directly to the opponent's mind.  While it doesn't deal a lot of damage, this damage is unrecoverable by normal means.  Only certain jutsu is capable of recovering Mental Damage.  -- Not blockable by Armor
  • Indirect Damage -- This is damage dealt by most damage over time to include Bleeding, Poisons, etc.  See list of status ailments to see if it is blockable by armor or not.


Section 2:  Dealing Damage
Upon landing a successful hit, the attacker deals damage to their target.  In the event of a Multi-Hitting jutsu, only the parts that hit will deal damage.  
The formula used are:

  • Taijutsu Damage
    ((Weapon Damage x Jutsu Multiplier) x Buff)

  • Ninjutsu Damage
    (Ninjutsu Damage x Buff)

  • Genjutsu Damage
    Genjutsu damage doesn't gain a buff, so whatever damage is stated in the jutsu is how much Mental Damage is dealt.



Section 3:  Armor Absorption
Armor mitigates the very first amount of physical damage dealt to the target in the round.  If someone has 100 Armor, they can take 100 damage per round before their HP takes damage.

Not only does armor protect the defender's HP, but Armor protects the user from suffering any physical status effects (Effects that require an HP Save) while the armor is up.  The target may only be affected by a status ailment once their armor has been reduced to 0 for that round.

If an attack deals more damage than the armor, the armor takes the hit for it's armor rating and the left-over damage is dealt to the target's HP.
Example:  Ninja A has 100 Armor and Ninja B attacks with a 400 damage ninjutsu.  The armor absorbs 100 damage and the ninja takes 300 damage to their HP.  
Since the armor broke, any physical status effects is capable of affecting the target.
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Post by Admin Wed Mar 27, 2019 7:48 pm

Chapter 4
Actions and Order

Section 1:  Number of Actions per round
Everyone gets 3 actions per round and 1 Reflexive Action
The 3 Actions are used for all actions other than Reflexive Actions.
Reflexive Action MUST use abilities marked as Reflexive Actions -- See more below in the Reflexive Actions section

Section 2:  Turn Order (using Ticks)
Everyone can perform either 3 actions or 100 Ticks worth of actions.
The measurement of time used in this battle system are called "Ticks"
All actions, except Reflexive Actions, have a speed.  This speed is measured in ticks.
Everyone starts at 0 Ticks.

Performing a jutsu that is 35 Ticks as your first action, will start you from 0 Ticks and the action will not be executed until 35 Ticks.
Performing a second action will stack on top of that.  So if your second action has a speed of 15 Ticks, it will be executed at 50 Ticks.
Performing a third action will also stack on top of that.  So if your third action has a speed of 45 Ticks, it will be executed at 95 Ticks.

All actions, for the round, will stop once it reaches 100 Ticks.  But this doesn't mean that the action is no longer valid.  See Overflow Actions below for more information.

Section 3:  Timing Ties
There will be times when when 2 actions occur at the exact same time.  Results will vary depending if 2 actions would interact with one another:

  • Attacker A and Attacker B target one another with Ninjutsu and/or Taijutsu:  This results in a Jutsu Clash.  When two fighters target one another with a jutsu at the exact same time, the jutsus clash.  When this happens, the jutsus "damage" each other.  The one with the more powerful attack will have the remainder of the damage made as their attack on their intended target, requiring a successful attack to deal damage.
  • Attacker A and Attacker B target one another with Genjutsu:  When this happens, both Genjutsu occur at the exact same time.  Both will take effect at the same time (if they both hit), but their effects won't affect the other until after the jutsu is completed.  So a debuff from one genjutsu won't affect the other person until after the action is completed -- thus not affecting the genjutsu cast from the target.
  • Two Defensive Actions:  If 2 or more defensive actions are performed at the exact same time (or actions that don't deal damage), then there is no interaction.
  • 1 Attack going into a Defensive Action:  When this occurs, the defender is considered the winner with the defensive action taking priority over the offensive action.

Section 4:  Overflow Actions
When a single action from any participant exceeds the 100 Tick limit, their action will execute at the remaining amount of ticks in the next round.  
Between rounds, when submitting actions, the user may cancel that action from occurring or they may continue that action.  This Overflow Action will not count against the user's 3 action limit.  Just be aware that it might throw off your timing.

Section 5:  Suppression
Suppression is a physical status effect that can cause the current action you are working on to be delayed, potentially throwing off next round's timing and even cause an action to become an Overflow Action.  A target may only be suppressed twice per round with the amount of ticks suppressed dependent on the jutsu/ability.
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Rewritten Battle Rules 2 Empty Re: Rewritten Battle Rules 2

Post by Admin Wed Mar 27, 2019 7:49 pm

Chapter 5
Handseals, Chakra Use, and Concentration Jutsu

Section 1:  Handseals
For jutsus that require handseals, they will state whether or not they require them.  
If a jutsu requires handseals, the user must have both hands free in order to use handseals (unless you're a Yuki and can use One-Handed Seals).
If a weapon is equipped (and it doesn't state, may use handseals while equipped) the weapon will either need to be sheathed or dropped before using Handseals.
May not use Handseals while bound.

Section 2:  Chakra Use
Chakra is important for using Ninjutsu, Genjutsu, and Hybrid Taijutsu and work similarly to how MP works in other RPGs.
Simply put, you need the Chakra in order to use one of those jutsu that requires Chakra.
If you don't have enough Chakra to use a jutsu, you just can't use it.  There is no "chakra burn" in this system.  So manage your chakra wisely.
Restoring Chakra is extremely difficult in this battle system usually with very limited amounts of bloodline abilities, items, or Resting.  There is no Chakra Regeneration.

Section 3:  Concentration Jutsu
If a jutsu states it uses Concentration then you have used a Concentration jutsu.
You may only use one Concentration Jutsu at a time.  Using a Concentration Jutsu while you are Concentrating on a Jutsu will cause the first to stop whether your new one was successful or not.  
Being hit by suppression twice while Concentrating on a jutsu will also cause the Concentration Jutsu to break
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Post by Admin Wed Mar 27, 2019 7:49 pm

Chapter 6
Maintains, Durations, and Cooldowns

Section 1:  Maintains
::Maintains are for some jutsu that last for an indefinite amount of time.  Unlike jutsu with a duration, Maintains cost roughly 50% of the jutsu's original cost every 100 Ticks to keep going.  
::If a jutsu has an effect every time it is maintained, the user must pay the maintain before the effect can be performed.
::Dropping a maintain won't drop it immediately.  It will stay in-use until the next time it needs to be maintained.  Since it's being dropped, it won't be maintained and will go away.
::If a user doesn't have enough chakra to continue to maintain, they will drop the maintain.

Section 2:  Durations
::Unlike maintains, jutsu with a duration only lasts for that amount of time.  All Durations will be in "Tick Length".  This means that, from when it's cast, it will stay around for that many ticks before going away.  
::Re-using the same jutsu before it expired will not extend the duration.  You must wait until it's duration ends before re-casting.  You may use it on another target, however, without affecting duration.

Section 3:  Cooldowns
::Primarily for Pure Taijutsu (not Hybrid Taijutsu, though there are some exceptions) Cooldowns are generally used in place of Chakra cost for Taijutsu.
::For Pure Taijutsu, hit or miss, they will go into cooldown.  
::All cooldowns are in "Tick Length"
::The user may not use that jutsu again until after the jutsu has gone off of cooldown.
::There are some abilities/items that may decrease cooldown times.
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Post by Admin Wed Mar 27, 2019 7:50 pm

Chapter 7
Rules for Ninjutsu, Taijutsu, and Genjutsu

Section 1:  Rules for Ninjutsu
::All Ninjutsu (unless otherwise stated) will require Handseals.  ((Read more in Section 1 of Chapter 5))
::Ninjutsu are categorized into the following elements:  Water, Wind, Earth, Fire, Lightning, Non-Categorized.  These are the base elements of ninjutsu, excluding special elements offered by Bloodlines.  Example:  Ice for Yuki.  
::Jutsu of a certain element gains benefits from Ninjutsu buffs/debuffs (Accuracy/damage) and from that particular element buff/debbuf.  So a water Ninjutsu gains benefits from Ninjutsu damage/accuracy bonuses as well as bonuses to Water for damage/accuracy.
::Ninjutsu will use chakra.  You must have enough chakra in order to cast a Ninjutsu.  You may not "Chakra-Burn" to use Ninjutsu.

Section 2:  Rules for Taijutsu
::All Taijutsu requires a weapon equipped.  Equipping a weapon costs 1 Action @ 10 Ticks.  
::Any Taijutsu action used when a weapon wasn't equipped will default to a basic strike with your natural martial weapons.  

    Natural Martial Weapon Damage
  • Level 1:  3 damage
  • Level 5:  20 damage
  • Level 10:  30 damage
  • Level 15:  50 damage

Regardless of if you use a Martial Art/Unarmed Taijutsu, not having a weapon equipped will default to a basic strike at the damage listed above.
::Weapons may only use the type of jutsus associated with the weapon.  So a weapon with Slashing and Bashing type on it may use Slashing and Bashing Taijutsu.
::To use another type of Taijutsu, you'll need to switch to a weapon capable of performing that jutsu.  Failure to switch weapons to use another type will cause you to perform a basic strike with the currently equipped weapon rather than the incorrect jutsu type.
::When performing a Called Shot, it uses the currently equipped weapon to perform it.
::Unlike Ninjutsu and Genjutsu, pure Taijutsu are placed on a cooldown without a Chakra Cost.  They will still have a Time Cost (in Ticks).
::Weight of your weapon will determine the speed of Taijutsu.  

    Weight vs Speed
  • Light Weight Weapons:  -10 Ticks
  • Medium Weight Weapons:  +0 Ticks
  • Heavy Weight Weapons:  +10 Ticks

This speed will alter the speed listed in the Taijutsu.  If the speed of the Taijutsu is 25 Ticks, it will become 15 Ticks if performed with a Light Weight Weapon as opposed to 35 Ticks when used with a Heavy Weight Weapon.  While Taijutsu with a light weight weapon is fast, you trade off quite a bit of damage.  
::Hybrid Taijutsu uses Chakra but generally do not have a cooldown, which makes Hybrid Taijutsu quite spammable as opposed to pure taijutsu.

Section 3:  Rules for Genjutsu
::Genjutsu will always use Chakra and Handseals (unless otherwise stated)
::Genjutsu will ALWAYS be marked as "X uses a Genjutsu on Y" in the mod, not stating the specific Genjutsu used.
::Genjutsu are classified by the casting medium:  Visual, Audial, Touch

  • Visual Genjutsu requires the user to be able to see their target, meaning that stealthed targets that the user isn't aware of, is completely immune to Visual Genjutsu
  • Audial Genjutsu does not require visual contact and stealthed targets the user isn't aware of may still be targeted.  ((Still rolled at Disadvantage)).  If the opponent is deafened or the user is silenced, the Audial Genjutsu doesn't work.
  • Touch Genjutsu requires physical touch, requiring a Taijutsu Accuracy to succeed before a Genjutsu Accuracy can be rolled.  Failure to succeed in the Taijutsu accuracy won't allow the Genjutsu Accuracy to be rolled.

There may be other mediums for Genjutsu, but those will be considered extremely rare and will be explained in the jutsu, itself.  
::A target may only be affected by 2 Genjutsu at a time regardless of casting medium.  Any other genjutsu, after the second, replaces the oldest one.

::Once affected by a Genjutsu, at 100 Ticks, the affected will roll a Gen Save roll.  For them to recognize they are in a genjutsu, they must roll equal-to or over the Gen Save Roll.  So if a genjutsu has a Gen Save of 15, you must roll a 15 or higher.  
::Every failed Genjutsu Save roll gains an additional +1 to the next Gen Save roll.  
::Once the user succeeds a Genjutsu Save, they now know they are under a Genjutsu but they don't know exactly what genjutsu.  This allows them to use jutsus that turn around a Genjutsu or cancels the Genjutsu.


Last edited by Admin on Mon Apr 01, 2019 7:21 pm; edited 1 time in total
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Chapter 8
Rules for Medical Jutsu

Section 1:  Rules for Medical Jutsu

::Only those that are in the medical branch are capable of obtaining the Level 10 and Level 15 levels of every Medical Ninjutsu.
::If you leave the medical branch, you lose access to the Level 10 and Level 15 levels of Medical Ninjutsu
::Medical Nin used on others are automatic and does not require a roll (Unless used offensively)
::Medical Nin ignores armor and heals the HP directly, regardless of if there is armor or not.
::Targets who have 0 HP cannot be healed except by using Medical Ninjutsu capable of "reviving" a downed teammate.


Last edited by Admin on Tue Apr 02, 2019 12:16 am; edited 2 times in total
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Chapter 9
Advantage

Section 1:  Advantage
::This is primarily towards attack rolls.  When you have advantage on your attack roll, you roll 2 dice and use the highest number for your roll.
::It is possible to have up to +4 Advantage, which is rolling 5 dice and using the highest roll possible.  This only occurs when stacking multiple instances of Advantage together such as stealth and a jutsu that uses Advantage.  Stacking up to +4 is extremely difficult, but it's potentially do-able.
::If you have disadvantage and have an attack that is rolled at advantage, you essentially roll a standard roll.  1 Advantage removes 1 Disadvantage in this instance.

Section 2:  Disadvantage
::This is primarily towards attack rolls, binds, and called shots.  When you have disadvantage on your attack roll, you roll 2 dice and use the lowest number for your roll.
::It is possible to have up to +4 Disadvantage, which is rolling 5 dice and using the lowest roll possible.  This is EXTREMELY rare, but like Advantage, it's possible.
::1 Disadvantage removes 1 Advantage.
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Chapter 10
Reflexive Actions

Section 1:  Reflexive Actions Timing
All actions marked as "Reflexive" in their Skill Type can be used in Reflexive Actions.
Reflexive Actions are performed at 0 Ticks (instant) and does not throw off timing of other, main actions in the user's action list.

Section 2:  Reflexive Actions Slots
Everyone gets 1 Reflexive Actions slot along side their 3 base actions.
Only skills marked as "Reflexive" may be placed into this slot.
Jutsus with the note "Can be used as a Reflexive Action" may also be used in this slot.

Section 3:  Reflexive Actions Conditional Use
Depending on the Reflexive Action you have in your Reflexive Actions Slot, the BM (Battle Master) will have it activate when it seems necessary.
If there is an error, in your opinion, on the use of the Reflexive Action, please talk to your BM to get it fixed.
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Chapter 11
Clones

Section 1:  Clone Usage
A person is capable of using clone jutsu.  Clone jutsu are a good way to create copies of yourself to confuse your opponent.  You can create anywhere between 1 to 3 clones.  However, having multiple clones make the clones collectively weaker than a single clone.

Section 2:  Clone Confusion
Upon using a Clone Jutsu, everyone has the following chances of being confused by this clone:

  • First Time using any clone jutsu:  100% chance for everyone (Friendly or Foe) to be confused by these clones
  • Second Time using any clone jutsu:  80% chance for everyone (Friendly or Foe) to be confused by these clones
  • Third Time using any clone jutsu:  60% chance for everyone (friendly or foe) to be confused by these clones
  • Fourth Time using any clone jutsu:  40% chance for everyone (friendly or foe) to be confused by these clones
  • Fifth Time using any clone jutsu:  20% chance for everyone (friendly or foe) to be confused by these clones
  • Any other uses any clone jutsu:  0% chance for everyone (friendly or foe) to be confused by these clones

Chance for increasing Clone Confusion may be increased with the Clone Specialist General Ability.
Everyone gains a 1d100 roll.  They must roll OVER their percentage in order to not be confused by Clones.

Opponents who have failed their roll are affected by Clone Confusion.  This varies depending on the number of clones you create.  Any attack made towards you (while you have clones activated) by someone affected by Clone Confusion will result in a roll before the attack roll.  This is a roll to see who was attacked:  Either you or the clones.  

If you have 3 clones, then a 1d4 will be rolled.
A roll of 1 will be YOU that is targeted
A roll of 2 will be Clone 1 that is targeted
A roll of 3 will be Clone 2 that is targeted
A roll of 4 will be Clone 3 that is targeted

Section 3:  Clone Detection
::Upon making a roll for clones, you must roll OVER the percent chance to not be affected by clones.  This means, on the fourth attempt that your opponent makes a clone, there is a 40% chance that you'll be confused by the Clone.  A roll of 41 or higher will make you not be fooled by these clones.  
::It is possible to have modifiers that makes Clone Detection easier upon cast.  Abilities like the Sharingan, Byakugan, and the Eye Scope lowers the opponent's chances of causing Clone Confusion.  With these activated, you increase your chances (by lowering the percentage) of being Clone Confused.  
::If you have failed the Clone Confusion roll, you will be stuck being unable to target your opponent.  You must roll to see if you hit a clone or the user (see above)
---Hitting a clone lets you recognize the clone to be a clone, removing them from the next Clone Roll (only if you actually deal damage to the clone)
---Hitting the actual user lets you instantly recognize that that's the real user and is no longer affected by Clone confusion for this use of Clone.
Keep in mind, most clones are able to dodge (even if it is at a weaker stat) -- You'll need to hit either the clone (to remove it off the list next time this is done) or hit the user to completely remove all clones off the list.

Section 4:  Clone Limits
May only have 1 type of clone out on the field at a time.
All clones will have a maximum of 3-5 clones -- which will be stated in the Clone jutsu itself.  This limit can be increased with the Clone Specialist General Ability.
Casting a new clone jutsu will overwrite the current clone jutsu (regardless of Level cast) and will bring you down to the next tier of Clone Confusion.

Section 5:  Clone Stats
A clone's stats will primarily be the user's base stats (before any buffs, excluding passive buffs)
A clone's damage will be +0% damage unless the user has points into Bonus Damage.
A clone's HP will be based off of a percentage listed in the clone jutsu, itself.  The full percentage goes into a single clone while creating multiple clones splits that percentage up evenly among the clones created.  (So a clone with HP equal to 18% of the user's max health will be turned into 6% if 3 clones are created)
Clones will state what kind of jutsu they can perform.  Any elemental clones are stuck with that particular element.
Any chakra used by clones will be taken out of the user's Chakra pool as the clones don't have a chakra pool they can use.

Section 6:  Clone Actions
Not all clones are capable of making actions, but those that do may only have 1-2 actions.
They may perform these actions using the same Action Cost and Timing as everyone else can.  
Using actions the round they are created starts their action timer the moment they are created.  
((So if a clone was created at 65 Ticks and they want to do a move that is 40 Ticks long, they'll have their actions execute at 105 ticks (or 5 times into next round))

Section 7:  Clones and Status Effects
Physical Clones (not illusionary clones) do not carry over any physical status effect that the user may have.  If the user is bleeding and they create clones, their clones are not bleeding.
Physical Clones are capable of suffering from Physical Status Effects (Any status effect with HP Save).
Physical Clones are not capable of being affected by Mental Damage or genjutsu.

Section 8:  Clones reaching 0 HP
Once a clone reaches 0 HP, they vanish.  They won't be able to clone confuse and they won't be able to make any actions.  Once all clones have reached 0 HP, the user is no longer considered "Maintaining" the clone jutsu.
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Rewritten Battle Rules 2 Empty Re: Rewritten Battle Rules 2

Post by Admin Wed Mar 27, 2019 7:51 pm

Chapter 12
Minor Summons and Grand Summons

Section 1:  Difference between the Summons
Minor Summons:  Summons you gain from specific jutsu.  Minor Summons have a duration or maintain in order to use.
Grand Summons:  Requires the user to do a Contract Search.  These are otherworldly creatures with immense power.  Grand Summons have no additional cost other than summoning.

Section 2:  Summon Limitations
Minor Summons:  May only have 1 Minor summon out on the field at any time.  Minor Summons disappear when another Minor Summon is summoned (from the same user) or a Grand Summon has been summoned (from the same user)
Grand Summon:  Only 1 Grand Summon may be out on the field (from a single user) at any one time.  Summoning a Grand Summon causes any Minor summons owned by the user to disappear.  No other Minor Summons can be brought forth while the Grand Summon is around.
May not have a Minor Summon and a Grand Summon out on the field at once.

Section 3:  Minor Summon Stats and Abilities
The Minor Summons will have their stats and abilities stated in the jutsu, itself.
Minor Summons do not gain any buffs activated by the user upon being summoned.
Minor Summons may be buffed after they are summoned.
Minor Summons may be affected by physical and mental effects as they are their own creature (unlike clones).
Minor Summons will have their own HP and Chakra values, with chakra costs coming from the Minor Summon's own Chakra pool.
Minor Summons may only perform abilities stated in the jutsu, itself and may perform basic strikes.

Section 4:  Minor Summon Actions
Minor Summons gain anywhere between 1 to 2 actions per round.
Their Action Cost and Timing is dependent on the ability they use.
User may submit actions for the Minor Summon the round it is summoned if there is any time left in the round.

Section 5:  Minor Summon reaching 0 HP
When a Minor Summon's HP has reached 0, it is considered "dead" and cannot be re-summoned for the remainder of battle.

Section 6:  Grand Summon Stats and Abilities
There are three levels of Grand Summons (Level 5, Level 10, Level 15).  
Each Level of Grand Summon has their own stats using a similar stat-distribution as the shinobi.
They gain HP/Chakra every level (up to their level, but not surpassing their level).
Their Stats work exactly like a shinobi's stats.  
They may use their own abilities with their own Ability Tree and they may use jutsu owned by the summoner based on their weapon types.
Grand Summons are also affected by Genjutsu.
The user may choose which level to summon.  If the user wants to summon another Level, they'd have to spend the Chakra and Ticks to summon the other Level.  This new summoning, however, will cause the currently existing Level of Summon to "De-Summon"

Section 7:  Grand Summon Actions
Grand Summons gain up to 3 actions per round
Grand Summons may perform actions the round they are created if there is any more time.
A Grand Summon is capable of "De-Summoning" themselves for 1 Action @ 10 Ticks.  Their information is saved and they enter a state of "Rest" gaining all of the Resting Bonuses at half the rate while de-summoned.
A Grand Summon may re-summon themselves for 1 Action @ 50 Ticks.

Section 8:  Grand Summon reaching 0 HP
When a Grand Summon's HP reaches 0, this Grand Summon is considered Dead.  This Level of Grand Summon may not be resummoned until a replacement is made.  Replacements can be made 2 OOC months after the death of that summon.

((See more information in the Grand Summoning Rules))
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Rewritten Battle Rules 2 Empty Re: Rewritten Battle Rules 2

Post by Admin Wed Mar 27, 2019 7:52 pm

Chapter 13
Stealth

Section 1:  Entering Stealth
To enter stealth, it costs 1 Action @ 10 Ticks.
Ability to actually enter stealth is dependent on how many times you've entered stealth.  This works similarly to Clone confusion where your first attempt will be free and each subsequent attempt will have lower chances of being successful.  

  • First Stealth attempt:  100% chance to go stealthed against all foes
  • Second Stealth attempt:  80% chance to go stealthed against all foes
  • Third Stealth attempt:  60% chance to go stealthed against all foes
  • Fourth Stealth attempt:  40% chance to go stealthed against all foes
  • Fifth Stealth attempt:  20% chance to go stealthed against all foes
  • All other chances:  0% chance to go stealthed against all foes

Upon entering stealth, your opponents will roll a 1d100 (percentile dice).  They must roll above the percentage to notice you attempted to go into stealth.  Both friends and foes make this roll.
This number can be augmented by certain abilities such as the Sharingan, Byakugan, and Eye Scope.  This will lower the number that that particular target has to roll over.
You only gain stealth bonuses against target you successfully went stealth against.

Section 2:  Stealth Bonuses
:: Your actions, while in stealth, will be displayed as "Hidden Action" in the mod.  Only those that aren't affected by your stealth will see what actually happened (via PM on site)
:: Your attack, while in stealth gain the following:

  • Attack gains advantage
  • Critical Hits gain +50% damage
  • Critical Range increased by +2
  • Target may not use reflexive actions against this attack

:: After making a Stealth Attack, you are brought out of stealth. (There are cases where you can remain in stealth after an attack, but those are special abilities that MUST be stated to remain in stealth).
:: Performing a Medical Jutsu on someone other than yourself will also bring you out of stealth.  
:: Offensive Actions (anything that targets someone other than yourself) will bring you out of stealth.

Section 3:  Blindshots
:: When attacking or targeting someone in stealth, you roll at Disadvantage.  Succeeding a roll at Disadvantage will bring your opponent out of stealth.
:: May not target someone with a Doujutsu (such as Amaterasu) when someone is in stealth.
:: May not target someone with a genjutsu when someone is in stealth.
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Post by Admin Wed Mar 27, 2019 7:52 pm

Chapter 14
Binds and Chakra Locks

Section 1:  Binds
When you're stuck in a bind (after opponent succeeds in a disadvantage roll) you are considered bound.
The following are actions you may not perform while bound:

  • Perform Handseals
  • Reflexive Actions (there are exceptions and they will state if they are or not)
  • Use an item
  • Use your weapon
  • Drop your weapon
  • Switch your weapon
  • Rest
  • Perform any jutsu that makes contact

While bound, the only other actions you may perform is "Escape"

To Escape:

  • Uses 1 Action
  • Performed at 20 Ticks
  • Rolls the HP Save (or Gen Save) stated in the bind, itself.
  • Every failed Save increases by 2 (d20+2 for second try, d20+4 for third try, d20+6 for fourth try, etc)
  • Once successfully escaped, if there is time left over, the user performs the next action in their action list


For Prison-Type:  
Prison-Type Binds can either be escaped by succeeding in a Save or destroying what's keeping you imprisoned.  
Prison-Type Binds may allow the one trapped in it to still move freely.
To attack the Prison, you must state the Prison as your target.  (You may state your target and prison as both of your targets in this instance.  If the prison goes down, you can target your target instead of the prison.  This is perfectly acceptable as a target normally if you're expecting to be placed into a prison bind)

Section 3:  Chakra Locks
A chakra lock is a bit different than a bind.  You can still move while Chakra locked and perform actions, however, your actions are limited.
A Chakra Lock can be seen similarly to "Mute" status in other RPGs.  
Chakra Locks stop you from using Chakra, making all actions that use Chakra fail and be converted to Basic Strikes instead.
Chakra Locks also stop any and all maintains you have going on.
Chakra Locks are EXTREMELY rare.
A target may only be affected by a Chakra Lock once per fight.
A target may "escape" a chakra lock using a Chakra Save.  However, unlike HP or Gen Saves, Chakra Saves do not increase with each failure and require you to stop actions to "escape" from a chakra lock.
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Rewritten Battle Rules 2 Empty Re: Rewritten Battle Rules 2

Post by Admin Wed Mar 27, 2019 7:53 pm

Chapter 15
Saves/Checks

There are 3 types of checks:

Section 1: HP Saves/Checks
::HP checks are used for physical conditions such as bleeding, suppression, etc. The ability, itself, will state if it requires an HP check.
::When an attack with an HP check is successful, the opponent is required to roll an HP Check.
::HP checks are rolled off of a 1d20, using any bonuses to the user's HP stat into the roll.
Example
Ninja A uses a jutsu that has a HP Save -- 12
Ninja B has a 4 in HP.
Ninja B rolls 1d20+4
Ninja B must roll a 12 or higher to succeed
Anything with an HP save can be fixed via items or medical ninjutsu.

Section 2: Gen Saves/Checks
::Gen Saves are used for recognizing being under a Genjutsu.
::100 Ticks after a Genjutsu was used, the user will perform a Gen Check.
::Gen checks are rolled off of a 1d20, using any bonuses to the user's Gen Resistance stat into the roll.
Example
Ninja A uses a Genjutsu and hits Ninja B
This Genjutsu has a Gen Save of 16
100 Ticks pass
Ninja B has a 4 in Gen Resistance stat
Ninja B rolls 1d20+4
Ninja B must roll a 16 or higher to succeed in recognizing that they are in a genjutsu
When you successfully realize you're under a genjutsu, then you can perform actions like Genjutsu Cancel or Genjutsu Reversal.

Section 3: Chakra Saves/Checks
::Only used for Chakra Blocks
::A Chakra Save will be used depending on the Chakra Block being performed on the target.
::Chakra Checks are rolled off of a 1d20, using any bonuses to the user's Chakra stat into the roll.
Example
Ninja A uses Eight Trigrams 512 Palms upon Ninja B
This automatically puts Ninja B into a Chakra Block
After a certain amount of time elapses, Ninja B is given a chance to break the Chakra Block.
This Chakra Block has a Chakra Save of 18
Ninja B has 0 into Chakra
Ninja B rolls 1d20
Ninja B must roll an 18 or higher to succeed in removing the Chakra Block from themselves
Chakra Blocks are extremely dangerous if they aren't removed quickly.


Last edited by Admin on Tue Apr 02, 2019 12:25 am; edited 1 time in total
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Post by Admin Wed Mar 27, 2019 7:53 pm

Chapter 15
List of Status Effects

Current List of Status Effects:
BLEEDING:  Every 50 Ticks, target takes 1% max HP damage.
This can stack up to 5 times, dealing up to 10% Max HP bleeding every 100 Ticks.
Bleeding lasts for 300 Ticks.
Every new instance of bleeding during this duration only increases the bleeding rank and does not extend the time.

SUPPRESSION:  Target's next action is performed at +X Ticks later.  
The jutsu, itself, will state the strength of the suppression.
There is no limit to how many times one can be suppressed each round.

BURN:  Target takes 10% of the jutsu's damage every 100 Ticks.  
Target may only be affected by 1 Burn at a time.
Multiple Instances of burn may happen with the highest damage of burn taking precedence.
Burn lasts for 300 Ticks.
Burn can be extinguished with an equal level water jutsu.

BLAZE BURN:  Target takes 10% of the jutsu's damage every 100 Ticks
Blaze Burn overwrites Burn.
Target cannot burn a target that is already Blaze Burned.
Multiple instances of Blaze Burn may happen with the highest damage of burn taking precedence.
Blaze Burn lasts until the user is KO.
Blaze Burn cannot be extinguished by water jutsu.

CALLED SHOT:  Effect varies depending on the Called Shot target.
Effect also varies depending on the Level of Called Shot.
Each individual Called Shot effect lasts for 200 Ticks at Level 1.
Each individual Called Shot effect lasts for 300 Ticks at Level 2.
Each individual Called Shot effect lasts for 500 Ticks at Level 3.

KO: Target may not move or take any actions.
Passives do not affect the target.
Target is not considered a valid target in battle.


Last edited by Admin on Tue Apr 02, 2019 12:38 am; edited 3 times in total
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Post by Admin Wed Mar 27, 2019 7:54 pm

Chapter 16
Actions Everyone Can Take
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Post by Admin Wed Mar 27, 2019 7:54 pm

Chapter 17
Fleeing Battle
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Chapter 18
Battle's End
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Extra Chapter
How to Fight Basics
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