Battle Rules -- Final Version

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Battle Rules -- Final Version

Post by Admin on Thu Dec 03, 2015 7:10 am

Welcome to the Shinobi Way Battle System.  Here, you will find information on our Battle System.  This system is primarily for PvP.  This system was developed because sometimes you have to solve things with a more impartial system.  

Before you begin reading these rules, please be sure to read:
- Battle Start Conditions :  To learn the conditions for calling a BM.  (There may be some disqualifying factors)
- How to Perform a Battle : To learn how what to do after a BM is called.
Once you have read those, feel free to continue.  Everything you read here is the ENTIRE system.  We do not hold anything secret from the public, (because it's not fair to have information that only the admin and battle moderators have, right?)

BASIC BATTLE RULES
Section 1.  Understanding your stats
Section 2.  Action Speed/Speed Stacking
Section 3.  Hits and Crits
Section 4.  Dodging and Counters
Section 5.  Dealing Damage/Applying Damage Reduction
Section 6.  Secondary Effects
Section 7.  Chakra and Stamina Costs
Section 8.  Entering Battle and Fleeing
Section 9.  Character Inventory
Section 10.  Discipline Rules
Section 11.  End of Battle  

ADVANCED BATTLE RULES
Section 1.  Conditionals
Section 2.  Damage Cancels (like bodyswitch)
Section 3.  Stealth
Section 4.  Clones
Section 5.  Summons/Pets
Section 6.  Dual/Multi-Wielding
Section 7.  Poisons
Section 8.  Called Shots
Section 9.  Forms
Section 10.  Other Commands
Section 11.  Caps and Limits
Any additions to the battle system will be here.  Stay tuned for more details!


Last edited by Admin on Sun Dec 13, 2015 8:51 pm; edited 8 times in total
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Re: Battle Rules -- Final Version

Post by Admin on Thu Dec 03, 2015 8:01 am

Section 1:  Understanding Your Stats

Part 1:  What are the stats?
If one wishes to take part in the battle system, they will need to know what their stats are.
These stats are what you will be increasing as you level up.  

Point Stats
Spoiler:
Point Stats are:

HP:  Health Points -- Like in any other RPG, this determines your ability to continue fighting and how many hits you can take.
CP:  Chakra Points -- Instead of Magic Points (MP), you have Chakra Points.  These are the primary costs for use of Ninjutsu and Genjutsu.
SP:  Stamina Points -- Like in other games, Stamina is used for physical actions.  This is used for Taijutsu and Puppet Jutsu, but may also be the cost for other actions such as Fleeing Combat
Accuracy/Dodge Stats
Spoiler:
Accuracy/Dodge Stats are:

Taijutsu Accuracy:  This determines your ability to hit with a taijutsu attack (both melee and long ranged).  The higher your Taijutsu Accuracy, the more likely you are to hit.
Taijutsu Dodge:  This determines your ability to dodge a taijutsu attack (both melee and long ranged).  The higher your Taijutsu Dodge, the more likely you are to avoid a hit.
Puppet Accuracy:  This determines your ability to hit with a Puppet attack (both melee and long ranged).  The higher your Puppet Accuracy, the more likely you are to hit.
Puppet Dodge:  1:  This determines your ability to dodge a Puppet attack (both melee and long ranged).  The higher your Puppet Dodge, the more likely you are to avoid a hit.
Ninjutsu Accuracy:  This determines your ability to hit with a ninjutsu attack.  The higher your Ninjutsu Accuracy, the more likely you are to hit.
Ninjutsu Dodge:  This determines your ability to dodge a ninjutsu attack.  The higher your Ninjutsu Dodge, the more likely you are to avoid a hit.
Difficulty/Save Stats
Spoiler:
The Difficulty/Save Stats are:

Genjutsu Difficulty:  This determines your ability to land a Genjutsu.  The higher your Genjutsu Difficulty (DC) is, the more likely you are to hit.
Genjutsu Save:  This determines your ability to resist a Genjutsu.  The higher your Genjutsu Save is, the more likely you are to resist an incoming Genjutsu.
*Effect Difficulty:  This determines various things from physical ailments to entering stealth.  Read jutsu/system for more info regarding Effect Difficulty.  The higher your Effect Difficulty (DC) is, the more likely the physical effect is to take place.  
Effect Save:  This is the opposing stat to Effect DC.  This determines your character's resistance to physical problems (whereas Gen Save protects you from mental/emotional problems).  The higher your Effect Save is, the more likely the physical effect is resisted.

*Effect DC can also be used as a secondary roll after a successful attack.  When used as a secondary roll, the Effect DC vs Effect Save roll will be performed RIGHT after damage has been dealt (if applicable)

Part 2:  What does each increase give me?
Once you level up, you are given points to allocate into your stats.  Each point means something.  While we understand that some stats will be considered "dump" stats, other stats won't be.  The list below will show you each stat with their starting stats/points and what each increase will do.
Point Stats
Spoiler:
HP
Starting HP:  1000
1 Point into HP:  +500 HP
CP
Starting CP:  1000
1 Point into CP:  +250 CP
SP
Starting SP:  70%
1 Point into SP:  +5%

Accuracy/Dodge Stats
Spoiler:
ALL
Starting Acc/Dodge:  +0
1 Point into each stat:  +1 to that stat

Difficulty/Save Stats
Spoiler:
ALL
Starting Difficulty/Save:  +0
1 Point into each stat:  +1 to that stat


Part 3:  Caps to Each Stat
Each stat has a cap of how far you can increase them.
All stats cap out at +15.  This does not include buffs.  That will be in the appropriate section under "Caps and Limits".



Part 4:  Maximum Stats
There are 13 stats and each has a maximum of 15.
However, your stats only go a maximum of 145 points total.  You cannot exceed 145 stat points.  Stats stop once you have reached 145 stat points.  

Now that you now understand your stats, proceed to Section 2.


Last edited by Admin on Tue Dec 15, 2015 12:04 am; edited 3 times in total
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Re: Battle Rules -- Final Version

Post by Admin on Thu Dec 03, 2015 9:08 am

Section 2:  Action Speed/Speed Stacking

Part 1:  Action Speed
Spoiler:
All actions have an action speed attached to them.  
Taijutsu and Puppet jutsu are the fastest while Ninjutsu and Genjutsu are the slowest.

The lowered speed of Ninjutsu and Genjutsu is the battle system's interpretation of casting handseals.  Jutsus that do not require handseals are considered extremely deadly and resolve much quicker than jutsus that require handseals.  

The following table details all action's speed as they are in their normal state
(Note that some jutsus may have different speeds depending on it's effects and whether or not it requires a handseal):
E RankD RankC RankB RankA RankS RankX Rank
Taijutsu10152025303540
Puppets10152025303540
Genjutsu15233038455360
Ninjutsu15233038455360

As you can see, lower ranking skills are faster than higher ranking skills and Genjutsu/Ninjutsu are 1.5x slower than Taijutsu/Puppet Jutsu.


Part 2:  Order of Actions for one person
Spoiler:
Everyone is given 4 actions per round.  

With those 4 actions per round, each action's order is determined by the following:
First Action:  First action's speed
Second Action:  First action's speed + Second action's speed = Total Speed of Second Action
Third Action:  Total Speed of Second Action + Third Action Speed = Total Speed of Third Action
Fourth Action:  Total Speed of Third Action + Fourth Action Speed = Total Speed of Fourth Action

Using this as a basis on how to calculate Action Speed, allow me to give you an example:
Example:  
Joe Ninja uses the following actions:
Mystic Fireball: | 38 Speed
Clone Jutsu:  [E Rank Ninjutsu] | 15 Speed
Lion Combo:   | 25 Speed
Primary Lotus:  [S Rank Unarmed Taijutsu] | 35 Speed

Joe's actions occur at the following speed:
1st Action:  38 Speed*
2nd Action:  38 + 15 = 53 Speed*
3rd Action:  53 + 25 = 78 Speed*
4th Action:  78 + 35 = 113 Speed*
As you can see, simple addition is all that is needed for the basic time stacking. 
There may be some odd skills that increases or decreases the speed of attacks/actions, but those will ALWAYS BE +/- INTEGERS, NOT PERCENTAGES.
All Speed with the * is the resolution time of each attack.  In other words, that is when the actions/attacks happen.  


Part 3:  Time Stacking
Spoiler:
As seen in Part 2 on how to calculate Action Speed for one person, you perform this for all members involved.  Once you have the actions' speeds listed for all actions in the battle (even free actions), you put them into a timeline, starting at 1 Speed and increase in number.  

Lower numbers go first while higher numbers go later.  You put the actions in that order until all actions have been put on paper.


Part 4:  Timing Changes
Spoiler:
There are three things that can effect timing:

Suppression -- Suppression increases the timing of a single attack.  This is a secondary effect.
Speed Increases/Decreases -- These are generally temporary status changes.  Increases and decreases change timing for the next valid action (and subsequent actions thereafter) which the BM will have to account for.
Binds -- Binds stop the player's actions when they are bound.  They do not pick up their actions until the bind is broken (to which they will return to their timing once the bind is dropped)

Example 1:  Suppression
Joe's actions:  
Suppressing Strike | B Rank Blunt Taijutsu | 25 Speed (Chance for Suppression)
Meteor Strike | A Rank Blunt Taijutsu | 30 Speed + 25 Speed = 55 Speed

Mike's Actions:
Thousand Years of Pain | D Rank Unarmed Taijutsu | 15 Speed
Primary Lotus | S Rank Unarmed Taijutsu | 35 Speed + 15 Speed = 50 Speed

Actions:
[15] Mike uses Thousand years of Pain on Joe
[25] Joe uses Suppressing Strike on Mike -- Mike is suppressed!  Next attack increased by 15
[55] Joe uses Meteor Strike on Mike
[50 65] Mike uses Primary Lotus on Joe

As you can see, Mike's Primary Lotus would have happened directly before Joe's Meteor Strike, however, upon suppressing Mike, his attack goes later allowing Joe's Meteor Strike to go first.

Example 2:  Speed Increases/Decreases
Mike's Actions:
Double Gravity | B Rank Ninjutsu | 38 Speed (Makes all actions speed +7 Speed)

Joe's Actions:
Power Punch | D Rank Unarmed Taijutsu | 15 Speed
Megaton Punch | A Rank Unarmed Taijutsu | 30 Speed + 15 = 45 Speed
Megaton Punch | A Rank Unarmed Taijutsu | 30 Speed + 45 = 75 Speed

Actions:
[15] Joe uses Power Punch on Mike
[38] Mike uses Double Gravity on Joe.  Joe's actions have +7 Speed
[45 52] Joe uses megaton Punch on Mike
[75 89] Joe uses Megaton Punch on Mike

As you can see, by using a jutsu that increases Action speed, it makes all actions slower during the duration of the jutsu.  Once it takes effect, it effects all actions that happen directly afterward.

Binds:  For rules regarding Timing for Binds, consult the Binds ruling in the Advanced Battle Rules


Part 5:  Time Clashes

Spoiler:
Time Clashes happen when two actions are done at the same time.  Nothing special happens here.  Actions just happen at the same time.  
The only thing you'll need to remember is:  Attacks have priority over Buffs/Effects.
So if Joe is buffing his dodge the same time Mike is attacking Joe, Mike's attack registers before Joe's buff.
*Note:  Healing will be lumped into buffs for the sake of simplicity.

Now that you have an idea how timing works, move on to Section 3.
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Re: Battle Rules -- Final Version

Post by Admin on Fri Dec 04, 2015 5:02 am

Section 3:  Hits and Crits


Part 1:  To Hit
Spoiler:
This is used with offensive stats such as:
Taijutsu Accuracy
Puppet Accuracy
Ninjutsu Accuracy
Genjutsu Difficulty

Dice Roll
Rolling to-hit is rolled off of a 1d20 roll.  To roll an attack, you add that person's accuracy/difficulty at 1d20+X (where X is your score for that stat)
Example
Joe has 11 Taijutsu Accuracy.  
His roll is made off of 1d20+11 against his opponent's Taijutsu Dodge.
Joe can roll anywhere between a 12 or a 31.
All Joe has to do now is wait for the defense to be rolled.  If his total roll is HIGHER than the defender's roll, he successfully landed an attack.


Part 2:  Critical Hits
Spoiler:
Critical Hits are a stroke of luck.  This is when the attacker catches their opponent off-guard.  
Critical Hits ONLY occur on a roll of 20.  
Critical Hits are ALWAYS Auto-Hit, regardless of the stat boosts of either player.
Critical Hits deal x2 damage to the opponent, ignoring armor.
Critical Hits automatically get secondary effects
Critical Hits cannot be Damage Canceled
**If a Genjutsu Critical Hits, the Genjutsu costs the user 0 CP and lasts for 2 rounds longer.

The Critical Hit Cap is:  +1 (Roll of 19 or 20)
Now that you understand how to hit, now learn how you dodge attacks in Section 4!




Section 4:  Dodging and Counters


Part 1:  To Dodge
Spoiler:
Much like hitting, dodging uses the Dodge stats such as:
Taijutsu Dodge
Puppet Dodge
Ninjutsu Dodge
Genjutsu Save
If someone uses Taijutsu Accuracy, you will ALWAYS use your Taijutsu Dodge.

All of these are also rolled out of 1d20.  After the 1d20, the stats are added.


Dice Roll
Rolling to-dodge is rolled off of a 1d20 roll.  To roll a dodge, you add that person's dodge/save at 1d20+X (where X is your score for that stat)
Example
Mike has 14 Taijutsu Dodge
His roll is made off of 1d20+14 against his opponent's Taijutsu Accuracy.
Mike can roll anywhere between 15 or a 34
All Mike has to do is have a total roll the SAME or HIGHER than the attacker's roll.



Part 2:  Counterattack
Spoiler:
Counters happen when the defender notices a moment of vulnerability in the attacker's movements, allowing for a 'sucker punch' to be performed.  

Counters ONLY occur on a DEFENSIVE roll of 20
Counters are ALWAYS Auto-dodge of the attack, regardless of the stats.
Counters are considered free-actions, not counting against the user's 4 action total.
Counters are made instantly (no timing)
Counters are simply basic strikes made with the equipped weapon.  (If no weapon is equipped, the user will use natural weapons)
Counters can be used as Called Shots with no Effect Difficulty Penalty*
Successful counters deal double attack damage, ignoring armor

NOTE:  If no weapon is equipped, standard unarmed damage is dealt (See Section 5: Dealing Damage for more details)
*The defender MUST indicate in their actions WHERE to target with a called shot in the event of a Counter.  If no target is indicated in the actions, it is treated as a basic strike.  Indicating that they wish to do a called shot to a limb is NOT considered a conditional, but counts as clarification.

The Counter Attack Cap is +1 (roll of 19 or 20)
Now that you understand how to hit, now learn how you dodge attacks in Section 5!


Last edited by Admin on Sat Dec 12, 2015 8:23 pm; edited 2 times in total
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Re: Battle Rules -- Final Version

Post by Admin on Fri Dec 04, 2015 8:56 pm

Section 5:  Dealing Damage/Applying Damage Reduction

Once an attack successfully hits a target, it is time to deal damage.


Part 1:  Types of Damages
Spoiler:
There are 3 types of damages:
Taijutsu:  Taijutsu damage works a little differently than the others.  You apply the following formula for dealing damage for Taijutsu.
(Weapon Damage x Taijutsu Multiplier) x (Buffs/Debuffs - Opponent's Armor Rating) = Damage

Puppet Jutsu/Ninjutsu:  These are lumped together due to the fact that they use the same formula.
(Damage of Attack) x (Buff/Debuffs - Opponent's Armor Rating) = Damage

Genjutsu:  The strongest damage type of them all.  While it doesn't deal as much damage as the other types, there is no armor to defeat it.
(Damage of Genjutsu) x (Buff/Debuffs) = Damage

Part 2:  Index of Terms
Spoiler:
Weapon Damage:  The damage your weapon does.  This damage varies depending on how strong your weapon is.  A medium weapon deals more damage than a weak weapon and a strong weapon deals more damage than a medium weapon.  

Taijutsu Multiplier:  Every Taijutsu has a multiplier that augments damage.  You can have an attack deal x1.8 damage, but the damage will vary depending on your equipped weapon.  A Taijutsu with x1.8 damage will do more damage with a higher ranking weapon than a lower ranking weapon due to the weapon's damage.

Buffs/Debuffs:  These are the combined total of Buffs/Debuffs placed on you for damage only.  If you have +20% Ninjutsu Damage and someone put a -15% Ninjutsu Damage debuff on you, you have a 5% Ninjutsu Damage buff.

Opponent's Armor Rating:  This is your opponent's ability to soak up damage.  
Example:
Joe Ninja has:
180 damage Spear
Jutsu that does x2.9 damage multiplier
He has +5% Taijutsu Damage buff
His opponent, Mike, has 25% Armor Rating..

(180 x 2.9) x (5% - 25%) = 
     522       x       -20% = 
               417.6
               417 dmg
IMPORTANT NOTE:  Damage DOES NOT round up.


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Re: Battle Rules -- Final Version

Post by Admin on Mon Dec 07, 2015 6:31 am

Section 6:  Secondary Effects


Part 1:  Types of Secondary Effects
Spoiler:
There are two secondary effect types:
Physical -- These are effects that attack the human body.  They may even attack the brain on a physical level. These effects include bleeding, crippled limb, and poisoned.  Physical Secondary Effects are rolled between Effect DC vs Save.

Mental -- These are effects that target the person's mental or emotional state.  These aren't physical ailments but they target a person's mental fortitude.  These effects include Fear, Intimidation, Genjutsu.  

*NOTE:  While Genjutsu attacks the brain, it is 100% feasible to have skills that also effect a person's mind or emotions.

Part 2:  When is a Secondary Roll made?
Spoiler:
A secondary roll is made ONLY when a jutsu has a secondary effect.  Once a jutsu is said to have a secondary effect, this roll is made just after a successful attack (higher attack roll than defend).  Directly after the attack, a Difficulty vs Save roll is made (difficulty varying by whether it's a mental or physical secondary effect).  This roll also follows similar standards that accuracy rolls do with a tie equaling a defender win.

Example
Joe Ninja uses a Fire Burst Jutsu with a Secondary Effect:  
Burn -- Causes 10% of the damage of this jutsu to be dealt to the target at the end of turn.  Can be extinguished by a water jutsu of the same rank.  This effect lasts for 3 rounds.

Joe attacks Mike with Fire Burst Jutsu
Fire Burst Hits
Joe has +12 Effect DC (since this is a physical effect) vs Mike's +6 Effect Save
Joe rolls:  1d20+12 = 31
Mike rolls:  1d20+6 = 25
Joe Wins
Mike is effected by Burn

Part 3:  General Status Ailments
To be filled out later.. not a high priority.


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Re: Battle Rules -- Final Version

Post by Admin on Mon Dec 07, 2015 6:57 am

Section 7:  Chakra and Stamina

Part 1:  Chakra
Spoiler:
What is Chakra?
Chakra is essentially energy that flows through a person's body.  A person is capable of molding chakra and generally use Handseals as a method of using chakra.  Chakra can be used between blowing fire out of one's mouth to standing on the water's surface.

What are Chakra Points (CP)?
Otherwise known as CP is this site's equivalent to MP (Magic Points/Mana Points/Magic Power/Etc) and is necessary for using Ninjutsu and Genjutsu.   

Everyone starts off with a limited Chakra Pool, but those that put more effort into their Chakra Pool may increase the size of it, allowing for more jutsus to be cast.  

How to use Chakra Points
By using Ninjutsu and Genjutsu, one expends Chakra Points.  This is the cost for using such devastating techniques.  One is capable of using Chakra Points until they reach an insufficient amount of Chakra Points.  At that point, they enter Chakra Burn (see below).

Once a person reaches 0 CP, they cannot use chakra at all; including the use of Chakra Burn.

Chakra Burn
Once someone has insufficient CP to use a jutsu, they use what remains and spend the remaining lost CP in the form of HP.
For every 1 CP that the shinobi is in debt, they spend 2 HP to make up for it.
Example
Joe Ninja has 125 CP Left
Joe Ninja has 180 HP Left
Joe Ninja wants to use a technique that costs 150 CP
Joe Ninja spends 125 CP, leaving himself with a 25 CP deficit
From this, Joe uses (25x2=50) HP
Joe now has 0 CP
Once you have reached 0 CP, you CANNOT chakra burn.  You must have at least 1 CP in order to chakra burn.

Regaining CP
There aren't very many ways to regain Chakra.  There may be some items and there may be some CP regen or CP draining techniques, but there isn't much in the way of CP regaining.  There aren't any items dedicated to regaining chakra and resting for a moment will not regain chakra.  
Protip:  Use your chakra wisely.

Part 2:  Stamina
Spoiler:
What is Stamina?
Stamina is what's used as the cost for Taijutsu and Puppet Jutsu.  Stamina does NOT work the same way that chakra does.  While Chakra starts off with a massive pool, stamina does not.  Stamina is your character's ability to keep going, regardless of actions made due to physical exertion.

What are Stamina Points (SP)?
Stamina Points are points you use to perform Taijutsu and Puppet Jutsu.  Unlike CP, SP is expended much faster, but is also VERY easy to regain.  However, due to SP being spent so fast, one must be careful not to use up too much SP or they will become 'Exhausted'. 

Everyone starts off with 70% SP. 

SP Usage Amount
Below is a chart you can see SP usage dependent on the rank of the move and the rank of the user.

E Rank
Jutsu
D Rank
Jutsu
C Rank
Jutsu
B Rank
Jutsu
A Rank
Jutsu
S Rank
Jutsu
X Rank
Jutsu
E Rank Ninja15% SP------
D Rank Ninja12% SP15% SP-----
C Rank Ninja09% SP12% SP15% SP----
B Rank Ninja06% SP09% SP12% SP15% SP---
A Rank Ninja03% SP06% SP09% SP12% SP15% SP--
S Rank Ninja00% SP03% SP06% SP09% SP12% SP15% SP-
X Rank Ninja00% SP00% SP03% SP06% SP09% SP12% SP30% SP

There may be variations to some of these SP costs due to abilities/etc but these are the base costs for all jutsus of this rank.  

SP Reaching 0
Once Stamina reaches 0, you reached "Exhaustion".  You can go into a Stamina Deficit, but once you hit 0 or below zero, you cannot make any more actions.
When Exhausted, you get a massive debuff to all of your stats and you are forced to Rest.  While Exhausted, you cannot make any actions until after you reach +10% in the positives.  If you have a deficit in Stamina, you will remain in rest until you reach +10%.  You have the ability to dodge, but you will suffer a penalty to do so.

Regaining SP
There are quite a few ways to recover lost stamina:
- The user can rest
- The user can use items to recover stamina


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Re: Battle Rules -- Final Version

Post by Admin on Wed Dec 09, 2015 9:10 pm

Section 8:  Entering Battle and Fleeing

For rules on actually starting a battle, please read Battle Start Conditions for how to actually initiate a battle and calling a Battle Moderator (BM).

Part 1:  Entering a Battle (Late)
Spoiler:
If you didn't participate battle from the very beginning, you aren't officially in the battle.  In order to enter the battle, you must wait for someone in battle to call you in.  This can be achieved through:
- Headset Communication (Whether to group or directly)
- Signal Flare (Calls in anyone)

Headset Communication
This is achieved if a member has a headset equipped.  Those with a headset can make a call to the following:
1)  Entire Village:  When the entire village is called, everyone within the village may join the battle.  However, this is limited to the first person to join the battle.
2)  Entire Branch:  Same as calling the entire village, however, it narrows it down to an entire branch instead of the entire village.  Like summoning everyone in the village, the first person to join (from that branch) is allowed entry into the battle.
3)  Specific Person:  A call can be made to a specific person within the village. When a call is made to this person, that person and that person only may join the battle.  
*If this is performed in the Village Outskirts, only those within the Village Outskirts may join (Which means people in a different country or inside the village MAY NOT join)

Signal Flare
A signal flare is a single-use item that allows for reinforcements to enter the battle.  Once a signal flare has been used, the first 3 people within their rightful area may join the battle.  

Village Gate Clause
If Headsets are used at the village gate, those anywhere in the country may join.  
If Signal Flare is used at the village gate, those anywhere in the country may join.
**NOTE:  IF you aren't in the country when the battle starts, you CANNOT join under any circumstances.

Same Topic/Different Area
It is possible to be in the same topic and not in the same place IC.  If you aren't in the general vicinity IC, you aren't in the battle.  However, you do not need to be called in.  

Turn Wait to Enter Battle
-Same Topic/Different Area:  Once the battle starts, you instantly join the battle at Round 2 instead of being called in.
-All others must wait 2 rounds AFTER they are called in.  

NOTE:  Remember!  If you want in, you MUST post in the RP topic!  If you don't post in the RP topic, your spot WILL NOT be reserved and you will not join a topic.  Remember, first come/first served.
Example:
Joe Ninja calls in all ANBU into battle at the Kage Tower
Mod goes up.
Rick Ninja responds to call by posting an RP joining the topic.
Next Mod is posted up (1 round passed)
Rick Ninja posts again.
Next Mod goes up (2nd Round passed -- Rick Ninja is officially in battle)
Rick Ninja sends BM their information.

Part 2:  Fleeing Battle
Spoiler:
Conditions That Stop Fleeing
If the following effects you, you cannot attempt to flee:
- If you are bound
- If you have 1 leg disabled
- If a jutsu is used that prevents escape
- If you are stuck in a mental dimension (like Tsukiyomi)
If you are stuck with any of these, you cannot even attempt to flee.

Starting to Flee
In order to flee, you must, at any time during the battle, begin fleeing.
To flee, it takes up 1 action at 25 Speed.  
Once you begin fleeing, you cannot maintain any binds.  You can, however, maintain clones and transformations.

Actually Fleeing
In order to successfully flee, you must make 8 consecutive Flee actions.
While fleeing, you cannot make any offensive actions, but you are capable of using clones, damage cancels (like bodyswitch), and other non-offensive techniques.  (Non-offensive being that it doesn't require an opposing roll from your opponent(s))
While fleeing, if you have a summon out or anything that isn't you (a creation, summon, pet, clone, etc) they are allowed to attack.

Being Stopped
If any of the above in "conditions that stop fleeing" occur, you stop fleeing.
If you lose 25% of your Max HP before the 8 actions are up, you stop fleeing.

Rejoining after fleeing
If, after you flee, you decide to come back to battle, you follow the rules of 'Same Topic/Different Area'.  Once you have re-entered battle, your fleeing attempts start back over and it must be accomplished (in full) in order to flee again.


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Re: Battle Rules -- Final Version

Post by Admin on Sat Dec 12, 2015 2:27 am

Section 9:  Character Inventory


Part 1:  Inventory Slots
Spoiler:
Everyone is given 6 Inventory Slots, regardless of rank.  
The following things can be placed into their inventory slots:
- Weapons (each weapon, to include projectiles, take up 1 inventory slot)
**Note:  Projectiles, while taking up a single inventory slot, has infinite ammo.
- Heirloom (If one decides to bring their heirloom into battle, it uses up an inventory slot)
- Bags (explained in Part 2)
- Single Items
- Headsets (if applicable)
- Village Armor (each piece counts as a single slot)

Part 2:  Bags
Spoiler:
Bags are items that can be equipped in order to house more items (mainly for single-use items).  Bags can vary in size but may only hold 1 type of item.  Bags can hold multiples of the same item for more inventory spaces.

Attacking Bags
Bags that are equipped can be targeted through Called Shot.  Upon a successful Called Shot of a bag, the bag is considered 'unequipped' forcing the player to spend time to pick up the bag in order to re-equip the bag.

Part 3:  Concealed Items
Spoiler:
Large to medium items cannot be concealed.  Small items, on the other hand can be concealed.  Items that are concealed will not show in the 'equipped items' on the battle layout.


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Re: Battle Rules -- Final Version

Post by Admin on Sat Dec 12, 2015 5:43 am

Section 10:  Discipline Rules

Part 1:  Taijutsu
Spoiler:
Several points you'll need to know in order to use Taijutsu:
- Taijutsu may ONLY be used when a weapon is equipped.
- Base weapon damage for having no weapons is X dmg
- You may have a conditional to 'pick up your weapon' if it gets disarmed.  This counts as an action at 15 Speed.  Not doing so will make you lose the rest of your actions.
- Taijutsu attacks use Stamina instead of Chakra.
- A player may dual-wield (and even multi-wield -- See Dual Wielding rules below for details)
- Weapons can be equipped prior to battle

Part 2:  Puppets
Spoiler:
Several points you'll need to know in order to use Puppets:
- Puppet Jutsu may ONLY be used when a puppet is equipped.
- Once your puppet runs out of HP, your puppet is considered broken and cannot be used for the remainder of battle.
- A puppet user may have up to 2 puppets out at once.  (Abilities may allow more than that!)
- Multiple puppets can attack at any time as long as they wait their minimum speed.  (This means, if puppet A is using a B Rank Puppet jutsu and Puppet B is using an A Rank puppet jutsu, Puppet A can wait until Puppet B's turn is up and attack their target simultaneously)
- Puppets are immune to mental effects, but can suffer from all physical effects.

Part 3:  Ninjutsu
Spoiler:
Several points you'll need to know in order to use Ninjutsu:
- Most Ninjutsus require the use of handseals.  Those that do not are faster but deals less damage/has a lowered effect.
- Only those with the ability One-Handed Seals are capable of performing Ninjutsu with a weapon equipped.
- Those with glove-type weapons equipped may use handseals but at +3 Speed.

Part 4:  Genjutsu
Spoiler:
Several points you'll need to know in order to use Genjutsu:
- Genjutsus require handseals.
- Genjutsus used in battle will simply show up as:  X has used a Genjutsu.  
- Visual Genjutsu requires eye-contact with the user (without obstructions).  Does not effect blind characters.
- Touch-based Genjutsu requires a successful Taijutsu roll to 'touch' your opponent with the Genjutsu's effect being the secondary effect roll.
- Sound Genjutsu does not effect deaf characters
- Genjutsu that alter the way the mod looks will effect just the target (with it showing in the main mod) with the actual mod being sent to those not effected.
- A person may only be effected by a single genjutsu from a single source at a time.
(So if Joe Ninja uses a Genjutsu on Mike, he cannot use another genjutsu on Mike without the first being over-written.  However, if Dave Ninja casts another Genjutsu of a different sense on Mike, Mike is then effected by that genjutsu as well)
- Only a single sense slot can be filled at once.  If another jutsu of the same slot is used, the one of higher level over-writes it.  The Sense slots are:  Visual, Touch-based, Audial, Mental, Emotional.

Genjutsu Awareness
While effected by a Genjutsu, at the beginning of every round, a Genjutsu roll is made between the caster and the victim.  
If the caster wins, the genjutsu goes on unnoticed.
If the victim wins, they recognize they are in a genjutsu IC.

If a victim realizes they are in a genjutsu, they can use Cancel on the genjutsu to rid themselves of the Genjutsu.


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Re: Battle Rules -- Final Version

Post by Admin on Sun Dec 13, 2015 2:06 am

Section 10:  End of Battle

Part 1:  One Side Wins
Spoiler:
When two opposing factions fight one another, once a single side has been KO'd, the fight instantly ends.  Go to "Loser's Choice" rules for more information.

If there are three opposing factions, once one side had been completely KO'd, then the remaining sides may opt for a truce.  See Part 2 for Truce.

Part 2:  Truce/Surrender
Spoiler:
At any time, opposing sides can opt for a truce, which will cause the battle to end.  
If there are two factions in a fight, they can opt for a truce or have one side surrender, which will end the battle.
If there are more than two factions in a fight, once one faction goes down, both sides are given the opportunity to form a truce which will end the fight.

For a truce to work, EVERYONE remaining in the battle must agree to it.  If one person still wants to submit actions, the battle will continue.  
For surrender to work, EVERYONE on the side surrendering must agree to it.  If one person on the surrendering side still wishes to submit actions, the surrender is null and void and the fight continues.

Part 3:  Everyone Running Away
Spoiler:
If everyone on the opposing side has run away, the fight ends.  However, during team fights, if someone runs away and one of their teammates are stopped, the person that got stopped is still considered to be in-battle.  While the one running away can still opt to return to battle, they aren't considered a combatant until they decide to return.  However, if everyone on a team runs away successfully, the battle ends (if there are more than 2 factions, look at Part 2).
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Re: Battle Rules -- Final Version

Post by Admin on Sun Dec 13, 2015 4:05 am

Advanced Rules Section 1: Conditionals  


What is a Conditional?
A conditional is an "if this happens, do this" action.  They are reactions to actions made within the battle that could change how the battle is performed.  A way of making battles not too completely linear.  

There are 2 types of conditionals:
Free Conditionals -- Actions that are free to perform
Defensive Conditionals -- Your standard conditionals that are primarily defensive in nature.  Everyone gets 2 of these per round.

Part 1:  Free Conditionals
Spoiler:
Free conditionals are actions that do not count towards the number of conditionals you can use.  Certain actions are allowed that won't completely screw you over.  However, in order for a free conditional to work, you must send in "If this happens, then do that" with the action.  The following are free conditionals:
- If you are disarmed, use an action to pick up weapon.
- If your bag is unequipped via called shot, use an action to pick it up
- More Free Conditionals will be added in time.

As you can see, Free conditionals do not count towards your conditionals count, but they still use up an action.

Part 2:  Defensive Conditionals
Spoiler:
Defensive Conditionals are defensive actions that use up your conditional count.  
These conditionals are primarily defensive and are used as an instant.  

- These conditionals do not count as one of the 4 actions.  
- These conditionals happen instantly and doesn't effect your action stack.
- These conditionals are primarily used defensively.

The following are an example of Defensive Conditionals:
- If targeted by a ninjutsu, use Bodyswitch
- If targeted by any attack, use Barrier (which is a wall jutsu)
- If I'm aware that I'm in a Genjutsu, use Cancel.


Advanced Rules Section 2:  Damage Cancels

One of the main Defensive Conditionals that people will have are Damage Cancels.  These are jutsus similar to Bodyswitch that allows a person to instantly move out of the way of a jutsu and completely cancel the damage of a jutsu.  While bodyswitch is the main Damage Cancel, people are capable of making their own with extra effects.  

Damage Cancels (such as Bodyswitch) are capable of:
- Instantly avoiding an entire attack (this includes AoE and Multi-Hit jutsus)

A single Damage Cancel may only be used once every other round (so to avoid spamming).
A single Damage Cancel uses the same amount of chakra equal to the jutsu's rank in Ninjutsu Chakra cost.
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Re: Battle Rules -- Final Version

Post by Admin on Sun Dec 13, 2015 9:04 pm

Advanced Rules Section 3:  Stealth  


What is Stealth?
Going stealth is the staple of being a shinobi.  Moving around and doing things without being noticed is what shinobi are known for.

Part 1:  Entering Stealth  

Part 2:  Being Successfully Stealthy  

Part 3:  Attacking While in Stealth  

Part 4:  Attacking Targets in Stealth  

Part 5:  Leaving Stealth  

Part 6:  Calling Someone out of Stealth  




Advanced Rules Section 4:  Clone Rules


What is a Clone?
A clone is a creation of a shinobi that makes exact replicas of themselves.  These can be used both offensively and defensively.

Part 1:  Maximum Number of Clones  

Part 2:  Clone's Actions  

Part 3:  Clone Buff/Debuff/Status  

Part 4:  Clone Confusion  

Part 5:  Clone Detection  

Part 6:  Causing a Clone to Disappear
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