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Main Battle Rules -- Rough Draft

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Main Battle Rules -- Rough Draft Empty Main Battle Rules -- Rough Draft

Post by Admin Mon Nov 09, 2015 5:27 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:
- Rules of Engagement :  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/Status Effects
Section 7.  Chakra and Stamina Costs
Section 8.  Entering Battle and Fleeing
Section 9.  End of Battle  

ADVANCED BATTLE RULES
Section 1.  Conditionals
Section 2.  Stealth
Section 3.  Clones
Section 4.  Damage Cancels (like bodyswitch)
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 9:02 pm; edited 14 times in total
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Post by Admin Mon Nov 09, 2015 5:28 am

Final Product already created:
Here


Last edited by Admin on Thu Dec 03, 2015 8:32 am; edited 7 times in total
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Post by Admin Mon Nov 09, 2015 5:28 am

Final product finished:  here


Last edited by Admin on Fri Dec 04, 2015 1:26 am; edited 3 times in total
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Post by Admin Mon Nov 09, 2015 5:28 am

Final Product Here


Last edited by Admin on Fri Dec 04, 2015 7:41 pm; edited 4 times in total
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Post by Admin Mon Nov 09, 2015 5:28 am

Final Product Here


Last edited by Admin on Fri Dec 04, 2015 8:58 pm; edited 2 times in total
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Post by Admin Mon Nov 09, 2015 5:28 am

Final Product Here


Last edited by Admin on Mon Dec 07, 2015 6:55 am; edited 3 times in total
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Post by Admin Mon Nov 09, 2015 5:28 am

Deleted


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Post by Admin Mon Nov 09, 2015 5:29 am

Final Product HERE


Last edited by Admin on Sun Dec 13, 2015 3:02 am; edited 7 times in total
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Post by Admin Mon Nov 09, 2015 5:29 am

Final Product Here


Last edited by Admin on Sat Dec 12, 2015 1:12 am; edited 6 times in total
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Post by Admin Mon Nov 09, 2015 5:29 am

Final version Here


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Post by Admin Mon Nov 09, 2015 5:29 am

Final Product here


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Post by Admin Mon Nov 09, 2015 5:29 am

Final Product Here


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Post by Admin Mon Nov 09, 2015 5:30 am

Advanced Rules Section 2:  Stealth  

The bread and butter of being a ninja is to utilize stealth.  Stealth can be a good thing for those who know how to properly utilize it.  

Entering Stealth
Everyone has the ability to enter stealth at any time, however, some ways are better than others.  When one person enters stealth, it is up to 
Entering Stealth in the Open
Some people are silly enough to enter stealth in the open.  While it may be effective on some people, other people may easily find you.
Roll:  -5 Effect DC vs everyone else's Effect Save

Entering Stealth with Blocked Line of Sight
Most people would use something that would obscure vision.  This would include the use of flash-bombs, smoke bombs, blinding the opponent, etc etc.  
Roll:  Effect DC vs everyone else's Effect Save
This action uses 10 Speed and an entire action.

Successfully Entering Stealth
You have successfully entered stealth if you rolled a higher Effect DC roll than your opponent's Effect Save.  You must roll against EVERYONE in battle's Save.  You may be stealth according to some and you may be completely in the open to others.  

Attacking While in Stealth
Everyone is capable of making attacks while they are in stealth.  They can make the following actions while in stealth:
Ninjutsu -- 
*Non Attacking:  Unlimited use without dropping out of stealth
*Attacking:  After 1 use, you are brought out of stealth.
Genjutsu -- 
*Sight Based:  Unlimited Use without dropping you out of stealth
*Other Senses:  After 1 use, you are brought out of stealth.
Taijutsu -- 
*Melee Ranged:  After 1 use, you are brought out of stealth
*Long Ranged:  After 3 uses, you are brought out of stealth
*Non Attacking:  Unlimited use without dropping you out of stealth
Puppet Jutsu -- After 1 use, you are brought out of stealth

Stealth Bonuses
An attack made in stealth gain the following bonuses:
+2 Acc
+1 Crit
+5% damage
Target cannot use conditionals against these attacks
Target cannot counter-attack

Attacking Someone in Stealth
It isn't easy finding someone that's in stealth.  You gain the following penalties when trying to hit someone that is in stealth:
-2 Acc
Cannot Crit the target.
25% Auto-miss against the target.
If you happened to hit a target that's in stealth, they are instantly brought out of stealth.
*Keep in mind that the stealthed target can still use conditionals.  You MUST land a hit on the target to drag them out of stealth.

Calling Someone Out of Stealth
Useful when fighting as a team, if you are aware that someone is "entering stealth" you can "call them out".  
In order to do this:
1 round must have passed
The target is still in stealth
You must be aware of their presence (with others not knowing their location)
There cannot be any visual disruptions.
Once you have successfully fulfilled those requirements, you may spend 
1 action @ 25 Speed 
to call out the location of the stealthed target.  
Doing this allows a reroll for those that aren't aware of the stealthed target's presence.  If they roll a higher Effect Save than the Stealthed target, then they are aware.  
**This action may only be performed once per round, period (even if other people do it.  All other attempts are considered dead actions)


Last edited by Admin on Mon Nov 30, 2015 6:10 am; edited 5 times in total
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Post by Admin Mon Nov 09, 2015 5:30 am

Advanced Rules Section 3:  Clones

Clones are the staple of jutsus.  Most people use these to avoid taking damage, letting the clones get hit instead of taking the hit themselves.

Maximum Number of Clones
3.  One isn't allowed more than 3 clones on the field at all.  If there are less than 3 and a clone jutsu is done by the user, the old clone jutsu is dispersed and replaced with the new one. 

What can clones do?
Upon creation, clones appear having:
+All of the user's current buffs
+The user's current weapon in it's most basic form (no bonuses or special abilities)

Clone's Actions
A clone may only perform:
+Ninjutsu of the element they belong to (elemental ninjutsu owned by the user)
+Basic strikes with weapon.

Clone Actions
This depends on the clone jutsu, itself.  However, most elemental clones will be restricted to using the jutsu of that element.  Clones only get 1 action each per round.  The user can choose when they get to go, but it must move after the speed of the action they performed.

Clone Confusion
When there are 3 clones out, there is a 1/4 chance for the actual shinobi to get hit.  
The BM will roll 1d4 (for 3 clones).  
A roll of 1 = the shinobi
A roll of 2-4 = the clones
*Single Hit Jutsu:  This roll applies to the entire hit
*AoE Jutsu:  Normal AoEs only target up to 3 targets.  Rolls are made individually to see what clones and if the PC are targeted for the AoE
*Multi-Hit Jutsu w/ multi-targeting:  Treated like an AoE.
*Multi-Hit Jutsu w/o multi-targeting:  Treated like a single-hit jutsu

Clone Detection
There are 3 ways to detect the difference between a clone and the actual person.
1:  Initial Creation
Upon creation of the clones, the user rolls Effect DC vs everyone else's Effect Save.  
--- If Clones were made in plain sight:  -2 Effect DC vs everyone else's Effect Save
--- If Clones were made out of line-of-sight:  +2 Effect DC vs everyone else's Effect Save
If the user succeeds the Effect DC roll, everyone confuses the user for their clones.

2:  If Failed 1 -- Odd Behavior
Created clones are restricted to a certain element known by the user as well as basic strikes.  If the user uses any actions that goes against this, the shinobi instantly recognizes the user from his clones.  
*Protip:  To avoid this, perform basic strikes and ninjutsu of that element.

3:  Special Skill
There are certain skills that grant easier recognition of clones.  These skills can range from bonuses to Effect Save to eliminating 1 clone from the confusion.  ((The examples above are just that... examples and are subject to change))

Causing a Clone to disappear
There are 3 ways a clone will disappear:
1)  Making it's HP go down to 0.
2)  Making it's CP go down to 0.
3)  Forcefully cancelling the clone jutsu.
4)  Recasting the clone jutsu will cause the previous instance to disappear.  (Protip:  To recycle Clone Confusion, recast the clone jutsu)


Last edited by Admin on Mon Nov 30, 2015 7:39 am; edited 4 times in total
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