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Battle Rules -- Final Version

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Battle Rules -- Final Version Empty Battle Rules -- Final Version

Post by Admin 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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Battle Rules -- Final Version Empty Re: Battle Rules -- Final Version

Post by Admin 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:
Accuracy/Dodge Stats
Spoiler:
Difficulty/Save Stats
Spoiler:

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:

Accuracy/Dodge Stats
Spoiler:

Difficulty/Save Stats
Spoiler:


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

Section 2:  Action Speed/Speed Stacking

Part 1:  Action Speed
Spoiler:


Part 2:  Order of Actions for one person
Spoiler:


Part 3:  Time Stacking
Spoiler:


Part 4:  Timing Changes
Spoiler:


Part 5:  Time Clashes

Spoiler:

Now that you have an idea how timing works, move on to Section 3.
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Post by Admin Fri Dec 04, 2015 5:02 am

Section 3:  Hits and Crits


Part 1:  To Hit
Spoiler:


Part 2:  Critical Hits
Spoiler:
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:



Part 2:  Counterattack
Spoiler:
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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Post by Admin 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:

Part 2:  Index of Terms
Spoiler:
IMPORTANT NOTE:  Damage DOES NOT round up.


Last edited by Admin on Sat Dec 12, 2015 8:24 pm; edited 3 times in total
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Post by Admin Mon Dec 07, 2015 6:31 am

Section 6:  Secondary Effects


Part 1:  Types of Secondary Effects
Spoiler:

Part 2:  When is a Secondary Roll made?
Spoiler:

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


Last edited by Admin on Sat Dec 12, 2015 8:25 pm; edited 2 times in total
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Post by Admin Mon Dec 07, 2015 6:57 am

Section 7:  Chakra and Stamina

Part 1:  Chakra
Spoiler:

Part 2:  Stamina
Spoiler:


Last edited by Admin on Sat Dec 12, 2015 8:26 pm; edited 1 time in total
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Post by Admin 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:

Part 2:  Fleeing Battle
Spoiler:


Last edited by Admin on Sun Dec 13, 2015 2:31 am; edited 2 times in total
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Post by Admin Sat Dec 12, 2015 2:27 am

Section 9:  Character Inventory


Part 1:  Inventory Slots
Spoiler:

Part 2:  Bags
Spoiler:

Part 3:  Concealed Items
Spoiler:


Last edited by Admin on Fri Mar 18, 2016 1:13 am; edited 5 times in total
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Post by Admin Sat Dec 12, 2015 5:43 am

Section 10:  Discipline Rules

Part 1:  Taijutsu
Spoiler:

Part 2:  Puppets
Spoiler:

Part 3:  Ninjutsu
Spoiler:

Part 4:  Genjutsu
Spoiler:


Last edited by Admin on Fri Mar 18, 2016 1:19 am; edited 2 times in total
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Post by Admin Sun Dec 13, 2015 2:06 am

Section 10:  End of Battle

Part 1:  One Side Wins
Spoiler:

Part 2:  Truce/Surrender
Spoiler:

Part 3:  Everyone Running Away
Spoiler:
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Post by Admin 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:

Part 2:  Defensive Conditionals
Spoiler:


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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Post by Admin 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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