Post by Jinno on Apr 13, 2012 10:12:29 GMT -5
Damage:
Damage is calculated based on several stats that both the defending and attacking characters possess.
Basic attacks(unarmed, non-taijutsu strikes), deal the least damage.
[(Force/2 + Taijutsu/2) - (Taijutsu/3 + Intelligence/4)] / 3
Other attacks(taijutsu, ninjutsu), deal a greater amount of damage.
[(Force x .75 + Taijutsu) - (Taijutsu/3 + Intelligence/4)] X
[(Force x .75 + Ninjutsu) - (Ninjutsu/3 + Intelligence/4)] X
Armed attacks are only based on one stat, but they negate some defense.
Sharp Weapons (Swords, Kunai, Shuriken):
[Force - (Taijutsu/3 + Intelligence/4) x .50] X
Blunt Weapons (Maces, Staves, Etc.):
[(Force x 1.5) - (Taijutsu/3 +Intelligence/4) x .75] X
X changes based on the rank of technique.
E rank: / 3
D rank: / 2
C rank: x 1
B rank: x 2
A rank: x 3
S rank: x 4
All attacks that would normally deal 0 damage add a % of the target's current life to their final damage, applied after defense, rounded down. Even a thousand paper-cuts can kill a man.
E rank: 0%
D rank: 4%
C rank: 8%
B rank: 12%
A rank: 16%
S rank: 20% + 50 flat damage
Chakra:
A character starts every battle, except by admin discretion, with a specific amount of chakra in their body.
The character can create more chakra by spending 1 physical energy, and 1 mental energy, to gain 1 chakra.
The character can also spend 2 health points to gain 1 chakra.
The character is not able to convert chakra back to energy or health.
Chakra Capacity: 2 x Stamina + Intelligence
Daily Maximum: 3 x Intelligence + 5 x Seal Knowledge
Energy:
If a character runs out of a particular energy type, health, or chakra, in a battle, he suffers penalties.
1 Health: All stats become half of their regular value.
0 Health: K.O. or death, and loss of the battle.
1 Physical Energy: Cannot use combat styles, basic defenses reduced by 25%.
0 Physical Energy: Basic defenses reduced by 50%, and mental energy is drained at 10% of maximum per round.
1 Mental Energy: Genjutsu are automatically cancelled, genjutsu penalties for layering no longer apply to the character.
0 Mental Energy: Basic defenses reduced by 25%, increases to final defense or reductions to final damage no longer affect damage to the character, and physical energy is drained at 10% of maximum per round.
1 Chakra: Character becomes exhausted unless energy pools are above 50% of their combined maximum. Exhausted characters deal 50% less final damage, but the Rest effect restores 100% of Seal Knowledge in chakra instead of it's normal effect. This only works once per fight.
0 Chakra: Character becomes deprived unless energy pools are above 75% of their combined maximum. Deprived characters deal no stat-based damage when attacking, have their actions cut in half, and can no longer restore chakra until the fight is ended. If the character's chakra goes above 0, he is still Deprived until the combat ends.
Knowing how actions and turns work is important, but probably more important is knowing what a player can do with them.
Speed:
Speed grants the character the advantage of having additional actions in any given round of combat.
All characters have at least 4 actions, regardless of their speed stat.
-The slowest character is given 4 actions.
-Characters post in the order of who has the most speed, to the least.
-To determine actions, the slowest player's speed is deducted from every fighter's speed. That amount is divided by 25, and the total is rounded up. That amount equals that player's additional actions.
Example:
Player A: 25 speed
Player B: 50 speed
Player C: 70 speed
Player A is the slowest, and has four actions.
Player B has 25 speed after subtracting Player A's speed from his, and since [25 / 25 = 1], Player B has 4+1 actions, or 5.
Player C has 45 speed after subtracting Player A's speed from his, and since [45 / 25 = 1.8 rounded to 2], Player C has 4+2 actions, or 6.
Movement:
Movement is another facet of speed, which gives faster characters the ability to cover greater distances without taking as much time doing so.
-The slowest character is given 1 mpa (meter(s) per action)
-All other characters gain 1 additional base mpa for each 30 speed they have more than the slowest character in the battle.
Example:
Player A: 10 speed
Player B: 40 speed
Player C: 65 speed
Player A is the slowest, and has 1 mpa.
Player B has 30 more speed than player A (40-10=30), and has 2 mpa.
Player C has 55 more speed than player A (65-10=55), and has 2 mpa.
Any character may spend 1, 2, 3, or 4 physical energy, to move an equal number of meters farther in a single action.
Basic List of Actions:
0 Actions:
Mold Chakra: up to 50% of seal knowledge, must pay (may only be done once per round)
Focus Mode: 4 mental energy per level, up to 15% of maximum mental energy per round. Grants player's choice of 4 speed, 5 taijutsu, or 5 ninjutsu per level, no combinations.
1 Action:
Attack(punch, kick): 1 physical energy
Block: 1 physical energy, blocking 25% of incoming damage
Perform E or D rank taijutsu: cost based upon the technique
Move: 0 (up to) 4 physical energy
Mold Chakra: up to 50% of seal knowledge, must pay 1 of each energy per point of chakra.
Roleplay actions(no purpose, for appearance only): 0 physical energy
2 Actions:
Initiate a hold: 4 physical energy
Perform C rank taijutsu: cost based upon the technique
3 Actions:
Perform B rank taijutsu: cost based upon the technique
4 Actions:
Perform A rank taijutsu: cost based upon the technique
5 Actions:
Perform S rank taijutsu: cost based upon the technique
X Actions:
Cast ninjutsu, or genjutsu: costs attached to each technique.
Dodge: Dodges cost 1 physical energy, and 2 actions, for every technique of D rank or below. Even while using styles, dodges cost +1 action per rank of the jutsu being dodged, starting at C rank, which costs 3 actions to dodge.
Unique Actions:
Rest: (1, 2, 3, or ALL Actions) Character regenerates 8% of stamina in both mental and physical energy, or 13% of stamina in chakra. Cannot be performed more than 4 times per round. It can only be used four times in one round round if the player gives up all other actions.
Advanced Concepts:
Speed Alterations
Several abilities in this game system allow for the increase of one's own speed, or the decreasing of an opponent's speed. This leads to all kinds of gray areas in the existing rules, so here are a concise list of rulings on all known situations.
The slowest character increases his speed so that the speed difference between him and the fastest fighter is less than, or equal to, 24 speed. Does the faster character lose an action?
No. Instead of the faster character losing one action, the slower character gains one action instead.
Example: Player A has 2 speed, and Player B has 0.
Player B uses focus mode level one, to gain 4 speed.
Since player A no longer has more speed than Player B, Player B gains one action in the round he gained that speed as compensation.
So, for as long as Player B can use focus mode, both players will have 5 actions instead of 4.
This causes another difficult question. In the previous example, what happens when both players keep using boosters in small increments to gain actions?
To more carefully explain this phenomenon, this must first be known. A player's BASE ACTIONS, is the number of actions that the battle judges gave them at the start of the battle, not accounting speed modifiers.
Whenever all players in a battle have extra actions, all players lose actions equal to the smallest number of extra actions.
Example: Player A has 5 base actions, but has 6 actions. Player B has 4 base actions, but has 6 actions also.
At the start of the next round, the admins will reduce the number of actions each player has by 1, since Player A has 1 extra action, which is the smallest number of extra actions across all players.
Now, on to holds! How do holds work exactly? What good are they, compared to regular attacks?
Holds are a useful alternative for certain players to deal damage against tough, high-resistance opponents.
Holds have several important base stats to determine the ability to make them, avoid them, and consume the hold, to deal damage with throws or unnatural forced movement. Holds follow a special tug-of-war system, with a number that is either positive or negative. Every time the person that started the hold adds more effort to the hold, it becomes more positive. Every time the person defending adds more effort, it becomes more negative.
Attacker's Effort:
2 actions: Start hold: +10
1 action: strengthen: +[Intelligence + Force]
1 action: Consume Hold(If attacker is winning): Deals [Hold value + Taijutsu/2 + Force/2] in damage.
Roleplay: Well-described grapple: +??
Defender's Effort:
2 actions: Reverse Hold(If defender is winning): Defender becomes attacker, negative value becomes positive.
1 action: prevent: -[Taijutsu + Speed]
Roleplay: Well-described break: -??
Initiating a hold starts this type of fight, and every action spent strengthening the hold increases the ability to make throws or damaging body contortions.
Every action spent by the opponent weakens a hold, and lowers it's final damage if it is used.
Finally, at any time during a hold, the fighter with the upper hand can use his hold for immediate damage, breaking the hold, but dealing damage that cannot be blocked, and only accounts part of the target's defenses.
There is also another type of hold, the Jutsu Hold. Jutsu holds make use of techniques to power grapples. Usually, they cannot be consumed at any time, given that they are 'safe' holds, and they simply restrain the target.
Attacker's Effort:
X actions: Start hold: +15
1 action: strengthen: +[Intelligence + Seal Knowledge]
X actions: Consume hold(If available): Deals [Hold value + Ninjutsu + Force/2] in damage, some holds are automatic kills if consumed.
Defender's Effort:
1 action: prevent: -[Intelligence + Force]
1 action: Break hold(If available): Most holds are broken automatically when their value becomes negative for Jutsu holds.
Good roleplay has a particularly strong effect on normal holds, and a well-described hold, can become a critical hit more easily than a regular attack with proper explanation.
To protect against abusing the effects of holds too greatly, they can only be performed, or consumed, one time in a round.
Damage is calculated based on several stats that both the defending and attacking characters possess.
Basic attacks(unarmed, non-taijutsu strikes), deal the least damage.
[(Force/2 + Taijutsu/2) - (Taijutsu/3 + Intelligence/4)] / 3
Other attacks(taijutsu, ninjutsu), deal a greater amount of damage.
[(Force x .75 + Taijutsu) - (Taijutsu/3 + Intelligence/4)] X
[(Force x .75 + Ninjutsu) - (Ninjutsu/3 + Intelligence/4)] X
Armed attacks are only based on one stat, but they negate some defense.
Sharp Weapons (Swords, Kunai, Shuriken):
[Force - (Taijutsu/3 + Intelligence/4) x .50] X
Blunt Weapons (Maces, Staves, Etc.):
[(Force x 1.5) - (Taijutsu/3 +Intelligence/4) x .75] X
X changes based on the rank of technique.
E rank: / 3
D rank: / 2
C rank: x 1
B rank: x 2
A rank: x 3
S rank: x 4
All attacks that would normally deal 0 damage add a % of the target's current life to their final damage, applied after defense, rounded down. Even a thousand paper-cuts can kill a man.
E rank: 0%
D rank: 4%
C rank: 8%
B rank: 12%
A rank: 16%
S rank: 20% + 50 flat damage
Chakra:
A character starts every battle, except by admin discretion, with a specific amount of chakra in their body.
The character can create more chakra by spending 1 physical energy, and 1 mental energy, to gain 1 chakra.
The character can also spend 2 health points to gain 1 chakra.
The character is not able to convert chakra back to energy or health.
Chakra Capacity: 2 x Stamina + Intelligence
Daily Maximum: 3 x Intelligence + 5 x Seal Knowledge
Energy:
If a character runs out of a particular energy type, health, or chakra, in a battle, he suffers penalties.
1 Health: All stats become half of their regular value.
0 Health: K.O. or death, and loss of the battle.
1 Physical Energy: Cannot use combat styles, basic defenses reduced by 25%.
0 Physical Energy: Basic defenses reduced by 50%, and mental energy is drained at 10% of maximum per round.
1 Mental Energy: Genjutsu are automatically cancelled, genjutsu penalties for layering no longer apply to the character.
0 Mental Energy: Basic defenses reduced by 25%, increases to final defense or reductions to final damage no longer affect damage to the character, and physical energy is drained at 10% of maximum per round.
1 Chakra: Character becomes exhausted unless energy pools are above 50% of their combined maximum. Exhausted characters deal 50% less final damage, but the Rest effect restores 100% of Seal Knowledge in chakra instead of it's normal effect. This only works once per fight.
0 Chakra: Character becomes deprived unless energy pools are above 75% of their combined maximum. Deprived characters deal no stat-based damage when attacking, have their actions cut in half, and can no longer restore chakra until the fight is ended. If the character's chakra goes above 0, he is still Deprived until the combat ends.
Actions and Turns:
Knowing how actions and turns work is important, but probably more important is knowing what a player can do with them.
Speed:
Speed grants the character the advantage of having additional actions in any given round of combat.
All characters have at least 4 actions, regardless of their speed stat.
-The slowest character is given 4 actions.
-Characters post in the order of who has the most speed, to the least.
-To determine actions, the slowest player's speed is deducted from every fighter's speed. That amount is divided by 25, and the total is rounded up. That amount equals that player's additional actions.
Example:
Player A: 25 speed
Player B: 50 speed
Player C: 70 speed
Player A is the slowest, and has four actions.
Player B has 25 speed after subtracting Player A's speed from his, and since [25 / 25 = 1], Player B has 4+1 actions, or 5.
Player C has 45 speed after subtracting Player A's speed from his, and since [45 / 25 = 1.8 rounded to 2], Player C has 4+2 actions, or 6.
Movement:
Movement is another facet of speed, which gives faster characters the ability to cover greater distances without taking as much time doing so.
-The slowest character is given 1 mpa (meter(s) per action)
-All other characters gain 1 additional base mpa for each 30 speed they have more than the slowest character in the battle.
Example:
Player A: 10 speed
Player B: 40 speed
Player C: 65 speed
Player A is the slowest, and has 1 mpa.
Player B has 30 more speed than player A (40-10=30), and has 2 mpa.
Player C has 55 more speed than player A (65-10=55), and has 2 mpa.
Any character may spend 1, 2, 3, or 4 physical energy, to move an equal number of meters farther in a single action.
Basic List of Actions:
0 Actions:
Mold Chakra: up to 50% of seal knowledge, must pay (may only be done once per round)
Focus Mode: 4 mental energy per level, up to 15% of maximum mental energy per round. Grants player's choice of 4 speed, 5 taijutsu, or 5 ninjutsu per level, no combinations.
1 Action:
Attack(punch, kick): 1 physical energy
Block: 1 physical energy, blocking 25% of incoming damage
Perform E or D rank taijutsu: cost based upon the technique
Move: 0 (up to) 4 physical energy
Mold Chakra: up to 50% of seal knowledge, must pay 1 of each energy per point of chakra.
Roleplay actions(no purpose, for appearance only): 0 physical energy
2 Actions:
Initiate a hold: 4 physical energy
Perform C rank taijutsu: cost based upon the technique
3 Actions:
Perform B rank taijutsu: cost based upon the technique
4 Actions:
Perform A rank taijutsu: cost based upon the technique
5 Actions:
Perform S rank taijutsu: cost based upon the technique
X Actions:
Cast ninjutsu, or genjutsu: costs attached to each technique.
Dodge: Dodges cost 1 physical energy, and 2 actions, for every technique of D rank or below. Even while using styles, dodges cost +1 action per rank of the jutsu being dodged, starting at C rank, which costs 3 actions to dodge.
Unique Actions:
Rest: (1, 2, 3, or ALL Actions) Character regenerates 8% of stamina in both mental and physical energy, or 13% of stamina in chakra. Cannot be performed more than 4 times per round. It can only be used four times in one round round if the player gives up all other actions.
Advanced Concepts:
Speed Alterations
Several abilities in this game system allow for the increase of one's own speed, or the decreasing of an opponent's speed. This leads to all kinds of gray areas in the existing rules, so here are a concise list of rulings on all known situations.
The slowest character increases his speed so that the speed difference between him and the fastest fighter is less than, or equal to, 24 speed. Does the faster character lose an action?
No. Instead of the faster character losing one action, the slower character gains one action instead.
Example: Player A has 2 speed, and Player B has 0.
Player B uses focus mode level one, to gain 4 speed.
Since player A no longer has more speed than Player B, Player B gains one action in the round he gained that speed as compensation.
So, for as long as Player B can use focus mode, both players will have 5 actions instead of 4.
This causes another difficult question. In the previous example, what happens when both players keep using boosters in small increments to gain actions?
To more carefully explain this phenomenon, this must first be known. A player's BASE ACTIONS, is the number of actions that the battle judges gave them at the start of the battle, not accounting speed modifiers.
Whenever all players in a battle have extra actions, all players lose actions equal to the smallest number of extra actions.
Example: Player A has 5 base actions, but has 6 actions. Player B has 4 base actions, but has 6 actions also.
At the start of the next round, the admins will reduce the number of actions each player has by 1, since Player A has 1 extra action, which is the smallest number of extra actions across all players.
Now, on to holds! How do holds work exactly? What good are they, compared to regular attacks?
Holds are a useful alternative for certain players to deal damage against tough, high-resistance opponents.
Holds have several important base stats to determine the ability to make them, avoid them, and consume the hold, to deal damage with throws or unnatural forced movement. Holds follow a special tug-of-war system, with a number that is either positive or negative. Every time the person that started the hold adds more effort to the hold, it becomes more positive. Every time the person defending adds more effort, it becomes more negative.
Attacker's Effort:
2 actions: Start hold: +10
1 action: strengthen: +[Intelligence + Force]
1 action: Consume Hold(If attacker is winning): Deals [Hold value + Taijutsu/2 + Force/2] in damage.
Roleplay: Well-described grapple: +??
Defender's Effort:
2 actions: Reverse Hold(If defender is winning): Defender becomes attacker, negative value becomes positive.
1 action: prevent: -[Taijutsu + Speed]
Roleplay: Well-described break: -??
Initiating a hold starts this type of fight, and every action spent strengthening the hold increases the ability to make throws or damaging body contortions.
Every action spent by the opponent weakens a hold, and lowers it's final damage if it is used.
Finally, at any time during a hold, the fighter with the upper hand can use his hold for immediate damage, breaking the hold, but dealing damage that cannot be blocked, and only accounts part of the target's defenses.
There is also another type of hold, the Jutsu Hold. Jutsu holds make use of techniques to power grapples. Usually, they cannot be consumed at any time, given that they are 'safe' holds, and they simply restrain the target.
Attacker's Effort:
X actions: Start hold: +15
1 action: strengthen: +[Intelligence + Seal Knowledge]
X actions: Consume hold(If available): Deals [Hold value + Ninjutsu + Force/2] in damage, some holds are automatic kills if consumed.
Defender's Effort:
1 action: prevent: -[Intelligence + Force]
1 action: Break hold(If available): Most holds are broken automatically when their value becomes negative for Jutsu holds.
Good roleplay has a particularly strong effect on normal holds, and a well-described hold, can become a critical hit more easily than a regular attack with proper explanation.
To protect against abusing the effects of holds too greatly, they can only be performed, or consumed, one time in a round.