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Ultimate Battle Rules

Want to know more about the battle system? This is the place to find out about the specific details!
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Re: Ultimate Battle Rules

Postby Ninpocho Admin Sat May 11, 2013 4:45 am



Every Playable Character or PC in this game has stats. These stats are as follows: Agility, Stamina, Ninjutsu, Taijutsu, Genjutsu, and Chakra Control. At the start of the game, you will receive a '5' for each of your stats, except Chakra Control. For Chakra Control, you will start with zero. To increase your stats, you must train (See: [url]Training[/url]) and this can be done once a week.

What do your stats do? Your stats determine various things: How accurate certain attacks are, how well you are at dodging certain attacks and much, much more. For modded battles, your stats are converted into something called Secondaries. (See: Secondaries) Those are the actual values used to determine directly whether an attack hits or misses.




Spoiler: show
On Ninpocho Chronicles, we call the combined total of all your stats your Power Level. This is often abbreviated to "PL" or "Plvl". Regardless, Power Level affects many things. It is the number you get by adding all of your stats together.

  • Equation
    • Power Level or PL = Agility + Stamina + Ninjutsu + Genjutsu + Taijutsu + Chakra Control

    Power Level is further used to determine various things, shown below, which will explained in further tabs.




Spoiler: show
Character Level or CL is determined from your Power Level. It also has various uses within our system and ranges from one to fifteen. You determine your Character Level by finding your Power Level and then comparing it to the following chart:
  • 1 to 239 (1)
  • 240 to 479 (2)
  • 480 to 719 (3)
  • 720 to 959 (4)
  • 960 to 1199 (5)
  • 1200 to 1439 (6)
  • 1440 to 1679 (7)
  • 1680 to 1919 (8)
  • 1920 to 2159 (9)
  • 2160 to 2399 (10)
  • 2400 to 2639 (11)
  • 2640 to 2879 (12)
  • 2880 to 3119 (13)
  • 3120 to 3359 (14)
  • 3360 to 3600 (15)




Spoiler: show
We have a system of caps, which sets a limit on how much you can train a single stat.

For more information on this, see the OoC Ranks section below this.




Spoiler: show
  • E-Rank: Caps at 50 in each stat.
    • Able to perform up to E-Rank (Level 1-2) Jutsu.
    • Able to have 3 Abilities.
    • Able to use Tier 1 Puppets.
      • Requirement: Nothing, you start out as this!
  • D-Rank: Caps at 100 in each stat.
    • Able to perform up to D-Rank (Level 3-4) Jutsu.
    • Able to have up to 5 Abilities.
    • Able to use up to Tier 2 Puppets.
    • Able to use Weak Poisons.
      • Requirement: E-Rank; PL of at least 240; Three Mastered Jutsu; at least one level 1 or 2 or E-Rank Jutsu Mastered.
  • C-Rank: Caps at 175 in each stat.
    • Able to perform up to C-Rank (Level 5-6) Jutsu.
    • Able to have up to 7 Abilities.
    • Able to use up to Tier 3 Puppets.
    • Able to use up to Strong Poisons.
      • Requirement: D-Rank; PL of at least 480; Six Mastered Jutsu; at least one D-Rank (Level 3-4) Mastered Jutsu.
  • B-Rank: Caps at 300 in each stat.
    • Able to use up to B-Rank (Level 7) Jutsu.
    • Able to have up to 9 Abilities.
    • Able to use up to Tier 4 Puppets.
    • Able to use All Poisons.
      • Requirement: C-Rank; PL of at least 870; Nine Mastered Jutsu; at least one C-Rank (Level 5-6) Jutsu Mastered.
  • A-Rank: Caps at 525 in each stat.
    • Able to use up to A-Rank (Level 8) Jutsu.
    • Able to have up to 11 Abilities.
    • Able to use up to Tier 5 Puppets.
    • Able to use All Poisons.
      • Requirement: B-Rank; PL of at least 1560; Twelve Mastered Jutsu; at least one B-Rank (Level 7) Justu Mastered.
  • S-Rank: Caps at 600 in each stat.
    • Able to use up to S-Rank (Level 9) Jutsu.
    • Able to have up to 11 Abilities.
    • Able to use up to Tier 5 Puppets.
    • Able to use All Poisons.
      • Required: A-Rank; PL of at least 2800; Fifteen Mastered Jutsu; at least one A-Rank (Level 8) Mastered Jutsu.



Spoiler: show
New players' starting stats are as follows:

Agility: 5/50
Stamina: 5/50
Taijutsu: 5/50
Ninjutsu: 5/50
Genjutsu: 5/50
Chakra Control: 0%/50%




Spoiler: show
Action points (AP) are what determine how much you can do in a round. A round of battle is defined as 10 seconds. You use action points to do just about every action in a modded battle. Each OOC Rank has a set determined amount of actions points:

  • E-Rank: 1 AP
  • D-Rank: 2 AP
  • C-Rank: 4 AP
  • B-Rank: 6 AP
  • A-Rank: 8 AP
  • S-Rank: 10 AP

At the end of a round, a player can carry over 1ap or less to the next round.

TIMING
Alright, so the timing of actions, or the so called Action Stack, or AP stack is something that is a bit confusing. It also seems to be a bit misunderstood, especially concerning round timers on jutsu, which actions resolve first and similar.

{[AP of Action / Player's AP in the Round] * 10} = Time action takes to resolve.

An alternative method is to divide 10 by their maximum AP, and this will give you the number of seconds a single AP is. You can then multiply it as needed. IE 8 AP, 10/8 = 1.25 seconds per 1 AP. A .5 AP move would be 1.25*.5=0.625, rounded up to 0.63seconds. Do not round anything until the final output, however.




Spoiler: show
The following are the formulas for how to calculate secondaries, based on stats and class values:

  • Melee Accuracy = [(Taijutsu x .7) + (Agility x .3)]
  • Ranged Accuracy = [(Taijutsu x .6) + (Agility x .4)]
  • Ninjutsu Accuracy = [(Ninjutsu x .7) + (CC x .3)]
  • Melee Dodge = [(Taijutsu x .3) + (Agility x .7)]
  • Ranged Dodge = [(Taijutsu x .2) + (Agility x .8 )]
  • Ninjutsu Dodge = [(Ninjutsu x .3) + (Agility x .7)]
  • Genjutsu Difficulty = [(CC x .3) + (Genjutsu x .7)]
  • Genjutsu Save = [(CC x .6) + (Genjutsu x .4)]
  • Puppet Accuracy = [(CC x .6) + Agility x .4)]
  • Puppet Dodge: [(CC x .4 + (Agility x .6)]

Bonus Conversion Table

The following charge is used by taking the total from above. Where that total lands determines the actual secondary.
  • 5 = +1
  • 15 = +2
  • 30 = +3
  • 50 = +4
  • 75 = +5
  • 105 = +6
  • 140 = +7
  • 180= +8
  • 225 = +9
  • 275 = +10
  • 330 = +11
  • 390 = +12
  • 455 = +13
  • 525 = +14
  • 600 = +15

Class Bonuses
And below are the bonuses applied by having a stat in high, average and low at each character level.

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Re: Ultimate Battle Rules

Postby Ninpocho Admin Sat May 11, 2013 4:45 am



Rookie Class
When a character reaches 200 PL, they are able to create their own class. Until that class is created, players are given the Rookie Class.

Rookie Class: SHOW
Rookie Class wrote:Rookie Class
HP: (38+lvl) x Stamina
CP: (38+lvl) x Chakra Control
Class Feature: None
High: None
Average: All
Low: None


What do classes do? Classes determine the strengths and weaknesses of your character. Your class is made up of HP (Health Points) and CP (Chakra Points) Modifiers, High, Average, and Low secondary stats, and a Class Bonus.

What is the difference in a having a secondary in High/Average/Low as opposed to somewhere else?
  • Having a secondary in a high slot means that one has a greater accuracy in that area as opposed to having said secondary in average or low. While having a secondary in low equates to having a lower accuracy; having a secondary in Low is usually meant for Jutsu/Accuracy Types you wouldn't normally use. You can also view this as your weakest element.


Custom Class Format:
Class Name
HP: (mod1+lvl) x stamina
CP: (mod2+lvl) x chakra control
Class Bonus: Class bonus features
High: High Stat(s)
Average: Average Stats
Low: Low Stat(s)

Code: SHOW

Code: Select all

[u]Class Name[/u]
[b]HP:[/b] (mod1+lvl) x stamina
[b]CP:[/b] (mod2+lvl) x chakra control
Class Bonus: Class bonus features
[i]High:[/i] High Stat(s)
[i]Average:[/i] Average Stats
[i]Low:[/i] Low Stat(s)


Custom Classes
Your total Class Modifier starts at 90 and may vary depending on where you wish to assign your Accuracy Types (see below). Once a player achieves the OOC Rank B-Rank they receive "Veteran Grade" which increases both of their HP and CP Modifiers are raised by +5 making the total base Class Modifier 100 with a minimum of 35 for each pool as opposed to the standard minimum of 30 and additional 2 Class Bonus Points to spend.

When creating your Custom Class you are able to move your Melee Accuracy, Ninjutsu Accuracy, Ranged Accuracy and Genjutsu DC into any of the High, Average or Low Accuracy categories. Moving your Accuracy Types around will affect your HP modifiers in different ways (see below) and must abide by the following restrictions:
IMPORTANT: Neither modifier can drop below 30 before Veteran status. At Veteran Grade, they must be at least 35.
IMPORTANT: A player may not have more than 2 Accuracy Types assigned to High Accuracy. In addition if no Accuracy Types are assigned to High Accuracy then at least one must be assigned to Average Accuracy.
IMPORTANT: Evasion (Dodge) and Genjutsu Save are a fixed secondary and are always in average.
  • Assigning an Accuracy Type to High Accuracy reduces your sum total Class Modifier by -10.
  • Assigning an Accuracy Type to Average Accuracy does not affect your total Class Modifier positively or negatively.
  • Assigning an Accuracy Type to Low Accuracy increases your sum total Class Modifier by +5.
You may assign your four Accuracy Types as you desire as long as they conform to the three rules listed as IMPORTANT. The resulting sum total of your Class Modifier is then divided between HP and CP Modifiers to your discretion (again conforming to the rules listed as IMPORTANT). A finished Custom Class will look something like this:
Example Class
HP: (50+Level) * Stamina
CP: (40+Level) * Chakra Control
High: Ninjutsu Accuracy
Average: Dodge, Genjutsu Save, Melee Accuracy
Low: Ranged Accuracy, Genjutsu DC

In the above example the player starts at 90 then assigns their Accuracy types. In total they gain +10 to their total Class Modifier from having two Accuracy Types assigned to Low Accuracy but then incur a penalty of -10 to their total Class Modifier for having assigned an Accuracy Type to High Accuracy. This leaves them with a total of 90 total Class Modifier which they have chosen to assign between their HP and CP Modifiers as 50 and 40. At B-Rank they gain an extra 10 total Class Modifier to play with which they may assign in any amount they wish to their HP or CP modifiers so long as each of them are, at minimum, 35.

Custom Class Guide

Unsure of what to do for your class? Here's a helpful little guide!
When you start creating your Custom Class you should copy down the empty format below. This is your first step.

Code: Select all

[u]<Insert Class Name>[/u]
[b]HP[/b]: (mod1+lvl) x stamina
[b]CP[/b]: (mod2+lvl) x chakra control
[b]Class Bonus[/b]:
[i]High[/i]:
[i]Average[/i]:
[i]Low[/i]:

First decide what Accuracy Types you want to assign to either High, Average or Low Accuracy. This will tell you what your total Class Modifier will be for assigning to your HP and CP Modifiers (remember that the base Class Modifier is always 90!). Once you have assigned your Accuracy Types and applied the changes to your Class Modifier that they cost you should be ready to move on to the next step. Refer to Example 1-1 below for how this step should look.
Example
Rock Lee decides that he wants to be good at Taijutsu and no other type of techniques in order to have a higher base Class Modifier. He assigns his Melee Accuracy to High Accuracy which reduces his total Class Modifier from 90 to 80 but then assigns Ninjutsu Accuracy, Ranged Accuracy and Genjutsu DC to Low Accuracy which increases his total Class Modifier to 95 total (+5 for each Accuracy Type he assigned to Low Accuracy). Knowing that he wants to have a high HP pool and Taijutsu techniques tend to be cheap on CP, he decides to assign the maximum that he can to his HP Modifier without dropping his CP Modifier below 30 (as that is not allowed). This gives him an HP/CP Modifier split of 65/30 and leaves his Custom Class looking like this so far:

Code: Select all

[i]Green Beast of Konoha[/i]
[b]HP[/b]: (65+lvl) x stamina
[b]CP[/b]: (30+lvl) x chakra control
[b]Class Bonus[/b]:
[i]High[/i]: Melee Accuracy
[i]Average[/i]: Dodge, Genjutsu Save
[i]Low[/i]: Ninjutsu Accuracy, Ranged Accuracy, Genjutsu DC

The next step is to pick your Class Bonus. Each player starts with 4 points worth of Class Points to spend from the Class Bonus table found in the appropriate section (link: [goto=]HERE[/goto]).
Example
Continuing from where we left Rock Lee in the last example, the time has come for Rock to select his Class Bonus. Previously Rock decided that his character would be extremely durable and an expert in the category of Taijutsu but be terrible at everything else so his Class Bonus should reflect that. At this point Rock decides that his character is also going to specialize in Unarmed Taijutsu so he selects the 3 point bonus "Choose a [Specific Jutsu Subtype]; these Jutsu gain +1 Accuracy/DC and +5% Damage" and applies it to Unarmed Taijutsu. With 1 point left he decides to take the 1 point choice of "+1 HP Mod" and that finishes his Class Bonus off. At this point Rock Lee's Custom Class looks like this:

Code: Select all

[i]Green Beast of Konoha[/i]
[b]HP[/b]: (66+lvl) x stamina
[b]CP[/b]: (30+lvl) x chakra control
[b]Class Bonus[/b]: +1 Accuracy and +5% Damage to Unarmed Taijutsu
[i]High[/i]: Melee Accuracy
[i]Average[/i]: Dodge, Genjutsu Save
[i]Low[/i]: Ninjutsu Accuracy, Ranged Accuracy, Genjutsu DC

Advanced Scenario
Instead of the above, Rock decides to play around with a bit of a more advanced set-up. He decides he wants to go all-in on being as durable as he can possibly be so he selects the 4 point bonus of "+4 HP and CP Mod". This raises his HP Mod to 69 but more importantly raises his CP Mod to 34 which is 4 higher than the required minimum allowing him to redistribute 4 points into his HP Modifier. This means his final HP/CP Modifier split is 73/30.

At this point you are done creating your Custom Class assuming that you are not a B-Rank player. Upon achieving B-Rank you gain "Veteran Grade" which increases your total HP/CP Modifiers by 5 each (raising the minimum modifier respectively to 35) and gain an additional 2 Class Points giving you a total of 6.
Example
After a couple of months of play, Rock Lee has finally reached B-Rank and unlocked his Veteran Grade status. This gives him an automatic bonus of +5 to both his HP and his CP Modifiers but also raises the minimum as well. Since he already had the minimum CP Modifier this doesn't change much for Rock in terms of HP/CP Modifier split but the 2 extra Class Points he gains mean quite a lot for him. In his time playing his character Rock has decided that his character absolutely must take on the Hachimon Kinjutsu in order to complete the hard working and tough master of Taijutsu. This means that he must spend all 6 of his Class Points on the "Kinjutsu Option" 6 point bonus which replaces his previous bonus. Rock Lee's final class now looks like this:

Code: Select all

[i]Green Beast of Konoha[/i]
[b]HP[/b]: (70+lvl) x stamina
[b]CP[/b]: (35+lvl) x chakra control
[b]Class Bonus[/b]: Kinjutsu Option (Hachimon)
[i]High[/i]: Melee Accuracy
[i]Average[/i]: Dodge, Genjutsu Save
[i]Low[/i]: Ninjutsu Accuracy, Ranged Accuracy, Genjutsu DC

It is important to note here that in the examples we've gone over Rock Lee never selected a Bloodline or Core Ability and has not selected any Abilities. We won't go over every case which can affect your Custom Class here with those various things but things such as BL/CAs can increase or decrease your total HP or CP Modifiers or allow you to move your Accuracy Types around to High, Average or Low at no cost to your Class Modifier. If you end up having any questions about interactions like these feel free to PM either a member of your local Village Council or the Administrative Team and they will be happy to answer questions for you.


Spoiler: show
Bonuses:
One of the unique aspects of a class is that you get 4 class points to put wherever you want.
- Everyone gains +2 Bonus Points upon reaching B-Rank.

These points can be spent on any of the following:

1 pt.
+1 Hp Mod
+1 Cp Mod
+.5 Accuracy
+.5 Dodge
+.5 Genjutsu DC
+.5 Genjutsu Save
-2% chance of being inflicted by Bleeding, Suppression, Called Shots and Secondary Effect

2 pt.
-5% Cp cost
+5% [Specific Jutsu Subtype] Damage (A specific Weapon-Type/Base or Advanced Element/Genjutsu Sense/Puppet Type)
+5% Medical Healing given and received
+5% Damage Reduction
+5% Chance of inflicting Bleeding
+5% Chance of inflicting Suppression
+5% Chance of inflicting Called Shots
+5% Chance of inflicting Secondary Effects
+5% Sneak Attack Chance (Attacks will be considered sneak attacks; if activated on a normal sneak attack, it will not drop the user from stealth.)
+5% Auto Detect Chance
+1 Inventory slot
1 Free basic attack per round

3 pts.
+5% Auto-Dodge
+5% Auto-Hit
+5% [Damage Type] Damage (Damage Type must be Melee/Ranged/Ninjutsu/Genjutsu/Puppet)
+1 to one Secondary and all its ‘Checks’* (See bottom notes)
+1 [Type] Accuracy and Genjutsu DC; (Accuracy Type must be Melee/Ranged/Ninjutsu/Puppet)
+1 Dodge and Genjutsu Save
Choose a [Specific Jutsu Subtype]; these Jutsu gain +1 Accuracy/DC and +5% Damage. (A specific Weapon-Type/Base or Advanced Element/Genjutsu Sense/Puppet Type)
+2 Poison DC and Resistance
+2 Stealth and Awareness
+1 Critical Range

4 pt.
+4 Hp and Cp Mod
+5% Auto-dodge and Auto-hit
+5% to all Damage

6 pt.
The ability to obtain a Kinjutsu (Once you obtain your kinjutsu, your class bonus is to be changed to "Kinjutsu Option" for free)
+1 Ability Slot
+1 to all Secondaries and their ‘Checks’.**(See bottom notes)

Note:
*- Choosing Accuracy or Gen DC gives the user a +1 bonus when maintaining an attack using said accuracy type against others.
*- Choosing Dodge gives the user a +1 Bonus when making a non-genjutsu check against someone else's attack.
*- Choosing Genjutsu Save gives the user a +1 bonus when making a check against some else's Genjutsu.
**All the above notes apply.



Spoiler: show
No longer satisfied with your custom class? Want another? This is how you go about doing so!

- Write a 100 WC (Word Count) paragraph as to why your character has chosen to switch their fighting style.
- Sacrifice 35 Training Points/Advanced Shop Points.
- Post it up in your village request topic!

- Kinjutsu Users!
  • Once you obtain your kinjutsu, head to your village request board for your class bonus to be changed to "Kinjutsu Option". If you wish to change the remainder of your class (HP/CP Modifiers, High/Average/Low) you need to follow the above.


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Re: Ultimate Battle Rules

Postby Ninpocho Admin Sat May 11, 2013 4:45 am



  • Hand Seals: Use of both hands; however there are abilities that allow single handed seals.
    • Ninjutsu: Require hand seals unless stated otherwise.
    • Genjutsu: Require hand seal unless stated otherwise.
    • Taijutsu: Do not require hand seals to perform, however you must have the proper weapon equipped.
    • Bloodline/Core Ability Jutsu: Do not require hand seals unless stated otherwise.
    • Kinjutsu: Require hand seals unless stated otherwise.
  • Important: All Ninjutsu and Taijutsu secondary effects, such as bleeding, suppression, stunning, Setting afire, debuffs, and other effects aside from damage do not apply on partial hits. These secondary effects are only applied upon a full hit of a Jutsu.
  • No Jutsu may stack with itself unless is states that it can.
  • All jutsu generally require Chakra Points to perform; keep in mind that should you run out of Chakra, all Cp costs will be taken from your Health Points in the doubled amount. This means that a jutsu that costs 500 chakra would take 1000 Hp to perform once you no longer have chakra.
    • - This does not apply to healing jutsu; these require Chakra if you use them upon yourself. Meaning you need Chakra Points to heal.
  • Any action that targets an enemy is considered an "Attack"; regardless of whether it deals damage or not. A player may attack themselves.
  • Basic attacks (punches, kicks, attacking with a weapon, throwing Kunai/Shuriken/etc.) cost .75AP



Spoiler: show
Jutsu on NC are organized by level. The higher the level, the higher the rank you have to be to use the jutsu. There are also individual requirements for each specific jutsu. Jutsu themselves are sorted into three major categories: Ninjutsu, Genjutsu, and Taijutsu. There are, however, some unique jutsu thrown in, that can be classified under the major three categories. Such jutsu include ANBU jutsu, Mednin Jutsu, Kinjutsu, Puppet Jutsu, and more.

The following describes who can use what level:

Level 1 Jutsu: E Rank and up
Level 2 Jutsu: E Rank and up
Level 3 Jutsu: D Rank and up
Level 4 Jutsu: D Rank and up
Level 5 Jutsu: C Rank and up
Level 6 Jutsu: C Rank and up
Level 7 Jutsu: B Rank and up
Level 8 Jutsu: A Rank and up
Level 9 Jutsu: S Rank only

There are also some jutsu that go by a different leveling system; but it is equal to the one above. As the system grows and gets updating, the following system will be replacing the one above.

Level E Jutsu = Level 1-2
Level D Jutsu = level 3-4
Level C Jutsu = level 5-6
Level B Jutsu = level 7
Level A Jutsu = level 8
Level S Jutsu = Level 9


Be very careful when purchasing jutsu, and be sure you meet all of the requirements beyond just rank!




Spoiler: show
Ninjutsu uses the following for AP cost:

E-Rank Ninjutsu: 1 AP unless noted
D-Rank Ninjutsu: 1.5 AP unless noted
C-Rank Ninjutsu: 2 AP unless noted
B-Rank Ninjutsu: 2.5 AP unless noted
A-Rank Ninjutsu: 3 AP unless noted
S-Rank Ninjutsu (Kinjutsu mostly): 3.5 Ap unless noted

Most Mednin jutsu fall under Ninjutsu, as well as many of the ANBU techniques. Ninjutsu use Ninjutsu Accuracy (Unless otherwise stated) against Ninjutsu Dodge.

Please keep the Elemental Affinity rules and skills in mind as well.




Spoiler: show
The first thing to know about Taijutsu is that they cost less CP and require less AP to use. But, as a result, they do less damage, and require different things to be effective. They are more focused on the variety of effects that can be obtained from using weapons and augments, and they have their own unique set of activated buffs. Each weapon has its own set of Taijutsu to use, and each weapon has a special ability that no other weapon has. Each type of damage can cause certain effects (like bleeding, for instance) to occur and augments can change this. Augments and weapons will be gone over in the next post.

For Taijutsu, everything costs .25AP less, and thus the following is used for Taijutsu AP:

E-Rank Taijutsu: .75 Ap
D-Rank Taijutsu: 1.25 Ap
C-Rank Taijutsu: 1.75 Ap
B-Rank Taijutsu: 2.25 Ap
A-Rank Taijutsu: 2.75 Ap
S-Rank Taijutsu: 3.25 Ap


Taijutsu use Melee Accuracy and Ranged Accuracy, dependent on the weapon and jutsu used, and of course, Melee Dodge and Ranged Dodge, dependent on the same factors.

Note:Buffing Taijutsu do not require handseals unless otherwise stated and may be done without a weapon equipped.




Spoiler: show
Basic Rules wrote:- Genjutsu require handseals to use unless otherwise stated.
- With Genjutsu one may only target someone that they are aware of. Targeting someone in stealth will result in the genjutsu action (and any connected actions) being skipped. You will not lose chakra or AP or time for not doing your Action.
- Genjutsu used in battle are considered Hidden Actions unless otherwise stated. If a Genjutsu is for whatever reason not treated as a Hidden Action then the target is aware of that Genjutsu being cast on them and can use Cancel at any time to attempt to remove it.
- Once a target is hit with a Genjutsu that is maintained the Genjutsu will receive a check every round it is maintained
- If the same Genjutsu is used on the same target, that target has a 25% chance that the Genjutsu will not be considered a Hidden Action.
- Genjutsu have 4 Sense Slots, Will, Visual, Audial, Kinetic. Every Character has one slot for each sense.
- A Genjutsu which partially hits has the damage reduced as normal and the Genjutsu is not treated as a Hidden Action.
- Buffing and Debuffing Genjutsu of the same sense, may take up the same sense slot. (Ex: Having a Will Debuffing Genjutsu placed on yourself, you may still have a Will Buffing jutsu placed on yourself as well.)
-You may not cast any buffing/debuffing Genjutsu on yourself normally.


Genjutsu AP Costs wrote:Genjutsu costs are generally the same costs as Ninjutsu in terms of AP.

E Rank = 1ap
D Rank = 1.5ap
C Rank = 2ap
B Rank = 2.5ap
A Rank = 3ap
S Rank = 3.5ap


Senses wrote:- Kinetic: The mind's perception and control over touch.
- Audial: The mind's perception and control over hearing.
- Visual: The mind's perception and control over sights.
- Will: The mind's perception and control over the mind.

Every sense is now its own set (Much like how it was pre-5.5 and similar to Ninjutsu and Taijutsu). You may use multiple genjutsu on a single target but you cannot target the same sense multiple times normally.


Illusionary Damage wrote:A big improvement to Genjutsu is the addition of Illusionary Damage. However, Illusionary damage does not work like normal damage.

- Illusionary Damage cannot be reduced by normal means. Only effects that state specifically that it reduces Illusionary Damage may reduce Illusionary Damage.
- Illusionary Damage cannot be healed by normal means. Only effects that state specifically that they heal Illusionary Damage may heal Illusionary Damage.
- Illusionary Damage bypasses normal barriers Barriers unless the barrier specifically states it blocks Illusionary Damage.
- Standard buff rules still apply to Illusionary Damage.
- Illusionary Damage cannot deal CP damage.
- Illusionary Damage cannot be Dark/Light or gain bonuses associated with those orientations.


Genjutsu Special Moves wrote:Upon mastering a certain number of Genjutsu, the user will be able to use Genjutsu Special Moves with their Genjutsu.

Mastering half the total number of jutsu for a single Sense grants the shinobi Sensory Knowledge on genjutsu of that particular sense and allows them access to Sensory Knowledge Special Moves for genjutsu of that sense.
Mastering the total number of jutsu for a single Sense grants the shinobi Sensory Mastery on genjutsu of that particular sense and allows them access to Sensory Mastery Special Moves for genjutsu of that sense.
Bloodline, Core Ability and Kinjutsu specific-jutsu are not able to use affinity moves. This does not apply to special dependent moves, modifications or anything not listed as a jutsu, only jutsu.

Sensory Knowledge Special Moves:
- Mental Focus: +2 Gen DC. This may only be used once per round and the Genjutsu used with this may not be used for a full round after it resolves. In the case of a Maintain Genjutsu it wouldn't be able to be used again until a full round after it was no longer maintained though gains this bonus for any checks made for the Genjutsu's duration.
- Deja-Vu: A Genjutsu used with this is re-rolled at -3DC if it initially fails. This may only be used once per round. This does not stack with any other re-roll techniques.
- Mental Spread: May target an additional target with a genjutsu. The second target is targeted at -2 DC. Effects on the secondary target at -1/-5% weaker and does 50% less damage.
- Blast: +20% Illusionary Damage. The Genjutsu effects used with this are -1/5% weaker, but can only be used on Genjutsu which have Genjutsu effects.
- Lock: Genjutsu used with this have -2 DC but if successful don't need to make a maintain check at the beginning of any round.
- Cortex Control: The user may cast Genjutsu with one handed seals at -10% CP cost.
- Overload: +/- 1 and +/- 5% to the secondary effects of a genjutsu. May only be done once per round.


Sensory Mastery Special Moves:
- Sensory Switch: The Genjutsu used may count as a different sense. The Sense it is counting as must be one which the player also has Sensory Knowledge in, and must be declared at the time of casting the jutsu. This can only affect one jutsu at a time, and the jutsu it is used on cannot be used again until it is no longer maintained.
- Cerebral control: The user may cast Genjutsu with no handseals. May only be used once per round.
- Mental Chain: The user may immediately follow up a Genjutsu that connected fully with another Genjutsu of equal or lower level from a sense that the player also has Sensory Knowledge in. All costs are paid normally and the moves are considered a 'combo'. The second attack may not use a Sensory Special Move.
[/quote]



Spoiler: show
  • Puppet jutsu cost the following:
  • E Rank: .5ap
  • D Rank: 1ap
  • C Rank: 1.5ap
  • B Rank: 2ap
  • A Rank: 2.5ap
  • S Rank: 3ap




Spoiler: show
  • Checks have been clearly defined and are as follows!
    • Genjutsu Check
      • A roll between the user and the target of a jutsu/ability using each players base Genjutsu Difficulty, unless stated otherwise. This can only be increased by specific buffs which increase Genjutsu Checks. (Eg. +2 Gen DC has no effect, but +2 to Genjutsu Checks does)
    • Ninjutsu Check
      • A roll between the user and the target of a jutsu/ability using each players base Ninjutsu Accuracy, unless stated otherwise. This can only be increased by specific buffs which increase Ninjutsu Checks. (Eg. +2 Accuracy has no effect, but +2 to Ninjutsu Checks does)
    • Taijutsu Check
      • A roll between the user and the target of a jutsu/ability using each players base Taijutsu Accuracy, unless stated otherwise. This can only be increased by specific buffs which increase Taijutsu Checks. (Eg. +2 Accuracy has no effect, but +2 to Taijutsu Checks does)



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Re: Ultimate Battle Rules

Postby Ninpocho Admin Sat May 11, 2013 4:45 am




Weapons are the core of Taijutsu. Almost every Taijutsu involves using a weapon of some sort, and the jutsu themselves revolve around the damage and accuracy of the weapon.

  • Keep in mind both weapons and Items must be equipped in most cases; the cost to do so is the following;
  • Un-equip = 0.5 Ap, Equip (From item slots/Sheath) = 0.5 Ap
  • Drop = 0.0 Ap, Pick up (From being dropped/disarmed) = 1.0 Ap
  • Important: One thing to note is that handseals cannot be made while a weapon is equipped.



A basic strike costs 0.75 AP and deal damage according to your OOC Rank:
  • E-Rank: 50
  • D-Rank: 70
  • C-Rank: 90
  • B-Rank: 110
  • A-Rank: 130
  • S-Rank: 150

Basic strikes are able to be buffed as normal.


Weapon Creation Rules
Weapon Creation Rules wrote:Weapons
Your standard weapon! This can be anything from a small dagger, a huge sword that makes up for lacking in other areas, a spiked whip blade, or a set of throw-able boomerang axes. It does not matter; this is your weapon.

- A player must post in their ability training thread (Dojo) before a weapon may be used in battle; this must state the following:
  • Weapon Damage Type
    • Slashing: When creating a Slashing Type weapon the creator may choose either Suppression or Bleeding. Attacks made with the created weapon have a chance to apply the chosen effect as per the rules found [[goto=]HERE[/goto]]
    • Bludgeoning: When creating a Bludgeoning Type weapon the creator may choose either Suppression or Bleeding.
    • Piercing: When creating a Piercing Type weapon the creator may choose either Bleeding or a +5% increased success chance with Called Shots.
    • Unarmed: When creating an Unarmed Type weapon the creator may choose either Suppression or they may retain the ability to use Handseals with their weapon equipped.
    • Ranged: When creating a Ranged Type weapon the creator may choose either Suppression, Bleeding or a +3% increased success chance with Called Shot attempts.
    • Projectile: When creating a Projectile Type weapon the creator may choose either Suppression, Bleeding or they may retain the ability to use Handseals with their weapon equipped..
  • Damage Modifier
  • Accuracy Modifier
  • Which Augments are equipped (up to 3 maximum -- see below)

This must be done for every puppet the player has in their Inventory. Any aspects of a created weapon may be changed or swapped at any point with a new post but it will not effect a battle already in progress. Making a new weapon or changing/swapping an aspect of an existing weapon does not require an RP of any length but still requires Council approval before usage in battle.

Damage/Accuracy Modifier
- For every +1 Accuracy a weapopn has it has a -5% Bonus Damage modifier. For every -1 Accuracy it has it has a +5% Bonus Damage modifier. Maxes at +2 Accuracy / -10% Bonus Damage or -2 Accuracy / +10% Bonus Damage.
- Weapon modification (Accuracy/Damage) apply to actions taken with the user's weapon.

Augments
Each weapon has 1 Augment Slot to be used for customization. All augments must be purchased individually. Players start out with their weapons and puppets having 1 Augment Slot. At D-Rank the number of Augment Slots increases to 2 and then again at B-Rank the total number of Augment Slots rises to 3.


Weapon Creation Jutsu
Weapon Creation Jutsu
Some techniques specifically generate a weapon when cast. These weapons must follow all rules and guidelines associated with Weapon Creation Rules (found here: [LINK]). Any other associated limitations or special rules for those weapons will be contained within the effects or notes of the jutsu itself. In general all Weapon Creation Jutsu follow the rules listed below:
  • A weapon created through a Weapon Creation Jutsu has Augment Slots equal to a normal weapon of the user's OOC Rank (A D-Rank player creates weapons with 2 slots and a B-Rank or above player creates weapons with 3 slots).
  • All characteristics such as which augments are equipped, what the Accuracy/Damage modifier is and the Damage Type are all chosen at the time the Weapon Creation Jutsu is cast. In addition the user must own any augments they select to be equipped to their newly created weapon.
  • Weapons created via Weapon Creation Jutsu are not considered standard Creation Jutsu and do not count against the user's limited number of creations.
  • Created weapons disappear immediately if the technique which created them is not maintained, is dispelled or if the weapon leaves the user's hand (unequipped/dropped/disarmed) for any reason.


Each individual body is allowed to have a maximum of weapons it can hold, this limit is based upon your OOC Rank:
  • E-rank: 2 Weapons
  • D-rank: 3 Weapons
  • C-rank: 4 Weapons
  • B-rank: 4 Weapons
  • A-rank: 5 Weapons
  • S-rank: 6 Weapons


Users have 5 Inventory Slots available for them to start with. Items which will Inventory Slots fall into one of several categories listed below:
  • Created Weapons: Any weapons a player wishes to use in a battle must be brought into battle with them via Inventory Slot. This applies to Puppets as well.
  • Consumable Items: These are items which are used and then consumed afterwards. Consumable Items will often have the capacity to be "stacked" in a single Inventory Slot.
  • Poisons: Poisons are a special type of Consumable Item which must be applied to a weapon before they are of any use.
  • Storage Items: A Storage Item is a piece of equipment which takes up a single Inventory Slot but allows for other items to be placed within it.

Consumable Item Usage
Items have a single use available to them in battle unless otherwise noted. This means that if you wish to use one Soldier Pill and you have two, once you spend the effect of one Soldier Pill you will only have one remaining for the rest of that battle. items are not removed from your account after use.

Storage Item Rules
A storage item adds additional Inventory Slots for objects (such as Smoke Bombs, Sealing Scrolls, Healing Pills, Energy Drinks and so on) but first must be present in one of your five natural Inventory Slots. Each Storage Item provides you with additional Inventory Slots which may have special rules associated with them as per the rules text on the specific Storage Item. Storage Items cannot be placed within other Storage Items.
  • Example: You have a Belt Pouch, a Leg Holster, and a Backpack. Each one of these uses an Inventory Slot which leaves you with two natural Inventory Slots remaining but each of those three may store additional items within them as long as those items are not themselves Storage Items (no Belt Pouches inside Backpacks!).

Stacking Items
Stacking items means that you are able to place multiples of the same item in the same Inventory Slot Each item that is able to be stacked has a maximum number unique to itself which can be found in the item's information. Items that do not possess this information are unable to be stacked.



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Re: Ultimate Battle Rules

Postby Ninpocho Admin Sat May 11, 2013 4:46 am



Basic Puppet Rules
Basic Puppet Rules wrote:Basic Rules
  • For all intents and purposes puppets are a special Damage Type of weapon separate from Taijutsu-specific weapon types and are required to cast Puppet Jutsu. They follow all relevant rules for weapons found under the sections Weapons and Equipment [LINK], Weapon Limitations [LINK] and Equipment and Rulings [LINK].
  • For purposes of weapon creation, puppets use the revised Puppet Creation Rules [LINK] found below rather than the standard Weapon Creation Rules [LINK].
  • Actions taken with a puppet (such as attacking, Puppet Traps or Puppet Jutsu special actions) utilize the user's Ranged Accuracy Secondary and the targeted opponent's Ranged Dodge.

Puppet Creation
Puppet Creation Rules wrote:Puppets
Your standard puppet! This can be anything from a toy soldier to a large salamander that you can ride on, a puppet with multiple arms or one made for trapping opponents inside.

- A player must post in their ability training thread (Dojo) before a puppet may be used in battle; this must state the following:
  • Puppet Type (Offensive/Defensive/Support)
  • Damage Modifier
  • Accuracy Modifier
  • Which Augments are equipped (up to 3 maximum -- see below)
  • Which Puppet Traps are equipped (up to 3 maximum -- see below)

This must be done for every puppet the player has in their Inventory. Any aspects of a created puppet may be changed or swapped at any point with a new post but it will not effect a battle already in progress. Making a new puppet or changing/swapping an aspect of an existing puppet does not require an RP of any length but still requires Council approval before usage in battle.

Puppet Type
- A puppet's "Type" describes what classification of Puppet Jutsu and Traps they are able to use.
  • Offensive: An Offensive puppet will be used primarily for attacking or debuffing an opponent. When making an Offensive puppet the creator may choose either Suppression or Bleeding. Attacks made with that puppet have a chance to apply the chosen effect as if the attack were a Taijutsu of equal level.
    • Example: An Offensive puppet which has Suppression chosen for it's effect which is used to cast an E-Rank Offensive Puppet Jutsu has a 20% chance to cause Suppression on a full hit (E-Rank Taijutsu have a 20% success chance for Suppression).
  • Defensive: A Defensive puppet will be used primarily for protecting the user or allies. Puppet Traps which are equipped to a Supportive Puppet are armed instantaneously. The user must still pay the AP cost as normal but the action itself resolves as if it cost 0 AP.
  • Supportive: A Supportive puppet is used to improve the effectiveness of other puppet actions by "supporting" them through special actions. Whenever the user uses a Supportive Puppet to "support" an action they may apply one augment equipped to the Supportive Puppet to the action which it is supporting.

Damage/Accuracy Modifier
- For every +1 Accuracy a puppet has, it has a -5% Base Damage modifier. For every -1 Accuracy it has, it has a +5% Base Damage modifier. Maxes at +2 accuracy / -10% damage, or -2 accuracy / +10% damage.s
- Puppet modification (Accuracy/Damage) apply to actions taken with the user's puppet.

Augments
Each puppet has 1 Augment Slot to be used for customization. All augments must be purchased individually. Puppets utilize the same augments as standard weaponry. Players start out with their puppets having 1 Augment Slot. At D-Rank the number of Augment Slots increases to 2 and then again at B-Rank the total number of Augment Slots rises to 3.

Puppet Traps
  • Each puppet has 3 Trap Slots to which Puppet Traps may be equipped.
  • A single puppet cannot carry two of the same Trap into a battle normally.
  • Traps are "armed" using the user's AP
    • The user pays half the AP to arm the trap and the other half is taken when the trap is triggered.
      • Example: An A-Rank Puppet Trap costs 2.5 AP total. The user must pay 1.25 AP to arm the trap and when the trap is triggered the remaining 1.25 AP will be removed from the user's AP total.
    • If the user does not have enough AP for their trap to trigger, the trap will not trigger.
    • If a trap is successfully triggered it is considered consumed and may not be used again.
  • Once armed a trap remains active for up to 3 rounds. Once 3 rounds has passed and the trap has not triggered, it is automatically deactivated and becomes Diffused.
  • Diffused Traps may be re-activated by paying 1 AP. A trap which has been re-activated from the Diffused status must be re-armed for the appropriate AP cost before it can be triggered.
  • The user may diffuse an armed trap for no cost but cause them to become Diffused (see above).
  • Traps are all triggered by specific conditionals called trigger conditions.
    • Traps are triggered automatically when the trigger condition is met in response to the action which triggered the trap much like a reflexive action.
    • Traps may trigger while the user is bound/cannot move/use chakra etc. Once a trap is armed it is separate from the user.
    • Every trap states what it's trigger condition is in order to set it off.
    • Traps that are triggered have their effects modded at the same time as the target that triggered the trap.
    • Having an armed Puppet Trap does not use up one of the user's conditionals.
  • Traps that are triggered and target another target offensively are classified as attacks.
  • Traps cannot be armed reflexively.
  • Arming traps does not remove the user from Stealth. If the user is in Stealth and a trap they control triggers they will not be brought out of stealth.
  • Traps use the user's Ranged Accuracy unless otherwise stated.


Puppet Limits
Puppet Limits wrote:Puppets are separated into three types (Offensive/Defensive/Supportive).
  • Unlike standard weapons a single player may have up to 3 total puppets equipped at any given time but may only benefit from the augments equipped to one of their puppets as designated by them. To change which augments a player is benefitting from they must un-equip or drop the puppet they are currently gaining the benefit from and then select a new source of augments to benefit from. This does not cost additional AP outside of the cost of un-equipping a weapon. If they choose to Drop their puppet then they will need to pay the appropriate cost (1 AP) to pick it back up as normal.
  • User may only have up to 3 armed traps at any given time no matter how many puppets they have equipped.



- Puppet Jutsu (includes Offensive, Defensive, Supportive and Player Puppet Jutsu) and Puppet Traps cost the following:
  • E Rank Puppet Jutsu: 0.5 AP
  • D Rank Puppet Jutsu: 1 AP
  • C Rank Puppet Jutsu: 1.5 AP
  • B Rank Puppet Jutsu: 2 AP
  • A Rank Puppet Jutsu: 2.5 AP
  • S Rank Puppet Jutsu: 3 AP
- Note: To arm a Puppet Trap the user must pay 50% of the AP cost up front and then the remaining 50% when the trap is triggered. (EX: An A-Rank Puppet Trap costs 1.25 AP to arm and then the user pays 1.25 AP to trigger the trap when the trigger condition is met)


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Re: Ultimate Battle Rules

Postby Ninpocho Admin Sat May 11, 2013 4:46 am



This is the place that covers all the systems that don't have a place of their own. But they exist, and they can make a huge impact on the battle, so it's best you're aware of them and what they do.




Spoiler: show
It's exceedingly important in understanding the differences between what a full hit on an opponent and what a partial hit can do. On Ninpocho, we categorize Hits into four categories.

  • If the attack is equal to or less than the dodge roll, the attack is considered a Partial Hit.
  • Lower than dodge by 2 or more = 0% damage (I.E. a "miss")
  • Lower than dodge by 1 = 25% damage
  • Equals dodge = 50% damage
  • Exceeds dodge by 1 = 75% damage
  • Exceeds dodge by 2 or more = 100% damage

Now that you understand how damage is dealt, it's also important that the following is kept in mind:
  • Important: Partial Hits do not give the user the chance to activate secondary effects such as bleeding, suppression, called shot chances, poisoning chances, etc. unless stated otherwise.




Spoiler: show
  • Every attack has a 1 out of 20 chance of becoming a Critical Hit. This chance be increased through various means such as:
    • Jutsu Effects
    • Abilities
    • Custom Class Bonuses
  • Important: All critical hits deal x2 the normal damage.
  • Important: The cap limit on critical is +2 to critical chances. Anything higher is treated as +2. The range would be 18-20.
    • Example: A Jutsu might say +2 Critical, which means that upon a roll of 18-20, you deal a critical.

  • Natural 20 (Twenty) Rolls
    • Genjutsu: If a Genjutsu rolls a 20 upon the initial use, it's effect lasts an additional round before resistance rolls are made. Full hit genjutsu have two free rounds before resistance checks are made, a critical would make this three.
    • On a Base critical hit (Meaning a 20 was rolled), the critical hit has a +15% chance of activating effects that a jutsu may have and only on a roll of twenty and this is not effected by any increased critical ranges. These effects include:
      • Suppression
      • Bleeding
      • Called Shot
      • Jutsu Effects
  • Medical Jutsu
    • If the jutsu heals damage, then it would heal twice as much.
    • If it heals penalty ranks, such as Called Shots or Bleeding then it would heal two ranks.




Spoiler: show
Activated Auto Dodge (Ex. Body Switch, Golden Mucus Armor): Is modded as dodging the whole attacking upon contact. (One check when attacked, work on the ENTIRE attack, not just one hit of it.)

Passive Auto Dodge (Ex. Hyuuga 360 Degree Vision): Is modded as dodging each hit separately upon contact. (Each hit has a check)

Rolling: Rolling for auto dodges and auto hits is not normal rolling. An activated auto-dodge requires no rolls for the attack or defense of the attack which triggered them. They react to being targeted with an attack and not actually being hit, they also take priority over auto-hits. After you determine if there is an activated auto-dodge or not, you roll for auto-hit. Auto-hit negates a normal attack/defense roll, and takes priority over passive auto-dodges. If there is no auto-hit, you would next roll for passive auto-dodge. Passive auto-dodge negates the need for a normal attack/defense roll. If none of those proc, then you roll for attack/defense as normal.




Spoiler: show
Reflexive and Reactionary: Any technique that may be used as Reactionary/Reflexive interrupts yours current action. Both terms mean the same thing.




Spoiler: show
While NC does not have an exact system on Movement, there are certain actions that require a degree of movement nonetheless.

The following lists everything that require movement, and if the user is unable to move through some effect (Most likely a bind), then the following cannot be used:
  • Taijutsu, Basic Strikes, and Called Shots
  • Melee and Ranged Accuracy
  • Handseals
  • Using Items
  • Using Poison
  • Entering Stealth
  • Entering a Style
  • Independent Special Moves
  • Activating a Channeling skill
  • Equipping/Dequipping anything




Spoiler: show
Fighting styles are special abilities that modify a particular branch of techniques. These are classified into two particular groups.
  • Physical
    • These styles are Taijutsu based and the effects only apply to the proper Taijutsu Damage Type.
  • Chakra
    • These styles are Ninjutsu or Genjutsu Based.

  • Entering a style costs .5 Ap unless otherwise noted.
    • Dropping a style costs 0 Ap.
  • A player may only be in one physical style and one chakra style at a time.
  • Any offensive oriented effects (such as increased Damage/Accuracy) in a style only modifies its listed aspect unless otherwise noted.
    • For example, a Fire style would only modify fire-based jutsu, while an Axe style would only modify Axe-based techniques. If the user is duel wielding different weapon types, only the weapon of the particular style would be modified.
  • Any defensive oriented effects, such as lowered dodge or increased damage taken, applies to any action directed at the user, unless otherwise stated.
  • Some styles have a certain requirement to be active (Such as requiring a certain weapon to be equipped). If the user no longer meets this requirement (Like if they were disarmed), the style is dropped.

In addition to Fighting styles, there is something called "Defensive Stance" which all players naturally have. This does not count as either a physical or chakra style. This means you may be in other styles and use Defensive Stance.

Defensive Mode works as following
  • This costs .5 Ap to enter or swap effects.
  • The user may gain +1 Dodge by lowering their Accuracy by -2. This may be done twice for +2 Dodge, -4 Accuracy.
  • This may be further modified by the Defensive Technique ability.




Spoiler: show
AoE, "Area of Effect" techniques are actions that target multiple people. Some say "15x15" area (for example), and this should be ignored as it is flavor (Meaning it adds to the Rp description, but does not influence battle. In the future these will be removed from effects, as they cause confusion). Jutsu with these numbers mean the following:

  • Level E-B Rank jutsu may target up to two separate targets unless otherwise specified.
  • Level A Rank jutsu may target up to three separate targets unless otherwise specified.
  • Level S Rank jutsu will always specify how many targets they may target.

    Note: All jutsu that are AoE may choose the number of targets. If a jutsu says something along the lines of "targets X number of people" it is not mandatory that you target that number of targets. Unless otherwise specified.




Spoiler: show
Called Shot Notes wrote:
  • Important: The highest chance to cause called shot penalties cap out at 50%, meaning anything higher is placed automatically at 50%.
  • Important: Called Shots can only occur on Full Hits unless stated otherwise.
  • Called shots can only be made with Basic Weapon attacks.
  • One must have the ability Called Shot in order to inflict a broken status.
  • One has to Sprain a limb in order to cause a Fracture, then a Broken status.
  • The success rates of a called shot are:
    • Sprained: 20%.
    • Fractured: 15%.
    • Broken: 10%.
  • Healing Called Shot Penalties
  • Medical Jutsu may be used to heal called shot penalties. There is a % chance of success based upon the strength of the medical jutsu. The % chance for Healing Sprained is Hp Recovered/50. Fractured is hp Recovered/75. Broken is Hp Recovered/100.
    • Example: Healing a sprained limb with a jutsu healing 960/50 Hp would have a 19% Chance of success.

All of the following below, aside from Disarm attempts, are classified as 'limbs' in the battle system (Even if your vocabulary says otherwise).

Important: There is no longer a "Left" or "Right" in terms of targeting limbs in the Called Shot System.

Arms:
  • Targeted at -2 Accuracy
  • Sprained = -1 Accuracy to All Attacks
  • Fractured = -2 Accuracy to All Attacks
  • Broken = -3 Accuracy to all Attacks.

Legs:
  • Targeted at -2 Accuracy
  • Sprained = -1 Dodge
  • Fractured = -2 Dodge
  • Broken = -3 Dodge and attempting to Escape a battle takes an additional round.

Head:
  • Targeted at -3 Accuracy
  • Sprained = -2 Genjutsu DC and 10% chance for any maintained Jutsu to be dispersed.
  • Fractured = -2.5 Genjutsu DC and 20% chance for any maintained Jutsu to be dispersed.
  • Broken = -3 Genjutsu DC and 30% chance for any maintained Jutsu to be dispersed.

Hands:
  • Targeted at -5 Accuracy
  • Sprained = +.1 Hand seal Ap and 5% chance for Jutsus to fail, resulting in AP lost.
  • Fractured = +.2 Hand seal Ap and 10% chance for Jutsus to fail, resulting in AP lost.
  • Broken = +.3 Hand seal Ap and 15% chance for Jutsus to fail, resulting in AP lost.

Feet:
  • Targeted at -5 Accuracy
  • Sprained = 10% Chance at the beginning of the round to stumble and lose 1 Ap.
  • Fractured = 20% Chance at the beginning of the round to stumble and lose 1 Ap.
  • Broken = 30% Chance at the beginning of the round to stumble and lose 1 Ap.

Neck:
  • Targeted at -5 Accuracy
  • Sprained = Increases all Chakra Cost by +10%.
  • Fractured = Increases all Chakra Cost by +15%.
  • Broken = Increases all Chakra Cost by +20%.

Heart:
  • Targeted at -4 Accuracy
  • Sprained = +10% Bleeding Damage and cannot Bleed lower than Rank 1. Bleeding requirements do not apply for these levels.
  • Fractured = +15% Bleeding Damage and cannot Bleed lower than Rank 2. Bleeding requirements do not apply for these levels.
  • Broken = +20% Bleeding Damage and cannot Bleed lower than Rank 3. Bleeding requirements do not apply for these levels.

Weapon:
  • Targeted at -4 Accuracy
  • Chipped (Sprained) = All attacks with the equipped weapon suffers a -10% base damage.
  • Cracked (Fractured) = All attacks with the equipped weapon suffers a -10% base damage. Drawing or Un-equipping the weapon costs an additional 0.25 AP.
  • Splintered (Broken) = All attacks with the equipped weapon suffers a -15% base damage. Drawing or Un-equipping the weapon costs an additional 0.25 AP and a random Augment will be disabled from the weapon.

!
Note:
- At Cracked or Splintered - Quickdraw Ability does not affect the required cost for drawing or un-equipped the weapon affected.
- Multiple puppets equipped by a player do not share the same Called Shot Level.





Spoiler: show
Taijutsu: Weapons that are capable of Bleeding have a % chance to cause Bleeding once per jutsu.
  • Important: Bleeding Chances can only be caused on Full Hits unless stated otherwise.
  • Important: The highest chance to cause bleeding penalties cap out at 50%, meaning anything higher is placed automatically at 50%.
  • In order to cause rank two bleeding, you must place the opponent at rank one or have an opponent who is already at that level. The same applies for every other level.

The chances to cause ranks of bleeding are as follows:


Taijutsu Bleeding Chances wrote:
Rank 1: 25%
Rank 2: 20%
Rank 3: 15%
Rank 4: 10%
Rank 5: 5%

  • Important: Multi-hit jutsu only count as one hit.


Ninjutsu: Ninjutsu that has a chance to cause damage is listed in the general effect or notes. If a percent chance to cause bleeding is not listed and merely states Slashing or Piercing Damage, then the chances are as follows:


Ninjutsu Bleeding Chances wrote:
Rank 1: Ninjutsu Level x 10 = % chance.
Rank 2: Ninjutsu Level x 9 = % chance.
Rank 3: Ninjutsu Level x 6 = % chance.
Rank 4: Ninjutsu Level x 4 = % chance.
Rank 5: Ninjutsu Level x 2 = % chance.

E-Rank = 2
D-Rank = 4
C-Rank = 6
B-Rank = 7
A-Rank = 8
S-Rank = 9


Now then, what do the ranks of bleeding mean?


Bleeding Damage wrote:
Rank 1 Bleeding: Deals 1% Max HP Damage per round.
Rank 2 Bleeding: Deals 2% Max HP Damage per round.
Rank 3 Bleeding: Deals 3% Max HP Damage per round. Also requires 1AP more to effectively remove by resting.
Rank 4 Bleeding: Deals 4% Max HP Damage per round. Also requires 2AP more to effectively remove by resting.
Rank 5 Bleeding: Deals 5% Max HP Damage per round. Also requires a medical jutsu as well as 3AP more than normal rest in order to reduce bleeding level.


All Damage penalties do not start to occur until the start of the round following the Bleeding. (So if you reach rank 4 bleeding in round one, then you won't take the damage penalties until round 2, but restoring the ranks of bleeding by resting is treated as if you're rank 4).




Spoiler: show
  • Important: Suppression Chances can only occur on Full Hits unless stated otherwise.
  • Important: The success chance to cause suppression caps out at 50%. Anything higher is automatically brought down to 50%.
  • Suppression can be applied onto an opponent through two means:
    • Taijutsu
      • Weapons that are capable of Suppression have a 20% chance to cause Suppresion once per jutsu. This increases by +5% for each additional .5 AP an attack costs.

        Taijutsu Suppression Chances wrote:E-Rank: 20%
        D-Rank: 25%
        C-Rank: 30%
        B-Rank: 35%
        A-Rank: 40%
    • Ninjutsu
      • The chance of success is stated within the notes of the Ninjutsu if it causes Suppression.
  • What does suppression do?
    • Each successful Suppression reduces the target's AP by 0.5 AP for the remainder of the round. This may only occur four times in a single round.
      • Example: Joe Ninja does a basic strike which uses a weapon that causes bludgeoning. His chance of success is 20%. If Joe Ninja were to use a jutsu with said weapon costing 1 AP, his chance would be 20 + 5 + 5 = 30% chance to cause suppression.




Poison Rules: SHOW
The Poison system is the system used to determine whether or not a certain poison affects a target.
  • Important: Poison Chances can only occur on Full Hits unless stated otherwise.
  • Poison Resistance is a secondary based on Stamina and Chakra Control. This secondary is then pitted up against the strength of the poison (each poison strength has a value) and then a roll is made to determine which one comes out as the victor.
  • ALL Poisons require a Poison Check each round it is active to see if the Poison is dispelled or not.
  • Clones can be affected by poisons.
  • There are three types of poison:
    • Injury - Normally applied to a player's Weapon / Puppet unless stated otherwise.
    • Inhaled - Does not required to be applied. Uses ranged accuracy to determine if a target is successfully hit.
    • Consumed - Requires the Syringe General Item to be used.
  • Only one of each -type- of poison may affect a person at once.
    • If two of the same type are used, the stronger poison overrides the weaker one following the flow chart of (Weaker -> Medium -> Strong). If two of the same strength are used, the latest poisoned applied overrides the older one.
    • A Poison may only stack if it specifically states that it may stack. Likewise, a poison only fills a slot if it specifically lists a poison type. Poison Ninjutsu do not count towards poison slots.
    • At what rank can I use which Poisons?
      • D-Rank:
        • Can use Weak Poisons.
      • C-Rank and Higher:
        • Can use Medium Poisons.
      • B-Rank and Higher:
        • Can use Strong Poisons.
      • F . A . Q
        • Is a type of poison stronger than another in terms of Consumed, Inhaled, or Injury?
          The answer to that is yes!
          • All Injury Poisons have a natural zero difficulty, meaning they have no bonus.
          • All Inhaled Poisons have a +3 difficulty, meaning they have a +3 Poison DC when used against a player.
          • All Consumed Poisons have a +5 difficulty, meaning they have a +5 Poison DC when used against a player.
        • Is it bad to use the same poison over and over again? In a sense yes.
          • Applying the same Poison against a same target no longer receives Poison Bonuses listed above, namely Inhaled and Consumed Poisons no longer receive the +3 / +5 Poison Difficulty if used on the same target again.
Applying Poisons wrote:When applying a Poison to a weapon there are a few things you need to note:
-Poisons applied to weapons, last for one full round.
-It costs 1 AP to apply a poison to an item/weapon.
-Poisons applied to weapons consume the poison.
-Poisons are usually one time use items and must be bought in multiples in order to be used more than once.
-Poisons applied to a weapon before battle are considered as being "used". When that weapon is drawn, the applied poison last for one full round before wearing off.

Poison Resistance
Poison DC and Resistance wrote:Formula for resistance: Stamina * .7 + CC * .3

You get the poison resistance secondary from the following chart:
  • 0 - 9 +0
  • 10 - 19 +1
  • 20 - 29 +2
  • 30 - 39 +3
  • 40 - 49 +4
  • 50 - 64 +5
  • 65 - 79 +6
  • 80 - 94 +7
  • 95 - 109 +8
  • 110 - 124 +9
  • 125 - 144 +10
  • 145 - 164 +11
  • 165 - 184 +12
  • 185 - 204 +13
  • 205 - 224 +14
  • 225 - 249 +15
  • 250 - 274 +16
  • 275 - 299 +17
  • 300 - 324 +18
  • 325 - 349 +19
  • 350 - 399 +20
  • 400 - 449 +21
  • 450 - 499 +22
  • 500 - 549 +23
  • 550 - 599 +24
  • 600 +25

When a poisoned strike successfully hits a target, you then roll two D20s - one for the target (to add to their Poison Resistance) and one for the Poison itself to find its overall strength. Each Poison has a base strength, shown below, to which you add this random roll:

Poison DC:
Weak Poison - 15
Strong Poison - 20
Heavy Poison - 25

The method of Poison delivery also has an effect upon its overall effectiveness. Each Poison has a default means of delivery (mentioned in their item description), though this may be altered by items, abilities or jutsu. If the means of delivery has been changed in this way, use the updated bonus to calculate overall strength.

DC Bonuses:
Injury - +0 DC.
Inhaled - +3 DC
Consumed - +5 DC
[/quote]



Spoiler: show
Conditionals are a set of counters or alternate moves that may be conducted when certain circumstances are met. However there are rules to follow when making conditionals.

How to make a conditional?
Conditionals should be short and sweet straight to the point, without cramming multiples into one.

Correct Conditional: When the opponent uses a jutsu that takes longer than 2 Seconds use Stunt Double [Master Rank] with my Elemental Clone [Rank 1].

Incorrect Conditional: When the opponent uses a Ninjutsu use Barrier [Energy Sphere] [Rank 1] Jutsu. If the opponent doesn't use a Ninjutsu 4 seconds into the round use Body Switch [Master Rank] against the next applicable attack.

  • The incorrect player tried to start making another conditional. Their conditional ended when they used barrier and they should not have put any notion of beginning another conditional in case their chosen one had failed. That is not to say conditionals can't back up other ones but it must be a separate conditional.
  • It's preferred you include links in your actions as well as your conditionals. This way your B-mod has a direct line to your move. Come on don't be a stick in the mud, help your b-mods help you :D

1) A player may only create five conditionals.
2) A player must follow the guideline of what a conditional is. If their conditional does not meet the standard then it will be ignored. This means the conditional is left to B-Mod discretion. If you feel that the B-mod's call is unfair you may ask Bmod/Admin Team for an appeal.
3) You may not have conditionals lead into separate sets of actions. Players can only have one set of actions.
4) It's in your best interest to make sure any information needed in your moves is applied so your conditional can be used to the best of it's ability (Such as stating what clone is being used with Stunt Double).
5) Your conditionals may not go off more than once. For example - Sending in "If my opponent does a basic strike, use a basic strike" means you will do that once. You will not basic strike with every one your opponent does.

What is a conditional?
Any triggers you can make based on the IC knowledge you have in a fight.

  • Your HP/CP/AP hitting a certain point.
  • Being afflicted by a status effect.
  • Being under a gen and knowing it.
  • Your opponent having a visible status; Stealthing, bleeding, cursed sealing themselves, equipping certain items.

These are only a few examples, as the variety in combat ranges more than we can allow for in a strict write up.

The following are NOT valid conditionals:[*]If your stealth check fails. You have no method of knowing this ICly until they attack you.
[*]Your opponent having a nonvisible status. If they're in stealth your conditionals based on them will be less likely.
[*]Your opponent's HP/CP/AP hitting a certain point.[/list]

Again, these are only some examples. If you feel a bmod has allowed an invalid conditional, or disallowed a valid one, immediately PM them or an admin to look into it.


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Re: Ultimate Battle Rules

Postby Ninpocho Admin Sat May 11, 2013 4:46 am



A continuation of Various Systems!



Spoiler: show
Abilities are the things which allow you to fully customize your character beyond the level of your Custom Class and Bloodline/Core Ability.
  • Information regarding Bloodlines can be found Here.
  • Information regarding Core Abilities can be found Here.
Abilities must be activated to be used in battle.
  • Abilities must be activated in a Dojo topic with a 100 word RP and approved by a member of your village's Council.
  • To deactivate an ability, one may make a post in their Dojo topic stating that they wish to deactivate the ability. A new ability may be activated in its place in 7 days' time.
  • If the player chooses to write a 100 word RP to deactivate an ability, a new ability, with another 100 word RP, may be activated immediately in the deactivated ability's stead.
  • Individual villages may have higher requirements. Please stay up to date on your village's pertinent rules.
Abilities are Rank Dependent, meaning once you reach a specific OOC Rank, you are able to have a specific amount of abilities. The number each rank may have is as follows:
  • E-Rank: 3 Abilities
  • D-Rank: 5 Abilities
  • C-Rank: 7 Abilities
  • B-Rank: 9 Abilities
  • A-Rank: 11 Abilities
Abilities can be further broken down into:
  • Styles
    • Chakra
    • Physical
  • Generic Buffs
    • These buffs include additional Accuracy/Dodge/Genjutsu Difficulty/Genjutsu Save/Stealth/Awareness/Damage Buffs, while others allow you to further diverse your character with dual wielding and much more!
In addition to these, there are two "free" abilities one may take. Free abiltiies do not take a slot, but branch abilities and Shinobi 101 still require an RP.
  • Branch Abilities
    • Branch Abilities are free abilities for each branch on NC. Mednin, ANBU and Main Branch. You may only have one free Branch Ability. You may have multiple, but each after the first takes up a normal ability slot.
      You must be in the associated Branch in order to gain the free Branch Ability.
  • Shinobi 101
    • Shinobi 101 abilities are free abilities. Each shinobi gets one Shinobi 101 ability, and only one. This ability does not take up a slot.



Spoiler: show
  • Upon meeting conditions on certain items, they may incur a Recovery Time for the player in which they are unable to use that particular item during the period given.
  • There are also other items that may shorten, prolong or skip the duration of a specific item's Recovery Time.
  • Recovery Time is tracked via OOC Weeks and must be tracked by the player's respective council in order to make sure that they abide by the rules of Recovery Time
    • Failing to do so may allow the player to be penalized by their respective council and reset the item's Recovery Time.



Spoiler: show
  • Important: What can bypass barriers?
    • Each Barrier has a Note that state which type of damage it can block and what it cannot block. If a Barrier does not state which type of damage it can or cannot block, make sure to report it at this topic.
    • If a technique or item specifically states it can bypass/destroy, then it applies.
  • Important: All attacks aimed at barriers are counted as Auto-hits unless otherwise stated.
  • Important: If an attack's damage is blocked by a barrier it's effects are blocked as well and do not affect either the barrier or the user unless specifically stated otherwise.
  • Important: Attacks cannot deal critical damage against barriers.
  • All techniques that bypass Damage reduction inflict an equal percent of bonus damage to barriers. (An attack that bypasses 10% of Damage resistance would deal +10% Damage to barriers)



Spoiler: show
Binds are exactly what you think! In Ninpocho, binds are used to halt the movement of targets and to stop them from performing actions. Binds will usually state how one is able to break out from a bind!

  • Important: A victim may only be under the effect of a single bind at any given time.
  • Important: One can not perform a critical on a bound target.
  • Important: All attacks on a target whom is bound are considered an Auto-Hit; however there are a few binds where this does and does not apply.
  • Breaking Upon Damage
    • A bind that states this means: Once the user or the target suffer damage from a technique which is not caused by the bind itself, the bind is broken and the target/s that was/were once bound is/are able to dodge once more.
      • Attacks upon the target whom is bound are considered auto hit.
  • Breaking Upon Being Targeted
    • A bind that states this means: Once a bound victim is targeted with any technique, the bind is dispelled and the person once bound is then able to dodge. Binds that allow this usually grant the victim a Dodge Penalty to the attack targeting them.
  • Binds with Escape Chances
    • Most binds now state the chance to escape along with its costs. If a target is bound throughout the round, the target automatically spends the AP to attempt to break free of the bind unless specifically stated they do not wish to do so.
    • A bind which has an Escape Chance gives it's victim a +10% bonus to their escape attempts which stacks for each failed attempt. This effect stacks indefinitely.
      • Example: A character which is bound and has failed to escape three times has a bonus of +30% success rate to their next escape attempt.
  • While Bound
    • While you are bound, you are unable to perform the following:
      • Taijutsu, Basic Strikes, and Called Shots
      • Unable to use Melee and Ranged Accuracy
      • Handseals
      • Using Items
      • Using Poison
      • Entering Stealth
      • Entering a Style
      • Independent Special Moves
      • Activating a Channeling skill
      • Equipping/De-equipping anything



Spoiler: show
There are various types of clone jutsu on Ninpocho, some normal and others more specific such as part of a particular Bloodline. However, they all follow the same general rules;

  • Important: You may only have one clone jutsu active at a time.
  • When using a Clone Jutsu, the user checks their Stealth against the Awareness of all in battle. Any players who fail this check are unable to detect the difference between the original and their Clones.
    • Those who fail the check have their actions aimed randomly between the clones and the original.
      • Imporant: Upon attacking a player and/or their clones, the attacker is instantly aware of whether the target is a Clone or not. If the attacker strikes the original user, they are no longer are required to randomly attack each clone.
  • Clones and Actions!
    • Clones cannot perform basic attacks, Bl/CA techniques, or Kinjutsu techniques unless specifically stated.
      • Additionally, they may not use Clone Jutsu or Creation Jutsu.
  • Clone and Action Points
    • Unlike the user, a clone's unused Ap does not carry over into the next round. Meaning the AP they start with is the maximum they have to utilize each round.
  • Clones and Effects
    • Clone's cannot be effected by Genjutsu; however, they share all Genjutsu effects that apply to the user.
      • Clones are uneffected if Genjutsu is used on them, but using it on the original would effect clones as well.
  • Clones and Poison
    • Clone's may be poisoned.



Spoiler: show
There are particular techniques that allow you to immediately follow up with another technique or techniques that link together another. On Ninpocho, these are classified as combo's and there is a set of rules that come with Combo's themselves.

  • Important: Only one combo may be used once a round.
  • Important: One can only combo similar jutsu types.
    • Example: If an Unarmed Jutsu allows you to combo/instantly follow up, you can only do such with another Unarmed Jutsu.
    • Example: If a Ninjutsu allows you to combo/instantly follow up, you can only do it with the same type of Ninjutsu the original is.
      • Water Based Techniques with Water Based Techniques.
  • When Comboing actions with effects such as 'This instantly follows up with a jutsu', and other similar effects you may only link two actions together.
    • This means that no matter what jutsu or effects you perform, when you attack only one action may be modded instantly after the first; no other actions may be combo'd regardless of the effect.



Spoiler: show
Stealth:
- A player may attempt to enter "Stealth Mode" for 1 Ap. The player checks their Stealth value against the Awareness value of all others in battle; both friend and foe.
- Stealth Mode gives the player the benefit of Sneak Attacks and Blind Shots.
- If a player in Stealth Mode attacks or is hit, they are brought out of Stealth automatically.
- Each time a player leaves Stealth Mode, all others in battle receive a +1 Awareness bonus against that player for the remainder of battle. Because of this it is important to not attempt to use Stealth recklessly, and use it when needed.

- The stat values for Stealth and Awareness are as follows;


Stealth Values wrote:
Stealth Value = (.6 Stat Average) + (.4 Agility)
Awareness Value = (.5 Stat Average) + (.3 Genjutsu) + (.2 Chakra Control)


Sneak Attacks
- If someone in stealth mode attempts to attack someone that is unaware of them, then the attack is considered a "Sneak Attack".
- Reflexive actions cannot be used against Sneak Attacks.
- Sneak attacks also gain +3 Accuracy/DC, +10% damage, +1 Critical range.
- Upon attacking while in Stealth, the user alerts others to their presence and is brought out of Stealth Mode.

Blind Shots
- Any attack targeting a player you are not aware of is treated as a "Blind Shot".
- Blinds Shots check the user's Awareness against the Stealth of the target. If the attacker fails this check, the Blind Shot automatically misses. If the attacker passes this check, then the attack is rolled normally.
- If an attack hits a target in Stealth, they are brought out of Stealth Mode.

AoEs, Blindshots and You
When a player uses an AoE to try and hit target(s) in stealth they receive bonuses based on the Rank of the jutsu, and the amount of targets it can hit. This bonus is applied to their check and the roll included.

OOC Rank of the Jutsu/Bonus
E Rank: +0.5
D Rank: +1
C Rank: +1.5
B Rank: +2
A Rank: +2.5
S Rank: +3

Number of targets:
2 Targets: +1
3 Targets: +1.5
4+ Targets: +2

Environmental Effects
- Each battle will have its own stealth modifiers, listed below. These are the base, and can possibly be altered through jutsu and other effects.
- If a battle breaks out during a thread, it is the thread creator's choice to determine what Terrain modifiers will be used for that battle. If they fail to include anything, this falls upon the B-mod.


Terrain Modifiers wrote:
Terrain:
  • Open: -3 Stealth. This would be a generally empty area with nowhere to hide, like a narrow hallway, an open plain, or empty room.
  • Light Cover: -1 Stealth. These would be nearly empty areas with few obstructions and cover, like a deserted street or gate. Available cover would be few, or small, such as the occasional shrub.
  • Little Cover: +0 Stealth. Everyday environments, small signs or bushes, a normal house or room would all fall into this category.
  • Moderate Cover: +1 Stealth. This would suit areas such as a leafy forest trail, a mountain path filled with boulders, the rooftops of a large village, or even a large room that is filled with party guests.
  • Heavy Cover: +2 Stealth. This represents the easiest of places to hide, such as a deep within a cavern, the heart of an overgrown forest, or even a warehouse packed with large crates.
Visibility:
  • Bright: -2 Stealth. This would be broad daylight, or an area with otherwise bright lighting were visibility is no problem.
  • Average: +0 Stealth. Not quite broad daylight, this refers to average areas without direct sunlight, but still visibly bright, about as bright as indoor lighting.
  • Dim: +1 Stealth. This is used to represent slight twilight that is not too dark, such as the twilight round sunset/rise, or a building with no lights but plenty of windows.
  • Dark: +2 Stealth. Representing naturally dark environments, this would be a general village at nighttime, a dark home with no lights, a basement with flickering light bulbs. There's still light to be found here, but the shadows are definitely more dominant.
  • Pitch Black: +3 Stealth. Very specific areas that have no visible light whatsoever. This would be the deepest reaches of a cave away from all light sources, or deep within a large structure or building in the dead of night.


Retreating from a Battle:
It is foolish to fight a battle that cannot be won, and at times it may not even be worth the effort or risk to fight in a winnable battle. Sometimes an individual just may not want to fight, just plain and simple. Whichever may be the case, running from a battle can be done by anyone, and only requires putting distance between you, and your would-be opponent. Stealth isn't even particularly required if there are traps or other fighters around to intercept any pursuers, but retreating through stealth is the most efficient method to escaping any battles without leaving any trails. Just like entering a battle however, retreating takes time and can be risky.


Retreating from Battle wrote:Exiting a battle:
  • Takes 3 full rounds. If a player attempts to flee after Round 1, they are involved in battle until the end of Round 4
  • A player must not suffer more than 25% of their maximum HP during these 3 rounds.
  • A player may use any Non-Offensive techniques they have to help them escape. (Non-Offensive techniques are any techniques that are not initiating an attack at a target in an attempt to harm the target in some way.)
  • If the running player uses an offensive action they no longer count as running.
  • If a player is in Stealth (must be in stealth to all actively chasing the runner) only take 2 full rounds to leave a battle while running, but only if they maintain stealth for the allotted time.



Spoiler: show
  • Important: While resting you can not maintain any Jutsu Costs or dodge. Meaning any jutsu with maintain costs are negated and dropped.

The system of Resting is key for those who want to do something unique and different. By spending AP, the user can simply rest, allowing various effects to occur. There are a variety of options for resting, and they are as follows:


Resting wrote:
For every 1/4 of your AP you spend resting, the player gains the following effects:
  • Gain back 4% of your Max HP and CP. If you rest for a full round, you gain a total of 20% HP and CP.
  • A 10% chance to remove 1 rank of bleeding, up to 40% chance for a full round of rest.
  • A 10% chance to remove 1 rank of called shot from a random limb, up to a 40% chance for a full round of rest.
  • While resting, passive Auto-Dodge effects may still apply to the user. Passively Auto-Dodging will not disrupt resting.



Spoiler: show
Perhaps the core of balance behind V5.5, the Buff Cap system exists to prevent broken or unfair builds. The system is detailed as follows:

  • Over the Cap Limits no longer stack with each each other. Custom Class Bonuses that go over the cap limit may stack with the same over the cap limit effect however; this is the only exception to the ruling.
  • Important: All general stat buffs are capped at +10/-10. They cannot go above/below that number unless otherwise stated.
    • Generic Buffs (Accuracy/Dodge/Genjutsu DC/Genjutsu Save/Etc)
  • Important: Anything not listed has a cap of +50%!
  • Damage
    • Regardless of the amount of buffs the user has, one can never have over +50% Damage unless stated otherwise. The maximum damage you will ever do (not including critical hits) is 1.5x. This also includes increased bleed damage.
  • Genjutsu
    • Regardless of the amount of buffs the user has, effects and debuffs on genjutsu can not exceed +50%.
      • So, a Genjutsu that gives -3 Accuracy cannot be increased higher than -4.5 Accuracy (Which is +50% of -3).
  • Illusionary World Effects
    • Only one effect which creates an illusionary world (or "round within a round" effects) may be active at any time.
      • In the case where two effects would be in play at once the "illusionary world" effect which was active first takes priority and the subsequent action automatically fails.
  • Bleeding/Called Shots/Suppression
    • Regardless of the amount of buffs the user has, the chance to cause bleeding can not exceed 50% unless stated otherwise.
      • This also applies to attempts on healing the above.
  • Critical Range
    • The cap on critical range is +2, meaning anything higher is lowered. Initially, the critical range is just 20, but various abilities and effects can increase it by +2 making it 18-20, but it cannot get any larger than that.
  • Auto Hit/Auto Dodge/Auto Fail/Etc.
    • All auto-anything (auto-dodge, auto-hit, auto-fail, etc.) caps at 20% unless otherwise stated.
    • You may only use one Activated Auto-dodge per round. These cannot be used against Genjutsu unless the specifically state they may.
  • Hp/Cp Regain
    • You cannot passively gain or lose more than 15% of you Max Hp or Cp per round.
      • This only applies to % effects, such as bleeding, and does not apply to set-amounts such as damage over time Ninjutsu such as Amaterasu.
  • Free Strikes
    • You may not have more than two free strikes per round.
  • Comboing
    • When Comboing actions with effects such as 'This instantly follows up with a jutsu', and other similar effects you may Only link two actions together; this means that no matter what jutsu or effects you perform, when you attack only one action may be modded instantly after the first; no other actions may be combo'd regardless of the effect.
      • Additionally, only similar jutsu-types may be combo'd; Ninjutsu with Ninjutsu, Taijutsu with Taijutsu.
      • Only One combo may be performed per round.
  • Chakra Armor
    • A player may only have one Chakra Armor active at a time.
  • Creation Jutsu
    • A player may only have one Creation Jutsu active at a time.
  • Binds
    • A player may only be effected by one Bind at a time.
  • Multipliers
    • Multipliers (things like 2x or 3x etc) effects do not stack unless otherwise stated. If multiple multiplier bonuses that effects the same thing are active (ex: Dealing 1.5x Crit damage and 1.75x Crit Damage) the highest multiplier takes precedence.
  • AP Reduction
      *No move may ever go under .5 AP
  • Ninjutsu "Secondary Effect" Chances
    • Secondary Effects may never have their success chance be raised higher than 150% of their original chance or a total success chance of 50% (Example: A Secondary Effect with a 10% success chance has it's success chance cap out at a maximum of 15%. Likewise a Secondary Effect with a success chance of 44% still caps out at 50% as it can not go any higher than that).
  • Identical Effects
    • Players may be affected by effects with identical names but their effects do not stack under any circumstances. (Example: A user who has the Chimera Kinjutsu can choose to have the Inuzuka Bloodline three times but does not gain three pets from Canine Companion. Likewise a player may be affected multiple times in a single round by a Dark Sage's Dark Invitation if there are multiple Dark Sages present in the battle).

All buff caps work as follows: If you go over the cap, that means you have a buffer against negatives to that cap. For instance, if you have +12 Genjutsu DC, that means you only get to use +10 of it, but if you then take a -3 to your Genjutsu DC, you have +9, and not +7. So going beyond the cap serves to prevent that buff from lowering as easily.


Spoiler: show
Accuracy Swaps:
  • A technique may only have the accuracy used with it changed once through any ability, active or passive. After the accuracy is changed once, the technique will retain and use that accuracy, even if other changes are considered possible.


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Re: Ultimate Battle Rules

Postby Ninpocho Admin Sat May 11, 2013 4:46 am



On Ninpocho, you are able to sign a contract with the ancient creatures and gain a bond.
  • Important: In order to summon said contract, one needs the Summoning Contract Jutsu located Here.
  • For all your Contract Summon needs and rulings, click Here.
    • The above link will show you exactly where you can find each contract, how to obtain each contract, the rules for searching in general, and the contracts themselves!

Contracts in Battle
- If a Player has an active Contract in battle and is Knocked Unconscious (K.O Status), the Contract Summon is immediately removed from battle.

Contract Summoning wrote:Upon mastering the basics of summoning weaponry and lifeless tools, one can learn to further their skills and develop new, stronger methods to summoning. However, skill is not the only necessity to this advanced summoning jutsu, as the user is required to have been fortunate enough to bond themselves within a mythical contract family. Once they have been accepted into the ranks of these creature's families and are called kin, the user may then request aid of their Family by summoning their familiars, often with a small stamp of their blood. The creatures summoned can ranged from a frail kitten to a mighty Toad, but the method behind the ritual is the same.

Information
Prerequisites: A Summoning Contract

Rank 1: Allows the user to Summon D-B Rank Summons.
Rank 2: Allows the user to Summon A-S Rank Summons.

E-Rank Summon Cost: Rp Only
D-Rank Summon Cost: 375Cp, 1 AP
C-Rank Summon Cost: 750Cp, 1.5 AP
B-Rank Summon Cost: 1500Cp, 2.25 AP
A-Rank Summon Cost: 2500Cp, 3.25 AP
S-Rank Summon Cost: 4000Cp, 4.5 AP

Notes:
- Your OOC Rank must match the Rank of the summon contract before you are able to summon it. (B-Rank shinobi can summon B-Rank contracts and below, etc.)
- Any Rank user may use this jutsu, so long as they meet the prerequisites.
- This jutsu may not have its timing reduced in any way or form.
- This jutsu does not need to be mastered in order to gain a Minor and/or Major for Non-Elemental Jutsu.



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Re: Ultimate Battle Rules

Postby Ninpocho Admin Sat May 11, 2013 4:47 am





Spoiler: show
You may not call a Battle Moderator in your first post in a thread.
When entering a modded battle, many people are simply confused on what to do next. If you've never done it before, or you're not a b-mod, the whole process may seem a bit difficult. But fear not, it's quite simple actually. This section will take you through everything you'll need to know.




Spoiler: show
The way you PM your information to the Battle Moderator is very important. Neatness is always a plus. In most cases, you will need to send the following items to your Battle Moderator:

- Stats
- Custom Class
- Bloodline or Core Ability Table
- Kinjutsu
- Equipment Lists
- Ability Lists
- Jutsu
- Inventory Link

Some Battle Mods don't always require you to send everything on that list but it is nice to have the information. Try and keep everything neat by placing them in spoilers and/or quotes so that the information is easily separated and simple to read.

Also, added when entering a fight after the the initial bmod call (I.E. being called into a fight, etc.) all information MUST be sent when you enter the fight. (Meaning: Stats, Abilities, Equipment, BL/CA/Kin) This excludes actions as they will be sent when the round the player comes into the fight on.




Spoiler: show
This is very important. When sending your actions, you should try and be as clear and conscice as possible with your words. Neatly outlining what abilities, jutsu, attacks etc, you would like to use in a neat fashion is key.

Example:

[ap]: Chosen Action [cost]
- misc information about the chosen action (ie, who to target, what you want to do with it, etc)

.5ap: Draw Weighted Gloves
- The weighted gloves augmented by X augment and not y augment
1ap: Attack Bob Ninja with a Called Shot Heart
- Glove has Crippler augment so +7% called shot chance
1.5ap: Spinning Wind Jutsu Rank 2 XXcp with Weighted Glove
- Its an Aoe so attack Bob Ninja and Joe Ninja
2.5ap: Perfected Rasengan Mastered at Joe Ninja

Repeating actions in that format should help you send a clear set of actions to your mod. However it is not mandatory for you to send actions that way. After a while, you may develop your own style of sending actions but as long as they are clear and understandable it should be ok for the Moderator to mod.

Conditionals are slightly harder to form. These are more often then not "If-Then" statements.

Example:

"If Bob Ninja attacks me with a melee taijutsu, then use 1ap Dodge Roll Rank 1 to try and avoid it"

"If I am targeted by any jutsu between B or C rank, then use 1ap Body Switch Mastered with a Kawarimi Target to avoid it"

Conditionals vary depending on your situation, but they are similar to normal actions. Keep in mind that not all conditionals have to be reflexive or reactionary. It is also wise to keep in mind that Conditionals are like a double edged sword, using one could potentially throw a hitch into your main actions. So be wise with what you want to prepare for and you might avoid doing more damage to yourself then your opponent.

Note: Should you be targeted by an attack, afflicted by an effect, etc. That you do not wish to dodge/resist/remove/etc, you must tell your moderator your intent so that they know not to roll your resistance/dodge etc.




Spoiler: show
Every Battle Moderator mods differently and in a way unique to them. However, all mods should have a clear and conscice format for which the readers can understand.

HP of each combatant
CP of each combatant
AP of each combatant
Status of each combatant
Summary of what happened during the battle in order

This is just the basic information you will see in any given mod. The summary will usually have the events that happened in a battle listed either in a list format or by descending order according to the second it happened in the round. The round will have your previous round information (or base information) HP, CP, AP listed followed by the deductions of your actions and any damage you may have lost or gained in the round resulting in your now current HP, CP, AP. Some mods post the results in order of when they happen, some keep a tally and just show you all of what you lost at once instead of separating it into individual numbers. It depends on who is modding for you. Looking at the summary will explain to you the happenings of the round which should be fairly easy to understand and comprehend if the Bmod did a good job.




Spoiler: show
At times, you will come to find an error in the mod or you will have a question about what happened in the round. It is key in remembering that B-Mods are not perfect. If you find yourself having a complaint or a question, calmly ask your b-mod in the form of a PM or any other means of communication you might have and polietly inquire about what you want to know. In most cases the B mod will have a response as to why something happened or didn't happen, but there are things that they cannot tell you. Some things are confidential between the Mod and the opponent, or the mod and the system. It all depends on the question asked.



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Re: Ultimate Battle Rules

Postby Ninpocho Admin Sat May 11, 2013 4:48 am



A log of each individual update made to the battle rules.

Spoiler: show
2/25/13 - Added in AP carryover after round -Zenichi.
4/14/13 - Added approved changes to Retreating from Battle Rules. -Kagemaru.
4/16/13 - Removed capped shop purchase from Custom Class: Class Points. - Kaza.
5/7/13 - Added additional note in Sending Actions section. - Kagemaru.
5/10/13 - Reposted the rules under the Ninpocho Admin account name. - Saemon
5/13/13 - Fixed Weapon Creation Rules. - Kaza.
5/15/13 - Rookie Class Added. - Kaza.
5/30/13 - Adding the word "Puppets" to Tier 1-5 located in the OOC Rank section. - Kaza.
7/26/13 - Resting was edited to incude auto-dodge and remove the ability to dodge. - Saemon
7/27/13 - Made Reflexive and Reactionary the same thing. - Saemon
7/27/13 - Removed Exhaustion. - Saemon
11/15/13 - Updated Genjutsu and Puppet related rules as well as updated the Initial post with new anchors. - Kagemaru
11/20/13 - Updated Taijutsu rules to detail how Buffing Taijutsu work more clearly. - Kagemaru
12/6/13 - Updated Puppet rules for how Puppets may be equipped and placed in equipment slots. - Kagemaru
12/6/13 - Updated AoE rules to specify targeting. - Kagemaru
12/11/13 - Updated Genjutsu rules to about Buffing Genjutsu - Kagemaru
12/19/13 - Removed ability to use Buffing genjutsu on yourself - Kagemaru
12/23/13 - Updated Class Rules and Secondaries section with inclusion of Puppet Accuracy and Dodge.
12/23/13 - Added new rules about Multiplier effects.
07/20/14 - Added special note about storage items taking up inventory slots but adding more inventory space. - Toraono Kuro
12/11/15 - Updated Ability Rules to reflect the fact that Shinobi 101 needs to be RPed to be obtained much like branch abilities - Raharu Tao



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