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RFS Databook [ Rules of Combat ]

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Aria Mournesong
Captain
PostPosted: Tue May 02, 2006 7:29 pm


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This sourcebook covers the all-aspects of combat aside from using Techniques in battle. See RFS Databook [ Rules of Combat, Techniques] for more information.

Reminder:
Although it's required for you to have stats for your character if you prefer NOT to number crunch in a battle you and your team are not required to use them for combat. The reason these are created was so you can tell the strength/weaknesses of your character vs another persons. So if you wish to simply RP it out that's fine but use the stats as a guideline so Metagaming does not happen. Please discuss how you wish to handle combat within your teams so that everyone is happy.
The Chuunin Exams are the only exception to this rule, all matches must use the combat system.



All rights to the info below belong to Aria Mournesong, it cannot be reproduced or reused without her permission ^_^.
PostPosted: Wed May 10, 2006 5:04 pm


Basic Application Conversion
This is the conversation of the Basic stuff into Stat Numbers.
Poor - 0
Average - 1
Good - 2
Very Good - 3


Offensive Actions
Listed below are what stats you'll need to use in order to determine whether your attacks will be successful.
Cost: 2 stamina per Non-Technique based attack

The Repeat Offender: A penalty has been instilled to prevent people from doing the same attack over and over. I'm calling it the Repeat Offender just because that sounds keen to me xp . This penalty only applies to non-Jutsu attacks.
Cost: 10 stamina each time an Offensive Action is used more than twice in a row.


To-Hit With a Melee-Ranged Attack
Power + Attack + Dice

To-Hit With a Short to Long-Range Attack
Power + Attack + Dice
*Archery can substitute Speed for Power

Grappling
-Partial Grab
Power + Dice - 2
Once grappled the shinobi can choose to inflict up to half strength damage to the victim. This is not a full grab so you both are able to function normally, though your opponent will be at -2 Attack/Defense

-Full Grab
Power + Dice
Once grappled the shinobi can choose to inflict up to strength damage to the victim, once. The victim is considered HELD and unable to perform offensive actions until they Escape or are Released. However you are also unable to perform any Actions until they are released.

Aria Mournesong
Captain

Aria Mournesong
Captain
PostPosted: Fri May 12, 2006 12:23 pm


Defensive Actions
**In case of a tie between an Offensive and Defensive Action the win will always be in the favor of the defender.**
Cost: 2 Stamina, for every Evasion/Parry/Deflection/Rescue


Catching an Attack
Coming Soon

Catching an Item
Small Item: Coming Soon
Large Item: Coming Soon
Huge Item: Coming Soon

Evasion - Dodging an Attack
Speed + Defense + Dice

Evasion - Dodging to Another Area
Speed + Defense + Dice, Must score 2 Successes over the Oncoming Attack to Dodge successfully

Parry/Deflection
Power + Defense + Dice
Cost: 5 Chakra if deflecting a Chakra-based attack

Escape vs Grappling
Power + Dice
**Must be within 2 strength of the grappler otherwise you require an extra success over the Grappler's total to escape. This works in the Opposite as well if the Grappler is not as strong as the Opponent**
Example: Grapplers Strength of 5 vs Opponents Strength of 2, will need an extra successes over the Grapplers' to Escape. So if the Grappler has 2 successes, the Escaping Opponent would need 3.

Block
Power + Speed + Dice
If you are successful in blocking the attack you may take up to your Power Stat in damage against Blunt Attacks, Half your Power Stat in damage for Lethal Physical Attacks & May expend One Chakra for every two points of Elemental Damage done to you (Up to your Nin/Tai/Genjutsu stat depending on the type of attack).

Block vs Targetted Attack
Power + Speed + Dice -
If you are successful in blocking the attack you may take up to your Power Stat in damage against Blunt Attacks, Half your Power Stat in damage for Lethal Physical Attacks & May expend One Chakra for every two points of Elemental Damage done to you (Up to your Nin/Tai/Genjutsu stat depending on the type of attack).

Taking the attack with your body
Automatic
Blocks up to your Power Stat - 2 in damage against Blunt Attacks, Half your Power Stat in damage for Lethal Physical Attacks & No defense against Elemental Attacks(unless Chakra is used, see below). Blocking does not automatically negate secondary effects that attacks may have however.

Rescue - 3rd Party Defense
You may rescue another person from harm either by taking the blow yoursef or attempting to push them out of the way. If you take the blow yourself it works the same as Blocking above. To push them out of the way requires for you not to be in the line-of-fire of the attack. If you fail the other person will still be knocked out of the way, however you will take the full brunt of the oncoming attack instead. In order for this to work successfully the person must be within your travelling distance (if using the Grid system). This also uses up your Actions for the post.
Rescue(Push): Speed + Defense + Dice

Blocking vs Ninjutsu & Taijutsu
Cost: 2 points of Chakra per damage blocked. May only use up to your Power Stat in Chakra for blocked damage in this fashion.

vs Genjutsu
Intuition + Defense + Dice

To Break Genjutsu Effect#1
If you fail the vs Genjutsu Roll and do not have the Cancel Technique or Disrupt Chakra Demon Art, you can forcibly break out of a Genjutsu by flooding your body with an excess of Chakra.
Cost: Chakra Amount Spent by Opponent to Cast + 10

To Break Genjutsu Effect#2
The alternate way to break the Genjutsu affect is through self-inflicted pain. You must attack yourself with one of your own shinobi tools or Techniques. If it is a Technique it must be at the same rank as the Genjutsu cast on you.
Being attacked by a teammate will not bring you out of the Genjutsu, however.
Damage To Self: Dependant on how powerful the tool or Technique is.
PostPosted: Fri May 12, 2006 12:26 pm


Analysis
**This may or may not have to be tweaked for Bonuses**
Analyzing situations is pretty much the "core" of Naruto, though it sometimes gets overshadowed bysuper-powerful Techniques or j-rock superstars in black cloaks, fundamentally being able to analyze your situation and make the best use of that knowledge is what wins battles for shinobi.

Accumulated Successes in Analysis can also be used to used to learn about "weaknesses" to your opponents. (Which will come in handy vs some of the Biju/Larger Monsters I'mma gonna throw at you!)

**You are unable to perform an Offensive Action while analyzing**
Roll: Intuition + + 8-sided Dice = 10 or More for a Success
Cost: 3 Stamina

Modifications:
If your Intuition Stat is your highest ranked Stat than you gain a 2 point Modification when rolling for Analysis.

The Byukagan and Sharingan also have its own bonuses in regards to rolling Analysis which can be read up on in the Accepted Bloodlines Databook.


Analysis Bonus
Raises the shinobi's Attack or Defense by 1 point vs studied opponent for the remainder of the battle per use of Analysis.

If the shinobi's Intuition is their highest Stat then this bonus is increased to 2 points per use to distribute to Attack or Defense.
**Note: You may be rewarded a negative bonus if your Analysis in the post is poorly written or if there's a lack of a RP Analysis.


Bonus Point Cap:
You can not have an Analysis Bonus greater than your Intuition Stat.
-So if you have an Intuition of 4 then you can only add a maximum of +4 to your Attack and Defense.
However, if your highest Stat is Intuition then you are allowed to add an additional +2 over your Intuition to your Attack and Defense.
-So if you have an Intuition of 4 then you can add up to 6 to your Attack and Defense.




Counter-Attacks
Counter-Attacks are actions taken by the Defender that they pull off at the same time as the Offender in order to cancel or turn the tables on the situation.

-In order to Counter you must be attacked in the post before the Counter
-Counters take both the Defenders Offensive/Defensive Action for that post
- You may only Counter with the logical counter for the oncoming attack. Physical is countered with Physical. Elemental is countered with Elemental. Etc.
-The Defending shinobi, who is attempting to Counter, rolls one 10-sided die, if the shinobi rolls a 8 or higher then the counter was successful
- Each point of Speed that the shinobi has over the attacking shinobi's Speed lowers the success roll requirement by 1. If the attacking shinobi's speed is higher(it does not matter by how much) than it raises the success roll requirement by 1 (from 8 to 9).
-A successful Counter roll means that the Counter-Action or Counter-Technique successfully made contact with the oncoming assault.
-If the Counter fails then the Defender is hit for the full damage of the attack (there is no armor or chakra absorption, etc)


If a counter is successful one of three outcomes happens: A Stalemate, A Breech or An Overpower.

Stalemate
If the Shinobi's Power Stat or the rank of the Technique used is even with the attacking shinobi's than you have succeeded in the counter and have brought on a stalemate.
- In the result of a stalemate then on the next post combat resumes as normal.


Breech
If the Shinobi's Power Stat or the rank of the Technique used is weaker than the attacking shinobi's than you have failed the counter and are overpowered by the oncoming attack.
**The rules regarding Element vs Element still comes into play with Counters. So if the attacking shinobi fired a B-Class Element at you but you countered with a B-Class Element that the attacker's Technique was strong against you will have been breeched in the attack (as your Element would only be considered C-Class in defense).
- When breeched your character has only one option for their next post, get hit.
- To prevent abuse this is accomplished one of two ways. The Defender can post again after the Counter post to show themselves being struck by the attack. Or the Offender can simply do an "Idle" post describing how they overcame the Counter or whatnot.
- The damage suffered is: Damage not absorbed by Power or Technique + 10
- The Defender's Attack and Defense is also cut in half for the next post after the Counter result has ended.


Overpower
If the Shinobi's Power Stat or the rank of the Technique used is greater than the attacking shinobi's than you have successfully countered and overpowered their attack. On the victim's next post they must attempt to defend against the oncoming attack (Countering a Counter is not allowed). This is the only action they are allowed for that post.
**The rules regarding Element vs Element still comes into play with Counters. So if the attacking shinobi fired a B-Class Element at you but you countered with a B-Class Element that the attacker's Technique was weak against you have successfully overpowered it.
-If the shinobi's Counter is Successful in overpowering the oncoming attack the former attacking shinobi's next post action may only be Defensive.
- The To-Hit is determined by the shinobi's + Dice Roll minus 2 + Attack. A 7 or 8 result of the modified Dice Roll is considered a critial strike in the situation of an Overpower. The Defender rolls as normal for their Defensive Action.

Aria Mournesong
Captain

Aria Mournesong
Captain
PostPosted: Fri May 12, 2006 12:28 pm


Dice Rolling & Attacks
Listed below are the dice you will need when rolling actions. Simple, yes?

Normal Actions: 2 or 3 (See Below), 8-sided Dice
Actions With Seal Break: 2 or 3 (See Below), 10-sided Dice
Actions With Cursed Seal: 2 or 3 (See Below), 10-sided Dice


First Dice Roll Is Used For: Determining your first Offensive or Defensive Action
The first dice can be either for the Offensive or Defensive Action dependant on which Action comes first.


Second Dice Roll Is Used For: Determining your second Offensive or Defensive Action
This dice roll can be either for the Offensive or Defensive Action dependant on which Action comes second.

Third(Last) Dice Roll Is Used For: Determining if you land a "Critical Hit" or "Luck of the Draw" (See Next Section)

Depending on your actions in that post you may only have 2 dice max. If that's the case just use the last dice for the Critical Hit attack.
The first dice can be either for the Offensive or Defensive Action dependant on which Action comes first.



Critical Hit/Luck of the Draw
If you roll an 8 (for normal actions) or a 9 or 10(cursed seal/demon possessed) on your last Dice Roll you've scored a Critical Hit or Luck of the Draw with your action. You can only choose one or the other per post, not both.

On an Offensive Action this is called a "Critical Hit" and you can:
-Add an additional 5 damage or add +3 To-Hit to your attack.
-If you are using a Grappling attack you may add +2 to your attempt to hold them if you have less strength than your opponent, use +1 otherwise.
-Or, in the case of a Grapple, you may add +3 damage to the damage of the grapple if you have more strength than your opponent, it is +2 damage added otherwise.
-In the case of a Technique this can be used for a one-hit-kill or one-hit-ko attack IF it is a Trademark Technique

On a Defensive Action this is called "Luck of the Draw" and you can:
-Cancel out the effects of another person's critical attack
-Or you can use it to add an extra 5 points to your defensive pool for that action. (Example: if your Defensive Action with the dice total 10, then you can increase it to 15).
-You may also opt to not use the "Luck of the Draw" and transfer it as a +1 To-Hit on your next attack. (But please declare this in your post). This bonus will not stack if you roll a critical on your next post.

When used with a Targetted Attack to a vital area this will lead to a one-hit-kill attack.
PostPosted: Fri May 12, 2006 12:28 pm


Combat Modifiers
This is where the versitility of combat comes into play. For every attack that is preformed you they are executed at a penalty. However, these penalties are negated by taking basic Talents. These Talents will then begin to award bonses to your To-Hit with Attacks by taking the more advanced Talent in that same field.

Offensive Stat Modifiers
These modifications come into play when you are using the weapon-type listed below to perform an offensive manuver.
Unarmed: -1 Attack
Grappling: Half Attack + An Additional -1 Attack (Full Grab), Half Attack (Partial Grab)
Small Weapons: Half Attack + An Additional -1 Attack
Large Weapons: Half Attack + An Additional -2 Attack
Huge Weapons: Half Attack + An Additional -3 Attack
Exotic Weapons: Half Attack + An Additional -1 to -3 Attack, Determined by its Size (See categories above)
Small Thrown Weapons: Half Attack, Additional -1 Attack per Weapon Thrown
Large Thrown Weapons: Half Attack + An Additional -2 Attack
Dual Wielding: Half Attack (For Main Hand), Half Attack + Additional -2 Attack (Off-Hand)
**You can't dual wield a Huge Weapon**


Defensive Stat Modifiers
These modifications come into play when you are using the weapon-type listed below to perform a Defensive manuver.
Unarmed: -1 Defense
Grappling -2 Defense
Small Weapon: -2 Defense
Exotic Weapon: -3 Defense
Large Weapon: -4 Defense


Targetted Attacks
You can precisely aim at certain points on another person's body. Doing so can quickly immobilize, kill or be used to prevent killing someone.
These negative Modifiers are used in addition to the penalty given from using a weapon you have no Talent in.

Targeted Attack on a Limb(Arm/Leg): -2 Attack
Targetted Attack on the Head/Neck/Heart: -3 Attack
Targeted Attack on a Smaller Limb(Hand, Wrist, Ankle, Foot): -4 Attack



Performing Multiple Attacks
If you have +3 Speed vs your Opponent you gain an extra Offensive attack against them per post.
If you have +6 Speed vs your Opponent you gain 2 extra Offensive attacks against them per post.
However these "extra" attacks can only be physical.
(A physical action would be a punch, a weapon swing, etc).
- You can not use Ninjutsu, Taijutsu or Genjutsu when performing multiple attacks
- You can also use this Speed bonus to remove the negative Defense modifiers if you are fighting multiple opponents (+3 Removes it from the 2nd opponent, +6 will remove it from the 2nd and 3rd opponent).
--HOWEVER--
If your Speed is +3 to your Opponent you may choose to add +1 to your To-Hit when using a Taijutsu or Melee-based Ninjutsu Attack if you opt not to use your multiple attacks that pots.
If your Speed is +6 to your Opponent you may choose to add +2 to your To-Hit when using a Taijutsu or Melee-based Ninjutsu Attack if you opt not to use your multiple attacks that pots.

Each additional attack gets its own dice roll.
Cost: +2 Stamina for each additional attack or +2 Stamina if you use the To-Hit bonus with a Close-Range Ninjutsu or Taijutsu attack.
(So your first default action is 2 stamina, then 4 for the 1st additional action, then 6 for the 2nd additional action, then 8 for the next, etcetc)


Multiple Oncoming Attacks
If more than one person is attacking you then you are at a disadvantage defensively. You only use one dice roll if all the attacks are coming at once (Example: 3 Jounin attacking a single shinobi in one post) and for each extra attack over the first subtract 1 Defense from attempting to dodge the next attack. You don't lose any speed/power/dice numbers however, only defense.
**Note: A maximum of THREE people can engage one person at a time. This can be a combination of NPCs/Pets/Shinobi Players/Bushins, but no more than three at a time**
Example: Jounin #1 Attacks with a 15, Jounin #2 Attacks with a 17, Jounin #3 attacks with a 16
The Defending Shinobi(Defense of 10) would have full defense ( 10 ) vs Jounin #1's attack.
9 Defense vs Jounin #2's attack.
8 Defense vs Jounin #3's attack.

In the situation of two Jounin attacking a lone shinobi but in different posts. (Example Genin #1 and Genin #2 vs Jounin sensei in a bell test) the defending shinobi is allowed to roll two defensive die vs the oncoming attacks. However, they still suffer the Defensive penalties above.

Aria Mournesong
Captain

Aria Mournesong
Captain
PostPosted: Fri Mar 23, 2007 9:16 pm


Combat Damage & Healing
Deep Wounds
Lethal Attacks performed during a Critical Strike cause Deep Bleeding wounds to the opponent. Until treated by a Medical Shinobi or Kit these wounds will continue to bleed until the shinobi is dead. The longer these wounds go untreated, the higher risk of infection.
Deep Wounds Damage Chart:
Small Weapons: 1 Damage per post
Large/Huge Weapons: 2 Damage per post

- Lethal Attacks cause bleeding and can potentially kill an opponent
- Weapon based damage needs to see: Tools of the Shinobi
- Add in Grappling Damage, etc
- Healing Techniques, cost the normal Rank amount, but they may only heal up to the casting shinobi's Nin/Tai/Gen rating in health per post
- In combat you may regain 5 points of stamina back for every 2 posts of non-activity in battle. Out of combat you just need a 5 minute breather to get the same amount back.
PostPosted: Mon Dec 17, 2007 7:29 am


**Under Construction**

Intuition and Stealth
Detecting Stealth Actions:
Intuition + + Dice

Performing Stealth Actions
Stealth + + Dice

Intuition Uses


Stealth Uses
- Hidden Kage Bushins
- Hidden Explosive Seals
- Hidden Hand Seals (for common Techniques)

"Surrender or Die" Manuver
Roll: the Hidden Shinobi must score 3 or more Successes over their opponent to pull this off successfully.
This is where the ninja appears behind their opponent and places a weapon (usually a kunai) against their throat. This can only be used after a successful Stealth Manuver vs your opponent that would allow you to sneak behind them. (Example: Body Substitution, Kage Bushin, Smoke Bombs, etc).
Stat Modification: Critical Roll needed to fatalty wound is reduced to 2

Aria Mournesong
Captain
Reply
The RFS Databooks [Everything Combat System Related Is Here]

 
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