Global Rolls (Defense):These are defensive rolls all rolled during your defensive phase of combat, some (like interpose) can be rolled during other players defensive phase.
--------------------------------------------------------------
Countering(Opponent's Attack Power Check VS Your Defense Power Check)(Stat(x2)+Accuracy+Buffs VS Stat(x2)+Accuracy+Buffs)To defend with a counter you must first know the total power of a foe that's attacking you.
A foe that's attacking you uses their Stat(x2) + Accuracy + Accuracy Buffs.
The stat is Seal Speed (for Ninjutsu or Genjutsu attacks) or Agility (for Taijutsu, or Grapple Attacks).
Once you have determined this you must determine your defense power. Your defense power is your Stat(x2) + Accuracy + Accuracy Buffs.
Similar to attacks your stat is determined by the type of Jutsu / Item you are using to defend with, except you use Strength (For Taijutsu)
(More Info)--------------------------------------------------------------
Piercing(Opponent's Attack Potency Check VS Your Defense Potency Check)(Stat+Level+Buffs VS Stat+Level+Buffs)When defending there is more to worry about then just having a successful defense. There is a chance that an attack is stronger then your defense then you can still take damage.
A foe that's attacking you uses their Stat + Level of Technique/Item + Potency Buffs.
The stat is Seal Strength (for Ninjutsu or Genjutsu attacks) or Strength (for Taijutsu). The potency buff must be universal or offensive.
Once you have determined this you must determine your defense power. Your defense power is your Stat + Level of Technique/Item + Potency Buffs.
Similar to attacks your stat is determined by the type of Jutsu / Item you are using to defend with and your buff must be universal or passive potency.
(More Info)--------------------------------------------------------------
Interpose(Attack Power VS Defense Power -X)(Stat(x2)+Accuracy+Buffs VS Stat(x2)+Accuracy+Buffs-X)To perform an Interpose it's the same as countering (above), except that you receive a - to your roll (-200 if your using a touch range ability, -100 if your using a "ranged" range ability, or -0 if your using a sight range ability). This negative increases by -100 each time it is used before your next turn. You may not interpose with a self range technique.
(Note - You may interpose anything that targets someone outside of the original caster. IE- a player healing/buffing/assisting his/her team mate can be interposed.)
(More Info)--------------------------------------------------------------
Dodge(Attack Power VS Dodge Total)(Stat(x2)+Accuracy+Buffs VS Agility(x2)+Buffs)Dodge is similar to countering with a Taijutsu ability, except that you don't use any Jutsu / Item to do so. Rather you rely on your crude stats alone to evade.
When dodging you figure out the enemies attack power as shown above and figure your dodge power of Agility(x2)+Dodge Buffs, compare as normal and roll your chance after.
(More Info)--------------------------------------------------------------
Resistance(Attack Potency VS Resistance Total)(Stat+Level+Buffs VS Stat(x2)+Buffs)(Note Stuns use: Stat+Level+Hold+Grapple Buffs)
This check is used for many things.
It is used only for breaking out of all debuffs except Physical Stuns/Grapples. This covers Mental Stuns, Mind Controls, Elemental Limiters, Disables, everything listed under the De-Buff Effect and everything that another player has put on you that you wish to remove.
The stat for this is Will Power and the buff needed is Resistance. This will always be compared to the opponent's Potency on their debuff.
--------------------------------------------------------------
Resistance(Physical - Nin/Tai based Stun/Grapple)(Attack Potency VS Dodge/or/Resistance Total)(Stat+Level+Buffs VS Stat(x2)+Buffs)(Note Stuns use: Stat+Level+Hold+Grapple Buffs)
This check is used for a few things.
One is breaking out of grapples caused by the grapple attack action.
The other is attempting to break free from grapples caused by physical holds via the "stun" effect that can be placed on Jutsu / Items.
In both situations you may choose to use a Jutsu as normal for accuracy, as well as resistance buffs. This does not work against mental "stun" effects however. Which instead are removed as a normal de-buff is.
The "stat" for this situation is either strength or agility. Toughness if your trying to simply overpower the grapple/stun and break loose from it, or agility if your trying to squirm your way free from the grapple/stun.
The buff is also situational. If Toughness is your stat then Resistance is your buff. If Agility is your stat then Dodge is your buff.
--------------------------------------------------------------
(Awareness)(Stealth Check vs Awareness Check)(Stat(x2)+Buffs VS Stat(x2)+Buffs)Stealth and Awareness are two of the most needed and used things in the world of the shinobi. When a player goes into stealth they must choose one of three types of stealth: Sneaking, Jutsu Disguise, and Normal Disguise. The choice is usually relevant to the situation and if the wrong choice is made, it can practically mean nothing(For example, sneaking around in a wide open area with nothing to hide behind or only one or two places to hide amongst will mean even if they systematically couldn't follow your movements your still not hidden because there is no where to hide.) Sneaking uses the Agility stat and as such is based around the ability to move around your area undetected. Jutsu Disguise uses the Seal Strength stat and is generally using a technique to cast an illusion of something some where. Normal Disguise uses the Intelligence stat and in basics is using clothing, make-up, and the likes to change your own physical appearance. The buff needed will always be Stealth, but it can be limited to one of the three or left general for all.
The check against it will always use your Intelligence stat, regardless of what style of stealth being used. The buff needed is Awareness, however if the awareness buff is limited to one style it wont work on another.