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[Combat] Understanding Jutsus and Techniques

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Hoshigaki Hiru
Captain

PostPosted: Sat Jan 27, 2018 8:16 pm


UNDERSTANDING JUTSUS AND TECHNIQUES

One of the core elements of our system is the jutsus and techniques that your character will use in battle. At this point, you may have taken a look at the various jutsu sections that you'll find in RP zones and general information forums and might be a bit confused by the terms and concepts referred to in their descriptions.

Fear not, for everything will be made clear in this thread.

To get us started, the basic layout of any jutsu or technique will be along the following format:

Jutsu Name
Technique Description.
Technique type:
Range:
AP Cost:
Chakra Cost:
Attack Formula:
Evade/Resist DC:
Damage:
Critical Hit:
Special Effect:
Requirements:

While the technique name, description, and AP cost are pretty self explanatory, we will explain each of the subsequent concepts in separate sections of this thread.
PostPosted: Sat Jan 27, 2018 8:45 pm


TECHNIQUE TYPE

While this may seem like a broad concept, technique type specifically refers to the way the technique can be used (there may be more than one). Is it meant to be used offensively, defensively? Is it an energy or physical attack? Is it something that has to be actively cast or is it a passive ability?

Given the complexity of our system, understanding these conepts is absolutely necessary as it will not only dictate how the technique can be used but also how it can be countered.


1. Offensive Techniques

The most common type of technique, these are meant to attack your opponent. They must be used during your attack turn for an AP cost and are meant to inflict damage and/or status effects.


2. Defensive Techniques

Defensive techniques are used to deflect, nullify or block an offensive technique. These normally consist in creating or summoning barriers that will absorb damage meant to hit a target. While they are announced during your character's attack turn, their effect occurs somewhat before the turn if successful, as they prevents combat damage from occurring.

These techniques will usually have an "attack roll" that will measure against the offensive attack's roll to determine whether it successfully block it or not. Some defensive techniques, usually barriers, will also have HP that must be depleted to penetrate them and can therefore last several turns.


3. Healing Techniques

This type of technique ios pretty self explanatory. Healing techniques are meant to recover either HP, MHP or CP. They can also be used to cure certain status effects or apply beneficial effects. These must be used during your turn and may also have specific requirements from the target (be immobile, hide, etc.).


4. Abilities

Abilities are passive techniques that will either have a permanent effect on the character or can be triggered without an AP cost. For example, while deflecting ranged attack with taijutsu is normally iompossible, one character may have purchased the ability to deflect projectiles with a melee weapon. Therefore, it is not a defensive technique per se, but an additional effect that can be added to an existing technique at will.

Some abilities may have chakra cost associated to them as well. For example, the Body Flicker technique, which allows the user to control chakra into sudden bursts of speed, does not require hand seals but can be used alongside specific types of movements to increase velocity.

Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Sun Jan 28, 2018 7:49 am


RANGE

This attribute dictates at which distance the technique can be used to be effective. The important thing to note is that the range specified is the farthest the technique can be used effectively. Therefore, a character may use a long ranged attack at melee range, without any problem, while the opposite is not possible.


1. Self

Jutsus limited to self can only affect its user. These will usually be found in healing jutsus or performance enhancing techniques.


2. Touch

Touch techniques can only be used when having a direct contact with the target, such as during a hold or grapple, or following a successful touch attack. Touch jutsus can also be used in some instances through a medium, such as conducting lightning through a puddle of water.


3. Melee

Melee techniques must be initiated up close, within striking distance of an opponent. They therefore require that your character close in on an opponent before being cast.


4. Medium

Medium range is somewhat of a hybrid between melee and long range. To visualize this, this distance is located just outside the reach of a regular sized sword. It still requires that your character moves in the range of an opponent, but it will not be close enough to be struck back at with a melee attack.

Contrarily to long ranged techniques, your character cannot simply turn around after an attack from this distance and simply attack a different character (unless it attacked you from this distance or closer to close their last attack turn) without first closing in on them as well.


5. Long

Long range techniques can be used against anyone, from anywhere on the battlefield.


On top of the usual distance, there may be special attributes that can be added to the jutsu's range:


6. Radial

Radial attacks affect all characters within a certain radius of the user. Usually found with melee or medium ranged attacks, they will strike anyone within range, friend or foe.

This usually means that if multiple characters have taken a shot at the caster during their last turn, they will find themselves in the attack range of such techniques unless they have specifically moved out of range with an AP or the user has moved before casting. The caster also has to be careful because characters being actively protected are within melee range and will be targeted by such attacks.


7. Battlefield

Jutsus that affect the entire battlefield are in some manner radial attacks or long ranged techniques. Basically, these techniques affect everyone, wherever and whoever they are. This includes friendly characters, hiding characters and protected characters, among all others. While extremely effective, these techniques tend to be somewhat dangerous during group missions if your team is not specifically adapted to the use of such techniques.
PostPosted: Sun Jan 28, 2018 2:47 pm


CHAKRA COST

While this concept may seem not to require much more information, there are certain subtleties to the way chakra is spent to cast technique that you must understand before going forward in our system.


1. Basic Chakra Cost

This is pretty straightforward: the technique costs 50 CP to cast, you cast it, deduct 50 CP from your CP pool and it's done.

Most techniques will function with this basic principle and this will be the default way to spend CP unless otherwise specified.


2. Continuous Chakra Cost

This type of chakra cost will usually be found in techniques that can be maintained for a certain amount of time to continue its effect, offensive or defensive. An example of this could be a continuous flow of electricity towards a target to gradually wear them down.

Even though your character may not have to recast a technique with continuous chakra cost to keep it going, every period of time it is held will cause a drain of its CP per unit of time maintained, which can be calculated in AP or attack turns.

You can therefore have a technique that requires 50 CP to be cast, but can be maintained for 25 CP per AP held. Such a techniques chakra cost will be listed as follows: 50 CP + 25 CP per 2 AP (Continuous).


3. Strain Chakra Cost

This is a special type of chakra cost that will usually be found in techniques that require a certain amount of chakra to bring forward an initial construct or effect and that simply require it be maintained afterwards. This will usually be the case for summoning techniques or large scale water techniuques that require first creating a large quantity of water and subsequently simply preventing it from flowing away.

While the CP cost will be deducted from your Chakra Pool, the strain is not an additional CP cost, but rather a constant limit to your chakra reserves past which your character will not be able to recover as long as it keeps the technique active.

Example:

Your character has a full CP Pool of 100 CP and summons a large ninja parrot to assist it in combat.

The CP cost is listed as follows: 40 CP + 20 CP Strain.

This means that your character will spend 40 CP from its Chakra Pool to bring the parrot to the battlefield, bringing its reserves down to 60 CP.

During the rest of the battle, so long as the parrot is present, even if your character recovers CP through rest or certain types of techniques, it will not be able to recover its CP Pool any higher than 80 CP, since the parrot's presence causes a constant 20 CP strain on your character's chakra reserves (100 CP - 20 CP = 80 CP).

Should the summon's duration expire or your character wish to release the technique, the strain will end and your character will be able to recover to its maximum capacity of 100 CP again (though this recovery will not happen instantly or automatically).

Note: Techniques that have a chakra strain will immediately be cancelled should their user fall unconscious or have their chakra flow interrupted.

Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Sun Jan 28, 2018 7:38 pm


ATTACK FORMULA AND EVADE/RESIST DC

These concepts are explained together because they are intimately related.


Attack Formula

As an attacker, you must apply the formula identified in this section of the jutsu description by inserting your character's stat and skill values. Basic techniques will usually have some variation of this Attack Formula:

Attack Formula: d20 + Level + Chk Mod + 1 per 5 in Ninjutsu

Even though this may seem obvious, what you need to do is roll one 20 sided dice, add the value of your Chakra Modifier, and finally add 1 point to your attack roll per 5 levels in Ninjutsu.

Example:

Your character is level 6, has a Chakra Modifier of +2, 13 points in Ninjutsu and rolls a 12 on his attack roll. Therefore your attack roll's value will be the following:

Attack Roll = d20 [12] + Level [6] + Chk Mod [2] + 1 per 5 in Ninjutsu [2] = 22


Evade/Resist Difficulty Check (DC)

In the same manner as the attack roll, the formula found in the Evade/Resist DC section tells you what value your attack roll must meet to be successful. Of course, instead of putting your character's values in this formula, each opponent targeted by this technique will put theirs when their attack turn comes.

The reason why this calculation is made only at the beginning of the targat's next turn is because many things can happen between the attack and contact with the target. For example, an ally might jump in the line of fire, or the defender may attempt a defensive technique to beat the attack roll. Basically, if the attack roll beats their Evade/Resist DC, the target will know when its turn starts that, if they do not attempt a defensive maneuver, their character will take damage or suffer the effect of the technique.

The most common Evade/Resist DC will usually look like this:

Evade/Rests DC: 10 + Level + Dex Mod + 1 per 5 in Acrobatics

Example: Taking into consideration the attack made into the previous section, aimed at a level 4 character with a Dexterity Modifier of -1 and 7 points in Acrobatics. Therefore, the Evade DC will be the following:

Evade DC = 10 + Level [4] + Dex Mod [-2] + 1 per 5 in Acrobatics [1] = 13

The Attack Roll being of 22 against an Evade DC of 13 means that, unless someone comes to the target's aid or it finds a way to deflect the attack, they will have to calculate the technique damage and apply any special effect found in the technique's description before starting their turn.
PostPosted: Mon Jan 29, 2018 6:27 pm


DAMAGE AND CRITICAL HIT

Once a technique has connected, the victim will have to calculate the damage damage caused according to this section of the jutsu description. On top of regular damage, if the technique was a critical hit, the victim also has to add the extra damage and effects listed in the "critical hit" section.


Damage

If a technique connects (and was not defended), damage is deducted from the corresponding Point Pool (CP, HP or MHP).


Critical Hit

If a technique connects and is a critical hit (usually a natural 20 on a roll), on top of the damage listed for the technique, the victim will also apply the effect listed in the critical hit section. This will usually consist in additional damage and/or status effects.

Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Mon Jan 29, 2018 6:43 pm


REQUIREMENTS

The information in this section lists the required level, skill level or stats required for a character to purchase the technique.


Parent Skill Requirements

Some skills will be part of a larger "parent" skill category. For example, "Bukijutsu" encompasses skills for all types of weapon combat: short weapons, long weapons, polearms, etc. Some techniques may require skill in one specific weapon category to use like "Bukijutsu (Polearms)" while some others may just list the general parent skill "Bukijutsu".

Example:

A deflection technique has a requirement of Bukijutsu 15.

The user will be able to purchase the technique as soon as any of its weapon skills reach 15. Let's say the user reaches level 15 in Bukijutsu (Fist Weapons) and decides to acquire the skill.

As soon as it is obtained, the technique will be usable from this point forward with fist weapons.

A few levels later, the user reaches level 15 in Bukijutsu (Polearms).

Since the user will have already purchased the deflection technique, he will be able to use this deflection technique with polearms automatically.

The same will happen with any weapon type for which the corresponding Bukijutsu (XXXXX) skill reaches level 15.


Scaling Level Requirements

While all techniques will have one set of requirements, some may have multiple. When this happens, the technique will identify the default set of requirements and will add a second set with an effect listed in its description.

What this means is that a user meeting the basic requirements will have the default effects for the technique, whereas those meeting the second set of requirements will add the additional effect listed in its conditional description.

Example:

The technique "Bat Away" involves the user swatting away an incoming projectile with their melee weapon. Its requirements are listed as follows:

Basic: Bukijutsu (Melee) 20.
Redirect: Bukijutsu (Ranged) 40.

The "special" section has the following description: Users with high enough ranged weapon skill may redirect the projectile at a different character.

This means that, as soon as the user has 20 levels in a melee weapon skill, they can apply the basic effect of deflecting a projectile.

However, if the user, on top of meeting the basic requirements, meets second set of requirements (Bukijutsu (Ranged) 40), they may apply the second effect of deflecting the attack at a different character of their choice.
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