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Posted: Wed Aug 13, 2008 7:09 am
BATTLE SYSTEM
This is the Official Rp of the Guild. This will be the Rp used in Tournaments and special events.
BASIC
-Must read read all of the following.
-If you have any question about anything on the guild Pm a Crew
member.
-Each Player must have a Ring.
-Each Player must have a profile.
-Rp damage is just like Real world damage.
-You Bleed, Break, Get injured
-Jutsu damage is obvious exaggerated.
-0 Health means you cannot battle [(But Can be Healed)].
-Some level statuses have Jutsu Skills.
-At max the most Jutsus that can be used in a post is 2.
-At max the most Jutsus that can be used in a match is 10.
-Jutsus must have Target. [(Can be Sub-Human)]
-Attacks must have a target.
-Attacks must be stated and so must the target.
-If a Crew member reports you for either fraud and/or Cheating in
any manner, you will be throw out of the match.
-Members must be aware for the "Ranks" [(Main forums)]
It lets you know what Rank you are on and what Jutsus you can
use in a match.
-It is any Just that you allow all that wish, to join in an event.
If you have a problem with another member you are to pm a Crew
and report the issue at hand.
-If you are question the stats or the Jutsus being used you may look them
up on either the "Rank" topic or the "Jutsu" topic to reference a players
ranking.
(Ctrl + F = Finding thing quicker)
BATTLE COMMANDS
~The battle Command~
Attack: To go on the offense. Attack can cancel each other out.
~Such As~ -Opposite Elements -Same Attacks
~Win and Losing~ -If you have a stalemate, The higher level wins. (If they are the same level they cancel out.) -If you use a spell and they counter it with another element there is a chance you will receive damage. (Ex. Lightning spell x Earth spell = Earth is unaffected by electric and the rock would cancel out the electric.)
Block: -To defend ones person. -Block to use to lower damage. -But realize because you block just lessens the damage. -You only have a limit amount of guard before it breaks inevitable.
Dodge: -To move outta the way of something. -Just because you dodge doesn't mean you don't take damage. There is a chance you take more damage trying to get away from an attack. -Dodge an attack can only be done if your a safe distance. It is rare you successfully dodge a close range.
-Jutus are One of the hard to dodge because they cover more ground. Be sure to stay at a safe distance away from an opponent.
Jutsus: -Jutsus are Magic that you obtain by Ranking up. -Each Jutsu has it Rank ("Rnk") requirements. -You must obtain the "Rnk" before you can use the Spell and or Jutsus. -Yes Jutsu are convenient to keep you enemy at a certain range. - it takes a lot of strategy to use them affectively make sure to read up in the "~Magic & spells~" topic. -Be smart, because if they not at the distance you can find you or your team in friendly fire.
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Posted: Wed Aug 13, 2008 7:09 am
~JUTSU CONTROL~
Jutsu can be tricky.
Knowing when,
and how to use them effectively,
how strong your Jutsu is,
And where are all important factors.
~Jutsu~
Jutsu can't be dodge.
They can be cancel out.
They can be blocked but not fully.
It is however possible to nullify with spells.
You should never use more than 12 Jutsu in a match.
& Max 2 Jutsu per turn as manners.
~SURROUNDING & ELEMENTS~
~To become a good Rper and a Pro it takes strategy in the matches.~
Sandy region strength is Earth & Wind type attacks.
(More ground and not much cover, or water. There sand and rocks so Wind MMakes good cover and a better defensive weapon.)
Forest region strengths are Earth, Weak against Fire, Lightning type.
(Grassy lands give cover, material. Fire and Lightning starts fire and can become very inconvenient)
Swamp Lands region gives Water and Wind type big advantage against Fire. Weak against Lightning types.
(Lightning travels in water, hard to dodge. Also mud which is water and ground.)
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Posted: Wed Aug 13, 2008 7:11 am
~ELEMENTS~
Fire x Water = Steam
Ground x Water = Water Wins // Mud
Fire x Ice = Fire Wins // Water
Water x Water = Cancels Out // Soaks field
Fire x Plant = Fire Wins
Fire x Steel = Fire Wins // Melts
Fire x Fire = Cancels Out
Light x Dark = Cancels Out
Ground x Fire = Ground Wins
Ground x Steel = Ground Wins
Ground x Ground = Cancels out
Lightning x Ground = Cancels Out // Ground Wins
Lightning x Water = Double damage // Unable to dodge // Water Wins
Lightning x Steel = Unable to Dodge
Lightning x Lightning = Cancels Out
Plant x Ground = Plant Wins
Plant x Water = Plant Wins // Stronger
Plant x Plant = Cancels Out
Steel x Ice = Steel Wins
Wind x Fire = Blows Out Fire
Wind x Steel = Steel Wins
Wind x Water = Wind Damage is Halved
Wind x Lightning = Lightning Wins
Wind x Wind = Cancels Out
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Posted: Wed Aug 13, 2008 7:13 am
~ADDING ELEMENTS & COMBOS~
~This technique is tricky and risky But can be done.~
~Adding Elements~
You really have to think before you use.
(Warlocks, Wave master, Clerics) Are Unable to use this technique but can supply allies.
Fire + Katana = Flame Blade // Greater Damage // Cut Through Plant (It only good for about 3 attacks, Blade heats up, and Spreads)
Lightning + Katana = Lighting Blade // Greater Damage // Double damage if Wet (Only good for close combat, Good for one quick hit, Or suffer Blowback)
Water + Katana = Null (One things you need to watch for Water and weapons get you...wet. And you just wasted a valuable scroll)
Ice + Katana = Ice Blade // Blocking Weapon (For about 3 good hits, can Slow impact, increased weight)
Ground + Katana = Earth Blade // Blocking Weapon // Piercing Weapon (This dramatically increases weight, But increase chance of bust defense)
~Combos~
Water + Fire = Steam (Which can be used as cover)
Lightning + Water = Direct Attack (Water conducts Electricity, Blocking does nothing)
Wind (Put out Fire, Dry Wet field, Slow Impact)
Wind + Sandy regions = Sand Storm (Can be used as cover)
Steel + Lightning = Double Damage (Lightning is attracted to metal, and can conduct lightning)
Water + Plant = Double Damage (Water is used to strengthen Plant and increase speed)
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