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Posted: Tue Jun 02, 2009 6:12 am
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Posted: Mon Jun 08, 2009 4:53 am
-Damage Generator-
The damage generator in this guild is created with set numbers and your character's own stats. Every technique, poison and attack is given a range as a base to how much damage that attack initially gives. We'll use normal Taijutsu attacks as an example. Normal Taijutsu Damage: 1 to 5 For Taijutsu damage it states in the Technique List that you add your strength modifier onto the damage range. If you have a strength modifier of 6 your normal Taijutsu Damage would be: Normal Taijutsu Damage: 7 to 11 The third factor that always has a part in generating damage is the skill bonus. How many ranks you have in that skill will add onto the damage range's top number. The skill bonus is 1 per 10 ranks in skill. Ranks in skill does not count the modifier added onto that skill. So, if this character has 15 ranks in Taijutsu, they will receive +1 to the top range of the damage. Giving you the final damage range to generate using the random number function. Normal Taijutsu Damage: 7 to 12
Critical Hits When you roll a 20 with your attack and it is successful, you made a critical hit. When you generate your damage, you will multiply it by 2, since you rolled a 20.
Ties! Attacking roll equal to Defending Roll When this happens, the tie goes to the attacker. However, the damage done to the defender is divided by 2. All ties go to the attacker or the person rolling first. However, in battle, tied rolls only do half damage. So if Sukotto hits Aya with a Ninjutsu attack of 50 and she defends with Dodge and gets 50, she still gets hit, but only receives half of the intended damage.
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Posted: Mon Jun 08, 2009 4:58 am
Restoring HP & CP
Resting Post +10% HP & CP To qualify as a resting post, the character must not be in battle or hiding in battle. The character must be in a thread away from all enemies. Your character will be in a state of meditation, which means that they are unaware of the activity in their surroundings. If your character is caught in meditation by an enemy, the enemy receives +Sneak Attack to their roll and damage. In a meditation post, you are not allowed to train or interact with others. You are in a near unconscious state.
Eating Posts +25% HP & CP You have the opportunity to sit down and have a meal a maximum of 3 times a day. You can not eat a full meal while in combat or while enemies are in the area. Each meal may consist of 4 posts, in which you gain +25% of your HP & CP. You do not have to use the full 4 posts. Once you take a break from eating, meaning if you only have 1 post of eating and then move onto another training exercise, that will count as 1 of your 3 meals for the day. You can not train while eating, but you can interact with others while eating.
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Posted: Mon Jun 08, 2009 5:26 am
Negative Chakra Points
You are allowed to continue using techniques as long as you have positive chakra points. If you decide to use a technique that requires 10CP, but you only have 1CP, you can still use the technique, however you must pay the HP penalty.
For every -1CP you go, it costs you -2HP. So, if you did use that technique that cost you 10CP and you only had 1CP, you would go -9CP which would cost you -18HP.
After you have used your technique that sends you into negative chakra, you will pass out due to exhaustion. You will remained passed out for a time change. If you passed out at Noon, you will not wake until Evening.
If anyone deals damage to your character while you are passed out, they are all critical strikes, since you cannot defend yourself when you are passed out.
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Posted: Mon Jun 08, 2009 5:31 am
Conjunction Skill Use (Helping Skills) Level 10 Requirement
Once you reach level 10 you will be able to receive a modifier bonus for using skills with one another. For instance: Ichi used Lie in order to direct everyone's attention over to the door in the bar. Since he was successful, it gave him + Charisma mod onto an escape roll since he used his Lie skill as a distraction to escape his situation. Ichi was sneaking up on a small group hidden in the bushes outside the bar. Tomoko used detect and noticed him coming. Because she was able to see him coming she used her +Intel Mod onto an escape roll to run away while Ichi was coming. You merely add the modifier of the supporting skill to the last skill roll. We think that this will encourage everyone to use more skills and become more creative with the game system. Remember, this cannot be used until you reach level 10. Your helping skill must beat a DC of 10 in order to work.
Example: Aya uses Clone to cause Distraction (Helping Skill) DC: 20 1d20[10] + Dance[10] = 20 Aya Escapes Prison Unnoticed 1d20[20] + Escape [5] + Helping Skill [5] = 30
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Posted: Mon Jun 08, 2009 5:33 am
Training Help
You can help or hurt others during their training. The total amount helped or hurt depends upon your level and is added to the helped person's next roll only. If you post twice and help them twice, then that aid applies to their next two rolls.
Students: +/- 1 Genin: +/- 2 Chuunin: +/- 3 Jounin: +/- 4 ANBU: +/- 5 Sannin: +/-6
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Posted: Mon Jun 08, 2009 5:34 am
Drinking Conduct
Worldwide the drinking age is 16. The Bar in Shimagakure is among one of the most popular places in Shimagakure. However, drinking comes at a cost and people tend to pass out frequently. Hp Loss: 25% of Hp - Fortitude = Total HP lost per drink. Negatives: Level x 5 - Fortitude = Handicap to Skills per drink
Example: Shuga is Level 30 with a fortitude of 50 and HP of 400
Shuga's HP loss per Drink: 25% HP [100] - Fortitude [50] = 50 Shuga's Handicaps per Drink: Level [30] x 5 = 150 - Fortitude [50] = -100 per drink
Shuga's First Drink: HP: 400 - 50 = 350 Skills: -100 to all Skills
Shuga's Second Drink: HP: 350 - 50 = 300 Skills: -200 to all Skills
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Posted: Mon Jun 08, 2009 5:38 am
Fighting Different Ranks
When your character reaches Level 5, you can now roll 2 dice per post. It essentially means that you can now do two attacks per round. The way students fight by posting a dodging post and then an attacking post is the base to the fighting system. Genins can also roll a dodging post with two dice and then an attacking post with two dice. Now, if for some reason a Genin rolls two attacks towards a Student who can only roll one dodge, this means that the student is unable to avoid the second attack roll completely. It does sound rather one sided, but that is the advantage of being a higher level and having more experience. Now, just because the Academy student can attack only once, doesn't mean that the Genin can use their two dodging rolls to try and avoid it twice. That also doesn't mean that you can avoid once and have three attacking rolls since you're not using one of your dodges. There are two ways that the Genin can handle a single roll attack. They can post one post with two rolls; one avoiding and then one attacking. Or they can post two posts; one with one roll avoiding and then the second with two rolls attacking. These same rules apply to all various rank battles, not just Genins and Students.
Example:
Genin Attacks Student 1d20[10] + Taijutsu [14] = 24 1d20[5] + Taijutsu [14] = 19 Student Avoids Genin 1d20[15] + Dodge [10] = 25
He avoid the first hit, but he is unable to avoid the second hit, so he must take the damage.
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Posted: Mon Jun 08, 2009 5:45 am
Teamwork Rolls
Combining non-jutsu attacks.
This is used in a sense of having a team of two fighting against one person. This requires rolling two dice. Your first dice will be the Teamwork roll followed by the attack: Aya Rolls: 1d20 [5] + Focus [10] + Charisma Modifier [5] = Teamwork 20 1d20 [1] + Taijutsu [30] = Attack 31 The Teamwork roll will always be 1d20 + Focus + Charisma Modifier. You can only do one teamwork attack per post. Meaning if a pair of Jounin were facing an opponent, they could do two individual attacks and then one combined attack at the end since they can roll 4 dice. Kana Rolls: 1d20 [10] + Focus [5] + Charisma Modifier [5] = Teamwork 20 1d20 [4] + Shuriken [4] = Attack 8 Since Kana was the second person to roll, he will also include in his post their combined totals. Kana's Teamwork [20] + Aya's Teamwork [20] = 40 Kana's Attack [8] + Aya's Attack [31] = 39 In order for a combined attack to work, their teamwork roll would have to be equal to or greater than their total attack roll. Since their team work was higher than their attack roll, that means the attack went through as planned, meaning that the person being attacked, Hiro, has a harder time dodging it. Hiro will have to roll a strategy check against their teamwork and a dodge roll to avoid their attack. Hiro Rolls: Post One: 1d20 [11] + Focus [20] + Intelligence Modifier [10] = 41 Strategy 1d20 [2] + Dodge [30] = 32 Since Hiro's strategy roll was higher than their Teamwork roll, the combined attack is cancelled out and he treats their attacks as normal. If attacks are not combined, Hiro can roll separate dodges for Kana's attack and Aya's attack as he would normally. So, Hiro's Dodge of 32 would go towards Aya's attack, since it was executed first and then he would roll a second dodge for Kana's attack in his next post. If Hiro's Strategy roll had failed, his dodge roll would have to compete against the total roll of Aya's and Kana's attack. Since his dodge his lower than that roll, he would be hit and take damage from both Aya and Kana. Meaning they would both have to generate their own damage dealt to Hiro. Why roll a Strategy Counter? To give the person getting attacked a second chance to get out of it. Since the teamwork attack does so much damage, I'd like to give the target a little more time to avoid it. Especially, if you built your character to be a intellect, they are more likely to come up with a strategic plan in order to avoid it.
Combining jutsu attacks The same principles apply above, but with different rolls. Teamwork Roll: 1d20 + Control + Intelligence Modifier = Attack Roll: 1d20 + Jutsu Skill =
Combining Non-Attacking Rolls What we mean by offensive rolls are things such as Intimidate and Persuade. If two people are trying to intimdate one person and they both have the same goal, then the first person would roll, adding on their intimidate like usual. Let's say that Maya and Baki are intimidating Sukotto. This is how it would look: Maya rolls: 1d20 [5] + Intimidate [10] = 15 For Baki, there would be no roll. Baki would simply add half of his intimidate onto Maya's like this: Intimidate [10] / 2 = 5 Baki's Intimidate [5] + Maya's Total [15] = 20
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Posted: Mon Jun 08, 2009 5:46 am
Blocking Attacks
Say person A is attacking person B with a normal taijutsu kick. Person C wants to stop that attack. Person A attacks B: 1d20 (10) + Taijutsu (10) = 20 Requirements Person C must be in the same thread as A and B. He must also not be currently targeted for an attack and must be completely free to move. If he is being targeted and tries to block, and if the attack intended for him doesn't stop him from moving, then he can stop A's attack on B, but must take the hit aimed at him. Person C also may only block once, no matter how many dice he can roll. This means that his only action for that post would be in stopping A's attack. This is because he needs to focus all his attention on blocking A's attack. Also, one cannot use teamwork to block attacks.
To block A's attack with melee Melee includes taijutsu, grapple, tumble, and all weapons except throwing and ranged. Person C rolls at two dice: a sprint check and an attacking check. Both roll must be individually greater than Person A's attacking roll. If both rolls succeed, B and C takes no damage. If C's sprint roll is successful, but his attack roll is not, he takes the damage for B. Person C rolls for sprint and attacks with a naginata: 1d20 (11) + Sprint (10) = 21 < Successful 1d20 (11) + Staff (10) = 21 < Successful Person B then does not get hit and person A has to roll to avoid person C's attack.
To block A's attack with range Ranged attacks include all throwing and ranged weapons. No sprint check is needed. C's attack roll must be at least 150% of A's attack. This is due to the difficulty of trying to hit a moving target. The harder A aims his attack, the harder it would be for C to stop it. Person C attacks with Kanashibari (paralysis jutsu): DC: A's Attack (20)+ 50% of A's attack (10) = 30 1d20 (15) + Ninjutsu (10) = 25 < Unsuccessful Person B then does get hit.
To block A's attack with jutsu Jutsu includes an appropriate ninjutsu, genjutsu, and medical jutsu No sprint check is needed. C's attack roll must be at least 125% of A's attack.
Other Notes -Genjutsu may be stopped by combining skills. With the exception of genjutsu, you can block any kind of attack with any other kind of attack. A character could use a sword to stop a fire jutsu, or a kunai could be used to deflect the same attack. It is up to you to choose what to block with. This is not saying that that katana can somehow slice away the fire jutsu, but rather that person A is targeted by the katana from the side and therefore cannot execute the fire jutsu as accurately.
-When blocking attack you dont make it off Scott free from damage, you still take 25% of the total damage. So if the damage was 15 and you successfully block you take 4 points of damage after it is rounded up.
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Posted: Mon Jun 08, 2009 5:47 am
Combining Techniques
The Roll 1d20 + Your Skill [Genjutsu/Taijutsu/Ninjutsu] + 1/3 Your Combined Skill [Genjutsu/Taijutsu/Ninjutsu] The Damage Add both damage ranges together and then your mods and rank bonuses. The Cost You pay full CP for each jutsu you use. There are no exceptions.
Combining Non-elemental/same elements Requirements: Must be level 10 or higher. And a control of 100. Special: Includes Bunshin's using ninjutsu.
Combining Different Element Techniques Requirements: Level 40 or higher. And a control of 500 [Master]. Special: Includes Bunshin's using ninjutsu.
Combining Genjutsus Requirements: Level 15 or higher. And a control of 150. Exceptions: Bunshin and Henge can be used together the moment you turn level 10.
Combining Taijutsus Requirements: Level 20 or higher. And a focus of 150 [Master].
Rules of Combining Techniques - The combination has to make sense. For instance, you can't combine frozen water needles with fireballs. - You can only combine two techniques per post and you cannot use any other techniques that post. Having a clone use a technique counts towards your combining techniques. This will keep the over-use of clones and techniques. 50 clones each using a grand fireball technique is a little over the top. ^^; That's why we have this rule. - PM BayLu before posting a combined jutsu roll. This will remove any problems with those that are RP approved or just plain god-moding. If you post a combined jutsu without PMing BayLu you are in big trouble unless you've already had that combination approved. It would be handy to post approved combinations in your profile for further reference.
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