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Posted: Fri Feb 19, 2010 12:06 am
Combat Combat is a big part of the game of course as it resolves conflicts in a way that deals with your stats and rolls. There are many factors to consider in combat, such as initiative (who goes first), what skills to use early on your turn and which to hold off on using, what combos to string together, if you can afford to take a hit or not, when to focus, etc. All of these factors will lead you to victory or defeat.
---Initiative--- The first step to combat will be determining initiative. This will decide what turn players take their actions in as it is very important whom often gets the first strike.
---Attacking--- The attack step follows once initiative has been determined. Whichever players turn it is will attack using a Jutsu or item of some sort. Players needn't always attack in this phase, they may instead buff themselves if they so wish.
---Defending--- Whenever a player attacks, another player will be prompted to defend. This pauses initiative, allowing a player to respond to an attack. Once their response is made and any consequences from failure or defeat dealt with initiative continues from where it left off.
These are the 3 major steps to combat and will be repeated over and over until a victor is decided or a player tries to escape.
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Contested Rolls: Contested rolls are whenever there is someone trying to do something that someone else is trying to resist, such as attacking a foe, sneaking up on a foe, binding someone, etc.
The player trying to cause the action sets the "power". Power is set by a stat that matches the action being taken (as described whenever something says a contested roll must be made) + any buffs that apply to it (usually from Jutsu or items). The player trying to resist the action is the only one that makes a roll. The amount you have to roll is modified by the power that the player causing the action set. Defense is set by a stat that matches the action being taken (as described whenever something says a contested roll must be made) + any buffs that apply to it (usually from Jutsu or items). The defender has a base 50% chance to resist (ie rolling 50 or lower on 1D100), however for every 10 more there defense has over the power they gain +1% to this check, alternatively for every 10 less defense they have than the power they loose -1% to this check.
For Example: Hitori is walking down a road when suddenly bandits strike out from the forest. One jumps at her and attacks sending a bolt of lighting through the air. When the bandit does so he adds his Seal Speed + the Jutsu's level + any misc buffs he has to the accuracy of the attack. The total power comes out to be, lets say, 130. Hitori then gets her response check to defend. She decides jumping out of the way will work (see defenses further in combat) and thus adds her agility + any buffs to agility. Her total defense comes out to be 100. Her defense is 30pts lower than the attack so that means she loose -3% to her base 50% coming to a total of 47% chance of succeding the contested check. She rolls 1D100 and rolls a 36 successfully leaping out of the way of the attack.
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Posted: Fri Feb 19, 2010 8:01 am
Surprise: Surprise Attacks are for anyone initiating combat when it wasn't expected. When this happens the players initiating combat by surprise automatically get one turn BEFORE initiative is rolled (this does mean if they roll high enough on initiative that it would be possible to go twice before anyone else could take a turn). When surprised defenders loose 10% to all counter and dodge defensive actions against surprise attacks. Note surprise may only be established at the beginning of combat IF initiated in a manner where the victim was not expecting to be attacked or wasn't already on edge. If the victim was expecting an attack then the only way to initiate surprise is to sneak up on them.
---Stealth--- In the following we will be listing out the 3 versions of stealth and how they interact with the system. The buffs required for these checks are unlocked in the Assassin section of the Perks.
......Disguise Through the usage of material objects, you have concealed your identity. This is effective and necessary for going to locations you are normally not welcomed as well as preventing players from targeting you for a bounty. If you gain a bounty while Disguised the bounty will be placed on the Disguise instead of your character however if someone beats your check and reveals you the bounty will be placed back on your character and will be increased. [Disguise (Character: Calculation Total)] This check is not useful during actual battle. While disguised keep the Calculations in a quote above every one of your posts. ---Calculation: Int(x2) + Int Buff(x2) + Jutsu Stealth-Disguise Buff[Capped at: Int(x5)] + Item Stealth-Disguise Buff[Capped at: Int(x5)] ---Contesting Check: Int(x2) + Int Buff(x2) + Jutsu Awareness Buff[Capped at: Int(x5)] + Item Awareness Buff[Capped at: Int(x5)]
......Sneak To sneak up on another player you must first make a contested Agility(x2) + Agi Buff(x2) + Jutsu Stealth-Sneak Buff[Capped at: Agi(x5)] + Item Stealth-Sneak Buff[Capped at: Agi(x5)]
Targets's Int(x2) + Int Buff(x2) + Jutsu Awareness Buff[Capped at: Int(x5)] + Item Awareness Buff[Capped at: Int(x5)]. The person sneaking sets the power and the person being sneaked up on rolls their awareness. If they fail then you successfully have hidden yourself from the enemy and get to surprise attack them the next round EVEN if they where waiting for it. (note you logically need some sort of cover, like blending into a crowd, hiding behind a tree, etc.)
......Transformation This is similar to the above in that you gain the same benefits of a sneak attack. However the difference is that you can do this in plain sight, and still get the attack off. It involves using the transformation jutsu or something similar that changes your appearance to get up close to a foe without them realizing your going to strike. You can also use this simply to remain hidden from tracking (shown later, note though this only stops visual forms of tracking, scent may easily give you away). Instead of using the above stats you instead use: Seal Strength(x2) + Seal Strength Buff(x2) + Jutsu Stealth-Transformation Buff[Capped at: Seal Strength(x5)] + Item Stealth-Transformation Buff[Capped at: Seal Strength(x5)] The vs is the same.
---Targeting Allies from Stealth--- When Selecting an Ally from Stealth as a target of a Buff, Defend, or Heal there are certain rules to follow. Should both you and your Ally be in Stealth this will not break either of your cover nor will it give the enemy a Response Check to it. However should you be in Stealth and your Ally not be and your ability is Touch Range, you will immediately break Stealth. Should you be in Stealth and your Ally not be and your ability is Ranged or Sight Ranged, you do not immediately break Stealth however all enemies immediately get a Response to make an Awareness Check to see if they can track your action back to you. Should they succeed they will know your Location and you can not Surprise Attack them as well as they can also immediately reveal you to any other Player. ...Tips: Taking the "Silence" Assassin Perk will allow you to target allies with Range and Sight Ranged abilities and not allow your opponents a Response.
---Targeting Yourself in Stealth--- Should you target yourself with an Ability you will not break Stealth. This includes: Defending Yourself from AoE Attacks... This extends to Defending allies as well so long as it is not considered an Interpose. Activating any Buff so long as it only Targets yourself. Summoning... Your summon will immediately be placed into Stealth unless the Size or Description of the Summon makes it impossible to do. Should a disagreement be had over whether the Summon is reasonably allowed into Stealth please contact the Mod that is monitoring the Battle, if you do not know who is monitoring the Battle or if no Mod is monitoring the Battle please contact a Crew Member. NO MOD Participating in the Battle can make Judgement Calls on the Battle -- Exceptions may Apply in Guild Wide Battles. Using Abilities that only Effect yourself... Any ability that requires selecting a Target that is not yourself will immediately break Stealth regardless. Terrain targeting Abilities do not break Stealth.
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Posted: Fri Feb 19, 2010 8:43 am
Initiative: When combat begins (after surprise) all players involved roll 1D100 and gain a bonus to that roll of +1 for every 10 Agility they have. When everyone has rolled those who scored highest go first, then in descending order from highest to lowest players continue to take there turns. Once everyone has taken there turns the list starts again and this process continues until combat ends (via players fleeing, simply deciding to stop fighting, or players becoming incapacitated via death or unconsciousness where they can no longer fight.)
For Example: Three players begin combat, one has 30 agility, one has 44 and another has 18. Player one rolls 1D100 +3, Player 2 rolls 1D100 +4, and Player 3 rolls 1D100 +1. Player one rolled 52, with his +3 bonus this becomes 55, player 2 rolled 21, with his +4 bonus this became 25 and lastly player 3 rolled 78 with his +1 bonus this became 79. So do to the results of there rolls Player 3 would go first, then after player 1 would go second and player 2 would go last. This order would continue to repeat itself until combat ended.
If two or more players roll the same result, then the player with the higher agility goes before the other players that tied with them (and so on and so forth in descending order of highest agility to lowest agility). If players tie and have the same agility then they both simply roll 1D10 and whomever rolls higher goes first of those that tied (if this continues to tie just keep rolling 1D10 until it doesn't tie). If a new player enters combat after it has already begun, they take there place at the end of the initiative order.
For Example: If player 1 has 30 agility and rolled 53 on their D100 they'd have a total initiative of 56. If player 2 has 42 agility and rolled a 52 on their D100 they'd have a total initiative of 56. If player 3 has 18 agility and rolls 68 they'd have a total initiative of 69. So player 1 and 2 are tied, we've already determined that player 3, who scored the highest is going to take there turn first but we need to see who will take there turn second and third since two players tied for second. Seeing as player 2 has substantially more agility than player 1, player 2 will go second in the initiative and player 1 will go third in the initiative.
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Posted: Fri Feb 19, 2010 8:57 am
Payment Phase: Once it has reached your turn the first thing you do is take your payment phase. This is rather simple and several things can happen. First off you pay the sustain cost of any Jutsu you activated (or sustained) last turn and want to keep active this turn without having to activate again. -(Note, only Jutsu WITH sustain can have this happen)-
The sustain cost for a Ninjutsu or Genjutsu Jutsu is it's level x2 and reduces your Chakra by said amount. The sustain cost for Taijutsu Jutsu is it's level x1 and gives you fatigue equal to said amount. (Affinity can change sustain costs however.)
-Resisting De-buffs:
Next you may attempt to resist any de-buffs currently on you with a contested roll. First you must calculate your chances to Resisting the debuff:
[(Stamina + Toughness + Willpower) + Resistance Buffs] vs the Potency of Debuff. - Your Stamina is determined by (Max Stamina/100). You must roll for each debuff currently effecting you. Order your Debuffs from Earliest to Most Recent. Success will remove that specific Debuff.
For Example: After paying your sustain costs you see that you have one de-buff on you that's a corrosive acid slowly eating away at your flesh, this de-buff has a power of 102. You also have another de-buff on you that is making your eyes sting and thus making it more difficult to hit but this de-buff has a power of 140!
The de-buff causing your eyes to sting was placed on you before the corrosive acid so you check your chances against that first. You have a willpower of 51 and no resistance buffs active, as such your Check is 102 vs 140 against the stinging to your eyes. Against the corrosive acid your check would be 102 vs 102.
As such you would have 47% against the first debuff and a 50% against the second. You would roll 2D100, the first roll would apply to the 47% and the second to the 50%
----The Order of your Payment Phase There is a specific order you must follow when doing this phase. Before all else you must calculate any and all damage you took from the time of your last post til now. This means if you have a tick on you or any sustainable damage this is when you calculate it in. Should you have been hit and it wasn't added into your Post-Stats, this is when you do it. Afterwords, you calculate all your sustain costs to see what exactly can you continue sustaining and what you must stop sustaining. And finally you may attempt to resist any debuffs on you before you take your turn.
IE-
Payment Phase Take Damage v Calculate Regeneration v Calculate Sustain Costs v Resist Debuffs v Attack Phase
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Posted: Fri Feb 19, 2010 7:33 pm
Attack Phase: During your Attack Phase you have a few different actions you may take: A) Attempt an Unarmed Attack. B) Activate Jutsu and/or Use Items. C) Activate an Ability D) Focus Chakra E) Attempt a Medicate Check F) Attempt a Co-Operative Attack G) Attempt to Flee H) Pass.
Note, you have 72 hours (3 Days) from when the person in the initiative before you has gone to take your attack phase or you are considered to have Passed.
---Unarmed Attacks: Unarmed Attacks are actions that cost no Chakra or Fatigue. You may only attempt 1 at a time and may take no other actions with them. These MUST make RP sense.
........Grapple To Grapple you must first make an unarmed attack. The accuracy for such an attack is Agility(x2) + Agility Buff(x2) + Sneak Buffs vs Opponent's Dodge Check. If the target fails they can not make Actions (A), (D), (E), (F), or (G). They may still make Actions (B) and (C) however they may only target the Character Grappling them unless the Jutsu/Item/Ability can target multiple targets and is also Ranged/Sight Range. If the Jutsu/Item/Ability is Ranged/Sight it deals damage to both the Grappler and the User.
While Grappled the Character can not Dodge but can defend with Self or Sight ranged abilities. Any attack that is Touch Ranged only targets the Grappled Character. Any attack that is Ranged or Sight Ranged must be defended by both the Grappled and Grappler, success by either one will save the other.
To break the Grapple it is a contested check of: User's [(Strength + Stat Buffs)(x2) + Resistance Buffs] vs Grappler's [(Strength + Stat Buffs)(x2) + Potency Buffs]
........Disarm You may attempt to disarm an opponent of an item that is Touch/Ranged/Sight Ranged. Should the Target fail this check by 10 or more, the User now has possession of the item.
...To disarm an item make a contested roll of: User's [(Agility + Strength)(x2) + Sneak Buffs] vs Target's [Agility + Strength + Accuracy of Targeted Item + Resistance Buffs].
...Alternatively you can attempt to disarm with a Jutsu or Item effect should it make sense rolling User's [(Agility + Agility Buffs)(x2) + Accuracy + Accuracy Buffs] vs Target's [(Agility + Agility Buffs) + (Strength + Strength Buffs) + Accuracy of targeted Item + Accuracy Buffs] Should the target fail the check they loose their grip on the item. Anyone may now pick the item up. However picking it back up causes the that Character to take -5% to all checks. This de-buff is automatically removed at the end of their next turn and is not removable by other means.
It is a free action to pass someone an Item in battle.
---Activating a Jutsu: Activating a Jutsu follows the text on the Jutsu as to what happens. As a general rule of thumb if the Jutsu is a beneficial effect targeting yourself or an ally it just goes off and that's that. However if it's an attack or de-buff effecting a target, then you immediately jump to a contested defense check in the re-action phase.
-When using an attack you determine whether your using a "Taijutsu", "Ninjutsu", or "Genjutsu" technique.
-If you used a Ninjutsu or Genjutsu technique you then pay it's cost, which is equal to the Jutsu's Level(2) in Chakra. ......Taijutsu techniques never have a Chakra Cost. Instead they' have a Fatigue cost where you gain Jutsu Level(2) in Fatigue. in fatigue. (See Fatigue for more info).
Note: The costs of Techniques become more expensive the more Elements you add to the Jutsu. The Rules can be found here: (Chakra Affinity).
-Once you've determined the type you must figure out the power. ...For Taijutsu techniques: Add your Agility(x2) + Agility Buff(x2) + Accuracy + Jutsu Acc Buff + Item Acc Buff. ...For Ninjutsu and Genjutsu techniques: Add your Seal Speed(x2) + Seal Speed Buff(x2)+ Accuracy + Jutsu Acc Buff + Item Acc Buff.
-Once you've determined the power you must figure out it's potency. ...For Taijutsu Techniques: Add your Strength + Strength Buff + Jutsu Level + Jutsu Offensive Potency Buffs + Item Offensive Potency Buffs. ...For Ninjutsu Techniques: Add your Seal Strength + Seal Strength Buff + Jutsu Level + Jutsu Potency Buffs + Item Potency Buffs ...For Genjutsu Techniques: Add your Willpower + Willpower Buff + Jutsu Level + Jutsu Potency Buffs + Item Potency Buffs.
-Once you've determined the power and potency, you must find it's damage: ...For Taijutsu Techniques, use the following calculations: Strength(x5) + Strength Buff(x5) + Damage (Capped at Statx25) + Item Damage Buff(Capped at Statx25) + Jutsu Damage Buff(Capped at Statx25) ...For Ninjutsu Techniques, use the following calculations: Seal Strength(x5) + Seal Strength Buff(x5) + Damage (Capped at Statx25) + Item Damage Buff(Capped at Statx25) + Jutsu Damage Buff(Capped at Statx25) ...For Genjutsu Techniques, use the following calculations: Willpower(x5) + Willpower Buff(x5) + Damage (Capped at Statx25) + Item Damage Buff(Capped at Statx25) + Jutsu Damage Buff(Capped at Statx25)
Once you have set a Jutsu's "power" and "potency" in this manner you move to the defense step where your target will roll to avoid or counter said attack. Depending on there roll they may or may not succumb to the attacks effects. At this point your turn is over and we move to the next person in the initiative.
---Using an Item: Items are similar to Jutsu in that you either activate a passive item and follow what it's effects say or you attack with one, determine accuracy, and move on. Items accuracy however is always considered Taijutsu as they are a part of martial art's and not activated by performing seals and forming Chakra. To determine an Items Power: Agility(x2) + Agility Buff(x2) + Accuracy + Jutsu Acc Buff + Item Acc Buff.
-Once you've determined the power you must figure out it's potency. ...For Taijutsu Techniques: Add your Strength + Strength Buff + Jutsu Level + Jutsu Offensive Potency Buffs + Item Offensive Potency Buffs. ...For Ninjutsu Techniques: Add your Seal Strength + Seal Strength Buff + Jutsu Level + Jutsu Potency Buffs + Item Potency Buffs ...For Genjutsu Techniques: Add your Willpower + Willpower Buff + Jutsu Level + Jutsu Potency Buffs + Item Potency Buffs.
-Once you've determined the power and potency, you must find it's damage: ...For Taijutsu Techniques, use the following calculations: Strength(x5) + Strength Buff(x5) + Damage (Capped at Statx25) + Item Damage Buff(Capped at Statx25) + Jutsu Damage Buff(Capped at Statx25) ...For Ninjutsu Techniques, use the following calculations: Seal Strength(x5) + Seal Strength Buff(x5) + Damage (Capped at Statx25) + Item Damage Buff(Capped at Statx25) + Jutsu Damage Buff(Capped at Statx25) ...For Genjutsu Techniques, use the following calculations: Willpower(x5) + Willpower Buff(x5) + Damage (Capped at Statx25) + Item Damage Buff(Capped at Statx25) + Jutsu Damage Buff(Capped at Statx25)
Similarly once this is done you move to your foe's defense response check and your turn ends.
---Activating an Ability: Abilities are gained through Perks that are unlocked from Leveling your Character, their Clan or their Affinities. Each ability is unique and has it's own rules. You may take no other Actions during your Attack Phase when activating an Ability.
---Focus your Chakra: ... Every Payment Phase regain Chakra equal to Chakra Focusing(x10). You may choose to spend your turn Focusing your Chakra, you may not activate or use any abilities, items or jutsu. Regain Chakra equal to Chakra Focusing(x50). -Note: Stat Buffs to Chakra Focusing increase this value.
---Attempt to Medicate: You may attempt to either remove a Debuff, Status Effects from Critical Damage or Revive... Status Effects and Revive will be explained in "Damage and Recovery" lower down. You may only treat as many Criticals/Debuffs as your [PL/20]. You may only treat 1 Character at a time.
...To remove a Debuff it is a check against the Potency of the Debuff vs Your Medicate Check: [(Intelligence + Intelligence Buffs)(x2) + Medicate Buffs].
---Attempt a Co-operative Attack: So long as the User is not currently under the effects of a Debuff that would sensibly prevent them from doing so, they may choose to pass their Attack Phase to instead assist a specified ally. In doing so they increase the target's next attack power check by the user's Level(5). If a summon/ally item does this, they increase the power check by their Level.
Should the user be successfully attacked before the target of this action can use this bonus, the bonus is lost. 1 Target may benefit from multiple occurrences of this effect. This must RPically make sense and only counts towards one attack(If the target uses multiple attacks 1 one turn, it will only boost 1 of their checks.) As such it is best for allies to talk about this before hand.
---Attempt to Flee: You may, alternatively, attempt to Flee from combat. Doing so is a contested check of: [(Agility + Agility Buffs)(x2) + Flee Buffs] vs [(Agility + Agility Buffs)(x2) + Flee Buffs] The contested roll is made by anyone that wishes to pursue you, so you must wait until ALL other players either choose to pursue or not to pursue. Should you succeed you manage to loose your pursuers and escape combat. You may, if you wish, even re-enter the next round and attempt to Surprise attack a foe though note you re-enter the initiative at the end of the round and must make a Stealth Check upon doing so. As such any other Character can attempt an Awareness Check instead of taking their normal Actions during their Attack Phase to notice you. Also should for any reason an Awareness Check is made, they may also notice you coincidentally. Otherwise you simply re-enter battle at the end of the Initiative.
---Pass: Passing means you give up your turn, you choose, for one reason or another, to do nothing.
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Posted: Fri Feb 19, 2010 8:19 pm
Defense Phase: You take a defense phase whenever a foes attack would strike you. This does not count as your turn, rather it's a reflexive action attempting to defend yourself. Note, you have 72 hours (3Days) from when an attack was made to attempt a defense, should you fail to do so you are auto hit and considered to have rolled a 100 on the D100 for your defense.
Regardless of what type of defense, Countering/Interpose/Or Dodging, you must find the difference in your defense's range to your opponent's attack. -3 grants -8%, -2 grants -5%, -1 grants -2%, 0 grants nothing, 1 grants +2%, 2 grants +5%, 3 grants +8%. This is considered your Range Bonus.
---Countering: Attempting to counter an attack is tricky, when attacked you may select an appropriate Jutsu / Item you have. Note that countering with a Jutsu / Item that does not have the defend effect costs 3x it's normal activation! That means 300 Chakra per level or 3 uses! They also only get 1/2 normal accuracy without the defend effect. (Such as: If someone shoots a blast of fire you can counter with another blast of fire, a blast of water, a wall of earth, etc. Basically anything that, logically, could stop the foes attack). To do so look at the opponents total added power they posted (the total of their appropriate stat(x2) + Jutsu accuracy + accuracy buffs). Then add up your total defense power. Defense power is determined the same way attack power is, you add up your accuracy, appropriate stat, and buffs depending on what type of Jutsu your using. You then make a contested roll of your total defense power vs their total attack power.
Countering with Taijutsu: Agility + Strength + Agility Buff + Strength Buff + Accuracy + Jutsu Buff + Item Buff + Perk
Countering with Ninjutsu: -Seal Speed(x2) + Seal Speed Buff(x2) + Accuracy + Jutsu Buff + Item Buff + Perk
Countering with Genjutsu: -Seal Speed + Willpower + Seal Speed Buff + Willpower Buff + Accuracy + Jutsu Buff + Item Buff + Perk (No matter what Jutsu/Item you use to counter Genjutsu you use your willpower to resist it. This represents your mind fighting back within a dream scape rather than you actually performing the counter in reality.)
For Example: You get attacked by a foe. They use a level 20 Ninjutsu that shoots a large fireball attack with +20 accuracy. They also have 40 Seal speed and have a sustained buff giving them +30 to the accuracy of fire based attacks. This means their total is 80(Seal Speedx2) + 20 (Jutsu Accuracy) + 30 (Accuracy Buff) for a total of 160. You in turn decide to use a Jutsu (with the defense effect) that rises a large earth wall in front of you. This Jutsu is also Ninjutsu. It's level 30 with a +45 accuracy bonus. You have 24 Seal Speed and no current buffs that would apply to the accuracy of this Jutsu. So you add your total of 48 (Seal Speedx2) + 45 (Jutsu Accuracy) for a total of 93.
93 is 67 less than 160 so you loose 6% to your chances of success. This means with your base 50% -6% you have to roll 44 or lower on 1D100. You pay the cost of the Jutsu, which since it's level 30 is a whopping 300 Chakra (unless you have affinity) and then Roll the 1D100.
If you roll 44 or lower you succeed and are unharmed. If you roll higher then the wall fails to get up in time and you instead take the damage as normal.
---Pierce Damage: When attempting to counter an attack there is more to worry about then just the power of the attack, there is also the potency of the attack and your own defense that you must take into consideration when making a counter. If your opponent's attack is more potent then your defense you risk the chance of taking pierce damage(You will take half of the attack's damage, you still have your normal protection to reduce this, but you will take none of the other effects.) When checking to see if an attack pierces your defense you look at the total amount of potency your opponent has(The total their appropriate stat + Jutsu/Item Level + potency buffs). Then add up your total defense power. Defense power is determined the same way attack power is, you add up your level, appropriate stat, and buffs depending on what type of Jutsu your using. You then calculate how much MORE you have to succeed by in your normal contested roll of your total defense power vs their total attack power.
Countering with Taijutsu: -Strength + Strength Buff + Level + Jutsu Passive Potency Buff + Item Passive Potency Buff + Perk
Countering with Ninjutsu: -Seal Strength + Seal Strength Buff + Level + Jutsu Passive Potency Buff + Item Passive Potency Buff + Perk
Countering with Genjutsu: -Willpower + Willpower Buff + Level + Jutsu Passive Potency Buff + Item Passive Potency Buff + Perk (No matter what Jutsu/Item you use to counter Genjutsu you use your willpower to resist it. This represents your mind fighting back within a dream scape rather than you actually performing the counter in reality.)
For Example: (Continuing with the example for Countering...) So you have a 44% Chance of succeeding in your defense against your foe, which means you must roll 44 or lower to stop the attack. BUT, the attack is more potent then your defense as your defense has only 100 Potency and the attack has 200 Potency. To figure out how much you must succeed by you simply Subtract your opponents Potency from your Own.
100 - 200 = -100. Which equals to -10%. You add this onto your chances of countering the attack to figure out what your chances are to completely stop the attack from piercing your defense.
44% + -10% = 34%. This means you must roll a 34 or lower on 1D100 to completely stop the attack, if you roll between 35 to 44 you will take half of the damage. And anything above that you are hit like normal.
IF your opponent's potency is no more 9pts higher then your own, you do not need to make any calculations as it is considered that your defense is strong enough to either fully stop it or fail. IE: Your Potency is 200. If your opponent's potency is 209 or lower, they cannot pierce you.
---Interpose: (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.) You may attempt to defend for an ally as well via the counter option. You must notify the ally before hand so they know not to post until your done. You then make a counter check with -200 accuracy and pay x2 the Jutsu's cost (x5 if it's not a jutsu with the defend effect). Success means you stop the attack as normal, failure by 1-20 means you are struck by the Jutsu instead, and failure by more means you simply fail to prevent it from hitting your ally what soever. Defending with a Jutsu / Item that is ranged lowers the -200 accuracy to -100 instead, and defending with one that is sight has no - to accuracy but still has the cost modified. Every time you try to interpose after the first time, the cost to do so raises by x1 and the negative to so rises by -100. For Example: The first time you try to interpose you choose to use a touch range Jutsu with defend that hardens your body. You have -200 to do so and the cost is x3. You jump in front of your ally and succeed the save by enough to completely stop it. Another enemy turns toward one of your other allies, you try to interpose that as well, but now pay the Jutsu's cost x4 and have a -300 to do so, etc. If you use an "automatic defense" effect to interpose you roll as normal, however the cost you pay is not the activation cost but rather the sustain cost with the normal modifiers for interposing.
---Dodge: Dodging is very similar to Countering in that it as well is a contested roll against your opponents attack power. The difference however is that your defensive total is instead [(Agility + Agility Buffs)(x3) + Dodge Buffs] Doing so costs 0 Chakra to perform. Graze Damage Penalty - You must succeed by 10 or More or you still take Half Damage. So in short Dodging is over all more efficient in that it costs no Chakra to do and even if you fail has a chance of none the less reducing damage! The catch is since your not using a Jutsu to defend your missing out on an accuracy buff that would normally allow you to dodge more easily and thus it is more difficult to dodge more often than to simply counter.
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Posted: Fri Feb 19, 2010 8:51 pm
Damage and Recovery:
---Taking Damage: Whenever your Character takes damage follow the listed steps... - Damage should always be calculated by the attacker not the defender. - These calculations are done separately for each instance of Damage received.
..Step 1) Reduce the Damage of the attack by any Protection Jutsu or Items you have. Damage has different types to coincide with Criticals and is considered either Mental or Physical. The calculation for this is:
Mental Damage: [Damage] - [Mental Protection] - Mental(These are generally Genjutsu or rare instances of Ninjutsu/Taijutsu but will specified to be Mental Damage)
Physical Damage: [Damage] - [Physical Protection] - Physical Damage(All other Damage Types: Impact // Tearing // Internal // Cold // Heat )
- Special Damage reducing perks and effects will specifically have listed on them whether they take place before or after this step. (If they don't please notify a mod immediately as this is an oversight.)
- You may not benefit from more Protection from a single Item or single Jutsu than [Stamina + Toughness](x30) (Physical Protection) or [Stamina + Willpower](x30) (for mental protection) - You may not benefit from more Resistance from a single Item or single Jutsu than [Toughness + Willpower](x3) - Your Stamina is determined by (Max Stamina/100).
..Step 2) Reduce the Damage of the attack further by your Natural Resistances. The calculation of this reduction is:
Physical Damage: [Damage] - [Toughness(x10) + Toughness Buffs(x10) + Resistance Buffs]
Mental Damage: [Damage] - [Willpower(x10) + Willpower Buffs(x10) + Resistance Buffs]
..Step 3) Reduce both your Chakra and Stamina by half of the remaining Damage. [Chakra] - [Damage]/2 = [Post-Chakra] - Should your Chakra reach 0, the remaining damage goes to Stamina.
[Stamina] - [Damage]/2 - [Remaining Damage from Chakra]. - Stamina can go below 0 unlike Chakra, however when doing so you risk taking Critical Damage.
---Critical Damage: When you hit 0 Stamina you must roll a contested roll vs how much health you've lost past 0. This is to determine your Chances of taking Critical Damage. The calculation is as follows: [Max Stamina Value + Resistance Buffs] - [Negative Stamina] = Value - Max Stamina Value is the full value: IE if you started the Battle with 5,000 Stamina that would be the number you use for this check.
... As everyone starts with a 50% Chance to contesting anything, we must convert our Value into a % Modifier for our 50% Chance to succeed/fail. [Value/100] = +/-% Modifier (Always round to the nearest number)
... Now combine this % Modifier to our 50% Chance [50%] +/-% Modifier ... Roll 1D100 and if the resulting number is below [50%] +/-% Modifier, you have succeeded. If it is above, you have failed. Unlike other checks, your Chances do not stop at 1% but instead may go to negative values. As such you will take a Critical regardless of Roll and are only Rolling to determine how bad the Critical will be. Rolling a [1 + (PL)/10] on the 1D100 is the ONLY way you will not take a Critical in these circumstances.
- These calculations are done separately for each instance of Damage received. - Your Resistance Buff, if Limited, must be the same as the damage that put you under 0 Stamina. - Negative Stamina is determined by how much Stamina below 0 you are. This is that exact value.
Should you fail you will take Rank 1 (Type) Critical. The (Type) is determined by the Damage that placed you at 0 or Negative Stamina. For every [Stamina Stat]% you fail by increase the Rank of the Critical by 1. - If you had 1,000 Max Stamina and currently took enough damage that your Chances of taking a Critical was 48% rolled a 49 on the 1D100 then you will take a Rank 1 Critical. However if you had rolled a 58 on the 1D100 the you will take a Rank 2 Critical instead because [Stamina Stat]% = 10%. Follow this logic for higher Criticals.
...Critical Damage can stack and at each Rank it will specify just how many times. Should you hit the maximum amount of stacks for whatever Rank of Critical you are taking, immediately move up to the next available Rank. (IE- If you have Ranks 1, 2 and 5 on the chart and take another Rank 1 you would move up to Rank 3 if Rank 1 and 2 are fully stacked.) Eventually this will lead to a Character taking a Rank 10 Critical and as such be placed into a state of Dying.
---Recovery: ......Focus: During your Attack Phase you may choose to Focus your Chakra, upon doing so you will regain Chakra equal to your Focus Stat (x25).
Note: When you do this you may not preform any other actions however you are considered to be Resting and as such will also regain Fatigue equal to your Toughness Stat (x2).
......Medicate: Once you have accumulated Critical Damage that has resulted in actual Ranked Criticals the only way to remove them is through a Medicate Check. This is calculated through the following check: [(Intelligence + Stat Buffs)(x2) + Medicate Buffs] vs [(Critical Rank)(x10)(xPL of the Character that caused the Critical)] - You may only treat as many Criticals as your [PL/20]. You may only treat 1 Character at a time. - Performing a Medicate Check on Critical Damage during Combat will cause you to take a -10% to your Chances. - Performing a Medicate Check on yourself for Critical Damage will cause you to take a -10% to your Chances. As such doing this during Combat will make you take -20% to your Chances. Success will cause whatever the Status Effect of that Critical Rank to be removed. The Character, however, still is at that Critical Rank. Should the Character not take Critical Damage for 3 Rounds, that specific Critical Rank will be removed fully. Should the Character take Critical Damage then the efforts are wasted and the Status Effect will resume again.
Failure will cause that Character to immediately take a Rank 1 Critical of the same type. This follows the normal rules of taking a Critical and will continue to move up the Critical Chart if the Character has already received that Critical Rank. Critical Damage does not Reset after Combat. While it will not get worse, if you do not have it removed it will persist into future battles.
---Dying: When a Character reaches Rank 10 in any Critical type they are considered to be Dying. You may no longer take any further actions in Combat or RP except attempt to survive.
When in the Dying state the player has 7 attempts to Revive themselves. You may only make 1 attempt per day and should 14 days pass without success you will Die. Another Character may attempt to Revive your Character but they may only attempt to once per day and likewise only have 7 attempts (Each Character gets their own separate 7 attempts.)
......Self Revive Check: This is the check a Character must make to Revive themselves. [(Toughness + Willpower)(x2)] vs Death Rating
......Revive Check: This is the check a Character must make to Revive another Character. [(Intelligence+Stat Buffs)(x2) + (Medicate Buffs)] vs Death Rating - Other Characters may choose to sacrifice 1 of their attempts to "assist" another Character's attempt. As such the Character making the check will gain the (Intelligence) of the assisting Character as an extra Medicate Buff. Up to 3 other Characters may assist.
...Death Rating... A Character's Death Rating starts at (PL)(x2). Each time a Character is a State of Dying increase the modifier by 2.
...Death Reset... When a character fails the 7 checks (or passes the two week limit without succeeding one of the checks) they are allowed to "reset" their character. They do this in the following order: Add up the EXP of your Character, Affinity and Clan(s) > Create a New Character > Apply Total EXP back into your Character, Affinity and Clan(s) as you see fit > Select Stats/Perks as Applicable.
...Resurrection... Should you wish to not to take the Death Reset you may continue your story in the "Afterlife". To return to the Living you must be Resurrected by another Character who has figured out a way to do so. You may also Resurrect by your own merit, the rules of that will be found in the forum itself.
---Critical Damage Charts: The following is the chart you follow when you fail your Critical Damage checks. Note that all penalties stack; should a Rank say "Does Not Stack" that means you don't apply it again, but the penalty stacks with any other penalties taken. Any damage taken through Critical Ranks goes straight to Stamina and can not be reduced by any means.
There are several types of critical damage: Impact: -This is suffered whenever you take critical damage from an attack that physically pummels your body. Such as a hammer, punch, or other such kinetic force slamming into your body.
Tearing: -This is suffered whenever you take critical damage from an attack that tears at your body. This includes slashes from swords or ice, puncture hits from spears or spikes, etc.
Heat: -This is suffered whenever you take critical damage from Extreme heat be it lava, fire, electricity, acid or some other such source that would cause your flesh to burn, boil, peel and/or bubble.
Cold: -This is suffered whenever you take critical damage from very cold ice, cold gases, or other such attacks that would physically freeze your flesh.
Mental: -This is suffered whenever you take critical damage from mental assaults that tear through your psyche.
Internal: -This is suffered whenever you take critical damage from attacks that infiltrate your body from the inside be they poison, sound, or other such attacks that physically harm you but from within rather than without.
--------------------------------------------------------------------- Critical Charts (Note that the RPical depiction of taking these Criticals are subject to each Player but the theme of it is you are taking Damage that is subjecting your body to incredible harm and dragging you closer to Death.)----------Impact Critical:---------- -Rank 1: Lose your next Attack Phase. Does Not Stack. -Rank 2: -3% to all Sneak and Flee Checks. Stacks up to 5 times. -Rank 3: -5% to all Accuracy and Dodge Checks. Stacks up to 2 times. -Rank 4: Lose your next 2 Attack Phases. (Restart the count every time you gain a stack) Take an additional (Attacker's PL)(x10) Impact Damage whenever you receive Impact Damage. This damage does not get reduced and goes straight to Stamina. Stacks up to 3 times. -Rank 5: -20% to all Sneak and Flee Checks. Stacks up to 2 times. -Rank 6: Lose your next 2 Attack Phases. -20% to all Accuracy and Dodge Checks. Does not stack. -Rank 7: You are Unconscious for 1 Turn. Lose both Attack and Defense Phases but not Payment. -20% to Critical Damage checks. Does not Stack. -Rank 8: You are Unconscious for 3 Turns. Lose both Attack and Defense Phases but not Payment. -30% to Critical Damage checks. Does not Stack. -Rank 9: You are Unconscious for 5 Turns. Lose both Attack and Defense Phases but not Payment. -50% to Critical Damage checks. If you fail another Critical Damage check you go to Rank 10 immediately. Does not Stack. -Rank 10: You are in the State of "Dying".
----------Tearing Critical:---------- (Instances of Bleed Damage does cause Critical Damage checks during your Payment Phase. However unless the resulting Rank lands on Rank 7 or Higher you do not take the Critical. You must Roll a 1D100 for each Instance of Bleed Damage. Should your Stamina recover to 0 you will no longer take Bleed Damage, however all Bleed Damage will resume the moment you drop below 0.) -Rank 1: -2% to all Dodge Checks. Stacks up to 2 times. -Rank 2: -(Enemy PL) to Strength Stat. (This effects your caps but can not lower your Strength Stat below 1) Stacks up to 2 times. -Rank 3: Bleed 50 Tearing Damage to Stamina every Payment Phase. Stacks up to 2 times. -Rank 4: Bleed 10 Tearing Damage to Stamina every Payment Phase. -3% to Flee and Stealth Checks. Stacks up to 2 times. -Rank 5: -10% to Accuracy Checks. Stacks up to 2 times. -Rank 6: Bleed 10 Tearing Damage to Stamina every Payment Phase. -20% to Accuracy and Awareness Checks. Does not stack. -Rank 7: You are Unconscious for 1 Turn. Lose both Attack and Defense Phases but not Payment. Bleed 20 Tearing Damage to Stamina every Payment Phase. Stacks up to 2 times. -Rank 8: You are Unconscious for 3 Turn. Lose both Attack and Defense Phases but not Payment. Bleed 30 Tearing Damage to Stamina every Payment Phase. Does not stack. -Rank 9: You are Unconscious for 3 Turn. Lose both Attack and Defense Phases but not Payment. Bleed 40 Tearing Damage to Stamina every Payment Phase. Does not stack. -Rank 10: You are in the State of "Dying".
----------Heat Critical:---------- (Instances of Searing Damage does cause Critical Damage checks during your Payment Phase. However unless the resulting Rank lands on Rank 7 or Higher you do not take the Critical. You only roll 1 time for this Searing Damage. Should your Stamina recover to 0 you will no longer take Searing Damage, however all Searing Damage will resume the moment you drop below 0.)
-Rank 1: -2% to all Accuracy Checks. Stacks up to 2 times. -Rank 2: Attempting to Dodge makes you suffer 200 Searing Damage to Stamina. (Immediately make a Critical Damage Check) Stacks up to 2 times. -Rank 3: For 2 Payment Phases Suffer 250 Searing Damage directly to Stamina. You or another Character may opt to not take your/their Attack Phase to stop this damage. Does not stack. -Rank 4: -10% to Dodge and Flee checks. Does not stack. -Rank 5: For 3 Payment Phases Suffer 350 Searing Damage directly to Stamina. You or another Character may opt to not take your/their Attack Phase to stop this damage. Does not stack. -Rank 6: For 5 Payment Phases Suffer 400 Searing Damage directly to Stamina. You or another Character may opt to not take your/their Attack Phase to stop this damage. Does not stack. -Rank 7: You are Unconscious for 1 Turn. Lose both Attack and Defense Phases but not Payment. For 4 Payment Phases Suffer 450 Searing Damage directly to Stamina. You or another Character may opt to not take your/their Attack Phase to stop this damage. Does not stack. -Rank 8: You are Unconscious for 3 Turn. Lose both Attack and Defense Phases but not Payment. For 5 Payment Phases Suffer 550 Searing Damage directly to Stamina. You or another Character may opt to not take your/their Attack Phase to stop this damage. Does not stack. -Rank 9: You are Unconscious for 5 Turn. Lose both Attack and Defense Phases but not Payment. For 6 Payment Phases Suffer 550 Searing Damage directly to Stamina. You or another Character may opt to not take your/their Attack Phase to stop this damage. Does not stack. -Rank 10: You are in the State of "Dying".
----------Cold Critical:---------- (Instances of Freezing Damage does cause Critical Damage checks during your Payment Phase. However unless the resulting Rank lands on Rank 7 or Higher you do not take the Critical. You only roll 1 time for this Freezing Damage. Should your Stamina recover to 0 you will no longer take Freezing Damage, however all Freezing Damage will resume the moment you drop below 0.). -Rank 1: -5% to Flee and Dodge checks. Does not stack. -Rank 2: -5% to Flee, Dodge, and Accuracy checks. Does not stack. -Rank 3: -10% to Flee, Dodge, and Accuracy checks. Does not stack. -Rank 4: -10% to Flee, Dodge, and Accuracy checks. Attempting any Flee, Dodge or Accuracy check makes you suffer 100 Freezing Damage to Stamina. (Immediately make a Critical Damage Check) Does Not Stack. -Rank 5: Lose your next Attack Phase. Does not stack. -Rank 6: -20% to Flee, Dodge, and Accuracy checks. Attempting any Flee, Dodge or Accuracy check makes you suffer 200 Freezing Damage to Stamina. (Immediately make a Critical Damage Check) Does Not Stack. -Rank 7: You are Unconscious for 1 Turn. Lose both Attack and Defense Phases but not Payment. Does not stack. -Rank 8: You are Unconscious for 3 Turns. Lose both Attack and Defense Phases but not Payment. During Each Payment Phase make a Critical Damage Check, should you fail you immediately move to Rank 9. Does not stack -Rank 9: You are Unconscious for 5 Turns. Lose both Attack and Defense Phases but not Payment. During Each Payment Phase make a Critical Damage Check but with an additional -5%, should you fail you immediately move to Rank 10. Does not stack -Rank 10: You are in the State of "Dying".
----------Mental Critical:---------- -Rank 1: -5% to Accuracy checks. Does not stack. -Rank 2: -10% to Accuracy checks. Does not stack. -Rank 3: -15% to Accuracy checks. Does not stack. -Rank 4: -25% to Accuracy checks. Does not stack. -Rank 5: -30% to Accuracy checks. Lose your next Attack Phase. Does not stack. -Rank 6: Lose your next 2 Attack Phases. Does not stack. -Rank 7: You are Unconscious for 1 Turn. Lose both Attack and Defense Phases but not Payment. Does not Stack. -Rank 8: You are Unconscious until 20% of your Stamina is restored. Does not Stack -Rank 9: You are Unconscious until 50% of your Stamina is restored. Does not Stack -Rank 10: You are in the State of "Dying".
----------Internal Critical:---------- . -Rank 1: Lose your next Attack Phase. Does not stack. -Rank 2: Anytime you regain Stamina reduce the value by 10%. -10% to anyone preforming a Medicate Checks on Critical Damage. Does not stack. -Rank 3: Anytime you regain Stamina reduce the value by 20%. -20% to anyone preforming a Medicate Checks on Critical Damage. Does not stack. -Rank 4: Lose your next Attack Phase. -10% to Critical Damage Checks for Internal Damage only. Does not stack. -Rank 5: Lose your next 2 Attack Phases. -10% to Critical Damage Checks for Internal Damage only. Does not stack. -Rank 6: Lose your next 3 Attack Phases. Does not stack. -Rank 7: You are Unconscious for 1 Turn. Lose both Attack and Defense Phases but not Payment. Anytime you regain Stamina reduce the value by 20%. -20% to anyone preforming a Medicate Checks on Critical Damage. Does not stack. -Rank 8: You are Unconscious for 3 Turns. Lose both Attack and Defense Phases but not Payment. Anytime you regain Stamina reduce the value by 20%. -20% to anyone preforming a Medicate Checks on Critical Damage. Does not stack. -Rank 9: You are Unconscious for 5 Turns. Lose both Attack and Defense Phases but not Payment. Anytime you regain Stamina take it as damage instead. Does not stack. -Rank 10: You are in the State of "Dying".
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Posted: Mon Feb 22, 2010 12:09 am
Combos
Normally you can only activate one Jutsu during your own turn and one during your defense phase to defend yourself. However you also have the option of performing combo's in which you activate multiple Jutsu at the same time! There are, however, restrictions to doing so.
---Combining Normally for each offensive jutsu attack you wish to make, you must calculate a power check for each one. However you may combine two jutsus into a new one to create a powerful new attack. This, however, can be very costly and is not something that can be done at any time. You must create a basic jutsu that dictates what two jutsus you wish to combine and what they transform into prematurely, so when activating said basic along the two jutsus you will be able to combine there effects into a singular attack. Doing so also increases their cost modifier by 1. IE- If it was Level x5 it is now Level x6
---Intelligence Limits: The more intelligent a Ninja is the more seals they can weave together. When you perform combo's the combined level of the Jutsu / Items in the combo may not exceed your Intelligence(x1). However should it be on your defense you may not exceed your Intelligence(1/2)
For Example: Segetsu is in the midst of combat and begins to attack with a fireball Jutsu on there turn. The fireball does 300 damage with +14 accuracy. He decides to combo a accuracy buff with it that adds +40 accuracy. The Fireballs is level 10 and the accuracy Jutsu is level 20, this means he would need at least 30 intelligence to string these two together in a combo.
---Item Combos: When Items are used in a combo each "additional" item uses one more use. For example, your base attack (if an item) looses one use, the next item placed in a combo uses 2 uses, the third 3 uses, etc. If the base is a jutsu the first item placed on uses 1 use instead, the second 2 uses, etc. Ie it doesn't matter were they are placed in the combo string just the number of items "in" the combo before hand. Other normal limits apply.
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Posted: Mon Feb 22, 2010 7:56 am
DyingShould you meet your unfortunate end fear not, it is not the end of your character. Instead you go to the afterlife. In the afterlife you can train if you wish and roleplay out nearly anything your character believes would be in the afterlife. You stay in the afterlife for one out of game week as a sort of small downtime punishment for dying. This is just to make players more wary of attacking things they can't defeat over and over (though obviously some times it will not be there actions that led to the circumstance perhaps just a villain killed them). Either way this also acts to make certain players can't jump right back into a fight. While dead you may role play in the afterlife thread until your week is up (and your body is somehow brought back via resurrection from some random npc of your choice or if a player decides to use the resurrection Jutsu, giving there own life to bring you back.) Once you leave a fight in any fashion (other than fleeing to re stealth), including death, they may not re-enter that same fight. (this is to keep players from hoping out, restoring supplies, and hoping back in obviously).
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Posted: Fri Mar 19, 2010 6:10 pm
Fatigue: Taijutsu Jutsu are exhausting. Rather than giving the bulk of a hammer to collide with a foe, the mainfestation of chakra to slice away at another, or the mental prying of a genjutsu as a form of attack they instead put great strain on the body. Similar in many ways to most items a Taijutsu Juts takes much more strain on the body since a kick colliding with a foe causes more stress on the body than using a sharpened blade or something of the sort.
---Gaining Fatigue: Whenever you use a Taijutsu Maneuver you gain fatigue equal to it's level x3. If you have one matching affinity you gain fatigue x2 instead, however if you have two matching affinities you gain fatigue x1! Every round you sustain a Taijutsu Jutsu you gain fatigue equal to it's level. If you share one or more affinities with it however you only gain 1/2 it's level in fatigue.
---Exhaustion: Once you accumulate enough fatigue to be in excess of your toughness(x5) you are "exhausted". Immediately when you become exhausted and every time you would gain fatigue after while still exhausted you must make a physical strain check. This is a check of: Current Stamina(x2) + Resistance Modifiers - 1/2 any Fatigue over your toughness. Failure means you check the physical strain chart. For Example: You are currently at 120 Fatigue and have a total of toughness of 60. This means you can take up to 300 fatigue without being exhausted. You decide to use a level 70 Taijutsu move for which you share no affinities causing you to gain 210 fatigue bringing you to a total of 330 fatigue, 30 over what you need to become exhausted. You then look at your stamina and note that you have 200 stamina and no Resistance Buffs up at the moment. This means your check is 200(x2) = 400 vs 15 So that would make you have 385 over, granting a +38% to your normal 50% check. So you'd have to roll 85 or lower on 1D100 to fail, and if you failed you'd resort to the "physical strain" chart to see what happened to you for pushing your body to far.
---Recovering Fatigue: So long as you do not target another Character you are considered Resting. While Resting you Recover Fatigue equal to (Toughness)(x2).---Physical Strain Chart:Failing a physical strain check makes you suffer a rank 1 critical +1 rank for every 10 you failed by up to a maximum of rank 10. Remember just like critical separate ranks ARE cumulative. -Rank 1:You begin to feel slightly weary, each movement sends waves of heat through your body. Suffer -5% to all further Taijutsu Accuracy. -Rank 2:Your bones start to ache from movement, begging for you to sit down and take a break, let something break within. Suffer -10% to all dodge checks. -Rank 3:Your exhaustion starts to make your moves sloppy and in the process you twist your ankle. Suffer -5% to all further Taijutsu checks and -20% to attempts to flee. -Rank 4:Your breathing begins to get loud and laborous. Suffer -20 toughness when determining damage reduced only. -Rank 5:Your vision blurs as targets become harder to spot. Suffer -5% to all accuracy. -Rank 6:Sweat covers your brow and body, your insides feeling like they're about to cook as your body aches in pain. Suffer -10% to all dodge and Taijutsu counter checks. -Rank 7:Your vision begins to fade in and out as you can feel your body about to break. Suffer -10% to all further physical strain checks. -Rank 8:Your head swirls as you drop to the ground, your body finally shutting down. You are unconscious for 1 turn. Lose both Attack and Defense Phases but not Payment. -Rank 9:Your eyes roll into the back of your head as something inside you tears and causes your body to go into shock. You now suffer 50 damage to stamina through all protection/toughness every round. You drop unconscious for 3 turns. Lose both Attack and Defense Phases but not Payment. -Rank 10:You manage to push your body just a bit to far as you feel your chest clench up, your lungs seizure, your muscles spasm and finally the rupture of your heart as to much pressure builds up inside and it tears, spurting life giving blood into your lungs as it fills up your inside and begins to spill from your mouth. You are now "dying" and quite well on your way to being dead.
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Posted: Fri Jan 13, 2017 9:17 am
Quote: Tenketsu Damage Tenketsu are nodes from which chakra can be released. The human body has 361 tenketsu, each of which is located along the chakra pathway system. Tenketsu are very small, too small for even the Sharingan to see. Only the Byakugan is able to see another person's tenketsu, enabling a Byakugan-user to attack the tenketsu directly in order to block them, disrupting the flow of chakra and preventing opponent from using chakra; the Gentle Fist style of combat is focused around doing this. When you suffer Tenketsu Damage there is no immediate way to remove it without a Hyuuga Medic or a Medic with the "Tenketsu Healing" Perk. Tenketsu Damage Chart For every 1 Tenketsu Damage you receive take 20 Internal Damage. This Damage goes straight to Stamina and bypasses all forms of Damage Reduction. When you reach certain amounts of Tenketsu Damage the following Effects Apply: 16 Tenketsu Damage: Take a Rank 1 Internal Critical 32 Tenketsu Damage: Gain only Chakra Focusing(5) instead of (10) on each of your Payment Phases. 64 Tenketsu Damage: Gain nothing from Chakra Focusing. Loose the ability to spend a turn Chakra Focusing. 128 Tenketsu Damage: Loose Chakra equal to Chakra Focusing(2) on each of your Payment Phases. If you have no Chakra take this out from your Stamina as Internal Damage. This bypasses all forms of Damage Reduction. 256 Tenketsu Damage: Take a Rank 7 Internal Critical 361 Tenketsu Damage: Take a Rank 9 Internal Critical
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