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[ESSENTIAL] Abilities and Battle

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kouri-chan_xx
Vice Captain

Noob

PostPosted: Sat Apr 30, 2011 8:58 am


Abilities List
Hp, Cp and MHp
How to Fight
Fortitude, Reflex and Will Saves
More Battle Actions
Status Ailments
 
PostPosted: Sat Apr 30, 2011 9:15 am


The Abilities


There are seven Abilities in this RP. Think of them as the character "stats" in RPGs such as Final Fantasy, Pokemon etc. Each of the abilities partially describes your character and affects the outcome of most of his actions in combat and missions.

The abilities are Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), Charisma (Cha) and Chakra (Chk). Different levels of strength in each ability will help to make each character unique and different from each other. This will also help you tailor your character's fighting style and strengths and weaknesses to fit his personality, and also allow us to kill godmodding completely.

Sometimes your abilities will determine how well your character performs in a task. For example, a character moving a heavy object will have to use his Strength. In this case your character will have to roll a Strength check to determine how much strength he used for this task.

The formula for Ability checks is:
d20 + Ability modifier.


Strength: (Str)
Strength measures your character's muscles and physical power. This ability is especially important when using taijutsu in combat, and it helps when moving heavy objects, swimming, breaking bones and objects or trying to break free of a grapple. When you have high strength you have a higher chance of hitting when fighting with taijutsu/melee weapons, and also have higher taijutsu/melee weapon attack damage.

When to roll a strength check
-When moving a heavy object.
-When pitting your weapon against someone else's "Example when two sword hit each other and both swordsman try to push each other."
-When lifting weights during training.
-When you are trying to break a door or any inanimate object.


Dexterity: (Dex)
Dexterity measures hand-eye coordination, agility, reflex and balance. This ability is especially important when you are using ranged weapons such as shurikens, kunais, bows, crossbows and any other throwing or ranged weapon and determines chance of hit and damage. Dexterity also increases your ability to dodge and react to attacks. Finally, dexterity also helps skills like Escape Artist and Stealth. For example, when trying to open a lock, moving silently or escaping after being bound by rope.

When to Roll a dexterity check
-When sprinting against someone else.
-When rolling to see who goes first in battle. {Initiation check}


Constitution: (Con)
Constitution represents your character's health and stamina. The higher your character's constitution, the longer he can last in battle {the higher his Hp} or hard physical conditions, such as running for extended periods of time, spending long periods of time underwater, or even resisting poison. Constitution also affects your character's ability to concentrate.

When to Roll a Constitution check
-When holding your breath under the water.
-When holding your breath against poison gas.
-When running long distances.


Intelligence: (Int)
Intelligence determines how well your character thinks and reasons. This ability is especially important for genjutsu users, since the higher your intelligence score is the hardest the genjutsu will be to resist. Also, this ability helps you learn faster, so a ninja with high intelligence score will learn techniques faster than one with a low score.

When to Roll an intelligence check
-When you are doing any kind of task that requires thinking.
-Identify a Genjutsu. ((You cannot automatically use the Genjutsu Kai))


Wisdom: (Wis)
Wisdom determines a character's willpower, common sense, perception and intuition. While intelligence helps you analyze information, wisdom helps you become one with your surroundings. For example, some characters might be quick to learn technique and are really good in training, but they lack in skill in combat and are easy victims of genjutsu and illusions because they believe everything is real. Some others may be slow at learning but have great insight skills. Thus wisdom helps with resisting mental attacks and any type of perception.

When to roll a Wisdom check
-Wisdom mostly affects its related skills such as Sense Motive and Read Lips, etc.


Charisma: (Cha)
Charisma measures the character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. Charisma is especially important when gathering information, using seduction, and over all interacting with NPCs. A character with low charisma might make an NPC shinobi get mad at him easily, or disobey orders given to him. Having high charisma also makes it easier to get information out of enemies or NPCs. Although charisma is perceived by many to be a relatively soft trait, it must be said that nobody has ever succeeded without getting people to do things for them.

When to roll a Charisma check
-When trying to persuade people to do something.


Chakra: (Chk)
Chakra is the energy needed by a ninja to perform techniques. In this guild chakra will be used to determine how much chakra you have: in other words, how many techniques you can perform a day. Furthermore it also determines how much damage the techniques deal to your enemies.

When to roll a Chakra check
-When doing anything related to chakra (unless it is Chakra Control).
 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Sat Apr 30, 2011 9:35 am


Hp, Cp and MHp


Hit Points: (Hp)
Your hit points represent how much damage you can take before being disabled, knocked unconscious, or killed.
The formula to determine your Hp is [10 + con mod] x level. Each time your character increases his constitution modifier or gains a level, recalculate your Hp.

Effects of Hp depletion
1 or More Hit Points: As long as you have 1 or more hit points, you remain fully functional. You are severely wounded but your will to fight overcomes the wounds and allow you to fight on.
0 Hit Points: If your hit points drop to 0, you are Disabled. You can only take one move action or standard action per turn, and you take 1 point of damage after completing an action. You also suffer a -10 penalty on all rolls, you cannot perform any strenuous physical activity and cannot use any kind of ninjutsu, genjutsu or advanced taijutsu. You can however punch or kick at the cost of going unconscious.
–1 to –9 Hit Points: If your hit points drop to between –1 and –9 hit points, you’re unconscious and Dying. This means you lose 1 hit point per round. Each round, before losing that hit point, you have a 10% chance of becoming stable. {Roll a 10-sided die. If you get a 5, your condition 5tabilises.} While stable, you’re still unconscious but you stop losing HP.
–10 Hit Points: If your hit points fall to –10 or lower, you’re dead.

To regain the Hp lost you must rest for days, or be healed by a medic-nin. There is no other way to regain Hp. Stabilising a person who is on -1 to -9 will stop the bleeding, preventing the person from dying.


Chakra Points: (Cp)
Chakra points are similar to Mp or mana in the classic RPG games we all enjoy. Chakra points measures your character's chakra capacity.
The formula to determine your Cp is [10 + chk mod] x level. Each time your character increases his chakra modifier or gains a level, recalculate your Cp.

Effects of Cp depletion
If your Cp reaches 0 you will fall unconscious, and if you reach -10 in chakra points you will lose your life.


Mental Health Points: (MHp)
Mental health points measure your mental state. Unlike Hp, you lose mental health through mental attacks, like genjutsu, mind control and certain poisons. When it's worn completely away, the person is driven into a complete state of Shock that can only be fixed through a visit to the psychiatric ward of each village's hospital.
The formula to determine your MHp is [10 + wis mod] x level. Each time your character increases his wisdom modifier or gains a level, recalculate your MHp.

Effects of MHp depletion
50% of MHp: -2 to all rolls.
0 Mental Hit Points: If your Mental Health Points drop to 0, you are in Shock. You become unresponsive to external factors and suffer a -12 penalty to all rolls.
Negative Mental Hit Points: If your Mental Health Points drop to under 0, you go insane. The more negative your MHp is, the more insane you are. Common characteristics of insanity include paranoia and delusions. The -12 penalty still stands. When your MHp drops to -[your level] (for example, if you are level 7, this happens at -7MHp), you faint due to the stress of the situation and fear of your delusions.
 
PostPosted: Sat Apr 30, 2011 10:10 am


How to Fight


Fighting in the system is simple and depends on the type of attack you wish to make.


Simple attacks:
This includes basic melee and ranged attacks such as punches, using katanas or throwing projectiles. To perform a simple attack, make an attack roll.
The formula of an attack roll is:

d20 + Melee/Ranged Attack bonus.

If you are making a melee attack, use the Melee Attack bonus, and if you are making a ranged attack, use the Ranged Attack bonus.
If you are making multiple hits or throwing multiple weapons, you must make a roll for each weapon. The total number of rolls and the bonuses for these rolls you can make each turn is limited by your Base Attack bonus.

Base Attack Bonus:
This represents your ability and accuracy to hit an opponent with any kind of attack. This is your character's level. So, someone that is level 5 would have a Base Attack bonus of 5.
Every 5 levels your character gains gives you one more Dice Roll to perform per round. This represents your character becoming faster in battle and being able to do more things in each round. To see if your character qualifies for extra Dice Rolls, simply minus 5 from your Base Attack bonus. That is the bonus for your second Dice Roll or your extra attack bonus. Keep doing this until you cannot subtract any more. So a character of level 14 would have a Base Attack bonus of 14/9/4. (3 Dice Rolls)

Base Attack Bonus by Level
Level 1: 1
Level 2: 2
Level 3: 3
Level 4: 4
Level 5: 5
Level 6: 6/1
Level 7: 7/2
Level 8: 8/3
Level 9: 9/4
Level 10: 10/5
Level 11: 11/6/1
Level 16: 16/11/6/1

And so on...

Melee Attack Bonus:
This represents your ability and accuracy to hit an opponent with melee attacks and applies when you are trying to hit your opponent with a melee weapon such as a sword, a staff, etc., or when you are trying to hit your opponent with a taijutsu strike, punch, kick, etc.

The formula to determine your Melee Attack bonus is:
Base Attack Bonus + Character's strength modifier.

Note: The amount of Dice Rolls per turn you have is limited by your Base Attack Bonus. Even if your bonus for your final Dice Roll when melee attacking turns out to be bigger than 6, you do not get any more Dice Rolls.

Ranged Attack Bonus:
This represents your ability and accuracy to hit an opponent with ranged attacks and applies when you are trying to hit your opponent with ranged weapons such as thrown projectiles, shot arrows, etc.

The formula to determine your Ranged Attack bonus is:
Base Attack Bonus + Character's dexterity modifier.

Note: The amount of Dice Rolls per turn you have is limited by your Base Attack Bonus. Even if your bonus for your final Dice Roll when ranged attacking turns out to be bigger than 6, you do not get any more Dice Rolls.

Skill bonuses
Keep in mind that your passive skills also affect your attack rolls. So for example your Taijutsu skill would affect your attack roll when making a punch or kick, while your Ninja Weapons(Bow) skill would affect your attack roll when shooting an arrow. For more information check the Skills thread (links to the 'Passive Skills' section).


Advanced techniques:
This includes all type of jutsus. Simply make a post saying you wish to make the attack. Note that advanced techniques take longer to perform due to their complexity. This is represented in our system them taking more Dice Rolls/Attack Turns to perform. Be careful that your technique does not take so long that your opponent has multiple rounds to act. To clarify, if a jutsu takes more attack turns/dice rolls to perform than your character has per round, it will carry over to your next turn.


Dodging:
Dodging ability is measured by the Dodge Bonus. This measures how trained you are at dodging attacks and is the counter roll for the attack roll. It incorporates your reflexes as well as your awareness of your surroundings. Your dodge bonus is:
Your Level + Dex Modifier + Wis Modifier = Total Dodge bonus.

If the opponent's attack roll is above your dodge bonus, the attack hits. If it is below, the attack misses. The only exception is when the attack roll is a natural (dice roll) 20 or 1. A 20 is an automatic success. If you roll a 1, roll 1d6. If number ranges from 1-3, it is an autofail. If the number is from 4-6, it may follow standard checks to see if the attack hits.

Note: Ties go in favour of the attacker.


Dealing damage:
To determine damage, use the random number generator (Post Action>Random Number) and put in the minimum and maximum values of the damage. Keep in mind that damage is affected by your character's abilities and skills, so for example taijutsu damage will be affected by your character's Strength mod and his Taijutsu skill.

Note that if you roll a 20 in your attack roll you will do double damage. This is called a critical hit. Depending on the weapon you are using you may also deal extra types of damage. Critical hits are further explained below.

Note: Base taijutsu damage is 1 - 6.
 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Sat Apr 30, 2011 10:19 am


Fortitude, Reflex and Will Saves


Saves are rolled when your character wants to avoid an attack that cannot be avoided in the conventional sense. For example, mental attacks, resisting the effects of poison, or something that's simply a matter of reaction time.

If you tie with the Save DC, you still manage to dodge the attack (or barely dodge in the case of Reflex).


Base Save Bonus:
This measures your capacity to avoid any one of these types of attacks. The formula to calculate this is [level / 2], round down. So someone that's level 13 would have a Base Save bonus of 6.

The saves are the following:


Fortitude:
This measures your ability to stand up against physical punishment. Fortitude saves can be made against pain, poison, disease, paralysis and energy drain.
Formula: Base Save bonus + Constitution mod.

Note: If you score a natural 20 in your Fortitude save roll it is an auto success. If you roll a 1, roll 1d6. If number ranges from 1-3, it is an autofail. If the number is from 4-6, it may follow standard checks to see if the attack hits.


Reflex:
This measures you ability to dodge area attacks (as opposed to localised attacks). This save can be use when trying to save yourself against a pit trap, or dodging area attacks such as Water Style: Water Dragon Technique (Suiton: Suiryuudan no Jutsu).
Formula: Base Save bonus + Dexterity mod.

Note: If you bypass the Reflex DC by 10 or more or if you score a natural 20 in your Reflex save roll you take no damage. Any less than that and you barely dodged the attack and have to take half damage. If you roll a 1, roll 1d6. If number ranges from 1-3, it is an autofail and you take double damage from the attack. If the number is from 4-6, it may follow standard checks to see if the attack hits. If you still fail to dodge the attack, take double damage.


Will:
The will save reflects your resistance to a mental attack such as Genjutsu or mental infiltration. It also reflects your resistance against psychopathic drugs such as LSD or equivalent poisons.
Formula: Base Save bonus + Wisdom mod.

Note: If you score a natural 20 in your Will Save roll it is an auto success and you take no damage. If you roll a 1, roll 1d6. If number ranges from 1-3, it is an autofail and you take double damage. If the number is from 4-6, it may follow standard checks to see if the attack hits. If you still fail, take double damage. When using pain to ground yourself, you get an extra +6 on your Will save.
 
PostPosted: Sat Apr 30, 2011 10:36 am


More Battle Actions


Blocking/Parrying:
Using a weapon to block an attack from another weapon is an essential skill to the survival of all shinobi. Blocking is a technique (considered D-Rank) and obviously the techniques for blocking with a kunai are not the same as blocking with a spear. Thus, how to block with a weapon must be re-learned for each weapon.
To block, use the formula 1D20+Weapon Skill against attacker's attack roll. If the Block is higher all damage from the attack is negated. Note that blocking takes double the amount of Dice Rolls as attacking.


Controlled Damage:
In order to avoid fatal blows to characters during training or for storyline purposes, a user can control the damage they deal. You can have an attack deal any amount of damage BELOW the number you generated or below the lowest possible damage.


Critical Hits:
Critical hits are made when your attack roll is a natural 20. When you make a critical hit, your damage is doubled and you inflict a Wound on your enemy (-4 Hp per turn). Also, if you are using a slashing or tearing weapon, you will also inflict Bleeding damage (check the effects of the weapons in the Weapons thread). Bleeding damage is -2 Hp per turn. Wounds can be treated with basic first aid and the Treat Injury skill.


Defensive combat:
You can improve your defence by sacrificing your chances to hit back. When fighting defensively, you can only make one attack regardless of how many extra attacks/Dice Rolls you have. Furthermore, you lose a -1 in attack bonus per +1 in dodge bonus you add. This bonus can either be applied to a dodge bonus or a Reflex save.
In other words, a level 20 character can sacrifice all his 20 maximum Base Attack bonus and attack only once using a D20 + his Str/Dex modifier depending on the situation. By doing this he increases his dodge bonus/Reflex Save by 20.


Disarming:
To disarm your opponent with a weapon, you roll an attack roll as normal but add your dexterity modifier instead of your strength mod. Your opponent also gets to roll an attack roll (with str mod). If you beat your opponent's roll you successfully disarm him. If you don't, nothing happens.
When disarming with bare hands, roll an attack roll as normal (with str mod). However, your opponent gets a +2 bonus against the bare-handed disarmer.


Grappling:
Grapples are a form of submission hold intended less to damage the opponent and more to keep the opponent in place. Depending on the grappling method, the only actions allowed after a grapple has been succesfully applied are attacks that don't require handseals or massive movements of the body.
To grapple, simply make an attack roll. If your opponent fails to dodge the attack, he/she is grappled and cannot make large movements. Grappled opponents lose all Dex. bonus to their Dodge. Depending on how he/she is grappled, other movements (eg. hand seals) may also not be possible.
Every turn, you must reroll your Grapple DC. This is to accommodate subtle bodily movements and the dynamism of real life situations.
Damage per roll is normal taijutsu damage.


Hiding:
Depending on the battle and your shinobi's fighting style, you might want to hide in combat, may it be to recover or set up a sneak attack. In order to do so, your character must have a place to hide and must have broken his enemy's line of sight, usually done through techniques such as the Kawarimi. Going into hiding requires that one attack turn be spent for which a d20 + Stealth is rolled, which will be the Awareness DC for all people trying to find them this turn. The stealth DC needs to be rolled again each turn until the shinobi is found.


Resting:
To rest you must make one post of physical inaction. Thus you cannot fight or train when resting, unless it's mental training. Additionally, to rest in battle you need to be successfully hiding. However, if attacked when resting you lose all dexterity mod bonus to your Dodge Bonus.

Hp: 2% Hp per post. (minimum +1 Hp)
Cp: 2% Cp per post. (minimum +1 Cp)
MHp: 2% MHp per post. (minimum +1 MHp)

Note: Just for clarification, you can simultaneously regain Hp, Cp and MHp at the same time.


Sneak Attack:
To make a sneak attack you must be successfully concealed somewhere (ie. opponent failed the Awareness DC to detect you, etc.). Simply make a normal attack roll, but add on the Sneak Attack bonuses, which are determined by the amount of points you have in that skill.
Every 2 points in Sneak Attack gives you a +1 to your attack roll when launching a sneak attack. For every 10 points, reduce the natural roll needed to make a Critical Hit (20) by 1. So, if you have 20 points in Sneak Attack, you only need to make a natural roll of 18 to score a critical hit.
When you inflict a critical hit during a Sneak Attack, you inflict a Critical Wound (-8 Hp per turn). If you used a weapon that causes Bleeding damage, that damage is doubled to -4 Hp per turn.


Taking cover in combat:
You get a bonus to your Dodge and your Reflex Save. How much your dodge increase depends on the cover you are receiving at the moment:
1/4 cover: +4
1/2 cover: +8
Total Cover: +16 and take half damage on attacks that require a Reflex Save. If Reflex Save is less than 10 points higher than the Reflex DC, take no damage anyway.


Taking damage for other people:
This can be done by simply comparing your Dodge Bonus or Reflex Save (depending on the type of attack being blocked) to the incoming attack's DC.
If your dodge attempt check is less than 10 under the DC of the incoming attack, you can take the damage for the target.
If your dodge attempt check beats the incoming attack's DC by 10 points, you can not only push the intended target out of the way but you can also dodge the attack yourself.

Note: Body Flicker can also be used to add your chk mod to this attempt.
Note 2: This will not work for wide spread area of effect jutsu.


Tripping:
You can make your opponent lose his balance by making a normal melee attack roll. If that attack succeeds, make a Strength roll vs. your opponent's Dexterity roll. If you win, you successfully trip your opponent. However, if you lose, your opponent has the opportunity to make the same roll against you (his Strength vs. your Dexterity) to try to trip you.
Successfully tripped opponents receive a -4 to their attack rolls and Dodge. Using certain weapons and tools (eg. metal wire) gives you a bonus in tripping. Also, if you are tripped by your opponent when you are trying to trip him, you can drop your weapon to avoid being tripped.
 

kouri-chan_xx
Vice Captain

Noob


kouri-chan_xx
Vice Captain

Noob

PostPosted: Sat Apr 30, 2011 10:43 am


Status Ailments


This is a general and not exhaustive list of status ailments that occur in the RP. They can be caused by various things. For example, Panic can be caused by intimidation as well as genjutsu.

Bleeding: Caused by some weapons upon a critical hit (Refer to Weapons List for weapons and Medic Nin Guide for damage and how to heal).
Blinded: Character suffers a -6 penalty on all related rolls (eg. Awareness), and automatically fail sight-related rolls (eg. reading). They also lose their dex mod to their Dodge. Temporary Blind effects typically fade with time. Note that those not accustomed to being Blind will not automatically gain hearing-related advantages (must be Blind for more than 3 months - ask the Crew).
Broken Bones: -5 Hp and Mhp per turn until treated. After splinted the area that is broken cannot be used in battle. With a broken bone, the victim loses half of their Dice Rolls per turn and must perform a Fortitude check of 20 to all checks that require movement to avoid a pain penalty of -10.
Burned: Character loses -3 Hp per round and is treated as Fatigued. Effects may worsen at mission leader/Crew's discretion. Can be healed with Burn Salve or with basic first aid.
Dazed: Character receives -20 penalty to all rolls during that round.
Disabled: Occurs when Character reaches 0 Hp or has negative Hp but has been stabilised. Character allowed only one Move OR Standard action per turn and cannot use ninjutsu, genjutsu or advanced taijutsu. Character also suffers -10 to all rolls and takes -1 Hp damage after completing an action.
Drunk: -8 to all rolls.
Dying: Occurs when Character is at -1 to -9 Hp. Character is unconscious and loses 1 Hp per round. Character has a 10% chance of stabilising each round. {roll 1d10 and get 5 to be 5tabilised.}
Fatigued: Occurs after strenuous physical activity. Character suffers -2 in all checks. In the case of the Eight Gates (taijutsu), character suffers -2 in all checks per gate opened for the specified time.
Frightened: Character suffers -2 to all rolls.
Frostbite: Character loses -3 Hp per round and is treated as Fatigued. Effects may worsen at mission leader/Crew's discretion.
Helpless: Occurs when the character cannot defend himself by any means (eg. bound down with rope with a blade pressing against his neck). Attackers get a +4 to their attack roll against Helpless characters and always deal critical damage. Helpless characters lose all Dex. mod bonus to their Dodge.
Intimidated: Character suffers -6 on all checks against you.
Loss of Balance: Occurs when characters are knocked to the ground either by certain Wind techniques or by being tripped. Character loses -4 to their attack rolls and Dodge/Reflex. Standing up takes the equivalent of 1 Dice Roll.
Panicked: Character suffers a -12 penalty on all checks against you and -4 to all checks in general.
Paralysed: Loss of all physical movement capability. Character may be considered Helpless.
Poisoned: Depends on the poison.
Seduced: Character suffers -4 on all checks against the character who has seduced him.
Shock: Caused by being Panicked for 5 or more posts and failing to resolve the subsequent Panic Attack, or by reaching 0 MHp. See Basic First Aid post for treatment details.
Sleeping: -10 to all rolls, also Helpless.
Swollen feet: Received after 1 day of travelling. -1 to all rolls per day travelled untreated. For treatment see the Medic Nin guide.
 
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