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Class 06: Combat

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PostPosted: Fri Jun 29, 2012 12:19 am


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PostPosted: Wed Jul 04, 2012 8:14 pm


Introduction

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.

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PostPosted: Wed Jul 04, 2012 8:17 pm


Battle Phases

Surprise Phase
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 lose 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.

Initiative Phase
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 their turns. Once everyone has taken their 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.)

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 x5 and reduces your Chakra by said amount.
The sustain cost for Taijutsu Jutsu is it's level x3 and gives you fatigue equal to said amount.
(Affinity can change sustain costs however.)

Attack Phase
After you complete your payment phase you move onto your attack phase.
Don't let the name of this phase fool you there are many things you can do during this phase but generally speaking you always either:
A) Activate a Jutsu.
B) Use an Item and lose a "use" from it in doing so.
C) Focus your chakra and gain Chakra equal to your Focusing stat*10
D) Attempt to Flee
E) Attempt to Grapple or Perform another unarmed attack
F) Release an ally from a de-buff
G) Attempt to Disarm
or
H) Pass.

Note, you have 72 hours (3Days) from when the person in the initiative before you has gone to take your attack phase or you are considered to have passed.

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 -5%, -2 grants -3%, -1 grants -1%, 0 grants nothing, 1 grants +1%, 2 grants +3%, 3 grants +5%.

Damage & Recovery Phase
You have 100x your stamina stat in health, and 100x your Chakra stat in Chakra.
Whenever you take damage, whether you fail to counter, take a tick from a de-buff or something similar it is first reduced. If it's mental damage it's reduced by your Willpower*2, if it's physical damage it's reduced by your Toughness*2.
Once it's been reduced any remaining damage is divided by 2, the two halves of that damage are separated to Chakra and Stamina.
You take damage based on the attackers Stat*5 + Stat Buff*5 + Damage(Capped at Stat*25) + Item Buff(Capped at Stat*25) + Jutsu Buff(Capped at Stat*25)

Chakra is the easiest thing to recover. On your attack phase you can choose to simply focus Chakra, however Stamina is much more difficult to recover. Loss in Stamina represents deep cuts, scars, broken bones, etc.
The only way to recover Stamina is to receive either healing from a healing Jutsu or to rest for 8 hours.
Critical damage takes longer to heal however. Each Critical a player has suffered may be attempted to be healed via a healing Jutsu once per out of game day via a contested roll (but never more than once in the same combat). A rank 1 critical gives a -10% chance on a contested roll, rank 2 gives a -20%, rank 3 give a -30%, etc.
PostPosted: Wed Jul 04, 2012 8:19 pm


Critical Damage

Whenever you suffer critical damage (see above, under "taking damage") you have a chance of suffering a critical hit.
Depending on the "type" of damage you may suffer a specific kind of effect. You can suffer some critical hits more than once, whilst others you might only suffer once, should you suffer the same critical more than once the critical just refreshes itself (so if you recovered from some, but not all of a critical you now have it placed on again).
(Note, you have a -% resilience check. For example, if you have 30 Stamina and no resilience buffs you'd have a standard 53% for resilience checks. Let's assume you then suffer enough damage to be at 0 health and have suffered 700 critical damage. This would apply a -70% to your resilience, putting you effectively at -17%. If you rolled a 1 you'd pass fine *since 1 is an auto success for all checks*, if you rolled a 2 however, you'd still fail by 1 degree putting you at a rank 2 critical).

There are several types of critical damage:

Impact Critical
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 Critical
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 Critical
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 Critical
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 Critical
This is suffered whenever you take critical damage from mental assaults that tear through your psyche.

Internal Critical
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.

Physical Strain Critical
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.

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PostPosted: Wed Jul 04, 2012 8:20 pm


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 their 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 their 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) loses one use, the next item placed in a combo takes up 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.
PostPosted: Wed Jul 04, 2012 8:21 pm


Death

Should 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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PostPosted: Wed Jul 04, 2012 8:22 pm


Rolls & Checks

There are a lot of rolls in this game system. This post will help you have a quick reference to every kind of roll there is.
First we'll start with teaching you the basics of PC Calculations before looking into some basic global rolls. These apply to many situations.
After that we'll move on to Effect specific rolls, ie rolls caused by certain effects that you won't see come up often outside of an Item or Jutsu effecting someone.

First and foremost, you must remember that don't matter what the situation is you will always start with a 50% Chance on any check. (Note- You start out that way.)
Now depending on the difference in power between you and your opponent your chances may go up or down, but your chances may never go lower than 1% or higher than 99%. (This does not apply to Critical Checks.)
When seeing how your chances are effected you must follow this following formula:
Your PC - Opponent's PC = X
X / 10 = Y% (Always round down)
50% + Y% = Your chances. You must roll a 1D100 and get lower than this number to be successful. Always remember, when in doubt ask a mod.

Countering
(Opponent's Attack Power Check VS Your Defense Power Check)
(Stat(x2)+Accuracy+Buffs VS Stat(x2)+Accuracy+Buffs)
To defend with a counter you must first know the total power of a foe that's attacking you.
A foe that's attacking you uses their Stat(x2) + Accuracy + Accuracy Buffs.
The stat is Seal Speed (for Ninjutsu or Genjutsu attacks) or Agility (for Taijutsu, or Grapple Attacks).
Once you have determined this you must determine your defense power. Your defense power is your Stat(x2) + Accuracy + Accuracy Buffs.
Similar to attacks your stat is determined by the type of Jutsu / Item you are using to defend with, except you use Strength (For Taijutsu)
(More Info)

Piercing
(Opponent's Attack Potency Check VS Your Defense Potency Check)
(Stat+Level+Buffs VS Stat+Level+Buffs)
When defending there is more to worry about then just having a successful defense. There is a chance that an attack is stronger then your defense then you can still take damage.
A foe that's attacking you uses their Stat + Level of Technique/Item + Potency Buffs.
The stat is Seal Strength (for Ninjutsu or Genjutsu attacks) or Strength (for Taijutsu). The potency buff must be universal or offensive.
Once you have determined this you must determine your defense power. Your defense power is your Stat + Level of Technique/Item + Potency Buffs.
Similar to attacks your stat is determined by the type of Jutsu / Item you are using to defend with and your buff must be universal or passive potency.
(More Info)

Interpose
(Attack Power VS Defense Power -X)
(Stat(x2)+Accuracy+Buffs VS Stat(x2)+Accuracy+Buffs-X)
To perform an Interpose it's the same as countering (above), except that you receive a - to your roll (-200 if your using a touch range ability, -100 if your using a "ranged" range ability, or -0 if your using a sight range ability). This negative increases by -100 each time it is used before your next turn. You may not interpose with a self range technique.
(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.)
(More Info)

Dodge
(Attack Power VS Dodge Total)
(Stat(x2)+Accuracy+Buffs VS Agility(x2)+Buffs)
Dodge is similar to countering with a Taijutsu ability, except that you don't use any Jutsu / Item to do so. Rather you rely on your crude stats alone to evade.
When dodging you figure out the enemies attack power as shown above and figure your dodge power of Agility(x2)+Dodge Buffs, compare as normal and roll your chance after.
(More Info)

Resistance
(Attack Potency VS Resistance Total)
(Stat+Level+Buffs VS Stat(x2)+Buffs)
(Note Stuns use: Stat+Level+Hold+Grapple Buffs)
This check is used for many things.
It is used only for breaking out of all debuffs except Physical Stuns/Grapples. This covers Mental Stuns, Mind Controls, Elemental Limiters, Disables, everything listed under the De-Buff Effect and everything that another player has put on you that you wish to remove.
The stat for this is Will Power and the buff needed is Resistance. This will always be compared to the opponent's Potency on their debuff.

Resistance(Physical - Nin/Tai based Stun/Grapple)
(Attack Potency VS Dodge/or/Resistance Total)
(Stat+Level+Buffs VS Stat(x2)+Buffs)
(Note Stuns use: Stat+Level+Hold+Grapple Buffs)
This check is used for a few things.
One is breaking out of grapples caused by the grapple attack action.
The other is attempting to break free from grapples caused by physical holds via the "stun" effect that can be placed on Jutsu / Items.
In both situations you may choose to use a Jutsu as normal for accuracy, as well as resistance buffs. This does not work against mental "stun" effects however. Which instead are removed as a normal de-buff is.
The "stat" for this situation is either strength or agility. Toughness if your trying to simply overpower the grapple/stun and break loose from it, or agility if your trying to squirm your way free from the grapple/stun.
The buff is also situational. If Toughness is your stat then Resistance is your buff. If Agility is your stat then Dodge is your buff.

(Awareness)
(Stealth Check vs Awareness Check)
(Stat(x2)+Buffs VS Stat(x2)+Buffs)
Stealth and Awareness are two of the most needed and used things in the world of the shinobi. When a player goes into stealth they must choose one of three types of stealth: Sneaking, Jutsu Disguise, and Normal Disguise. The choice is usually relevant to the situation and if the wrong choice is made, it can practically mean nothing(For example, sneaking around in a wide open area with nothing to hide behind or only one or two places to hide amongst will mean even if they systematically couldn't follow your movements your still not hidden because there is no where to hide.) Sneaking uses the Agility stat and as such is based around the ability to move around your area undetected. Jutsu Disguise uses the Seal Strength stat and is generally using a technique to cast an illusion of something some where. Normal Disguise uses the Intelligence stat and in basics is using clothing, make-up, and the likes to change your own physical appearance. The buff needed will always be Stealth, but it can be limited to one of the three or left general for all.
The check against it will always use your Intelligence stat, regardless of what style of stealth being used. The buff needed is Awareness, however if the awareness buff is limited to one style it wont work on another.
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