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Hoshigaki Hiru
Captain

PostPosted: Wed Dec 20, 2017 5:58 pm


BASICS OF COMBAT


This guild being oriented first and foremost around shinobi combat, it is important that you understand the basics of this system to make sure you can get the best experience for yourself and for other players.

To understand combat, there are a few basics you need to understand. Quite simply, you need to understand the concept of attacking, defending, managing distances. We will review each one in the various sections below.
PostPosted: Wed Dec 20, 2017 6:02 pm


ACTION POINTS


Our entire combat system revolves around the concept of Action Points, "AP" for for short. These determine the number of actions a character will be able to take in the window of time in which their attack turn takes place.


1. Number of Action Points Per Turn

No matter their age, level, or specialty, all characters have a base number of 4 AP per turn.

There may be techniques that increase this number temporarily in given situations; but those will be reviewed in their own sections.


2. Using Action Points

The basic principle here is that every action taken uses an Action Point. For the sake of clarity, here are a few examples of actions that will use up AP:

- Unsheathing your weapon (if done in combat);
- Sheathing your weapon to weave hand seals for jutsus (see Ninjutsu section for details);
- Getting back up after being tripped;
- Going into hiding (see Advanced Combat Mechanics);
- Moving to a certain location;
- Etc.

Usually, all normal attacks will use 2 AP, whilst more complex attacks can require a lot more. Read specific sections on different abilities, combat maneuvers and attacks to learn more about their individual AP cost.


3. Saving Action Points

It is possible that a character will not use up all of their AP in a single attack turn. This can happen either because they do not feel any action warrants being taken in the present situation or because they want to cast a technique which requires additional AP to cast.

When such a situation occurs, Action Points not taken in a given turn can be transferred to the player's next turn.

This way, if a character started with 4 AP, spent 1 AP to get into melee range, and then spent 2 AP to attack the opponent, they may choose to save that last AP for their next turn. This way, when their next attack turn will start, that character will have 5 AP to spend.

Note that the maximum number of AP a character can have in a single turn is 8. All AP saved or added that would bring that number over 8 are lost.

Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Fri Dec 22, 2017 10:06 pm


INITIATIVE AND POST ORDER

Any fight in a d20 system starts with determining who will post and in what order. Many factors can have an impact on this very important part of combat but we will try to outline the basics of this concept in this section to get you started more quickly.


1. The Initiative Roll

Initiative is a roll every player makes at the beginning of the fight to determine who will attack first, second, etc. Attacking first can represent a sizeable advantage as it can allow you to keep an opponent on their back foot, reacting instead of acting. The way to determine initiative is fairly simple, as each player simply applies the following formula:

Initiative = d20 + Dexterity Modifier

It is possible that certain abilities or certain jutsus may affect the initiative roll.


2. Post Order

Quite obviously, the character with the highest initiative gets to attack first, and, from there, the order is determined from highest initiative roll to lowest.


3. Postponing Your Turn

During a turn, it is possible you may want your character to make his actions later than at the moment initiative dictated. As such, if you wish, you may post when your turn comes that you are postponing your turn.

The effect of postponing your attack turn is that it is delayed until the moment you choose in the post order. It is very important to note that you cannot delay it more than once per attack turn.


4. Surprise Attack

It is possible you may start combat in a situation where your party is ambushing an enemy or simply taking them by surprise. When this happens, three main benefits take effect:

1. All members of the ambush party have the initiative, in the order of their choice.
2. All members of the surprised party start combat with 2 less AP.
3. First attack of all members of the ambush party is a sneak attack.

Therefore, this benefit of surprising is very significant, making it likely, in certain circumstances, that the fight may already be pretty much over before the defenders draw their weapons.
PostPosted: Sat Dec 23, 2017 12:47 pm


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Usual d20 systems are played in front of a board and have complicated systems involving things like attacks of opportunity, maximum distance travelled per turn, etc. Our system being played in a forum, using similar rules would make battles last a month and would require everyone to have boards at home to follow where everyone is.

Therefore, in order to simplify the process, a far simplified system is used to determine where people are and the effect that this distance can have on combat.


1. Moving to the desired distance

Since there is no board or visual representation of a battle field on a gaia forum, distances are measured between your character and a destination in general increments. These increments are as follows:

1. Long range: where fight usually starts (Can only reach target with a projectile or by shouting.)
2. Medium range (approximately range of a spear thrust and can be heard by talking loudly)
3. Melee range (range of most melee and weapon attacks and normal voice tone).
4. Close range (range of a grapple or a whisper).

When approaching a covered target, increments are different after melee range.

4. Around cover (in melee range of both covering character and target, but still obstructed by cover)
5. Behind target (melee range of target, unobstructed by cover).
6. Close range

A character can move one increment of distance distance for 1 AP (although some techniques can increase movement).

Example:

You begin a fight against two opponents, let's call them A and B. When the fight starts, everyone is (normally) in long range.

Your turn come first and you wish to attack using your melee weapon.

AP 1 of 4

You decide on attacking A. You therefore spend 1 AP to move from long range to medium range of A.

AP 2 of 4

Your weapon being a melee weapon, you are still too far in medium range. You therefore spend a second AP to move from medium to melee range of A.

AP 3 of 4 and 4 of 4

Now that you are in melee range, you may attack using your melee weapo using the usual 2 APs to attack.

Now, we understand that this system isn't perfect. You might say that at this point you know at which distance you stand from A but have no idea where your characters stands relative to B. You are right, but there is no solution to that problem. Simply consider that any character you have not moved towards or that hasn't moved towards you is in long range.

Also, keep in mind that, if C moves into melee range of A, and B moves into melee range of C, than A, B, and C are all within melee range of each other.


2. Complex Movement

While the general rule is that your character can cross one increment of distance for 1 AP, certain situations will require more.

For example, a character attempting to reach another in a hard to reach location may need to spend additional AP to do so, such as when climbing a tree or swimming

To that effect, see the combat movement section for more information on complex movement.

Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Sat Dec 23, 2017 8:51 pm


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Physical combat consists in trying to affect an opponent's physical integrity, basically harming them either to inflict lethal or incapacitating wounds. There are two main ways of reaching that objective in combat:


1. PHYSICAL ATTACKS (TAIJUTSU, BUKIJUTSU)

This is the most basic form of attack, and the one that will be the bread and butter of most shinobis. Basically, you take a swing at an opponents. It is not they type of attack that will necessarily inflict the highest HP damage; but it does not cost anything other than action points.


AP cost

Unless you are using special attacks that explicitly say otherwise, all physical attacks have the same AP cost:

1 Physical Attack = 2 Action Points (AP)


Hit Formula

Once you have declared that you attack, the formula to determine its result is pretty simple:

Attack Roll = d20 + Your character's level + Your character's strength modifier + 1 per 5 in CQC or Ranged Skill

If your roll matches or beats opponent's dodge bonus (more on that below), boom, you hit!



2. NINJUTSU

The flashier way of inflicting physical damage. Ninjutsu is the art of manipulating chakra to give it shape or nature in order to perform various feats, namely to attack and opponent. These attacks tend to be far more powerful than regular physical attacks; but this increased damage comes at the cost of Chakra Points (CP) and, usually, a higher number of Action Points (AP).


AP cost

All ninjutsu attacks have their own AP cost, so you must read its description to know how many are required. The general cost; however, tends to revolve around these parameters:

D-Rank: 1-2 AP
C-Rank: 2-3 AP
B-Rank: 3-4 AP
A-Rank: 4-5 AP
S-Rank: 4-6 AP


Hit formula

As with AP cost, the formula to determine whether your jutsu hits or not will vary significantly from one technique to the next. Some may favor a higher chakra cost to increase the likelihood of causing damage while others might be more focused on increasing the damage itself.

Still, the formula will usually be some variation of this:

Ninjutsu Attack Roll = d20 + Your character's level + Your character's chakra modifier + 1 per 5 in Ninjutsu skill
PostPosted: Mon Dec 25, 2017 9:18 pm


DEFENDING PHYSICAL ATTACKS

Now that we have clarified how to attack an opponent it is important to know what happens from the defender's perspective. The first thing we will explain is how these attacks are dodged or resisted (which requires no intervention on the defender's part) and how they can be countered.



1. DODGING

Should someone swing at you with a fist or a weapon, any trained fighter's first reaction will be done by reflex: moving out of the way.


AP Cost

Dodging requires no AP, it is done automatically.


Dodge Bonus Calculation

In our system, your character's innate ability to move away from an attack's trajectory will revolve around three factors.

First, their combat experience, which has honed their reflexes and taught them how to correctly respond in similar situations. Second, their general speed and flexibility, which allow them to physically put their experience into action efficiently. And finally their armor, which provides protection and could prove enough to deflect a blow that has not made optimal contact. This translates in our system in the following equation:

Dodge Bonus = 10 + Level + Dexterity Modifier + Armor Bonus

If the attacker's attack meets or beats the defender's dodge rating, they connect. If it doesn't, they miss.



2. DEFLECTING AND PARRYING

Any epic sword fight requires the iconic sound of steel clashing and against steel. Of course, any fighter who is able to simply move out of the way of an attack will not waste energy and risk damaging their weapon by swinging their sword against the blow. Nevertheless, when a skilled defender realizes they will not be fast enough to get clear of the blow, they may attempt to deflect or parry an attack with one of their own.

In our system, this translates in the possibility for a defender to spend Action Points (AP) from their attack turn to parry an incoming attack that has beaten their Dodge Bonus (see above).


AP Cost

A deflection or parry costs the same amount of AP as any regular attack:

1 Parry or Deflection = 2 Action Points (AP)


Parry Formula

A parry being an actual blow against another blow, the goal is to strike at the attacker's weapon Therefore, the formula is identical to that of an attack:

Deflection or Parry = d20 + Level + Strength Modifier + Armor Bonus + 1 per 5 in Weapon Skill

If your deflection meets or beats the attack roll, you've succesfully avoided taking damage. If not, you take full attack damage and effects that may result from it.


Defending from Multiple Attacks

Keep in mind that you have to wait for your attack turn to attempt a parry, and may therefore have been the target of several attacks. Your number of Action Points being limited, you will have to clearly identify the attacks your are trying to deflect. They do not necessarily have to be successive, as you may choose to attempt to deflect attacks 1 and 3 that were launched against you, taking full damage for the second. However, even if they do not have to be successive attacks, they still have to be in order. You cannot claim that your first attempt was for the third attack and the second one for the first because your rolls match up better...

Of course, there are also rules proper to every weapon and fighting style on what types of weapon they can parry and how efficiently. Obviously, parrying any bladed weapon with your hands is generally a bad idea. As is parrying a 100 pound greatsword at optimal range with a kunai. To know the particularities of every weapon, refer yourself to the weapon's page for more details.

Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Mon Dec 25, 2017 9:25 pm


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Everyone in this guild has probably watched anime in some capacity. What's the first thing that stands out about anime combat? The 10 minute speeches before, during, and after the actual combat of course! More seriously, any military strategist will tell you that getting under the opponent's skin is a sure fire way of getting the upper hand in a fight.

As such our combat system allows more socially oriented shinobi to attack their opponent's mental health by various methods, mainly through psychological warfare or flat out sense warping genjutsu.



1. MENTAL ATTACKS (INTIMIDATION, SEDUCTION, ETC.)

This is the most basic form of mental attack, consisting in reducing an opponent's resolve to fight by either making him afraid of the consequences or shaking their allegiances. While this method is not lethal, it can prove useful to emerge victorious in a fight against a physically superior opponent.


AP cost

Unless you are using special attacks that explicitly say otherwise, all mental attacks have the same AP cost:

Mental Attack = 2 Action Points (AP)


Hit Formula

Once you have declared that you attack, the formula to determine its result is pretty simple:

Attack Roll = d20 + Your character's level + Your character's charisma modifier + 1 per 5 in Social Skill

If your roll matches or beats opponent's Rationality bonus (more on that below), you were successful!



2. GENJUTSU

The most drastic way of affecting an opponent's mental health is through genjutsu. An extremely dangerous skill, these techniques, can have a wide range of uses, from slightly altering an opponent's perception of reality to completely trapping an opponent in a mental prison from which there are very few ways of escaping.

While these techniques are usually not lethal, some more dangerous genjutsu techniques can leave an opponent a brain dead, hollow husk. Like their physical counterpart of ninjutsu, genjutsu attacks tend to be far more powerful than regular mental attacks at the cost of Chakra Points (CP) and, usually, a higher number of Action Points (AP).


AP cost

All genjutsu attacks have their own AP cost, so you must read its description to know how many are required. The general cost; however, tends to revolve around these parameters:

D-Rank: 1-2 AP
C-Rank: 2-3 AP
B-Rank: 3-4 AP
A-Rank: 4-5 AP
S-Rank: 4-6 AP


Hit formula

As with AP cost, the formula to determine whether your jutsu hits or not will vary significantly from one technique to the next. Some may favor a higher chakra cost to increase the likelihood of causing damage while others might be more focused on increasing the damage itself.

Also, genjutsu usually requires some way into the opponent's brain, may it be through sound, visual contact, smell or others. Therefore, more trained opponent's might deliberately limit their perception to avoid succumbing to a specific genjutsu.

Still, the formula will usually be some variation of this:

Genjutsu Attack Roll = d20 + Your character's level + Your character's chakra modifier + 1 per 5 in Genjutsu skill

Again, if you Attack Roll beats your opponent's rationality bonus, you hit. Some genjutsu which leave the oipponent trapped will have their own way of breaking free, usually through will saves and specific chakra control techniques.
PostPosted: Tue Dec 26, 2017 7:01 pm


DEFENDING MENTAL ATTACKS


1. RATIONALIZING OR "BRUSHING OFF"

When someone is trying to get under your skin, either through seduction, intimidation, or other means, the target needs to be able to analyze the comment and rationalize the information to avoid it affecting them.


AP Cost

Brushing off requires no AP, it is done automatically.


Rationality Bonus Calculation

In our system, this ability revolves around two factors.

First, the character's combat experience, which has given them confidence in their abilities and experience in being the target of such attacks. Second, their ability to remain rational, allowing them to see through the intentions of the "attacker" and brush off the attack. This translates in the following equation:

Rationality Bonus = 10 + Level + Intelligence Modifier + Confidence Bonus

If the attacker's attack meets or beats the defender's rationality rating, they connect. If it doesn't, they miss.



2. COUNTER-ARGUMENT OR "COMEBACK"

The classic back and forth between adversaries, trying to get the upper hand against someone trying to gawd, scare or demean an opponent. If it appears a comment may come a bit too close to home, the victim may attempt a comeback or counter-argument at the attacker to nullify the statement.


AP Cost

A counter-argument or comeback costs the same amount of AP as any regular mental attack:

1 comeback = 2 Action Points (AP)


Comeback Formula

The comeback is a statement against another statement, it is an attack at the attack itself, either to disprove it, to establish that it made no sense or that it simply did not hit home. This allows the victim to verbalize and organize their thoughts to avoid taking mental damage.

As such, the formula is identical to that of a mental attack:

Counter-Argument or Comeback = d20 + Level + Charisma Modifier + 1 per 5 in Social Skill

If your comeback meets or beats the attack roll, you've succesfully avoided taking mental damage. If not, you take full attack damage and effects that may result from it.


Answering Multiple Attacks

Keep in mind that you have to wait for your attack turn to attempt a comeback, and may therefore have been the target of several attacks. Your number of Action Points being limited, you will have to clearly identify the attacks your are trying to answer. They do not necessarily have to be successive, as you may choose to attempt to deflect attacks 1 and 3 that were launched against you, taking full damage for the second. However, even if they do not have to be successive attacks, they still have to be in order. You cannot claim that your first attempt was for the third attack and the second one for the first because your rolls match up better...

Of course, there are also rules proper to every skill on what types of comments they can answer and how efficiently. To know the particularities of every technique, refer yourself to the skills page for more details.

Hoshigaki Hiru
Captain


Hoshigaki Hiru
Captain

PostPosted: Tue Dec 26, 2017 8:20 pm


CRITICAL HITS


Critical hits are what happens when a character rolls a 20 on an attack. Even though these aren't common, they are not all that rare either, as they represent a 5% chance on every roll. Therefore, these do not constitute an automatic hit, as it would make no sense that a baby would have a 5% chance of hitting a fully trained kage with its dessert spoon that it threw in anger.

They are however a very welcome outcome to any roll as they have very beneficial effects:


1. Any penalties that would otherwise affect the roll are null.

Indeed, may it be because of HP or MHP exhaustion, because a character is intimidated, injured, or otherwise, there are many situations in which your character's roll on an action or save may be affected. When you roll a critical hit, no penalties are applied to the roll which is automatically optimal. Look at this as the sudden burst of conviction and energy from your character that we often see in animes for a single action.


2. Weapon or abilitiy's critical hit effect applies, if any.

Most weapons and jutsus will have special effects if a critical hit connects, usually translating in increased damage. Of course, since the attack still has to connect, you oinly apply the bonus if the blow wasn't dodged or resisted.
PostPosted: Tue Dec 26, 2017 9:27 pm


Damage


In usual d20 systems, damage will have to be the object of a roll varying according to certain factors. For the sake of efficiency, damage in our system is determined according to set values for every attack or technique. This avoids uselessly stretching out fights and requires far fewer posts to determine the full effects of an attack.

Damage can be done to either of three pools: physical health, mental health, and chakra reserves. The principle is basically the same for all types of damage, save for a few exceptions.


1. HEALTH POINTS

Your Health Points (HP) represent the overall physical health of your characters. Physical attacks will have an impact on this score and, if it reaches 0, will mean that the character will either have died or been knocked out (depending on the nature of the final attack).


Regular Physical Damage

If not otherwise specified, any damage caused by a physical attack or technique is regular damage which can usually be fully healed through basic medical ninjutsu or first aid.


Constitutional Damage

Certain weapons or techniques may cause more severe damage in certain circumstances, most commonly through critical hits. Gameplay wise, you may regard these as injuries such as pierced organs or severely compromised tissue (the type of injuries that usually leave a scar).

The particularity of this type of damage is that it cannot be healed through common means. Only hospitalization in village hospitals and clinics or very advanced medical ninjutsu may heal it. Therefore, it is important to identify on your combat sheet which damage was regular and which was constitutional.

Note that contrarily to regular combat damage which can be healed outside of combat through first aid or medical ninjutsu, your character will carry their constitutional damage throughout a mission or until they reach a settlement equipped with medical facilities.


Effects of HP Depletion

The more your character is injured, the harder it is for it to function efficiently. As its body will take damage, all actions rolls will have a base penalty applied:

51 - 100 %: no penalty
1 - 50 %: -2 to all rolls

Note: these penalties stack with penalties from MHP depletion.


2. MENTAL HEALTH POINTS

Mental health points measure your mental state. It can be affected through various mental attacks, such as "mind games" (intimidation, seduction, etc.) or, more severely, through genjutsu. While mind games generally cannot bring an enemy past a certain threshold, genjutsu can send an opponent into a full mental breakdown when their MHP reaches 0.


Regular Mental Damage

If not mentionned otherwise by the technique used, mental attack damage is regular damage which can be recovered through conventional methods, either by gathering your thoughts, support or some forms of mind techniques.


Psyche Damage

Certain techniques may cause more severe damage in certain circumstances, most commonly through critical hits. Gameplay wise, you may regard these as mental damage that stays with your character, such as PTSD, lingering self doubt or uncontrollable urges.

The particularity of this type of damage is that it cannot be recovered through common means. Only professional therapy in village hospitals and clinics or very advanced medical genjutsu may "repair" it. Therefore, it is important to identify on your combat sheet which damage was regular and which was psyche.

Note: Contrarily to regular combat damage which can be healed outside of combat through rest, your character will carry their psyche damage throughout a mission or until they reach a settlement equipped with medical facilities.

Effects of MHP depletion

The more your character's mental health is compromised, the harder it is for them to function efficiently. As the mind accumulates damage, all actions rolls will have a base penalty applied:

51 - 100 %: no penalty
1 - 50 %: -2 to all rolls

Note: these penalties stack with penalties from HP depletion.


3. CHAKRA POINTS

Chakra Points measure your character's chakra capacity, used mainly to cast jutsus of various types.

If your CP reaches 0 you will fall unconscious, and be pretty much at the mercy of your opponents. Even though this occurs generally through jutsu overuse, keep in mind that certain techniques will be aimed at draining chakra rather than causing physical harm.


Regular Chakra Damage

Even though some techniques will have an impact on an opponent's chakra pool, chakra "damage" usuall occurs when using jutsus. Therefore, it is the pool which will usually drain the fastest, but is also the one that recovers the fastest as well.


Chakra System Damage

Certain attacks or techniques may cause damage to a character's chakra system, rather than their chakra pool. The best example of this is the Hyuuga's gentle fist, which damages the chakra flow system, preventing the victim from efficiently using their chakra as they accumulate damage.

Even though this type of damage is not permanent, it is not something you fix with a bit of rest. As such, it cannot be recovered through rest or draining another character. Until the character has received medical attention in a village, their chakra pool will not be able to recover past the accumulated chakra damage.

Example: Your character has a full CP pool of 150 CP and is the victim of a critical gentle fist attack from a Hyuuga, which deals 50 CP damage, half of which (25 CP) is CP system damage. Therefore, your CP pool goes down to 100 CP from the hit, but, even, if your character rests, its CP pool will not be able to recover past 125 CP since it will have system damage until hospitalization. Therefore, for the rest of the mission, its CP pool will be of 125 CP.

Hoshigaki Hiru
Captain

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