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RFS Databook [ Rules of Combat, Techniques ]

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Aria Mournesong
Captain
PostPosted: Fri Jun 02, 2006 10:27 am


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This Databook covers Technique usage in combat.

Reminder:
Although it's required for you to have stats for your character if you prefer NOT to number crunch in a battle you and your team are not required to use them for combat. The reason these are created was so you can tell the strength/weaknesses of your character vs another persons. So if you wish to simply RP it out that's fine but use the stats as a guideline so Metagaming does not happen. Please discuss how you wish to handle combat within your teams so that everyone is happy.
The Chuunin Exams are the only exception to this rule, all matches must use the combat system.
PostPosted: Fri Jun 02, 2006 10:28 am


Chakra Control
Requires: Chakra Control, Chakra Mastery Talent
Through their refined control over Chakra they are able to apply this control over their strength and speed.

Chakra Control Bonus: Can add up to half of their Tai/Nin/Genjutsu Stat, whichever is the highest, to their Power Stat for one Offensive Action (Punch, Kick, etc).
Cost: 5 Chakra a use, 3 Chakra if Power is the shinobi's lowest Stat (Stealth doesn't Count).

Chakra Mastery Bonus: Can add up to their Tai/Nin/Genjutsu Stat, whichever is the highest, to their Power Stat for one Offensive Action. They can also add up to half their Tai/Nin/Genjutsu Stat, whichever is highest, to their Speed Stat for one Defensive Action.
Cost: 5 Chakra a use, 3 Chakra if Power or Speed (whichever is being used) is the shinobi's lowest Stat (Stealth doesn't count).




Chakra Molding
Basic Chakra Molding
Using this inherent technique you are able to convert stamina into into chakra(can not exceed your maximum chakra pool).
Cost: 2 stamina point for every point of Chakra

Advanced Chakra Molding
This technique can only be used by Jounin and above. Your experience as a shinobi allows you to mold chakra better. If your shinobi has the Chakra Mastery talent you may improve this further.
Cost: 1 stamina point for every 2 points of Chakra
1 stamina point for every 3 points of Chakra (Chakra Mastery Talent)

Water-Walking/Climbing
This inherent ability allows you to place Chakra in your feet to stand atop of the water, climb trees, etc.
Cost: 5 Chakra every two posts



Techniques in Combat
Damage from Offensive Technique(s): Total Amount of Chakra Used
Damage Absorbed by Defensive Techniques: Total Amount of Chakra Used

To-Hit With a Ninjutsu Attack
Ninjutsu + Attack + Dice

To-Hit With a Taijutsu Attack
Taijutsu + Attack + Dice

To-Hit With a Genjutsu Attack
Genjutsu + Attack + Dice



Technique Types:
Offensive - The amount of damage caused by the attack is determined by the total amount of chakra used.

Defensive - The amount of damage absorbed by the Technique is determined by the total amount of chakra used.

Supplementary - The duration(in posts) of these Techniques is determined by your Nin/Gen/Taijutsu stat if you're using a Technique to hold/posion/etc someone.

In the case of Bushin Techniques your Nin/Gen(depending on the Technique type) stat determines how many clones you are able to create at a maximum(take that number and multiply it by 10 for the Tajuu Bushins).

In the case of using Gate-based Techniques, this determines how many posts the Technique will remain active before shutting off.

In the case of Fog-Type Techniques (Ex: Hidden Mist Technique) the potency of the technique lowers everyones(except the users) Defense by X number. The X is determined by the Rank of the Technique.
D-Class: 1 point, C-Class: 2 points,
B-Class: 3 points, A-Class: 4 points,
S-Class: 5 points
The maximum duration of these is determined by the users Nin/Gen/Taijutsu stat. However any length over 2 posts you must subtract 5 chakra every other post. (Example: If you make the Mist last for 4 posts you must subtract an extra 5 Chakra on the 4th post)

Supplementary(Poisons): The grade of the poison(damage done) is based on the Class level of the poison issued. For each post of the duration it will remove that many health until the Supplementary Duration(Your Nin/Gen/Tai Stat) ends.
D-Class: 1 health, C-Class: 2 health,
B-Class: 3 health, A-Class: 4 health,
S-Class: 5 health

Healing - Maximum amount of health replenished by the Technique is determined by the total amount of chakra used in the Technique. You may only heal up to your Nin/Tai/Gen stat in health per post.
Meaning if you put 20 Chakra into a healing technique but your Ninjutsu stat is only 5 you can heal 5 damage the first post, then another 5 the next and another 5 the next until you've reached 20 points.

Summon - This indicates that the Technique used summons a single animal or a group of animals to the ninja.(See below for more info)

Special - These Techniques do exactly what the description of the Technique says they do. (aka they don't fall into just one of the categories above but there's not enough of those kind of techniques to justify a new type)



Technique Costs
Technique Level-----Technique Cost
E-Class Techniques: No Chakra Cost, 5 Stamina
D-Class Techniques: 5 Chakra, 5 Stamina per use
C-Class Techniques: 10 Chakra, 5 Stamina per use
B-Class Techniques: 15 Chakra, 5 Stamina per use
A-Class Techniques: 20 Chakra, 5 Stamina per use
S-Class Techniques: 25 Chakra, 5 Stamina per use



Multiple-Type Techniques
This allows you to mix-match the type of Technique that you create. An example would be a [Damage/Supplementary] Technique.
You may not have more than 1 additional Type per Technique.



Specialty & Trademark Techniques
These are the advantages you get for placing a Technique as a Specialty or Trademark Technique category. Note that Mixed Techniques, for now, get the advantage of both of its categories. This may be changed in the future.

Specialty Technique Bonus...
Offensive Techniques:
Reduces Critical Roll requirement by 1 point

Defensive Techniques: Increases amount of Damage absorbed on a critical roll
D-Class: 1 point
C-Class: 2 points
B-Class: 3 points
A-Class: 5 points
S-Class: 10 points

Supplementary Techniques:
"Hold" Techniques: Increases their maximum length by 1 post, increased by 2 posts if it's an A-Class or S-Class Technique
"Bushin" Techniques: Increases maximum amount of clones produced by 1, maximum amount increased by 2 if it's an A-Class or S-Class Technique
"Poison" Techniques: Poison Duration extended in length by 1 post, increased by 2 posts if it's an A-Class or S-Class poison
"Gate-Based" Techniques: Increases duration of the Techniques affects by 1 post

Medical Techniques:
Healing Techniques: Healing Affects improved by 5 points, 10 if the Technique is A-Class or S-Class
"Other" Medical Techniques: Affects given a more favorable outcome when used (since these are mostly for RP affect).

Summoning Techniques: Successful Summoning roll requirement is lowered by 1 point


Trademark Technique Bonus....
Offensive Techniques:
Reduces Critical Roll requirement by 2 points

Defensive Techniques: Increases amount of Damage absorbed on a critical roll
D-Class: 5 point
C-Class: 5 points
B-Class: 10 points
A-Class: 15 points
S-Class: 20 points

Supplementary Techniques:
"Hold" Techniques: Increases their maximum length by 2 post, increased by 3 posts if it's an A-Class or S-Class Technique
"Bushin" Techniques: Increases maximum amount of clones produced by 2, maximum amount increased by 3 if it's an A-Class or S-Class Technique
"Poison" Techniques: Poison Duration extended in length by 2 posts, increased by 3 posts if it's an A-Class or S-Class poison
"Gate-Based" Techniques: Increases duration of the Techniques affects by 2 post

Medical Techniques:
Healing Techniques: Healing Affects improved by 10 points, 15 if the Technique is B-Class or S-Class
"Other" Medical Techniques: Affects given a more favorable outcome when used (since these are mostly for RP affect).

Summoning Techniques: Successful Summoning roll requirement is lowered by 2 points

Aria Mournesong
Captain

Aria Mournesong
Captain
PostPosted: Tue Dec 05, 2006 7:25 pm


Summons
Due to the excessive power a Summon can have new rules have been created for them.

When in combat and you are Summoning your boss you must roll a single 10-sided die.
Warning: This will be your only dice roll for that post, so you will have no other offensive or defense rolls. BUT it can be used as a Counter action.

Based on the Class of your summon it will reflect your relationship with that summon. Meaning the higher the class the smarter and less likely to follow you the summon will be(like Gamabunta refusing to take orders from Naruto).

Failed Summons: On the behest of me or the team leader on a bad summon roll the summon can show up and be hostile to the summoner.


Summon Chart
D-Class Summons:
01: Summon Failed
02 - 07: Summon Successful, Summon will fight by yourside until it's life is in danger.
08 - 10: Summon Successful, Summon will fight by yourside even at the cost of it's own life.

C-Class Summons:
01 - 02: Summon Failed
03 - 07: Summon Successful, Summon will fight by yourside until it's life is in danger.
08 - 10: Summon Successful, Summon will fight by yourside even at the cost of it's own life.

B-Class Summons:
01 - 04: Summon Failed
05 - 08: Summon Successful, Summon will fight by yourside until it's life is in danger.
09 - 10: Summon Successful, Summon will fight by yourside even at the cost of it's own life.

A-Class Summons:
01 - 04: Summon Failed
05 - 08: Summon Successful, Summon will fight by yourside until it's life is in danger.
09 - 10: Summon Successful, Summon will fight by yourside even at the cost of it's own life.

S-Class Summons:
01 - 04: Summon Failed
05 - 09: Summon Successful, Summon will fight by yourside until it's life is in danger.
10: Summon Successful, Summon will fight by yourside even at the cost of it's own life.





Kage Bushin/Tajuu Kage Bushin
Kage Bushin/Tajuu Bushin now officially work like this. Each clone retains the full Stat/Chakra/Stamina of the shinobi, but only have 1 Health each. HOWEVER, you are only able to attack each shinobi with a total of 3 clones at a time. So if you create 25 clonese with the Mass Shadow Clone technique and are fighting one opponent, you can only use 3 clones at a time to assault them.
The "real" Clone will always be the last clone standing, unless your opponents succeeds in one Analysis roll and getting 10 accumulated successes using their Intuition.
PostPosted: Wed Feb 21, 2007 12:42 pm


Elements

Elements in Naruto work like this:
Wind > lightning > earth > water > fire > wind

Wind Beats Lightning
Lightning Beats Earth
Earth Beats Water
Water Beats Fire
Fire Beats Wind

When used with Techniques it breaks down like this:

Situation #1
If two shinobi clash with a pair of elemental techniques
Example: Shinobi #1 uses a B-Class Wind Technique and Shinobi #2 uses a B-class Fire Techinique.

The B-Class Fire Technique by Shinobi #2 will beat out the Wind Technique of Shinobi #1 and due to the Element Nature of the opposing technique, the Fire Technique will become more powerful(A-Class damage to Shinobi #1 rather than B-class).


Situation #2
If two shinobi clash with a pair of elemental techniques of different levels
Example: Shinobi #1 uses an A-Class Wind Technique and Shinobi #2 uses a B-class Fire Techinique.

The B-Class Fire Technique will cancel out the Wind Technique due to the winds of the opposing technique making the Fire Technique more powerful. This basically makes the Technique clash a draw.


Situation #3
If two shinobi clash with a pair of elemental techniques of different levels
Example: Shinobi #1 uses an A-Class Wind Trademark Technique and Shinobi #2 uses a B-class Fire Techinique.

The B-Class Fire Technique will cancel out most of the Wind Technique due to the winds of the opposing technique making the Fire Technique more powerful. However Shinobi #2 will still be struck by the Wind technique due to the extra Chakra "charged" inside of it from being a Trademark Technique.
The damage would be however much extra Chakra was placed inside the attack over the normal A-Class damage.



If two attacks are mix-matched however.
Example: Shinobi #1 uses a B-Class Water Attack, Shinobi #2 uses a C-Class Lightning Attack.
Then whichever attack is more powerful is the one that will win everytime.

Aria Mournesong
Captain

Aria Mournesong
Captain
PostPosted: Wed Feb 21, 2007 12:53 pm


Elements - Summons

Elements in Naruto work like this:
Wind > lightning > earth > water > fire > wind

Wind Beats Lightning
Lightning Beats Earth
Earth Beats Water
Water Beats Fire
Fire Beats Wind

Each Summon has to pick one Element that it is aligned with, or it can pick None. This will determine the amount of damage it takes vs Elemental attacks. However in a Technique vs Technique battle the system from above applies to them as well in addition to this.



Example #1
If the Toad Summon is Water Element Aligned then any Earth-based attack against it will be done at +1 Class-rank damage.
Example: A B-Class Earth Technique would do A-Class Damage vs the Toad Summon.


Example #2
If the Toad Summon is Water Element Aligned then any Fire-based attack against it will be done at -2 Class-rank damage.
Example: A B-Class Fire Technique would do D-Class Damage vs the Toad Summon.

Example #3
If the Toad Summon is Water Element Aligned then any Water-based attack against it will only do Half-Damage if it hits.



No Element
As stated above your summon can choose to have no Element, which means all Element Techniques used against it will only do its normal damage. However, since it has no alignment it also is unable to create any Elemental attacks.
It can still use Taijutsu Technique though.
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The RFS Databooks [Everything Combat System Related Is Here]

 
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