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A Naruto role-playing guild using the d20 system, for semi-lit and above RPers. 

Tags: Naruto, roleplay, d20 system, semi-literate, literate 

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Dew-Drinker

PostPosted: Tue Jan 09, 2007 12:03 pm
This thread was created a long time ago and was never completed. Due to changes that have been stated in the Game System forum and has only been taught by word of mouth, I'm taking it upon myself to put up this little bulletin. In here I will give examples of a good taijutsu fight and soon to come a jutsu fight. I will also tell you how to use skills and weapons correctly.

1. Intro
2. Taijutsu -Done-
3. Ninjutsu -Done-
4. Genjutsu -using, checks, modifiers, damage-
5. Weapons -using, modifiers, damage-
 
PostPosted: Tue Jan 09, 2007 12:18 pm
Taijutsu: How to battle in hand to hand with our system.

Attacking

You roll a 20 sided dice and add on your Melee attack. You also add +1 per every 10 ranks of your Taijutsu skill. The end result is your attack roll.

Example: John comes at Edward with an uppercut.

Let's say he rolled a 5 and has a Melee attack of +2 and a Taijutsu skill of 12. The Taijutsu skill is only counted as +1 and so John's attack roll is 5 + 2 + 1 = 8.

Dodging

To dodge you do not roll a dice. Dodging is your raw skill to move.

Example: Edward leans backwards, allowing the fist to slide past his chin by an inch.

Let's say he has a dodge of 15. Since 15 is greater than 8, Edward dodges the attack.

Tumbling

You can also avoid an attack by tumbling out of its range. However this is complicated and can only be used in certain circumstances (when avoiding an 'attack of opportunity'). Attacks of opportunity are triggered when the user performs an action that would trigger an attack, like retreating. In which case the Tumble DC is 15.

Damage

To deal damage in taijutsu you take 1 - 6 + your strength modifier. Then you add 2 points onto your top number for every 10 ranks in the Taijutsu skill your character has.

Example: Edward's sweep attack moved to fast for John to flip over. He caught the man's feet before he could fully leap off the ground.

Let's say Edward's strength modifier is +3 and his Taijutsu is at 15. After adding the strength modifier his damage would be 4 - 9 and then we add on 2 points for his first 10 ranks of Taijutsu, so his ending range of damage is 4 - 11. So, in this post, Edward would generate a random number from 4 to 11. Let's say he came up with a 9.

Receiving Damage

After you opponent has generated their damage, you must subtract it from your HP. Once your HP hits -10, your character is dead.

Example: John was knocked to the ground by Edward's trip. His head hit the ground hard.

Let's say John's Hp was at 2. Now he must take away that damage dealt by Edward's attack, which brings him to an HP of -7. This means that John is dying and will soon be dead if not tended to quickly.

Critical Hits

Critical hits are simple. If you roll a natural 20 on your attack roll your attack automatically connects and you deal double the damage that comes out of the random number.
 

Dew-Drinker


kouri-chan_xx
Vice Captain

Noob

PostPosted: Fri Jan 19, 2007 5:38 am
Ninjutsu


Let's introduce a new character Bob. Bob arrives quite a bit later (which means that John dies as he didn't get treatment) and, seeing the death of his teammate, is head over heels in grief. He is intent on getting revenge.

Bob is not a taijutsu fighter, unlike John. Instead he prefers to specialise in jutsus, and wind-related jutsus at that.

Attacking

Bob lets loose a Futon: Daitoppa!

Futon: Daitoppa (Wind Release: Great Breakthrough)
The user sends out a powerful explosion of wind, which can easily level almost an entire area. It is known that a variation of the technique involves a smaller blast of wind which gets ignited with flame, making it stronger and more damaging to the target.
Cp cost: 25
Damage: 25 - 60

Bob must decrease his Cp by 25 before going on. If he has less than 25 Cp he obviously cannot use the jutsu.

Unlike in taijutsu fighting, you do not need to roll when using ninjutsu. Instead the DC for avoiding your jutsu (the opponent rolls a Reflex Save against this) is:

10* + half your lvl (attacker's) + your chakra modifier + 2 per 10 ranks in your Ninjutsu skill.

Your opponent has to roll a Reflex save to see if he can surpass that DC (aka dodge it). [Formula: d20 + Reflex Save]

*Higher-ranked jutsus will have a higher number in front. It depends on the jutsu.

Dodging

As stated above, to dodge a ninjutsu you need a roll a save. In most ninjutsu cases that specific save is the Reflex save (as most ninjutsus are area-affecting). However, if it's stated in the description of the jutsu to use a Fortitude Save use that (eg. poison, chakra sucking).

Edward has to dodge the Daitoppa. His Reflex is 7.

Bob is level 6 and his chakra modifier is +5. His Ninjutsu skill is 28. The DC for dodging his jutsu would be 10 + 6/3 + 5 + 4 = 21.

Edward rolls a 2. Kaaaarma. 21 is more than 9 (7+2) so he is hit.

Damage

Bob's Daitoppa has hit Edward while Henry has managed to dodge. As stated above the damage for Daitoppa is 25~60. However you also add your own chakra modifier onto the minimum and maximum damage. Every 10 points you have in the Ninjutsu skill also means a +2 in the maximum damage of the jutsu.

Bob has 28 in his Ninjutsu skill, and +5 as his chakra modifier. The damage for his Daitoppa would be 25 + 5 ~ 60 + 5 + 4 = 30~69.

Bob will then do a random number, putting 30 as the lowest and 69 as the highest like with the taijutsu damage. The number that comes out is 47. Edward has 50 Hp. This means that he has 3 Hp left and can still function, but is close to being unconscious. He has obviously lost more than 75% of his Hp so he receives a -6 penalty in attack rolls, damage rolls, saves, checks, and dodge bonus. {Refer to 'Hp' section in Abilities thread}

Attack Turn Costs

Now, lets look into how this will affect Bob's turn. Since Bob is nothing but a Gennin right now, he has spent his Post by using a Ninjutsu. He can do nothing else until Edward posts. No skills, no attacks, nothing.

This is because Ninjutsu and Genjutsu cost 6 Attack Turns to complete due to the concentration, chakra gathering, targeting and a number of other things that go into it. Remember that Attack Turns are the number of actions you can take per post and is dictated by your level.

Now, lets alter this scenery for a second and say that Bob wasn't a Gennin but was a Jounin, or at least base Jounin level of 30. At lvl 30, Bob would have 6 attack turns. If he went up 1 more level to level 31, he would then have 7. At this point in Bob's RP life, he has options galore when it comes to Nin and Genjutsu usage. With 7 Attack Turns, he now can perform a jutsu and one more action (Taijutsu, skill, ect). This is because, again, Nin and Genjutsu take up 6 attack turns.

It should be noted, however, that even if the new and improved lvl 31 Bob used an E rank Nin or Genjutsu, he only has to pay 1 Attack Turn so he can spam E ranks but anything of D or higher, he has to pay the full 6.
 
PostPosted: Sat Jan 27, 2007 12:29 pm
Genjutsu


 

Dew-Drinker

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