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Posted: Tue Jan 09, 2007 12:03 pm
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Posted: Tue Jan 09, 2007 12:18 pm
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kouri-chan_xx Vice Captain
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Posted: Fri Jan 19, 2007 5:38 am
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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.
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Posted: Sat Jan 27, 2007 12:29 pm
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