| Combat Guide, courtesy of Ashton | |
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| Tweet Topic Started: Feb 14 2018, 03:28 AM (62 Views) | |
| Annie | Feb 14 2018, 03:28 AM Post #1 |
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Read up if your new, old, or anything in between and GM-help in game or ask around on our discord if you have any questions. Stats This is self explanatory, we all have stats that correspond to our skills. A ninjutsu user is going to rely heavily on Control while a Kenjutsu user is going to rely heavily on Stamina. Things such as speed and agility will help with dodging; while agility on the other hand doubles as physical attack speed. Aside from Endurance being pain tolerance-- it's pretty simple. Jutsu Skill Cards Ninjutsu, taijutsu, fuuinjutsu, bukijutsu, and any other jutsu or perk have information cards that describe their abilities. Here things are all static, meaning regardless of who has the technique if they meet the requirements they get the technique and its abilities are set unless it states otherwise. Jutsu All projectile jutsu have a base tile of six if it is not specified on the skill card. This includes throwing weapons. Damage - If a technique with no elemental advantage clashes with another technique and they have equal power then they both cancel each other out, no, ifs, or buts about it. Of course logic applies and if I shoot six Housenka you aren't going to stop all six with one teppodama bullet. Now if two techniques clash and mine has more power than the weaker of the two jutsu lose out (EX: C+ technique will defeat a C damage technique). Unless the technique is one entire grade of power above the losing technique it will suffer -2 steps to damage after the clash and continue going its allotted tiles. If it is two steps of power above the losing technique the debuff is lowered to -1 step. Taijutsu/Physical techniques clashing with ninjutsu are reduced by a grade, clashing meaning offensive vs. offensive. Speed - Hand seal speed does not have anything to do with the speed jutsu are cast, you will not get off a jutsu faster than someone else and say your technique is faster. In order to counter a jutsu with a jutsu the speed of said technique needs to be within a grade of the technique you’re attempting to intercept. What does that mean? It means you cannot shoot a C speed wind blast at a A speed lightning bolt, but you could if the Wind blast was B speed. The jutsu clash position is altered with the speed of the techniques, meaning a jutsu with 1 step of speed over another will make the technique 1 tile closer to opponent. At a grade of speed the techniques clash 3 tiles closer to the one with the slower technique and the AOE of the jutsu will account for being hit or not. Proficiency - What does this mean? Every element and KKG has a proficiency associated with the skill, here that means a lot. Plainly put my jutsu will gain one step of power for every proficiency I have above the proficiency of the jutsu caster my technique is clashing with. Plain and simple, if I use a Daitoppa with Wind Prof IV and my opponent uses a Daitoppa at Wind Prof II, my Daitoppa immediately gains +2 steps of power towards the JUTSU CLASH only, this does not affect the damage it does on other people. So you see the importance of training up your proficiency if you want to win jutsu clashes. An offensive jutsu clashing with a defensive jutsu does not count as a clash. Elemental Advantages - This is super easy, if you go up against an element that counters your element just add one grade to the superior element. So for the sake of clashes a C power Katon becomes B power when going against ANY Fuuton techniques. Techniques can also be empowered this way if the element allows it, so if you have a partner to help you out or Dual Caster. Empowered/Combined Techniques - When using techniques with the intent of combining them or empowering them, the techniques must have the same functionally. They must be within 2 tiles of the same AOE, meaning a 5x5 can combine or empower a 3x3, though not a 7x7 and a single target technique. They must be 1 grade either up or down within the techniques rank. A D rank cannot be used to bolster a B rank, but a C rank can be used to bolster a B rank. They both must be of the same type, meaning they both have to be either defensive, offensive, or supplementary to combine. A defensive technique may be empowered by another element such as a wall of lightning having lightning applied but it must MAKE SENSE. The intent to do these must be clearly stated within the RP. Empowered – When empowering, the damage of the jutsu being empowered is increased by one step per grade difference. The largest AOE of the two technique is used. An example would be a 3x3, C damage, fire technique being empowered by a 5x5, D damage, wind technique. The fire now occupies the same space the wind does, meaning it is also effecting a 5x5 area. 1 Grade below (D rank empowering a C rank) – 1 step of damage added Same grade (C rank empowering a C rank) – 2 steps of damage added 1 Grade above (B rank empowering a C rank) – 1 grade of damage added Combined – Combining techniques is limited to the same element for most instances, combining a techniques increase the AOE by one tile and the damage or defense by one step for each use. For example, three people using a 3x3 C damage fire technique, would result in a B- damage 7x7 technique. When used for supplementary techniques, the main function of the technique is increased by 1 step though supplementary techniques can rarely be combined and must be a very specific situation. A team of people using a technique to stack AOE's does not count as a combination. Wall's can be combined to make a larger/longer wall and such. Kekkai Genkai Proficiency - Jutsu clash rules also apply to Kekkei Genkai, since there are less proficiency for these I'll explain their measurements for the sake of clashing using one of the five chakra natures. (This does not apply to this one nature specifically but this applies to any nature it clashes with unless it clashes with one known to have an advantage over the KKG) KKG Proficiency I = Water Proficiency II KKG Proficiency II = Water Proficiency IV KKG Proficiency III = Water Proficiency V After 6-8 tiles of travel a jutsu loses 1 step of speed. Every 2 tiles past this decreases the speed by an additional step. Hand Seal Speed Okay so Hand seal speed is simple, it scales with the perk you have. HSS 1 - D speed HSS 2 - C speed HSS 3 - B speed Blinding Seals - A speed Lightning Seals - S speed One to three hand seals increase your hand seal speed by one grade and nine or more seals decreases it by one grade. In order to interrupt ones seals you need to be within 4 tiles of them and have striking speed at least two steps lower than their hand seal speed or higher. With a 1 tile difference hand seals can be interrupted with a grade below in agility. (Ex: You need C+ Agility/Striking speed to interrupt B hand seal speed) Speed & Dodging So this is going to vary but plain and simple you'll need One Grade of speed above a technique to cleanly dodge it, and one grade of agility to flawless evade taijutsu techs and strikes. Speed at least Three steps above the incoming jutsu is required to completely evade it. Attempting to dodge with one or two steps of speed above the incoming jutsu reduces the damage you take by 4 steps. Attempting to dodge with equal speed to the incoming jutsu reduces the damage you take by one grade. Attempting to dodge with 1 step of speed below the incoming jutsu reduces the damage you take by 1 step. Speed 2 steps or more below the jutsu's speed receives the full damage. You need to have One grade of speed above a jutsu to cleanly dodge. This excludes jutsu that bind/hold one in place such as but not limited to Shadow bind, Sand Coffin, Earth dome, and many others. Jutsu of this nature only require you have equal speed and the needed movement tiles to escape the jutsu radius. Note: When dodging you move at your dodge tiles for said turn, so if I'm attempting to dodge a jutsu and outrun an AOE I calculate this with my dodge tiles NOT my sprint tiles. Back peddling causes you to move at dodge tiles, so does avoiding someone who is chasing you. If you turn to run away you are no longer focused and more susceptible to being hit. Agility Agility Difference of One Grade - When there is an agility difference of one grade, it could be akin to being outmatched. From here, it can be easily described that your opponent has the overall ability to land every strike and dodge every strike. It would be clearly one-sided, and it was meant to be so. If it wasn’t simple there, an example would be: Person A has C agility and throws a punch. Person B has B agility successfully counters the punch without any problem without taking damage. This continues to happen until the fight is over. To give it a visual representation: For the sake of Person A, they are still given the chance to block. As it requires the most minimal of movement, however when the difference is greater than a grade they are purely confined to blocking. Since from there, they wouldn’t have a chance to contend with their strikes. Agility Difference of Two steps - When fighting, it can be obvious when there is a difference in speed. The moment when someone realizes they are fighting an uphill battle is during the first exchange. Here, Person A is capable of throwing a punch and having it connect. While it isn’t one hundred percent, it is a lot better than zero. From the perspective, Person A has C- agility while person B has C+. Person A is getting faster and can still contend with Person B, however out of ten punches thrown; Person B will have been able to evade and perhaps land six maybe seven punches in total. Simple? Well, for some it may not be. Person A will still be outclassed, but they are able to work with it. Their focus would be defense and they would have to utilize opportunities given to them through the roleplay. Which would require thinking. At the end of the day, the margin would be close; but Person B shouldn’t expect a guaranteed hit or dodge. Visual Representation: ![]() Agility Difference of One Step - The most conflicted is the one step difference. While at first glance, it can be described as negligible. One can easily say that they are fighting on equal grounds. They wouldn’t be wrong, but they wouldn’t be entirely correct either. As the fight progresses, strikes could have the equal chance of being dodged and landing. What makes the previous statement wrong, would be the fact that as the fight progresses; opportunities for the little edge of speed will shine through. Person A has C- agility while Person B has C, they each throw a punch. They both want to dodge however. From here person B might successfully dodge-- but that would be wrong. The least amount of damage? It would graze him. At most? A hit. While Person A has a bit less of a chance to dodge and would instead be struck. Visual Representation: ![]() Equal Agility - This one is pretty self-explanatory. This requires full focus, a mutual agreement that this would be the land of ‘trading’. This threshold, upon being reached would show a pattern. An exchange. While the two fighting wouldn’t be novices, they would both have the equal opportunity to strike and dodge; bearing the same chance of succeeding. Person A has C agility and Person B has C agility. They both throw one punch, being committed to it; they are both struck. However, if Person A threw a punch and Person B didn’t-- he could use the opportunity given to throw out a counter blow and have a high chance of landing it. Applying this logic, the fight now relies on extensive capitalizing or mistakes. Taking away options would shift a fight into either person’s favor which would be the most important part involving a fight. Nevertheless, as grades become higher-- the opportunities become larger in a sense. Take a fight between two people with A agility as an example. Person A throws a punch. Person B reacts, parrying the punch and throwing out his strike. Person A has the speed to react and on even footing, so he leans out of the way. Which would reset the two and now the mind games begin again. Visual representation: ![]() This will apply in most cases, of course you'll need to apply common sense and use your head to win any and all fights. This is a role-playing game and at times it requires you thinking outside the box. Agility is reaction, but speed is for dodging Ninjutsu: Why does this have to be addressed? Well, to clear up confusing things. While Agility can be used to dodge a kunai or a shuriken, is the ability to perceive what is coming at you-- faster than before not help you to dodge ninjutsu? While you can see it, the time it takes for your body to register such can make a difference. Especially if someone tried to Gouk you point blank. Example RP Where dodging a projectile with Agility is acceptable: *Takehaya, Yawata shoots his three bone bullets aiming to pierce the boy's chest and gun him down where he stands.* *Takehaya, Tenma adjusted himself; dashing to the side and watching the bones kick up dust from their entry into the ground where he was.* Blocking does not negate damage but lessens it Global Cool Down - All jutsu unless otherwise stated has an automatic cool down of two turns. Meaning if I use Raiton: Jibashi, I cannot use it the following turn. Two WHOLE turns must past before I can use that specific technique again. Meaning, I use Jibashi, my opponent RPs, then I rp, my opponent rps again (1), I rp once more, my opponent replies (2), and now I may use Jibashi again. Easy. (Not this same turn, but next turn. This is marks the second.) Some techniques have their own cool down, if a skill card states it has a specific cool down on it then this rule is null/void. Recovering When in a combat situation, a character may rest to recover some of their reserves. It takes a full uninterrupted turn to initiate a resting state. You must be kneeling, laying, sitting, or any type of resting position. You cannot recover while standing straight up and being on-guard and you lower your guard tremendously, and have your reactions to unseen threats lessened. You gain back a grade under your Control/Stamina every turn, meaning if you have C control you gain back D for every turn you have rested. The third turn of resting returns reserves the same as the letter grade. Serene State – With this perk the user gains back equal reserves and it only takes a single turn, after resting for two turns they gain a grade over their Control/Stamina Breathe Easy – With this perk the user begins to recover same grade Stamina in two turns instead of three. Example - Turn 1 someone RP's leaping backwards before kneeling down, turn 2 they must remain in this position with NO interruptions, Turn 3 they began to recover, turn 4 they recover more, turn 5 the advanced recovery begins and they gain back reserves of their base stats. (Rounded to the nearest flat stat when dealing with minus and plus stats. Lowest recovery is D) |
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