Naruto: Shadow War
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Jutsu Rules

Wed Sep 25, 2019 2:55 am by The Lorekeeper



Jutsu Base Damage By Rank:


  • E-Rank Damage: 5
  • D-Rank Damage: 10
  • C-Rank Damage: 20
  • B-Rank Damage: 30
  • A-Rank Damage: 50
  • S-Rank Damage: 75
  • SS-Rank Damage: 100


Damage may be increased to up to double the base amount before modifiers are applied, however, each point added onto the Damage will cost an additional point in Stamina and for every increase of 1/4th over the base amount the number of posts …

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Combat Rules

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Combat Rules Empty Combat Rules

Post by The Lorekeeper Fri Sep 06, 2019 8:33 pm

"If you insist... I suppose, although it is only appropriate that I ensure that you fight correctly."


These rules assume that you have already read our Stat Guidelines if you have not done so, please read them by following the link here and return to this page once you have completed going over these rules.


Damage and Armor:
One of the most important aspects of battle is determining how much damage a given Technique, Jutsu or other Ability deals to a player. Calculating this is simple, although there are some factors which will have attention drawn to them due to their importance.

Firstly, you determine the Damage of the Technique, Jutsu, or Ability in question. Once you do this, following the Technique/Jutsu guidelines or whichever method has been approved to calculate damage for the specific Ability, you may subtract this number directly from your opponent's Health.

The exception to this, however, is with the Armor and Piercing sub-stats. These sub-stats alter how Damage is calculated and can drastically alter how effective a given Technique, Jutsu, etc. can be.

Armor and Piercing: Armor is simple to understand, although important to not forget when calculating the damage dealt. The Armor Value which a player has at the time of impact against a given attack provides a buffer between the Character's Health, damage being firstly deducted from the total Armor Value with the remainder being then deducted from the Character's Health.

For example, if you had 50 Armor and 75 Health and you were attacked with a sword for 75 Damage, you would instead only take 25 Damage directly due to the protection provided by your Armor.

Piercing is the amount of armor which is outright ignored by the Technique or Equipment, this is deducted immediately from the Armor Value, before the actual Damage of the Technique or Equipment itself.

Using the same example as before: if you had 50 Armor and 75 Health and you were attacked with a sword for 75 Damage which now also had an effect granting it 25 Piercing, you would now take 50 Damage, as the 25 is firstly subtracted from your Armor Value, leaving you with 25 Armor subtracted from the 75 Damage which results in the amount of 50 in Damage dealt as the difference.



Actions Per Post and Usage:

As explained in the Stat Rules, Actions Per Post are a unique mechanic which determine how many Techniques or Actions a given Character is able to take over the course of an entire post. This is to help in making combat flow more effectively, as well as determine whether or not a character is able to perform a certain action or not depending on how many APP they have remaining when attempting to do so.

For every 25 Speed, characters gain 1 APP, with a minimum of 1 APP at Creation no matter their beginning Speed.

APP can be used for Movement, Jutsu, Attacks, Retaliations, etc. with the costs in APP for each being listed below:

  • Movement (Half of Maximum Speed): 1 APP.
  • Movement (Maximum Speed): 2 APP.
  • Performing a Technique / Jutsu / Ability without Dodging: 1 APP unless stated otherwise per the Technique/Jutsu/Ability in question.
  • Dodging: 1 APP
  • Utilizing a Jutsu as a Reaction to one being Dodged in the same post: 2 APP.




Contested Actions:

Any action being performed by another character may be attempted to be interrupted for 2 APP, however, the result of this will depend upon the Speed of each character: Characters with Speed which falls in the range of the other character's Reaction Speed may be attempted to be interrupted although one cannot attempt to directly interfere during combat against another character if their Speed outclasses your Reaction Speed.



Death and Injury:

Falling to or below 0 Health will result in your character being rendered unconscious, however, through spending all APP for a post along with draining their Chakra to 1, a character may choose to endure on despite this and remain conscious. Doing this presents its own unique risks, as taking any further damage will result in permanent injury on the part of the body which was affected by the additional damage. If one takes any damage which would then result in a negative Health value that is 1/4th of their maximum Health value, they will be instantly killed.



Chakra / Stamina:

Chakra and Stamina are two important Stats to keep an eye on during Combat, as depleting either of these Stats to 0 can have dire consequences. Reaching 0 Stamina, you will be considered staggered and your Maximum and Per Post Speeds are halved. You also cannot use any more techniques (even if they require no stamina) until you regenerate at least 25% of your Stamina.

If you fall below 0 Stamina, you will instantly be rendered unconscious.

Stamina regenerates at a rate of 5% of your Maximum Stamina per post, rounded up. Minimum of 1 Stamina per post.

Chakra, on the other hand, has the ability to outright kill a character if they overexert themselves. You may trade Chakra for Stamina during Combat at a 2:1 ratio for 1 APP, however, if you go below the required Chakra for a rank of technique that you are normally capable of using, any damage done or benefit gained will be halved in both duration and effectiveness. If you enter Negative Chakra, you will immediately be rendered unconscious with anything over 50% of your Maximum Chakra in Negatives resulting in immediate death from overexertion.

Chakra regenerates at a rate of 1% of your Maximum Chakra per post, rounded up. Minimum of 1 Chakra per post.

Traits may be created to affect both of these regenerative factors.
The Lorekeeper
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