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Fallback Rules

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Fallback Rules Empty Fallback Rules

Post by Sgrios Sat May 27, 2017 2:59 pm

Table of Contents
Section 1: Introduction
Section 2: Jutsu Restrictions
Section 3: Statistic Breakdown
Section 4: Basic/Overall Combat Information
Section 5: Genjutsu Combat Information
Section 6: Damage Calculations
Section 7: Flanking
Section 8: Side Effects
Section 9: Projectiles in Combat
Section 10: Close Quarters Combat
Section 11: Technique Physics (Clashing/Deadlocks/Combo Attacks/Etc)
Section 12: Weighted-Roll
Section 13: Jutsu not Covered In-Game

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Helpful Commands

Combat Verbs
“Set-Health” -- How Do I Record My Health?
“Set-Chakra” -- How Do I Record my Chakra?
"Set-Stamina” -- How Do I Keep Up With My Stamina?
"Tile-Movement” -- How Many Tiles Can I Move?
“Weighted-roll” -- Does My Punch Land?
“Projectile-roll” -- Does my Jutsu/Ninja Tool Hit Them?
“Initiate-Grapple” -- Did I Grapple Them?
“Break-Grapple” -- Did I Break His Grapple?
“Damage-Calculator” -- How much Damage Does Attack Do?
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Section 1

Lets be perfectly clear. Freeform RP is the first and most encouraged form of roleplay. It is strictly imagination versus imagination with perks, weapons, and abilities being the basis of what is possible. However these statistics are necessary even in freeform RP; Health, stamina, and chakra. Outside of those three stats, anything is possible and a battle should be both creative and enjoyable. If, after freeform RP is initiated, and an argument brews about what could or could not be done, THEN you utilize the Fallback rules below.

Again... Fallback Rules come into play should you come to a disagreement or simply not feel comfortable doing pure RP. This is not the universal means for combat RP.[/i][/u]

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Section 2

Jutsu Rank Restrictions:
S Rank Jutsu can only be used if your A+ Ranked or Above. They require 5 turn prep time without handseal perks.
A Rank Jutsu can only be used if your B+ Ranked or Above. They require 3 turn prep time without handseal perks.
B Rank Jutsu can only be used if your C+ Ranked or Above. They require 2 turn prep time without handseal perks.
C Rank Jutsu can be used by any rank. They require 1 turn prep time without handseal perks.
D Rank Jutsu can be used by any rank. They require no prep time.

While preparing jutsu, characters are rooted and the preparation is their action for said turn.

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Section 3

Statistics

Stat Descriptions:
Strength:
The physical strength of a character*. This primarily measures their striking ability-- it can be used as a vague gauge of a character's physical ability, but should not be considered a consistent end all be all representation of all around strength.
*This is not to be used as a representation of all physical situations or the deciding numerical factor of one's complete and total physical ability. Please read the entire definition of the strength stat.
Endurance:
The durability of a character*. This primarily measures a character's defensive ability-- it is used as a vague guide to determine how much damage a character receives. Endurance is entirely contextual. At any given moment is can apply to one's equipped items, their skin, their guard specifically, their bones, or whatever else that might be taking the blunt of a blow.
*This is not to be used as a representation of a character's ability to negate damage-- having high durability does not mean you are a wall of steel that deflects bullets.
Agility:
The reactionary speed of a character. This measures the capacity for a character to react to attacks and their swiftness in initiating attacks.
Speed:
The action speed of a character. This measures a character's rate of movement and action. It also determines the rate of travel for your character from one space to another.
Stamina:
The physical energy of a character. This stat represents your character's physical rewards. Any action the body takes drains stamina.
Control:
The potency of a character's chakra. This stat is very vague- and in its conception it wasn't really clear. Despite the name, it doesn't refer exclusively to chakra control, or chakra, or any specific thing. It is best described vaguely, as simply a person's chakra power, chakra potency, chakra skill, and so on. It plays primarily in the mastery and the scaling of jutsu.
Vitality:
The life force of a character. This stat determines a character's health-- their ability to live on, fight on, and the capacity they have for pain and damage.
Chakra:
The spiritual reserves of a character*. This is an 'invisible' stat determined by a user's vitality, stamina, and control. Together, these three stats create a player's chakra reserves.
Health:
The capacity of a character to sustain damage. This determines how much of a beating, how much blood loss, and how weak your character can become before they are left defenseless*.
*Defenseless is a state in which your character can be killed. They are either extremely exhausted, knocked unconscious, wounded, or otherwise unable to defend themselves.

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Section 4

Basic/Overall Combat Information

Base-Movement: 3 tiles
Max-Movement: +1 tile per 10
Back Pedaling: -3 tile movement down to 1 to avoid CQC
Defensive-Movement: +1 tile per 5 speed over a projectile
Unarmed Attack: -1 stamina Per unarmed attack, not per turn
Dodging/Avoiding Attacks and Jutsu: -3 stamina per turn
Base Number of Weapon Projectiles you can throw: 3 max unless you wield perks/weapons that say otherwise.
Purposely Avoiding Eye Contact without Indirect Fighter: -40 Agility
Soft tissue Vital Points (eyes, inside the mouth, etc.) can not be targeted as a means to avoid endurance until the target is knocked out by some means or unless a jutsu specifically says otherwise.

Action/Movement - Every turn in combat you are allowed one action and one movement unless you have a perk saying otherwise. Below are a breakdown of what counts as an action and movement.

Attack -- Only 1 limb may be used per attack, allowing for 5 attacks in a single turn (1 for each leg, 1 for each hand, and the head), or one weapon strike unless using an ability) Consumes action.
Throw Weapon -- Throws weapons at the expense of said weapons stamina cost. Consumes action.
Jutsu -- Jutsu does not need to be flashed until it is ready to fire, but it must be clearly prepared to the jutsu's standards/specifications. Consumes action.
Block -- Dedicated block; cut incoming damage from the front 1/2 (when used with weapon, the weapon takes the damage). True damage is cut by 1/4th instead. Consumes movement.
Move -- Reposition your character, 3 tiles + (speed/10). Consumes movement.
Back Pedaling -- Reposition your character to avoid CQC. -3 tiles down to 1. Consumes movement.
Knead/Mold Chakra -- Restores 50 chakra per turn. Consumes action.
Rest -- Restores 2 stamina per turn. Consumes movement & action.

Regenerating Chakra & Stamina
If a character rests during a turn and performs no actions, they may recover 2 stamina for that turn.
Alternatively a character can opt to 'mold chakra' during a turn to recover +50 of their accessible chakra. This means that they can only recover 50 of the effective chakra allowed by their stamina and health. Chakra molding costs 1 stamina-- starting at the turn they attempt chakra molding.

The positive effects of resting or chakra molding are not finalized until they safely arrive at their next turn-- if they are attacked and are forced to dodge or are forced to take damage, they will be interrupted, negating the bonuses of their rest/molding. Chakra molding will be accounted for among the verbs related to health/chakra/stamina calculations.

Negative Chakra
For every one point below 0 chakra you drop, you take one point permanent health damage. At -50 Chakra, you will be stuck with -50 health weighing down on whatever your current health is. This will cause a similar weight to apply to your stamina, and potentially your maximum chakra. Hyuugas are doubly dangerous when your are out of chakra.

Depleting Your Reserves
There are 3 stats that can reach 0 now, and each comes with their own adverse effects.

If your chakra reaches 0, you will begin to take stamina damage, -1 per turn your chakra is 0. If your chakra falls below 0, you will gain a weight on your health that can not be removed until your chakra raises above 0. If your chakra returns to the positives, your health does not automatically recover, but it can receive healing.

If your stamina reaches 0, so does your chakra. At 0 stamina, you are incapable of acting, or dodging.

If your health reaches 0, so does your stamina and chakra. You fall into a defenseless state where you can be killed or severely injured.

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Section 5

Genjutsu
The basics to genjutsu are as followed--

When under the effects of genjutsu, you lose 1 stamina per round. This value may change as described on each individual jutsu. When casting a genjutsu, the user expends the chakra for the genjutsu whether it is a success, or it fails-- the user is also unable to move freely while their genjutsu is active unless their technique says otherwise.

If their target victim reaches 0 stamina, they will be incapacitated for a set amount of turns where they are unable to recover stamina. At this point, the victim may be stuck in the genjutsu until saved, or until the user ends the genjutsu. In this state, a victim is considered 'lost,' and the user of the genjutsu may move about freely as the genjutsu is self-sustaining.

Breaking Genjutsu
In order to break a genjutsu a user must be able to overpower the control of the genjutsu in question. There are several options:

Kai - Kai is a technique that demands a user spend 100 chakra to initiate the technique. If the users control is equal too or over the genjutsu total power, they can break the genjutsu on the same turn. If the users control is less than the genjutsu power then the user can spend 100 chakra a turn increasing the effect of kai by +5 each turn until the genjutsu is broken. The kai of the victim can be empowered by an outsider with kai if the two make physical contact and pool together the control and chakra cost.

Pain - In order to break a genjutsu with pain, a user must be able to damage themselves enough to bridge the gap between their control and the genjutsu's power. This is typically done in desperation for those without kai, or without the control to use kai. In order to bridge the gap of 10 control, the victim must inflict 10 damage upon themselves.

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Section 6

Damage Calculations

Damage: Jutsu Attacks -- Attacks that apply jutsu power vs endurance. In this event, the defender must have endurance greater than the jutsu power of their opponent to shave off damage. If the defender's endurance is equal to an attacker's damage output with jutsu, the defender takes the full damage to their health. For every point of endurance the defender has over the power of the jutsu, that point is taken off of the damage calculations.

Chakra Power --
(Jutsu or Chakra) Power as damage; -1 per point of endurance over power.

Physical Attacks --
Blunt Damage --
Base unarmed damage is 6; + or - 2 for every 10 strength/endurance difference.

Pierce Damage --
Base pierce damage is [Weapon Damage]; +3 or -3 for every 10 strength/endurance difference.

Projectile Weapon Damage --
Total projectile damage is [Projectile Damage]*Amount of projectiles that hit in a single turn; -1 per point of endurance over total projectile damage.

Pierce Damage --
Base damage ignores endurance.

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Section 7

Flanking

Attacking from an opponent's sides or rear reduces their ability to defend themselves.

Side Attacks --
When a character attacks from the side, the agility of the defender is reduced by -10.

Back Attacks --
When a character attacks from the back, the agility of the defender is reduced by -16.

Extraordinary hearing and Primal Sensing halves all disadvantages. Blind fighter, Byakugan, and Sixth Sense nullifies them.

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Section 8

Side Effects --

Silence -- This character can not cast.
Paralyze -- This character can not act.
Stun -- This character is completely incapacitated or otherwise rendered helpless.
Bleed -- This character loses 2 health per turn.
Seep -- This character loses 30 chakra per turn.
Root -- This character can not move.
Suppressed -- This character can not act, move.
Slow -- This is considered any tile-movement reducing effect.
Delay -- The action of the character is delayed until a later turn.

Other Effects
Cleanse -- This character removes crowd control (specifically stated or general).
Hard Cleanse -- This character removes all hard control.
Instant-Cast -- This ability can be used instantaneously
(1st, 2nd, 3rd) Initiative -- This ability takes priority before other actions in a turn.
Pre-Emptive -- This ability absolutely occurs just before the turn itself occurs.
Vamp -- This ability steals a value from one player and adds it to another.
Non-Reactionary -- This ability can not be responded to if contact is made. (Such as with projectile reactions)
Drowning -- This character is rooted and suffers -4 stamina and -2 health per turn.

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Section 9

Projectiles in Combat
Ranged attacks that moves independently of a user's body.

Projectile Speed -- Projectiles have a base speed that can be increased through specific outlets (from which those outlets will directly state their effect on projectile speed). Each turn a projectile is active, they move [Projectile Speed / 10] in tiles. 60 speed would equate to 6 tiles; 64 speed would equate to 6 tiles; 69 speed would equate to 6 tiles. Anyone within their range at the end of a turn, will be hit by the projectile and be forced to deal with it.

Reacting to projectiles
When a character is in danger of being struck, they have three options.

Block -- If the character has half the agility of the projectile's speed, they can perform a block action. On top of basic endurance calculations for the damage type, the blocker reduces the damage of the projectile by 1/2 and true damage by 1/4. Blocks root the blocker and take up an action.
Evade -- If the character has equal to or greater than agility than the projectile's speed, they gain the ability to react and access to a 1 tile defensive movement. After it is acknowledged that they have the agility to react, they then use their speed to move out of the range of the jutsu IF they have equal to or greater than speed to jutsu speed. While attempting to evade an attack players do NOT use the 3 base movement speed. The amount of tiles a character can move after the initial 1 tile is 100% based on the speed stat. For example if a jutsu has 20 speed and a character has 20 speed, they can move 2 additional tiles out of the way. Furthermore, if a Jutsu has 20 speed, and a Character has 10 speed, they can not move any further using their speed stat. Evasion requires you to leave the radius of a technique completely to avoid damage.
Counter -- A counter action can be made so long as a character can perform it in a single turn and is not otherwise preoccupied. This allows them to attack in an attempt to cancel out a projectile's power. This can be throwing weapons to counteract another weapon, using a defensive jutsu that they can complete in a single turn, performing some kind of melee attack that can deflect or parry the projectile, and so on. These need to make sense-- you can not use a kunai to deflect a goukakyuu without an ability that explicitly confirms this.

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Section 10

Close Quarters Combat

When an enemy is within 1 tile of you, you both are then engaged in close quarters combat (CQC). While in CQC your overall movement speed is reduced by -3 tiles down to 1 tile minimum. In order to flank an opponent while in CQC you need +20 speed over their agility to flank from the side and +40 speed over their agility to flank from behind.

Dodging attacks in CQC -- In order to dodge an attack in CQC the defender must have equal to or higher agility than the agility of the opponent.

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Section 11

Technique Physics --
When two jutsu collide, a struggle ensues.

When two jutsu are fired, in differing turns, or in the same turn, they may interact with each other in weird ways.

Clashes -- Clashes stall a jutsu's advancement for one turn unless the power of one jutsu exceeds the other by 34 points, resulting in the complete swallowing of the other technique. When two jutsu ram into one another, they pit their power against one another. The larger jutsu devours the smaller jutsu and with its left over power assaults an enemy. However, if two jutsu of the same element clash like this, the winning jutsu absorbs the power of the second jutsu and continues to sail along after devouring it.

Deadlocks -- A jutsu deadlock is when two jutsu clash with equal power. In this, the users may attempt to boost the power of their technique to win. If two rounds pass with an unresolved clash, the techniques explode violently, creating an AoE explosion of 1 tile per 10 power for the jutsu range-- any caught in the explosion suffer a quarter of the jutsu's damage.

Elemental Affinities -- Elemental affinities affect jutsu physics in two ways.
Clashing -- Jutsu with an elemental advantage over another jutsu gain 1.4x power when clashing with that jutsu. If the empowered jutsu wins a clash, it retains its former power unaffected by the clash, and the increased 1.4x ability power as it continues on its destructive path.

Boosting -- Certain elements can boost the power of other elements in unique ways.
Raiton + Water -- Extends the range of raiton along the water.
Fire + Wind -- Increases the radius of fire. (+1 tile per radius of wind)

Combinations --
Tandem: When two or more users use a jutsu in tandem, they can split the chakra costs between each other. This allows them to manage chakra usage better, and even speed up the casting of a technique by splitting the joint seal requirements among one another.
Stacking: When two or more users independently use the same technique, these techniques stack with one another, allowing their total power to additively increase assuming the techniques strike at the same time. When calculating damage this way, a defender's endurance is spent on each individual jutsu.
Example: If a defender has 100 endurance and is hit from 3 separate goukakyuu simultaneously for 30 power each, the first goukakyuu will drain the target's endurance by 30, and the target will take no damage. The second jutsu will drain the target of another 30 endurance-- still doing no damage. The final jutsu, striking the target for 30 chakra damage vs 40 effective endurance will result in the target taking 20 damage.

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Section 12

A Weighted-Roll is the final option of settling a close call, after freeform RP and after the Fallback rules prove to still not be satisfying enough to continue RP.

How to use Weighted-Roll.

Weighted Roll:To use the weighted roll type "Weighted-Roll" into your command bar.

Weighted Roll is a function that rolls a dice to determine the result of a melee attack when one or more person involved in a combat scenario disagree. In these instances, Weighted Roll is used to determine only the outcome of a single valid attack. Weighted roll is not to be used in situations where a physical attack is not possible.

Weighted Roll Values: These are modifiers to damage calculations.

Misses Completely -- Attacker completely misses with little effort from the opponent.
This is equivalent of a "bad roll" akin to a "critical failure." The opponent can capitalize on this.
Dodges -- Defender manages to evade an incoming strike.
A typical dodge, such as ducking a punch.
Block -- Defender manages to shield the blow, 2/3 damage. (When using weapons, a block can only be performed with another weapon or a body hardening jutsu )
A typical block, such as taking a punch to the arm.
Glancing -- The attacker grazes their opponent, dealing 3/4th damage.
A near-blow, a passing strike, akin to a scratch and such.
Negligible -- The attacker manages to land a blow and deal full damage.
A blow that doesn't stop the opponent, and can be shrugged off while still dealing damage.
Squarely -- The attacker manages to strike an opponent dead on- capable of interrupting actions and dealing 6 more damage. (When using Pierce damage, Square blows rends flesh and causes bleed which drains health per turn)
A notable blow, that has an affect on an opponent.
Flawlessly -- The attacker manages to strike an opponent, dealing the user's strength vs the user's endurance. (When using pierce damage, flawless blows rends flesh and causes bleed damage which drains health per turn. Flawless blows also deal twice the weapon damage up to a maximum of the user's strength)
A decisive blow that can rattle an opponent.

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Section 13

Jutsu Not Covered In-Game
Suimen: 5 Stamina Cost; 4 Tile Jump; Instant-cast; Initiative;
This technique allows a user to scale vertical surfaces such as posts, trees and walls. It can also be used to traverse water so long as a user has chakra. The costs of this technique applies to the special application of an enhanced jump, which allows a user to rapidly move. Performing this action leaves a user airborne for the duration of their turn, removing their ability to move after its used."
Sgrios
Sgrios
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Join date : 2017-05-24

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