A battle consists of a series of posts. Each post should usually account for about 3-5 seconds in the battle. The only thing that takes up more is talking, but keep it in reason; if there is a fireball barreling down on you, you won’t have time to say a paragraph. While fighting you want to be as descriptive as possible. You are trying to show creativity and you also want your fight to be interesting, like a story.
1. Response Phase (as many as people that attacked you, for multi-person battles)
2. Setup Phase
3. Main Phase
4. Loss Tag
These phases always occur in the above order.
In the beginning of a player's turn if they were attacked, they get a Response Phase before the Main Phase. This is where you see if you dodge or not. You can also use a technique here to counter or dodge the attack (Ex. Body Substitute Technique). During the Response Phase a player can choose to do one of the following. You can do one or the other, NOT both. If you attempt to dodge and fail you cannot then go and use a technique or skill. Below are the choices you have in your response phase, remember you may only perform one.
1. Take the attack without rolling.
Ninja B gets hit by the two punches and the kick.
(Setup Phase here)
(Main Phase here)
(HP: -3 | CHK: -0 | STM: -0)
2. Roll to see if they dodge/ block. You roll for every attack they did, so for each of the three attacks in the example.
[Enemy Attacks have a 20% chance to hit; Ninja B rolled a 70, 17, 3]
Ninja B takes a punch to the face, blocks the kick (See Blocking rules below) and dodges the last punch.
(Setup Phase here)
(Main Phase here)
(HP: -10 | CHK: -0 | STM: -0)
-When dodging, if you roll within five under of the number in which you had to roll over, you will block the attack and take half damage. See the blocking rules below for more details. Also remember to post links to your rolls.
3. Use a technique to dodge/counter the attack or increase dodge.
Ninja B is hit, but a second later is replaced by a log.
[Kawarimi no Jutsu (Body Substitute Technique)]
(Setup Phase here)
(Main Phase skipped)
(HP: -0 | CHK: -10 | STM: -0)
-You may only use one technique per turn in your response phase. If you have multiple attacks aimed at you from multiple opponents / a faster opponent the rest you can either dodge or use skills for.
4. Use a skill to dodge/counter the attack or increase dodge.
The fireball barrels down on Ninja B, but at the last moment he sees an escape through the technique, sliding to the side as the flames pass by him.
[Used Knowing the Elements]
(Setup Phase here)
(Main Phase here)
(HP: -0 | CHK: -0 | STM: -0)
The above rules are fine for one vs. one battles, but if you have multiple opponents or your opponent gets multiple turns to your one, you will be in need of these rules as well.
- Each attack that is aimed at you is treated separately. Unless a response technique or other ability specifically says so, it only targets/effects one of the attacks aimed at you.
- You react to each attack in order that they were made.
- Per turn you may only use 1 Counter Response Phase technique. So if you have multiple attacks coming at you, and you have a technique that stops one attack, you will have to choose another action for the second attack.
*Note: You can only respond properly to attacks aimed at you, this goes for multi-ninja battles. You can however jump in front of an attack aimed at a comrade. To do so you roll a 20 sided dice. If you roll below a 16 you succeed, 16-20 is a failure. You cannot block, dodge or use a skill/technique; you simply take the damage and all effects of the attack instead.
The setup phase is just as the name implies, a phase in which you may prepare for your main phase action, or do some other small task. The setup phase is not a phase in which you should be attackin your opponent, that should be left for the main phase. In the Setup Phase, you may do ONE of the following:
- Pull out/ Pick up a large weapon or item (larger than character’s hand). You do not need to use a turn to pull out a kunai, shuriken, etc. As many as logic will allow, you can’t wield 3 swords.
- Put away/ Drop a large weapon/ item (larger than character’s hand). You do not need to use a turn to put away a kunai, shuriken, etc. As many as logic will allow, you can’t stick a sword in a kunai pouch.
- Activate a bloodline that requires activation unless stated that it takes up the whole turn.
- Inscribe something onto a scroll.
The main phase is just as it implies, the phase in which you take your main action for this turn. This will usually include using your technique to attack the opponent, but can include many other actions as well. In the Main Phase you may do ONE of the following:
- Use basic attacks (punches/kicks). The amount depends on your ranks.
-Gennin - 2 per post
-Chuunin - 3 per post
-Jounin - 4 per post
-Sennin - 5 per post
- Use Small weapons (shuriken, needles, etc.)
-Gennin - 2 per post
-Chuunin - 4 per post
-Jounin - 6 per post
-Sennin - 8 per post
- Use Medium weapons.
-Gennin - 1 per post
-Chuunin - 2 per post
-Jounin - 3 per post
-Sennin - 4 per post
- Use Large weapons.
- Gennin - 1 per post
- Chuunin - 1 per post
- Jounin - 2 per post
- Sennin - 2 per post
If you attacked your opponent in any way in your Main Phase you must put a damage tag after the Main Phase. It should have the damage you will do to the opponent if you hit them given their stats and your stats.
Example:
[8 (kunai base damage) + 20 (accuracy bonus) – 10 (dexterity bonus) = 18 damage]
At the end of every post you have to include your Loss Tag. This should show your loss of HP, Chakra, and Stamina for the turn. Even if you did not lose any of these stats you must include the Loss Tag.
(HP: -0 | Chakra: -0 | Stamina: -0)
To start a battle with someone it is important that you inform them out of character before hand so that they are aware of the circumstances. In the very first post of the actual battle you post all your stats except HP, Chakra, and Stamina. These are left out as they are kept secret from your opponent and are not necessary to do the math in the game. To begin, the person with the highest speed goes first. Make sure to read the speed description to know how to proceed with turns from here on, and if you have a problem please ask a staff member for assistance.
During your first turn you can do anything as long as it does not affect your opponent. The first turn is meant to simulate what you may have done going 'into' battle, a type of setting up period in which neither of you may attack the other.
- Use Items (Medical stuff, scrolls, etc.)
- Pull Out/ Pick up a weapon or item. (Previous rules apply).
- Put Away/ Drop a weapon/ item. (Previous rules apply).
Exception: If an opponent could gain an offensive attack against you before your first turn, you may also gain an offensive action on your first turn as if it was a normal turn. This includes, but is not limited to, the opponent gaining a second turn before your first.
When you attack you CANNOT say you automatically hit them. You must always leave it open for them to dodge. This is more of an Role Playing rule than a system rule, but the battle will not make sense if you claim to have hit your opponent and they dodge.
Ninja A runs up to Ninja B and throws two punches and a kick at their face.
[Damage: 1 - punch x2, 1 - kick]
(HP: -0 | Chakra: -0 | Stamina: -0)
See how Ninja A didn't actually touch Ninja B yet, leaving him a chance to dodge. So on Ninja B's turn he gets to first go through his response phase to see if he dodges or not. If he does not it is his responsibility to role play getting hit.
-If a player's health is reduced to 0 or up to 10% of their total HP is into the negative, they are unconscious. -If their health is lowered further than 10% of their total HP they are considered dead.
-Once a player reaches or goes beyond 0 health, all effects of techniques and skills placed/activated on them are cleared off, and any health, chakra or stamina regeneration is halted. This includes bloodlines or other skills that have been activated.
-A person who goes below 0 HP cannot be healed back above 0 HP.
-A battle is concluded when the last person standing decides it so. Thus, if a player is unconscious the attacker may still attack them to kill them. Leaving a player unconscious or dead results in a victory.
-An unconscious player has an evasion score of 0, and all attacks made on them are calculated as such, with the normal cap of 90% chance to hit.
Ninja A has 100 HP total.
Ninja B attacks Ninja A and lowers his HP below 0 to -6.
Ninja A is unconscious, but not dead.
Ninja A has 100 HP total.
Ninja B attacks Ninja A and lowers his HP below 0 to -12.
Ninja A is dead.
*The staff reserve the right to determine a player dead or alive based on role play and other circumstances surrounding the battle.
A battle is over when one of these four conditions is met:
1. A player runs out of HP. In this case you are either dead or severely hospitalized (See Above).
2. A player runs out of Chakra. In this case the player passes out and is hospitalized for x days. (Admin decision).
3. A player runs out of Stamina. In this case the player passes out and is hospitalized for x days. (Admin decision).
4. If a player forfeits and you stop attacking them. No one goes to the hospital.
*Remember: Battles outside of the actual RPG, as in practice battles in the Practice Arena, do not have these consequences.
There are two types of battles in this game. They are “Life & Death” and “Spars”. As you can probably guess, “Life & Death” battles are to the death or severe hospitalization of the loser. A “Spar” is in which there is relatively no harm that is done to either player except maybe their pride. Each of these types of battles works slightly differently in how Experience Points is handled, which is covered in 4.02: How to Earn EXP, and EXP Amounts.
Spar: This type of battle is more of a test of skill between two people. They have agreed ahead of time to keep themselves from using deadly force and instead use mocking blows and attacks to practice their abilities. Though participants, usually the loser(s), may get hurt, it is almost never cause for hospitalization and can usually be recovered with some rest. Though it is possible for the loser(s) of a spar to fall unconscious, it will usually be from a lack of Chakra or Stamina and not from any injuries. A character that is reduced to 0 Health in a spar may or may not pass out, depending on the role play.
It is important to realize that a spar may turn into a Life & Death battle at any point if one of the participants decides to make it so. It is important to trust your opponent during a spar, as it is always possible to turn a spar into a Life & Death situation.
Life & Death: This type of battle is where the loser(s) of the battle will either end up dead or unconscious and in need of medical treatment. The loser(s) of a Life & Death battle must at the very least undergo some recovery time and role play in a hospital or other similar setup.
All basic attacks cost 5 stamina to perform and deal 5 base damage. If the base damage of a basic attack is raised then the cost is raised by the same amount. Base damage means the damage the attack does before modifiers are applied. (These include punches, kicks, kneeing, etc.)
Basic attacks get smaller modifiers than normal attacks. So for every 30 Taijutsu you have, basic attack damage is increased by 5.
If a person rolls within the Critical Range when trying to dodge an attack, that attack deals 1.5x its total damage to them. The Critical Range is a natural one (and only a one) by default, but increases for Taijutsu by one for each 100 points in the attacker's Concentration, and can be modified by skills. A single attack can only critical one time, so if you use a skill to make an attack a critical hit, if they roll a 1 as well it does not 'double critical'. There is no such thing as a 'double critical'.
The Critical Range has a maximum that it can go with passive effects and with active effects. Passive effects are skills and equipment that raise your chance to critical strike at all times. Active effects are effects from techniques, skills or any other source that requires a cost or use to increase your chance to critical strike. Active effects have a clear start and finish.
Maximum Chance to Critical Hit with Activated Effects: 75%
Blocking is a function of how close you got to the roll needed to dodge an attack without succeeding. If you roll anywhere within your "Block Range" you will block the attack, thus taking half total damage (rounded down). The Block Range is, by default, the 5 points below the minimum needed to dodge, but can be modified by skills and techniques. Ghost Damage cannot be blocked.
Ninja A needs above 75 to dodge.
If Ninja A rolls a 76 or above, he dodges and takes no damage.
If Ninja A rolls a 75, he blocks and takes half damage.
If Ninja A rolls a 74, he blocks and takes half damage.
If Ninja A rolls a 73, he blocks and takes half damage.
If Ninja A rolls a 72, he blocks and takes half damage.
If Ninja A rolls a 71, he blocks and takes half damage.
If Ninja A rolls a 70 or below, he gets hit for full damage.
If Ninja A rolls a 1, he gets hit for critical damage.
All damage done in a single turn gains only one modifier. The modifier, if there are multiple hits, is divided by the amount of hits and added to every hit rounded up. Usually we prefer to not have techniques use more than five hits at a single time, as rolling to dodge can get annoying. This applies to basic attacks, small weapon attacks and any other attacks that are not a jutsu and are not covered under the multi-hit jutsu rules. This division also includes the defensive modifier of the targetted ninja. A ninja who is being attacked divides their modifier between all of the hits from a multi hit jutsu.
Ninja A has a Ninjutsu score of 300 and uses a technique that fires four fireballs for 20 damage each. Ninja B, the target, has a Defense of 100.
- First you find out the modifier, which for this example is 50. (300 Ninjutsu - 100 Defense is 200, which is the modifier of 50)
- Next you divide the modifier by 4, which is 12.5, rounded to 13.
- Finally you add this to each fireball, which causes each to deal 33 damage a peice.
Notes and Other Rules:
- A ninja gets one full defensive modifier per attack targetting them.
- Reminder: Multi-hit jutsu are considered a single attack.
- Logic: Each attack should have one full offensive and one full defensive modifier applied.
Damage: Damage is taken at the end of the phase in which it was afflicted. This means if you are hit with an attack in your response phase that will bring you below 0 HP, you are knock unconscious at the end of that response phase. Also, if you use a technique, skill or other ability that deals damage to yourself, that damage is taken at the end of the phase in which you used it. So if you use a technique that deal you 20 HP in your main phase, you take the 20 damage at the end of your main phase (meaning you can use a technique that deals HP damage successfully, even if it would knock you out). Any bleed damage or damage caused by other effects that happen over a set amount of turns happens in the phase it was originally caused in. If for any reason a type of damage does not have a phase in which it started, it is assumed to be taken at the end of the setup phase. The Loss tag is the combined loss you recieved from the ENTIRE turn.
Ability Cost: The cost for a technique or other ability is paid at the end of the phase in which it was used. Unlike damage however, the cost for a technique or other ability cannot be paid if it would bring you below 0 in said stat. If this is attempted, the technique will not be successful and you will still pass out from chakra/stamia exhaustion at the end of the phase.
Upkeep Costs: The upkeep cost for any ability, no matter what it is paid in (Health, Chakra, Stamina, Rupees, Goats, etc.) occurs at the end of the setup phase unless otherwise noted within the ability itself. If the cost from an upkeep would exhaust any of your resources (Health, Chakra, Stamina) it will be successful until the cost is paid. So for example, if you have a bloodline ability active on your turn, it will be usable throughout your response phase and setup phase, even if at the end of your setup phase it causes you to pass out.
*Note: The difference between an Ability Cost and Upkeep Cost is important to know as two distict types of cost. They each follow separate pricing rules for techniques. For a general definition, an Ability Cost is the initial cost of the ability, while an Upkeep Cost is any additional cost paid on turned following the Ability Cost.
See the Speed stat description to see how multiple person battles work with turn order. Also see the Leveling Rules page for information on how to distribute Experience Points from a multiple person battle.
If at any time during a battle you role play or use a technique/skill to create circumstance that you believe deserves a bonus or should effect the battle in some other way that is not outlined within the rules already, please feel free to PM an administrator or moderator to review the situation and determine if you do indeed deserve a bonus and if so, what type of bonus. Staff always have final words on bonuses that can or cannot be handed out in this way.