General Stat Rules
- A player only gets one full modifier per turn. No matter how damage, stat reduction, ghost damage or any other ability that is modified by a stat is split up, there is only one full modifier per turn.
- All stat bonuses may not exceed 1.5x (150%) of the base stat. For example, if a character has 1000 Evasion, they may never have more than 1500 Total Evasion through any means.
- Defense is the only stat that is excluded from the 1.5x rule stated above. Defense may be raised as high as a character wishes.
- All techniques that raise your own stats or the stats of allies do not get modifiers! Healing jutsus, self inflicted genjutsu, boosting taijutsus and ninjutsus, etc. Basically, unless otherwise stated, any technique that does not get your opponent's stats to subtract from them does not get bonuses.
Health
Health, since the dawn of games, has been a very abstract concept that does not much pertain to the physical world. At best it has been described as a "will to live" or "the liters of blood your body can hold". Whatever you want to imagine health as being for your character is up to you, but one thing is certain. When you run out of it you are in deep trouble.
This is your health bar, that which keeps you alive. Once this reaches 0 you are unconscious, and if it manages to fall to -10% or below of its total, then say hello to the big man upstairs for me. (If you didn't catch that it means you are DEAD)
Example - Ninja A has 50 Health and Ninja B deals 49 damage to Ninja A, Ninja A lives, but one more point of damage, and he loses the battle.
Example - Ninja A has 50 Health total, and Ninja B deals him 52 damage. Ninja A's health is at -2, which is below 0 so he is unconscious. If Ninja B had made ninja A go below -5 health though, he would have died permanently.
Stamina
Stamina, like health, is a strange and abstract concept. Basically, this is the physical energy that your body has that allows it to move. Running out of stamina is like running out of energy, when you get low on it you get winded, exhausted and basically in a pretty miserable state. If you run completely out of it though your body will shut down and you will black out.
This stat is used to pay for Taijutsu, basic attacks and weapon attacks during battle. If at any point your Stamina reaches 0 you will become unconscious, just the same as if your health had reached 0. Stamina regenerates by 1/10 of its total every other turn you have within a battle, starting on the second turn.
Example - Ninja A has 10 stamina left and uses a Taijutsu technique that costs 20 stamina. When he attempts to use it he falls unconscious and the technique is considered unused and deals no damage. Ninja A suffers a humiliating defeat.
Example - Ninja A uses his Ninja A Combo which deals 20 damage, but costs 20 of his 40 stamina. Ninja A is fine to use it for now, but if Ninja A uses it again before his stamina has time to regenerate, he loses the battle.
Chakra
Chakra, like health, is a strange and abstract concept. Basically, this is the magical energy that your body has that allows it to perform super human actions. Chakra is closely tied to the body's basic needs, and much like stamina, if you run low on it your body begins to suffer from exhaustion. Just like stamina as well, if you run out of chakra your body will shut itself down and you will reach an unconscious state.
This stat is used to pay for Ninjutsu and Genjutsu techniques. If at any point your Chakra reaches 0 you will become unconscious, just the same as if your health had reached 0. Chakra regenerates by 1/10 of its total every other turn you have within a battle, starting on the second turn.
Example - Ninja A has 50 total Chakra, but only 1 Chakra left. He dodges Ninja B's attempt to drain his Chakra to 0 and on Ninja A's next turn his Chakra regenerates 1/10 of its total (or by 5 Chakra). So Ninja A now has 6 Chakra.
Example - Ninja A has 30 chakra left. He has two techniques to pick to use, one which costs 40 chakra and the other which costs 20 chakra. He wisely chooses to use the one with 20 chakra, as the other would cause him to fall unconscious.
Taijutsu
Taijutsu represents the amount of physical hand to hand combat training your character has received. Contrary to usual assumptions, it does not directly relate to a character's strength. It is the combination of finesse, skill, precision, speed and power that makes up the devastating movements that go into turning your own body into a deadly weapon. Through role play, a character could have an extremely high Taijutsu score and not be able to lift any weight. They may, however, know every pressure point and weakness on the body and cause even the largest of enemies to fall with the lightest brush of a finger.
Taijutsu determines the damage bonus when using Taijutsu, basic attacks or melee weapon damage. Taijutsu is also one of two stats that determines the damage for ranged weapons. Also, to use any Taijutsu technique you must have at least x in your Taijutsu stat to do so, where x is the stamina/chakra cost of the technique.
- For every 20 points in Taijutsu the player receives +5 damage to their Taijutsu attacks and Melee Weapon Attacks.
- For every 30 points in Taijutsu the player receives +5 damage to their Basic Attacks.
- For every 40 points in Taijutsu the player receives +5 damage with range weapons.**
Example - Ninja A has 20 Taijutsu points in his stat, and he uses his Ninja A Combo which says it deals 20 damage. Because of the amount of Taijutsu Ninja A has, he deals gains a bonus +5 damage to his attack. So the technique deals 25 damage instead of the technique's usual 20.
Example - Ninja A wants to use his Ninja A combo that costs 30 Stamina. He needs at least 30 points in his Taijutsu stat to use the technique.
Ninjutsu
Ninjutsu represents the character's ability to manipulate their chakra into physical manifestations within the world. This could take on nearly any type of task, from breathing fire to forming water into the shape of a deadly dragon to even moving objects with nothing but a thought.
Ninjutsu determines the damage bonus when using Ninjutsu techniques. Also, to use any Ninjutsu technique you must have at least x in your Ninjutsu stat to do so, where x is the chakra/stamina cost of the technique.
- For every 20 Ninjutsu the player receives +5 damage to their Ninjutsu attacks.
Example - Ninja A has 40 Ninjutsu total and uses his Ninja A Fireball which says it deals 20 damage. Because of the amount of Ninjutsu Ninja A has, he deals 30 damage instead of the technique's usual 20.
Example - Ninja A wants to use his Ninja A Fireball that costs 20 Chakra. He needs at least 20 points in his Ninjutsu stat to use the technique.
Defense
Defense is your character's ability to take a beating. This can come in many forms though, and contrary to popular belief it does not mean you are just a large meat shield. Taking less damage in a fight can include many different abilities such as rolling with punches, knowing how to move so that strikes hit in less damaging areas, slowing enemy strikes with passive and miniscule use of chakra or even just having an enormous layer of fat. As many effects from stats, how defense is shown in your own character depends entirely on your choice of role play.
Defense is used to determine the amount of damage you take from an opponent's physical attacks. This includes Taijutsu, Ninjutsu, basic attacks and weapon damage (Not ghost damage).
- For every 20 points of Defense your character has, they take 5 less damage. This can never reduce an incoming attack below 5% of its total damage, rounded up.
- Defense is the only stat that does not follow the 1.5x maximum bonus rules, stated at the top of the page.
Example - Ninja A attacks Ninja B with a ninjutsu for 80 damage. Ninja B has a total of 100 Defense, so he negates a total of 25 of the damage and only takes 55 damage from the attack.
Example - Ninja A attacks Ninja B with a punch for 15 damage, but Ninja B has 80 Defense so he negates 20 damage from Ninja A's attack. Since Defense can never lower damage below 1, Ninja B takes 1 damage.
Genjutsu
Genjutsu represents the character’s ability to manipulate their own chakra or the chakra of others to affect the mind. The use of Genjutsu never conjures anything in the physical realm; it merely uses chakra from the user and often times the enemy to confuse their senses and make them believe that they are experiencing that which is not real. Users of Genjutsu can causes enemies to see copies of themselves which do not really exist, make people believe they are under assault from deadly attacks that do not exist and even make a person believe they are in a location that they are not. The more training a character has in Genjutsu the more powerful their own attacks come, but it also allows them to see through and reduce the effectiveness of enemy Genjutsu attacks as well.
Genjutsu determines the bonus your Genjutsu attacks receive, the bonus ghost damage your Genjutsu attacks deal and the reduction you receive to stat damage from Genjutsu attacks. Also, to use any Genjutsu technique you must have at least x in your Genjutsu stat to do so, where x is the chakra/stamina cost of the technique.
- For every 20 points of Genjutsu the player has his Genjutsu attacks reduce an opponent's stats by an additional 5 points.
- For every 20 points of Genjutsu the player takes 5 points less of stat reduction from Genjutsu attacks.
- For every 20 points of Genjutsu a player has their Genjutsu techniques deal an additional 2 ghost damage.
Example - Ninja A has 200 Genjutsu total, which means their attack has a +50 on stat reduction. If they use an attack that lowers an enemie's evasion stat by 80, that technique will now lower that stat by 130 instead.
Example - Ninja A has 200 Genjutsu total, which means their attack has a +50 on stat reduction. If they use an attack that lowers an enemie's Defense and Ninjutsu by 80 stat points each, Ninja A gets to choose how that 50 points is split up. For instance, they can have the enemies Ninjutsu be reduced by 100 and their Defense by 110.
Example - Ninja A wants to use his Ninja A Illusion that costs 20 Chakra. He needs at least 20 Genjutsu to use the technique.
Example - Ninja A attacks Ninja B with his Ninja A Sandtrap for 20 Ghost Damage, but Ninja A has 40 Genjutsu so he adds an additional 4 damage to his attack to hit for 24 Damage.
Concentration
Concentration is a character’s ability to focus their mental abilities on a task. In the use of Genjutsu, this means that a character can focus on the task of the mind, which is important and key to that kind of chakra manipulation. It also means that a character is able to realize that an enemy is trying to manipulate their own mind and give them a chance to defend against it. For those who do not practice the art of illusions however, concentration means a keen eye for detail and weaknesses. Taijutsu users with enough concentration can find weaknesses in the enemy, allowing them to exploit them at will like chinks in armor. As well, those who manipulate Ninjutsu are able to focus their energy more efficiently, cutting down on wasted chakra.
Concentration is used to determine the chance your Genjutsu attacks have to hit your opponent, the chance you have to dodge Genjutsu attacks, your ability to critically strike with Taijutsu and the cost of your techniques with Ninjutsu. The cost reduction for Ninjutsu may work with hybrids, but may only ever reduce chakra costs. Hybrid Ninjutsu/Taijutsu techniques only get one of the bonuses given by concentration, this is decided at the time the technique is used.
- Every 20 points in Concentration raises your chance to hit with Genjutsu by 1%, to a minimum of 15% and a maximum of 90%.
- Every 20 points in Concentration raises your chance to dodge Genjutsu by 1%, to a minimum of 15% and a maximum of 90%.
- Every 100 points in Concentration raises your chance to critically strike with Taijutsu based attacks by 1%. Maximum of +30%.
- Every 100 points in Concentration lowers the cost of your Ninjutsu based attacks by 2%, rounded down. Maximum of 60% reduction.
Example - Ninja A has 200 Concentration total, which means their attack has a +10% chance to hit. This brings the total to a 70% chance to hit, before calculating the enemies Concentration and Evasion.
Speed
Speed is not a simple running speed that tells how fast your character can move. Yes, it is related, but like Taijutsu is to strength, they are not necessarily the same thing. A player's speed is a combination of their hand seal ability, perception, reflexes and thought process. A character with a higher speed is able to make and act on decisions more rapidly in a battle than the other players. This means that they can create seals faster, can move and react faster and can think through situations faster so that they can act before others. Though for a Taijutsu user this will most likely mean that they are incredibly fast at moving around on the battlefield, for a Genjutsu user this may have absolutely no connection to physical ability at all. It is all determined in the style of role play you choose.
Speed determines the order of turns for the members of the battle, both on the level of who goes first, and then every turn from then on. The very first thing you must do when dealing with speed is find the lowest speed of all the people participating in the battle. This number will be called the Low Speed from now on. Once you have this number it will be the reference for ALL players for the entirety of the battle no matter whose speed changes. The Low Speed number never changes. (It is a good idea to state the Low Speed within the first few posts of a battle for reference).
Then you must calculate your "Speed Percentile" (See equation below). To do this you take the Low Speed (the number we just talked about above), and divide it by your own speed. Once you have divided the Low Speed by your own speed, you multiply by 100 and round your answer up to the nearest whole number. If your Speed Percentile is less than 33 at any point, round up to 33. If you are the person with the lowest speed, congratulations, your math is easy because you divide by your own speed. Speed Percentile is calculated at the end of every turn; though if your speed has not changed since your last turn the answer will be the same.
[(Low Speed)/(Your Speed)] * 100 = Speed Percentile (Round up, no decimals)
At the end of your turn in the Loss Tag Phase, you post your Speed Percentile and a number called "Turn Order" which is your current Turn Order plus your Speed Percentile. At the beginning of the battle, before your first turn, your Turn Order is equal to your Speed Percentile.
Example - If your speed percentile is 50, at the end of your first turn you will put:
Speed Percentile : 50
Turn Order : 100
Turn Order is the important piece of information in all of this. At the end of any given turn, the person who is up next is the person with the LOWEST Turn Order.
-At the start of a battle no one should have a Speed Percentile over 100.
-If your speed stat changes within a fight you must recalculate your Speed Percentile by dividing your new speed by the Low Speed. If the person with the lowest speed has their speed stat boosted, they still divide by the Low Speed. As you can see, this can lead to a person having a speed percentile larger than 100 later in the battle. It is important to remember to always use the Low Speed as the number that you divide by; this number should never change throughout the battle.
-If two people have the same 'Turn Order' at any point after the start of the battle, the player who hasn't had a turn longest goes first, etc. If a person ever has three turns to any opponent, at the end of their third turn they must make their Turn Order equal to the Turn Order of the opponent with the highest Turn Order AND who has also not had a turn within their three turn stretch.
-If two or more people have the same 'Turn Order' at the start of the battle, they each roll 1d100 and the one with the higher roll goes first.
-If a person joins mid battle, they calculate their speed percentage and start with their turn order equal to the person who went before them. This means that a person joining late in a battle can jump in after anyone's turn.
-Click here for some Examples
Terms
Low Speed: This is equal to the lowest speed among all participants in the battle before the first turn.
Speed Percentile: This is equal to the equation listed above and is calculated at the end of every turn.
Turn Order: This is equal to your current Turn Order plus you Speed Percentile. This is calculated in the Loss Tag after you calculate your Speed Percentile for the turn. Before your first turn in a battle this is equal to your Speed Percentile.
Accuracy
Accuracy is the ability for a player to perceive movement and coordinate strikes. Whether this is with their fist, an arrow or a fireball, it call comes down to the same ability of timing, aim and precision. As enemies become faster and more agile, a competing ninja must also continually sharpen their senses to be able to hit such an agile target. As a wise man once said "It is like trying to hit a bullet with a smaller bullet while wearing a blindfold riding a horse."
Accuracy determines whether or not a character succeeds when physically attacking an opponent. Accuracy is also one of the two stats that determine the damage bonus for ranged weapons.
- For every 10 points in Accuracy raises your chance to hit with physical attacks by 1%, to a minimum of 15% and a maximum of 90%.
- For every 40 points in Accuracy the player receives +5 damage with range weapons.**
Example - Ninja A has 80 accuracy, so including a character's natural 60% hit rate, he has a 68% chance of hitting. The opponent gets to roll a 100 sided die (in their Response Phase) and if they roll 68 or lower you successfully hit them. If your opponent rolls exactly 1, you critical. Also see the blocking rules.
Evasion
Evasion is the ability to react to dangerous situations. Often, at the speeds that things may happen in a battle between ninja, this is a reflexive action that the body will take without any confirmation from the conscious mind. This could include simply jumping out of the way, sliding around a fist as it swings towards you, using a piece of the environment to block a blow or even falling back on the inability of your opponent, watching as they completely miss without any intervention from yourself.
Evasion determines whether or not an opponent's attacks hit your character.
- Every 10 points in Evasion raises your chance to dodge physical attacks by 1%, to a minimum of 15% and a maximum of 90%.
Example - Ninja A has 100 evasion total and Ninja B, who is attacking Ninja A, has a total of 60 accuracy. So first Ninja B will add his +6% to have 66% chance to hit. Ninja A will then subtract 10% from that due to his 100 evasion, bringing the total to a 56% chance to hit. Ninja A would then have to roll above 56 on a d100 to dodge the attack.
Notes
* The defender rolls for the dodge to see if you hit or not, not the attacker.
** Ranged Weapon Bonuses are determined by Accuracy and Taijutsu. For every 40 you have in each your ranged attack damage is increase by 5.
Status Effects
Each of the following effects have a name, description of what they do, a maximum duration and a damage point value of them per turn. When put into a technique this cost is paid when the technique is used, not each turn as an upkeep. See the Jutsu Point System for explanation on damage points.
When a person is affected by a status effect it lasts for a set amount of turn. The amount of turns that the effect lasts is determined by the turn amount of the person being affected. In a small number of cases there may be a "global" status effect that effects everyone. In that case it will last for an amount of turns equal to the user's turns. If there is no one person who initiated the status effect, it will last for a turn amount equal to the person with the lowest amount of turns.
Status Effect costs are not modified by jutsu ratios. They are always the same price, despite the rank of the technique that uses them.
Status effects are temporary, and are usually induced by techniques or hazardous environments.
Afraid: Character targeted tries to avoid the one who caused the fear or the location that the fear is centered around. If forced to confront the object of fear, the ninja has a -10% to total damage and -10% to hit chance against target. May only be used twice per battle per enemy by a Gennin and four times by a Chuunin+.
Max Duration: 3 turns
DP: 20/turn
Asleep: At the beginning of your response phase you roll a 10 sided die. If you roll a 4 or lower you wake up and continue your turn regularly. If you miss your roll you cannot do any actions in your turn, but in your Main Phase you gain +5% to your HP, chakra and stamina. If the person(s) in a sleep state is hit by any attack they wake up immediately.
Max Duration: 10 turns
DP: 50/turn
Blind: Your accuracy is reduced to 20 (unless you had less accuracy than 20), unless your character has an unusual ability to use their other senses (i.e. Inuzuka sense of smell, Nerves of Insanity's enhanced senses, Blind Guardian's ability to function without sight) and your evasion is likewise reduced to 0 except in the aforementioned circumstances. May only be used once a battle per enemy by Gennin, three times by Chuunin and six times by Jounin.
Max Duration: 3 turns
DP: 50/turn
Bleeding/Burning/Poison: User loses x HP every turn (x is determined in the technique that inflicts bleeding). Bleeding/Burning/Poison damage begins to take place on the turn after the attack hits. So if a technique hits an opponent for 20 bleed damage for two turns, the first turn they are hit, the second turn they take the damage and the third turn they take the damage again. The total bleed damage in a single technique cannot break the damage cap for that technique when added together with the regular damage that it deals.
Max Duration: 3 turns
DP: 0.8x/turn (x = The normal DP (cost) of the damage that it is being applied to.)
Bound [Arm]: No abilities or techniques which require two hands may be used in battle until effect has worn off. No seals could be used unless the target has the "one handed seals" skill. Defend and Parry weaponry skills are 50% to fail. Opponent is not affected by bound if used consecutively after the previous attack which used it went to its maximum duration.
Max Duration: 4
DP: 40/turn
Bound [Paired Arms]: Any action requiring hands may not be used in battle until effect has worn off. Opponent is not affected by bound if used consecutively after the previous attack which used it went to its maximum duration.
Max Duration: 3
DP: 50/turn
Bruised: The target takes 110% total damage from taijutsu damage that specifically target the bruised area (face, stomach, etc.) Includes basic and weapon attacks.
Max Duration: 3
DP: 20/turn
Burned: The target takes 110% total damage from taijutsu, basic and weapon attacks and takes 10 unmodified damage per turn.
Max Duration: 4 turns
DP: 30/turn
Charmed: The target of this effect is charmed by the [Character], which is normally the opponent who inflicted the effect. When the [Character] is hit by an attack from target of the effect, they roll a 10 sided die. If the result is 1, 2, 3 or 5 they are dealt only 50% base damage and the effect durations from that attack are cut in half (rounded up). Once per turn, the target of this effect must roll a 10 sided die, if the result is three or below they are "immobilized by love" and may not attack the [Character] for that turn.
Max Duration: 3
DP: 30 DP/turn
Clobbered: When afflicted by this the character may only use Jutsu with a DP less than or equal to twice their level, or basic attacks.
Max Duration: 2 turns
DP: 40/turn
Cold (Hypothermia Stage 1): Target's chance to hit reduces by 5% (minimum of 15%). Target's speed is at 90%. Ninjutsu and Genjutsu that require hand seals have 5% chance to fail. Max Turns: 3. Burn/Bleed effects last one post longer. (May not be stacked with any other frozen, or numb effects, this effect takes precedence.)
Max Duration: 3
DP: 50/turn
Confused: Subject has a 50% chance to attack themselves every time they attack a target.
Max Duration: 3 turns
DP: 30/turn
Deafened: For purposes of who acts first, the afflicted suffers a -40% to speed. Also, any attacks that are role played to come from behind the target without their knowledge have a +20% to hit.
Max Duration: 2 turns
DP: 20/turn
Dehydrated: Whenever target spends stamina or chakra, they spend 20% more.
Max Duration: 3 turns
DP: 40/turn
Disorganized: Lose your next Setup Phase. Opponent is not affected by disorganized if they were stunned in the previous post. May only be used once a battle per enemy by Gennin, three times by Chuunin and six times by Jounin.
Max Duration: 1 turn
DP: 30/turn
Distracted: -25% penalty to evasion.
Max Duration: 2 turns
DP: 20/turn
Dizzy: User is unable to use Genjutsu based attacks, concentration is cut in half, chance of hitting -20%.
Max Duration: 2 turns
DP: 40/turn
Drowning: Speed is at 80% and if this effect is kept up for more than 4 of their turns the target takes 50 damage a turn for every turn afterwards.
Max Duration: n/a
DP: 40/turn
Enlarged: +10% to total Taijutsu Damage, -15% to dodge. Size increased.
Max Duration: n/a
DP: 30/turn
Enraged: +20% to base Taijutsu damage, -10% to dodge.
Max Duration: 2 turns
DP: 10/turn (Self); 15/turn (Opponent)
Ensnared: Uses Taijutsu with a 50% failure chance. Speed is set at 75%, target cannot move around. May only be used once a battle per enemy by Gennin, three times by Chuunin and six times by Jounin.
Max Duration: 3 turns
DP: 25/turn
Exposed: Defense is set to 50% of its base next turn.
Max Duration: 1 turn
DP: 40/turn
Fazed: -10% to hit, (this is usually caused by bright flashes of light) .
Max Duration: 2 turns
DP: 15/turn
Full Chain Opening: The opponent has 0% chance to dodge for their next response phase if you use x. x = a single, specific technique specified by the attack that caused this status effect. Cannot be used after Half Opening or Full Opening.
Max Duration: 1
DP: 20 * (Jutsu Point Cost of x)
Full Opening: The opponent has 0% chance to dodge for their next response phase against x. x = a single, specific technique specified by the attack that caused this status effect. May not be used after Half Opening, Full Opening, Half Chain Openings, or Full Chain Openings.
Max Duration: 1
DP: 20 + (10 * y) [y = Jutsu Point Cost of x]
Frostbite (Hypothermia Stage 2): Target's chance to hit reduces by 10%(minimum of 15%). Target's speed is at 80%. Target's evasion is at 80%. (May not be stacked with any frozen or numb effects, this effect takes precedence. Does not stack with other stages, replaces 'Cold' status effect if active.)
Max Turns: 3
DP: 60/turn
Frozen: Target's speed is at 80%. Ninjutsu/Genjutsu involving hand seals has a 5% chance to fail. Held items/weapons have a 5% chance to be dropped (unequipped) when used.
Max Duration: 2 turns
DP: 35/turn
Half Chain Opening: The opponent has 1/2 their dodge % for their next response phase against x. x = a single, specific technique specified by the attack that caused this status effect. Cannot be used after Half Opening or Full Opening.
Max Duration: 1
DP: 10 * (Jutsu Point Cost of x)
Half Opening: The opponent has 1/2 their dodge % for their next response phase against x. x = a single, specific technique specified by the attack that caused this status effect. May not be used after Half Opening, Full Opening, Half Chain Openings, or Full Chain Openings.
Max Duration: 1
DP: 10 + (5 * y) [y = Jutsu Point Cost of x]
Hamstrung: Target's speed is at 90%, and 10% failure rate is added to all jutsus that involve movement in the Response Phase.
Max Duration: 3 turns
DP: 15/turn
Haste: Target's speed is at 120%.
Max Duration: 4 turns
DP: 35/turn
Headache: -10% concentration, 1% health damage per turn.
Max Turns: 5 turns
DP: 15/turn
Hypothermic (Hypothermia Stage 3): Target's chance to hit is reduced by 15% (minimum of 15%). Target's speed is at 70%. Target's evasion is at 70%. (May not be stacked with any frozen or numb effects, this effect takes precedence. Does not stack with other stages, replaces 'Cold' or 'Frostbite' status effects if active).
Max Turns: 3
DP: 75/turn
Immobilized: Suspends opponent's movement for one turn. They can still block and attack you if you are in range. No Taijutsus using any leg movement are permitted during this time. Evasion is cut in half for the opponent during this time. May only be used once a battle per enemy by Gennin, three times by Chuunin and six times by Jounin.
Max Duration: 2 turns
DP: 50/turn
Impaired Eyesight: Accuracy dropped by 10%, any technique/skill/bloodline that specifically uses the eyes must pay twice the cost (stamina/chakra) to use it. If the said tech/skill/bloodline does not have a cost it cannot be used.
Max Duration: 3 turns
DP: 15/turn
Impaired Hearing: Evasion dropped by 10%, any technique/skill/bloodline that specifically uses the ears must pay twice the cost (stamina/chakra) to use it. If the said tech/skill/bloodline does not have a cost it cannot be used.
Max Duration: 3 turns
DP: 15/turn
Impaired Smell: Any technique/skill/bloodline that specifically uses the nose must pay twice the cost (stamina/chakra) to use it. If the said tech/skill/bloodline does not have a cost it cannot be used.
Max Duration: 3 turns
DP: 10/turn
Impaired Touch: All held items have a 10% chance to be dropped (unequipped) when used.
Max Duration: 3 turns
DP: 10/turn
Induced Regeneration: Heals x health per turn.
Max Duration: 3
Restriction: Only applicable to 3jp+ medical techniques
DP: 0.8x/turn
Metabolic Break Down: All regeneration is halted. Does not affect ninja of a higher rank than your own.
Max Turns: 3
DP: 100/turn
Metabolic Shock: All regeneration is halved. Does not affect ninja of a higher rank than your own.
Max Turns: 3
DP: 75/turn
Migraine: -10% concentration, accuracy and evasion, 2% health damage per turn.
Max Turns: 3 turns
DP: 40/turn
Numb: -60 defense, opponent cannot hold any non-weapon item and total held weapon damage is cut in half. Burn and bleed effects last one post longer if the opponent is numb when they are applied.
Max Duration: 4 turns
DP: 30/turn
Petrified: Character targeted tries to avoid the one who caused the fear or the location that it is centered around. If forced to confront the object of fear, the ninja has a -30% to damage and -30% to hit chance against target. May only be used once a battle per enemy by a Chuunin, two times by Jounin and three times by Kage/Sennin.
Max Duration: 3 turns
DP: 50/turn
Prone: +15% to hit with ranged weapons, -15% to dodge, -10% to hit with Taijutsu. 5% failure chance to all combat jutsu.
Max Duration: 2 turns
DP: 15/turn (Self); 25/turn (opponent)
Quarantine; Genjutsu: The target cannot use Genjutsu. A character may only be affected by any 'Quarantine' effects for a maximum of three turns throughout the entire battle. Using multiple 'Quarantine' effects at a time takes up multiple turn uses. Opponent is not affected with this status effect if they were inflicted with 'Dizzy' within the last two turns. Opponent cannot be affected by 'Dizzy' the turn after this effect wears off.
Max Duration: 3
DP: 40/turn
Quarantine; Ninjutsu: The target cannot use Ninjutsu. A character may only be affected by any 'Quarantine' effects for a maximum of three turns throughout the entire battle. Using multiple 'Quarantine' effects at a time takes up multiple turn uses.
Max Duration: 3
DP: 40/turn
Quarantine; Taijutsu: The target cannot use Taijutsu. A character may only be affected by any 'Quarantine' effects for a maximum of three turns throughout the entire battle. Using multiple 'Quarantine' effects at a time takes up multiple turn uses.
Max Duration: 3
DP: 40/turn
Receptive: Concentration is set to 50% of its base next turn.
Max Duration: 1 turns
DP: 40/turn
Scared: Character targeted tries to avoid the one who caused the fear or the location that it is centered around. If forced to confront the object of fear, the ninja has a -5% to total damage and -5% to hit chance against target.
Max Duration: 3 turns
DP: 10/turn
Shackled [Leg]: Speed and evasion are reduced by 15%, any action requiring legs (taijutsu or basic attack kick combinations, running) may not be used for duration of battle until effect has worn off and cannot be stacked with 'Hamstrung'. Opponent is not affected by shackled if used consecutively after the previous attack which used it went to its maximum duration.
Max Duration: 4
DP: 40/turn
Shackled [Paired Legs]: Speed is reduced by 25% and evasion is reduced by 30%, any action requiring legs (taijutsu or basic attack kick combinations, running) may not be used for duration of battle until effect has worn off and cannot be stacked with 'Hamstrung'. Opponent is not affected by shackled if used consecutively after the previous attack which used it went to its maximum duration.
Max Duration: 3
DP: 50/turn
Shrunk: -10% to total Taijutsu damage. +15% to dodge. Size decreased.
Max Duration: n/a
DP: 30/turn
Sickened: Can't maintain a genjutsu longer than 1 round. Can't move and attack in the same round.
Max Duration: 3 turns
DP: 30/turn
Slow: Target's speed is at 80%.
Max Duration: 4 turns
DP: 35/turn
Startled: -5% to hit with Taijutsu or ranged weapons against an adjacent target.
Max Duration: 2 turns
DP: 10/turn
Stunned: Lose your next Main Phase. Opponent is not affected by stun if they were stunned in the previous post. May only be used once a battle per enemy by Gennin, three times by Chuunin and six times by Jounin.
Max Duration: 1 turn
DP: 50/turn
Terrified: Character targeted tries to avoid the one who caused the fear or the location that it is centered around. If forced to confront the object of fear, the ninja has a -20% to total damage and -20% to hit chance against target. May only be used once a battle per enemy by Gennin, two times by Chuunin and three times by Jounin+.
Max Duration: 3 turns
DP: 30/turn
Tired: Speed is reduced to 90%. You deal -10% total Taijutsu damage and take a -5% to dodge. May be healed if the inflicted person takes a turn to rest (skips their Main Phase).
Max Duration: 4 turns
DP: 10/turn
Vulnerable: Lose your next Response Phase. Opponent is not affected by vulnerable if they were vulnerable in the previous post. May only be used once a battle per enemy by Gennin, two times by Chuunin and three times by Jounin.
Max Duration: 1 turn
DP: 50/turn
