'Environment' within the game is separated into two separate categories, terrain and climate. Environment is the arena that your ninja are fighting in, and based upon the type of environment they are in they may gain certain negatives and bonuses. There are jutsu that may change the terrain and climate of an area, but it is more likely that the environment of an area will be set when you enter it. Terrain and Climate have separate rules governing how they may be adjusted or modified, shown below. These restrictions are important not only for creating your own custom versions of these type of effects, but also for jutsu that may apply existing effects.
Terrain – Terrain is the 'ground' of the environment. Sand, rocks, rubble, water, or anything else that would always be in an area is considered terrain. Mud, lava and other 'temporary' effects that would still last longer than a few moments are also categorized in this term. Terrain is the 'static' version of environment and as such the rules and costs follow this idea when they are being manipulated.
- Terrain will never have more than a 40% chance to inflict a status effect.
- Terrain will always stay on the field unless another effect specifically says that the terrain changes or to remove the terrain. Climate does not change the Terrain and vice versa.
Climate – Climate is the 'air' of the environment. Rain, snow, high winds, mist, smoke or any other type of atmospheric or very brief effect are placed in here. These effects are brief and need constant attention to be maintained, and as such the rules and costs to manipulate these environment effects will follow suite.
- Climate will never have more than a 50% chance to inflict a status effect.
- Climate will always have to either constantly be paid for with an upkeep, or given a time duration in which it will be effective. A climate without an upkeep can not last longer than five full rounds of battle. A round is considered to be one full loop in which every player has had at least one turn.
- If one climate would come into effect while another climate is in play, the preexisting climate is overwritten. A change in the Terrain of an environment does not change the Climate and vice versa.
Terrain and Climate techniques must be at least Chuunin rank. Also, Terrain and Climate techniques have their own raised Damage Point maximums as well as their own phase restrictions, listed below. The jutsu point costs that are not covered in the jutsu rules because of these higher maximums are covered below as well.
151-200 damage points – 6 tech points
201-250 damage points – 7 tech points
Jounin: 500 Damage Points Maximum; Main Phase or Setup Phase
381-440 damage points – 9 tech points
441-500 damage points – 10 tech points
Sennin: 800 Damage Points Maximum; Main Phase or Setup Phase
Damage Points
The damage points for Terrain and Climate jutsu are laid out below, please follow these guidelines for creating your own jutsu. As with any other technique, unique abilities will be priced by the staff on a case by case basis.
All terrain and climate jutsu cost 40 Damage Points plus their effect costs. A terrain or climate jutsu with no effects will cost a flat 40 Damage Points. Climate jutsu that do nothing will also cost at least 10 Damage Points per turn.
Terrain and Climate effect costs are not modified by jutsu ratios. They are always the same price, despite the rank of the technique that uses them.
(The staff reserves the right to cap any terrain effect at a low amount)
1% reduction to a stat = 10 Damage Points
1 Unmodified Damage per turn = 10 Damage Points
-1% to hit/dodge = 10 Damage Points
20% Chance to inflict a status effect = x Damage Points (x = Effect DP)
1% Chance for ____ technique failure. = 5 Damage Points
Climate
1% reduction to a stat = 3 Damage Points per Round
1 Unmodified Damage per turn = 3 Damage Points per Round
-1% to hit/dodge = 3 Damage Points per Round
50% Chance to inflict a status effect = x Damage Points per Round (x = Effect DP)
1% Chance for ____ technique failure. = 2 Damage Points per Round
Terrain
Boiling Mud/Tar: Ninja takes 20 damage, not able to be reduced in any way, each turn. They also suffer Thick Mud conditions.
DP: 300
Cave: Lowlight conditions reduce any accuracy by -6%.
DP: 100
Dense Woodland and Jungle: -8% to hit with ranged weapons or jutsus. 5% chance to be Ensnared at the start of every turn, lasts one turn.
DP: 130
High Grass: -10% to hit when at a distance to the enemy or when using non-area-effect jutsus.
DP: 140
Ice: 40% chance to lose movement ability and fall prone. Roll at the start of a turn involving movement.
DP: 90
Lavaflow: Each player must roll a 100 sided die every turn. On a 1, you take a 50% of your current HP in environmental damage. On 2-10, you take a 10%. All player lose 5 HP per turn, regardless, because of extreme heat.
DP: 240
Marsh: -10% to Speed, 2% to be Ensnared for one turn.
DP: 150
Muddy Ground: -10% to speed, Taijutsu suffers 5% fail chance.
DP: 165
Plains: None.
DP: 40
Rocky Ground: None.
DP: 40
Rocky Plateau: Players must be cautious about their steps, so speed and evasion are at 90%.
DP: 240
Rubble/Ruins: 10% chance to fall prone. Roll at the start of a turn involving movement. Rock chunks are ranged weapons that deal 2 damage and weigh .5 lbs. They can be picked up as if drawing a weapon.
DP: 70
Sand: -10% to speed.
DP: 140
Thick Mud/Deep Snow or Water: -10% to Speed, -6% to hit with Taijutsu.
DP: 160
Climate
Hailstorm: Inflicts a 50 environmental damage every turn with a 50% chance to be dodged.
DP: 40 + (70 per turn)
Heavy Rain: 5% chance to fall prone if moving that turn. -6% to hit with ranged attacks. Lightning attacks do damage to all exposed to the rain, even the user but do 5% less damage for each person affected.
DP: 40 + (50 per turn)
Mist: A heavy mist blankets the area. Accuracy stat is reduced by 10%.
DP: 40 + (30 per turn)
Monsoon: 20% chance to fall prone if moving that turn. -20% to hit with all physical attacks. Lightning attacks do damage to all exposed to the rain, even the user but do 5% less damage for each person affected.
DP: 40 + (80 per turn)
Rain: 2% chance to fall prone if moving that turn. -5% to hit with ranged attacks. Lightning attacks do damage to all exposed to the rain, even the user but do 5% less damage for each person affected.
DP: 40 + (40 per turn)
Sand Storm: 10 damage at the start of each ninjas turn, this cannot be reduced. 50% miss chance to all attacks as if Blind.
DP: 40 + (110 per turn)
Snow: 5% chance to fall prone if moving that turn. Accuracy is reduced by 5% of its total.
DP: 40 + (20 per turn)
Strong Winds: 20% chance to fall prone at the start of every turn. -5% to hit with ranged attacks.
DP: 40 + (25 per turn)