Any trait or effect that a character has or utilizes. This includes skills, techniques, items, etc.
Ability Cost
The initial cost to use an ability.
• See: Battle System: 3.20
Accuracy
The ability to perceive movement, and coordinate strikes. As a Stat, this represents the character’s ability to hit with Physical Attacks.
• See: Effects & Stats: 2.01j
Action
Something done or performed by a Character in a Phase of their turn. What these actions can be are defined in the respective Phase Rules in the Battle System page. In most cases an Action will consume the entire Phase it is used in. In some rare cases a player may be allowed multiple Actions in a Phase.
• See: Battle System
Advanced Regeneration
Any skill or ability that increases regeneration of a Tank Stat beyond the base amount.
• See: Battle System: 3.20
Advanced System
An Advanced Systems is a skill or set of skills that has an activation and gives bonuses above and beyond those of normal skills. Many Bloodlines are Advanced Systems, but there exist other non Bloodline examples such as the Eight Celestial Gates and Sage Mode.
• See: Battle System: 3.17
Area of Effect [AoE]
A Jutsu that is capable of affecting multiple targets.
• See: Jutsu Rules: 5.11
Attack
An Attack is an Offensive Action of a Main Phase. Attacks can be divided into one of five categories: Basic Unarmed, Basic Weapon, Genjutsu, Ninjutsu, and Taijutsu. Hybrid techniques are considered to be both of the attack types used (e.g. a Nin/Tai Hybrid technique is simultaneously considered "Ninjutsu" and "Taijutsu" for anything that references technique types).
• See [Strike] for more information.
• See: Justu Rules: 5.28
Base Damage
The amount of Damage any attack does before modifiers are applied. In the form of techniques, this is the damage written on the technique.
Basic Attack
A type of attack that encompasses both Basic Unarmed and Basic Weapon Attacks. If something refers to "Basic Attacks" it means both of these two.
• See: Battle System; 3.10
Battle Intent
Battle Intent is a system for measuring the intentions of a player in combat. The three types of intent are "Friendly", "Hostile", and "Killing".
• See: Battle System; 3.09
Chakra [CHK]
One of the three hidden Tank Stats that allows users to use Genjutsu and Ninjutsu techniques by paying its CP cost. When a character’s Chakra reaches zero they suffer negative consequences.
• See: Effects & Stats: 2.01c
Character
A character is any entity that has its own statistics and receives its own actions. Summons, pets and clones are all considered to be characters because they meet these requirements and are a separate entity from the player that created and controls them.
Concentration
Represents the ability to focus. As a Stat, this shows the character’s ability to use or dodge Genjutsu, critically strike with Taijutsu, or reduce the cost of Ninjutsu.
• See: Effects & Stats: 2.01h
Construct
Constructs are objects in battle that have Health or Durability but are not Characters.
• See [Character] for more information.
Cost Points [CP]
A universal unit that applies to any technique's cost to use. Translates into “Stamina” for Taijutsu, or “Chakra” for Genjutsu & Ninjutsu.
• See: Jutsu Rules
Damage
The amount of Damage any technique does. This is an accumulation of Base Damage +/- Modifiers and Effects. Damage can be dealt to Health, Chakra or Stamina. The term Damage on its own is assumed to mean "Health Damage" unless otherwise stated.
• See: Jutsu Rules: 5.20
Damage Points [DP]
A legacy term used to describe what is now referred to as Cost Points.
• See [Cost Points] for more information.
• See: Jutsu Rules
Damage Types
All damage is considered to be either Physical or Non-Physical. Physical damage affects your total Health, and is dealt by 'physical' attack types (Basic Unarmed, Basic Weapon, Ninjutsu, or Taijutsu). Only Genjutsu-based attacks can deal Non-Physical damage, which affects Ghost Health.
Defense
Represents the amount of Damage you take from an opponent’s Physical Attack. This includes Taijutsu, Ninjutsu, and Basic Attacks, but excludes Genjutsu.
• See: Effects & Stats: 2.01f
Effect
An Effect is the combinations of all the individual parts that make up an Ability, including Damage.
Enemy
Used interchangeably with Opponent.
• See [Opponent] for more information.
Evasion
Represents your ability to react to dangerous situations. As a Stat, this shows the character’s ability to dodge Physical Attacks.
• See: Effects & Stats: 2.01k
Free Action
A Free Action is any Action which does not consume the Phase it is used in.
Genjutsu
The ability to mold your chakra, or the chakra of others to affect the mind. As a Stat, this shows the character’s ability to use and modify Genjutsu Techniques.
• See: Effects & Stats: 2.01g
Ghost Damage
Damage dealt by Genjutsu techniques.
• See: Jutsu Rules: 5.18
Ghost EXP
A now defunct form of EXP gain. If you ever come across this in current role-play, please consult a Moderator.
Ghost Health
Ghost Health is a health value that is equal to, but kept separate from your actual Health. Ghost Health is only affected by Genjutsu techniques.
• See: Jutsu Rules: 5.18
Health Points [HP]
One of the three hidden Tank Stats that serves as a characters health bar. Health is subtracted when your character takes Damage, and can be regained through the use of various Skills or Jutsu. When a character’s Health reaches zero, they fall unconscious. If their Health reaches -25% they are considered dead.
• See: Effects & Stats: 2.01a
Hindering Skills
Passive Skills that adversely affect a character [such as increasing Chakra cost, or decreasing the amount of EXP earned], but give additional Skill Points as a result. Primarily taken at Character Creation.
• See: Skills
Hit
An Attack is considered a Hit if you deal any Damage or inflict any of type of Effect via the use of the used attack.
• See: Jutsu Rules: 5.28
Intent
• See [Battle Intent] for more information.
Jutsu
Jutsu are activated abilities that require Jutsu Points to learn, and Tank Stats to use. Used interchangeably with Technique.
• See: Jutsu Rules
Jutsu Points [JP]
JP is the cost to learn a new Jutsu. Each Character begins with 4 Jutsu Points. Characters earn more Jutsu Points through leveling, learning techniques from Jounin [to a maximum of 12], or through special events and staff awarded gifts. Sometimes referred to as Technique Points or [TP].
• See: Jutsu Rules
Know
In game, the term "know" refers to components that are on a character's sheet. For instance, a Jutsu that your character "knows" is a Jutsu that is on their sheet. Often times a Character can use a Jutsu that they do not know through other abilities. For instance, a character who makes use of a scroll can use a Jutsu while not knowing it.
Learn / Learning
In game, the term "learn" means to add to your character sheet, usually Jutsu or Skills. Things that are on your character sheet are then able to be used at later times assuming any requirements are met.
Lose (a Phase or Action)
Losing a Phase or Action means that you may not take any actions the next time you would have the designated Phase or Action.
• See: Battle System: 3.22
Loss Tag
Located at the end of every battle post. This should show your loss or gain of Health, Chakra, and Stamina for the turn. In addition your Speed Percentile and Turn Order should be included here. Even if you did not lose or gain any of these stats you must include the Loss Tag.
• See: Battle System: 3.04
Main Phase
The Phase during battle where players take their main Action, primarily attacking. Examples of actions that are common during the Main Phase are; using a jutsu or attacking with a weapon.
• See: Battle System: 3.03
Main Phase Action
Any Action which is used in the Main Phase. A character's Speed statistic may increase the number of Main Phase Actions available in a given Main Phase. See Battle System 3.03; Main Phase for more information.
• See: Battle System: 3.03
Modifiers [Mods]
Anything that increases or decreases the base effect of an action. (Damage, Stat Additions / Subtractions, Cost Reduction, etc.)
Negate
An Ability that is considered "negated" deals no damage or effects.
• See: Jutsu Rules: 5.24
Ninjutsu
The ability to mold chakra into physical manifestations. As a Stat, this shows the character’s ability to use and modify Ninjutsu Techniques.
• See: Effects & Stats: 2.01e
Non-Physical (Attack)
The term Non-Physical in reference to an Attack means any attack that has Strikes that are not "real". This includes all types of Genjutsu attacks. In most cases this will be illusions or afflictions of the mind that do not take physical manifestation. This is most often tied to Concentration to hit and dodge. An attack can be both Physical and Non-Physical. If you are unsure if an attack is Physical or Non-Physical please contact a staff member.
Non-Player Character [NPC]
A Non-Player Character is defined as a ninja Character who fills the same role as a Player Character, but does not actually take up a character slot. These are most often controlled by Game Masters and comprise the rest of the world.
• See [Player Character] for more information.
Offensive Action
Any Action which would cause your opponent to gain a Response Phase Action.
• See [Action] for more information.
Opponent
An Opponent is a Character that is not on your team.
• See [Character] for more information.
Physical (Attack)
The term Physical in reference to an Attack means any Attack that has Strikes that make use of real world force. This includes Basic Unarmed Attacks, Basic Weapon Attacks, Ninjutsu, and Taijutsu. Whether it is a punch, a fireball, hurling chunks of earth or a Rasengan it is all physical. This is most often tied to Accuracy and Evasion to hit and dodge. An attack can be both Physical and Non-Physical. If you are unsure if an attack is Physical or Non-Physical please contact a staff member.
Player
The term used to describe you, the person sitting behind the computer. Often this is paired with "
• See [Character] for more information.
Player Character [PC]
A Player Character is a Character who is owned by a player and takes up one of their allocated character slots.
• See [Character] and [Player] for more information.
Primary Character
A Primary Character is any Character that is a Player Character or a Non-Player Character.
• See [Player Character] and [Non-Player Character] for more information.
Response Phase
The phase during battle where you character dodges or gets hit by Attacks. Characters can either dodge by Dice Roll attempt, or using a Jutsu. They CANNOT do both. [e.g. You can’t attempt to dodge via Dice Roll, get “hit”, and then decide to use a Jutsu instead].
• See: Battle System: 3.01
Response Phase Action
Any Action which is used in the Response Phase. See Battle System 3.01; Response Phase for more information.
• See: Battle System: 3.01
Round
A round is considered to be one full loop in which every Character has had at least one Turn. This is often used for durations for Effects that are not tied to a specific Character, such as Terrains or Climates.
• See: Terrain Rules; 7.01 and Terrain Rules; 7.02
Secondary Character
A Secondary Character is any Character that is not a Player Character or a Non-Player Character. This group is comprised of all non ninja Characters such as summons, clones, pets, etc.
• See [Player Character] and [Non-Player Character] for more information.
Setup Phase
The Phase during battle used to prepare for the Main Phase. Characters do not attack, but instead, use items, equip large weapons, or activate bloodlines.
• See: Battle System: 3.02
Setup Phase Action
Any Action which is used in the Setup Phase. See Battle System 3.02; Setup Phase for more information.
• See: Battle System: 3.02
Skills
Passive Abilities used in battle or role-play. Each Skill has a cost [SP], and may have additional requirements [such as Character Level or Post Training] to learn.
• See: Skills
Skill Points [SP]
Skill Points are the cost to learn a new Skill. Each Character begins with 2 Skill Points. Characters earn more Skill Points through leveling their character, Hindering Skills, or through special events and staff awarded gifts.
• See: Skills
Skip (a Phase or Action)
Used interchangeably with Lose.
• See [Lose] for more information.
Speed
How "fast" a Character moves. In battle, Speed determines the participating Character's order of turns, including who goes first, and the turn order thereafter.
• See: Effects & Stats: 2.01i
Stamina [STM]
One of the three Tank Stats that allows users to use Taijutsu and Basic Attacks by paying its CP cost. When a character’s Stamina reaches zero they suffer negative consequences.
• See: Effects & Stats: 2.01b
Stat Points
The amount of points given to any of the eleven different stats. This includes: Health, Chakra, Stamina, Taijutsu, Defense, Ninjutsu, Genjutsu, Concentration, Speed, Accuracy and Evasion. Each Character begins with 500 Stat Points. Characters can earn more Stat Points through leveling their character.
• See: Effects & Stats: 2.01
Strike
A Strike is a component of an Action, common to Basic Unarmed and Basic Weapon Attacks. For example, if a ninja swings a sword three times, that is three Strikes that make up a single Attack.
• See [Attack] and [Action] for more information.
• See: Justu Rules: 5.28
Taijutsu
The ability to use hand to hand combat training. As a Stat, this shows the character’s ability to use and modify Taijutsu Techniques and Basic Attacks.
• See: Effects & Stats: 2.01d
Tank Stats
The universal term for any stat that has a value that may be spent. The basic tank stats are Health, Stamina, and Chakra. These stats are hidden from opponents during role-play battle. When any of these stats reaches zero [0], your character suffers negative consequences. For this reason, characters must allocate some Stat Points to Health, Stamina, and Chakra.
• See: Effects & Stats: 2.01
Target
The term for an entity that an Ability attempts to afflict with its Effects. This most often refers to Characters, but can refer to anything that an Ability can interact with such as Equipment, Constructs, or other objects in the game world.
Techniques
Used interchangeably with Jutsu.
• See [Jutsu] for more information.
Technique Points [TP]
A legacy term used to describe what is now referred to as Jutsu Points.
• See: [Jutsu Points] for more information.
Turn
A Turn refers to a single Character's turn. A Turn consists of a Response Phase, Setup Phase, Main Phase and Loss Tag.
• See: Battle System
Total Damage
The Base Damage of a Ability combined with all the Modifiers from the attacker.
• See: Battle System: 3.19
Upkeep Cost
Any additional cost paid on turns following the Ability Cost.
• See [Ability Cost] for more information.
• See: Battle System: 3.20
Use / Using
In game, the term "use" means to operate an Ability with your Character. A Character does not need to know an Ability to use it so long as some other Ability is giving them the capacity to use it. By default, Characters can only use Abilities they know.
• See [Know] for more information.
User
Refers to the Character who is currently using the Ability being referenced.
• See [Character] for more information.
Void Damage
Void Damage is specifically Ninjutsu damage that does not have an element attached to it.
• See: Jutsu Rules: 5.07
Weapon Attack
A type of Attack that encompasses any attack made with a weapon, whether Basic Weapon Attack or Weapon Jutsu. If something refers to "Weapon Attacks" it means both of these two.
• See: Equipment Rules: 6.02 and Jutsu Rules: 5.22
Weapon Jutsu
Weapon Jutsu are special types of Taijutsu, Ninjutsu, or Genjutsu that require a weapon to use.
• See: Jutsu Rules: 5.22