How To Fight
Since this is a fully statistical site, the RP fighting will be done using mathematical formulas rather than rolling dice or having a mod/admin step in and declare the winner. Don't worry, the formulas will never be too complicated, there will be no decimals, only simple adding, subtracting and occasionally a little division or multiplication. Basic elementary school stuff only.
The basicsEverything will be in the form of a jutsu (even basic actions). To win you need to reduce the enemy's Stamina to 0, you do this by attacking him with offensive jutsu. Defensive jutsu are meant to stop the offensive jutsus, but if the offensive jutsu is stronger then it will inflict damage (meaning it will reduce Stamina).
Offensive jutsu's “Attack power” - defensive jutsu's “Defense power” = damageHow strong a jutsu will be depends on your Stats. Everything you need to know about a jutsu is written on the jutsu itself, all you have to do is replace the 'variables' in the jutsu's formula with the numbers of your ninja's stats. Take this jutsu for example:
- Spoiler:
Name: Melee attack
Type: Taijutsu, Basic action
BP cost: 1 (this will be explained in the next section)
Stamina cost: 1
Attack power: Str+½Agl
Description: A single or a small combo of punches and kicks or stabs and slashes with a held weapon.
Effect: If holding a melee weapon, add its attack power to the formula.
Lets assume your Strength is 25, your Agility is 20 and you are holding a Kunai (atk power 10). This jutsus attack formula is
Strength half of Agility, and the added effect is
plus bonus from held weapon. Replace Str and Agl with 25 and 20 and you'll get 25+½20, add the power of the kunai to that and you get 25+½20+10. So this means that if you attack with this jutsu, its attack power will be 45. (25+10+10=45)
When dividing, if you end up with decimal numbers, just round it up to the nearest whole number, preferably the smaller whole number. Every jutsu will have its own unique formula, but the principal remains the same. All you have to do is just replace the words in the formula with the numbers from your stats.
NOTE: Stamina is reduced both when casting jutsus and when taking damage. However, it is much much easier to recover stamina spent on jutsus than it is to heal damage.
To simplify battles, when writing your post, at the end of the sentence in which you did something just open a pair of brackets and write in it the jutsu's BP and Attack/defense power like this:
"Sakajo closely watched his opponent, Mai, for the slightest of movements. It was a standoff, and they both knew it. It all came down to nerves. And Sakajo lost his. Reaching into his pouch, he let fly a mean kunai straight for Mai's heart (1 BP; 45 Atk power). That piece of metal was thirsty for blood and intended to have it in abundance."
"Mai saw that one coming from the proverbial mile away. More than ready for the challenge, she deflected the puny projectile with a simple swat of her sword (1 BP; 53 Def power. 45 VS 53 = 0 damage). What came next gave the old saying "Hell knows no fury like a woman's scorn" a whole new meaning (Katon: Hibarashi no jutsu; 8 BP; 700 Atk pow)."This is usually enough, however if the battle is too complex or you are using some new custom jutsus, skill or item, make a small battle summary in a spoiler at the end of your post. Your ninja account is hidden from view from all but members of your own village so don't reveal your Stats, skills and the formulas of your jutsu when fighting someone (unless you want to). If you suspect that your opponent is cheating by unrealistically boosting his stats or doing the calculations wrongly, PM an admin or a mod. They will check his account and if he's indeed cheating he will be punished (usually by inflicting damage on him or simply letting you win the fight).
Unlimited actions???1 post lasts about 10~20 seconds in real life (not counting anime-like monologs or flashbacks or inner thinking). To prevent people from making WAY TOO MANY actions or jutsus in their posts, the number of actions a ninja can perform in 1 post is measured with Battle Points (BP for short). Just like Stamina cost, each jutsu will have a BP cost. Jutsus with lots of handseals usually have a high BP cost. Due to skill, experience or just plain nerves, it's logical to assume that experienced ninja would be able to perform more actions within 10~20 seconds than rookie ninja. Which is why, the amount of BP a ninja gets each turn depends on his level:
- Spoiler:
Levels 0 to 2: 2 BP
Levels 3 to 6: 3 BP
Levels 7 to 10: 4 BP
Levels 11 to 14: 5 BP
Levels 15 to 18: 6 BP
Levels 19 to 22: 7 BP
Levels 23 to 26: 8 BP
Levels 27 to 30: 9 BP
Levels 31 to 34: 10 BP
Levels 35 to 38: 11 BP
Levels 39 to 42: 12 BP
Levels 43 to 46: 14 BP
Levels 47 to 50: 16 BP
Unused BP from the current post are transferred to the next post. Think of it as planning your strategy ahead. No more than 2 BP can be transferred this way.
NOTE: NPCs are weaker than PC ninja, so they'll have 2 BP less than a PC ninja of the equivalent level.
Certain skills have the ability to reduce Stamina and BP cost, however jutsus cannot be reduced to less than 50% of the original cost (when calculating for odd numbers, like 5 or 7, the reduction leans towards the smaller number, so the minimum for "5 and 7" would be "2 and 3"). Some enemy jutsus/skills might have the effect to reduce your BP for that turn.
GOLDEN RULE: No matter what the circumstances are, your BP can never drop below 50% of what you get from your level (when calculating for odd numbers, like 5 or 7 BP, the reduction leans towards the bigger number).
General game terms and a few minor unimportant stuff:- Spoiler:
Round - round is another term sometimes used for BP. 1 BP = 1 round.
Turn - turn is sometimes used instead of saying an RP post. 1 Turn = 1 Post.
Clash - it's what you call the process itself when you calculate which is stronger, the offense of defense jutsu. Multiple defense jutsus may be used against a single offense jutsu, however you can't use the same jutsu more than once in the same clash nor, in most cases, can you use the same type of defense jutsu more than once (like 2 evasion jutsus, or 2 melee deflection jutsus ect...).
Contact - when a jutsu/action makes physical contact with a ninja, that is called a contact. Some jutsus have special effects that trigger only when contact is made or avoided. NOTE: Melee deflection and passive defense, though perhaps stronger than an incoming attack, will still cause contact.
Types of defense - all defensive jutsus jutsu belong to one of these 4 types: Evasion, Ranged deflection, Melee Deflection and Passive defense. Evasion jutsus are those where you try to get out of the way of incoming attacks (no contact). Ranged Deflection (most common of all) is when you use some kind of force to intercept enemy attacks before they reach you (makes contact with your jutsu, but no contact with you personally). Melee Deflection is when you use some kind of force to neutralize an enemy attack when it reach you (makes contact in most cases). passive defense refers to defense that is always present even if you do nothing (like the protection you gain from your equipment or jutsus like Gaara's Sand armor). Always makes contact.
Free actions
Some rare jutsus (mostly basic actions) can be reduced beyond 50% of the original cost, even up to 0 cost. Jutsus with 0 BP cost are considered "free" actions once per round. This means you are performing them "at the same time" as you are performing a jutsu that actually costs some BP. You can't use more than 1 "free" actions in the same round and if you try using a free actions instead of a normal action, the free action automatically gets a 1 BP cost (meaning it becomes a normal action).
Durability - most common with equipment (and a few jutsus), durability represents how much wear and tear a weapon or armor can withstand before it breaks. If a enemy attack makes contact, 1/10th of its power is converted into durability damage. If you are attacking with a weapon and make contact, 1/10th of the enemy's defense power is converted into durability damage.
Holding your breath - Whether because you are underwater, buried alive or in a poison smoke cloud, in the middle of a battle you can hold your breath for as many rounds as 1/10th of your current Stamina. For every unforeseen variable (like forcibly being thrown in water, not having previous knowledge that the cloud is poison, being dazed ect...) increase the reciprocal by 10 (meaning 1/20th; 1/30th ect... of your current Stamina instead of 1/10th). For every round you spend inhaling poison, the infection rate increases by 1 stage (None>light>medium>critical>Unconscious/dead). For every you spend suffocating/drowning you lose 10 Stamina + 10 more for every round you already spent suffocating/drowning.
PHASES!Your post is divided into "defense phase" and "offense phase". Defense phase comes first and is the part in your post where you respond to your opponent's attacks. Once you've dealt with the last attack you enter Offense phase, which is the part in your post where you launch your own attacks (assuming you didn't spend all your BP on defense). If you are the first to post, or your opponent didn't attack, skip directly to offense phase.
NOTE: Technically speaking, you CAN attack during a defense phase (attack at the same time your opponent attacks instead of defending). Doing so is very risky, but not without rewards (read the "Reaction Time" section below for more info).
RANGE"Range" is the distance between you and your opponent. Some jutsu are more effective up close (namely taijutsus) while others from afar. It also affects how much time you have to respond to enemy attacks (read the "Reaction Time" section below for more info). This is what the standard battlefield looks like (random situation):
[_][_][_][_][_][_][_][_][_][_]
[_][_][_][_][_][_]
[E][_][_][_]
[_][_]
[Y][_]
[E][_][_][_][_][_]
[_][_][_]
[E][_][_][_][_][_][_]
[_][_][_][_][_][_][_][_][_][_]
Y = You
E = enemy number 1
E = enemy number 2
E = enemy number 3
Each "[_]" represents 5 meters distance. So in the above situation you are 5 meters away from enemy
E and 15 meters away from
E. Being diagonally adjusted to an enemy counts as 5 meters distance (as it is with
E in the example above) which means you can't attack him with melee attacks that have 0 meter range. If during the defense phase there are 2 (or more) attacks coming towards you, and during the early clash(s) you manage to successfully change the distance with a speed jutsu or something (thus move out of range from the following attack) the next attack loses 25% power but its not otherwise ignored. We can't have people go back and forth editing their posts so when something like this happens it's assumed that the opponent improvised with his jutsu somehow and still managed the attack (though weaker).
Friendly tip: When you are fighting someone, if want to type in a map of the field it will be easier if you click the
button (it switches to editor mode). When you're done just click it again to revert to normal mode.
ADVANCED STUFF these rules apply only after a ninja reaches level 10
REACTION TIME!It's logical that if the enemy is far away and uses a jutsu that needed lots of handseals, that you'd have more time to counter it than if, lets say, he's right next to you and uses a really fast punch.
In order to avoid arguments in the future, we invented something called Reaction Time (RT for short), which represents how much time a ninja has to counter an enemy attack before it hits him. Numerically this is how RT is calculated:
RT = BP cost of incoming attack + 1 more per 5 meters range difference between you and the attack's point of origin + (unused RT from previous clash - used RT in previous clash)When you use a jutsu, 1 BP = 1 RT. This means that if, lets say, your enemy attacks and your available RT is 4 then you
CAN'T use a jutsu that costs 5 or more BP (because the enemy jutsu would hit you before you can complete the jutsu). What you
CAN do is use 1 jutsu with 4 BP cost, or 2 jutsus with 1 BP and 3 BP cost (or 2 with 2), or even 4 jutsus with 1 BP cost each. If you want to you can just use 1 jutsu with 1 BP cost if you think it'll be enough (doing so will transfer 2 RT over to the next clash, if there is one).
FAQ: How is it possible to transfer RT and why is it so difficult to do so? Think of it this way. If you spend less time countering the initial enemy attack (meaning you use a jutsu that has low BP cost) you'd have more time to counter the next one. The opposed is also true, if you spend all your attention and time to stop the first attack, you'll have less time to stop the next one. Its very important to find the right balance because in high level battles your opponent may throw 3, 4 or maybe even more attacks at you with varying strength in a single post. You may be able to completely stop the first few, but will you have enough time to stop all of them? Sometimes you'll have to willingly take a weaker hit in order to stop a bigger threat.
GOLDEN RULE: RT can never go below 1 (there are no auto hits here), but if it would then the incoming attack receives an extra 25% boost.
Double-edge attackDuring your defense phase, instead of stopping an enemy attack, you can choose to attack while your opponent is attacking you. This will catch him off guard, meaning any RT you sacrificed during your own defense phase will be used to reduce his RT when its his turn to defend. The system is not perfect so this kind of "attack during defense phase" will be treated as if you had used it during the Offense phase. NOTE: Free actions used in this manner count as if 1 RT was sacrifice to use them, even though it wasn't.
CHEAP SHOTS!By using smoke bombs, genjutsus, explosions, distractions ect...you can reduce a ninja's Perception. A ninja with low awareness to his surroundings is an easier target because he'd not see the attacks coming in time. This is called a "Cheap Shot" bonus:
- Spoiler:
Perception reduction | Name of the Bonus | Effects of the bonus |
25% | Dazed | None |
50% | Surprise attack | -1 RT, 25% Attack boost |
75% | Blind Spot | -2 RT, 50% Attack boost |
100% | Ninja Mark | -3 RT, 75% Attack boost |
-A ninja always faces 1 general direction (N, S, E or W on the battle map). If he's attacked from a direction he isn't facing his perception is reduced by 25, by 50 if attacked from the rear, top or underneath. "Dazed" ninja lose an additional 25 Perception from such attacks.
-A ninja, even during the opponent's turn, will always automatically follow the movement of a chosen enemy and turn to face in the direction he's at. A "Dazed" ninja does not do this, his attention will remain in the direction he was last facing before becoming "Dazed".
BonusesAs you saw above, some jutsus and skills have effects that boost your own or decrease enemy attacks and defenses. To prevent complicated mathematical calculations, all these boosts and penalties are settled before the calculation. Example: Lets say I have an effect that would boost my next attack by 50%, but the enemy also has an effect that would reduce my next attack by 25%. Instead of boosting the attack by 50% and then afterwards reduce the result of that by 25%, just increase the attack by only 25% right from the start (50-25=25).
Example 2: Lets say I have 2 separate effects that will boost my next attack by 25% each. 25+25=50, so just boost the attack by 50% right from the start.
Close combatWhen locked in melee combat (meaning 0 meter distance) and your opponent has attacked you with a melee attack that post and you are not otherwise somehow protected, casting any jutsu that requires handseals will cause you to lose -1 RT. If you do this in the offense phase, or try to break the melee using only the basic action "Tactical Repositioning", he will gain 1 RT in his next post. The effects are cumulative if there are multiple adjusted enemies locked in melee with you.
ExhaustionOnce Stamina drops below 60% of its maximum, you lose 1 BP and Strength and Agility are reduced by 10%. For every additional 10% decrease in Stamina, you lose another 1 BP and 10% Strength and Agility.
GOLDEN RULE: Regardless how exhausted you are or what jutsus the enemy uses, BP can never go below half of the maximum (odd numbers lean towards the larger number).
SERIOUS INJURIESWhen the damage a ninja has received reaches 20, 40, 60 and 80% of his maximum Stamina, he receives one of the following "Serious injuries" (he gets to pick which):
Punctured Arm/palm - cannot perform handseals, or hold a weapon/item with that arm, some taijutsus lose 25~50% power. Receive 1 more damage every post.
Broken Leg/foot - Tactical Repositioning requires 2 BP instead of 1 (it gets no BP reduction). Non-ninjutsu speed based jutsus don't get any BP reduction, their optimal range is halved and become 25~50% weaker, depending on the fighting style or description (might also apply to other taijutsus). Receive 1 more damage every.
Torso Damage (stabbed gut, broken ribs, internal bleeding ect...) - cannot use "Rest", halve the effects of other Stamina recovery jutsus. Jutsus don't receive Stamina reductions. Receive 2 more damage every post.
Fractured Skull - Reduce Perception, nin and genjutsus by 25% and they don't receive BP reduction. Receive 1 more damage every post.
Fighting fair, fighting fast!Battles in [important] topics need to be quick and dynamic, not drawn out for weeks or months. The following rules only apply to such topics.
-Battles don't stop just because someone "can't come to the phone right now". If a member with a ninja in an [important] topic doesn't post within 24 hours, the kage of his village (or someone from the village council) or the responsible admin/mod will RP for him. If he's on a ninja team with other PC ninja(s), he(they) will control his ninja. If the member announced that he won't be active due to personal reasons, then he can choose who will RP with his character in his place (preferably someone he trusts).
-In ninja teams where a PC ninja has NPC henchmen, he controls them the same way he'd control clones.
-In battles where 3 or more PC ninja are involved on opposing ninja teams (like 2 VS 1 or 3 vs 3 ect...) the posting order is alternated between team 1 and team 2. Each team has 24 hours (or 36 if an admin permits it) to post or else an admin/mod will post for them or even make it so that they did nothing at all. The members of each team can decide among themselves, BEFORE THE BATTLE STARTS, how they want their team to post. They have 2 options:
- Every man for himself (members post 1 by 1 controlling only their own characters, in which case all members of that team must post once within 24~36 hours of when the other team ended its turn. Cannot perform "Collaboration" jutsus with this option)
- Fight as a team (when a member posts, in addition to his own character, he controls 1 or all of the other PC members as he would control NPCs. The other members must give their consent for this option to be possible and can't post if their characters have already been used by someone else. "Collaboration" jutsus are permitted.)