TJCID Admin
Ryo : 54 Join date : 2012-08-17
| Subject: List of all the jutsus and basic actions invented so far Mon Sep 10, 2012 8:52 am | |
| Basic Actions Unlike jutsus and skills which have to be bought with money, the basic actions are available to every ninja. - Spoiler:
Name: Throw Type: Basic action BP cost: 1 Stamina cost: 1 Attack Power: Prc ½Agl Description: Throw a held item or weapon at the opponent. Effect: If you threw a weapon(s), add their combined atk power to the formula.
Name: Melee (un)armed attack Type: Basic action BP cost: 1 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 you are holding a weapon(s), add their combined atk power to the formula.
Name: Interception Type: Basic action, ranged deflection BP cost: 1 Stamina cost: 1 Defense Power: Prc ½Agl Description: The user throws a weapon in order to intercept an incoming attack. Effect: Add the thrown weapon's def power to the formula. If the incoming attack has more projectiles than you threw, this action loses 25% defense power for every extra projectile the enemy threw.
Name: Deflection Type: Basic action, Melee deflection BP cost: 1 Stamina cost: 1 Defense Power: Agl ¼Prc ¼Str Description: Rather than use brute force to stop it in its tracks, you use skill to divert melee attacks or incoming projectiles with your bare arms or held weapon(s). Effect: If you are holding a weapon(s), add their combined def power to the formula.
Name: Block Type: Basic action, Melee deflection BP cost: 1 Stamina cost: 1 Defense Power: Str 50% Description: Use brute strength to stop an attack dead in its tracks. Effect: If you are holding a weapon(s), add their combined def power to the formula.
Name: Desperation Type: Basic action, Melee deflection BP cost: 1 Stamina cost: 1 Defense Power: 3/4Str ½Stm Description: Instinctively protect your most vulnerable parts with your limbs from a head-on attack. Minimize the damage you take from unavoidable attacks. Effect: -1 RT. Ignore 25% of "Superiority" effects. Halve the damage you receive, but you receive 1 damage even if defense is greater than incoming attack. Cannot be used if the enemy attack has a cheap shot bonus.
Name: Ghost Shift Type: Basic action, evasion BP cost: 1 Stamina cost: 1 Defense Power: Prc ½Agl Description: Carefully observe the incoming attack and calculate where its next position will be, then gracefully side step it without any exaggerated movements. Effect: None.
Name: Dodge Type: Basic action, evasion BP cost: 1 Stamina cost: 1 Defense Power: Agl ½Prc Description: Quickly move out of the way from an incoming attack. Effect: By paying 1 extra Stm you can change the formula to: (Agl 25%) ¼Prc
Name: Rest Type: Basic action BP cost: 1 Description: Slow down a moment and catch your breath. Effect: Recover 5 Stm points. Reduce the effect by 1 point for every serious injury you've sustained and for every 5 turns that have already passed since the start of the battle.
Name: Draw Type: Basic action BP cost: 1 Stamina cost: 0 Description: Pull out, or put back in, an item or weapon from an item/accessory slot. Effect: Increase the BP and Stamina cost by 1 if the weapon/item is of medium size; 2 if it's large size.
Name: Tactical repositioning Type: Basic action BP cost: 1 Stamina cost: 1 Effect: Move to an adjusted square on the battlefield. -3 RT if you use this action during the defense phase.
Name: Analyze Type: Basic action Description: Take a moment to identify the nature of some new and unknown item/jutsu your enemy uses (like smoke bombs or Flash bangs or genjutsu with a trigger). Effect: Identifying the threat costs 1 RT and may allow you to take appropriate action against it. Increase the cost if: 1) This is the first time the enemy uses that item/jutsu in the fight. -1 RT 2) The enemy hasn't already used a similar item/jutsu in the fight. -1 RT 3) Your Perception is impaired. -1 RT and another -1 for every 25% Prc from your maximum that you are missing. 4) The item/jutsu isn't available in your village's shinobi shop. -1 RT 5) This is the first time ever (in an [important] topic) your character has encountered such an item/jutsu. -1 RT.
Name: Miscellaneous action Type: Basic action BP cost: 0~2 Stamina cost: 0~2 Description: A minor action performed during the heat of battle (such as deliberately closing your eyes; shutting your ears with your hands; picking up an item from the ground where you stand; adjusting a piece of equipment, opening a scroll ect...). Effect: ??? Special: Minor actions that would have significant impact on the combat must be justified RP wise (preferably with the basic action Analyze). An explanation such as "he felt like it" or "No reason, just had a gut feeling" will not be tolerated.
Basic Elemental Jutsu Every element is stronger than 1 element and weaker against another. When jutsus of 2 such elements clash, the stronger element gains a 25% boost. Fire > Wind > Lightning > Earth > Water > Fire Jutsus have different ranges and shapes. This is important because it represents how much of the field they affect. For example: A jutsu with range "5~15m, wide" would look like this [_][_][_][_][_] [_][_] [_][_][_][_] [_][_][_] [_][_][_] [_][_][_][_] [_] ]Y][_] [_][_][_][_] [_][_][_] [_][_][_][_] [_][_][_][_] [_][_][_] [_][_][_][_][_] [_][_] Y = you J = jutsu (the area affected by the jutsu) Anyone within the jutsu's area of effect would have to calculate a clash. If 3 enemies are caught in it, it would be the same as if you had cast 3 separate jutsus on each of them. All that for the price of 1. When you are casting a jutsu you have to make it clear in your post if you are targeting a specific area are a specific enemy ninja. In such a case, if the enemy ninja changes position using a mobile evasion jutsu during his defense phase, your ninja will automatically target the jutsu in a new direction (towards your target). This can be both good or bad depending on the situation. If you want to attack 3 enemies with 1 jutsu, but you choose to target only 1 specific ninja and that ninja moves away, you could end up attacing just him but missing the other 2 completely. Below is a list of the shapes of range jutsus can have. ... To avoid having to write and read long descriptions on every jutsu you come across, the most common effects of jutsus will be written with 1~2 words. The Key below will explain what those effects to stat wise: - Spoiler:
Ninjutsu Superiority (25/50/75/100%) - A jutsu that clashes with this jutsu loses 25/50/75/100% of its power. Only works on non-ninjutsus. If the opposing jutsu has Taijutsu Superiority, subtract the smaller % from the bigger. Taijutsu Superiority (25/50/75/100%) - A jutsu that clashes with this jutsu loses 25/50/75/100% of its power. Only works on non-taijutsus. If the opposing jutsu has Ninjutsu Superiority, subtract the smaller % from the bigger. Diminishing Defense - If this jutsu's atk p, would be reduced, reduce its def p instead. Diminishing Attack - If this jutsu's def p, would be reduced, reduce its atk p instead. Shared power - Whenever this jutsu's atk p. is reduced, reduce the def p by the same amount. Works the other way around as well. Fast/Slow (*) - This jutsu works really fast or slow after you finish casting it, giving you 1 or -1 RT when defending or causing the enemy to lose -1 RT or gain 1 RT when he's defending.
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