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Admin Aquarius
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Admin Aquarius


Posts : 5
Join date : 2012-07-01
Age : 31

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PostSubject: PVP Rulings   PVP Rulings Icon_minitimeMon Jul 02, 2012 3:15 pm

PVP Rules

Hit points and Chakra
Your hit-points are how much damage your character can withstand. If you ever reach 0 HP, your are knocked out.

Chakra is your character energy. You use it for all Jutsu that your character knows. If you reach 0 Chakra, you can no longer use jutsu or weild a weapon, but may fight at a -5 penalty to rolls tossing basic punches and kicks.

Hitpoints: Character Level + CON Mod + Rank Bonus
(Example: 25 + 7 + 5 = 37 HP)

Hitpoints Rank Bonus:
Genin: +5 HP
Chunin: +10 HP
Special Jounin/Jounin: +15 HP
Kage/S Rank: +20 HP

Chakra: Character Level + CON Mod + Rank Bonus + Bloodline/Clan Bonus (If Applicable)
(Example: 25 + 7 + 10 + 5 = 47 CP)

Chakra Rank Bonus:
Genin: +0 CP
Chunin: +10 CP
Special Jounin/Jounin: +20 CP
Kage/S Rank: +30 CP
Bloodline Bonuses:
Read your Bloodline Information for this

Please Note: If both your Hitpoints or Chakra drops to 0, Your character is knocked out. A DM online witnessing such may require you to make a con save DC 10+1/2 your character level [Max DC 30] or you may end up dead.

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Stat Information
Each stat is used for a different purpose, and may grant your character extras depending on the certain stats modifier

Strength
Strength is used to determine how hard your character hits, and how much they can defend. Strength can be used offensively for Taijutsu attacks, or it can be used defensively to block incoming attacks. (Some attacks can't be blocked) Strength users get extra damage, depending on their MOD. The list below shows how much extra damage to inflict.

Strength Damage Chart
10 - 12 = 2 Damage
13 - 17 = 3 Damage
18 - 22 = 4 Damage
23 - 25 = 5 Damage

Dexterity
Dexterity is used to determine how fast your character is, and how quickly they can dodge. Dexterity can be used offensively for Taijutsu, and in most cases is, or it can be used defensively by dodging incoming attacks. (Some attacks can't be dodged) Dexterity grants the user extra attacks. The list below shows how to get the extra attack.

Dexterity Attack Chart
10 - 12 = x1/Fight: May make an additional follow-up taijutsu attack.
13 - 17 = x2/Fight: May make an additional follow-up taijutsu attack.
18 - 22 = x3/Fight: May make an additional follow-up taijutsu attack.
23 - 25 = x4/Fight: May make an additional follow-up taijutsu attack.

Please Note: Extra Attacks Cannot Crit, You cannot use jutsu with them, and must be emoted during your normal attack. Additional Attacks from Dex do 1 rank lower in damage on the Taijutsu chart, regardless if you emote using a weapon or not.You may only use 1 Follow-Up per round.

Constitution
Constitution is used to determine how much your character can endure before they are hurt. Constitution counts towards your Hitpoints and your Chakra, but it also counts towards your characters natural Damage Reduction. The list below shows the natural Damage Reduction chart.

Constitution Damage Reduction Chart
10 - 12 = 2 DR vs Taijutsu/Kenjutsu
13 - 17 = 3 DR vs Taijutsu/Kenjutsu
18 - 22 = 4 DR vs Taijutsu/Kenjutsu
23 - 25 = 5 DR vs Taijutsu/Kenjutsu

Wisdom
Wisdom is used to determine your knowledge and strength of Ninjutsu, which can be offensive and defensive. It is also used to determine how much chakra your character gets and gives a bonus to chakra depending on your characters mod. The list below shows the extra chakra gained.

Wisdom Chakra Chart
10 - 12 = 4 Chakra
13 - 17 = 8 Chakra
18 - 22 = 12 Chakra
23 - 25 = 16 Chakra

(The chakra bonus is added on top of your current Chakra with the wisdom modifier)

Intelligence
Intelligence is used to determine how your characters mind works, and how complex it is. It is also used offensively and defensively for Genjutsu. Intelligence is also used to determine how much chakra your character has, and gives a bonus to using skills due to a high intelligence. The list below shows the skill roll bonuses.

Intelligence Skill Bonus Chart
10 - 12 = +2 to skill rolls, +1 Gen Break DC
13 - 17 = +4 to skill rolls, +1 Gen Break DC
18 - 22 = +6 to skill rolls, +2 Gen Break DC
23 - 25 = +8 to skill rolls, +3 Gen Break DC

Charisma
Charisma is used to determine how your character presents themselves and speaks. It can't be used in battle offensively, but out of battle it can be used anyway. Charisma is used to take charm your target and make them do your will. It also grants a bonus to how you affect others around you, which can be used in or out of battle. The list below shows the bonus granted by a “leader’s voice”.

Charisma Leadership Bonus Chart
10 - 12 = User/Allies gain a +1 to attack/ +1 to defense for 1d4 Rounds
13 - 17 = User/Allies gain a +1 to attack/ +2 to defense for 1d4 Rounds
18 - 22 = User/Allies gain a +2 to attack/ +2 to defense for 1d4+1 Rounds
23 - 25 = User/Allies gain a +3 to attack/ +2 to defense for 1d4+2 Rounds


Bonuses and Stacking Them
There are Three Types of Bonuses to rolls. Clan/Bloodline Bonus, Boosting Jutsu Bonus, and Aura Bonus. None of the feilds presented can stack above their limit. If you have question on what exactly a particular bonus is from an effect. Ask a DM or Senior Player online and they can help you.

Passive Bonus: Nothing stacking above a +6; These are abilities granted to you from your own clan/bloodline you possess, or equipment. Anything that adds a static/constant bonus.

Boosting Jutsu Bonus: Nothing Stacking above a +10; These are abilities or bonuses granted to you by boosting jutsu like Chakra Focus, or a Regen effect or item.

Aura Bonus: Nothing Stacking above a +6; These are abilities granted to you by Aura effects from yourself, or others around you.
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Initiative and Turn System
If your character gets into a fight, your must first roll Initiative (INIT), this is simply just a DEX roll to determine the order of turns that the battle will be in.

When your turn finally comes, you have two choices that you can do. One, is that you can use a jutsu/attack and possibly inflict damage to your opponent(s), or you can choose to skip your turn and stack for the following turn. Stacking is simply, holding off an attack so that you may do two attacks next turn. You may only stack to a maximum of one round, these rounds can ONLY be done in 1v1 battles and not team battles. Also, you can't skip your turn if your character or your opponent is Stunned or trapped. If something is causing them or you to not be able to attack, then you can't skip.

(Stacking is only allowed to be done in 1v1 fights. You may not stack in team battles, unless a DM states)

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Attack/Defend/Counter
You may only use one Jutsu/Attack per round, unless you have Stacked your turns and stated that you are going to use them. However, you can defend against incoming jutsu/attacks unlimited times if you have the appropriate jutsu/modifiers. One more thing you can do, is counter the incoming attack.

Counter is simply a defensive roll, but includes you sacrificing your next round to possibly damage/stun your opponent and stop their incoming attack. Countering is simply using a jutsu/attack and hitting your opponent with it, before they can hit you and is done defensively. As mentioned above, it sacrifices your next turn which means you may only counter once per round. (Unless you have stacked turns) There is also several ways to counter, which are listed below.

The Number of Counter Attacks you are allowed per any given fight is limited by your Level on the Chart below.

Level 0 - 14 = 1 Counter Attack/Fight
Level 15 - 24 = 2 Counter Attacks/Fight
Level 24 - 34 = 3 Counter Attacks/Fight
Level 35 - 40 = 4 Counter Attacks/Fight

Countering Taijutsu: Taijutsu can be countered with Taijutsu, Ninjutsu, Genjutsu or Kenjutsu.
Countering Ninjutsu: Ninjutsu can be countered with Taijutsu, Ninjutsu, Genjutsu or Kenjutsu.
Countering Genjutsu: Genjutsu can be countered with Genjutsu. If
Countering with Ninjutsu, Taijutsu, kenjutsu, ect. The genjutsu user
succeeds in his/her genjutsu however they take the damage from the
attack. The genjutsu takes effect at the end of the round.
Countering Genjutsu #2: Genjutsu can be countered with Taijutsu/Ninjutsu/Genjutsu, and vice versa

Unblockable Jutsu cannot be Countered with STR.
Undodgeable Jutsu cannot be countered with DEX.

(When countering, You may state that you are going to Counter a Jutsu BEFORE your opponent makes their attack roll. You may Only Counter with jutsu LOWER Rank then the Jutsu your Opponent is using.)

Please Note, Substitution Jutsu is counted as a Dodge, so you may not substitute out of the way of Undodgeable Jutsu.

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Taijutsu Unarmed Attacks
The mainstay of shinobi combat is done by hand to hand with kicks and mixed forms of martial arts blended into it. These allow a shinobi to come in and utilize the element of surprise against foes who may not know or understand their particular art of Taijutsu. Taijutsu damage is based on level.

Level 0 - 14 = 1d4
Level 15 - 24 = 1d6
Level 25 - 34 = 1d8
Level 35 - 40 = 1d10

Weapons
Some Shinobi like to use weapons as an offensive and defensive source. Each weapon is determined by the size and how it is used, also some weapons can be dual wielded to give them extra damage. Below is the list of Small, Medium and Large weapons and also what damage they do, and what negatives they gain depending on your characters level.

Small Weapons
Kunai, Dagger, Short Sword, Battle Gloves, Gauntlets etc are all qualified as Small Weapons.
Levels 1-30: 1d8 Damage, -1 Negative. Dual Wielding: 1d8 + 2 Damage, -2 Negative
Levels 31-40: 1d10 Damage, No Negative. Dual Wielding: 2d6 Damage, -1 Negative

Medium Weapons
Katana, Long sword, Spear, Quarter Staff, War Fan, Mace etc are all qualified as Medium Weapons.

Levels 1-30: 1d10 Damage, -2 Negative. Dual Wielding: 1d10 + 2 Damage, -3 Negative
Levels 31-40: 2d6 Damage, -1 Negative. Dual Wielding: 2d6 + 1d4 Damage, -2 Negative

Large Weapons
Hammer, Scythe, Great sword, Halberd, Whip etc are all qualified as Large Weapons.
[Large Weapons Cannot be Dual Wielded unless you have another effect that states otherwise.]

Levels 1-30: 2d6 Damage, -3 Negative.
Levels 31-40: 2d8 Damage, -2 Negative.

Sneak Attack
Stealth Games and the classic Cloak & Dagger back-stabbery tactics of the shinobi are used commonly for assassinations. These Sneak Attacks can be devastating if employed effectively, but can also be wasted effort if the person using them isn't so stealthy.

Rules: x1/Fight [Normally, unless one uses Smoke Bombs or some other Hiding Ability]: You may Roll Hide [+any bonuses you may get from a technique/high intelligence/ability] vs your Opponent's Spot. If you are successful in Hiding you cannot attack this round, but are untargetable [unless they use a full AOE attack to nuke the area]. Your opponent, on their turn that you are hidden, may roll Listen vs your Move Silently. If they succeed, you lose your bonus to attack from the Sneak Attack but still retain bonus effects from it. The table below details what is given during your Sneak Attack when you emerge from Hiding one round later.

Levels 1-30: +1 to the Attack Roll, and 1 Lower Crit Range [20 becomes 19-20, 19-29 becomes 18-20, ect]
Levels 31-40: +2 to the Attack Roll, and 1 Lower Crit Range [20 becomes 19-20, 19-20 becomes 18-20, ect]
Note: This counts as a boosting Jutsu Effect and follows the rules for Stacking.
Further Note: You cannot Sneak Attack with anything over an A-Rank Jutsu. [S-ranks are not very sneaky, unless of course, they state otherwise.]

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Tools
All shinobi start with a basic tool kit. Each of these contains a certain amount of ninja tools that they may use. They can be used in several different way, to simply attack, to defend, or to possibly set a trap for the enemy. Depending on what the Ninja use them for, they have to restock constantly to keep the kit full.

Basic Tool Kit: 5 Shuriken, 3 Kunai, 1 Explosive Tag, 1 Ninja Wire, 1 Set of Caltrops, 1 Smoke Bomb

Kunai
A kunai requires a DEX/STR roll to throw at
the Enemy dealing (1d4 Genin); (1d6 Chunin); (1d8 Jounin) Damage. A shinobi can throw multiple kunai to a maximum of 3. If they choose to throw multiple Kunai, they get a -1 to
each kunai through after the original [It's all 1 Roll, not seperate roll for each]. Throwing with STR adds STR bonus, but CANNOT toss multiple kunai.

Shuriken
Same rules as Kunai.

Explosive Tags
An explosive tag explodes if activated by chakra. You can use the explosive tag with DEX, by sticking it to an opponent or WIS/INT, by dropping it as a trap, to use with a Jutsu. Every tag does 2d8 damage - AOE to Everyone in Melee Range of the Tag/Tag Target. (Unblockable) (Costs three CP to activate)

Ninja Wire
Ninja wires are used by throwing them at an opponent, or possibly setting a trap with them . A DEX/WIS/INT roll vs opponents roll is required. If hit the target is stunned for one turn.

Caltrops
Scattering caltrops takes 1 turn. You Roll DEX/WIS/INT roll vs your opponents defensive roll. If successful, they take -2 to Taijutsu/Kenjutsu rolls for 1d6 rounds. For more information, read the Set Trap skill below.

Smoke Bombs
Smoke bombs can be used for two things. It can let your shinobi hide, or it can cover the enemy so they can't see. If used to hide, You roll HIDE + 5 against an Enemies spot roll, and can be used if you have already hidden during the battle. If used to Cover the Enemy, you roll WIS/DEX VS opponents roll and if the opponent is hit, the receive -1 for 1d4 rounds to all rolls.

Other Purchasable Tools

Military Ration Pills
Military Ration pills restore chakra. Eating the pill requires one round, but you recover 1d8 chakra points for 1d8 rounds following the round that you eat the Pill. (Maximum of two in your Tool Kit)

Senbon
Senbon are acupuncture needles. Throwing them requires a DEX Roll. If they hit, they do 1d4 Damage [Multiple can be thrown, See Kunai Rules for penalties assessed by throwing multiples]. Also, if the attack rolled a 19-20 [18-20 if 3 are Thrown], the target is stunned for 1 round.

Poison Smoke Bomb
This is a simple poison smoke bomb. You throw it with DEX/STR vs opponent roll. If hit, the user is not affected the round it hits. But, the following round, the target takes 1d4/2 Damage for 1d6 rounds.

Windmill Shuriken
Also known as the Fuma-Shuriken, these large ninja stars, all though inconventional by design, can cause a devestating impact. They do (2d4 Genin); (2d6 Chunin); (2d8 Jounin) Damage. Must be thrown with STR/DEX. [Only one can be thrown in a round]

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Skills
There a few skills in battle that Shinobi use. Each skill may have several purposes, or only a single, but each of them has a specific purpose and can help a shinobi greatly. Below is a list of the skills used in battle.

Heal
Used for Medical jutsu, in and outside of battle.

Lore
Lore is used to discover knowledge. It can be used to Determine Jutsu and Shinobi depending on their Rank.

Set trap
Set trap is used to set traps. A set trap roll is used when using several tools. It is a Set Trap VS Spot roll.

Spot
Spot is used to see incoming traps, or to find hidden shinobi. It is Spot VS Hide/Set Trap roll.

Listen
Listen is used to hear hiding shinobi or Ease Drop. It is Listen VS Move Silently roll.

Hide
Hide is used to conceal yourself in Battle, and can only be done once via the skill. It is Hide VS Spot roll, and is used alon side Move Silently.

Move Silently
Move silently is used to conceal your breathing and movements and can only be done once vi skill. It is Move Silently VS Listen Roll, and is used alongside Hide.

Key Words
There are a few keywords that are needed to be known for certain abilitys.

Unblockable
Unblockable attacks cannot be defended against via Blocking. This includes, but is not limited to defending against the attack with STR and blocking with designated 'blocking' Jutsu. These abilities can still be dodged and countered.

Undodgeable
Undodgeable attacks cannot be defended against via dodging. This includes, but is not limited to defending against the attack with DEX and dodging with designated 'dodging' jutsu. An example of a dodging jutsu would be the substitution jutsu. These abilities may still be blocked and countered.

Daze
If a Shinobi is dazed, they occasionally have difficulty thinking coherently enough in order to form a proper action on their turn. On their turn, the Shinobi must roll a 1d4. On odds, the Shinobi cannot perform any actions on their turn. On evens, the Shinobi may act normally. The Shinobi may still defend normally.

Confused
If a Shinobi is confused, they have some difficulty in forming coherent thoughts and have difficulty recognizing friend from foe. During this time, the Shinobi is incapable of taking any standard action outside of a basic Kenjutsu or Taijutsu attack. If they attempt an attack during this time period, they must roll a 1d6. On a 1-2, they are unable to perform any actions. On a 3-4, they attack an ally of the original target's choice. If there are no allies to choose from they are either disarmed until the end of the confusion duration OR they drop 3 tools of their choice on the ground, making them unusable for the duration of the fight. On a 5-6, they successfully hit their target.

Stun
If a Shinobi is stunned, they are unable to perform any functions, including defending oneself. A Stunned Shinobi cannot perform any offensive or defensive actions, but still benefits from regeneration and other similar effects. As soon as the stun ends, the Shinobi may begin taking defensive actions again. If the stun ends before the Shinobi's turn, they may also take their turn as normal.

Blind
If a Shinobi is blind, they are unable to use their eyes in a way that benefits them. Some blinds are physical, while others are the result of a Genjutsu. Some blinds may, in addition, render Dojutsu and their accompanied bonuses to be completely useless. If a Shinobi is blind, they are unable to utilize the 'Spot' Skill. In order to attack or defend for the Blind duration, they must roll their Listen against the opponent's Move Silently in order to attempt an attack or defense roll. Following that, they are able to attack and defend normally if they succeed. If they fail, however, they are automatically hit.

Burning Damage
If a Shinobi is suffering from burning damage, their body is either currently on fire, or suffering from heat extreme enough to burn through the cells of their skin and cause permanent blistering damage. Burning Damage ignores DR unless specifically stated, as it is unaffected by the presence of armor or particularly thick skin. Some jutsu provides Burning DR.

Internal Damage
If a Shinobi is suffering from internal damage, it means that their body is currently bleeding from the inside. This damage can create severe problems for the fighting Shinobi, and can end a fight all on its own. This damage cannot be reduced outside of healing the internal damage. Some medical jutsu can remove Internal Damage.

Bleeding
If a Shinobi is suffering from bleeding damage, it means their body is currently bleeding in some surface form. This damage usually cannot be reduced by DR unless specifically stated, as injuries that are already in place are not affected by the presence of armor or thick skin. Some jutsu provide Bleeding DR.

Damage Over Time
If a Shinobi is suffering the effects of Bleeding, Internal Damage, Burning, or other form of lingering damage effect, they are suffering from the effects of Damage Over Time. Not all damage over time ignores DR like Bleeding, Internal Damage, or Burning, however most do. Damage Over Time is applied at the beginning of the victim's combat turn.

Buffs and Debuffs
A buff is any positive status effect. A debuff is any negative status effect. Both of these, while usually temporary, may be maintained through the use of special maintenance jutsu, or by re-applying the initial effect. The general rule of thumb for any buff or debuff is that the bonus or negative applied lasts for a specific, set duration. This duration lowers by '1' at the end of the recipient's round. If, at any point in time, the buff or debuff's duration reaches '0', the effect ends immediately. Among the many buffs and debuffs, some notable ones include Confused, Blind, Stunned, Dazed, Bleeding, and Burning.

Damage Reduction
Damage Reduction is the measure of how much damage is negated by an ability, item, or any other source of damage reduction. It is applied once per combat turn, unless otherwise stated. Damage Reduction, unless otherwise stated, only affects HP Damage and does not affect certain Damage Over Time effects.


Specialized DR
This is damage reduction that affects only a very specific area of attack. This DR may range from Genjutsu CP DR to Taijutsu DR to even Bleeding DR. This DR is the most effective at what it does and is generally very cheap in comparison to the other DR options.

Normal DR
This is damage reduction that affects more than one area of attack. Normal DR encompasses all HP damage dealt by Ninjutsu, Taijutsu, Kenjutsu, Tools, Traps, etc. This damage reduction does NOT affect certain Damage Over Time effects such as Burning, Bleeding, and Internal. In order to exchange 'HP' for 'CP', the term would become 'Normal CP DR'. Normal DR is generally somewhat weaker than specialized DR.

Universal DR
Universal DR is Damage Reduction that affects all areas of attack. This DR encompasses even Internal, Bleeding, Burning, and other similar Damage over Time effects. This DR is generally much weaker than Normal DR, and is also far more expensive to have. In order to exchange 'HP' for 'CP', the term would become 'Universal CP DR'.
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