Posted: Sun Sep 28, 2008 11:19 pm Post subject: Basic Actions and Statuses.
Measurements of a Player's capacity:
Spoiler:
Health Points(HP):
This is your health. Whenever you reach 0, you pass out. If you go 50% of your maximum health into the negatives, you are considered dead.
Chakra Points(CP):
This is your chakra, used to power various abilities and nearly all jutsu. When you are out of chakra, you may convert HP into CP at a 2:1 ratio(meaning a jutsu that normally costs 30 CP would cost you 60 HP)
Movement Points(MP):
A single round would last around 5 seconds. Movement points represent the number of actions you can take within that 5 second period. Some actions, such as jutsu, are complex, and require more than 1 MP. When listing your actions, you will only go as far as your MP takes you. MP is equal to void rating +1, so it comes from all stats, meaning there is no one stat that will increase your number of actions.
Types and order of actions wrote:
Instant Not effected by initiative.
Free Actions that do not consume MP.
Normal An action that takes a normal amount of time, most commonly costing 1 MP
Prepared An action that requires preparation, such as handseals.
Hasted Performing an action faster, causing it to jump a level.
Free actions come before normal actions. Normal comes before prepared. A hasted action lifts the action's type by one level(Prepared becomes Normal, Normal becomes Free, Free becomes instant).
When two or more actions are of the same type, Initiative is determined to see which action goes first.
Movement Speed:
Movement speed is how far you can move in one action. Running 25% of your Movement Speed Total consumes 1 MP. Those who have less than 4 MP may be asking about how far they can run. You will still be able to run 100% of your speed in a round. However, you won't have any actions.
One may elect to ignore the cost of 1 MP per 25% movement speed ran in order to use the MP for other actions. However, this will place a penalty of -1 PD upon you for the remainder of the round due to concentration(This will be ignored if your actions are a form of Active Defense(AD). This defense penalty stacks with each MP ignored.
Called Shot and Raises:
Spoiler:
Rolls are compared to a target number (TN), and should a player meet this TN, some amount of success is granted. This success is generally minimal; for example, meeting the TN of your opponents defense score yields a hit that deals normal damage. To achieve impressive results, the player must make raises. Players may make a number of raises per round equal to their Void Rating. Free raises (explained below) are the exception to this rule. This can also be referred to as a called shot.
For all intents and purposes, raising is akin to placing a bet. A player either chooses to make the normal roll, or to make a raise. Players must declare the number of raises they would like to take on their turn, and declare how they wish to use them before any rolls are made. Every raise increases the TN of the roll by two (2), but provides some additional amount of success should the player surpass the TN. Making raises on attack rolls for instance, allows the use of certain offensive combat options (such as feint, disarm, etc.). Players may declare multiple raises on a roll, but may not make more raises than their void rating (free raises do not count against this number) in a round.
Failure
Should a player fail to surpass the new TN after making a raise, the entire roll fails, even if it meets or exceeds the original TN. Making a raise is a gamble, and just like a card game, the payout is all-or-nothing.
Free Raises
Some abilities, be it from archetype bonuses, weapon classes or otherwise, grant free raises. Free raises, while similar to a normal raise, are much more beneficial to the player utilizing them. A free raise allows for the same effect as a standard raise (and counts as a raise for the purpose of other abilities), without raising the TN. Free raises that do not specify a purpose (such as free raises to attack or defense) may also be used to negate two (2) points worth of penalties the user would normally receive on the roll it is used.
As a general measure:
Large areas(Torso): 1 raise (+2 to the TN to hit)
Medium areas(limbs) 2 raises (+4 to the TN to hit)
Small areas(head, hands) 3 raises (+6 to the TN to hit)
Basic Actions:
Spoiler:
Offensive:
Quote:
Attack(1 MP): Roll:
Melee: Melee Taijutsu
Ranged: Ranged Taijutsu
Punch, kick, swing a weapon, throw something, etc. Basic attacks fall under 2 categories: Melee and Ranged.Melee accuracy derives directly from the agility stat, while ranged comes straight from the reaction stat.
Each one is sub-divided into two more categories: Normal and Heavy. For kicks, deal heavy damage at -1 accuracy.
Weapons, add the weapon's damage to its respective base damage.(Normal weapons apply to normal/base damage, heavy weapons apply to heavy damage, same with ranged weapons)
Beat:(offensive)(2 Raises)
Add 2 raises to any single action. On success, targets cannot use any form of active defense not already in play, and applicable to use heavy base damage. Beat cannot be augmented by any free raises, under ANY circumstances.
Knocking prone: (1 MP, 2 raises) Roll: Appropriate action with 2 raises
With the appropriate action, a player is able to take two raises on their attack to knock someone prone to the ground.
Hitting Multiple Targets: (1 MP, X Raises) Roll: Appropriate Action+ number of raises equal to number of targets
You can hit multiple targets at once for an attack that normally does not allow such. Targets must all be in feasible range of a single attack. For every target you are trying to hit at once, add 1 raise to the attack. Failure means you miss all targets. Actions/jutsu specifically designed for this are exempt from this, though user may take raises to increase the limit.
Double, Multiple-hit attacks:(1 MP, ) Roll Basic Attack at -3 accuracy.
Attack with two or more weapons in a single action. Each attack is rolled individually, starting with -3 accuracy. For each extra attack, add -1 to all actions stated. Actions/jutsu specifically designed for this are exempt from this, though user may take raises to increase the limit. The Dual Wield Ability lowers this by 1.
Feint:(1 MP, 1 Raise) Roll: Appropriate attack +1 raise
User's attack does not hit, but instead throws the opponent off for a brief moment. Your very next action gets +1 free raise, and is hasted.
Stealth/surprise attack:
Prior to making a stealth or surprise attack, attacker and defender make a stealth roll. Should the attacker succeed, they receive +1 accuracy to their attack. For every 2 they succeed by, they receive another +1 to their attack. Failure means the defender sees the attack coming, and treats it as normal.
Stealth, Detection: (0 MP) Roll: Stealth
The prime tactic of hiding and detecting hiding enemies. Stealth is rolled for all those involved. Various conditions, abilities, and environments may help aid or hinder stealth rolls.
Both Offensive and Defensive:
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Grapple/Bind:(1 MP, 1 raise) Roll: Basic attack to initiate, Roll raw strength rating to maintain.
On success, you have successfully grappled your opponent. Each time the opponent tries to escape, it will cost 1 MP, and they will roll a raw strength rating versus your raw strength rating. If they win, they escape. If you win, you hold them. Note: It also costs you 1 MP to maintain the grapple when they try to escape.
Throw: (1 MP, 1 raise) Roll: Basic attack on a grappled opponent
With a grappled/bound opponent, Roll again to throw them. Deals base heavy damage, knocks them prone a number of feet away equal to half your strength stat. Can throw an attacking opponent with 2 raises as a defensive action.
Grabbing/disarming weapons:(1 MP, 2-3 raises) Roll: Basic attack with 2 raises for blunt weapons, 3 raises for slashing weapons
On success, you've successfully grabbed your enemy's weapon to where they are unable to use it against you. Yanking that weapon out of their hands is a Raw Strength vs Raw strength roll, with a -1 for blunt weapons, and -2 for bladed weapons. The disarming is a separate action, costing 1 MP.
*note: User can make a pure disarm check with any offensive action at 3 raises(+6 to the TN), knocking the weapon away, or may take an extra raise to any disarm technique to have the weapon end up in their hands.
Defensive:
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Passive Defense(0MP): Roll: N/A
Not so much an action, this is your general awareness and ability to evade attacks. This is your Target Number(TN) that people roll against to try and hit you.
Active Defense(1 MP): Roll: N/A
This is an action to directly defend yourself from damage. This is one basic action, and it raises your passive defense by +4, making it harder for someone to roll and hit your TN.
Parry:(1 MP, 1 Raise) Roll: Attack +1 raise
Considered an advanced form of Active defense, player attacks an oncoming attack with 1 raise. On success, the enemy's attack misses, and the the enemy receives -2 defense to your very next action. More raises may be taken to lower the defense even further.
Stop-Thrust:(1 MP 2 raises) Roll: Attack +2 raises
A form of counter-attack, the user attempts to make an attack quicker than their opponent's attack. A success not only prevents them from attacking, but you cause damage at the same time. For each additional raise taken, user adds another +1 to the critical range.
Sidestep(2 MP)(Defensive)
More than just blocking or actively dodging, the user actively moves out of the way of the attack. +0.5 to Active Defense when sidestepping.
Roll:(2 MP)
The player jumps into a roll which will have them land on their feet. Considered a form of Active Defense(AD), they receive +1 free raise to their next action.
Set Defense: (2 MP, 2 raises)
Placing themselves in such a position, the player readies their body to not only absorb an attack, but inflict pain to the opponent swinging. Rolling the appropriate offensive action, on success, the action is canceled and deals a free critical basic hit to the attacker.
Statuses:
Spoiler:
Hasted: Bound:
Effect: Cuts the result of a roll in half(after bonuses are added)
User is considered for the most part, unable to move from their position or very limited movement. Breaking a bind requires a contested raw strength roll, unless otherwise stated.
Darkness:
Effect: Adds penalty to sight based checks.
Dim/light fog: -2, Dark/dense fog: -5, Blinded: -9, cannot react to visual stimuli at all. Penalties are doubled when dealing with ranged attacks.
Deafened:
Effect: Receives penalties to flanks and from-behind attacks, based on level of Deafness.
-2 in moderate noise, busy streets. -5 in heavy noise, crowded streets. -9 when sound is completely lost through deafness or completely drowned out.
Drowning/Suffocating:
A player loses a point of stamina per round air is cut off, starting the round after this status is applied. When they reach zero, they pass out. When airflow is returned to the lungs, they regain 1 point per round. User dies if going double their stamina without air flow. Stamina effects HP.
Prone:
Should a player be knocked prone (or elect to go prone), they may not effectively attack under normal circumstances (one exception to this is the use of a crossbow). Prone players receive a +4 PD against long ranged attacks(50 ft or more), but suffer a -4 PD against melee and mid ranged attacks. Getting up from being prone is a complex action which requires 2 MP.
Damage Types:
Spoiler:
Physical damage: Punches, kicks, weapons, anything with physical form that inflicts pain. Physical damage can be enhanced by strength boosting abilities/effects, as well as skill boosting effects(strength would make you hit harder, where skill would allow you to hit better and maximize the strike). Physical damage has a handful of sub-categories:
Bludgeoning/Bashing Damage: most commonly associated with punches, kicks, blunt weapons and clubs. By taking one raise, a user can effectively halve a target's armor rating. For each additional raise, they may lower it further by 1 point. Can be modified by strength and skill based augmentations.
Slashing Damage: Most commonly associated with the blades of weapons. Cutting damage deals 1 wound per attack. A player loses HP equal to the number of wounds they have each round, until the bleeding is stopped. Can be modified by strength and skill based augmentations.
Piercing Damage: Most commonly associated with stab wounds. Piercing damage deals 1 wound per attack, and can take 1 raise to halve an armor rating. For each additional raise, they my lower it further by 1 point. Can be modified by strength and skill based augmentations.
Elemental/energy/ethereal damage: Most commonly associated with ninjutsu. Elemental damage can only be enhanced by skill based augmentations, or augmentations specifically designed for it.
Genjutsu damage: Damage acquired through genjutsu that makes the opponent believe they are being injured. When a genjutsu ends, the user gains back 20% of the damage induced by the genjutsu each round. Should a player reach 0 HP before all of this is returned to them, they are knocked out regardless, but are allowed to make a willpower check each round against the attack that incapacitated them. A success allows them to take the full round to come around. Can only be enhanced by augmentations specifically designed for it.
Falling/Knockback damage: Damage received from falling, or from being abruptly stopped from how far you should have been knocked back. Falling/Knockback damage is 1.5*feet traveled(If you fell 20 feet, that would be 20*1.5, this would be 30 damage. If you were knocked back 20 feet, but only flew 10 feet and were stopped by a tree, you'd have 10 feet left to go. 10*1.5=15 damage.)
Chakra damage: Damage that removes the player's chakra. Chakra lost in this fashion can only be recovered with time, unless there is some precondition attached to the damage inflicted. can only be enhanced by skill based augmentations, or augmentations specifically designed for it.
Bonuses and Penalties, Percent and static.
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Bonuses are generally divided into two types. Percent and static.
Percent:
Spoiler:
When adding bonuses of percents, be sure to add all percents together first. The most common is damage, so we'll go from there. We'll say someone who does 4 punching damage has Weapon Technician: Unarmed, and Brute power.
This adds up to +40% damage, or 1.4x. 1.4x4=5.6. Rounded down, this is 5.
For weapons, One would add the weapon's damage to the base damage first. We'll use a standard katana.
Katana: +4 damage, -0.5 acc.
Base Punch(4)+Katana(4)=8 damage.
1.4x8 damage=11.2 damage. This is rounded down(always) to 11 damage.
*Note: If you had a penalty imposed upon you, say -15% damage, that would subtract from the 40%, making it only +25%.
Static bonuses:
Spoiler:
Static bonuses are ones that add a specific number. This is most commonly used to modify accuracy and defense, but can also add damage. We'll expand on the above example. We'll say that one has a 3.4 for Melee taijutsu.
W.Tech, Sword: +20% damage, +0.5 acc.
This brings Melee tai to 3.9. Now the weapon:
Katana: +4 damage at -0.5 acc.
Back down to 3.4. Rounded down, this is 3. Doesn't sound like much, but without W.Tech, Melee would be at a 2.9, rounding down to 2. Yes, always round down. Anyways, your roll would be a d10, and then add your melee tai to it(3). If you rolled a 6, add 3, and your result is 9. If you meet or exceed your target's defense, you hit. Using the above example, you would deal 11 damage.
Remember, if both percent and static bonuses are applied, configure the percent bonuses first, and add static after that. The ONLY exception is when wielding a weapon, the weapon's damage is added to the base damage. This becomes the weapon's base damage.
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