Ultimate Z ----
Posts : 858 Join date : 2010-07-02 Age : 34 Location : United States, Missouri
Quick Sheet Rep. Bar: (18/200)
| Subject: 5th Shinobi Combat System Mon Jul 12, 2010 11:22 pm | |
| Rules to Fighting Here are the rules and fighting system that was redeveloped to help us and our fellow members work things out in a peaceful way. Or so we think just remember sometimes violence doesn't solve anything. But it does help to get your name out to the site a little more if you want to be known as a Hero or a Villain.
There will be Four different kinds of battles. The first is Stat Battles - which incorporate all the stats that each character has, and your performance will be based off of those. The second is Story Battles - which are based loosely off your character’s stats, but don’t necessary come into play. (RP/Spar) The third is Death-match - which as the name states, is a fight in which one character can kill another. These are always Stat Battles. The fourth is RP Based - We're trying it out here this allows you to be able to battle RP style. Only one way to do it all give great detail. If you choose this battle style you have to give detailed on dodging you can only dodge 3 times unless having a Jutsu.
Battle Rules: Whenever you and another member decide to duke it out to see who is the better, you will have to follow a few steps in order to make it an enjoyable experience for all parties involved. 1. When you start up a battle, whatever stats you have at the time of the start of the match is what you have going into the fight. 2. You have 48 hours to respond to your battle or else your opponent’s attack will go through. This is the only case in which there will be auto-hits. 3. You can only do up to 3 battles a week, After a battle you must wait at least 2 hours before you can battle again. 4. * IN ORDER TO GAIN STATS THE TITLE MUST READ (Battle: (RP based or Stat Based) If you are just sparring or place in the title Sparring then you will not get the rewards it will count as a normal RP.
How To Win/Lose 1. Beating your opponent to having 0 HP 2. Running out of chakra causes you to pass out.
Death-match: (Requires a 300 Words to successfully escape.) 1. You can have up to three (3) Death-matches a month. 2. You may only escape from a Death-match challenge if your speed is 15% higher than your opponent’s. 3. If you do not post within the 48 hours allotted, your opponent will be given the opportunity to kill you. 4. You can only kill your opponent if they hit negative health. (In the Death-match) | Stat Battle / RP Base Battle Rules: 1. At the start of the battle, you will post up your stats in order to show what kind of statistics you have. 2. The one with the higher speed will be the one to start the match off first. 3. As the battle progresses, you must make sure to keep track of all damage taken and chakra used up. 4. When you lose all Stamina your body starts to freeze for 1 post every so often. (example: Your post = frozen, Opponent Post = Atk, Your post = Atk)
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- Battle Gains - * CAN ONLY CHOICE TWO REWARDS OUT OF THE FOUR* *DO NOT HIT EQUAL ON CALCULATOR NUMBER THAT POPS IS CORRECT RESULTS (If Subtracting)*
Battle Stat Winnings: CAP 180 Split Stat Points (Words) - (15%) = Is Winners Stats (Words) - (5%)= Is Losers Stats (Words) - (10%) = Draw | Battle Ability Level Winnings: CAP 30% Words / 100 = Winners Gains for Ability Level % Increase Words / 200 = Losers Gains for Ability Level % Increase Words / 130 = Draw Gains for Ability Level % Increase | Battle TP Winnings: CAP 125 TP Words / 30 + 30% = equals Winners TP Words / 40 + 40% = equals Losers TP Words / 50 + 50% = equals if it ended in a Draw TP | Battle Ryou Winnings: CAP 1500 Ryou Words / 2 = Winners Ryou Words / 4 = Losers Ryou Words / 6= Draw Ryou |
- Attacking Formulas -
Ninjutsu: (Ninjutsu Damage) + (Speed) - (Opp's Defense) = Damage | Taijutsu: (Taijutsu Damage) + (Speed) + (Strength/6) - (Opp's Defense) = Damage | Kenjutsu: (Kenjutsu Style) + (Weapon Dmg) + (Speed) + (Strength/6) - (Opp's Defense) = Damage | Projectile: (Projectile Damage) + (Speed/3) - (Opp's Defense) = Damage | Melee (Weapons): (Wep Dmg) + (Speed) +( Strength/4) - (Opp's Defense) = Damage
Melee (Weaponless): (Speed) + (Strength/4) - (Opp's Defense) = Damage | Genjutsu / Binding Jutsus: Roll a d100, If caster rolls highest then it captures you, If opponent rolls higher then they dodge. To break out of a Genjutsu the Opponent/Teammate must at least do a certain Percentage of damage for you to be released early. E Rank: -5% of Max Health D Rank: -10% of Max Health C Rank: -15% of Max Health B Rank: -20% of Max Health A Rank: -25% of Max Health S Rank: [Cannot be Broken] | Sync damage Tag Team Ninjutsu Attack Nin Dmg + 2nd Nin Dmg / 2 + Highest Sync = Sync Ninjutsu damage
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- Action/Move System -
Attacks: This explains how many moves you can do a post Taijutsu (This includes weapons usage) *Note Styles Count as 1 Action Unless stated on Style itself* Taijutsu: 0% -10% = 1 Move Taijutsu: 20% - 30% = 2 Moves Taijutsu: 40% - 50% = 3 Moves Taijutsu: 60% - 70% = 4 Moves Taijutsu: 80% - 90% = 5 Moves Taijutsu: 100% = 6 Moves | Hand Seals - means how many Jutsus you can use per post. *All Jutsus count as 1 Action unless Jutsu states otherwise.* Hand Seal: 0% -10%l = 1 Jutsu Hand Seal: 20% - 30%l = 2 Jutsu Hand Seal: 40% - 50%= 3 Jutsu Hand Seal: 60% - 70%= 4 Jutsu Hand Seal: 80% - 90% = 5 Jutsu Hand Seal: 100% = 6 Jutsu | Automatic Damage Defense System [A.D.D.S] Used if you do only 0 Damage on someone or less - Jutsu Base Damage - E Rank Jutsu: 15 Dmg D Rank Jutsu: 25 Dmg C Rank Jutsu: 35 Dmg B Rank Jutsu: 45 Dmg A Rank Jutsu: 55 Dmg S Rank Jutsu: 65 Dmg |
| Evading: *Evading counts as an Action no matter what the level of Taijutsu or Hand Seal is* For Every 10% on Reaction increase the Evading Results by +3% Using the Dice Roll System, we've created a evading system that may work. Having d100 being used for what ever number is rolled that is the Percentage Result. 1-29% -Full Damage 30-49% - 1/4 Damage (-25% Dmg) 50-69% - Half Damage (-50% Dmg) 70-89% - 3/4 Damage (-75% Dmg) 90-100% - No Damage |
- Rules of Advantages or Disadvantage - The elements themselves can be one another or get stronger off of another element. For example Fire gets stronger as a Wind element jutsu mixes with it. On the site the damage of one elemental to the other is what decides its damage. If you use the Fire element against a wind element you take the winds element damage and 10%. Now your wondering what to do with that 10% simple you add the 10% damage from the wind damage and add it to the Fire Jutsus Damage. But if the jutsu is stronger still even after that then the difference is taken away and you take the difference in the damage. If it's zero after defense you take the ADDS damage of what ever rank the jutsu is.
Katon Vs Fuuton: Katon damage Increases by +10% of the Fuuton's damage. Fuuton Vs Raitonn: Fuuton damage Increases by +10% of the Raiton's damage. Raiton Vs Doton: Raiton damage Increases by +10% of the Doton's damage. Doton Vs Suiton: Doton damage increases by +10% of the Suiton's damage. Suiton Vs Katon: Suiton damage increases by +10% of the Katon's damage.
Chakra Control Important Role - This plays a very important role in a shinobi's life. Because of the fact that if a shinobi doesn't have perfect or near perfect control over thier chakra. They'll most likely over use it or place to much in their jutsu. So a system was created for that very purpose. Depending on what your chakra control is you take away that from 100% and what ever the result is how much you'll have to pay extra for the jutsu. This doesn't work on Taijutsu. Ex. Zero uses Wave Blade Jutsu CD: 100 (Ze's Control is 25% - 100% = 75%). The new chakra drain is 175. |
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