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 Combat System

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PostSubject: Combat System   Wed 17 Apr - 6:53


How does combat proceed?

Important Note: The battle system as described here as well as stat and leveling system of this online RPG have nothing to do with the work of Mashashi Kishimoto or the Anime/Manga accept for that it can be used to support the story used on this forum. The game system is and remains intellectual property of Georgy Andreyevitch Makarov and is has copyright protection as well as the standardized protection of intellectual property. Copying this game system is thus a criminal act punishable by law.

As this is a post by post RPG in the situation of player vs player or admin controlled NPC vs player combat will proceed in the following order:

- The player with the highest speed starts off the battle by posting his turn.

Every player can use their AP (Action Points) during their turn and those can be used to block, counter, dodge your opponents attacks, attack your opponent , preform Jutsu, set up traps, talk, run, hide or whatever else you feel like doing. Everything you do (unless specified otherwise by the rules or admins) costs at least 1 AP (accept for breathing). The amount of AP a character has per round is based on their Speed Stat.
Some actions cost more than 1 AP, this is mostly the case for Jutsu and some more complex or time consuming basic actions. (This will be explained further down below.)

Note: You will be judged on Role-playing/ Creativity / Stats in that very order.

- The player with the lower speed posts his turn.

The player with the lowest speed can either use all his AP (Action Points) to block the previous attacks or use only a few of his AP (Action Points) in order to do so and use all remaining actions for other purposes. Remember however that you will be judged logically when it comes to dodging or blocking, for instance: If your opponent used a fireball on you and then threw 2 kunai your way jumping into the air will not make you avoid all 3 attacks because if you'd jump into the air from the fireball the two kunai would logically be thrown to your mid-air location, as opposed to your opponent being so dumb that he would throw his 2 kunai at an empty spot.

- Both players wait for the decision of the Judge

Both players then wait until an Admin has looked at this and stated his judgment on the two posts. To prevent cheating or conspiracy theories no Admin is allowed to judge his or her own battles and has to wait for another Admin to do so. The Admin will Judge the outcome of the two posts and post the new in battle stats of the player's characters.
In this first Admin post however the Admin will only Judge whether the player that went second managed to avoid the damage that the first player aimed to deliver and if not how much damage they took.

- The player with the highest speed Proceeds with his second turn.

Much like the player with the lower speed in his second turn the first player he can either use all his AP (Action Points) to block the previous attacks or use only a few of his AP (Action Points) in order to do so and use all remaining actions for other purposes.

- Both players wait for the decision of the Judge Again

Now both players wait for admin Judgement after each post for this time the admin will be judging how successful the slower player was with his attempts to damage or otherwise defeat the first one and whether the last post was of any help to this.

- Afther that the process repeats again and again until the battle is concluded.

In Short ;
Battle Set-up Admin Post >
Player A >
Player B >
Admin Check for damage Player B >
Player A >
Admin Check for damage Player A >
Player B >
Admin check for damage Player B >
Player A >
Admin Check for damage player A >
Player B >
Admin Check for damage Player B >
Player A >
Admin check for damage player A>
and so on and on until the battle is concluded in one way or another.

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PostSubject: Re: Combat System   Sat 20 Apr - 4:13

Basic Actions
Basic Actions are things every character is able to do from the start that works in a similar way to Jutsu but does not have to be learned individually as some of these are things any human above 8 can do where the others are things everyone learns at the Academy. Some of these actions do have stat restrictions and can only be used by players with a certain level of that certain Stat. This basically story wise translates into the character knowing how to do it but just not being strong/fast/smart/skilled enough to actually pull it off.

Basic Actions that cost  0 AP (Action Point)

Speak Talking, Shouting or otherwise verbally sending out information costs no actions as it happens simultaneous to ones actions. However players should keep it realistic as to how much they say within one round.
Yet following the logic of the Manga quite a lot can be said even during a fast paced battle in between the various attacks.

Chakra Sacrifice Sacrifice 1 HP or 1 FCS  and get 20 active Chakra in return instantly without any action cost. The player can choose to sacrifice any number of either at will. The HP and FCS sacrificed in this manner will be specially marked as it will take twice the healing effort to restore them and twice the time to naturally heal them.

Focused Action Paying 3 ME the character gets a + 1 on the action they are performing. 6 ME for +2. 9 Me for + 3 and so on. This bonus counts only for one specific act/action that the character performs. The bonus is due to the character really setting their mind to achieving said goal.

Chakra Stat Increase Paying 5 Chakra the player can increase one of the characters Main Stats of their choosing by 1 for the duration of one round. This increase to the Main Stat will however not affect any other corresponding stats which will remain the same. This can be done as many times as desired as long as the user pays the needed amount of chakra.

Chakra Walk Using chakra to stick oneself to any given surface be it a wall, a tree or the surface of water the character can proceed moving along it as if it were a concrete floor as long as there is substance to latch onto that isn't thin air. Paying 4 Chakra the user can move around as much as they wish on the surface of choice. However if they switch the type of surface the move on they have to pay the price once more. For example when going from a tree onto water and vice versa. The users chakra control skill decides how many rounds they can keep this up before having to pay the cost once more. (example : Chakra control E =4 chakra per round , D = 4 chakra per 2 rounds, C = 4 chakra per 3 rounds, B = 4 chakra per 4 rounds...and so on.) This skill can be used in multiple other tricky ways as well if you're clever.

Basic Actions that cost  1 AP (Action Point)

Move Move X meters. ( X can be a number from 1 up to the number of the characters Speed Stat)

Equip/Unequip Equip or unequip a weapon or take an item/tool into hands or put one such object back away and store it.

Punch Delivers a regular punch to target (within 1 meter)

Kick Delivers a regular kick to target (withing 2 meters)

Grab Grabs target for grapple or throw (within 1 meter)(Costs 1 PE(Physical Energy))

Basic Throw Grapple After successfully grabbing an opponent if one has enough strength to lift and hurl them in any desired direction, they can use this basic action to do so.(Costs 2 PE (Physical Energy))

Weapon Attack Delivers a regular attack with equipped weapon to the target (within weapon's range).

Block Blocking an attack with your hands, feet, equipped weapon or item. This is done in the same fashion as if one would perform their own attack against the one aimed at them.

Convert Chakra Converts PE and ME into Active Chakra. 1 PE and 1 ME together can be converted into X active chakra (X is equal to the characters Chakra Control Skill + 1.) The player can convert as much PE and ME as they wish for this end within this one action, however the amount of PE and ME used for this end must remain equal.

Kai (Release) Releases the chakra in the characters system into thin air. All active Jutsu are stopped and/or interrupted through this action.

Skill Check Allows you to use one or more of your skills during combat to gather information. The number of skills you can apply for 1 AP is your intelligence/2 (rounded down)
For instance, a character with Intelligence 5 can apply 2 skills to figure out additional information. This can be the Genjutsu skill and investigation skill to figure out if he or she is trapped in a Genjutsu or not.


Basic Actions that cost 2 AP (Action Points)

Scan/Search Surroundings The character either scans their surroundings to gain insight on the area of combat or searches for something more or less specific in their line of perception, a hidden opponent for example or a means to escape the battlefield themselves. Depending on the success of the roll the Admin in charge will provide the player with the information gained from this.

Basic Holding Grapple The character grapples the grabbed target in attempts to subdue them and hold them in place in such a way that the opponent would have little to no means of retaliation. (costs 3 + X PE(Physical Energy) X can be any number of choice, your dicepool will be increased by X.)

Basic Tackle Grapple The character grapples the grabbed target in attempts to tackle them to the ground as both a form of attack and an attempt to stunt the opponent rendering them less mobile and less capable to defend against the actions that would follow. ( costs 4 PE (Physical Energy))

Counter Grapple Avoid an opponents grapple aimed at you and remove yourself from their grasp. (Costs 2 + X PE (Physical Energy) X can be any number of choice, your dicepool will be increased by X. You roll must beat that of the opponent at least by 1.)

Dodge Move the character out of harms way. This will grant the character a dicepool of exactly 3 dice. The amount of successes rolled will be the amount by which the attackers dice-pool for their attack attempt will be decreased.

Basic Actions that cost 3 AP (Action Points)

Special Block The character performs a skillful defensive movement using their speed to increase their chances of successfully blocking an attack. This grants them a + 1 + X on their roll. X is the amount of AP the player is willing to pay above the required 3 AP divided by 2.

Counter The character rather than avoiding or blocking the attack coming their way choses to move pass the aimed attack and instead perform a strike of their own at the attacker to stop their attack by means of offense rather than defense. The character performs a normal physical or weapon attack at the attacker with a - 2 penalty on their roll. Upon success they manage to avoid the attack aimed at them and lash out one of their own. Attempts to Defend against this attack will cost the attacker a - 1 penalty. For a block, counter and a dodge attempt they might perform.

Hide/Conceal The character attempts to hide/conceal themselves in their surrounding are to the best of their abbility. This is very dependent on both the characters skill at hiding/sneaking as well as the surrounding area itself and the possibilities it provides or limits to do so.

Basic Actions that cost 4 AP (Action Points)

Special Dodge Move the character out of harms way in an exceptionally skillful and swift way. this grants the user a dice-pool of 4 + X dice. X is equal to the amount of additional AP the player pays for this action : 3. Just like with the regular dodge the amount of successes rolled will be the amount by which the attackers dice-pool for their attack will be decreased.

Basic Actions that cost 5+ AP (Action Points)

Sprint/Run If the character uses all their AP in the round only for one purpose, this being moving, this is counted as Sprinting/Running at full speed. This will allow the character to traverse double the distance the normally would. (Example :  Character with 10 speed. Move x 3  3 AP , moves up to 30 meters (and can use his other 7 AP if he wishes to for other actions)...Sprint/Run , uses 3 AP on movement and doesn't use any other actions . Then the character is able to traverse 60 meters in this same time.)

Rest If the player chooses to spend the entire round having their character rest instead of performing actions this will fully restore their PE. This cannot be done if the character is poisoned or wounded.

Clear Mind If the player chooses to spend the entire round having their character relax and clear their mind instead of performing actions this will fully restore their ME. This cannot be done if the character is under Genjutsu, poisoned or wounded.


Last edited by Admin on Sun 28 Apr - 5:19; edited 1 time in total
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PostSubject: Re: Combat System   Sat 20 Apr - 4:14

AP cost for Basic Actions Quick summary

Speak 0 AP
Chakra Sacrifice 0 AP
Focused Action 0 AP
Chakra Stat Increase 0 AP
Chakra Walk 0AP
Move 1 AP
Equip/Unequip 1 AP
Punch 1 AP
Kick 1 AP
Grab 1 AP
Basic Throw Grapple 1 AP
Weapon Attack 1 AP
Block 1 AP
Convert Chakra 1 AP
Kai (Release) 1 AP
Scan/Search Surroundings 2 AP
Basic Holding Grapple 2 AP
Basic Tackle Grapple 2 AP
Counter Grapple 2 AP
Dodge 2 AP
Special Block 3 + X AP
Counter 3 AP
Hide/Conceal 3 AP
Special Dodge 4 + X AP
Sprint/Run X AP
Rest X AP
Clear Mind X AP

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PostSubject: Re: Combat System   Sat 20 Apr - 4:15

Hit Calculation and Damage Calculation

Physical attacks

Physical Attack Pool = (Taijutsu : 2 + 1)  + FCS + (Jutsu Bonus if available) + 2
This pool will be decreased by the targets defense.
Physical Defense = (Lowest of Speed/Taijutsu : 2 + 1) + FCS  

Base Physical Damage: ((Strength : 2 + 1) + (Corresponding Skill level )) x R
R is equal to the rank of Jutsu performed. A regular punch or kick is still considered E-rank.
The damage is delivered to PE first before it starts decreasing the target's HP. However if HP damage is delivered to the target by means of this attack right after damage is applied for this attack the adrenaline will push the target's PE back to being fully restored.

Hit success roll and damage outcome:

0 success = The attack misses or fails to harm the target.
1 success = The attack only manages to partially hit the target doing half the damage it normally would.
2 success = The attack is a full on hit doing regular damage to the target as it should.
3 success = The attack is a hard hit managing to hit somewhat better than normal doing 1.25 x the regular damage.
4 success = The attack is an especially hard hit. This does 1.5 x the regular damage. A roll must be peformed by the target to avoid being K.O.
5 success = The attack is a critical hit on the opponent doing 1.75 x the regular damage and leaving the opponent with some form of an additional penalty due to the attack. A roll must be peformed by the target to avoid being K.O.
6 success = The attack is a lethal strike doing 2 x the regular damage and leaving the target with a big penalty in the form of a lethal wound due to the attack. A roll must be peformed by the target to avoid being K.O.
7 success = The attack is extremely lethal, killing the opponent on the spot due to it's deadly precision.

Ninjutsu Attacks

Ninjutsu Attack Pool = (Ninjutsu : 2 + 1)  + FCS + (Jutsu Bonus if available) + 2
This pool will be decreased by the targets defense.
Ninjutsu Defense = (Lowest of Speed/Taijutsu : 2 + 1) + FCS  

Base Ninjutsu Damage: ((Sealing Knowledge : 2 + 1) + (Corresponding Skill level ) +2) x R
R is equal to the rank of Jutsu performed. The damage is delivered to PE first before it starts decreasing the target's HP. However if HP damage is delivered to the target by means of this attack right after damage is applied for this attack the adrenaline will push the target's PE back to being fully restored.

Hit success roll and damage outcome:

0 success = The attack misses or fails to harm the target.
1 success =The attack only manages to partially hit the target doing half the damage it normally would.
2 success = The attack is a full on hit doing regular damage to the target as it should.
3 success = The attack is a hard hit managing to hit somewhat better than normal doing 1.25 x the regular damage.
4 success = The attack is an especially hard hit. This does 1.5 x the regular damage. A roll must be peformed by the target to avoid being K.O.
5 success = The attack is a critical hit on the opponent doing 1.75 x the regular damage and leaving the opponent with some form of an additional penalty due to the attack. A roll must be performed by the target to avoid being K.O.
6 success = The attack is a lethal strike doing 2 x the regular damage and leaving the target with a big penalty in the form of a lethal wound due to the attack. A roll must be peformed by the target to avoid being K.O.
7 success = The attack is extremely lethal, killing the opponent on the spot due to it's deadly precision.
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PostSubject: Re: Combat System   Sat 20 Apr - 4:15

Casting Genjutsu

Genjutsu Power Pool = (Genjutsu : 3) + FCS + (Jutsu Bonus if available) + (Target's Chakra : 4)
This pool will be decreased by the targets defense.
Genjutsu Defense = (Genjutsu : 3) + FCS + (Intelligence : 5)

If successful the illusion is cast on the target and they perceive it as part of their reality.
If the Genjutsu is of a higher rank B-rank or above the user is able to control the illusion to the fullest extend instead of showing them something drawn from their own mind.
In case of D-Rank and C-rank Genjutsu after having the Genjutsu cast on them the target will get a chance to resist the illusions influence on them by making a Genjutsu save roll. This is an opposing roll as the user then rolls his own and the target has to beat his.

Genjutsu Save Roll: (Genjutsu : 3) + (Genjutsu Skill)

If the target fails the save roll, damage is applied as followed.
((Intelligence : 3) + (Genjutsu Skill) ) x R. R is equal to the rank of Jutsu performed.
This damage is dealt to the target's ME and if that is depleted the rest is dealt to FCS. If the target suffers FCS damage through this 2 things happen.

1. The target's ME is fully restored after damage is applied.
2. The target is locked in the Genjutsu and can no longer attempt save rolls to escape it's influence.
Damage will be applied again the next round as the target is drawn deeper and deeper into the illusion eating away at their mind. Their only options of escape are to damage themselves physically to at least 1 point of HP. Or to perform Kai. Followed by Chakra Conversion in which the target has to convert more chakra than what the Genjutsu that was cast on them was worth.

However if the damage dealt this way does not deal FCS damage to the target they can attempt a save roll the next round yet again in order to escape the illusion.

In the case of B-Rank Genjutsu and higher upon successfully casting it on the target the target instantly receives damage according to the following calculation;
((Intelligence : 3) + (Genjutsu Skill) ) x R. R is equal to the rank of Jutsu performed.
This damage is dealt to the target's ME and if that is depleted the rest is dealt to FCS. If the target suffers FCS damage through this 2 things happen.

1. The target is temporarily immobilized by the effects of the Illusion.
2. The target is locked in the Genjutsu and can no longer attempt save rolls to escape it's influence.
Damage will be applied again the next round as the target is drawn deeper and deeper into the illusion eating away at their mind. Their only options of escape are to damage themselves physically to at least 1 point of HP. Or to perform Kai. Followed by Chakra Conversion in which the target has to convert more chakra than what the Genjutsu that was cast on them was worth. However if more than 5 FCS damage is suffered in this manner the target is too stunned to do either for yet another round.

If no FCS damage is done through these means the target can still attempt a Genjutsu save roll in their next turn.

Very Important note : Genjutsu cannot be cast on anyone who doesn't have any active Chakra in their system.

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PostSubject: Re: Combat System   Sat 20 Apr - 5:01

Automatic Actions

PE restore:
1 = 1 point of PE per round
2-3 = 2 points of PE per round
4-5 = 3 points of PE per round
6-7 = 4 points of PE per round
8-9 = 5 points of PE per round
10-11 = 6 points of PE per round
12-13 = 7 points of PE per round
14-15 = 8 points of PE per round

ME restore:
1 = 1 point of ME per round
2-3 = 2 points of ME per round
4-5 = 3 points of ME per round
6-7 = 4 points of ME per round
8-9 = 5 points of ME per round
10-11 = 6 points of ME per round
12-13 = 7 points ofME per round
14-15 = 8 points of ME per round

The above two things do not happen if the character is sick, worn out (having 0 active chakra), wounded, poisoned or lacks sleep.

Healing HP = Every character automatically heals 1 point of HP per 2 in game days if they spend this day resting and if the wounds that caused it were tended to beforehand. A good medic can increase the speed of this process through tending to the patient during this in game day. Warning : Having a medic tend to the patient may result in an opposite effect effectively slowing the healing process if the medic makes a mistake or two in the process.

Healing FCS = Every character automatically heals 1 point of FCS per 2 in game days they spend resting their mind or meditating. A good psychiatrist can increase the speed of this process through tending to the patient during this in game day. Warning : Having a psychiatrist tend to the patient may result in an opposite effect effectively slowing the healing process if the psychiatrist makes a mistake or two in the process.

Base Chakra Pool Creation = Everyone needs chakra to live or rater to stay alive, it is the life energy that all living creatures have inside of them. One cannot go long without any chakra being active in their system, one doesn't have to be a Shinobi or trained in modling chakra to have this, it's nature. Not having any chakra active in your system for more than 5 rounds will cause the character to faint and begin their disintegration process (dying.).
However as with everything in nature, nature takes care of nature.
If the player has had at least a minute of rest outside of combat without any cost to their PE or ME their chakra will replenish itself back to an amount equal to their chakra control skill + 1. This off-course is unnecessary and will not happen if the character has and chooses to keep active chakra higher than this number active in their system.

Status Effects

Sick: The character is sick, they only regain 1 PE per in game hour. And only 1 ME per in game hour. They cannot contain chakra inside their body higher than their chakra control skill level for longer than 1 round.
Also their FCS is lowered by 1 for the purpose of attacking and defending. This status effect can be given to a character through a jutsu causing disease or through a poison that spreads disease. Otherwise it can be acquired through natural means (getting sick the normal way.)

Wounded: The character is wounded, they don't regain PE. This status effect is acquired when a character gets 3 HP damage in one attack. Being struck on the wounded spot does + 1HP damage.

Heavily Wounded: The character has a large wound, they don't regain PE or ME. This status effect is acquired when a character gets 4 HP damage in one attack. Being struck on the wounded spot does + 2 HP damage.

Severely Wounded: The character has a severe wound, they don't regain PE or ME and instead lose 3 PE every round. (if PE drops to 0 they receive 1 HP damage, of which the adrenaline will restore the PE back to full as it would happen through damage.) This status effect is acquired when a character gets 5 HP damage in one attack. Being struck on the wounded spot does +3 HP damage. All actions cost x2 the normal AP.

Lethally Wounded: The character has a lethal wound, they don't regain PE or ME and instead lose 6 PE every round. (if PE drops to 0 they receive 1 HP damage, of which the adrenaline will restore the PE back to full as it would happen through damage.) This status effect is acquired when a character gets 6 HP damage in one attack.
Being struck on the wounded spot does +5 HP damage. All actions cost x3 the normal AP.

Stunned : The character is stunned. All actions cost double AP. At the end of each round the character can perform a (Stamina : 3) roll to stop the effects. At the end of the third round the effects stop automatically.

Paralyzed: The character is paralyzed and cannot move any part of their body aside from their face. They can still speak.

Sleep: The character is asleep. Any damage dealt to them would wake them up, likewise loud sounds have a good chance of doing so. Attacking a character that is asleep will discard their FCS for damage calculation, unless they have the 'Combat Ready Mind' Merit.

Poisoned : The character is poisoned with a damaging poison. They don't regain PE. All actions cost double the regular AP cost. All damage they give is halved. Also their FCS is lowered by 1 for the purpose of attacking and defending.

D rank = The character suffers 1 PE damage per 30 min in game.

C rank = The character suffers 3 PE damage per 30 min in game.

B rank = The character suffers 6 PE damage per 30 min in game.

A rank = The character suffers 10 PE damage per 30 min in game.

S rank = The character suffers 15 PE damage per 30 min in game.

S+ Rank = The character suffers 21 PE damage per 30 min in game.

Note: The above damage is only counts for a character that rests and lets the body attempt to hold back the poison. If that character tries to move, use Jutsu or do battle the poison would be dealing this damage per round instead of once per 30 minutes.
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PostSubject: Re: Combat System   Sat 20 Apr - 5:01

I don't get it!!!

You don't have to understand the system completely in order to be able to play.

Much like in a video-game. As long as you understand the part about basic actions, AP and AP cost you're pretty much good to go.

The damage calculation and hit calculations will be done by the Admin team anyway, so the only reason you might need to understand it is if you want to (as a player) know exactly what you are doing and what your chances are of success.
It is also handy for creating your own techniques. However not necessary.

As long as you understand how AP works and how all the basic actions work you are ready to play.

If you have trouble there feel free to ask anyone on the staff for help. We don't bite. Wink
Also perhaps after experiencing a few battles you'll definitely get a better feel for it.

Supreme Roleplay Victory Rule

The Supreme Roleplay Victory Rule is the rule that states the following:

In case of a good strategic roleplay, great effort and execution of a correct set of moves any player will be granted victory over another that has failed in providing the same level of these 3 things.
When such a case occurs Mods and Admins are allowed to neglect the actual calculated battle damage and increase it to their will if the situation calls for it and clearly deserves it.
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