Post by Spellman on Aug 23, 2019 20:10:14 GMT
TILE MOVEMENT
These are the tile movements per Speed tier.
T0: 3 tiles
T1: 4 tiles
T2: 5 tiles
T3: 6 tiles
T4: 8 tiles
T5: 10 tiles
T6: 12 tiles
T7: 16 tiles
T8: 20 tiles
HAND SEALS
These are the BASE hand seals that can be performed per turn, per rank.
E Rank: 1
D Rank: 5
C Rank: 6
B Rank: 7
A rank: 8
S Rank: 9
Explosive tags take 1 hand seal to ignite. They will begin burning the turn that you activate them, and then explode in the following turn.
WEAPONS
Everyone has a base range of 5 tiles (in front of the user) to throw their weapons without weapon throwing perks. No exceptions. You should not and will not be able to throw your weapons any further than that without proper training to do so. Weaponist perks have been underplayed long enough, so we've decided to give investing into them an actual meaning.
Launching Attacks/Strikes
You need at least T3 strength to launch someone up in the air with a strike.
SHUNSHIN USAGE
At Genin and Chuunin level, shunshin usage is more of a hindrance to use than it is an advantage without unique and proper training, or Jounin-level experience with it. And even Jounin are limited with their usage of it! (No Flicker Fighter advantages). Due to the sheer speed of it in comparison to the player's ability to perceive the movement, said player will experience intense and overwhelming vertigo as further elaborated on the Skillcard. Players can not roleplay feeling overwhelmingly dizzy, but persisting because of the severity of the situation. No. You're going to feel so dizzy that you'll be restricted to about one tile of movement until it's over. So, should you learn it early... use it wisely!
Shunshin tiles are additional to your own, so your speed + shunshin speed/tiles = your allowed movement for the turn.
SEALING
Someone cannot seal away organs and bodies in order to preserve them. Sealing transports things to another plane of existence, it does not freeze the objects/persons/parts in question.
SUIMEN AND SUIMEN JUMP
Suimen and suimen jump are pretty simple techniques. To use Suimen on water, a player would require either T1 control or C- in grade. To use a more advanced form of it, and be able to super charge it in the soles of your feet for a very fast, very high jump, the player will require T2 chakra control. This shoots them 5 tiles into the air at approximately T3 speed, and leaves them airborne for 1 turn. T3 chakra control permits a bonus 2 tiles for suimen jump, and T4 permits a bonus 4 tiles. However, should you use this advantage, the duration you'll be airborne will be extended partially into the second turn after usage, as well. Suimen jump will count as your jutsu usage for that turn, but you can still utilise Kenjutsu, Taijutsu, and Bukijutsu moves.
KAWARIMI USAGE
To use kawarimi, one must touch an object roughly the size of their abdomen; a log, a back shuriken, etc. In addition, they must maintain their chakra focus on said object, meaning that the usage of jutsu is prohibited outside of suimen usage until the kawarimi is complete or the user decides to cancel the jutsu in favor of performing another one. It may be maintained for up to four turns so long as there is no break in chakra. Must be prepared during combat and can not be used on the same turn it's prepared. 3 turn cooldown. Object must be within 9x9 radius to switch with it.
ELEMENTAL ADVANTAGES
Elements get a flat +1 tier advantage when clashing with an element they counter. For example, a C rank Raiton technique gains the power of a B rank when clashing with a Doton technique. Generally (depending on the jutsu used and elemental tiers of the users), the jutsu with the higher tier wins the clash. Elemental KKG are exempt from elemental disadvantages but may still clash with one another in certain situations.
The rule of thumb:
B > B
C == B
D < B
KAI AND GENJUTSU
Having Kai will not automatically permit you the ability to escape Genjutsu, plain and simple. Without the proper perks or grade, as well as the overall general ability to move your body, you will be ultimately trapped inside of a Genjutsu's effects until you are either broken out of it by another or freed by the user themselves. And of course, you must have IC awareness and legitimate reason to come to the conclusion that you're trapped within an illusion. With that being said, we'll now review the assortment of ways that an individual has at their disposal to break out of a Genjutsu.
Perk advantage: Control is the perk used to combat Genjutsu. If your Control is higher than the Genjutsu's rank, you can break out with Kai in one turn. If your Control is equal to the Genjutsu's rank, you can still break out, but the act of doing so will extend partially into the second turn. Mind perks serve to prove an additional layer of defense. For each tier of Mind you have, you will get a +1 to your control when it comes to breaking out. (T2 is +1, T3 is +2, T4 = +3). Additionally Mind perks serve for the creation of higher grade Genjutsu. T2 allows for the creation of B rank Genjutsu, T3 allows for the creation of A, etc.
Grade advantage: As characters develop, they will form a natural mental shield against those of lesser experience and power. Shinobi with at least one full grade over the caster of the Genjutsu will get a bonus of +1 control for breaking out. (e.g. D vs C, C- vs B-, C vs B)
Pain infliction: If you're using pain to break out, you have to inflict a severe wound on yourself. You must also have the freedom of movement to inflict said wound.
Outside assistance: Should an ally realize you're trapped in a Genjutsu and make it to your character, they are permitted the ability to use Kai on you and break you out of the illusion. This takes up their action for their turn on their end; and only works on genjutsu that are possible to be broken out of (Ex.; cannot break the effects of something like Bringer of Darkness, Sharingan Genjutsu, or jutsu that state otherwise.) They will still need to match the grade with their control, but may work together with another ally and/or the afflicted user to meet the requirement with their combined total.
Doujutsu: Doujutsu such as Byakugan and Sharingan, can allow the user to detect and, depending on the doujutsu, even break out of Genjutsu. Byakugan can see through Genjutsu to the outer world, but it does not rid the effects of said Genjutsu entirely. It still exists, but it is very slightly transparent in a sense. You can still see chakra networks outside of it. So, for example, in the case of a Hyuuga vs. Bringer of Darkness, said Hyuuga would still be in the dark, but be able to see everyone's chakra networks. Sharingan can pull off feats such as reversing Genjutsu and still seeing chakra auras. These allow the users to know that they're in a Genjutsu through seeing the outside and seeing the invasion of chakra in their own or their ally's system, and thus break out.
GRADE VS. GRADE
Aside from the obvious perk/jutsu/technique advantage that someone of a higher rank/grade than you will generally have, and the OOC benefits that each grade gives you (tile movement, hand seals per turn, chakra pool base, etc), we are not giving any rank/grade physical advantages over another. You will not automatically be physically stronger than a Chuunin just because you're a Jounin in a battle of raw strength. HOWEVER, we do ask that if you're being pitted against someone who outranks you that you roleplay respectfully and logically, and take into account that they more than likely massively outclass you in battlefield and combat knowledge and have an edge over you because of it. Roleplay to your rank/grade, guys. You'll progress and eventually become strong, but until then, let's not try and roleplay a Genin horribly outclassing a Chuunin with grade advantages, etc. You're more likely to be noticed in a positive way if you can do this.
HEAVY WEAPONRY AND ARMOR
Yes, having heavy weapon perks and heavy armor are vital to have in order to wear and wield them. It's not only an IC thing, but you just genuinely need the perk to do it. If you attempt to wear heavy armor and/or use a sword above your current IC and OOC capability, you will suffer severe drawbacks. For example, someone attempting to even lift a heavy weapon without the proper strength will be severely dragged down by doing so; as in, completely rendered unable to walk. Wielding it results in the same thing. You won't be able to swing it, you won't be able to use it in any sort of useful way whatsoever. You'll be able to carry it IF you have the strength required, but nothing more. Should you attempt to wear heavy armor without the perk or even the required strength? Good luck walking, friend. You can't loot it, you can't hold it, you can't do anything with it without having the required strength perks AT LEAST. To seal something for transportation the size of a heavy weapon or heavy armor, you will be required to have T2 sealing.
DRAWBACKS
Heavy weapon/heavy armor with no proficiency perk (while just wearing/wielding one of the two): -2 tiers to speed, -2 tiers to agility.
Heavy weapon/heavy armor with no proficiency perk (while wearing both at the same time): -4 tiers to speed, -4 tiers to agility.
Heavy weapon/heavy armor with no proficiency perk OR strength: No.
FIGHTING IN WATER
If you attempt to fight someone while submerged in water, you will receive a -1 tiers to agility, -2 tiers to speed debuff.
INJURIES
Severe injuries: Internal wounds, severe burns, broken bones, concussion.
Lethal injuries: Vital organ damage, blood loss, etc.
(See Guide to Medics and Injuries for more elaborate rulings)
'INITIATE COMBAT' VERB
These are the tile movements per Speed tier.
T0: 3 tiles
T1: 4 tiles
T2: 5 tiles
T3: 6 tiles
T4: 8 tiles
T5: 10 tiles
T6: 12 tiles
T7: 16 tiles
T8: 20 tiles
HAND SEALS
These are the BASE hand seals that can be performed per turn, per rank.
E Rank: 1
D Rank: 5
C Rank: 6
B Rank: 7
A rank: 8
S Rank: 9
Explosive tags take 1 hand seal to ignite. They will begin burning the turn that you activate them, and then explode in the following turn.
WEAPONS
Everyone has a base range of 5 tiles (in front of the user) to throw their weapons without weapon throwing perks. No exceptions. You should not and will not be able to throw your weapons any further than that without proper training to do so. Weaponist perks have been underplayed long enough, so we've decided to give investing into them an actual meaning.
Launching Attacks/Strikes
You need at least T3 strength to launch someone up in the air with a strike.
SHUNSHIN USAGE
At Genin and Chuunin level, shunshin usage is more of a hindrance to use than it is an advantage without unique and proper training, or Jounin-level experience with it. And even Jounin are limited with their usage of it! (No Flicker Fighter advantages). Due to the sheer speed of it in comparison to the player's ability to perceive the movement, said player will experience intense and overwhelming vertigo as further elaborated on the Skillcard. Players can not roleplay feeling overwhelmingly dizzy, but persisting because of the severity of the situation. No. You're going to feel so dizzy that you'll be restricted to about one tile of movement until it's over. So, should you learn it early... use it wisely!
Shunshin tiles are additional to your own, so your speed + shunshin speed/tiles = your allowed movement for the turn.
SEALING
Someone cannot seal away organs and bodies in order to preserve them. Sealing transports things to another plane of existence, it does not freeze the objects/persons/parts in question.
SUIMEN AND SUIMEN JUMP
Suimen and suimen jump are pretty simple techniques. To use Suimen on water, a player would require either T1 control or C- in grade. To use a more advanced form of it, and be able to super charge it in the soles of your feet for a very fast, very high jump, the player will require T2 chakra control. This shoots them 5 tiles into the air at approximately T3 speed, and leaves them airborne for 1 turn. T3 chakra control permits a bonus 2 tiles for suimen jump, and T4 permits a bonus 4 tiles. However, should you use this advantage, the duration you'll be airborne will be extended partially into the second turn after usage, as well. Suimen jump will count as your jutsu usage for that turn, but you can still utilise Kenjutsu, Taijutsu, and Bukijutsu moves.
KAWARIMI USAGE
To use kawarimi, one must touch an object roughly the size of their abdomen; a log, a back shuriken, etc. In addition, they must maintain their chakra focus on said object, meaning that the usage of jutsu is prohibited outside of suimen usage until the kawarimi is complete or the user decides to cancel the jutsu in favor of performing another one. It may be maintained for up to four turns so long as there is no break in chakra. Must be prepared during combat and can not be used on the same turn it's prepared. 3 turn cooldown. Object must be within 9x9 radius to switch with it.
ELEMENTAL ADVANTAGES
Elements get a flat +1 tier advantage when clashing with an element they counter. For example, a C rank Raiton technique gains the power of a B rank when clashing with a Doton technique. Generally (depending on the jutsu used and elemental tiers of the users), the jutsu with the higher tier wins the clash. Elemental KKG are exempt from elemental disadvantages but may still clash with one another in certain situations.
The rule of thumb:
B > B
C == B
D < B
Having Kai will not automatically permit you the ability to escape Genjutsu, plain and simple. Without the proper perks or grade, as well as the overall general ability to move your body, you will be ultimately trapped inside of a Genjutsu's effects until you are either broken out of it by another or freed by the user themselves. And of course, you must have IC awareness and legitimate reason to come to the conclusion that you're trapped within an illusion. With that being said, we'll now review the assortment of ways that an individual has at their disposal to break out of a Genjutsu.
Perk advantage: Control is the perk used to combat Genjutsu. If your Control is higher than the Genjutsu's rank, you can break out with Kai in one turn. If your Control is equal to the Genjutsu's rank, you can still break out, but the act of doing so will extend partially into the second turn. Mind perks serve to prove an additional layer of defense. For each tier of Mind you have, you will get a +1 to your control when it comes to breaking out. (T2 is +1, T3 is +2, T4 = +3). Additionally Mind perks serve for the creation of higher grade Genjutsu. T2 allows for the creation of B rank Genjutsu, T3 allows for the creation of A, etc.
Pain infliction: If you're using pain to break out, you have to inflict a severe wound on yourself. You must also have the freedom of movement to inflict said wound.
Outside assistance: Should an ally realize you're trapped in a Genjutsu and make it to your character, they are permitted the ability to use Kai on you and break you out of the illusion. This takes up their action for their turn on their end; and only works on genjutsu that are possible to be broken out of (Ex.; cannot break the effects of something like Bringer of Darkness, Sharingan Genjutsu, or jutsu that state otherwise.) They will still need to match the grade with their control, but may work together with another ally and/or the afflicted user to meet the requirement with their combined total.
Doujutsu: Doujutsu such as Byakugan and Sharingan, can allow the user to detect and, depending on the doujutsu, even break out of Genjutsu. Byakugan can see through Genjutsu to the outer world, but it does not rid the effects of said Genjutsu entirely. It still exists, but it is very slightly transparent in a sense. You can still see chakra networks outside of it. So, for example, in the case of a Hyuuga vs. Bringer of Darkness, said Hyuuga would still be in the dark, but be able to see everyone's chakra networks. Sharingan can pull off feats such as reversing Genjutsu and still seeing chakra auras. These allow the users to know that they're in a Genjutsu through seeing the outside and seeing the invasion of chakra in their own or their ally's system, and thus break out.
GRADE VS. GRADE
Aside from the obvious perk/jutsu/technique advantage that someone of a higher rank/grade than you will generally have, and the OOC benefits that each grade gives you (tile movement, hand seals per turn, chakra pool base, etc), we are not giving any rank/grade physical advantages over another. You will not automatically be physically stronger than a Chuunin just because you're a Jounin in a battle of raw strength. HOWEVER, we do ask that if you're being pitted against someone who outranks you that you roleplay respectfully and logically, and take into account that they more than likely massively outclass you in battlefield and combat knowledge and have an edge over you because of it. Roleplay to your rank/grade, guys. You'll progress and eventually become strong, but until then, let's not try and roleplay a Genin horribly outclassing a Chuunin with grade advantages, etc. You're more likely to be noticed in a positive way if you can do this.
HEAVY WEAPONRY AND ARMOR
Yes, having heavy weapon perks and heavy armor are vital to have in order to wear and wield them. It's not only an IC thing, but you just genuinely need the perk to do it. If you attempt to wear heavy armor and/or use a sword above your current IC and OOC capability, you will suffer severe drawbacks. For example, someone attempting to even lift a heavy weapon without the proper strength will be severely dragged down by doing so; as in, completely rendered unable to walk. Wielding it results in the same thing. You won't be able to swing it, you won't be able to use it in any sort of useful way whatsoever. You'll be able to carry it IF you have the strength required, but nothing more. Should you attempt to wear heavy armor without the perk or even the required strength? Good luck walking, friend. You can't loot it, you can't hold it, you can't do anything with it without having the required strength perks AT LEAST. To seal something for transportation the size of a heavy weapon or heavy armor, you will be required to have T2 sealing.
DRAWBACKS
Heavy weapon/heavy armor with no proficiency perk (while just wearing/wielding one of the two): -2 tiers to speed, -2 tiers to agility.
Heavy weapon/heavy armor with no proficiency perk (while wearing both at the same time): -4 tiers to speed, -4 tiers to agility.
Heavy weapon/heavy armor with no proficiency perk OR strength: No.
FIGHTING IN WATER
If you attempt to fight someone while submerged in water, you will receive a -1 tiers to agility, -2 tiers to speed debuff.
INJURIES
Minor injuries: Light burns, bruises, scratches, and other small wounds fall into this category.
Mild injuries: Cuts, shallow lacerations, bruised bones, mild burns.
Moderate injuries: Deep lacerations, shallow stab wounds, fractured bones, moderate burns.Severe injuries: Internal wounds, severe burns, broken bones, concussion.
Lethal injuries: Vital organ damage, blood loss, etc.
(See Guide to Medics and Injuries for more elaborate rulings)
'INITIATE COMBAT' VERB
Ask all involved in combat to use the 'initiate combat' verb when.. well.. initiating combat to get notified of when those involved are purchasing from the database.
MID-AIR MANEUVERABILITY
Shinobi that are mid-air can not move tiles without utilising jutsu or perks that would allow them to do otherwise. While they can still perform acrobatic maneuvers as they would on land, the lack of solid ground means they suffer a -1 penalty to their Dexterity core when used for dodging attacks. This dexterity drawback can be circumvented via the "Aerial Acrobatics" perk.