Post by Spellman on Aug 23, 2019 20:05:57 GMT
Hey there! We'll be adding on to this forum as we come across and encounter things as the wipe goes on, as well as any good questions that are presented to us via GM-Help! If you think of anything additional you'd like specified on these forums, please let us know.
RANGED ATTACKS
The default stat for avoiding ranged or AoE damage is Speed. Dexterity is for CQC.
TURN WAITING
Three turns must pass before you RP entering a combat scenario.
OOC APPROACHING TO START COMBAT
Attacking someone without prior RPs is not allowed. (e.g. walking up to them and roleplaying stabbing them in the neck.) If you're approaching someone with hostile intent right off the bat, you need to roleplay approaching. If you've established your OOC spot with them IC and they haven't moved away from you, do whatever you want, but OOC griming your way into a cheap shot before they even acknowledge your approach or presence IC or OOC is prohibited.
JUTSU WITHOUT A SOURCE
Some elements and KKG just kind of suck with this. It does, indeed, cost you extra chakra to make jutsu with no source to work with, comparatively. Suiton users, I'm looking at you. Sand users, I'm looking at you, too. You will need a gord or a jutsu to create/supply a source for your other jutsu, to perform them with 1 point less of drain than normally (see reserves guide here).
DEATH OMISSIONS
Sometimes us admins screw up, too. We make rulings every now and then that are questionable, or don't really fit into a scenario as cleanly as we'd like them to; or had envisioned that they did at the time. Whether that just be do to chaos or confusion or whatever, it doesn't matter. And in the more severe cases of this... it ends up with a player getting killed. Yeah, I'll just go ahead and put that out there. It does happen (albiet, very rarely), but it's not something that can't be very delicately undone. In the event that it does happen, it will likely be resolved in varying methods according to the situation.
If you have reason to believe that your character's death should be omitted, please make a post for it in the 'Complaints' forum and it will be reviewed by the admin team.
PERK FLASHING
This should be a relatively simple one. If a player asks you to flash a perk, please, for the love of everything that is nice in this world, just post the relevant perk. If they're asking, then they probably either need to see it, or want to see it so that they can roleplay accordingly to it. Perks are made for reference, and if you refuse to post yours when someone asks, then you're likely robbing them of what they need to know and refer to in order to properly respond to whatever you just posted. It creates salt, you're going to get in trouble for it if you're extravagantly persistent about not posting it; and at the end of the day just sparks a completely unnecessary argument. Let's just avoid it.
DISCONNECTIONS DURING FIGHTS
It's happened to us all at some point or another. We get a connection issue, either on our end or on our opponent's end. Sometimes it's in a relatively important fight, and the outcome of it will effect how roleplay around you for a while. Other times our opponent just so happens to conveniently disconnect when they begin losing the fight... but there's no real way to prove that they did it on purpose. So, I'll say this right now. No fight is getting left unfinished if BOTH ENDS of the fight do not agree to it. Now, whether that means that we'll just teleport you both back to a timeskip mall, or the same location you had been in when the fight was happening to continue as soon as you're both online and ready? That's up to the people involved. If you do wish to continue your current fight, however, and you're in the middle of a war; we'll probably rule that you're unable to partake in any other fights due to us not knowing the outcome of your last one. (How injured you are, etc). If you would like to continue taking part in the war and dismiss your current fight after waiting for the player to return, then we will rule that the fight was separated and you can continue on elsewhere.
DYNAMIC MARKING
Dynamic marking has a 4x4 tile radius. Should it land on an opponent, said opponent will be marked for an indefinite amount of time until the scent is washed off.
SHADOW POSSESSION
Kagemane - 7 tile base. Scales with chakra control, each tier grants +1 tile range. For escaping purposes; control is the strength of the binding. Victim must have even strength to break out of possession in 3 turns, and a one tier advantage to their control to break out the same turn of binding. Kagemane lasts 5 turns, and each usage afterwards gains a debuff of -1 to the jutsu's strength, stacking per reuse after the initial. Turn limit comes into play when/if the Nara successfully captures individual(s). For the first 3 turns, the jutsu is at full power. For the last 2 turns, the jutsu gains a -1 strength debuff.
Ruling changes accordingly should the Nara have the Shadow Mastery perk...! (If we put that in)
BREAKING OUT OF ROPE
To break out of rope, an individual will need at least T2 strength. With that level of strength it will take 3 turns to break out. 1 turn with T3, and immediately with T4.
TANGIBLE CLONES AND JUTSU
Elemental and other tangible clones are capable of firing off jutsu separately from their original user. Elemental clones act on 1/10th the power statistically that other tangible clones do.
Elemental clones are unaffected by Genjutsu, unless their caster is affected. Then all elemental clones of the user are affected.
Kage bunshin are affected by Genjutsu, individually. Their caster being under its affect or not does not matter.
For more rulings regarding clones, refer to this guide!
KAWARIMI
You can NOT kawarimi with objects that are woven/attached to the ground. (Think most earth jutsu, trees, etc). Objects that you kawarimi with must be roughly the size of your torso. (Katana, windmill shuriken, back shuriken, a decent sized log that you have detached from a tree). Anytime you attempt to use the Kawarimi Technique, you must prepare it a turn before the actual use.
WATER BOTTLES AND OTHER WATER SOURCES
Please don't try and shoot a jutsu from a water bottle unless it is exceptionally small and requires little to no source at all. That's really not how they work. If you want a source that you can carry around, invest into a gourd but don't try and RP that you have 20+ water bottles on your person and therefore require no source/don't experience drawbacks. I don't know what game gave you guys the idea that it was possible but it's not gonna fly on here. Invest into a source jutsu such as Mizurappa or whatever else, but stop trying to use water bottles unless you want your jutsu to be the equivalent of a really fancy looking splash of water to the face. Please.
GENJUTSU STACKING
No. You can't do it without a perk or a specific jutsu, so don't even try. If you use a genjutsu while another one is in place then the previous breaks and the other takes hold.
SCALING TERRAIN/OBSTACLES
When scaling or descending terrain such as mountains or disheveled ground, or maneuvering through other difficult obstacles; the user experiences a -2 tile per turn debuff without the aid of Parkour.
AMPLIFYING TECHNIQUES
Due to the characteristics of which techniques like this operate - yes, you are able to perform an amplifying technique (depending) in the same turn that you perform another jutsu in order to enhance it. The same principle applies to the Amplifier perk.
Examples:
CES amplifying a taijutsu technique.
Heavy Weight Jutsu amplifying Kengan.
Twin Lion Fists amplifying Jyuuken.
Wind amplifying Flying Swallow.
Etc.
SEALING BODY PARTS
No, we don't allow body parts, eyes, hearts, or the works to be sealed within a simple scroll and 'frozen'. Fuuinjutsu is a relatively tricky topic, but for the sake of fairness, we do not allow it. Players are expected to either use organs or eyes fresh out of their respective bodies, or put them within a correct jar full of the appropriate chemicals to preserve them for long periods of time. Then, and only then, can they be sealed. Corpses, with the appropriate fuuinjutsu tier, can be sealed for CONVENIENCE and traveling purposes. They will not, however, slow in their decay.
And to answer a question; after much debate and talking it over with a group of our admins and personal friends, we think we might've found an answer to the infamous question of... 'Oh. Well if that was the case, then why can you unseal weapons in motion?" And the honest answer that I was going to give you?.. It's Naruto. Who knows? There is no canon explanation. Many games have ruled many different things because -no one knows for sure-. The answer we've theorized, however, is...
"They go into the pocket dimension which can be an infinite space considering they pull buildings out of scrolls, and stay in perpetual motion. If you can create an infinite space the least you can do is literally make it an infinite space vertically, so they're just kept in constant motion by gravity."
That answer might not satisfy a lot of you. I know it won't, actually. But due to the mysterious nature of fuuinjutsu, your assumptions are just about as solid and factual as our own. This is what we go by. If you guys want to take it up in PM with us and have a friendly debate about it, then sure. We'd love to hear your theories, too. But to further explain our reasoning, we refer to this; where Obito and even Itachi were canonly shown on several occasions to be storing eyeballs within containments of chemicals in order to preserve them rather than simply sealing them away. (Prices listed on the Tradesmen Guide page).
RP LOCKING FIGHTS
If you need to RP lock a fight, there are a few steps you should take. Number one, confirm with the group you're with that it's okay for everyone to RP lock and continue later. Number two, if it is; decide on a time that you all should be on around for the sake of conveience. If it's -not- okay with everyone that you continue at a later date, then the person requesting the RP lock is to GM-help and an admin will review the situation and draw a conclusion for the fight. (Usually, unless it's a blatantly one-sided fight, the ruling will be that the fight was a draw and the opponents were forced to retreat).
If you RP lock a fight, no one is permitted to enter it at a later date. It is unfair and is honestly a shaft to lock a fight and then the next day people show up to it that otherwise would not have if the fight had taken place OOCly when it was meant to.
SHUNSHIN + CARRYING SOMEONE
You cannot do this. Shunshin requires 1 handseal, which means both of your hands have to be free in order to do so. In the case of one handed seals, you still need one hand free.
KIRIGAKURE NO JUTSU LIMIT
Kirigakure no jutsu, and its B rank version (Kirigakure no jutsu: Mist Chakra Cloaking), lasts for 5 rounds. After the 5 rounds it can be recast.
WATER PRISONWater Prison does not drown the target, and its power caps much like any jutsu does (T3 for C ranks). Any jutsu or other attacks that would damage the trapped target would have to be able to break the prison first, before reaching the target.
MULTI-FACETED BARRIER
Requires the user to stay idle while sustaining. Accumulating barriers over an area is an over-time thing, not immediately when the technique is casted.
JUUINJUTSU
Juuinjutsu must be applied by the user initiating the touch against either bare skin or regular clothing. Armour will protect against Juuinjutsu but, depending on the type of armour, might not provide full coverage.
RUNNING AWAY
To initiate an escape, the escapee must show their intent before or after their first RP of attempting to escape. If no actual resistance can be given to prevent this (ie, blocking their path completely, immobilizing them, etc.) then the escapee may take their leave after three rounds or shorter if all parties agree.
Note: We really shouldn't have to make this a rule, people should be able to come together peacefully and come up with a solution themselves.
EVASION
To dodge a close-quarter attack, small projectile, or anything else that doesn't require re-positioning, you'll be using your dexterity perk. To evade large attacks that require re-positioning, you'll be using your speed perk. Keep in mind, you'll still need ample perception to view the attack in question.
JUTSU POWER
JUTSU/ATTACK SPEED
EXPLOSIVE TAGS
Do T2 damage each, over a 3x3 area. Size can increase in both directions, (5x5, 7x7, etc), for every four explosive tags used. Can be detonated using a match (taking 1 round to detonate) or detonated instantly using chakra for D-rank drain per tag.
(EFFECTIVE) PERCEPTION
Your 'Effective Perception' tier for the sake of contending with speeds is your perception perk tier *2. Perception debuffs affect your 'effective perception' tier as opposed to your perception perk. Therefore, with T2 Perception I'd have T4 effective perception, and a debuff of -1 perception would debuff my effective perception to T3.
HANDSEAL INTERRUPTION
You need to be within (your speed tier/2) tiles to be in range to interrupt handseals. This can go up or down according to various factors.
DISPELLING GENJUTSU VIA PAIN
The amount of damage that must be inflicted scales with the rank of the Genjutsu.
For information about injuries, go here!
RANGED ATTACKS
The default stat for avoiding ranged or AoE damage is Speed. Dexterity is for CQC.
TURN WAITING
Three turns must pass before you RP entering a combat scenario.
Five turns must pass before you can RP entering a combat scenario, if you recently map changed.
Players can roleplay after
OOC APPROACHING TO START COMBAT
Attacking someone without prior RPs is not allowed. (e.g. walking up to them and roleplaying stabbing them in the neck.) If you're approaching someone with hostile intent right off the bat, you need to roleplay approaching. If you've established your OOC spot with them IC and they haven't moved away from you, do whatever you want, but OOC griming your way into a cheap shot before they even acknowledge your approach or presence IC or OOC is prohibited.
JUTSU WITHOUT A SOURCE
Some elements and KKG just kind of suck with this. It does, indeed, cost you extra chakra to make jutsu with no source to work with, comparatively. Suiton users, I'm looking at you. Sand users, I'm looking at you, too. You will need a gord or a jutsu to create/supply a source for your other jutsu, to perform them with 1 point less of drain than normally (see reserves guide here).
DEATH OMISSIONS
Sometimes us admins screw up, too. We make rulings every now and then that are questionable, or don't really fit into a scenario as cleanly as we'd like them to; or had envisioned that they did at the time. Whether that just be do to chaos or confusion or whatever, it doesn't matter. And in the more severe cases of this... it ends up with a player getting killed. Yeah, I'll just go ahead and put that out there. It does happen (albiet, very rarely), but it's not something that can't be very delicately undone. In the event that it does happen, it will likely be resolved in varying methods according to the situation.
If you have reason to believe that your character's death should be omitted, please make a post for it in the 'Complaints' forum and it will be reviewed by the admin team.
PERK FLASHING
This should be a relatively simple one. If a player asks you to flash a perk, please, for the love of everything that is nice in this world, just post the relevant perk. If they're asking, then they probably either need to see it, or want to see it so that they can roleplay accordingly to it. Perks are made for reference, and if you refuse to post yours when someone asks, then you're likely robbing them of what they need to know and refer to in order to properly respond to whatever you just posted. It creates salt, you're going to get in trouble for it if you're extravagantly persistent about not posting it; and at the end of the day just sparks a completely unnecessary argument. Let's just avoid it.
DISCONNECTIONS DURING FIGHTS
It's happened to us all at some point or another. We get a connection issue, either on our end or on our opponent's end. Sometimes it's in a relatively important fight, and the outcome of it will effect how roleplay around you for a while. Other times our opponent just so happens to conveniently disconnect when they begin losing the fight... but there's no real way to prove that they did it on purpose. So, I'll say this right now. No fight is getting left unfinished if BOTH ENDS of the fight do not agree to it. Now, whether that means that we'll just teleport you both back to a timeskip mall, or the same location you had been in when the fight was happening to continue as soon as you're both online and ready? That's up to the people involved. If you do wish to continue your current fight, however, and you're in the middle of a war; we'll probably rule that you're unable to partake in any other fights due to us not knowing the outcome of your last one. (How injured you are, etc). If you would like to continue taking part in the war and dismiss your current fight after waiting for the player to return, then we will rule that the fight was separated and you can continue on elsewhere.
DYNAMIC MARKING
Dynamic marking has a 4x4 tile radius. Should it land on an opponent, said opponent will be marked for an indefinite amount of time until the scent is washed off.
Kagemane - 7 tile base. Scales with chakra control, each tier grants +1 tile range. For escaping purposes; control is the strength of the binding. Victim must have even strength to break out of possession in 3 turns, and a one tier advantage to their control to break out the same turn of binding. Kagemane lasts 5 turns, and each usage afterwards gains a debuff of -1 to the jutsu's strength, stacking per reuse after the initial. Turn limit comes into play when/if the Nara successfully captures individual(s). For the first 3 turns, the jutsu is at full power. For the last 2 turns, the jutsu gains a -1 strength debuff.
Ruling changes accordingly should the Nara have the Shadow Mastery perk...! (If we put that in)
To break out of rope, an individual will need at least T2 strength. With that level of strength it will take 3 turns to break out. 1 turn with T3, and immediately with T4.
TANGIBLE CLONES AND JUTSU
Elemental and other tangible clones are capable of firing off jutsu separately from their original user. Elemental clones act on 1/10th the power statistically that other tangible clones do.
Elemental clones are unaffected by Genjutsu, unless their caster is affected. Then all elemental clones of the user are affected.
Kage bunshin are affected by Genjutsu, individually. Their caster being under its affect or not does not matter.
For more rulings regarding clones, refer to this guide!
KAWARIMI
You can NOT kawarimi with objects that are woven/attached to the ground. (Think most earth jutsu, trees, etc). Objects that you kawarimi with must be roughly the size of your torso. (Katana, windmill shuriken, back shuriken, a decent sized log that you have detached from a tree). Anytime you attempt to use the Kawarimi Technique, you must prepare it a turn before the actual use.
WATER BOTTLES AND OTHER WATER SOURCES
Please don't try and shoot a jutsu from a water bottle unless it is exceptionally small and requires little to no source at all. That's really not how they work. If you want a source that you can carry around, invest into a gourd but don't try and RP that you have 20+ water bottles on your person and therefore require no source/don't experience drawbacks. I don't know what game gave you guys the idea that it was possible but it's not gonna fly on here. Invest into a source jutsu such as Mizurappa or whatever else, but stop trying to use water bottles unless you want your jutsu to be the equivalent of a really fancy looking splash of water to the face. Please.
GENJUTSU STACKING
No. You can't do it without a perk or a specific jutsu, so don't even try. If you use a genjutsu while another one is in place then the previous breaks and the other takes hold.
SCALING TERRAIN/OBSTACLES
When scaling or descending terrain such as mountains or disheveled ground, or maneuvering through other difficult obstacles; the user experiences a -2 tile per turn debuff without the aid of Parkour.
AMPLIFYING TECHNIQUES
Due to the characteristics of which techniques like this operate - yes, you are able to perform an amplifying technique (depending) in the same turn that you perform another jutsu in order to enhance it. The same principle applies to the Amplifier perk.
Examples:
CES amplifying a taijutsu technique.
Heavy Weight Jutsu amplifying Kengan.
Twin Lion Fists amplifying Jyuuken.
Wind amplifying Flying Swallow.
Etc.
SEALING BODY PARTS
No, we don't allow body parts, eyes, hearts, or the works to be sealed within a simple scroll and 'frozen'. Fuuinjutsu is a relatively tricky topic, but for the sake of fairness, we do not allow it. Players are expected to either use organs or eyes fresh out of their respective bodies, or put them within a correct jar full of the appropriate chemicals to preserve them for long periods of time. Then, and only then, can they be sealed. Corpses, with the appropriate fuuinjutsu tier, can be sealed for CONVENIENCE and traveling purposes. They will not, however, slow in their decay.
And to answer a question; after much debate and talking it over with a group of our admins and personal friends, we think we might've found an answer to the infamous question of... 'Oh. Well if that was the case, then why can you unseal weapons in motion?" And the honest answer that I was going to give you?.. It's Naruto. Who knows? There is no canon explanation. Many games have ruled many different things because -no one knows for sure-. The answer we've theorized, however, is...
"They go into the pocket dimension which can be an infinite space considering they pull buildings out of scrolls, and stay in perpetual motion. If you can create an infinite space the least you can do is literally make it an infinite space vertically, so they're just kept in constant motion by gravity."
That answer might not satisfy a lot of you. I know it won't, actually. But due to the mysterious nature of fuuinjutsu, your assumptions are just about as solid and factual as our own. This is what we go by. If you guys want to take it up in PM with us and have a friendly debate about it, then sure. We'd love to hear your theories, too. But to further explain our reasoning, we refer to this; where Obito and even Itachi were canonly shown on several occasions to be storing eyeballs within containments of chemicals in order to preserve them rather than simply sealing them away. (Prices listed on the Tradesmen Guide page).
RP LOCKING FIGHTS
If you need to RP lock a fight, there are a few steps you should take. Number one, confirm with the group you're with that it's okay for everyone to RP lock and continue later. Number two, if it is; decide on a time that you all should be on around for the sake of conveience. If it's -not- okay with everyone that you continue at a later date, then the person requesting the RP lock is to GM-help and an admin will review the situation and draw a conclusion for the fight. (Usually, unless it's a blatantly one-sided fight, the ruling will be that the fight was a draw and the opponents were forced to retreat).
If you RP lock a fight, no one is permitted to enter it at a later date. It is unfair and is honestly a shaft to lock a fight and then the next day people show up to it that otherwise would not have if the fight had taken place OOCly when it was meant to.
If fights of which the outcome is important take an unreasonable amount of time and results in one or more participants having to leave, an RP Lock may be forced at an admin's discretion.
SHUNSHIN + CARRYING SOMEONE
You cannot do this. Shunshin requires 1 handseal, which means both of your hands have to be free in order to do so. In the case of one handed seals, you still need one hand free.
Kirigakure no jutsu, and its B rank version (Kirigakure no jutsu: Mist Chakra Cloaking), lasts for 5 rounds. After the 5 rounds it can be recast.
MULTI-FACETED BARRIER
Requires the user to stay idle while sustaining. Accumulating barriers over an area is an over-time thing, not immediately when the technique is casted.
JUUINJUTSU
Juuinjutsu must be applied by the user initiating the touch against either bare skin or regular clothing. Armour will protect against Juuinjutsu but, depending on the type of armour, might not provide full coverage.
RUNNING AWAY
To initiate an escape, the escapee must show their intent before or after their first RP of attempting to escape. If no actual resistance can be given to prevent this (ie, blocking their path completely, immobilizing them, etc.) then the escapee may take their leave after three rounds or shorter if all parties agree.
Note: We really shouldn't have to make this a rule, people should be able to come together peacefully and come up with a solution themselves.
EVASION
To dodge a close-quarter attack, small projectile, or anything else that doesn't require re-positioning, you'll be using your dexterity perk. To evade large attacks that require re-positioning, you'll be using your speed perk. Keep in mind, you'll still need ample perception to view the attack in question.
JUTSU POWER
- CQC techniques' power is equivalent to the user's strength core.
- Chakra-based techniques' power is equivalent to the user's control core.
- The exception to this will be Fuuinjutsu, when capable of doing damage (namely via unsealing techniques), its damage will be based off of the user's Fuuinjutsu tier.
- Chakra based techniques, including Fuuinjutsu, have their damage capped by the rank of the technique. Find more information here.
- The exception to this will be Fuuinjutsu, when capable of doing damage (namely via unsealing techniques), its damage will be based off of the user's Fuuinjutsu tier.
JUTSU/ATTACK SPEED
EXPLOSIVE TAGS
Do T2 damage each, over a 3x3 area. Size can increase in both directions, (5x5, 7x7, etc), for every four explosive tags used. Can be detonated using a match (taking 1 round to detonate) or detonated instantly using chakra for D-rank drain per tag.
(EFFECTIVE) PERCEPTION
Your 'Effective Perception' tier for the sake of contending with speeds is your perception perk tier *2. Perception debuffs affect your 'effective perception' tier as opposed to your perception perk. Therefore, with T2 Perception I'd have T4 effective perception, and a debuff of -1 perception would debuff my effective perception to T3.
HANDSEAL INTERRUPTION
You need to be within (your speed tier/2) tiles to be in range to interrupt handseals. This can go up or down according to various factors.
- The jutsu caster's handseal perk reduces handseal interruption range, by the tier of the handseal perk.
- For the handseals, increments of 5 increases the amount of tiles you're allowed to be in. So, a 3 handseal technique wouldn't have an effect on range, but a 5 handseal technique would allow you to be one tile farther away and have a chance at interruption, 10 handseals 2 tiles farther away, etc.
- Being in range doesn't necessarily mean that you're for-sure able to interrupt them, though! With equal or greater tile movement, the caster can maintain or increase the distance between you two. They can even attempt evasion.
HOLDING SEALS
Is not a thing. If you roleplay seals, then either a jutsu follows the same turn (unless it takes multiple turns to complete the seals) or nothing happens. The last seal cannot be held nor can they be used with deliberate slowness.DISPELLING GENJUTSU VIA PAIN
The amount of damage that must be inflicted scales with the rank of the Genjutsu.
- D ranks: Minor
- C ranks: Mild
- B ranks: Moderate
- A ranks: Severe
- S ranks: Lethal
For information about injuries, go here!