Soul of the Shinobi

A Naruto Roleplaying Game. This RPG is based on the actual Naruto Series, but several generations in the future when the Original Characters are mere Legends.
 
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Kon

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PostSubject: Combat Guidelines   Wed Mar 28, 2012 7:30 pm

Combat Guidelines
This is where you will determine your speed as well as how you will attack and defend in combat.

Attacking:
Melee Attacks
Weapons Attacks
Ranged Attacks
Jutsu Attacks
Defending:
Dodging/Evasion
Blocking
Countering


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Last edited by Kon on Mon Apr 30, 2012 6:50 pm; edited 6 times in total
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Kon

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PostSubject: Melee Attacks   Wed Mar 28, 2012 7:31 pm

Melee Attacks:
When attacking with a Melee attack such as a punch or a kick you must determine the speed of which your melee attack will be moving. Now your melee attack will be at the same speed you would have determined you would use at the beginning of the post. This is how you will know if your melee attack is fast enough to hit what you are attacking.
*Note* At the end of your post you must post the top speed your character will be moving at; just as you would do with the name of a jutsus or any abilities you may use.
Now if you make an impact you will use the guide for strength in the Stats System.


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Last edited by Kon on Wed May 09, 2012 10:21 am; edited 3 times in total
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PostSubject: Weapons Attacks   Wed Mar 28, 2012 7:33 pm

Weapons Attacks:
When attacking with a weapon its basically the same as a Melee attack. The only difference is the lethality of the attack and possibly the range. So your attacking speed is the same as the speed you designated as the top speed your character will be moving during that post.
*Note* At the end of your post you must post the top speed your character will be moving at; just as you would do with the name of a jutsus or any abilities you may use.


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PostSubject: Ranged Attack   Mon Apr 30, 2012 5:43 pm

Ranged Attacks:
When attacking with a ranged attack the speed of which the projectile will be traving is the amount of dexterity you have. For example if you have 10 dexterity then the projectile will be moving at a speed of 10.
How dexterity affects projectiles
Distance of which a projectile can travel without missing.
Dexterity Points
Meters
1
2
2
4
3
6
4
8
50
100
Ever Slowing Distance
Distance of which your projectile will begin to slow down.
Meters
Speed Slowing
10
-1
20
-2
30
-3
40
-4
250
-25


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Kon

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PostSubject: Jutsu Attacks   Mon Apr 30, 2012 5:55 pm

Jutsu Attacks:
Jutsu Attacks are completely different than your average Melee Attack they are hard to determine a set speed for the fact you have hand seals that must be performed, there is a vast number of them, and each one may move differently. Now each technique normally will have a range of Short, Mid, or Long. Some may be able to be used for short and mid or even all the ranges.
• Short range jutsus are generally very quick jutsus either done to self or to someone very close by. So when judging this you add 1 to 5 to the speed you are moving at in that post. If the jutsu fires off projectiles you add 1 to 5 to your over-all dexterity to know its speed.
• Mid Range Jutsus are normally a bit faster of a technique; so when judging this you determine it you add 1 to 10 to the speed you are moving at in the post.
If the jutsu fires off projectiles you add 1 to 10 to your over-all dexterity to know its speed.
• Long Range jutsus are normally extremely fast techniques, but need more distance to utilize them properly; these jutsus normally move at a speed of 1 to 15 to the speed you are moving at in that post. If the jutsu fires off projectiles you add 1 to 15 to your over-all dexterity to know its speed.

*Note* Now this is just an estimate not exact; it will be up to you and the person you are going against to determine if you are able to dodge the jutsu or if it hits. Now if you do hit your opponent, your opponent will normally decided on how much damage it does; if there is argument about this request for a staff member or a fellow member to help with the decision.


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PostSubject: Dodging/Evasion   Mon Apr 30, 2012 5:56 pm

Dodging/Evasion:
When dodging an attack you use Dexterity compared to your opponents speed of the attack. This is shown in the Stats System under Dexterity. Now whether or not an attack is dodged/evaded is determined by the one dodging/evading the attack/s.
*Note* You can't dodge forever or every attack; you character looses one point of your PEP per attack dodged. So keep track of this or you might be in trouble. Now if there is a disagreement about this please ask a staff member what they think to help determine if it can be dodged/evaded or not.


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Kon

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PostSubject: Blocking   Mon Apr 30, 2012 5:56 pm

Blocking:
These two systems below determine if you can block an attack and when blocking an attack how much damage you get from a black.


How to judge whether your you can block or not:
Whether or not your character is able to block is determined by your speed and the speed of your opponents attack.
  • Less than 50% difference between the two speeds means the attack is easy to block and the block will succeed no matter what.
  • From 50% to 75% difference means the attack is a bit faster than what your character could normally blocked after two attacks the third attack will land.
  • At 75% to 100% difference means the attack hits even harder to block and your character will only be able block the attack every other attack.
  • Over 100% difference means the attack cannot be blocked; trying to block some one this fast is pointless really.

How to judge whether your block is affective or not:
When judging this you compare your characters Constitution to the Attackers Strength.
  • Less than 50% difference means the attack is not very strong and your character will loose no points of damage from their health For example; Person A has 5 Constitution, Person B is attacking with a strength of 7. This means the strike will be blocked with no issues.
  • From 50% to 75% difference means the attack hits a lot harder and your character will loose one fourth the amount you would take from a direct attack. For example; Person A has 5 Constitution, Person B is attacking with a Strength of 8. This means the strike will not do as much damage, but will still hurt.
  • At 75% to 100% difference means the attack hits even harder and your character will loose half the amount you would take from a direct attack. For example; Person A has 5 Constitution, Person B is attacking with a Strength of 10. This means the strike will do quite a bit of damage, but not as much if it was a direct attack.
  • Over 100% difference means the attack cannot be blocked and if blocked it will break bones and render whatever hit useless. The amount of damage taken is three fourth the amount of damage you would take from a direct attack.




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© All Rights Reserved.



Last edited by Kon on Wed May 09, 2012 6:57 pm; edited 9 times in total
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Kon

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Location : Dallas, TX

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PostSubject: Countering   Mon Apr 30, 2012 5:57 pm

Countering:
Countering is all dependent on what you are countering.
  • Countering melee or weapon attacks only happens when your dexterity is above 100% when comparing Dexterity and Speed of a melee and weapon attack/s.
  • Countering a thrown weapon is a bit different you only need to have something to counter the weapon with and you only need from 50 to 75% difference in the Dexterity and Speed of the thrown weapon.
  • Countering a jutsu can be very difficult and requires precise timing, but jutsus speeds cannot be properly judged so it is up to the members to compare this one and whether it can be countered or not. Use Jutsus attacks system to compare.



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