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Spars and Battles
Topic Started: Jan 28 2010, 05:22 PM (227 Views)
Azuki
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Battles and spars are a great way to grow not only in stats, but in character development with other members of the community. While battles pit you in a fight to the death, spars offer a more quaint means of battling. Although they are similar, the rewards are much greater in battles than in spars, though you can spar more than you can battle.


Here on Naruto Ninja's Fury (NF) we have a few different variations of the battle system to suit everyone's need (hopefully), without deriving from the true nature of the show. You may only battle twice a week unless you are ambushed or participating in a mission. Also remember that if you partake in a second battle in the same week, you start with the remaining stats from your previous battle.


Ambushes:
To initiate an ambush on an opponent, you need to meet certain requirements. You must have a jutsu that prevents you from being detected, or a higher stealth, be in the same location as the individual, and have a valid reason in character to attack them. Also, if that individual whom you've targeted has an ability to detect you then you will not be successful. This judgment can be determined by the Battle Administrator.[3 ambushes per week]

Multiple Ninja Ambush:
If more than one ninja is attempting to ambush another ninja then the attacking ninja must posses 2x's the victim's Stealth all together. If the ambush is successful the lone ninja receives one extra defensive action as well as an extra offensive action.

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Battle Matches
We understand that there is sometimes no logical means for a one vs one battle to take place if there are others in the general area. Because of this, we have devised a means of various matches that will enable you to keep the realism and fun of battling alive.


One vs. One
This is the typical battle format. A single player will fight against a single opponent until one gives up, dies, or is simply defeated. During the match, each individual will be given offensive and defensive actions (amount determined by speed). During those actions, you can use Ninjutsu, Taijutsu, Genjutsu, Summon or any other techniques and abilities your ninja might posses. Battles can grow in size. So, with squads or sagas these battles can be very big.


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Turns and Actions
The amount of actions per turn is currently set at 3. This means that you are allowed to use any combination of three maneuvers, techniques, combinations, or even pauses in battle that you want. Every single time you use an action, whether it be to counter, attack, retreat, or the like, you use up stamina (1 per action). Turns are your entire offensive and defensive phases combined. The break down for action costs will come later in this tutorial..

There are items, techniques, and the like to increase the overall amount of actions you have per turn, but your will power is the main reason for an increase in actions.


0 - 500 - 3 Actions
501 - 1,000 - 4 Actions
1,001 - 5,000 - 5 Actions
5,001 - 6 actions

Note: 6 Actions is the maximum number in any given scenario.


Technique Information


Transformation/Power Modifiers
Transformations include activating curse marks, Tapping into a demon or spirit's power, using jutsu similar to the Eight Gates and things of that nature. Each transformation requires 1 action to activate.


Blocking
Blocking is the most basic form of defense from an opponent. Though their attack may still strike you, the damage taken is often times much less than if you were to have taken the full brunt of the attack.

Deflecting
As far as deflecting goes, you may deflect as many times as you please in battle. The difference is that at first you will take minimal arm damage from deflecting an attack. The more you deflect, the more your arms will start being hurt until you lose health in both arms and can no longer deflect.

Dodging
In order to dodge your shinobi must have at least 2/3 the agility of the opposing shinobi. Per successful dodge your chakra is drained by .03 of your max.

Counters
In order to counter an opponent your shinobi must have an identical agility to that of your opponent. With each successful counter you lose .05 of your current max chakra.


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Azuki
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Action Costs:
Quote:
 
Basic Actions all cost .5 of an action.

Punch: x.04 damage
Kick: x.06 damage
Elbow: x.05 damage
Headbutt: x.065 damage
Knee: x.07 damage


Jutsu Costs:
Quote:
 


Supplementary: -40 chakra; .5 of an action
E-D Rank: -50 chakra; .5 of an action
C-B Rank: -250 chakra; 1 action
A-S Rank: -500 chakra; 2 actions for A and 3 for S
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Azuki
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Stat Battles

When you win a stat battle you have three options.

Kill: Kill your opponent.
Steal: Steal an item of money from an opponent.
Spare: Spare your opponent.

Quote:
 
You get no gains until the end of the battle.

Win: +50 all, +75 exp, +500 ryo
*Note: Every five levels the gains stack.

Loss: +25 all, +50 exp, +250 ryo
*Note: Every five levels the gains stack.



Spars: Spars are not modded by a member of staff. Instead they are modded by the individuals that participate in the spar. In a spar no one can die or be stolen from. However, there is still a winner an a loser. The participants must come to a consensus on who the winner is.

Spar Gains:
Quote:
 
Winner: +15 all, +25 exp, +100 zeni
*Note: Every five levels the gains stack.

Loser: +10 all, +15 exp, +50 zeni
*Note: Every five levels the gains stack.

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