When firing an attack, you will have a POW and AGL value attached to the attack.
Firing an attack constitutes an action.
Firing an attack will always have a cost that is paid and subtracted from your pool.
Once fired, you calculate the POW and AGL according to your Base Stats and boosters you may have.
E.g., a player has 5 POW on base and a Ninjutsu attack they receive a +5 POW booster from.
Alongside this, they have 3 SPD base and a + 2 AGL booster on the same Ninjutsu attack.
This Ninjutsu attack costs 10 Chakra.
The resulting attack would be a singular action with 10 POW, 5 AGL and 10 Chakra cost.
See Stacking Trees for more information on how to calculate AGL and SPD values.
When someone fires an attack at you, you need to respond accordingly.
You will pit your own stats ( POW or AGL ) against incoming attacks using the various methods below.
Calculate the value of your own POW in a single action.
( i.e. Base POW = 5 and your Ninjutsu ability amplifies it by another 5 )
You will then pay the corresponding cost of the Jutsu used to defend alongside an action.
Take the incoming POW of the enemy’s attack and subtract your POW from it.
( i.e. enemy has 15 POW and you have 10. Subtract 10 from 15 to get 5 )
If there is no left-over POW after ‘clashing’ the enemy’s attack, the attack is nullified and successfully defended against.
If there is any left-over POW after clashing, the remaining number value is converted into an Injury corresponding to a tier and severity.
Blocks must be feasible within roleplay regardless of number values. When restrained or unable to react, it may be impossible to cast a Jutsu or raise your defenses to block.
NOTE: Just because you blocked something does not mean the entire attack is nullified. It merely means the attack is blocked for yourself / Anyone directly near you. IRP justification ( such as a comparative size to the incoming attack ), barrier-type Jutsu, etc, must be used to ‘nullify’ the entire attack and put everyone in the area out of harm’s way.
Calculate the value of your own AGL in a single action.
( i.e. Base AGL = 5 and your Taijutsu ability amplifies it by another 5 )
You will then pay the corresponding cost of the Jutsu ( if one is being used ) to dodge alongside an action.
Take the incoming AGL of the enemy’s attack and subtract your AGL from it.
( i.e. enemy has 15 AGL and you have 10. Subtract 10 from 15 to get 5 )
Unlike Blocking, if there is any leftover AGL after clashing, the dodge fails. You will have to resort to blocking with POW.
If there is zero AGL left after clashing, the incoming attack is successfully avoided and fails to land entirely.
Dodges must be feasible within roleplay regardless of number values. When restrained or against AOE attacks in tight spaces, it can be deemed impossible to dodge.
Each turn in combat lasts 6 seconds in roleplay.
As such, players get 6 actions to work with per turn. These actions can be used to attack, defend or cast utility Jutsu.
If you are able to beat multiple attacks outright in a single action, i.e. 2 x 30 POW attacks coming your way, you can neutralise those attacks in a singular action. Applies for both AGL and POW.
Most Jutsu, unless stated otherwise, will always consume an action.
On-going buffs and fighting styles cost an action to enter.
If you throw out more than three attacks in one turn, the proficiency of all the attacks is lower.
For every attack thrown over 3, reduce all POW and AGL values of attacks that turn by 15%.
I.e. user throws out 3 attacks at 20 POW and 20 AGL. If they release a fourth, all attacks are reduced to 17 POW and 7 AGL.
You get a free movement action alongside your six once per turn.
This free movement action is and can be done AFTER all defensive actions against incoming attacks are exhausted, as attempting to move out of the way of an attack that is already coming your way is just the dodging mechanic.
Movement Actions allow you to move a certain value determined by your Taijutsu scalers ( or any Jutsu that allow the user to displace themselves. )
Your 6 actions can be converted into movement actions.
Your movement actions cannot be converted into your standard 6 actions.
Movement and range have their own scalers. While movement may be finnicky to try and imagine in a roleplay space, in lots of events we use to-scale grids for arenas and maps. These ranges and movement values can serve to aid in visualising where your OC is and / or the size of their attacks.
Movement Scalers
AGL x 0.8 = Metres per Movement Action
i.e. 20 AGL x 0.8 = 16M. You can move 16 metres per movement action.
Note: Your movement per action, unless debuffed IRP, will always be 10M per action.
When you use an action to dodge, you can reposition up to half of this value.
Range Scalers
Ninjutsu Attacks:
Modifier(%) = SOL x 2
Added Range = Base Range x Modifier
Final Range = Base Range + Added Range
I.E.
20 SOL with 20m Jutsu
Modifier % = 40% (20 x 2)
Added Range = 8m (20 x 40%)
Final Range = 28m (20m + 8m)
i.e. 20M base Ninjutsu range with 20 SOUL becomes 20+8 for a 28M attack
Physical Attacks: +1% increase per AGL
Physical Ranged Attacks:
Modifier(%) = AGL x 1
Added Range = Base Range x Modifier
Final Range = Base Range + Added Range
I.E.
20 AGL with 20m Attack
Modifier % = 20% (20 x 1)
Added Range = 4m (20 x 20%)
Final Range = 24m (20m + 4m)
Notes:
- Ninjutsu infused Physical attacks takes the highest modifier.
- Range Boosters outside of base increases are always additive, not multiplicative.
Send forward POW. If the POW lands, the restrain lands.
Restrains last for 2 actions for D-A Rank. S rank restrains last for 3 actions.
Restrains' abilities depends on the potential injury it could've landed.
+ 5 POW passively to restraining.
T1 Injury - Can restrain feet movement
T2 Injury - Deploy damage types ( such as crushing, drowning, suffocation. )
T3 Injury - Jutsu seals, can remove weapons from target
T4 Injury - Full-body encapsulation, restrains Taijutsu and physical movement-types
T5 Injury - 1 Turn, full-body restraint. Disables Taijutsu, Bukijutsu and seals. Target is left to your mercy lest they breakout.
*With Taijutsu, you can cast restrains without a Jutsu as normal grabs.
*You can convert specific Jutsu into restraining types as long as it makes sense.