Naruto Elements

A NWN Roleplaying Server based around the Naruto world. Set after the forging of the five great cities in an alternate timeline.
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 Dicefight Rules

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DM Team

Posts : 92
Join date : 2017-04-03

PostSubject: Dicefight Rules   Tue Apr 04, 2017 10:06 pm

All Players / DMs that participate in roleplaying on Naruto Elements are expected to know and understand the rules set. If you are, at any time, found to be breaking the rules or intentionally trying to get around them, punishment will follow. By creating a character on the server and logging you, you understand and agree to abide by these rules*.

(*Rules are subject to change at anytime, if decided by the DM team. The above disclaimers includes anything posted under the player rules section of the forums.)

[Beginning A fight]
To start a fight with another player, both players must approve of the battle. If both characters approve, then the battle begins by determining who goes first, this is also referred to as Initiative. This is determined by both players checking their Dexterity and adding bonuses to JUST Dexterity or Initiative to the total Modifier (Example: A character with a +2 to Dexterity has a 15 mod for his Dexterity. His initiative is now 15 (mod) + 2 (Bonus) =17). Whoever has the highest total wins the Initiation, and Goes First. If there is multiple people in the fight, then this is instead broken down, so say One person has a 15, another a 19, and another a 5. That means the Initiative would go: 19, 15, 5 for who goes first, second, third, and so on so forth.

[Jutsu Types]
Jutsu are categorized by their Branch on the Jutsu Lists Page. The branch usually determines /how/ the technique is used. Branches for techniques, and their uses are as follows:

Ninjutsu (忍術, Literally meaning: Ninja Techniques): Rolled with Wisdom (Unless stated/user ability). Ninjutsu is the most nebulous of the branches and may most simply be described as anything that is not Genjutsu, Taijutsu, or Bukijutsu. Most ninjutsu require chakra and hand seals, but this is not always the case since the mere usage of weaponry qualifies as ninjutsu.
Genjutsu (幻術, Literally meaning: Illusionary Techniques): Rolled with Intelligence (Unless stated / user ability). Genjutsu is one of the main jutsu branchs which uses chakra. Unlike ninjutsu, the effects of genjutsu are not real, being only illusions experienced by those who fall victim to it. Most genjutsu would fall under the category of Yin Release.
Taijutsu (体術, Literally meaning: Body Techniques): Rolled with Strength or Dexterity (Unless stated / user ability). Taijutsu is a basic form of techniques and refers to any techniques involving the martial arts or the optimisation of natural human abilities. Taijutsu is executed by directly accessing the user's physical and mental energies, relying on the stamina and strength gained through training. Taijutsu is simply put: hand-to-hand combat. 
Bukijutsu (武器術, Literally meaning: Weapon Techniques): Rolled with Strength or Dexterity (Unless stated / user ability). A ninja's use of weaponry in combat is never given a special name in the Naruto series, but in the real world it is sometimes called "Bukijutsu". All ninja use a weapon at some time or another during their careers, but not all do so regularly.
Fūinjutsu (封印術, Literally meaning: Sealing Techniques): Rolled with Wisdom or Dexterity if Offensive. Fūinjutsu are a type of jutsu that seal objects, living beings, chakra, along with a wide variety of other things within another object. Fūinjutsu can also be used to restrict movement or unseal objects either from within something or someone.

Jutsu also can have a series of types associated with their use, and can often give certain benefits for certain characters or are required by characters for their use. Possible types can include any of the following:
Earth Release (土遁, Doton, English TV: Earth Style): Doton is one of the basic elemental nature transformation techniques and allows the user to manipulate the surrounding earth for offensive and defensive purposes or create it; be it dirt, mud, or rock.
Wind Release (風遁, Fūton, English TV: Wind Style): Fūton is one of the five basic elemental nature transformations. It is performed by making chakra as sharp and thin as possible. Wind Release is mainly short to mid-ranged offensive techniques that combine brute force and keen precision to deal cutting and slashing damage. A rarity among the five chakra natures.
Fire Release (火遁, Katon, English TV: Fire Style): Katon is one of the basic elemental nature transformations. It is performed by molding super-heated chakra inside the stomach before releasing it via the lungs and mouth. There are also variants to this in the form of some mediums such as the use of gun powder, ash, explosive tags and chakra flow into a weapon.
Lightning Release (雷遁, Raiton, English TV: Lightning Style): Raiton is one of the five basic elemental nature transformation techniques that allows the user to generate lightning by increasing the high frequency vibrations of their chakra, allowing for piercing damage and fast movement. The electricity can also paralyze the target so that they are unable to move and leaves them vulnerable to a finishing strike.
Water Release (水遁, Suiton, English TV: Water Style): Suiton is one of the basic elemental nature transformation techniques that allow the user to manipulate pre-existing water, or create their own, by turning their chakra into water.
Yin Release (精神, Seishin, Viz: Spirit Style): Seishin techniques, based on the spiritual energy that governs imagination, can be used to create form out of nothingness.
Yang Release (体, Karada, Viz: Body Style): Karada techniques, based on the physical energy that governs vitality, can be used to breathe life into form.
Bukijutsu has a series of Subbranches that have similar effects as types and are as follows:
Shurikenjutsu (手裏剣術, Literally meaning: sword hidden in the hand techniques): To use a shuriken or a kunai, usually as projectile weaponry, is called "shurikenjutsu". All ninja are taught some amount of shurikenjutsu from a young age, with members of the Uchiha clan being noted specialists. Even those who without any special propensity for shurikenjutsu keep a supply of shuriken and kunai with them for every mission. 
Kenjutsu (剣術, Literally meaning: Sword Technique): Wielding a sword is called "kenjutsu". It is one of the more common weapons used in Naruto.
Kayakujutsu (火薬術, Literally meaning: Gunpowder Techniques): The use of explosive tags, whether as traps or as ways to make projectiles deadlier, is similar to the real world "kayakujutsu".
Bōjutsu (棒術, Literally meaning: Staff Techniques): The use of a staff or bō in close-range combat is called "bōjutsu".
Kyūjutsu (弓術, Literally meaning: Bow Technique): To use a bow and arrow as a long-range weapon is called "kyūjutsu". Bow and arrows are used very rarely in Naruto, and when they are they are typically some sort of chakra-based substance that is formed during combat rather than carried into it.
Jutsu also have a series of "categories" they fall into that govern what it is exactly that they can do.
Offensive: Technique relating to, or designed for attack
Defensive: Technique devoted to resisting or preventing aggression or attack
Supplemental: Technique added to complete a thing, make up for a deficiency, or extend or strengthen another technique.
Techniques can be part of one, two, or all three of these categories.

[ATK/DEF Bonuses]
The maximum bonuses applied to any ATK/DEF roll applied from abilities, in any circumstance, is a maximum of +6 (+Type, Discipline and Universal Rolls. Does not include Actives and/or jutsu). The Maximum bonuses that are applied to ATK/DEF applied with Jutsu and Actives is a maximum of +10. This cap is set in stone and CAN NOT be broken at any time.

No character may never make more then 2x ATK's or 2x DEF's in a single ATK or DEF Action. (E.G if Mutlicasting Ninjutsu, they may not use a free action ATK, A second basic ATK etc.)

[Jutsu Rules]
When using a jutsu you MUST state the jutsu you are using at the END of your emote. If you DO NOT do this BEFORE your roll is made. When making an emote and saying a jutsu, you CAN NOT change the action / free action / jutsu you are using UNLESS the other person(s) in the fight agree. You may only have a single active jutsu, of specific types, active at one type. E.G 1 Buff Jutsu and 1 Clone Jutsu. May not have 2 of either. (This does not apply to special passives granted via Abilities E.G Active Bonuses, Dojutsu etc.)

[Max DMG Bonus]
Each Jutsu / Attack has a maximum DMG bonus that can be applied to it. There is a specific calculation that is used to determine the maximum DMG bonus to a jutsu. This DMG bonus applies per Jutsu, even if multiple are used per ATK round. Below is the calculation and a table to allow for easier calculations. Any DMG that is an external source and not part of the Initial DMG from the jutsu, applies to this cap. (Includes Abilities / Free Action or buff jutsu / items etc). Rank DMG and Weapon DMG is considered part of the Jutsu calculation, and does not apply to the cap.

Caluclation: (Character Level / 5) + (Jutsu CP Cost x2)

LevelsMax DMG Granted
1-7+1 DMG
8-12+2 DMG
13-17+3 DMG
18-22+4 DMG
23-27+5 DMG
28-32+6 DMG
33-37+7 DMG
38-40+8 DMG
[CP Negatives]
CP negatives apply per jutsu, each round. The minimum cost of a jutsu is always 1, and the MAXIMUM CP negative that can apply to any single jutsu is -5. (E.G if you use a B rank that costs 8 CP, the cost can not go lower then 3 CP. If you use 2x A rank's in a single ATK round that cost 12 CP and 13 CP, they would cost 7 CP and 8 CP respectively.)

DoT DMG do not normally stack, unless stated in the ability / jutsu. In circumstances where a player already has a DOT on them, and is struck with another, the highest DMG on a DoT applies and the rounds stack. (E.G Target has 1 DMG for 2 rounds, and is hit with 1 DMG for 3 rounds. They now suffer 1 DMG for 5 rounds. If they have 1 DMG for 2 rounds and are hit with 2 DMG for 2 Rounds. New DoT is 2 DMG for 4 Rounds.)

Defending against techniques involves blocking the technique with your physical strength [Strength], Natural Defense [Constitution], or dodging the technique with your agility [Dexterity]. In order to defend yourself, you roll 1d20 + the modifier for one of your stats [Stength/Dexterity] + any miscelanious bonuses to a defense. In the event of a tie, the attacker and defender reroll for the attack and defense again. If there is some sort of Ability or Technique dependent on an attack or defense roll, the initial roll is used rather than any subsequent rerolls. In some instances, you may be able to use a technique to help you defend yourself. These techniques are still a form of Block or Dodge as stated on the technique.

Note: Some jutsu apply DMG to an attacker if successful or even on failure. DMG Bonuses are not applied to jutsu that do DMG in a DEF action, unless the jutsu specifically states.

[Basic Attacks]
Taijutsu, Bokijutsu, Summons, Pets etc all have a system that allows for Basic Attacks (The use of an ATK without CP Expenditure). These ATK's DO NOT apply DMG bonuses granted via abilities, Unless specifically stated.

[Critical Hits]
A critical hit occurs when you roll an attack and you roll into your critical range with the 1d20. The default critical range is on a natural roll of 20. This means that the attack you have just done is stronger, and does extra damage / effects. Below is the chart used to determine what extra damage / effects are granted.

Damage) 1.5x DMG (E.G Rolled 14 DMG on Dice = 21 DMG Done - Rounded up)
Stun) 1.5x Stun Duration (E.G Rolled 3 round stun = 5 rounds stun - Rounded up)
DoT) +1.5x Rounds (E.G 3 DMG for 2 Rounds = 3 DMG for 3 Rounds - Rounded up)
Negatives) 1.5x Rounds (E.G -2 to ATK rolls for 2 Rounds = -2 to ATK rolls for 3 rounds - Rounded up)

(Jutsu / Techniques / Attacks that have mutliple effects (E.G Damage + Stun or DoT + Negatives etc, may only apply ONE critical bonus. The user of the jutsu may choose which critical effect they apply.)

If you are being an attacked, instead of defending you may announce that you instead are going to counter. Countering is used in place of defense, and allows the user to move faster then the attacker with their counter, or defend quickly and then attack them as well. Every attack can be countered with any type of jutsu, unless the jutsu being used states otherwise. Both the attacker and defender use the full CP intended on the attack or counter, regardless of who is successful. If you are going to counter, it must be done BEFORE your opponent rolls their ATK roll. If they roll their ATK instantly, without giving importunity to announce a counter, you may counter regardless.

Stunning disables a character, by trapping their body or mind briefly and preventing them from attacking. No actions can be performed during your turn besides rolling a check against the stun DC provided the technique has one while you are trapped in a Stun. To break a Stun, you roll a stat specified by the jutsu vs the jutsu's Stun DC. If you fail, you remain stunned until your next turn. If you are hit whilst in a Stun (Via jutsu / basic attack etc) you are automatically freed from the stun (Unless the Jutsu States otherwise) and may continue your next turn as normal. If you pass the Check against the Stun DC, then you may continue that turn as per normal. Stuns with round duration tick down on the users turn, so when a stun ends you can act normal afterwards

(Stacking: If a target is stunned, and you use a jutsu that does DMG and A stun, the stun is broken and the stun from the used jutsu DOES NOT APPLY unless otherwise stated.)

(Stun Types: Each type of stun will be classed as either Mental or Physical. Depending on the Technique / Jutsu / Attack, it will be defended with certain stats. Most Commonly, Mental is INT vs INT / WIS, Physical is STR vs STR / CON. Each technique / Jutsu / Attack MUST state which stat is used too defend (Must be at least 2) or it will be considered a null stun, and the target is free.)

(CP DoT: CP DoT DMG that is applied to a target with an accompanying stun does not break a stun. However, CP DoT DMG does not stack and much like HP DoT DMG, the highest applies. In a case where CP DoT DMG is applied with a stun, the highest rolled DoT applies and the rounds are stacked on top of the currently existing stun. The stun type must be the same as the current one they are suffering from, otherwise the highest stun roll applies.)

[Free Actions]
Free Actions are limited to 1 per turn. This means you cannot Activate a Free Action, then use another free action jutsu with another attack. You may only do a single free action per your turn. (You may use a single Free Action during your turn, THEN also defend with a free action Defense. But this may also only be done once per turn.)

[Turn Stacking]
When you have your turn, you may opt out to stack your turn. This essentially means you are biding your time to do a larger attack, prepare yourself or simply allowing the opponent to make the first move. When you turn stack, you may only do it once, have a maximum of two actions in a single turn. Turn stacking may only be done in 1 V 1 fights, unless all parties (DM / PC's included) in a fight agree.

If both attacker and defender roll the same (Bonuses included) Then a re-roll is necessary (Unless either of the users have an ability that stats otherwise.) If a re-roll is actioned, both parties involved must reroll the 1d20. The re-roll is only a 1d20 dice and no other bonuses are included.

Players may only successfully hide once per fight by using the concealment skill. This means if they roll to hide and fail, they may still attempt to hide. If they successfully hide, then are found, they may not hide again by using the Concealment skill. This rule does not apply if the character has an ability / jutsu that allows them to hide using concealment multiple times. No player may successfully hide more then three times per fight.

[Defending For Another]
Defending for another, refers to you using a jutsu, or yourself to defend an ally from a jutsu. The way this works is by moving yourself between the enemy and the ally, and using a jutsu to defend for an ally. This would usually use your turn, but in some circumstances (If stated in the Jutsu) it may not. When defending for another, you must declare your defense BEFORE the original defender emotes. If your Defend for another fails, the the original defender can defend as normal.

Escaping from a battle is a simple thing, you simply roll Dexterity (Or use an Escape Jutsu) against anyone who wants to stop you. If someone tries to stop you, they sacrifice there next turn and attack you as per normal rules. If they fail, you escape and the fight ends, if you don’t you lose your turn, if a jutsu / attack is used, damage is applied as per normal jutsu rolls and are still in combat. Some Jutsu allow bonuses to Escape Rolls, all current Defensive bonuses add to Escape Rolls normally.

(These rules are subject to change, and any changes will be posted. All players are expected to know and understand the rules. Originall written by Shadowheart and edited by DM Hinata. If Shadowheart wishes for it to be removed, it will be.)
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