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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PostSubject: Turn Order   Tue Apr 04, 2017 9:38 pm

Turn Order

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Round Start

|
Your Turn
|
Regen
|
DOT Effects
|
Stun/Hold/Genjutsu Resist Attempt
|
Free Action
|
Attack Declaration
|
Opponent's Defense Declaration
|
Outcome Effect
|
Outcome Triggers
|
Turn Resource Deduction
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Pass Turn

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Their Turn
|
Free Action
|
Opponent's Attack Declaration
|
Free Action
|
Defense Declaration
|
Outcome Effect
|
Outcome Triggers
|
Turn Resource Deduction
|
Pass Turn
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End Round

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Definitions:

Round Start: The round begins at the beginning of the turn of the person who had the highest initiative. Even if the person is incapable of taking their turn, the round start remains the same for as long as that person remains in the fight. Should they leave the fight, round start defaults at the beginning of the next highest initiative's turn, but any free actions used during the original round count on the highest initiative's turn are sill counted for the first round of the new round order.

Regen: Standard HP/CP regen that occurs each turn on your turn unless an effect says otherwise.

DOT Effects: Standard DOT such as bleed damage or burn damage, as well as cp drain.

Stun/Hold/Genjutsu Resist Attempt: You get one opportunity (unless an effect states otherwise) to break a stun/hold/genjutsu effect. If you succeed the break, you get the rest of your turn as normal. This does not count as a free action. 

Free Action: During the round order, you are allotted ONE free action that may be taken at any of the times listed above. E.g. - If you use a free action to buff an attack on your turn, you may not use a free action defense for the duration of the round.

Attack Declaration: During this time, the player must emote their progressive action AND state the name of said technique. If asked, the player must state the FULL pvp effect of the technique (recommend copy/paste) including special notes. Failure to comply will result in the turn spent as inaction, and loss of the remainder of the player's turn.

Attack: An attack is a technique that targets an opponent, regardless of effect.

Buff: A buff is a technique that targets an ally, or the user of the technique. Performing a buff does not prompt a defensive action unless it would normally used as an offensive technique. 

Defense Declaration: During this time, the player must emote their reactive action AND state the name of said technique. If asked, the player must state the FULL pvp effect of the technique (recommend copy/paste) including special notes. Failure to comply will result in the turn spent as inaction, and loss of the remainder of the player's turn. If inaction is taken by default, the reactive player takes progressive player's attack in full. 

Defense: A defense is a standard block or dodge, or a defensive technique. 

Counter: A Counter is an offensive action that is used as an alternative to a Defense, and doing so costs your following Attack Declaration. (*See rules on Countering.) If a Counter attempt is used, the remainder of your standard turn still goes in its standard turn order (I.E. - your regen would trigger at the same time as normal).

Outcome Effect: The player or players who succeeded in their Attack or Defense Declaration would apply pvp effects such as damage rolls, inflicted negatives, healing, etc. during this time.

Outcome Triggers: Any effects that are triggered based on damage dealt, a successful attack, or a successful defense are applied at this time. 

Turn Resource Reduction: Throughout each turn, spent resources are tallied up until this time, when they are applied. This includes resources spent on free actions, Attack Declaration, Defense Declaration, or any resource-costing outcome triggers. Resource cost reductions are applied to the TOTAL of resources spent rather than each individual instance. (E.G - Having an active spending 2 CP per round, using a Free action costs 3 CP (Ninjutsu) and using a B rank that costs 11 CP. Total CP spent for this round would be 16 CP. CP negatives are applied per jutsu, but never below 1 and does not apply to actives. User has -3 Ninjutsu CP Costs and -1 CP Universal. CP Costs would be 2 CP for the active, 1 CP for the free action and 7 CP for the B rank. Total CP used in the round would be 10.)

Pass Turn: At this time the turn ends, stun effects that have finished their duration end, and the following player in initiative would begin their own.

(Created by DM Asuma from Narutoverse Rebirth and will be removed if he wishes.)
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