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PostSubject: Conditions and Definitions   Conditions and Definitions I_icon_minitimeFri Dec 31, 2021 3:56 pm

Conditions and Definitions

A big portion of the game is combat. To keep confusion to a minimum below you may find a list of Conditions and Definitions for the game. ctrl + f is your friend here

DEFENDING / ATTACKING TERMS:

PASSIVE AND ACTIVE:

SLOTS / STATS:

CONDITIONS:

TYPES OF COMBAT:

MISC:


Last edited by Admin on Sun Jan 02, 2022 4:52 pm; edited 2 times in total
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PostSubject: Re: Conditions and Definitions   Conditions and Definitions I_icon_minitimeSun Jan 02, 2022 4:50 pm

ENTIRE LIST OF DEFINITIONS AND CONDITIONS

***PLACEHOLDER***

•Multi Attack; May Target up to 2 opponents unless specified. Skills must specify that they defend against Multi Attack skills in order to defend against them.
•Defend/Defense; Skills that use the terms Interrupt, Block, or Avoid, to stop damage or conditions from affecting you in combat.
•Interrupt; Skills that stop damage, or conditions from a specific skill used against your character in combat. Cannot interrupt an Interrupt skill. Cannot interrupt a skill that is interrupting a skill. Cannot interrupt passive or active abilities. If a skill has been interrupted, the chakra is still spent even if its effects cannot take effect.
•Block; Skills that stop damage or conditions from a specific skill used against your character in combat. Cannot block a block skill.
•Avoid; Skills that allow you to doge incoming damage or conditions from affecting your character in combat
•Unstoppable; Skills that cannot be Avoided, Blocked, or Interrupted unless specifically stated in the skill "Stop 1 Unstoppable Skill" or something to the effect of.
•Cannot Block,Avoidable or Cannot interrupt; Skills that are unaffected by basic Blocking, Avoiding or Interrupting Skills unless specifically stated by the skill. "Block 1 Unblockable skill" or something to the effect of.
•Damage; If a skill gets past your Defense in combat you suffer loss of HP, the damage is specified in the Skills used against you in combat
•HP/Hit Points; Your character's total life value. If this number reaches 0, your character is unable to proceed in combat and will typically Die as a result.
•Chakra; A value used by your character and enemy characters to perform Jutsu or use Items. This value may be increased based on items, Skills, or Rank
•Armor; These items are categorized by what they cover, Head, Chest, and Greaves. They will, generally, increase your HP or Chakra, but some items may increase Skills or other Items.
•Head/Chest/Greaves; These are item slots that may be equipped to your character and are always considered to be on your character. You may apply one piece of armor per item slot.
•Item Slot(s); On your character sheet, you are able to add bonus armor to your character which will boost your characters HP, Chakra or other Items, Skills or Skill Effects
•Stack; This is usually referencing skills or items that may be collected together. Some skills allow you to create multiple items or save up skills in order to deal more damage or heal greater. The skill will specify how many times it may stack.
•Skills; These are the abilities your character can use in combat. These will be Ninjutsu, Genjutsu, Taijutsu, or Items. The total amount of Skills your character may use is based on your Rank and your character's Chakra.
•Skill Slot(s); The amount of skills your character may do during combat. The total amount of skills your character may use is based on your Rank and your characters remaining Chakra
•Rank; The level your character is at. In the shinobi world there are 3 ranks and a few additional titles. In Chronicles there are a total of 7 Ranks plus 3 additional Ranks
•Jutsu/Ninjutsu/Genjutsu/Taijutsu; Skills your character uses to deal damage, heal, or inflict conditions upon yourself or an enemy player
•Conditions; Effects, brought on by Jutsu, that you or an enemy player exist in. These effects are; Held, Paralyzed, Captured, Poisoned, Burned, or Stunned.
•Items/Thrown Items; Skills your character uses to deal damage, heal, or Inflict conditions upon yourself or an enemy player
•Heal/Gain; This indicates how much HP or Chakra your character or another character will gain. Usually in the form of Items, Jutsu, Passive or Active abilities.
•Passive Ability; Abilities used on your turn and may stay active on your subsequent turns. These abilities may also have a chakra cost associated with activating the ability. Unless the upkeep is specified, the chakra cost is to be paid only once. Some Passive Abilities may be one time use or [1/1] indicated with phrases like; Once per Battle [1/1], Once per Turn
•Active Ability; These act similarly to Passive Abilities, but may have an Upkeep cost. These abilities may also have a chakra cost associated with activating the ability. Unless the upkeep is specified, the chakra cost is to be paid only once. These same abilities may also indicate phrases like; Once per Battle, or Once Per Turn.
•Once per Battle; This means, the ability or skill being used, is only to be used once during the entire conflict between you and your opponent. Even if more opponents show up later in combat, you may not use this more than once until you have left the combat.
•Once per Turn; A turn in combat means during your post. An example would be [A attacks B with a Once per Turn ability, it is now B’s turn to attack A, once it is A’s turn again, they may use the Once per Turn ability again.]
•Passive/Active or Active/Passive; These abilities start as the first stated skill and then transition to the second stated skill on the next turn. Turn 1 (Passive/Active) starts in the Passive Abilities slot and then on your next turn, Turn 2 "Passive" is dropped from the ability and stays in the Active Abilities Slot.
•Upkeep; This is a cost associated by maintaining an ability or Skill Effect. Usually paid in the form of Chakra per turn or Health per turn. The upkeep cost must be calculated at the start of the following turn it was used. Example is;
-Sharingan 1 (25 chakra/ 5 upkeep)(Active)
Turn 1 the player pays the 25 chakra to activate the ability
Turn 2 the player pays the 5 chakra to upkeep the ability
•Skill Effects; Some jutsu have lasting Passive or Active abilities that may or may not come with an Upkeep cost.
•Held/Paralyzed/Captured/Stunned; Conditions that immobilize your character. If you are Immobilized you cannot perform any Skills on your next turn. These Conditions may not be stacked in order to be held for longer than 1 turn, though there are powerful Skills that may allow this.
•Capture/Captured/Prisoner; An opponent can no longer use any skills and is now a prisoner. Players may be captured and brought to a different village as a prisoner, turned in for bounties, or brought back to their original village to face potential punishment by the Kage
•Poisoned/Burned/Psychic; These conditions deal damage over time within a set amount of turns. Usually indicated by a timer format [3/3], [2/ 3], [1/ 3].
•Release;  A text notating that the skill defends against Genjutsu. Often refers to the specific skill "Kai Release."
•Unconscious; In this state, you are unable to continue to fight. You are not Dead or Killed, but you may be slain if your opponent specifies their intention to kill you (“Slain”, “Dead”, I kill ***”, or something to that effect). You are also able to be captured in this state as well and spared death.
•Spar/Sparring/Non-Lethal Combat; This is a form of combat where participants agree to battle and test their skills. If you are brought to 0 HP you do not die. There are specific “safe” places to battle without risk of death
•Death Match/DM/Lethal Combat; This is a style of combat where participants either agree to battle to the death, are attacked during travel, or attacked during specific missions. If you are brought to 0 HP you will die. If you choose to duel someone in the Arena, you may select the amount of players participating. No others may interfere with your duel.
•Sparing; If you’re faced with succeeding in lethal combat, you may choose to do non lethal damage to force your opponent unconscious. You must specify that you are attempting non lethal damage at the end of your attacks by adding (“Spare”, “Sparing”, “NL”, “non-lethal”, or something to that effect)
•Affective/Affected/Hit; If a Skill hits an opponent, meaning if they are under the effects of the skill used. Usually meaning they have taken the damage from the skill.
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