Damage and Health System

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Lord of Kaos

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HOW TO RP: DAMAGE AND HEALTH SYSTEM


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✖ DAMAGE CLASHES

In the Naruto RP, the Damage Interaction Rules are an updated guide on how damage clashes work in the Roleplay. This guide, shown below, details how opposing techniques and sources of damage interact and how they progress after clashing.

When opposing techniques clash, the lower damage technique is subtracted from the higher damage technique and the remaining result is what continues forward. When the two techniques have the same damage values, both techniques cancel out and neither continues.​


✖ TYPES OF DAMAGE
Damage is dealt to biographies in one of 4 ways: Physical damage, spiritual damage, recoil damage, and critical attacks. Each type of damage effects the biography differently, detailed below:

► Physical Damage: This type of damage, as the name suggests, is related to physical health. Taijutsu/Bukijutsu attacks, most Ninjutsu, penetrating forces, cuts, poisons/toxins, internal damage, etc all count towards this. It embodies all damage that is not spiritual/mental by nature. The damage points of a technique will be subtracted from the afflicted member's overall health. This is in addition to whatever physical restrictions that may occur as a result of being physically damaged by a jutsu.​
► Spiritual: This type of damage, much like the first type's name suggests, relates to spiritual attacks that target the mind/induce mental damage, such as Genjutsu and Yamanaka techniques as various Yin release related techniques. Other areas such as psychological, spiritual or neurological damage fall under this category as well. These techniques deal the same damage physical attacks do except the damage is done via spiritual attacks. For Genjutsu, should a specific jutsu that damages the mind remain active for an entire turn after it is cast, the victim will take the amount of damage described in the technique. For each turn the Genjutsu is unbroken, the afflicted member will sustain half the damage again. Thus the longer one remains in the Genjutsu, the more they are damaged. However, this is only in regards to Genjutsu; exposure to the jutsu damage upon contact will reduce a member's health by the described amount only once. If the medium exists in a way that can be avoided (unlike with the nature of genjutsu), then it will effect a bio immediately upon contact.
► Recoil: This type of damage refers to the drawback felt by a member with regards to a jutsu of their own using. These include but are not limited to the drawbacks of using Forbidden ranked techniques, opening of the Eight Inner Gates or using the Seven Heavenly Breaths, etc. This sort of damage, is subtracted from the body and counts as Physical Damage. With recoil damage, you simply reduce the overall health pool accordingly.​
► Critical Attacks: This is used to describe attacks that are stealth attacks, unnoticed attacks. This refers to attacks that the opponent isn't aware of or unable to sense. This also includes direct hits to vital organs, such as the heart or the head. This doesn't refer to attacks that cover a wide surface area but specifically ones aimed at those organs alone. This means outside of the enemy's perception and sensory abilities. Should one of these attacks land, the target will suffer double the damage of the jutsu. This means that a stealth and unnoticed kenjutsu strike to the back will deal higher damage to the target, making it strategically advantageous for the user to attack blind spots.​


✖ DURABILITY AND DAMAGE REDUCTION
Damage reduction, or the ability to reduce damage inflicted on a target, is gained via Attribute Points, Jutsu and Specialties. While most of these sources do not combine and the highest source will work, in certain circumstances these sources are able to combine, though in those instances, it will be noted if it stacks or counts as Bonus. This formula to determine damage if someone has Damage Shaving is listed below:

Incoming Damage - Damage Shaving = Remaining Damage
Health - Remaining Damage = Final Health

An example of this is an A rank jutsu striking a Sage with 6 BODY in the arm. Using the formula above as well as knowledge of the Attribute System, we get the following:

60 Damage - 10 Physical Durability = 50 Damage Remaining. Then, we subtract this 50 damage from the Sage’s health. 200 Health - 50 Damage = 160 Health remaining.​

This formula slightly deviates in the case of Critical Damage, multiplying the Remaining Damage x2 before it is applied to the target.

► Critical Attacks vs Durability: The standard formula deviates should the target have been hit by a critical attack but possess an element of This formula is shown below:

Incoming Damage - Damage Shaving = Remaining Damage
Health - ( Remaining Damage x 2) = Final Health

Using the same example as above, we have an A rank jutsu striking a Sage in the head from behind undetected. This Sage also has 6 in BODY. Using the formula above for Crits, we get the following:

60 Damage ( A rank jutsu ) - 10 Physical Durability = 50 Damage Remaining. Since this is considered a Critical Attack, it will deal double the damage. This 50 damage is now 100 damage that we will. Then, we subtract from the Sage’s health. 200 Health - 100 Damage = 100 Health remaining.​
 
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Lord of Kaos

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HOW TO RP: HEALTH DRAWBACKS


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✖ FATIGUE EFFECTS

In any case of damage there is always a limit to how much one can realistically take. How much pain and damage can one's mind realistically take, how much fatigue can one handle? Even with physical damage, even if you sustain a melody of minor injuries, how much is too much? All damage, no matter the type, subtracts from your base HP.​

In the RP, fatigue and injury is shown in the form of a reduction in physical capabilities like: speed, tracking and reaction, ability to use high grade techniques, and the ability to mold chakra properly. Not all attacks target or affect the opponent’s entire body, and so when a player uses a technique that can logically target a single limb, and clearly describes doing so, then they are able to inflict damage to that limb specifically in addition to the normal damage calculations and effects as described above. Specifically, one can target the head, the torso, the leg(s), or the arm(s). If the given attack connects and inflicts more than X% of the target’s total health pool then these additional, adverse effects will be applied to the opponent. So for example if your opponent has 200 HP and you hit them with 20 damage to the arms, you have inflicted 10% of their total health pool in damage to the arms, thereby triggering a drawback of that scale.​

Arms - Damage/Effects
  • 100% Health remaining - The user will not suffer any negative effects.
  • 90% Health remaining - The user will not suffer any negative effects besides the damage dealt to the target.
  • 80% Health remaining - Should an attack reduce the user’s health this low, it will cause 5 damage to one’s arms every 3 turns.
  • 70% Health remaining - Should an attack reduce the user’s health this low, it will cause further trouble with hand seals. The victim will be unable to use more than 5 handseals overall per turn.
  • 60% Health remaining - Should an attack reduce the user’s health this low, it will cause no additional effects
  • 50% Health remaining - Should an attack reduce the user’s health this low, it will now cause 5 damage to one’s arms every other turn instead of every 3 turns.
  • 40% Health remaining - Should an attack reduce the user’s health this low, it will cause no additional effects.
  • 30% Health remaining - Should an attack reduce the user’s health this low, it will cause one to suffer -1 Body AP.
  • 20% Health remaining - Should an attack reduce the user’s health this low, it will cause one to be unable to utilize Kenjutsu/Bukijutsu Specialist or Handseal specialties or Bone Breaker.
  • 10% Health remaining - Should an attack reduce the user’s health this low, it will cause one to suffer -1 Body AP.
  • 0% Health remaining - This amount of damage entirely destroys the arms even after the battle recovery time will take an additional day of rest.
Each increasing level carries all debilitating effects of previous levels of damage

Legs - Damage/Effects

  • 100% Health remaining - The user will not suffer any negative effects.
  • 90% Health remaining - The user will not suffer any negative effects besides the damage dealt to the target.
  • 80% Health remaining - Should an attack reduce the user’s health this low, it will cause 5 damage to one’s legs every 3 turns.
  • 70% Health remaining - Should an attack reduce the user’s health this low, it will cause them to lose access to their Free Dodge every turn, instead triggering every other turn.
  • 60% Health remaining - Should an attack reduce the user’s health this low, it will cause no additional effects
  • 50% Health remaining - Should an attack reduce the user’s health this low, it will now cause 5 damage to one’s legs every other turn instead of every 3 turns.
  • 40% Health remaining - Should an attack reduce the user’s health this low, it will cause no additional effects.
  • 30% Health remaining - Should an attack reduce the user’s health this low, it will cause one to suffer -1 AGL AP.
  • 20% Health remaining - Should an attack reduce the user’s health this low, it will cause to be unable to utilize Apex Speedster or other speed based Specialties.
  • 10% Health remaining - Should an attack reduce the user’s health this low, it will cause one to suffer -1 AGL AP.
  • 0% Health remaining - This amount of damage entirely destroys the arms even after the battle recovery time will take an additional day of rest.
Each increasing level carries all debilitating effects of previous levels of damage

Torso/General Body - Damage/Effects
  • 100% Health remaining - The user will not suffer any negative effects.
  • 90% Health remaining - The user will not suffer any negative effects besides the damage dealt to the target.
  • 80% Health remaining - Should an attack reduce the user’s health this low, it will cause 5 damage to one’s torso every 3 turns.
  • 70% Health remaining - Should an attack reduce the user’s health this low, it will cause one to lose 5 tracking every 2 turns.
  • 60% Health remaining - Should an attack reduce the user’s health this low, it will cause one’s Status Meter to decrease by 3 points.
  • 50% Health remaining - Should an attack reduce the user’s health this low, it will cause one to lose 10 tracking every 2 turns instead of 5 tracking.
  • 40% Health remaining - Should an attack reduce the user’s health this low, it will cause 5 damage to one’s torso every other turn instead of every 3 turns.
  • 30% Health remaining - Should an attack reduce the user’s health this low, it will cause one to suffer -1 DEX AP.
  • 20% Health remaining - Should an attack reduce the user’s health this low, it will cause one to only be able to use 2 Jutsu per turn.
  • 10% Health remaining - Should an attack reduce the user’s health this low, it will cause one to suffer -1 MIND AP.
  • 0% Health remaining - This amount of damage entirely destroys the arms even after the battle recovery time will take an additional day of rest.
Each increasing level carries all debilitating effects of previous levels of damage

Spiritual/Psychological - Damage/Effects

  • 100% Health remaining - The user will not suffer any negative effects.
  • 90% Health remaining - The user will not suffer any negative effects besides the damage dealt to the target.
  • 80% Health remaining - Should an attack reduce the user’s health this low, it will cause 5 damage to one’s spirit every 3 turns.
  • 70% Health remaining - Should an attack reduce the user’s health this low, it will cause one’s spiritual techniques to decrease by 1 range.
  • 60% Health remaining - Should an attack reduce the user’s health this low, it will cause no additional effects.
  • 50% Health remaining - Should an attack reduce the user’s health this low, it will cause 5 damage to one’s spirit every other turn instead of every 3 turns.
  • 40% Health remaining - Should an attack reduce the user’s health this low, it will cause no additional effects.
  • 30% Health remaining - Should an attack reduce the user’s health this low, it will cause one to suffer -1 SPRT AP.
  • 20% Health remaining - Should an attack reduce the user’s health this low, it will cause one to be unable to Mind’s Keen Eye, Apex Supernatural Defender or Spiritual based Specialties that are not Field or Genjutsu based.
  • 10% Health remaining - Should an attack reduce the user’s health this low, it will cause one to suffer -1 SPRT AP.
  • 0% Health remaining - This amount of damage entirely destroys the spirit even after the battle recovery time will take an additional day of rest.
Each increasing level carries all debilitating effects of previous levels of damage


✖ STATUS EFFECTS


In addition to techniques inflicting physical and spiritual damage, they may have auxilliary abilities that apply Statuses on a target, hindering them when specific conditions arise. These effects ( Sleep, Poison, Frozen, and Confusion ) are triggered when a unique meter known as the Status Meter is filled, determined via rank of the Jutsu technique used. This meter scales from 0 to 10, starting at 0 in each status. Various techniques are capable of increasing this scale to trigger these statuses. D Ranks increase this scale by 2 units and C Ranks increase this by 1 additional unit, scaling by 1 unit per rank with S and Forbidden Ranks applying 6 units. Note that while there are other abilities that trigger status conditions, such as the Scarlet Rot or the Shinkaigan, those respective abilities have unique ways that their effects are triggered and are detailed in full in their threads. Each status has it's own way of cleansing one's self of these Statuses, detailed below.

While these conditions can afflict anybody, there are very limited ways for these effects to currently be applied. There are only 2 ways to be able to apply these effects currently: Specialties and the various Tailed Beast Pathway effects. Certain Specialties exist that allow for one to apply these effects to their techniques, some causing AP while others do not. Several Tailed Beasts are capable of applying these effects through enhanced versions of their skills, allowing them to spread with greater ease and power than the others.

General Status Conditions // Effects
  • Frostbite - When triggered, it causes targets to suffer from Frostbite/Frozen and face a reduction in moving speed as well as damage reduction. This reduces their overall speed by 15% and physical attacks deal an additional 15 bonus physical damage on contact. Frostbitten is unique as it can only be directly combated by the use of Fire Release, similarly to Scarlet Rot. However, unlike Scarlet Rot, there is a fixed rate, requiring at least 60 self-inflicted damage via Fire.
  • Confused - When triggered, it causes Confusion and the inability to discern ally from enemy, requiring an official Discord Roll to determine if the target attacks themselves, enemies or allies. This is determined by a 25% chance of the attack missing. Lasts for 4 turns or until they take at least 40 self inflicted damage. Confusion is unique as it increases the odds of afflicting targets by 15% for each ally or familiar the afflicted has present. Confusion can be directly reduced by use of spiritual techniques that do not backfire, shortening by 1 turn each.
  • Poisoned - When triggered, targets become poisoned and suffer 15 damage per turn that cannot be reduced or mitigated. Poison is unique as it does not end unless the user is healed and/or the poison purged. This varies depending on the technique used. Poison Release techniques that directly lower AP will not trigger Poison buildup, dealing only the effects noted.
  • Sleep - When triggered, it causes targets to Sleep and stop moving, suffering a loss of 15 Spiritual health per turn. Genjutsu of any kind or techniques that control the target cannot be used during this time. Sleep is unique as it is triggered via non damaging techniques. Targets are awakened when suffering from either 60 spiritual damage or any physical damage, lasting for 3 turns otherwise. If triggered in a Battle Arena fight, this ends the fight. If triggered in the NW, this can be combatted by outside sources giving chakra transfers or boosts, awakening them in the process.
Special Status Conditions // Effects
  • Sanity - Sanity reduction is a special status effect exclusive to the Shinkaigan and Keigoku of Voidseers and Nekura, respectively. When triggered, targets experience a series of effects dependent on the threshold level they are currently at. Unlike other Statuses, this does not have a 15 point scale and instead operates on a scale of 100 to 0 Sanity. Sanity can be regained by remaining stationary or using skills your bio specializes in, gaining 2 and 3 points respectively.
  • Scarlet Rot - Scarlet Rot is a unique poisonous ability that causes one to suffer from it, experiencing intense pain and a slow corruption of the body. A unique status effect, this status does not have a 15 point scale. This instead deals 10 damage per turn for 4 turns each infliction. This is countered by use of Fire release or medical techniques such as Yang or Suen. This is detailed in the Scarlet Rot thread.
  • Tailed Beast Effects - While most of the various Tailed beast Status effect related abilities apply the same Status as mentioned under General Status Conditions, they are much stronger in their effects and can be found in the thread for Bijuu techniques. Each of them can be countered or recovered in similar ways to the normal Status they enhanced.
 
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