☞ HOW TO RP: DAMAGE AND HEALTH SYSTEM
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✖ DAMAGE CLASHES
In the Naruto RP, Health has been treated ambiguously; at times, an attack can cause instant death. At other times, it has caused minor damage - all left to the person who checked it discretion. Setting out to create a better damage system that actually has use, we have created the Health System and Damage Interaction Rules. The Damage Interaction Rules are an updated guide on how damage clashes work in the Roleplay. Shown below, the scale makes more sense as well as is easy to understand.
When opposing techniques clash, their damage values are subtracted in a unique way that determines how strong the technique that wins is when it continues. When the two techniques has the same damage values, both techniques cancel out and neither continues. However, if there is a difference of:
— 1 - 10 Damage Points, The Stronger Tech continues, but is lowered by 30 Damage Points. ( Note: This does not happen in the case of C [30 damage] vs D rank or lower [less than 30 damage]. The technique continues at half the damage in these scenarios )
— 11 - 20 Damage Points, The Stronger Tech continues, but is lowered by 20 Damage Points. ( If an A rank technique [60 damage] clashes with a B rank technique [40 damage], the A rank technique wins and continue with 40 damage )
— 21 - 30 Damage Points, The Stronger Tech continues, but is lowered by 10 Damage Points ( If a boosted A rank technique [70 damage] clashes with a B rank technique [40 damage], the A rank technique wins and continue with 60 damage )
— 31+ Damage Points, The Stronger Tech continues unchanged ( If an S rank technique [80 damage] clashes with a B rank technique [40 damage], the S rank technique wins and continues with no damage decrease )
✖ 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, related to physical health. Taijutsu attacks and most Ninjutsu attacks, other attacks like concussive blasts/force, penetrating forces, cuts, poisons/toxins, internal damage, etc. This damage is the easiest to determine and understand. 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, much like Physical Damage, is easy to understand and determine. 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 double damage to the target, making it strategically advantageous for the user to attack blind spots.
► 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, much like Physical Damage, is easy to understand and determine. 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 double 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:
Damage - Damage Shaving = 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 ( A rank jutsu ) - 10 Physical Durability = 50 Damage Remaining. Then, we subtract this 50 damage from the Sage’s health. 50 Damage - 200 Health = 160 Health remaining.
► Critical Attacks vs Durability:The standard formula deviates should the target have been hit by a critical attacks. While this formula differed in the past, it has been altered to allow critical attacks to be more effective. This new formula is shown below:
Damage - Damage Shaving = 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 willThen, we subtract from the Sage’s health. 100 Damage - 200 Health = 100 Health remaining.
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