Health System

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Lord of Kaos

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Damage and Health System

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 more perfect health system that actually has use, we have created the Health System. In order for this system to operate within the Warring State Era, it was necessary for the death system as we know it to be abolished. What this means is that due to the linear and story like NW timeline, death is no longer possible unless noted in special arcs. One can be defeated still, however, as noted below.

When speaking of health, it is important to know that this refers to their general vitality, physical or spiritual in nature. A bio's health points directly relates to their vitality and life force. There is a limit of damage that any ninja can effectively take before their life force gave out. Because the various attacks of the Roleplay deals damage in different ways, these four types have been described below and how the damage they produce effects the opponent as well.

  • Physical: 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. Unlike physical damage, this sort of damage can be more difficult to determine because, in the case of Genjutsu, the damage that occurs is mental and spiritual. Mental fatigue and exhaustion occurs after prolonged exposure to an unbroken Genjutsu or repeated susceptibility to Genjutsu. 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: One of the more interesting attack types, Critical Attacks are a new addition to the RP. This is used to describe attacks that are stealth attacks, unnoticed attacks. This refers to attacks that the opponent isn't aware of or able to sense. This also includes direct hits to vital organs, such as the heart or the head only. 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.
Regeneration of Health

Death in the NW is unlike death in normal battles; using an altered health and damage system where your health is lowered to 10% of it's normal limits (i.e. 2000 health becomes 200), once your health reaches 0, you are considered defeated and knocked out for a given time. During this time, you cannot continue your RP within the ongoing arc or event. Gaining 5 health per day until you reach your max, you slowly heal and regenerate health though this can be augmented and amplified with the use of healing abilities. It should be noted that should your health drop to 0, you cannot resume RP until you have regenerated at least 40 health.

Note: It should be noted that this system, Will mandatory within the WSE, it is completely optional to use in the rest of the RP. To use, you and your opponent simply need to agree in use of it alongside the normal battle rules.
 

Lord of Kaos

Supreme
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Kin
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Kumi
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Fatigue Drawbacks

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.


Arms - Damage/Effects​
  • 20% - An attack causing this amount of damage to the arms will cause the victim's arm based Taijutsu to cause 5 less damage and forming handseals will take longer with one handseal taking as long as two.
  • 40% - An attack causing this amount of damage to the arms will cause further trouble with hand seals. The victim will be unable to use more than ten handseals overall per turn.
  • 60% - An attack causing this amount of damage will limit the users ability to effectively use their arms in combat. For any jutsu using the arms offensively such as Tai/Kenjutsu or even Chidori style Nintaijutsu, that are ranked above B rank will cause 10 damage to the victim and his arm based Taijutsu will deal 15 less damage.
  • 80% - An attack causing this amount of damage will have a very debilitating effect on the victim, much like the sixty percent damage. However, now any actions using the arms will cause 10 damage, including the usage of handseals.
  • 100% - 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​
  • 20% - An attack causing this amount of damage to the legs will cause the victim's leg based Taijutsu to cause 5 less damage and their base speed lowered by 2 levels.
  • 40% - An attack causing this amount of damage to the legs will cause further trouble with movement. The victim will be unable to move more than 10 meters per turn under their own volition without causing 10 damage to themselves.
  • 60% - An attack causing this amount of damage will limit the user's ability to effectively use their legs in combat. For any jutsu using the legs offensively such as Taijutsu or certain types of Ninjutsu that are ranked above B rank, the user will receive 10 damage.
  • 80% - An attack causing this amount of damage will have a very debilitating effect on the victim, much like the sixty percent damage. However, now any actions using the legs will cause 10 damage, including quick movements using the legs and they will be unable to use body flicker of any type.
  • 100% - This amount of damage entirely destroys the legs even after the battle recovery time will take an additional day of rest
Torso/General Body - Damage/Effects​
  • 20% - An attack causing this amount of damage to the torso will cause the victim's Ninjutsu using the stomach/lungs to mold chakra to cause 5 less damage and their overall tracking will reduce 10.
  • 40% - An attack causing this amount of damage to the torso will cause further trouble with Ninjutsu. The victim will be unable to use jutsu they have to spit out or use their torso to form without causing 10 damage to themselves.
  • 60% - An attack causing this amount of damage will limit the user's ability to effectively use their Genjutsu in combat. For any Genjutsu that is ranked above B rank, the user will receive 10 damage and an overall reduction of damage to Ninjutsu by 15.
  • 80% - An attack causing this amount of damage will have a very debilitating effect on the victim, much like the sixty percent damage. However, now any actions using the molding of chakra in the stomach will cause 20 damage, including Taijutsu and/or Genjutsu.
  • 100% - This amount of damage entirely destroys the torso even after the battle recovery time will take an additional day of rest.
Spiritual/Psychological - Damage/Effects
  • 20% - Techniques causing this amount of damage weakens their spiritual. This will require them to use additional 10 chakra to cast genjutsu or spiritual techniques like Yamanaka or Yin Release. Likewise, they will require an additional 20 chakra to break out of genjutsu.
  • 40% - Techniques causing this amount of damage will weaken the user's mental stability, causing them to suffer an additional 10 damage for using genjutsu or spiritual techniques.
  • 60% - Techniques causing this amount of damage harms the user's focus, causing them to become incapable of using any Forbidden ranked techniques or genjutsu/spiritual techniques of S-rank and higher.
  • 80% - Techniques causing this amount of damage will severely degrade the user's mental capacity. Their ability to track and process their opponent's movements is reduced by 25% as well as making them incapable of using genjutsu/spiritual techniques without causing 20 damage
  • 100% - Techniques that cause this amount of damage will completely shatter the user's mind. Even after battle recovery, they'll need an additional day to recover.

    Note: Each increasing level carries all debilitating effects of previous levels of damage.
 
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