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, 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.​


✖ 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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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


Status effects have existed in the RP in various forms in the past. Poisoned has been one of these effects, which has now been advanced over recent years to also include effects such as Scarlet Rot and Insanity induced via Shinkaigan/Keigoku. The Seven Tailed Beast also has various Status Effects associated with it’s Scale Powder. As the RP continues to expand and incorporate more RP elements, the next step was incorporating status effects with the health revamp.

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. Starting at 2 units at D rank, the amount of units gained when hit increases by 1 per rank and caps at 5 for A rank and higher. Once the meter reaches 10, the effects of each status condition are triggered and cause opponents to succumb to the effect listed below. 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.

While these conditions can afflict anybody, there are very limited ways for these effects to currently be applied. There are only 3 ways to be able to apply these effects currently: Specialties, Merchant Supplies and the 7 Tailed Beast. Certain Specialties exist that allow for one to apply these effects to their techniques, some causing AP while others do not. As a perk for them, Merchants are able to create items that are able to trigger these effects. In order to create these items, one must be a Merchant. The 7 Tailed Beast is capable of applying these effects towards its Scale Powder, allowing them to spread with greater ease and power than the others.

General Status Conditions // Effects

  • Frostbitten - When triggered, it causes targets to suffer from Frostbite and face a reduction in moving speed as well as damage reduction. This reduces their overall speed by 15% and deals an additional 10 physical damage on contact. Frostbitten is unique as it can be directly combated by the use of Fire Release, similarly to Scarlet Rot. However, unlike Scarlet Rot, there is a fixed rate, requiring one to deal at least 60 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, increasing by 5% for every ally or familiar present on the user’s side. Lasts for 2 turns or until they take at least 40 damage. Confusion is unique as it gets stronger the more it is triggered, increasing the base odds for missing by 5% each subsequent activation.
  • Poisoned - When triggered, targets become poisoned and suffer 10 damage per turn that cannot be shaved. Poison is unique as it does not end unless the user is healed and the poison purged. This varies depending on the technique used. Poison Release techniques that lower AP will not trigger Poison buildup, dealing only the effects noted.
  • Sleep - When triggered, targets drop sleep and remain asleep, suffering a loss of 10 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 exchanges; Sleep is triggered via successful use of unique poisonous items in the form of a gas or liquid. Targets are awakened when suffering from either 40 spiritual damage or 30 physical damage, lasting for 3 turns otherwise.
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 select methods, detailed in the Sanity thread.
  • 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 but if inflicted by the Basmu or it’s host, this instead deals 10% of the target’s health points per turn for 4 turns each infliction. This is countered by use of Fire release or medical techniques such as Yang or Suen. If used by the Basmu, this can be countered by Suen or Fire damage. This is detailed in the Scarlet Rot thread.
  • Seven-Tailed Beast Effects - While the 7 Tailed beast effects are very much 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.
 
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