Post by Broke The Lost Admin on Jan 29, 2019 7:07:23 GMT -5
Entering ongoing combat. To enter a scene in progress between two or more people fighting, you must wait three turns. On the third turn, you are at the scene but are not yet able to launch an attack or come to the defense of someone. After, you are properly in the scene and can respond as you wish.
Increased chakra costs. If you use jutsu without a proper source, and/or do not yet have sufficient mastery with the tier of jutsu you are using then it will eat your chakra reserves faster. A genin attempting to cast Suiton without a source will empty their chakra far faster than a chuunin casting Suiton with a source, as an example. If you wish to not be caught flat-footed while using ninjutsu, consider investing into perks that will allow you to be more flexible with your chakra. While we're at it, water bottles and other such small items cannot be counted as a source for jutsu - get a gord or fight near a large body of water.
Flashing cores. You are required to flash your perks and cores upon request from an opponent, and encouraged to flash them whenever you make an attack where those perks are relevant - though not every single time, if flashed prior in the same fight. Please do not force admins to monitor your fight because you don't want to even single-flash the person you're attacking.
Death omits. If you feel your death was unjustified due to either ruling or circumstances of the fight that led to it, you are free to challenge it in the Death Rewards section of the forum for further review from the admin team.
Dealing with different timezones/disconnects. Not everyone has the same sleeping schedule, schedule for playing the game, connection to the internet and many other factors. As such, if for whatever reason someone backs out of a scene in progress that you are open to continuing you may GM-help to request a scenelock. Your opponent is not required to acknowledge it, however. If it is believed they are intentionally dodging the fight as a means of death avoiding, this will be looked at on a case-by-case basis and in the case of a declined scenelock an outcome to the fight-that-was will be decided. While these issues are being resolved, both players are encouraged to not engage in roleplay until the situation is cleared in a way that pleases all parties.
Underwater penalty. Anyone submerged in a deep body of water (water up to your chest in depth, or full body submergence) will suffer a -2 modifier to their speed core. Hoshigaki are immune to this, making their home-field advantage in sea-like environments terrifying.
Sealing body parts. If you wish to seal a body part into a scroll, it will decay just as it would in the outside world. Properly sealing them requires preservation jars from a medic. Corpses can be sealed for the sake of transporting them, though they will continue to decay. You are able to apply for custom jutsu around this idea if you are both a fuuinjutsuist and medic.
Actions per round. Without a perk (such as the unique, Dual Caster) to specifically allow it, you can only use one jutsu per turn discluding buffs. However, using a jutsu does not necessarily encompass your entire turn of action as you can - within reason - freeform punch someone or use your speed to move tiles as well.
Do not deathavoid. Deathavoiding refers to avoiding an on-going fight that you believe you will die in. If you need to stop the fight for valid OOC reasons, contact admins and inform your opponent to reach a solution.
Elemental Advantage. An element that counters another receives an effective +1 tier for the sake of clashing only. Generally speaking, the winner of the clash depends on three critical factors: elemental tier of both fighters (after clash advantage), the scale of their jutsu and rank of their jutsu. This means that an equally skilled Suiton user to a Katon user can't exactly stop a giant fireball with a small burst of water. Roleplay realistically when keeping elemental advantages and disadvantages in mind.
Using heavy weapons & armor w/o corresponding perks. If you attempt to use heavy armor or a heavy weapon without either the appropriate strength or perk, you will not be able to move while using it. This effectively outlaws their use until a shinobi has T3 strength and the appropriate perks for use.
Heavy weapons cannot be used by anyone without the appropriate heavy weapons perk. Heavy Weapon Novice (T3) requires T3 strength and T3 in the heavy weapon of your choice in order to get, and lets you hold one with both hands. Heavy Weapons Master (T4) requires T4 strength and T4 in the heavy weapon of your choice in order to get, and it lets you hold a single heavy weapon of that type in each hand.
For Heavy Armor, you can begin wearing it at T2 strength but will always suffer the penalties of -2 speed and reflex unless you pick up the appropriate perks for it. Heavy Armor Practitioner (T3) reduces the debuffs to -1 to speed and reflex, and requires T2 strength and T2 vitality. Heavy Armor Master (T4) requires T3 vitality and T4 strength, and lets you suffer no debuffs from wearing heavy armor.
(These are misc perks.)
Focusing with sensory is the ability to, as a sensor, greatly expand your sensing radius and it allows you to take in more details the better you are at it. T2 and T3 sensor requires the user to close their eyes in order to sense, while T4 and above can focus without doing so. Keep in mind that focusing with sensory in the middle of combat will take your action for that turn if you decide to use it.
Increased chakra costs. If you use jutsu without a proper source, and/or do not yet have sufficient mastery with the tier of jutsu you are using then it will eat your chakra reserves faster. A genin attempting to cast Suiton without a source will empty their chakra far faster than a chuunin casting Suiton with a source, as an example. If you wish to not be caught flat-footed while using ninjutsu, consider investing into perks that will allow you to be more flexible with your chakra. While we're at it, water bottles and other such small items cannot be counted as a source for jutsu - get a gord or fight near a large body of water.
Flashing cores. You are required to flash your perks and cores upon request from an opponent, and encouraged to flash them whenever you make an attack where those perks are relevant - though not every single time, if flashed prior in the same fight. Please do not force admins to monitor your fight because you don't want to even single-flash the person you're attacking.
Death omits. If you feel your death was unjustified due to either ruling or circumstances of the fight that led to it, you are free to challenge it in the Death Rewards section of the forum for further review from the admin team.
Dealing with different timezones/disconnects. Not everyone has the same sleeping schedule, schedule for playing the game, connection to the internet and many other factors. As such, if for whatever reason someone backs out of a scene in progress that you are open to continuing you may GM-help to request a scenelock. Your opponent is not required to acknowledge it, however. If it is believed they are intentionally dodging the fight as a means of death avoiding, this will be looked at on a case-by-case basis and in the case of a declined scenelock an outcome to the fight-that-was will be decided. While these issues are being resolved, both players are encouraged to not engage in roleplay until the situation is cleared in a way that pleases all parties.
Underwater penalty. Anyone submerged in a deep body of water (water up to your chest in depth, or full body submergence) will suffer a -2 modifier to their speed core. Hoshigaki are immune to this, making their home-field advantage in sea-like environments terrifying.
Sealing body parts. If you wish to seal a body part into a scroll, it will decay just as it would in the outside world. Properly sealing them requires preservation jars from a medic. Corpses can be sealed for the sake of transporting them, though they will continue to decay. You are able to apply for custom jutsu around this idea if you are both a fuuinjutsuist and medic.
Actions per round. Without a perk (such as the unique, Dual Caster) to specifically allow it, you can only use one jutsu per turn discluding buffs. However, using a jutsu does not necessarily encompass your entire turn of action as you can - within reason - freeform punch someone or use your speed to move tiles as well.
Do not deathavoid. Deathavoiding refers to avoiding an on-going fight that you believe you will die in. If you need to stop the fight for valid OOC reasons, contact admins and inform your opponent to reach a solution.
Elemental Advantage. An element that counters another receives an effective +1 tier for the sake of clashing only. Generally speaking, the winner of the clash depends on three critical factors: elemental tier of both fighters (after clash advantage), the scale of their jutsu and rank of their jutsu. This means that an equally skilled Suiton user to a Katon user can't exactly stop a giant fireball with a small burst of water. Roleplay realistically when keeping elemental advantages and disadvantages in mind.
Using heavy weapons & armor w/o corresponding perks. If you attempt to use heavy armor or a heavy weapon without either the appropriate strength or perk, you will not be able to move while using it. This effectively outlaws their use until a shinobi has T3 strength and the appropriate perks for use.
Heavy weapons cannot be used by anyone without the appropriate heavy weapons perk. Heavy Weapon Novice (T3) requires T3 strength and T3 in the heavy weapon of your choice in order to get, and lets you hold one with both hands. Heavy Weapons Master (T4) requires T4 strength and T4 in the heavy weapon of your choice in order to get, and it lets you hold a single heavy weapon of that type in each hand.
For Heavy Armor, you can begin wearing it at T2 strength but will always suffer the penalties of -2 speed and reflex unless you pick up the appropriate perks for it. Heavy Armor Practitioner (T3) reduces the debuffs to -1 to speed and reflex, and requires T2 strength and T2 vitality. Heavy Armor Master (T4) requires T3 vitality and T4 strength, and lets you suffer no debuffs from wearing heavy armor.
(These are misc perks.)
Focusing with sensory is the ability to, as a sensor, greatly expand your sensing radius and it allows you to take in more details the better you are at it. T2 and T3 sensor requires the user to close their eyes in order to sense, while T4 and above can focus without doing so. Keep in mind that focusing with sensory in the middle of combat will take your action for that turn if you decide to use it.