A battle consists of a series of posts. Each player takes turns going back and forth, determined by their Speed (see Speed for more information). The goal of a battle is to reduce your opponent's health to zero to force the battle to come to an end. A turn in battle consists of the following in this order:
2. Setup Phase
3. Main Phase
4. Loss Tag
Each turn in battle usually account for about 3-5 seconds in combat. Talking can extend this, as often happens in anime, but keep it in reason; if there is a fireball barreling down on you, you won't have time to make your monologue. While in combat you want to be as descriptive as possible for your opponent. You are trying to show creativity and you also want your fight to be interesting, like a story. Not only that though, you want to paint a picture for your opponent so that they know exactly what you are doing to help inspire them to be equally as creative.
Lastly, a small piece of etiquette. Never assume the actions of your opponent on their next turn, because you have no idea what they may do. Do not say things like "Ninja A runs up and punches Ninja B in the face twice". Instead, say something like "Ninja A runs towards Ninja B, throwing two jabs at their face in quick succession." See the small difference? The second leaves options open to your opponent to role play what happens next. If you must assume anything of your opponent (maybe because you have another attack to do) we suggest doing things like "Ninja A runs towards Ninja B and attempts to grab their leg and toss them into the sky. Whether or not they were successful, they would then follow their grapple up with a series of quick blows towards Ninja B's gut." You don't need to write exactly like this, but the general guidelines should be followed.
The first phase in the turn is the Response Phase. This phase is where you see if you are hit by the opponent's attacks. You gain one Response Phase action for every attack that targets your character in a turn. You have many options that you may choose from for your Response Phase actions, but you may only choose one per action; you may never do multiple. For instance, if you attempt to dodge and fail your roll, you cannot then go and use a technique or skill to evade the attack. Below are the choices you have for your Response Phase actions.
- You roll for every strike if the attack has multiple strikes. See 5.28 for more information on strikes.
- When dodging, if you roll within five under of the number in which you had to roll over, you will block the attack and take half damage. See the 3.12 below for more details.
- Remember to post links to your rolls in this phase.
- If you are using a technique or other ability that affects the outcome of your roll, remember to mention it in the roll itself (so we know you aren't cheating and using it after knowing your result).
2. Use a Technique or Skill.
- See Jutsu Rules 5.24: Countering/Response Phase Jutsu for more information
- You may only use one technique per turn in your Response Phase. If you have multiple attacks aimed at you from multiple opponents or an opponent with a higher speed you must choose another option for the other attacks.
3. Take the attack without any action.
- Sometimes you might find that you just want to be hit with an attack. Masochist.
The above rules are fine for most one vs. one battles, but if you have multiple opponents or your opponent gets multiple attacks against you, you will be in need of these rules as well.
- Each attack that targets you is treated separately. For every attack that targets you, you get a separate Response Phase action. Multi-strike attacks and weapons with multiple strikes are considered single attacks. (See 5.28: Definition of Attack and Strike for more information)
- If no attack targets your character they get zero (0) Response Phase actions.
- Unless a Response Phase technique or other ability specifically says so, it only works on one of the attacks targeting you.
- You react to each attack in order that they were made.
- Per turn you may only use one (1) Response Phase technique per turn. So if you have multiple attacks coming at you, and you have a technique that stops one attack, you will have to choose another action for the remaining attacks.
- For more information on Response Phase techniques, please see 5.24: Response Phase Jutsu.
Responding to Attacks Not Aimed At You
Normally you may only respond to attacks aimed at you. However, if you are in a team fight or have something you want to protect on the battlefield you may attempt to jump in front of a single attack aimed at another target. To attempt this you must use a Setup Phase action and roll 1d20. On a result of a 6+ you succeed, a 1 through 5 results in a failure with no action being taken. If you succeed you may not take any other actions, the target of the attack is changed to you and you immediately take all damage and effects as if the attack had hit you normally. You may not attempt this action if you had any Response Phase actions this turn. (You get no Response Phase actions if no one attacked you)
The Setup Phase is just as the name implies, a phase in which you may prepare for your Main Phase action, or do some other small task. The Setup Phase is not a phase in which you should be attacking or targeting your opponent; that should be left for the Main Phase. In the Setup Phase, you gain one action in which you may do ONE of the following:
- Pull out/Pick up items larger than your character's hand. This includes medium and large weapons but does not include small weapons such as kunai, shuriken, etc. As many as your character can logically hold - by default this is two. Use reason.
- Put away/store items larger than your character's hand. This includes medium and large weapons but does not include small weapons such as kunai, shuriken, etc. Again, use reason.
- Activate a Skill or Advanced System [If it requires activation].
- Use a Setup Phase Technique. See Jutsu Rules 5.25; Setup Phase Jutsu.
Some commonly confused actions that players may believe need the use of a Setup Phase are listed below. To be clear, these actions do not require the use of a Setup Phase action:
- Drop an item larger than your hand. Dropping an item and letting it fall to the ground is a free action that can be done in any phase. See Equipment Rules 6.02f; Dropping a Weapon or Item.
The Main Phase is just as it implies, the phase in which you take your main action for the turn. This will usually include using your technique to attack the opponent, but can include many other actions as well. In the Main Phase you gain one action by default, however if you would gain multiple turns in a row you may gain additional Main Phase actions. For more information on additional Main Phase actions see 3.18; Multiple Turns in a Row. During a Main Phase action you may do ONE of the following:
- Use Basic Attacks (punches/kicks). The amount depends on your ranks.
- Use Small weapons (shuriken, needles, etc.)
- Use Medium or Large weapons.
If you attacked your opponent in any way in your Main Phase you must put a damage tag after the Main Phase. It should have the damage you will do to the opponent if you hit them given their stats and your stats. It is common courtesy to attempt to add in your opponent's defensive modifiers, however you are only required to make sure you accurately show all of your own modifiers for an attack.
[8 (weapon base damage) + 20 (taijutsu bonus) - 10 (defense bonus) = 18 damage]
At the end of every turn you have to include your Loss Tag. This should show your loss of HP, Chakra, and Stamina for the turn and also the loss for the entire battle. You must include your Loss Tag at the end over every turn, even if you did not lose any of these stats on this turn.
(HP: -0 | Chakra: -0 | Stamina: -0)
To start a battle with someone it is important that you inform them out of character beforehand so that they are aware of the circumstances. In the very first turn of the actual battle you post all your stats except HP, Chakra, and Stamina. These are left out as they are kept secret from your opponent and are not necessary to do the math in the game. To begin, the person with the highest speed goes first. Make sure to read the speed description to know how to proceed with turns from here on, and if you have a problem please ask a staff member for assistance.
During your first turn you can do anything as long as it does not affect your opponent. The first turn is meant to simulate what you may have done going 'into' battle, a type of setting up period in which neither of you may attack the other.
- Use Items (Medical stuff, scrolls, etc.)
- Pull Out/ Pick up a weapon or item. (Previous rules apply).
- Set up armor, create clones.
Exception: If an opponent could gain an offensive attack against you before your first turn, you may also gain an offensive action on your first turn as if it was a normal turn. This includes, but is not limited to, the opponent gaining a second turn (or Main Phase action) before your first.
A turn in battle is made up of three Phases, explained in detail above; the Response Phase, Setup Phase, and Main Phase. Each of these Phases has a number of Actions that you may preform within them, defined above. It is possible to get additional Actions in a Phase (Speed has the ability to grant additional Main Phase Actions for instance). In addition, there are also special types of Actions that some abilities have called Free Actions.
Phase: The Response Phase, Setup Phase or Main Phase. Each of these have different Actions you can take within them, defined above. A Phase is over when a player finishes their last allowed Normal Action. If a player does not have any Actions in a Phase (for instance, if they were not attacked since their last turn they would get zero Response Phase Actions) the Phase starts and then ends without the player being able to take any Actions.
Normal Action: Also just called an "Action", a Normal Action can only be used in the Phase it was created for. A player may only do so many of these in a Phase, and when they do their final one the Phase is considered to be ended.
Free Action: These are special types of Actions that do not take up the slot in the Phase they are intended, thus they are "Free". A Free Action must be taken before the final Normal Action of a turn unless it explicitly says otherwise. This means that most Free Actions have to be done before the Normal Action in their respective Phases. For instance, if you have a Free Action that creates a Shield for your player, you may not activate this after your roll to dodge an Attack in the Response Phase.
When a character falls to zero or lower Health there are two states that they can be in; Unconscious or Dead. The two sections below explain what each of these states means and how a character gets to them.
- If a character's Health is reduced to 0 or less they are unconscious.
- Once a character in unconscious, all Status Effects on them are cleared off, all abilities deactivated that effected them, and any Health, Chakra or Stamina regeneration is halted.
- An unconscious character's Evasion is considered 0 and may still be attacked.
- An unconscious character is immune to Concentration based attacks.
- A character who falls unconscious cannot be healed above 0 Health until the battle ends.
- A battle is concluded when the last character conscious decides to end it. Therefore, the last conscious character may still attack unconscious characters to kill them.
Ninja A has 100 Health total.
Ninja B attacks Ninja A and lowers his Health below 0 to -15.
Ninja A is unconscious, but not dead.
- If a character's Health is lowered beyond -25% of their total they are considered dead.
- Death can only happen to a character in battle if that battle is in 'Killing Intent'. See 3.09; Battle Intent for more information.
- Staff reserves the right to determine if a character is dead or alive based on role play and other circumstances surrounding a battle or event.
- All rules for unconsciousness listed in the above section apply to a character who is dead.
Ninja A has 100 Health total.
Ninja B attacks Ninja A and lowers his Health below 0 to -30.
Ninja A is dead.
A battle is over when one of these four conditions is met:
2. A character runs out of Ghost Health*.
3. A character runs out of Chakra and Stamina.
4. If a character forfeits and all opponents accept.
* - See 5.18; Ghost Damage for more information.
For more information on consequences of battles, see 3.09; Battle Intent.
Battle Intent is a system for measuring the intentions that a character has while in combat. Simply put, a character at any time can have one of three Intents; Friendly, Hostile, or Killing. What happens when a battle ends is based on what the Intent of the characters participating was as it came to an end. Below you can see a description of each intent and how they work.
Consequences: None, characters walk away with a few bruised bones and egos but nothing serious.
Hostile: A battle with Hostile Intent is one wherein at least one combatant has decided to do harm to their opponent. This is most typically a battle between opposing shinobi on a mission wherein the execution of an enemy combatant is not an explicit objective; rather, the combatant with Hostile Intent merely seeks to incapacitate their opponent for a variable amount of time.
Consequences: The consequences for losing a Hostile battle are a large range that will be determined based on the wounds suffered by the losing party, up to GM and Staff interpretation. Consequences can be as small as simply being unconscious or needing a small hospital stay, up to and including loss of limbs or permanent injury. That said, a character can not be forced to die against their player's will in a battle of Hostile Intent.
Killing: A battle with Killing Intent is one wherein all combatants participating with the intent to kill. These battles are those that one would typically find on a high-ranking mission, on the battlefield of a war, or when fighting a dangerous Missing-Nin/Hunter Ninja.
Consequences: The consequences for losing a battle of Killing Intent is always at the very least time spent in a hospital, and can include death depending on the actions of the winning party. Agreeing to a battle of Killing Intent means that you will accept any consequences up to the death of your character.
So you may be wondering now, how do I change the Intent of a battle? To begin, all characters are by default 'Friendly' unless otherwise stated. During a character's turn in combat they may announce that they are changing their character's Intent. Depending on the declared intentions of all characters on the battlefield, the Intent of the entire battle can change.
Hostile Intent: If at least one character on the battlefield is at Hostile or Killing intent, the battle is Hostile Intent.
Killing Intent: If all characters on the battlefield have raised their Intent to Killing, the battle is Killing Intent. Once a battle becomes Killing Intent it can only be lowered to Hostile or Friendly if all characters currently conscious on the battlefield agree to lower the Intent. Characters joining a Killing Intent battle in progress agree to participate at their own risk.
Fighting in battles with higher Intent will yield higher rewards, as is only fair when the characters are taking on greater risk. To learn more about this, check out Leveling System 4.02; Battle EXP.
The above rules talk a lot about consequences, but what exactly do we mean? Well first let's define the extreme ends. No consequence battles is where your character walks away with bruises at the most. No serious harm and the next thread or area they show up in they can act like the friendly battle before didn't even happen. On the opposite end there is character death. So when we talk about consequences, we are talking about all the gradients in between. Things like hospitalization time, hindering skills gained due to permanent damage, stat loss, limb loss, loss of abilities, etc. One key though is that since your character is not being killed, there is a route to regaining any losses you have taken in one form or another. We live in a world of ninja magic, and all problems short of death can have a solution if you are willing to put the work in. For instance, if you lose a limb you may be required to do x amount of words in training to recover. You can have options then, depending on your situation, to "solve" your loss of limb. Examples could be getting a puppet prosthetic, growing a new limb from some Hashirama cells, or even keeping the lost limb but maybe gaining abilities to help offset it. The possibilities for overcoming more serious consequences are limited only by your imagination and the abilities of your character.
All basic attacks cost 5 stamina to perform and deal 5 base damage per strike. If the base damage of a basic attack is raised then the cost is raised by the same amount. Base damage means the damage the attack does before modifiers are applied. (These include punches, kicks, kneeing, etc.)
Basic attacks get smaller modifiers than normal attacks. So for every 30 Taijutsu you have, basic attack damage is increased by 5.
The amount of strikes you can use in a single basic attack is based on your ninja rank. Gennin (2), Chuunin (3), Jounin (4), Sennin (5).
If a character rolls within the Critical Range when trying to dodge an attack, that attack deals 1.5x its total damage to them. The Critical Range is a natural one (1) by default, but increases for Taijutsu attacks by placing points in Concentration, and can be modified by skills. A single strike can only critical one time, so if you use a skill or ability to make an attack a critical hit and the opponent rolls a one (1) as well it does not 'double critical'. There is no such thing as a 'double critical'. Ghost Damage cannot be critically hit.
The Critical Range of an attack can only be raised so far with passive and active effects. In addition, the Critical Range may never be more than one half of the attack's chance to hit, rounded up. This means that if an attack has a 73% Chance to Hit, it can only have a maximum of a 38% Critical Range.
Maximum Chance to Critical Hit with Passive and Activated Effects: 45%
Blocking is a function of how close you got to the roll needed to dodge an attack without succeeding. If you roll anywhere within your "Block Range" you will block the attack, thus taking half total damage (rounded down). The Block Range is, by default, the 5 points below the minimum needed to dodge, but can be modified by skills and techniques. Ghost Damage cannot be blocked.
Ninja A needs above 75 to dodge.
If Ninja A rolls a 76 or above, he dodges and takes no damage.
If Ninja A rolls a 75, he blocks and takes half damage.
If Ninja A rolls a 71, he blocks and takes half damage.
If Ninja A rolls a 70 or below, he gets hit for full damage.
The Block Range of a character can only be raised so far with passive and active effects.
Maximum Block Range with Passive and Activated Effects: 40
All damage done in a single attack gains only one modifier. The modifier, if there are multiple hits, is divided by the amount of strikes and added to every strike rounded up. Usually we prefer to not have techniques use more than five strikes at a single time, as rolling to dodge can get annoying. This applies to all attacks that have more than one strike. On defense, a character divides their defensive modifiers based on the number of strikes that successfully hit them.
Ninja A has a Ninjutsu score of 300 and uses a technique that fires three fireballs for 20 damage each. Ninja B, the target, has a Defense of 100.
- 1. First you find out the offensive modifier, which for this example is 75 (300 Ninjutsu translates into +75 damage).
- 2. Next you take your damage modifier and divided it by the number of strikes. So 75 divided by 3 equals 25.
- 3. Finally you add this to each fireball, which causes each to deal 45 damage a piece.
- 4. On the opponents turn they roll to see how many fireballs hit them. For this example, let's assume 2 of 3 hit.
- 5. The opponent finds their defensive modifier, which is 25 (100 Defense translates into -25 damage).
- 6. The opponent then divides their defensive modifier by the number of strikes that hit them. In this case 2. So 25 divided by 2 is 12.5, which is rounded up to 13. The defender then reduces each strike that hit them by this amount. So 45 minus 13 equals 32 damage taken for each strike.
- A ninja gets one full defensive modifier per attack, divided by strikes hit.
- An multi-strike attack is still considered a single attack.
- For more information on attacks and strikes, see Jutsu Rules 5.28; Definition of Attack and Strike.
All passive damage reduction to certain types of techniques can never go further than 75% reduction. This means that skills and equipment with passive effects that reduce damage cannot stack to go beyond 75% reduction. This includes bloodlines.
See the Effects and Stats: Speed to see how multiple person battles work with turn order. Also see 4.03: Multiplayer Battle Experience for information on how to distribute Experience Points from a multiple person battle.
If at any time during a battle you role play or use a technique/skill to create circumstance that you believe deserves a bonus or should effect the battle in some other way that is not outlined within the rules already, please feel free to PM an administrator or moderator to review the situation and determine if you do indeed deserve a bonus and if so, what type of bonus. Staff always have final words on bonuses that can or cannot be handed out in this way.
Advanced Systems are skills or sets of skills that go above and beyond the normal. The most common Advanced System is an activated bloodline; however other systems like the Eight Celestial Gates are also considered Advanced Systems. These type of skills follow a special set of rules to keep them in balance.
- A character may know multiple Advanced Systems, however they may not be active at the same time. (Ex. Bloodline and Eight Celestial Gates)
- An Advanced System may refer to multiple ranks or skills that fall under a complete subset. For example, many branches of one bloodline would still be considered a single Advanced System.
- Advanced Systems are designated by the "Advanced System" tag on the skill itself, found under Skill Type.
If a player would ever have more than one turn in a row (no other players have turns between them) that player follows a special set of rules. Instead of gaining multiple turns one after another, that player instead gets additional Main Phase actions.
- You gain full modifiers for additional Main Phase actions as if they were their own turn.
- Multiple attacks from additional actions in your Main Phase are counted as being separate and must be dealt with separately by your opponents.
- These are additional actions within the phase, not an additional phase.
- Anything that would cause you to lose your Main Phase causes you to lose all of the actions in that phase.
- For every additional action you gain, you post an additional Turn Order in your Loss Tag Phase.
- If on your first turn in a battle you gain additional Main Phase actions, you may attack your opponent normally after your first Main Phase action.
- When a player gains multiple actions in this way they are still considered to have had multiple 'turns' for purposes of the three (3) turn limit.
When you gain an additional Main Phase action, your Loss Tag Phase should look like the following.
Speed Percentile: 90
Turn Order #1: 360
Turn Order #2: 450
The order of operations for applying modifiers uses a few simple rules to determine what order all modifiers are applied to damage*. We will step through each of these in detail further down. This is an in depth guide for handling modifiers, if you are a new member you can likely ignore this section until you find a need for it.
2.) The defender applies all other modifiers after the attacker.
3.) All modifiers follow mathematical order of operations (see below).
4.) Anything that affects Total Damage is applied at a specific time (see below).
Attacker Applies Modifiers
The attacker, or source of the attack in question, applies all of their modifiers immediately after using the attack. This is part of using the attack and is done in the phase when the attack is made. Do not apply any modifiers from any other sources yet outside of the attacker, including the defender. The final amount of damage from the attacker is called Total Damage.
Defender Applies Modifiers
On their turn, in their Response Phase**, the defender applies all other modifiers to the attack. This included any modifiers they may have (Defense, skills, etc.) and any modifiers from outside sources (ally techniques, terrain, etc.). The final amount of damage after all other modifiers are applied is the amount of damage that the defender takes.
Mathematical Order of Operations
The mathematical order of operations is used to determine what order skills and effects are placed in. The mathematical order of operations is as follows: 1.) Powers and Parenthesis 2.) Multiplication and Division 3.) Addition and Subtraction. Following these (and the above two rules) will allow you to break down even the most complicated of modifiers. The only exception is Total Damage modifiers, which is covered below. In addition, here are some notes to help solve trickier situations.
- Base Damage is considered a Parenthesis around the original damage the attack does. So +20% Base Damage looks like (x * 1.2) + Ninjutsu = Damage. In addition, +50 Base Damage looks like (x + 50) + Ninjutsu = Damage.
- If a defender has an ability that modifiers Base Damage, you must apply this to the original Base Damage. This will unfortunately mean you will need to redo your opponent's attacker math before doing the rest of your defender math. This should not happen often.
Total Damage is defined as the damage after attacker modifiers are applied. So once you apply all modifiers from the attack, the Total Damage is what you have calculated.
- If you are the attacker, you apply anything that effects Total Damage last. +10% Total Damage for an attacker looks like (x + Ninjutsu) * 1.1 = Damage.
- If you are the defender, you apply anything that effects Total Damage first. -5% Total Damage for a defender looks like (x * 0.95) - Defense = Damage.
The attacker has two skills that effect damage. One gives +20% Base Damage to all Ninjutsu and another gives +10% Total Damage to all Ninjutsu.
The attacker has a skill that gives Taijutsu of this particular style gain +100 damage. The defender has a skill that says they take 90% of all Total Damage from Taijutsu. In addition, they have a skill that gives them +360 Defense against Taijutsu of the style that is being used against them.
(x * 0.9) - Defense - 80 = Damage
* - Damage could mean any effect that receives modifiers aside just damage. This includes stat reduction, ghost damage, chakra/stamina damage, etc. So long as it receives modifiers it follows these rules.
** - This happens even if the user does not have a Response Phase this turn.
Damage: Damage is taken at the end of the action in which it was afflicted. This means if you fail a dodge roll against an attack in your Response Phase that will bring you below 0 Health, you are knocked unconscious at the end of that dodge action. If for any reason a type of damage does not have a phase in which it started, it is assumed to be taken at the end of the Response Phase. The Loss Tag is the combined loss you received from the ENTIRE turn.
Effects: All effects of techniques, skills, or other abilities happens at the end of the action at the same time as damage.
Continuous Effects: Any bleeding/burning/poison damage or other continuous effects that are afflicted over a set amount of turns happens at the end of the phase it was originally caused in.
Chakra and Stamina Regeneration: Chakra and Stamina regeneration happens at the end of your turn after the Main Phase is finished. If a character has an ability that regenerates Health as well, this is regenerated at this time unless otherwise stated. See the Effects and Stats 2.01b: Stamina and Effects and Stats 2.01c: Chakra for more information.
Ability Cost: The cost for a technique or other ability is paid before the action occurs; costs are the entry point to an action. This means that if a cost cannot be paid the action cannot be used. For resources that cannot be brought below 0 (Chakra, Stamina, Taijutsu Style Charges, etc) a user may not pay a cost that is higher than their available resource. For resources that can go below 0 (Health) a user may pay a cost that is higher than their available resources, but consequences for that resource going below 0 happen before the action occurs. In summary, a character can pay a cost that would reduce them to below 0 Health, but they will fall unconscious before the action occurs. A character may not pay a cost that is higher than their current Chakra or Stamina.
Upkeep Costs: The upkeep cost for any ability, no matter what it is paid in (Health, Chakra, Stamina, Rupees, Goats, etc.) occurs at the end of the Setup Phase unless otherwise noted within the ability itself. If the cost from an upkeep would exhaust any of your resources (Health, Chakra, Stamina) it will be successful until the cost is attempted to be paid. So for example, if you have a bloodline ability active on your turn, it will be usable throughout your Response Phase and Setup Phase. If an upkeep cost would lower a resource to 0 or less, it lowers it to 0 instead and deactivates.
Cost Reductions: No cost may be reduced below 50% of its base cost.
Damage Reductions: Damage may never be reduced below 5% total damage by defensive abilities.
*Note: The difference between an Ability Cost and Upkeep Cost is important to know as two distinct types of cost. They each follow separate pricing rules for techniques. For a general definition, an Ability Cost is the initial cost of the ability, while an Upkeep Cost is any additional cost paid on turns following the Ability Cost.
All effects in the entire game come in three different categories; Passive, Active, or Triggered. It does not matter whether it be on a technique, item, or skill, all fall into one of these three categories. Though these are not directly named in most cases, each one is rather easy to differentiate based on how it works, and each one works in a certain way.
Examples of Passive Effects
- A piece of armor that gives +20 Ninjutsu.
- A skill that raises the user's chance to Critical by 3%.
- A technique that has a bonus +5% Chance to Hit.
Active Effect: An Active Effect is an effect that must be activated in order to be applied. This is often associated with a cost to activate or cost per turn. Active Effects stack with all other effects unless otherwise stated. The most common type of Active Effect that does not stack with other effects is an Advanced System (see 3.17; Advanced Systems).
Examples of Active Effects - An Advanced System that increases the user's Evasion by 1.2x.
- A technique that increases a character's Taijutsu by 100 for three turns.
- A weapon ability that increases the damage a strike does when Chakra is paid.
Triggered Effect: A Triggered Effect is an effect that automatically does something when a certain condition is met. This is the least seen type of effect, and is most often seen on skills or items. Always think of a Triggered Effect as something that is lying in wait and activates when the condition is met. Triggered Effects do not stack with other Triggered Effects that apply to the same thing. If you have two Triggered Effects that would both affect the same stat or modifier, you choose one to apply and ignore the other.
For example; A character has a skill that gives "+20% Speed in Rocky Terrain" and another skill that gives "+10% Speed and +10% Accuracy in Rainy Climate". If they are in a Rocky Terrain and a Rainy Climate, they could choose to gain +20% to Speed and +10% to Accuracy.
Examples of Triggered Effects
- A skill that gives +10% Speed in Sand Terrain.
- An item that gives +300 Defense against Fire Element attacks.
If an ability causes a character to lose a Phase or Action as part of the effect or cost, the player must take no actions in the next Phase or Action that they have. If a player uses multiple abilities that lose a Phase or Action in a row, that player will lose the same number of Phases or Actions sequentially. A single Phase or Action cannot be lost multiple times or be used as the cost or target of an effect by multiple abilities.
Some abilities have a Chance to Fail, with the most common example being Response Phase Jutsu that by default have at least a 5% Chance to Fail (See Jutsu Rules 5.24; Response Phase Jutsu). When an ability has a Chance to Fail you roll a 100 sided die when you try and use the ability. If you roll equal to or below your Chance to Fail the ability fails. When a player fails an ability they may not take any more actions for the remainder of that phase. In addition, a failed ability does not cost any resources (Chakra, Stamina, etc).