
The ability to perceive movement, and coordinate strikes. As a Stat, this represents the character’s ability to hit with physical attacks [Ninjutsu and Taijutsu].
See: Effects & Stats: 2.01j
Area of Effect [AoE]
Jutsu that is capable of affecting multiple targets.
See Justu Rules: 5.11
Chakra [CHK]
One of the three hidden Tank Stats that allows users to use Genjutsu and Ninjutsu techniques by paying its DP cost. When a character’s CHK reaches zero, they fall unconscious.
See: Effects & Stats: 2.01c
Concentration
Represents the ability to focus. As a Stat, this shows the character’s ability to use or dodge Genjutsu, critically strike with Taijutsu, or reduce the cost of Ninjutsu.
See: Effects & Stats: 2.01h
Damage
The amount of Damage any technique does. This is an accumulation of Base Damage +/- Modifiers and Effects.
Damage Points [DP]
A universal unit that applies to any technique's cost to use. Translates into “Stamina” for Taijutsu, or “Chakra” for Genjutsu/Ninjutsu.
See: Jutsu Rules
Defense
Represents the amount of Damage you take from an opponent’s physical attack. This includes Taijutsu, Ninjutsu, basic attacks and melee weapons, but excludes Genjutsu.
See: Effects & Stats: 2.01f
Enemy
Used interchangeably with Opponent.
See [Opponent] for more information.
Evasion
Represents your ability to react to dangerous situations. As a Stat, this shows the character’s ability to dodge physical attacks [Ninjutsu and Taijutsu].
See: Effects & Stats: 2.01k
Genjutsu
The ability to mold your chakra, or the chakra of others to affect the mind. As a Stat, this shows the character’s ability to use and modify Genjutsu Techniques.
See: Effects & Stats: 2.01g
Ghost Damage
Damage dealt by Genjutsu techniques.
See: Jutsu Rules: 5.18
Ghost EXP
A now defunct form of EXP gain. If you ever come across this in current role-play, please consult a Moderator.
Ghost Health
Health equal to, but kept separate from your actual HP. Ghost Health is only affected by Genjustu techniques.
See: Jutsu Rules: 5.18
Health Points [HP]
One of the three hidden Tank Stats that serves as a characters health bar. HP is subtracted when your character takes Damage, and can be regained through the use of various Skills or Jutsu. When a character’s HP reaches zero, they fall unconscious. If a character’s HP reaches more than -10%, the character dies.
See: Effects & Stats: 2.01a
Hindering Skills
Passive skills that adversely affect a character [such as increasing Chakra cost, or decreasing the amount of EXP earned], but give additional Skill Points as a result. Primarily taken at Character Creation.
See: Skills
Jutsu
Used interchangeably with Technique. Jutsu are activated abilities that require Jutsu Points to learn, and Tank Stats to use.
See: Jutsu Rules
Jutsu Points [JP]
Sometimes referred to as Technique Points or [TP]. JP is the cost to learn a new technique/jutsu. Each character begins with 4 Jutsu Points. Players earn more Jutsu Points through leveling their character, learning techniques from Jounin [to a maximum of 12], or through special events and staff awarded gifts.
See: Jutsu Rules
Loss Tag
Located at the end of every Battle Post. This should show your loss or gain of HP, Chakra, and Stamina for the turn. Even if you did not lose or gain any of these stats you must include the Loss Tag.
See: Battle System: 3.04
Main Phase
The phase during battle where players take their main action, primarily attacking. You may do ONE of the following: use a technique, attack with a basic attack, or attack with a weapon.
See: Battle System: 3.03
Ninjutsu
The ability to mold chakra into physical manifestations. As a Stat, this shows the character’s ability to use and modify Ninjutsu Techniques.
See: Effects & Stats: 2.01e
Opponent
An opponent is any entity that recieves its own phases, turns, etc. Summons, pets and clones are all considered to be their own entity and are as such seperate from the player that created and controls them.
Response Phase
The phase during battle where you character dodges or gets hit by attacks. Players can either dodge by Dice Roll attempt, or using a Jutsu. They CANNOT do both. [e.g. You can’t attempt to dodge via Dice Roll, get “hit”, and then decide to use a Jutsu instead].
See: Battle System: 3.01
Setup Phase
The phase during battle used to prepare for the Main Phase. Players do not attack, but instead, use items, equip large weapons, or activate bloodlines.
See: Battle System: 3.02
Stamina [STM]
One of the three Tank Stats that allows users to use Taijutsu, basic attacks, and weapons by paying its DP cost. When a character’s STM reaches zero, they fall unconscious. See: [Stats and Effects].
See: Effects & Stats: 2.01b
Skills
Passive abilities used in battle or role-play. Each skill has a cost [SP], and may have additional requirements [such as Character Level or Post Training] to learn.
See: Skills
Skill Points [SP]
SP is the cost to learn a new Skill or Path. Each player begins with 2 Skill Points. Players earn more Skill Points through leveling their character, Hindering Skills, or through special events and staff awarded gifts.
See: Skills
Speed
How “fast” a character moves. In Battle, Speed determines the participant’s order of turns, including who goes first, and the turn order thereafter.
See: Effects & Stats: 2.01i
Stat Points
The amount of points given to any of the eleven different stats. This includes: Health, Chakra, Stamina, Taijutsu, Defense, Ninjutsu, Genjutsu, Concentration, Speed, Accuracy and Evasion. Each player begins with 500 Stat Points. Players can earn more Stat Points through leveling their character.
See: Each Stat, or Effects & Stats: 2.01
Taijutsu
The ability to use hand to hand combat training. As a Stat, this shows the character’s ability to use and modify Taijutsu techniques, as well as basic attacks and melee weapons.
See: Effects & Stats: 2.01d
Tank Stats
The universal term for HP, Stamina, and Chakra. These stats are hidden from opponents during role-play battle. When any of these stats reaches zero [0], your character falls unconscious. For this reason, characters must allocate some Stat Points to HP, Stamina, and Chakra.
See: Effects & Stats: 2.01
Techniques
Used interchangeably with Jutsu.
See [Jutsu] for more information.
Technique Points [TP]
A legacy term used to describe what is now referred to as “Jutsu Points”.
See [Jutsu Points] for more information.
Void Damage
Void damage is specifically Ninjutsu damage that does not have an element attached to it.
See: Jutsu Rules: 5.07