These are the eleven (11) stats that make up every character; Health, Stamina, Chakra, Taijutsu, Ninjutsu, Defense, Genjutsu, Concentration, Speed, Accuracy, and Evasion. Each one is described in detail below, and each has its own function. Read through each of these carefully to understand what they do.
Health
Health, since the dawn of games, has been a very abstract concept that does not much pertain to the physical world. At best it has been described as a "will to live" or "the liters of blood your body can hold". Whatever you want to imagine health as being for your character is up to you, but one thing is certain. When you run out of it you are in deep trouble.
This is your health bar, the thing that stands between you and the realm of unconsciousness and death. Once this reaches 0 you are unconscious, and in certain circumstances it could even lead to your death. For more information see Battle System 3.07; Death & Unconsciousness.
Ninja A has 100 Health and Ninja B deals them 110 damage. Ninja A's Health is at -10, which is below 0 with renders them unconscious.
Stamina
Stamina, like health, is a strange and abstract concept. Basically, this is the physical energy that your body has that allows it to move. Running out of stamina is like running out of energy, when you get low on it you get winded, exhausted and basically in a pretty miserable state. If you run completely out of chakra and stamina though your body will shut down and you will black out.
This stat is used to pay for Taijutsu, Basic Unarmed Attacks, and Basic Weapon Attacks during battle. If your Stamina reaches zero (0), all Chakra costs that you pay are increased by 1.25x of their total and all Stamina regeneration is stopped for the rest of the battle. If at any point your Chakra and Stamina are both reduced to zero (0) you fall unconscious. Stamina regenerates by 5% of its total every turn. This may not exceed your total Stamina. See Battle System 3.20; When Damage and Costs Occur for more information. You may never have less than zero (0) Stamina.
Ninja A has 20 Stamina left and wants to use a Taijutsu technique that costs 20 Stamina. Ninja A can use the technique but their Stamina will be reduced to 0. This means that they will not regenerate Stamina for the rest of the battle and all of their Chakra based costs will be increased by 25%.
Example
Ninja A has 0 Stamina and 100 Chakra left. Ninja B hits Ninja A with a technique that deals 120 Chakra damage. Ninja A now has zero Chakra and zero Stamina and immediately falls unconscious.
Chakra
Chakra, like health, is a strange and abstract concept. Basically, this is the magical energy that your body has that allows it to perform super human actions. Chakra is closely tied to the body's basic needs, and much like stamina, if you run low on it your body begins to suffer from exhaustion. If you run out of chakra and stamina your body will shut itself down and you will reach an unconscious state.
This stat is used to pay for Ninjutsu and Genjutsu techniques. If your Chakra reaches zero (0), all Stamina costs that you pay are increased by 1.25x of their total and all Chakra regeneration is stopped for the rest of the battle. If at any point your Chakra and Stamina are both reduced to zero (0) you fall unconscious. Chakra regenerates by 5% of its total every turn. This may not exceed your total Chakra. See Battle System 3.20; When Damage and Costs Occur for more information. You may never have less than zero (0) Chakra.
Ninja A has 50 total Chakra, but only 1 Chakra left. He dodges Ninja B's attempt to drain his Chakra to 0 and on Ninja A's next turn his Chakra regenerates 1/10 of its total (5 Chakra). Ninja A now has 6 Chakra.
Example
Ninja A has 30 Chakra left. He has two techniques to pick to use, one which costs 40 Chakra and the other which costs 20 Chakra. Ninja A may not use the technique that costs 40 Chakra as it is more than his remaining Chakra amount.
Taijutsu
Taijutsu represents the amount of physical hand to hand combat training your character has received. Contrary to usual assumptions, it does not directly relate to a character's strength. It is the combination of finesse, skill, precision, speed and power that makes up the devastating movements that go into turning your own body into a deadly weapon. Through role play, a character could have an extremely high Taijutsu score and not be able to lift any weight. They may, however, know every pressure point and weakness on the body and cause even the largest of enemies to fall with the lightest brush of a finger.
Taijutsu determines the damage bonus when using Taijutsu and Basic Attacks. To use any Taijutsu technique you must have at least x in your Taijutsu stat to do so, where x is the base Stamina & Chakra cost of the technique.
• For every 30 points in Taijutsu the player receives +5 damage to their Basic Unarmed Attacks.
Ninja A has 20 Taijutsu points in his stat, and he uses his Ninja A Combo which says it deals 20 damage. Because of the amount of Taijutsu Ninja A has, he deals gains a bonus +5 damage to his attack. So the technique deals 25 damage instead of the technique's usual 20.
Example
Ninja A wants to use his Ninja A combo that costs 30 Stamina. He needs at least 30 points in his Taijutsu stat to use the technique.
Ninjutsu
Ninjutsu represents the character's ability to manipulate their chakra into physical manifestations within the world. This could take on nearly any type of task, from breathing fire to forming water into the shape of a deadly dragon to even moving objects with nothing but a thought.
Ninjutsu determines the damage bonus when using Ninjutsu techniques. Also, to use any Ninjutsu technique you must have at least x in your Ninjutsu stat to do so, where x is the base Chakra & Stamina cost of the technique.
Ninja A has 40 Ninjutsu total and uses his Ninja A Fireball which says it deals 20 damage. Because of the amount of Ninjutsu Ninja A has, he deals 30 damage instead of the technique's usual 20.
Example
Ninja A wants to use his Ninja A Fireball that costs 20 Chakra. He needs at least 20 points in his Ninjutsu stat to use the technique.
Defense
Defense is your character's ability to take a beating. This can come in many forms though, and contrary to popular belief it does not mean you are just a large meat shield. Taking less damage in a fight can include many different abilities such as rolling with punches, knowing how to move so that strikes hit in less damaging areas, slowing enemy strikes with passive and miniscule use of chakra or even just having an enormous layer of fat. As many effects from stats, how defense is shown in your own character depends entirely on your choice of role play.
Defense is used to determine the amount of damage you take from an opponent's physical attacks. This includes Taijutsu, Ninjutsu, and Basic Attacks (Not ghost damage).
• Defense is the only stat that may be raised beyond 1.5x its base.
• All damage may only be reduced to a minimum of 10% total by all damage reduction abilities including Defense. See Battle System 3.14; Damage Reduction for more information.
Ninja A attacks Ninja B with a ninjutsu for 80 damage. Ninja B has a total of 100 Defense, so he negates a total of 25 of the damage and only takes 55 damage from the attack.
Example
Ninja A attacks Ninja B with a punch for 15 damage, but Ninja B has 80 Defense so he negates 20 damage from Ninja A's attack. Since Defense can never lower damage below 1, Ninja B takes 1 damage.
Genjutsu
Genjutsu represents the character's ability to manipulate their own chakra or the chakra of others to affect the mind. The use of Genjutsu never conjures anything in the physical realm; it merely uses chakra from the user and often times the enemy to confuse their senses and make them believe that they are experiencing that which is not real. Users of Genjutsu can causes enemies to see copies of themselves which do not really exist, make people believe they are under assault from deadly attacks that do not exist and even make a person believe they are in a location that they are not. The more training a character has in Genjutsu the more powerful their own attacks come, but it also allows them to see through and reduce the effectiveness of enemy Genjutsu attacks as well.
Genjutsu determines the bonus your Genjutsu attacks get when dealing Ghost Damage. Also, to use any Genjutsu technique you must have at least x in your Genjutsu stat to do so, where x is the base Chakra & Stamina cost of the technique.
Ninja A has 200 Genjutsu total, which means their attack has a +50 on stat reduction. If they use an attack that lowers an enemy's evasion stat by 80, that technique will now lower that stat by 130 instead.
Example
Ninja A has 200 Genjutsu total, which means their attack has a +50 on stat reduction. If they use an attack that lowers an enemy's Defense and Ninjutsu by 80 Stat Points each, Ninja A gets to choose how that 50 points is split up. For instance, they can have the enemies Ninjutsu be reduced by 100 and their Defense by 110.
Example
Ninja A wants to use his Ninja A Illusion that costs 20 Chakra. He needs at least 20 Genjutsu to use the technique.
Example
Ninja A attacks Ninja B with his Ninja A Sandtrap for 20 Ghost Damage, but Ninja A has 40 Genjutsu so he adds an additional 4 damage to his attack to hit for 24 Damage.
Concentration
Concentration is a character's ability to focus their mental abilities on a task. In the use of Genjutsu, this means that a character can focus on the task of the mind, which is important and key to that kind of chakra manipulation. It also means that a character is able to realize that an enemy is trying to manipulate their own mind and give them a chance to defend against it. For those who do not practice the art of illusions however, concentration means a keen eye for detail and weaknesses. Taijutsu users with enough concentration can find weaknesses in the enemy, allowing them to exploit them at will like chinks in armor. As well, those who manipulate Ninjutsu are able to focus their energy more efficiently, cutting down on wasted chakra.
Concentration is used to determine the chance your Genjutsu attacks have to hit your opponent, the chance you have to dodge Genjutsu attacks, your ability to critically strike with Taijutsu and the cost of your techniques with Ninjutsu. The cost reduction for Ninjutsu may work with hybrids, but may only ever reduce chakra costs. Hybrid Ninjutsu/Taijutsu techniques only get one of the bonuses given by concentration, this is decided at the time the technique is used.
• Every 20 points in Concentration raises your chance to dodge Genjutsu by 1%, to a minimum of 15% and a maximum of 90%.
• Every 100 points in Concentration raises your chance to critically strike with Taijutsu based attacks by 1%. This cannot exceed the passive effect maximum. See Battle System 3.11; Critical Hits.
• Every 100 points in Concentration lowers the chakra cost of your Ninjutsu by 2%, rounded down. Maximum of 50% reduction.
Ninja A has 200 Concentration total, which means their attack has a +10% chance to hit. This brings the total to a 70% chance to hit, before calculating the enemies Concentration and Evasion.
Speed
Speed is not a simple running speed that tells how fast your character can move. Yes, it is related, but like Taijutsu is to strength, they are not necessarily the same thing. A player's speed is a combination of their hand seal ability, perception, reflexes and thought process. A character with a higher speed is able to make and act on decisions more rapidly in a battle than the other players. This means that they can create seals faster, can move and react faster and can think through situations faster so that they can act before others. Though for a Taijutsu user this will most likely mean that they are incredibly fast at moving around on the battlefield, for a Genjutsu user this may have absolutely no connection to physical ability at all. It is all determined in the style of role play you choose.
Speed determines the order of turns for characters in a battle. There are two important numbers when dealing with Speed, and these are your Speed Percentile and your Turn Order.
• Turn Order — This is the cumulative total of all of your Speed Percentiles throughout the battle. To find out whose turn it is you look to see which character has the lowest Turn Order. At the start of combat, before anyone has a turn, your character's Turn Order is equal to their Speed Percentile.
Each turn during your Loss Tag Phase you must calculate your personal Speed Percentile (See following equation). You then take this Speed Percentile and add it to your current Turn Order to get your new Turn Order, which you then post as well.
100,000 / (Your Current Speed + 100) = Speed Percentile (Round up, no decimals)
Turn Order Equation:
Current Turn Order + Speed Percentile = New Turn Order
If your Speed Percentile is 80 before your first turn (and it doesn't change in your first turn), at the end of your first turn you will put...
Speed Percentile: 80
Turn Order: 160
Additional Speed Rules
• If two people have the same Turn Order at any point after the start of the battle, the player who hasn't had a turn longest goes first, etc.
• If a person would ever have 2+ turns in a row they get an additional Main Phase action in the same turn instead. For more information, please see Battle System 3.18: Multiple Turns in a Row.
• A character may never have more than three turns to their opponent. If a character would, at the end of their third turn their Turn Order is set equal to their opponent's. In the event of a battle where there are more than two participants, the Turn Order instead equals the highest Turn Order of the opponent who has not had a turn within their three turn stretch.
• If two or more people have the same 'Turn Order' at the start of the battle, they each roll 1d100 and the one with the higher roll goes first.
• If a person joins in the middle of a battle, they start with their Turn Order equal to the person who went before them. This means that a person joining late in a battle can jump in after anyone's turn.
• These rules are all the same no matter how many characters are in a battle.
• Your Speed Percentile and Turn Order are posted in the Loss Tag Phase of every turn.
• Click here for some Examples
Accuracy
Accuracy is the ability for a player to perceive movement and coordinate strikes. Whether this is with their fist, an arrow or a fireball, it all comes down to the same ability of timing, aim and precision. As enemies become faster and more agile, a competing ninja must also continually sharpen their senses to be able to hit such an agile target. As a wise man once said "It is like trying to hit a bullet with a smaller bullet while wearing a blindfold riding a horse."
Accuracy determines whether or not a character succeeds when physically attacking an opponent*.
Ninja A has 80 accuracy, so including a character's natural 60% hit rate, he has a 68% chance of hitting. The opponent gets to roll a 100 sided die (in their Response Phase) and if they roll 68 or lower you successfully hit them. If your opponent rolls exactly 1, you critical. Also see the blocking rules.
Evasion
Evasion is the ability to react to dangerous situations. Often, at the speeds that things may happen in a battle between ninja, this is a reflexive action that the body will take without any confirmation from the conscious mind. This could include simply jumping out of the way, sliding around a fist as it swings towards you, using a piece of the environment to block a blow or even falling back on the inability of your opponent, watching as they completely miss without any intervention from yourself.
Evasion determines whether or not an opponent's attacks hit your character*.
Ninja A has 100 evasion total and Ninja B, who is attacking Ninja A, has a total of 60 accuracy. So first Ninja B will add his +6% to have 66% chance to hit. Ninja A will then subtract 10% from that due to his 100 evasion, bringing the total to a 56% chance to hit. Ninja A would then have to roll above 56 on a d100 to dodge the attack.
• A stat may never exceed 1.5x (150%) of the base stat. For example, if a character has 1000 Evasion, they may never have more than 1500 Total Evasion through any means.
• Defense is the only stat that is excluded from the 1.5x rule stated above. Defense may be raised as high as a character wishes.
• If a non-tank stat would be reduced to less than zero (0), it is reduced to zero (0) instead.
• All techniques that raise your own stats or the stats of allies do not get modifiers! Healing jutsus, self inflicted genjutsu, boosting taijutsus and ninjutsus, etc. Basically, unless otherwise stated, any technique that does not get your opponent's stats to subtract from them does not get bonuses.
! Important* — The defender always rolls to dodge, never the attacker.
Status Effect Terminology
- Cost Points (CP): All Status Effects have a CP per Turn listed. This is the cost of the Status Effect for the number of turns it is inflicted. See Jutsu Rules for more information on Cost Points.
- Max Duration: Maximum Duration is the amount of turns that a Status Effect can be applied by a single action.
- Battle Limit: Battle Limit is the total amount of times a character can suffer the effects of a Status Effect in a single battle. Once they hit this maximum they ignore the effects of said Status Effect if it is afflicted again, but are still considered to be afflicted with said Status Effect for any other abilities. If a Battle Limit is not listed, that means that there is no limit to the number of times a player can be afflicted with that Status Effect.
- Stack Sharing: Status Effects that share stacks cannot have their effects applied at the same time. If a character is inflicted with two Status Effects at the same time that share stacks with each other, the effect with the higher CP cost per turn is used and the other is ignored.
You are afraid of [Character], which is by default the opponent who inflicted the effect. When attacking this character your attacks have a 10x% chance to fail, with 'x' being determined by the technique that applies this effect, to a maximum of 4. This effect stacks with other instances of this effect, up to a maximum of 40% chance to fail. A character may be afflicted with multiple instances of 'Afraid' as long as each instance specifies a different [Character].
Max Duration: 3 turns
Cost Points: 20x/turn
Asleep / Stasis
You may not take any actions during your turn. At the end your Main Phase you recover 5% of your total Health, Chakra and Stamina. At the start of your Response Phase each turn you may roll 1d10. On the result of a 4 or lower the effect ends and may continue your turn normally. If you would be affected by any ability or effect in your Response Phase this effect ends and you may continue your Response Phase normally. Asleep/Stasis may break jutsu turn durations.
Max Duration: 5 turns
Cost Points: 50/turn
Blind
Your total Accuracy is reduced by 50%. You may not use any ability that specifically makes use of sight. Shares stacks with 'Impaired Eyesight'.
Max Duration: 2 turns
Battle Limit: 4 turns
Cost Points: 50/turn
Bleeding; x / Burning; x / Poison; x
You take x unmodified damage every turn, starting the turn after this attack hits. This can stack with itself. The total Bleeding/Burning/Poison damage in a single technique cannot exceed the damage cap for that technique when added with the regular damage dealt, and the value of y is equal to the CP cost of x as if it were damage.
Max Duration: 3 turns
Cost Points: 0.8y/turn
Bound [Arm]
You may not perform any action that requires two arms/hands. Shares stacks with 'Bound [Paired Arms]'.
Max Duration: 3 turns
Battle Limit: 4 turns
Cost Points: 40/turn
Bound [Paired Arms]
You may not perform any action that requires one or more arms/hands. Shares stacks with 'Bound [Arm]'.
Max Duration: 3 turns
Battle Limit: 3 turns
Cost Points: 50/turn
Bruised
You take +10% total damage from all physical attacks. Shares stacks with 'Scorched'.
Max Duration: 3 turns
Cost Points: 20/turn
Charmed
You are charmed by [Character], which is by default the opponent who inflicted the effect. When attacking this character you apply 50% of your total damage modifiers. In addition, when the character who has charmed you is hit by an attack made by you while you were charmed, they may choose to ignore one Status Effect of their choosing from the attack for it's entire duration. A character may be afflicted with multiple instances of 'Charmed' as long as each instance specifies a different [Character].
Max Duration: 2 turns
Battle Limit: 4 turns
Cost Points: 30/turn
Choking
You take 10x unmodified damage every turn, where x is equal to the consecutive turns that you have been inflicted with this effect.
Max Duration: 4 turns
Cost Points: 25/turn
Clobbered
You may not use Jutsu with a base Chakra and Stamina cost greater than twice your level.
Max Duration: 2 turns
Battle Limit: 4 turns
Cost Points: 40/turn
Confused
Whenever you perform a Main Phase action there is a 50% chance that you apply no modifiers from your stats to damage or effects and also take 20x unmodified damage, where x is your ninja rank.
Max Duration: 3 turns
Cost Points: 30/turn
Deafened
You subtract 10 from all dodge rolls you make that are 95 or lower. You may not use any ability that specifically makes use of the hearing. Shares stacks with 'Impaired Hearing'.
Max Duration: 2 turns
Cost Points: 30/turn
Destroy Item
One target non-weapon item chosen by your opponent that you possess is destroyed if the attack came from a source equal to or higher than your ninja rank.
Max Duration: --
Cost Points: Cost is based on jutsu rank.
Chuunin - 80
Jounin - 160
Sennin - 320
Destroy Weapon
One target weapon chosen by your opponent that you possess is destroyed if the attack came from a source equal to or higher than your ninja rank.
Max Duration: --
Cost Points: Cost is based on jutsu rank.
Chuunin - 100
Jounin - 200
Sennin - 400
Distracted
You have an additional 5% chance to fail all actions. This includes actions that do not normally have a chance to fail.
Max Duration: 2 turns
Cost Points: 20/turn
Dizzy
Concentration based attacks you use have a +25% chance to fail.
Max Duration: 2 turns
Cost Points: 40/turn
Enlarged
Your Taijutsu based attacks deal +15% base damage. Physical attacks that target you have a +15% chance to hit. Size and weight increased.
Max Duration: 5 turns
Cost Points: 30/turn
Enraged
Your attacks deal +20% total damage. You take double damage. May only be applied to self or allies.
Max Duration: 5 turns
Cost Points: 25/turn
Exhausted
Whenever you spend Stamina or Chakra, you must spend an additional 20%. Shares stacks with 'Tired'.
Max Duration: 3 turns
Cost Points: 40/turn
Exposed
Your total Defense is reduced by 50%.
Max Duration: 1 turn
Cost Points: 40/turn
Fazed
Your Turn Order is increased by 60 - 10x, where x is your ninja rank. You may only be Fazed once per attack.
Max Duration: --
Cost Points: 15/turn
Frozen
Your chance to take critical damage from an attack is doubled, to a maximum of 40%. This effect is removed if you take critical damage.
Max Duration: 2 turns
Cost Points: 35/turn
Haste
Your total Speed is increased by 15%.
Max Duration: 3 turns
Cost Points: 35/turn
Headache
Your total Concentration is reduced by 10% and you take 1% of your total Health as damage per turn, rounded up. Shares stacks with 'Migraine'.
Max Duration: 5 turns
Cost Points: 15/turn
Hypothermia; x
Your Speed Percentile is increased by 10x% rounded up, where 'x' is determined by the technique that applies this effect, to a maximum of 2. This effect stacks with other instances of this effect, up to a maximum of +40%.
Max Duration: 3 turns
Cost Points: 15x/turn
Impaired Eyesight
Your total Accuracy is reduced by 10%. Any ability you use that specifically makes use of the sight must pay twice the cost to use it. If the ability does not have a cost, you may not use it. Shares stacks with 'Blind'.
Max Duration: 3 turns
Cost Points: 15/turn
Impaired Hearing
You subtract 5 from all dodge rolls you make that are 95 or lower. Any ability you use that specifically makes use of hearing must pay twice the cost to use it. If the ability does not have a cost, you may not use it. Shares stacks with 'Deafened'.
Max Duration: 3 turns
Cost Points: 15/turn
Impaired Touch
When you use a non-weapon item, there is a 50% chance it will be dropped instead. A dropped item may be picked up during the Setup Phase as an action.
Max Duration: 3 turns
Cost Points: 10/turn
Induced Regeneration
You heal x Health per turn, starting on the turn after this is afflicted.
Restriction: May only be used on Chuunin+ Medical techniques.
Max Duration: 3 turns
Cost Points: x/turn
Metabolic Break Down
All your regeneration is halted. Shares stacks with 'Metabolic Shock'.
Max Duration: 3 turns
Cost Points: 70/turn
Metabolic Shock
All your regeneration is halved. Shares stacks with 'Metabolic Break Down'.
Max Duration: 3 turns
Cost Points: 40/turn
Migraine
Your total Concentration, Accuracy and Evasion are all reduced by 10%. In addition, you take 2% of your total Health as damage per turn, rounded up. Shares stacks with 'Headache'.
Max Duration: 3 turns
Cost Points: 40/turn
Numb
All actions involving a weapon have a 25% chance to fail. Whenever you fail an action involving a weapon, all weapons currently equipped are dropped. A dropped weapon may be picked up during the Setup Phase as an action.
Max Duration: 4 turns
Cost Points: 30/turn
Opening
You have an unmodified 0% chance to dodge the next attack named [Technique], where [Technique] is a single technique specified by the attack that caused this status effect. The JP in the cost refers to the JP of [Technique]. You cannot be afflicted with "Opening" if you were afflicted with "Opening" last turn.
Max Duration: 1 turn
Cost Points: 20 + (10 * JP)
Prone
When you would roll 1d100 to dodge you roll an extra 1d100 and take the lowest result. You may remove this effect and all remaining turns as a Setup Phase action.
Max Duration: 3 turns
Cost Points: 25/turn
Quarantine; Genjutsu
You cannot use Genjutsu. All 'Quarantine' effects share Battle Limits with each other.
Max Duration: 3 turns
Battle Limit: 3 turns
Cost Points: 40/turn
Quarantine; Ninjutsu
You cannot use Ninjutsu. All 'Quarantine' effects share Battle Limits with each other.
Max Duration: 3 turns
Battle Limit: 3 turns
Cost Points: 40/turn
Quarantine; Taijutsu
You cannot use Taijutsu. All 'Quarantine' effects share Battle Limits with each other.
Max Duration: 3 turns
Battle Limit: 3 turns
Cost Points: 40/turn
Receptive
Your total Concentration is reduced by 50%.
Max Duration: 1 turns
Cost Points: 40/turn
Rejective
You may not gain Health from any abilities.
Max Duration: 3 turns
Cost Points: 40/turn
Scorched
You take +15% total damage from all physical attacks. Shares stacks with 'Bruised'.
Max Duration: 4 turns
Cost Points: 30/turn
Shackled [Leg]
Your total Evasion is reduced by 20%. You may not perform any action that requires two legs/feet. Shares stacks with 'Shackled [Paired Legs]'.
Max Duration: 4 turns
Cost Points: 40/turn
Shackled [Paired Legs]
Your total Evasion is reduced by 30%. You may not perform any action that requires one or more legs/feet. Shares stacks with 'Shackled [Leg]'.
Max Duration: 3 turns
Cost Points: 50/turn
Sickened
You may not pay upkeep costs on techniques.
Max Duration: 3 turns
Cost Points: 30/turn
Slow
Your total Speed is reduced by 30%.
Max Duration: 3 turns
Cost Points: 35/turn
Staggered
You cannot block.
Max Duration: 3 turns
Cost Points: 20/turn
Startled
You have a -5% Chance to Hit with all physical attacks.
Max Duration: 2 turns
Cost Points: 10/turn
Stunned
You lose your next Main Phase. Ignore the effects of 'Stunned' if you were afflicted with it in the previous turn.
Max Duration: 1 turns
Battle Limit: 2 turns
Cost Points: 50/turn
Taunted
You are taunted by [Character], which is by default the opponent who inflicted the effect. For each attack you make that targets any character other than the [Character] that taunted you, that [Character] gains a bonus +20% Chance to Hit with physical or +10% Chance to Hit with non-physical against you on their next attack. A character may be afflicted with multiple instances of 'Taunted' as long as each instance specifies a different [Character].
Max Duration: 3 turns
Cost Points: 30/turn
Tired
Whenever you spend Stamina or Chakra, you must spend an additional 10%. Shares stacks with 'Exhausted'.
Max Duration: 4 turns
Cost Points: 10/turn
Unbalanced
You take double negative effects from Terrain.
Max Duration: 2 turns
Cost Points: 30/turn
Vulnerable
You may not perform any Action in your Response Phase except rolling to dodge until after the next attack that targets you finishes resolving. Ignore the effects of 'Vulnerable' if you were afflicted with it since the start of your previous turn.
Max Duration: 1 turns
Battle Limit: 3 turns
Cost Points: 50/turn
Weakened
You only apply 50% of all modifiers from Ninjutsu, Taijutsu and Genjutsu to attacks and techniques.
Max Duration: 2 turns
Cost Points: 35/turn
General Status Effect Rules
- Status effects are temporary, and are usually induced by techniques or hazardous environments.
- Status Effect costs are not modified by jutsu ratios. They are always the same price, despite the rank of the technique that uses them.
- The duration of a Status Effect is based on the character afflicted by the Status Effect. So if an effect lasts two (2) turns, it lasts two of the afflicted character's turns.
- A Status Effect lasts from the phase it was inflicted in until the end of that same phase at the end of its duration. So if a player is inflicted with "Blind" for one (1) turn in their Response Phase, it will last until the end of their following Response Phase.
- Status Effects do not stack with Status Effects of the same name unless otherwise stated. If a player would be afflicted with a Status Effect while they are already afflicted by that same Status Effect, the effect with the longer duration is applied while the shorter is discarded. Example: Ninja A has two (2) turns of 'Numb' currently on them. Ninja B hits Ninja A with a technique that gives four (4) turns of 'Numb'. Ninja A will remove the 'Numb' Status Effect with two (2) turns left and instead apply the 'Numb' Status Effect with four (4) turns left.