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Jebin Uchiha

first battle

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Welcome to the practice arena! 
The practice arena is an out-of-character area where you can practice tactics and builds! You can port in your in-game characters directly, or if both sparring parties agree to it, you can add any number of additional variables! These include adjusting levels, playtesting bloodlines, or using unapproved or outdated techniques and skills. Remember, nothing in the practice arena transfers over to your character in-game, including knowledge of your opponent, win/loss ratio, life/death/injury, items dropped, nothing!
 

 

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So let's get started. First post! 
You seem to already have the basics of a first post, so that's great!  However, you want to make sure you post your non-tank stats (these are all the stats except health, stamina, and chakra), any visible armor, and any skills relevant before battle. It may be helpful to post all your skills now, just to get the hang of it. Once you gain more skills, you will gain a sense of what skills are appropriate to disclose on your first post, or active/triggered skills that you'll post later on in battle when they come into play. I like to post any path skills at the beginning and any passive skills the opponent should be aware about. Later in the battle I'll bring in any activated skills that are necessary. How you format your post is up to you, as long as all the information is there! Each member has their own style. Typically there's some RP fluff first, and then the technical bit.

 

Sensuakai Mino walked onto the field with a smile, as a traveler from a foreign land he was excited about the prospect of fighting a shinobi from Konoha. "Yo, nice to meet ya! Hope you can put up a good fight." With his smile still on, he sunk low as he prepared for the fight to begin. 

 

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Stats: 

 

(Taijutsu) 80
(Defense) 40
(Ninjutsu) 20
(Genjutsu) 0
(Concentration) 20
(Speed)  40
(Accuracy) 40
(Evasion) 60

 

Skills

 

Momentum Style    
Effects: Momentum Charges reward the user bonuses based on the amount of charges that they currently have. However, there is also a risk of taking additional damage if they are hit at higher speeds. A user may, during their setup phase, lose as many Momentum Charges as they want as a free action. As well, any turn that the user does not use at least one Momentum Style technique they lose a Momentum Charge.
0 Charges: No bonus.
1 Charge: The user gains +3% of their base speed, all damage dealt to them is increased by 2%.
2 Charges: The user gains +6% of their base speed, all damage dealt to them is increased by 4%.
3 Charges: The user gains +9% of their base speed, all damage dealt to them is increased by 6%.
4 Charges: The user gains +12% of their base speed, all damage dealt to them is increased by 8%.
5 Charges: The user gains +15% of their base speed, all damage dealt to them is increased by 10%.
Additionally, the user may perform a technique that requires the use of Momentum Charges.

 

The Path of the Warrior    
Effect: Gain 1 extra Jutsu Point every other level.

Warrior's Way: (Choose Two)
- Brutal Warrior: May take 2 Ranks of 'Martial Artist' for 1 skill point.

- Elegant Warrior: May gain 2 ranks of 'Steadfast Durability' for 1 skill point.

 

 

Edited by wolfnin
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Who gets to go first? 

You want to look at the speed stat when judging who gets to go first. In this case, it would be Sensukai Mino, who has a speed of 40, compared to Jebin who has a speed of 20.  Just to note, I decided to post this in two separate post, just to show how the battle system works. Normally, some members would just begin their combat right underneath their stat and skills posting, if they have the higher speed. 


 


 

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Turn Zero
You get a turn (comprising of all three phases: response, setup, and main) at the start of battle, where you can do anything as long as it doesn't affect your opponent. This means no techniques that deals damage/any effect to others. At higher levels you will see more variety of techniques being used here or skills being activated here, but at level 0 it's pretty uneventful. More information on battle phases can be found on the main site here.

 

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 Loss Tag
We will start keeping track of our losses at the end of our turns. This includes HP lost to damage and chakra/stamina spent. It's best to have two lines, one for the turn loss and another line to keep track of your running total of losses over the course of the battle. When does regeneration factor in? For chakra/stamina, it doesn't kick in until the beginning of the turn after you go below max chakra/stamina.


 

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Speed Percentile/Turn Order
Speed percentile/turn order  is what determines the order you go in for combat. It takes a bit to understand, but you can read more about it here under speed statistics. In essence, the lower number, the faster you are. There is a speed calculator located here, to help you calculate your speed percentile. Essentially, at the end of every turn you add your speed percentile to your turn order. Whoever has the lowest turn order goes next. 

 

 

"Alright well, I'm going to get some stretching done, so you've got a few seconds before I decide to start attacking. Get ready." With a cheeky grin, Mino began his routine stretching before combat. He started at the arms, allowing for the muscles to loosen up, followed by jumping jacks, then push-ups, and ending with squats. The boy would repeat this over and over, doing about 20 repetition of each, until his opponent was ready. 

 

 

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.:Response Phase:.

 

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.:Set Up Phase:.

 

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.:Main Phase:.

 

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.:Loss Tag:.

 

-0 health |-0 chakra | -0 stamina

-0 health |-0 chakra | -0 stamina

 

Speed Percentile: 715

Turn Order: 795

 

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Over here I've posted how the turns will go, I've already taken my turn so that's why my speed percentile is already at 795. 

 

Jebin, whose Turn Order is 40, and which will be 874 at the end of the turn. 
Mino, whose Turn Order is 795, and which will be 1510 at the end of the turn. 
Jebin, whose Turn Order is 874, and which will be 1708 at the end of the turn. 
Mino, whose Turn Order is 1510, and which will be 2225 at the end of the turn. 
Jebin, whose Turn Order is 1708, and which will be 2542 at the end of the turn. 
Mino, whose Turn Order is 2225, and which will be 2940 at the end of the turn. 
Jebin, whose Turn Order is 2542, and which will be 3376 at the end of the turn. 
Mino, whose Turn Order is 2940, and which will be 3655 at the end of the turn. 
Jebin, whose Turn Order is 3376, and which will be 4210 at the end of the turn. 
Mino, whose Turn Order is 3655, and which will be 4370 at the end of the turn. 

 


 

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