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~Status Effects~

The following are status effects that cause fun and panic within the ranks of your enemy. That is, if ninja fought in ranks. They are temporary, usually induced by techniques or hazardous environments.

All amount of turns in which these are inflicted can be extended for extra costs at staff discression. Make sure to get special permission to have it last longer during technique approval.

Blind: Your accuracy is reduced to 20 (unless you had less accuracy than 20), unless your character has an unusual ability to use their other senses (ie; Inuzuka sense of smell, Nerves of Insanity's enhanced senses, Blind Guardian's ability to function without sight) and your evasion is likewise reduced to zero except in the aforementioned circumstances.
Max Duration: 3 turns

Hamstrung: Your speed is at 75%, and 10% failure rate is added to all jutsus that involve movement in the Response Phase.
Max Duration: 3 turns

Stunned: Lose your next Main Phase
Max Duration: 1 turn

Fazed: -10% to hit, (this is usually caused by bright flashes of light)
Max Duration: 2 turns

Deafened: For purposes of who acts first, the afflicted suffers a -40% to speed for purposes of going first.
Max Duration: 3 turns

Tired: Speed is effectively halved. You take a -10% to Taijutsu damage and -5% to Evasion. May be healed if the inflicted person takes a turn to rest (skips their turn)
Max Duration: 6 turns

Enraged: +10% to Taijutsu damage, -10% Evasion.
Max Duration: 2 turns

Enstared: Uses Taijutsu with a 50% failure chance. Speed halved, cannot move around.
Max Duration: 3 turns

Distracted: -25% penality to Evasion.
Max Duration: 2 turns

Scared: Character tries to avoid at all costs, the one who caused the fear or the location that it is centered around. If forced to confront the object of fear, the ninja has a -5% to damage and -5% to accuracy to hit chance against target (ie. not the stat itself).
Max Duration: 3 turns

Immobilized: Suspends opponents movement for one turn. They can still block and attack you if you are in range. No Taijutsu's using any leg movement are permitted during this time. Evasion is cut in half for the opponent during this time.
Max Duration: 2 turns

Sickened: Can't maintain a genjutsu longer than 1 round. Can't move and attack in the same round.
Max Duration: 3 turns

Prone: +15% to hit with ranged weapons, can't relocate. -15% to dodge. -10% to hit with Taijutsu. 5% failure chance to all combat jutsu.
Max Duration: 2 turns

Startled: -5% to hit with Taijutsu or ranged weapons against an adjasent target.
Max Duration: 2 turns

Enlarged: +25% to Taijutsu Damage, -15% to dodge. Size increased.
Max Duration: n/a

Shrunk: -25% to Taijutsu damage. +15 to dodge. Size decreased.
Max Duration: n/a

Asleep: At the beginning of your response phase you roll a d10. If you roll a 3 or lower you wake up and continue your turn regularly. If you miss your roll you cannot do any actions in your turn, but in your Main Phase you gain +5% to your HP, chakra and stamina. If the person(s) in a sleep state is hit afterwards, he/she wakes up immediatly afterwards.
Max Duration: 10 turns

Dizzy: User is unable to use Genjustu based attacks, Concentration is cut in half, chance of hitting -20%.
Max Duration: 2 turns

Bleeding: User loses x HP every turn. (x is determined in the technique that enflicts bleeding)
Max Duration: 3 turns



~Terrain Effects~

Sand: -10% to speed.
Rocky Ground: None.
Plains: None.
High Grass: -20% to hit when at a distance to the enemy or when using non-area-effect jutsus.
Muddy Ground: -15% to speed, Taijutsu suffers 5% fail chance.
Ice: 40% chance to lose movement ability and fall prone. Roll at the start of a turn involving movement.
Dense Woodland and Jungle: -15% to hit with ranged weapons or jutsus. 5% chance to be Ensnared at the start of every turn, lasts one turn.
Rubble/Ruins: 10% chance to fall prone. Roll at the start of a turn involving movement. Rock chunks are ranged weapons that deal 2 damage and weigh .5 lbs. They can be picked up as if drawing a weapon.
Thick Mud/Deep Snow or Water: -30% to Speed, -10% to hit with Taijutsu.
Marsh: -10% to Speed, 2% to be Ensnared for one turn.
Boiling Mud/Tar: Ninja take 20 damage, not able to be reduced in any way, each turn. They also suffer Thick Mud conditions.
Strong Winds: 20% chance to fall prone at the start of every turn. -10% to hit with ranged attacks.
Sand Storm: 10 Damage at the start of each ninjas turn, cannot be reduced. 50% miss chance to all attacks as if Blind.
Raining: 2% chance to fall prone if moving that turn. -5% to hit with ranged attacks. Lightning attacks do damage to all exposed to the rain, even the user but do 5% less damage for each person effected.
Hailstorm: Inflicts a 50 environmental damage every turn with a 50% chance to be dodged.
Lavaflow: Each player must roll a d100 every turn. On a 1, you take a 50% of your current HP in environmental damage. On 2-10, you take a 10% hit. All player lose 5 HP per turn, regardless, because of extreme heat.
Rocky Plateau: Players must be cautious about their steps, so Speed and Evasion are at 75%.
Cave: Lowlight conditions reduce any Accuracy by -10%.





Stat Descriptions

Health - You can only take as much damage of this as you have, for the most part. If your total amount of Health is higher than the stat your opponent is attacking you with, you cannot be defeated in a single attack.
Example - Ninja A has 50 Health and Ninja B deals 49 damage to Ninja A, Ninja A lives, but one more point of damage, and he loses the battle.
Example - Ninja A has 50 Health, Ninja B attacks dealing 50 damage, but Ninja B's attacking stat is lower than Ninja A's Health, so Ninja A survives with 1 Health left.

Stamina - You use this stat to pay for Taijutsu or physical techniques during battle. This cannot reach 0 or else the battle ends for the character with 0 Stamina. This is because with no Stamina left, you pass out.
Stamina now regenerates by 1/10 of its total every other turn of battle for the battle's members.
Example - Ninja A has 1 Stamina left, but dodges Ninja B's attempt to drain his Stamina to 0, on Ninja A's next turn his Stamina regenerates 1/10 of its total or by 4 Stamina, so Ninja A now has 5 Stamina.
Example - Ninja A uses his Ninja A Combo which deals 20 damage, but costs 20 of his 40 Stamina. Ninja A is fine to use it for now, but if Ninja A uses it again he loses the battle.

Chakra - You use this to pay for Ninjutsu or Genjutsu techniques, or Ninja Magic and Illusion techniques respectively. The battle ends for a character when their Chakra reaches 0. This is because without Chakra you pass out.
Chakra now regenerates by 1/10 of its total every other turn of battle for the battle's members.
Chakra based techniques can be overcharged with additional Chakra for boosted effects, by paying twice their normal cost.
Example - Ninja A has 1 Chakra left, but dodges Ninja B's attempt to drain his Chakra to 0, on Ninja A's next turn his Chakra regenerates 1/10 of its total or by 4 Chakra, so Ninja A now has 5 Chakra.
Example - Ninja A uses his Ninja A Fireball which deals 20 damage, but costs 20 of his 40 Chakra. Ninja A is fine to use it for now, but if Ninja A uses it again he loses the battle.
Example - Ninja A uses Ninja A Fireball, but pays 40 Chakra instead of the technique's usual 20 Chakra, and it deals 1.5 times its normal damage, so he deals 30 damage, but loses the battle.

Taijutsu - This counts as the highest level Taijutsu or physical technique you can use, but it must be equal to the technique's cost.
Example - Ninja A uses his Ninja A Combo that deals 20 damage, but costs 20 Stamina. He needs at least 20 Taijutsu to use the combo and more Taijutsu if he wants a damage bonus.
Taijutsu also determines the damage bonus when using Taijutsu or physical attacks, and techniques. For every additional 20 Taijutsu a character has, his physical attacks deal an additional 5 damage.
Example - Ninja A uses his Ninja A Combo, and has 20 Taijutsu total, and because of the amount of Taijutsu Ninja A has, he deals 25 damage instead of the technique's usual 20.

Defense - This is used to determine the amount of damage you take from an opponent's Taijutsu, or physical attacks and techniques. For every 20 points of this, that's 5 damage less you take, but you can take 1 damage at absolute minimum.
Example - Ninja A attacks Ninja B with a normal punch for 15 damage, but Ninja B has 40 Defense so he negates Ninja A's Taijutsu bonus and only takes 5 damage.

Ninjutsu - This counts as the highest level Ninjutsu or Ninja Magic technique you can use, but it must be equal to the technique's cost.
Ninjutsu also determines the damage bonus when using Ninjutsu or Ninja Magic techniques. For every additional 20 Ninjutsu a character has his Ninja Magic techniques deal an additional 5 damage.
Example - Ninja A uses his Ninja A Fireball that deals 20 damage, but costs 20 Chakra. He needs at least 20 Ninjutsu to use the technique and more Ninjutsu if he wants a damage bonus.
Example - Ninja A uses his Ninja A Fireball, and has 40 Ninjutsu total, and because of the amount of Ninjutsu Ninja A has, he deals 30 damage instead of the technique's usual 20.

Resistance - This is used to determine the amount of damage you take from an opponent's Ninjutsu, or Ninja Magic techniques. For every 20 points of this, that's 5 damage less you take, but you can take 1 damage at absolute minimum.
Example - Ninja A attacks Ninja B with his Ninja A Fireball for 30 damage, but Ninja B has 40 Resistance so he negates Ninja A's Ninjutsu bonus and only takes 10 damage.

Genjutsu - This counts as the highest level Genjutsu or Illusion technique you can use, but it must be equal to the technique's cost.
Genjutsu also determines the damage bonus when using Genjutsu or Illusion techniques. For every additional 20 Genjutsu a character has his Illusion attacks reduce an opponent's stats by an additional 5 points.
Genjutsu determines the hit chance of genjutsu techniques that drain stats or directly effect an enemy. Every 20 stats in Genjutsu is a plus 5% to effect the enemy with a base 60% to effect. To a minimum of 15% and maximum of 90%
Example - Ninja A uses his Ninja A Illusion, and has 20 Genjutsu total, and because of the amount of Ninja A has, he lowers opponent's stats by 10 instead of the technique's usual 5.
Example - Ninja A uses his Ninja A Illusion that lowers opponent's Defense by 5, but costs 20 Chakra. He needs at least 20 Genjutsu to use the technique and more Genjutsu if he wants a stat reduction bonus.
Example - Ninja A uses Sandtrap on Ninja B and has 40 Genjutsu, so including a character's natural 60% hit rate, he gets to roll a d100, and if he rolls 70 or lower, he successfully effects.

Concentration - This is used to determine the amount of stat reduction you take from an opponent's Genjutsu, or Illusion techniques. For every 20 points of this, that's 5 points less you lose, but you can take 1 point stat reduction at absolute minimum.
Concentration determines whether or not an opponent's genjutsu attacks effect your character. For every additional 20 Concentration a character has, he gets an additional 5% chance of dodging an opponent's attack, all Genjutsu attacks, except area attacks, can be dodged.
Example - Ninja A attacks Ninja B with his Ninja A Sandtrap for 20 Defence stat drain, but Ninja B has 40 Resistance so he negates Ninja A's Genjutsu bonus and only takes 10 drainage.
Example - Ninja A has 40 Concentration total, and because of the amount of Genjutsu Ninja B has, Ninja A has to roll at most a 17 on a d100 to 'dodge' his opponent's genjutsu effects

Speed - This determines the order of turns for the members of the battle, by having the fastest go first, second fastest second, and so on. if you have 2x more speed than your opponent, you get 2 turns to their one. And if you have 3x their speed, you get 3 turns to their one. This does not continue in this pattern, 3 is the most.
Example - Ninja A has 200 Speed and Ninja B has 100 speed. Since Ninja A his twice as much speed as Ninja B, he gets 2 turns for every 1 Ninja B gets.
Example - Ninja A has 40 Speed, while Ninja B only has 20 Speed, therefore Ninja A gets to take his turn before Ninja B can.

Accuracy - Accuracy determines the damage bonus when using thrown weaponry. For every additional 20 Accuracy a character has, his long ranged weapon attacks deal an additional 5 damage.
Accuracy also determines whether or not a character succeeds when attacking an opponent. For every additional 20 Accuracy a character has, they have a 5% greater chance of hitting. The normal chance for a successful hit is 60%. Depending on accuracy or evasion this can change. But it cannot go below 15%, or above 90%.
Accuracy also determines whether or not a character gets a critical hit whenever they attack. If a character rolls exactly the amount required to hit an opponent, the attack is multiplied by 1.5
Example - Ninja A throws his Ninja A Ball, and has 40 Accuracy total, and because of the amount of Ninja A has, he deals 30 damage instead of the weapon's usual 20.
Example - Ninja A has 40 Accuracy, so including a character's natural 60% hit rate, he has a 70% chance of hitting. The opponent gets to roll a d100(in their response phase), and if they roll 70 or lower, you successfully hit them. And if he rolls exactly 70, you critical.
Example - Ninja A has 40 Accuracy, so he rolls a d100 and gets a 13, his punch suddenly deals 22 damage, as opposed to his normal 15.

Evasion - Evasion determines whether or not an opponent's attacks hit your character. For every additional 20 Evasion a character has, he gets an additional 5% chance of dodging an opponent's attack(which means the opponent's accuracy goes down 5%), and all types of attacks can be dodged, but area attacks cannot not be dodged.
Example - Ninja A has 40 Evasion total, and because of the amount of Accuracy Ninja B has, Ninja A has to roll at most a 17 on a d100 to dodge his opponent's attacks.
*note: REMEMBER! THE DEFENDER ROLLS FOR THE DODGE CHECK TO SEE IF YOU HIT OR NOT, NOT THE ATTACKER!

***note: ALL TECHNIQUES THAT RAISE YOUR OWN STATS DO NOT GET MODIFIERS!!! So healing jutsus, self inflicted genjutsu, boosting taijutsus and ninjutsus, all of that. This is because the opponent's lowing mod isnt counter either, so it is a sterile thing and is uneffected by mods.

 

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