'Environment' within the game is separated into two separate categories, Terrain and Climate. Environment is the arena that your ninja are fighting in, and based upon the type of environment they are in they may gain certain negatives and bonuses. There are jutsu that may change the terrain and Climate of an area, but it is more likely that the environment of an area will be set when you enter it. Terrain and Climate have separate rules governing how they may be adjusted or modified, shown below. These restrictions are important not only for creating your own custom versions of these type of effects, but also for jutsu that may apply existing effects.
Terrain
Terrain is the 'ground' of the environment. Sand, rocks, rubble, water, or anything else that would always be in an area is considered terrain. Mud, lava and other 'temporary' effects that would still last longer than a few moments are also categorized in this term. Terrain is the 'static' version of environment and as such the rules and costs follow this idea when they are being manipulated.
• Terrain will never have more than a 40% chance to inflict a status effect.
• Terrain stay on the field unless another effect specifically removes or replaced the Terrain.
• If one Terrain would come into effect while another Terrain is in play, the pre-existing Terrain is overwritten.
• If a character is attempting to change the Terrain and they have not had at least one (1) full turn since the Terrain was last changed, there is an additional cost to the ability changing the Terrain. The increase in cost is equal to x Chakra or Stamina (player's choice), where the value of x is equal to 100% of the base cost of the Terrain that is currently active. This rule does not effect Terrains that existed at the start of a battle.
Climate
Climate is the 'air' of the environment. Rain, snow, high winds, mist, smoke or any other type of atmospheric or very brief effect are placed in here. These effects are brief and need constant attention to be maintained, and as such the rules and costs to manipulate these environment effects will follow suite.
• Climate will never have more than a 50% chance to inflict a status effect.
• Climate will always have to either constantly be paid for with an upkeep, or given a time duration in which it will be effective. A Climate without an upkeep can not last longer than five full rounds of battle. A round is considered to be one full loop in which every character has had at least one turn.
• If one Climate would come into effect while another Climate is in play, the pre-existing Climate is overwritten.
• If a character is attempting to change the Climate and they have not had at least one (1) full turn since the Climate was last changed, there is an additional cost to the ability changing the Climate. The increase in cost is equal to x Chakra or Stamina (player's choice), where the value of x is equal to 100% of the base cost of the Climate that is currently active. This rule does not effect Climate that existed at the start of a battle.
Terrain and Climate techniques must be at least Chuunin rank. Also, Terrain and Climate techniques have their own raised Cost Point maximums as well as their own phase restrictions, listed below. The Jutsu Point costs that are not covered in the jutsu rules because of these higher maximums are covered below as well.
201-250 Cost Points — 7 Jutsu Points
• Jounin — 500 Cost Points Maximum; Main Phase Only
441-500 Cost Points — 10 Jutsu Points
• Sennin — 800 Cost Points Maximum; Main Phase Only
Cost Points of Effects
The Cost Points for Terrain and Climate jutsu are laid out below, please follow these guidelines for creating your own jutsu. As with any other technique, unique abilities will be priced by the staff on a case by case basis.
• All Terrain and Climate jutsu cost 40 Cost Points plus their effect costs.
• A Terrain or Climate jutsu with no effects will cost a flat 40 Cost Points.
• Climate jutsu that do nothing will also cost at least 10 Cost Points per turn.
• Like Status Effects, the costs of Terrains and Climates are not modified by jutsu ratios.
Terrain
• 1% reduction to a non-tank stat = 10 Cost Points
• 1 unmodified damage per turn = 10 Cost Points
• -1% to hit & dodge physical attacks = 10 Cost Points
• 1% chance for ____ technique failure. = 5 Cost Points
Climate
• 1% reduction to a non-tank stat = 3 Cost Points per Round
• 1 unmodified damage per turn = 3 Cost Points per Round
• -1% to hit & dodge physical attacks = 3 Cost Points per Round
• 1% chance for ____ technique failure. = 2 Cost Points per Round
All characters receive -10% to Speed, -6% chance to hit with Taijutsu and take 20 unmodified damage at the beginning of each turn.
Cost Points: 300
Cave
All characters receive -10% to Accuracy.
Cost Points: 100
Dense Woodland | Jungle
All characters receive a -8% chance to hit with ranged attacks, half this bonus for non-physical attacks. Each character has a 10% chance to be afflicted by 'Slow' for one (1) turn at the beginning of each turn.
Cost Points: 130
High Grass
All characters receive a -10% chance to hit with non-area of effect attacks. Half this bonus for non-physical attacks.
Cost Points: 140
Ice
Each character has a 40% chance to be 'Prone' for one (1) turn at the beginning of a turn that involves movement.
Cost Points: 90
Lavaflow
Each character rolls a 10 sided die at the beginning of their turn. On a result of a 1 or 2 they take 20% of their current Health in damage. On a result of a 3-10 they take 10 unmodified damage due to extreme heat.
Cost Points: 240
Marsh
All characters receive -10% to Speed. Each character has a 5% chance to be afflicted with 'Slow' for one (1) turn at the beginning of each turn.
Cost Points: 150
Muddy Ground
All characters receive -10% to Speed and all Taijutsu techniques used have +5% chance to fail.
Cost Points: 165
Plains | Rocky Ground
None.
Cost Points: 40
Rocky Plateau
All characters receive -10% to Speed and -10% to Evasion.
Cost Points: 240
Rubble | Ruins
Each character has a 10% chance to become 'Prone' for one (1) turn at the beginning of each turn. All characters may pick up "Rock Chunks" during their Setup Phase as if drawing small weapons. "Rock Chunks" are small weapons that deal 5 damage.
Cost Points: 70
Sand
All characters receive -10% to Speed.
Cost Points: 140
Thick Mud | Deep Snow | Water
All characters receive -10% to Speed and a -6% chance to hit with physical Taijutsu techniques.
Cost Points: 160
Wasteland
Each character has a 40% chance to become 'Metabolic Break-Down' and 'Weakened' for one (1) turn at the beginning of each turn. Roll separately for each effect.
Cost Points: 250
Wildfire
All characters has a 20% chance to be afflicted with the effects of the climate "Smoke" for the duration of their turn in addition to any other climate effects. Plant and Wood elemental techniques cost an additional 20% base chakra to perform. Fire element, or elements derived from fire that deal with heat, techniques cost 10% less to perform. This reduction stacks with other effects and may exceed the maximum cost reduction. The climates Rain, Heavy Rain, or Monsoon will remove Wildfire from the battlefield if allowed to continue for 3 turns.
Cost Points: 340
All characters receive -10% to Accuracy and Evasion. Each character has a 50% chance to be afflicted with 'Hypothermia; 2' for one (1) turn at the beginning of each turn. If Blizzard is allowed to remain active for four consecutive turns, the current terrain is changed to 'Deep Snow'.
Cost Points: 40 + (110 per round)
Calm Weather
None.
Cost Points: 40 + (10 per round)
Foehn Wind
Wind element techniques are treated as if they were Scorch element techniques while the climate Foehn Wind is in effect. Additionally, Wind and Scorch element techniques may be used as if they were seal-less. Costs to perform any action is increased by 5% of its base for all characters while Foehn Wind is active.
Cost Points: 40 + (60 per round)
Hailstorm
All characters take 50 unmodified damage at the beginning of each turn with an unmodified 50% chance to dodge.
Cost Points: 40 + (70 per round)
Heavy Rain
All characters receive a -10% chance to hit with ranged attacks, half this bonus for non-physical attacks. Each character has a 5% chance to be 'Prone' for one (1) turn at the beginning of a turn that involves movement. Whenever a character uses a Lightning attack a second attack called "Lightning Swell" is created. "Lightning Swell" deals damage equal to 40% of the total damage of the original Lightning technique, targets all characters aside the caster and targets of the original Lightning technique and has a chance to hit equal to that of the original Lightning technique.
Cost Points: 40 + (50 per round)
Miasma
All characters has a 50% chance to become 'Confused' for one (1) turn at the beginning of each turn and all Ninjutsu, Taijutsu and Genjutsu have a 10% chance to fail.
Cost Points: 40 + (90 per round)
Mist
All characters receive -10% to Accuracy.
Cost Points: 40 + (30 per round)
Monsoon
All characters receive a -20% chance to hit with physical attacks, half this bonus for non-physical attacks. Each character has a 2% chance to be afflicted with 'Prone' for one (1) turn at the beginning of a turn that involves movement. Whenever a character uses a Lightning attack a second attack called "Lightning Swell" is created. "Lightning Swell" deals damage equal to 50% of the total damage of the original Lightning technique, targets all characters aside the caster and targets of the original Lightning technique and has a chance to hit equal to that of the original Lightning technique.
Cost Points: 40 + (80 per round)
Poison Rain
All characters has a 20% chance to be afflicted with 'Prone' for one (1) turn at the beginning of each turn. In addition, each character has a 50% chance to be afflicted with 'Poison; 30' for two (2) turns at the beginning of each turn.
Cost Points: 40 + (60 per round)
Rain
All characters receive a -5% chance to hit with ranged attacks, half this bonus for non-physical attacks, rounded up. Each character has a 5% chance to be 'Prone' for one (1) turn at the beginning of a turn that involves movement. Whenever a character uses a Lightning attack a second attack called "Lightning Swell" is created. "Lightning Swell" deals damage equal to 30% of the total damage of the original Lightning technique, targets all characters aside the caster and targets of the original Lightning technique and has a chance to hit equal to that of the original Lightning technique.
Cost Points: 40 + (40 per round)
Sand Storm
All characters take 10 unmodified damage at the beginning of each turn. All characters have half the chance to hit. (A 60% chance to hit becomes 30% chance to hit, etc.)
Cost Points: 40 + (110 per round)
Smoke
All characters receive -10% to Accuracy and all attack costs are raised by 10%, rounded up.
Cost Points: 40 + (20 per round)
Snow
All characters receive -10% to Evasion. Each character has a 50% chance to be afflicted with 'Hypothermia; 1' for one (1) turn at the beginning of each turn.
Cost Points: 40 + (45 per round)
Strong Winds
All characters receive a -5% chance to hit with ranged attacks, half this bonus for non-physical attacks, rounded up. Each character has a 20% chance to be afflicted with 'Prone' for one (1) turn at the beginning of a turn that involves movement.
Cost Points: 40 + (25 per round)
Volcanic Ash
All characters are dealt 5 unmodified damage at the beginning of their turn, and receive -10% reduction to Accuracy.
Cost Points: 40 + (45 per round)