Combat
The Flow of Combat
Every combat follows the same pattern:
An action occurs that initiates combat
All involved Characters make contested Initiative Skill rolls to determine Turn order
Characters spend Action Points on their turns to attack, move, and perform other actions
Once all Characters have spent their Action Points, the GM may decide if a new initiative Skill roll is made to determine the next Round's order or if the original order will be kept.
This continues until all involved parties no longer have a reason to continue the combat.
This pattern is defined in more detail through out the chapter.
Initiative
Begin combat with an Initiative roll to decide who can act first. All Characters make Initiative Skill rolls and are put in turn order from highest to lowest. Ties go to higher speed then a roll off if still tied.
Before a Character's turn they cant use Action Points unless it is to use defensive Jutsu like counters, cancellations or damage absorbers
On a Character's turn they can use AP to move, use items, cast jutsu, excetra.
After a Character's turn if you have AP held you can spend it any time. To Hold AP, a Character must declare that they are ending their turn early and reserving any unspent AP that will be wasted if not used before the start of the next round.
AP
All characters have 3 Action Points or "AP" to spend each round on actions.
Action Costs
0 AP
Stow a weapon or held item to Equip Inventory
Closing a Spirit Gate
1 AP
Move standard distance
Open a Spirit Gate
Give pet 2 AP
Cast a Summon
Command a Summon
Cast Jutsu
Standard Attack
Activate a blood
Draw and Use an Expendable Item
Examine a Seal
Retrieve a weapon or item from Equip Inventory
Move a weapon or item from Carry Inventory to Equip Inventory
Move a weapon, armor, or item from Equip Inventory to Carry Inventory
2AP
Use a Heavy Weapon
Reload a Loading Weapon
3 AP
Move a piece of armor from Carry Inventory to Equip Inventory
Use a Slow Heavy Weapon
Reload a Slow Loading Weapon
Movement
All characters move a set distance for 1 AP based on their Speed Ability
1 speed- 15 ft
2 speed- 20 ft
3 speed- 25 ft
4 speed- 30 ft
5 speed- 35 ft
6 speed- 40 ft
7 speed- 45 ft
8 speed- 50 ft
9 speed- 55 ft
10 speed- 60 ft
Jumping
A Character can jump 1/2 their MV from a stand still and their full MV from a running start. A Character can jump 1/4 of their MV straight up from a run or stand still.
Falling Damage
When falling more than 20 or more feet you will take damage equal to half the feet you fell. You can negate the damage by meeting an acrobatics DC 1/2 falling distance. If you fail you take the damage. Meeting a DC 1/4 the fall distance reduces the damage by half
Slam Damage
When an attack or effect would move a Character a set distance but an obstruction stops that movement, the Character takes slam damage. This damage is equal to the attacking Character's Ability Rank used to make the attack.
Opportunity Attacks
When enemies are in a Characters path, they can move past them or jump over them but the enemies get to spend 1 AP on the moving Character if they have any to spend even if they are behind the moving Character in the turn order. To provoke an opportunity attack a moving Character must move into and out of the equipped melee weapons range with a minimum of 5ft of the waiting Character. If the opportunity attack succeeds, the moving Character is stopped where they entered the attackers range.
Standard Attacks
A standard attack is a Tai or Weapon strike costing no Chakra or Stamina and doesn't use a Jutsu. It does damage equal to a Character's STR + WEP or TAI. A ranged standard attack must use DEX + WEP to hit and STR + WEP for damage. All attacks use 1d20 + the modifying Ability Rank and Jutsu Rank.
Modifying Damage
When using Jutsu of any kind the target receives modifying damage based on the Jutsu type used. Modifying damage is equal to the Ability Rank and Jutsu Rank of that type. If targeting an ally the user may apply this as modifying healing. For Jutsu that target another resource, the modifying damage is halved and applied to that resource. This damage and healing is not treated as an additional attack and takes on the damage type of the Jutsu. This additional healing is not treated as receiving healing for the purposes of recovering from crippling Jutsu.
Defending
When a Character gets attacked they can attempt to Block, Dodge, Deflect, or use a counter Jutsu. To Dodge they roll 1d20 + DEX + TAI. For Blocking they roll 1d20 + DEX + WEP. To Deflect they roll 1d20 + SPT + NIN. A Character can do this against any attack effecting them that isn't a Genjutsu. If they beat the attacking roll they are not hit. The attacker wins ties.
Dodging is an option as long as a Character's feet or a foot is planted on a stable surface. One cannot Dodge in mid air or while swimming. If they are mounted they can use the mount's Dodge roll as your own. A Character could use their own Dodge while mounted but even attempting this forces them to dismount. If they are using flight, freedom of movement, or water control to swim they may Dodge. If they are targeted by an attack that is undodgable they still get a roll at -5. These attacks are usually unseen attacks or extremely fast attacks.
Blocking is an option as long as a Character has a weapon or shield equipped that is not broken. One cannot Block if their hands are full or are climbing a rope with both hands. While mounted one can use their Block roll to stop attacks targeting their mount as long as they have a weapon or shield. If they are targeted by an attack that is unblockable they still get a roll at -5. These attacks are usually force effects or explosion attacks.
Deflecting is an option as long as a Character is above 1/2 of their maximum Chakra and have a free hand. Deflection uses magical force of a Character's primary element type to ward them of attacks. The attack never makes contact with them and they do not spend any Chakra while defending. They may use the deflect option even after dropping below 1/2 maximum Chakra by taking a -5 penalty.
Counters allow a Character to avoid an attack while striking back at their opponent. To use a counter an opponent must try to hit the Character. At that point they make a Dodge, Block, or Deflect. If they fail they are hit and expend the STM or CHK with no effect. If they pass they avoid the attack and the effect of their counter goes off. The opponent does get to make a defense roll against it and the countering Character keeps the roll they used to evade as their hit roll. If they hit, their damage is modified by the correlating Ability of the Jutsu used.
Gen Resist allows one to attempt to resist mind effecting Genjutsus. They roll 1d20 + AWA + GEN. They can make a resist roll at no AP cost 1/ round on the opponent's initiative to attempt to free themselves from it once effected. The Genjutsu will continue to effect a target until they pass the roll. The caster must set a new DC each round that you attempt to resist the Genjutsu.
Sneak Attacks
Sneak attacks make defending more difficult. The attacker must first make a Stealth, Sleight of Hand, or Bluff Skill roll depending on the attack against the defender's Perception or Sense Motive Skill roll. If the defender wins the attack is no longer a sneak attack and provokes an opportunity attack then follows the normal rules for attacking. If the attacker wins, the defender takes a -5 penalty on all defense options against the incoming sneak attack. This can be attempted as a standard attack but some Jutsus can require the attack to be a sneak attack or give additional benefits when that condition is met.
Cover
Cover makes it harder to be hit by ranged and some melee attacks. To be taking Cover, a Character must be using an obstruction to block the line of sight from their attacker. Cover grants a bonus as damage absorption with the amount depending on the durability of the obstruction. When enough damage has been dealt to the obstruction, it is broken and no longer grants any bonus and any excess damage is dealt to the Character taking Cover. If taking partial Cover one is still able to target their attacker from that position but there is only a 60% chance that the obstruction will be targeted by incoming attacks. If taking full Cover one is unable to target their attacker from that position but incoming attacks are guaranteed to hit the obstruction. The GM can decide how much damage absorption is granted by different objects but here are a few examples:
A Wooden Door - 20 damage or 1 Rank Destruction
A Steel Door - 40 damage or 2 Ranks Destruction
An Interior Wall or Large Tree- 60 damage or 3 Ranks Destruction
A Stone Wall or Bunker Wall - 80 damage or 4 Ranks Destruction
A Hill - 100 damage or 5 Ranks Destruction
A Person - Their HP (Always Partial Cover)
Some Jutsu may replicate these effects but their absorption bonuses are associated with their Rank and may differ.
Concealment
Concealment makes it harder to be hit by attacks without a physical obstruction to absorb damage. To benefit from Concealment a Character must be in a situation where they are not easily seen. This could be in a cloud of mist, in the dark, or being attacked by a blinded enemy. Concealment grants a miss chance depending on the sight conditions. The GM can decide how much miss chance a given condition grants but here are some examples:
Dusk, Full Moon, Heavy Rain - 20%
Sandstorm, Half Moon, Snowstorm - 30%
Thick Mist, New Moon, Total Darkness - 40%
Blindness - 50%
Some Jutsu may replicate these effects but their miss chances are associated with their Rank and may differ.
Every combat follows the same pattern:
An action occurs that initiates combat
All involved Characters make contested Initiative Skill rolls to determine Turn order
Characters spend Action Points on their turns to attack, move, and perform other actions
Once all Characters have spent their Action Points, the GM may decide if a new initiative Skill roll is made to determine the next Round's order or if the original order will be kept.
This continues until all involved parties no longer have a reason to continue the combat.
This pattern is defined in more detail through out the chapter.
Initiative
Begin combat with an Initiative roll to decide who can act first. All Characters make Initiative Skill rolls and are put in turn order from highest to lowest. Ties go to higher speed then a roll off if still tied.
Before a Character's turn they cant use Action Points unless it is to use defensive Jutsu like counters, cancellations or damage absorbers
On a Character's turn they can use AP to move, use items, cast jutsu, excetra.
After a Character's turn if you have AP held you can spend it any time. To Hold AP, a Character must declare that they are ending their turn early and reserving any unspent AP that will be wasted if not used before the start of the next round.
AP
All characters have 3 Action Points or "AP" to spend each round on actions.
Action Costs
0 AP
Stow a weapon or held item to Equip Inventory
Closing a Spirit Gate
1 AP
Move standard distance
Open a Spirit Gate
Give pet 2 AP
Cast a Summon
Command a Summon
Cast Jutsu
Standard Attack
Activate a blood
Draw and Use an Expendable Item
Examine a Seal
Retrieve a weapon or item from Equip Inventory
Move a weapon or item from Carry Inventory to Equip Inventory
Move a weapon, armor, or item from Equip Inventory to Carry Inventory
2AP
Use a Heavy Weapon
Reload a Loading Weapon
3 AP
Move a piece of armor from Carry Inventory to Equip Inventory
Use a Slow Heavy Weapon
Reload a Slow Loading Weapon
Movement
All characters move a set distance for 1 AP based on their Speed Ability
1 speed- 15 ft
2 speed- 20 ft
3 speed- 25 ft
4 speed- 30 ft
5 speed- 35 ft
6 speed- 40 ft
7 speed- 45 ft
8 speed- 50 ft
9 speed- 55 ft
10 speed- 60 ft
Jumping
A Character can jump 1/2 their MV from a stand still and their full MV from a running start. A Character can jump 1/4 of their MV straight up from a run or stand still.
Falling Damage
When falling more than 20 or more feet you will take damage equal to half the feet you fell. You can negate the damage by meeting an acrobatics DC 1/2 falling distance. If you fail you take the damage. Meeting a DC 1/4 the fall distance reduces the damage by half
Slam Damage
When an attack or effect would move a Character a set distance but an obstruction stops that movement, the Character takes slam damage. This damage is equal to the attacking Character's Ability Rank used to make the attack.
Opportunity Attacks
When enemies are in a Characters path, they can move past them or jump over them but the enemies get to spend 1 AP on the moving Character if they have any to spend even if they are behind the moving Character in the turn order. To provoke an opportunity attack a moving Character must move into and out of the equipped melee weapons range with a minimum of 5ft of the waiting Character. If the opportunity attack succeeds, the moving Character is stopped where they entered the attackers range.
Standard Attacks
A standard attack is a Tai or Weapon strike costing no Chakra or Stamina and doesn't use a Jutsu. It does damage equal to a Character's STR + WEP or TAI. A ranged standard attack must use DEX + WEP to hit and STR + WEP for damage. All attacks use 1d20 + the modifying Ability Rank and Jutsu Rank.
Modifying Damage
When using Jutsu of any kind the target receives modifying damage based on the Jutsu type used. Modifying damage is equal to the Ability Rank and Jutsu Rank of that type. If targeting an ally the user may apply this as modifying healing. For Jutsu that target another resource, the modifying damage is halved and applied to that resource. This damage and healing is not treated as an additional attack and takes on the damage type of the Jutsu. This additional healing is not treated as receiving healing for the purposes of recovering from crippling Jutsu.
Defending
When a Character gets attacked they can attempt to Block, Dodge, Deflect, or use a counter Jutsu. To Dodge they roll 1d20 + DEX + TAI. For Blocking they roll 1d20 + DEX + WEP. To Deflect they roll 1d20 + SPT + NIN. A Character can do this against any attack effecting them that isn't a Genjutsu. If they beat the attacking roll they are not hit. The attacker wins ties.
Dodging is an option as long as a Character's feet or a foot is planted on a stable surface. One cannot Dodge in mid air or while swimming. If they are mounted they can use the mount's Dodge roll as your own. A Character could use their own Dodge while mounted but even attempting this forces them to dismount. If they are using flight, freedom of movement, or water control to swim they may Dodge. If they are targeted by an attack that is undodgable they still get a roll at -5. These attacks are usually unseen attacks or extremely fast attacks.
Blocking is an option as long as a Character has a weapon or shield equipped that is not broken. One cannot Block if their hands are full or are climbing a rope with both hands. While mounted one can use their Block roll to stop attacks targeting their mount as long as they have a weapon or shield. If they are targeted by an attack that is unblockable they still get a roll at -5. These attacks are usually force effects or explosion attacks.
Deflecting is an option as long as a Character is above 1/2 of their maximum Chakra and have a free hand. Deflection uses magical force of a Character's primary element type to ward them of attacks. The attack never makes contact with them and they do not spend any Chakra while defending. They may use the deflect option even after dropping below 1/2 maximum Chakra by taking a -5 penalty.
Counters allow a Character to avoid an attack while striking back at their opponent. To use a counter an opponent must try to hit the Character. At that point they make a Dodge, Block, or Deflect. If they fail they are hit and expend the STM or CHK with no effect. If they pass they avoid the attack and the effect of their counter goes off. The opponent does get to make a defense roll against it and the countering Character keeps the roll they used to evade as their hit roll. If they hit, their damage is modified by the correlating Ability of the Jutsu used.
Gen Resist allows one to attempt to resist mind effecting Genjutsus. They roll 1d20 + AWA + GEN. They can make a resist roll at no AP cost 1/ round on the opponent's initiative to attempt to free themselves from it once effected. The Genjutsu will continue to effect a target until they pass the roll. The caster must set a new DC each round that you attempt to resist the Genjutsu.
Sneak Attacks
Sneak attacks make defending more difficult. The attacker must first make a Stealth, Sleight of Hand, or Bluff Skill roll depending on the attack against the defender's Perception or Sense Motive Skill roll. If the defender wins the attack is no longer a sneak attack and provokes an opportunity attack then follows the normal rules for attacking. If the attacker wins, the defender takes a -5 penalty on all defense options against the incoming sneak attack. This can be attempted as a standard attack but some Jutsus can require the attack to be a sneak attack or give additional benefits when that condition is met.
Cover
Cover makes it harder to be hit by ranged and some melee attacks. To be taking Cover, a Character must be using an obstruction to block the line of sight from their attacker. Cover grants a bonus as damage absorption with the amount depending on the durability of the obstruction. When enough damage has been dealt to the obstruction, it is broken and no longer grants any bonus and any excess damage is dealt to the Character taking Cover. If taking partial Cover one is still able to target their attacker from that position but there is only a 60% chance that the obstruction will be targeted by incoming attacks. If taking full Cover one is unable to target their attacker from that position but incoming attacks are guaranteed to hit the obstruction. The GM can decide how much damage absorption is granted by different objects but here are a few examples:
A Wooden Door - 20 damage or 1 Rank Destruction
A Steel Door - 40 damage or 2 Ranks Destruction
An Interior Wall or Large Tree- 60 damage or 3 Ranks Destruction
A Stone Wall or Bunker Wall - 80 damage or 4 Ranks Destruction
A Hill - 100 damage or 5 Ranks Destruction
A Person - Their HP (Always Partial Cover)
Some Jutsu may replicate these effects but their absorption bonuses are associated with their Rank and may differ.
Concealment
Concealment makes it harder to be hit by attacks without a physical obstruction to absorb damage. To benefit from Concealment a Character must be in a situation where they are not easily seen. This could be in a cloud of mist, in the dark, or being attacked by a blinded enemy. Concealment grants a miss chance depending on the sight conditions. The GM can decide how much miss chance a given condition grants but here are some examples:
Dusk, Full Moon, Heavy Rain - 20%
Sandstorm, Half Moon, Snowstorm - 30%
Thick Mist, New Moon, Total Darkness - 40%
Blindness - 50%
Some Jutsu may replicate these effects but their miss chances are associated with their Rank and may differ.