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Are you looking for a new game? Do you enjoy turn-based combat and role playing? Do you want to be a ninja? Feudal Dynasty is a Naruto forum game with a combat system that gives fights a new dimension


    #3 How to Fight

    Deimos
    Deimos
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    #3 How to Fight Empty #3 How to Fight

    Post by Deimos Thu Dec 08, 2011 10:29 am

    The Beginner's Fight
    Format of the Player's Turn

    Example:

    an Example
    Example:

    List of Terms:
    Naruto Related
    Ninjutsu: Techniques that use chakra and, most of the time, hand seals to be effective.The hands are put in sequential positions that molds and manipulates chakra in the necessary manner to perform a jutsu
    Genjutsu: Genjutsu will use hypnotism to cause hallucinations in others. By causing such illusions they can cause their target mental pain and suffering just as real as physical pain.
    Taijutsu: Techniques are the body and hand to hand skills of the ninja. Taijutsu techniques do not require hand seals.
    Summon: A powerful Technique that can summon animals, objects and the dead to fight for the player.The ninja normally signs a blood contract with the animal species.
    Birthright: Abilities passed down from parent to child. These genetic inheritances grant the ninja unique abilities and physical traits not found anywhere else in the world.
    Expertise:
    Energy Amplifier: Special Abilities that will grant the Fighter more power,sometimes the Amplifier will even change the physical appearance of the fighter.

    Game Related
    Life
    Chakra
    Stamina
    Maneuverability Points
    Chakra Maneuverability Points

    Three Principle Effects- The 3 Effects that will determine how you can defend against the Attack: Avoid,Block,Cancel
    Avoid
    -Dodge: Cannot Dodge Multi-Hits. If an attack can be dodged,the player can avoid the technique by moving from that circle,if available.
    Block:
    -Shield:
    -Guard:
    -Interrupt: Cancel/Interruption Jutsus stop the opponents from casting an attack from the last most, meaning the Skill does not occur. Cannot Cancel/Interrupt Defensive Techniques. However, Damage/Offensive Effects on defensive skills can be
    Cancel: If user Cancels a Technique, the Caster will not receive any chakra back.
    Inevitable: Cannot be Defended using regular Defensive abilities. Must use Techniques that have "Defend against Inevitables" in the text.
    -Obliteration: Cannot Defend against with almost any defensive ability even by using Inevitable-Defenders.
    Defending Against Genjutsu:


    Multi-Range: The Technique will now be able to target up to the given number of Squares.
    Line-Range: The Technique will now affect all squares ,in a linear fashion, from the User to the Targeted area.
    Multi-Hit: The Skill will target all Enemies or Allies (User may decide) on the selected Square.
    Hold/Capture: A effect that will stop the target from moving and fighting. The Target can only use Passive Abilities while held.The Hold/Capture effect can go by many names such as Hold,Capture,Stop,Freeze,or Paralyze.
    Fracture: Prevents the target from using Handsigns or Taijutsu. The Effect will label what the player is disabled
    Knock-Back:
    Immobilize: The target cannot move from the current square for the duration of the effect.
    Confuse: The Target's Multi-Hits/Range will affect all available Players. Non Multi-Hit/Range Techniques will be aimed at the previous player.
    Blind: The Affected Player's Attack's avoid effect will be Downgraded by one. Meaning, Cant Avoid--> Cant Dodge. Cant Dodge--> Can Avoid/Dodge.Can Avoid/Dodge--->Automatically Avoided.
    Slow: The player will not receive the interruption bonus after being interrupted and Player's movement techniques will cost x2 Maneuverability Points.
    Poison: The Poison effect will deal the listed amount of damage per turn for its duration. Players can disable poisons using items and special skills. Poison carries many names such as:Burn,Shock, and Choke.

    Debilitating Techniques: The max number that all debilitating effects can deal on a player is 300. any remaining numbers will be discarded.
    Example: Berserk 75, Enfeeble 125, Impair 200.
    75+125+200=400-100 (since Impair was used last)= 300
    Enfeeble: The player's shields will lose Durability points from the given amount.
    Impair: Weakens the player's attack's Damage by the given amount.
    Berserk: While Berserk,the player's attack will gain the labeled amount of damage while the player will take the same amount of Life Damage if hit.

      Current date/time is Fri May 10, 2024 10:27 am