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    The Fighting Handbook

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    Deimos
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    The Fighting Handbook

    Post by Deimos on Thu Dec 08, 2011 12:14 pm



    Table Of Contents

    The Basics
    (B1) Turns
    (B2) Labeling
    (B3) Moving
    (B4) Special Moving
    (B5) Area Effects
    (B6) Buffing/Debuffing Effects and Techniques
    (B7) Passive Abilities and Attributes
    (B8) Targeting Players
    (B9) Regenerating your Health/Energy/Maneuverability Points
    (B10) Item Info
    (B11) Paying Upkeeps
    Fighting Abilities
    (FA1) Range
    (FA2) Multi-Hits
    (FA3) Genjutsu
    (FA4) Dodge and Avoiding Techniques
    (FA5) Guarding and Shielding Techniques
    (FA6) Interruption and Cancel Techniques
    (FA7) Inevitable and Obliteration Techniques
    (FA8) Capture and Immobilization techniques
    (FA9) Confuse and Blind Techniques
    (FA10) Knock Back and Fracture Techniques
    (FA11) Debilitating Techniques: Berserk, Impair, Enfeeble
    (FA12) Poison Techniques
    (FA13) Slow Techniques
    (FA14) Reflection/Redirect Moves
    (FA15) Weapons
    (FA16) Summons
    (FA17) Traps
    (FA18) Camouflaging and Tracking/Sensor Abilities
    Playerjumping
    (P1) General Rules of Playerjumping
    (P2) Escaping
    (P3) Dying on the battlefield
    Birthright Notes
    Expertise Notes
    Energy Amplifier Notes



    The Basics
    (B1) Turns
    This Game Functions as a Turn based Strategy game, meaning players must wait until the other player spends their turn, or until after 15 minutes go by.
    A: Please put your movement abilies and information after your Health/Energy bars.
    B: Ninja Academy Student: Max of 1 Skills per turn. Can only use one movement ability per turn.
    C: Genins: Max of 2 Skills per turn. One out of the Two Skills must be Defensive. Can use one movement ability per turn.
    D: Chuunins: Max of 2 Skills Per Turn. Can use up to two movement abilities per turn.
    E: Special Jounins: Max of 2 Attacks and 1 Defensive Skill Per Turn. Can use up to two movement abilities per turn.
    F: Jounin: Max of 3 Skills per turn. Can use up to two movement abilities per turn.
    G: Wild Demons: 4 Skills per turn. Can use up to two movement abilities per turn.
    H: While attacking a captured/immobilized opponent, the player is only permitted to use one less attack of their maximum skills per turn to that opponent.
    I: Only one Chakra Amplifier Stage (such as Demon Forms or Curse Seal Levels) per turn.
    J: The Player may use another turn after it has been 15 minutes or more from its previous turn, this rule is counted as voided if the opponent attacks within 15 minutes.
    K: If your turn is marked as invalid, you lose that turn.
    L: Instead of using a defensive or offensive skill, the user can use another movement ability.


    (B2) Labeling
    Please Remember to label all "bars" in every post of your fight, or else your turn will be counted invalid.

    A. Please label your Life/Energy bars at the bottom of the Offensive/Defensive skills during a Battle. Ex: 1800/2000
    B. Label techniques that have turn-based effects (poison/capture) on a player and the duration of the skill.
    C: If you have moved on your turn, you are required to notify your current location.
    D: Fire/Lightning/Water/Wind/Earth Based Techniques are Techniques that use the selected Element.

    Example: If a technique guards against Fire Based Techniques, it guards against: Fire/Steam/Radiation/Combustion/Lava techniques.



    (B3)Moving
    A: Players have a maximum number of movement abilities that they can use per turn, based on their rank. If a player uses two movement abilities in a turn, the movements cannot be used to move in the same direction. (Ex. You cannot Jump twice in the same turn or run twice in a direction)
    B: After Jumping, the player must land on a surface or they will begin to Free-Fall.
    C: Free-Fall is that the player falls down one additional square per turn until the player lands on a surface.
    D: Free-Fall can also occur to Items/Creatures if they do not reach their target on the turn used.
    E: Free-Fall does not cost any MP because you are not exerting any force to fall.
    F: Maneuverability Chakra Points have the same limits per turn as regular Maneuverability.
    G: In order to Jump, Players must be on a surface/Level. Players cannot Jump while Free-Falling.

    (B4)Special Moving and Area Effects.
    A: If moving on a level with water, the player must use Water Surface Walking to stay on top of the Water.
    B:If a player uses a movement that would cause them to move beyond a square with water, they must pay the cost of Water Suface Walking during that turn or else they will stop over that square, then free-fall down into that square at the end of the turn.
    C: Players are able to Travel Underwater/Underground. However, The player must go to the surface to gain air every 3 turns. If not, the player will begin to suffocate.
    D: When Suffocation happens, the Player will lose 25 Stamina the first turn. The Stamina damage will double each turn until the player goes to the surface.

    Example:
    1st Turn: Lose 25 Stamina.
    2nd Turn: Lose 50 Stamina
    3rd Turn: Lose 100 Stamina
    4th Turn: Lose 200 Stamina.
    E: To stay attached to a tree or surface above the base level, the player must use Solid Surface Climbing to stay on the selected Surface, or else the player will begin to Free-Fall.
    F: Player using Flying Techniques and Creatures/Players attached to Flying Creatures do not free fall while in flight.

    (B5)Area Effects
    A: Fire Based Techniques Effects are cut in half if used underwater or to target an underwater player. Lightning Based Techniques' Effects receive Line-Range.
    B: While Underground, the user's Defensive Skills will cost an additional 50 Energy while Opponent's Offensive Skills are reduced by 50 Life Damage or 1 Duration.
    C: Genjutsu is unaffected by Area Effects.

    (B6) Buffing/Debuffing Effects and Techniques
    A. Moves that do not cost 0 energy and receive bonuses that decrease the amount of energy to use, cannot cause it be used for 0 energy.
    Example:
    If your technique's chakra cost goes below 25, then you must pay 25 chakra to use that technique.
    B. If you have the Chakra Concentration Trait then you may pay a minimum of 15 chakra instead of 25 when reducing the cost of your techniques.
    C: Energy Amplifiers are the Only Reducing Techniques that may allow a technique cost 0 Energy. If a technique is reduced to 0 energy, then all other active reducing techniques do not effect this jutsu.
    D: Genjutsu cannot be decreased or increased in chakra cost.
    E: Multiple (more than one) Non Energy Amplifier Buffs/Debuffs can only alter up to a Total of Half the Originate Damage. If Number is not Divisible by 25, Round Up to nearest divisible number.
    F: Techniques that do not possess damage cannot gain or lose attack damage.
    G: When paying ### Life/Chakra/Stamina, the amount paid cannot be increased or decreased unless the modifier specifically affects skills requiring you to pay XXX Life/Chakra/Stamina.


    (B7) Passive Abilities and Attributes
    Passive Abilities are moves that can be used during your turn while their own limit per turn. Attributes are in the same category as passive abilites, but there is no limit to the number of attributes per turn that you may use.

    A. Only 5 Passive Abilities (Traits and Passives combined) per turn. Max of 3 Traits or Passives per turn (Ex. You may not use 4 Traits and 1 Passive, or 5 Passives and 0 Traits)
    B. All traits are passive and they don't take up any Energy. You may only have 1 of each trait unless the trait can stack.
    C: Passives/Traits cannot be interrupted under any circumstances.
    D: Attributes and Passives can only be used once per turn, unless otherwise stated.
    E: Players can use as many Attributes they want per turn, though the attribute must be listed in the post in order to be in effect.
    F: You may say "Same Attributes" in place of posting the full list of attributes that were used in the previous turn. If another attribute becomes active, you must post the full list of attributes during that turn.

    (B8) Targeting Players.
    In order to attack another player on the game, the user must target the player with your attacks. If not done, the attacks are counted as invalid. If you do not target your enemies when using multi hits, you will end up attacking all players, including your allies.

    A. To Target someone, you must either quote their post [the button looks like ]. This takes priority of all targeting rules.
    B: You may type @(Insert Player's Name) to target a player with a skill during your post.
    C: There are Multi Hits/Multi Range techniques, which target all available players on a square or multiple squares.
    D: If you Target by quoting while using multi hits/range. The multi hits/ranges will hit all allies of the quoted player.
    E. If a Multi Hits/Multi Ranges are used, all opponents must respond to that post before the user may go again. This rule is voided if one or more opponents do not respond to that post in 15 minutes.

    (B9) Regenerating your Health/Energy/Maneuverability Points
    A: After you escape a Topic/Battle and you are not at your normal Health/Energy, the Health/Energy Regeneration Sequence begins.
    B: 30 minutes after you Escape a Topic, Your Health/Energy is regenerated to your nomal maximum Health/Energy.
    C: If you Post in the same Topic before 30 minutes has passed, this is implying that you have returned to the battle. Your health/chakra is left how it was before you escaped from the Topic.
    D: Maneuverability Points/Maneuverability Chakra Points can be restore 10 MP or CMP through 25 stamina (MP) and 25 Chakra (CMP).
    E: Players' Health/Energy bars do not heal as stated in the previous rule during War or Special Missions. The Players must use Special Abilities or Rest Items to heal in these situations.
    F: Items that Regain Health and Energy cannot go over the Player's starting normal maximum Health/Chakra/Stamina.
    G: Natural Energy can only be gathered by the player if the player does not move while gathering it.

    (B10) Item Info
    A. Basic Throwing Weapons/Items will be restocked after the battle, so you do not need to repurchase them.
    B: Items such as weapons/Rest Items/Armor will need to be restocked if destroyed or used. However, if a Weapon or armor is not destroyed, it will be restored back to Full Durability after a battle.
    C: Exploding Tags are Multi-hit, but they can be Dodged with a Smoke Bomb.
    D: Skills that increase/decrease damage or cost do not effect Items, unless it states that it increases/decreases the damage or cost of Items.

    (B11) Paying Upkeeps
    A. If a technique has an original cost followed by an upkeep cost, the upkeep cost is not required to be paid during the first turn you are using that technique.
    B. If a technique has an upkeep cost without another cost, the upkeep cost is required to be paid during the first turn that you are using that technique.

    Fighting Abilities

    (FA1) Range
    A: The Number following the Range is the number of squares the attack can be used on from the player's location.
    B: If a technique is used to target a player or square that is placed diagonally from your location, the range of the technique is decreased by one, but cannot be decreased to less than one.
    C: Multi-Range means that the technique can target up to the given number of Squares.
    D: If a Multi-Range technique is interrupted, the technique does not affect anyone in the targeted squares.
    E: Line Range Techniques are Techniques that affect all squares from the User's location to the Opponent's square.
    F:Move Range Techniques are Techinques that move the User to the selected Square.
    G:Move Range Techniques must be targeting an occupied square.
    H: If a Shield is created between the player and its target, the technique will have to go through the shield first.
    I: Instant Ninjutsu/Genjutsu are techniques that do not require Hand-signs. This allows the Player to use the Techniques within Close Range.
    J: Ranged Techniques cannot be used on Targets within the same square as the User, Instant Techniques can be used during those situations. Ranged Taijutsu is an exception to this rule.

    (FA2)Multi-Hits
    A: These Techniques target all opponents or players on the selected square.
    B: Multi-Hits cannot be dodged.
    C: If a Multi-Hit is interrupted, then other targets do not need to defend against it.

    (FA3) Genjutsu
    A: Can only be released through Kai Release, Inflict Pain, Chakra transferred from another player, or defended by skills that specifically defend from Genjutsu.
    B: When releasing, you pay the amount of Chakra/Life equal to the cost paid to use the Genjutsu.
    C: Skills cannot modify a skill to contradict itself.
    E: A skill that says "Can only be avoided by Inflict Pain" cannot be modified to say "Can't avoid by Inflict Pain."
    D: Using Two "holding/capturing" Genjutsu in a row is illegal.

    (FA4) Dodge and Avoiding Techniques
    A. Dodge Techniques can not avoid Multi-hits, Can't Avoid techniques, or Genjutsu.
    B. If an attack can be dodged, the player can avoid the technique by moving from that square with a maneuver. This rule does not apply if you are in close combat, unless the maneuver states that it can be used in close combat.
    C: Player can still dodge incoming attacks from one move but must take care of moves that can not be dodged first.
    C. The damage or effects dealt by a technique is counted as damage from the type of technique IE: Genjutsu, Taijutsu, Ninjutsu.

    (FA5) Guarding and Shielding Techniques
    A: Guarding Techniques only last for the number of turns they are given.
    B: Shields do not lose durability points on the turn summoned.
    C: Shields will lose durability points after summoned from the types of techniques listed on the Jutsu.
    D: Shields will be destroyed if the shield cannot block the incoming technique.
    E: Any Attack that is targeted at the same square as a shield must go through the shield first.
    F: If the Shield does not have enough Durability Points to completely block a technique, the leftover damage is dealt towards the target.
    G: If a player successfully blocks a line range technique, the technique will not affect the squares beyond the Shield.

    (FA6) Interruption and Cancel Techniques
    A. Interruption techniques stop the opponents from casting an attack from the last most, meaning the move does not apply.
    B. Interruption techniques cannot interrupt Defensive Abilities such as blocking techniques, avoiding techniques or other interruptions. However, Damage, Holds, and Debuffing Effects are interrupted.
    C. Interruption techniques can only be used as a defensive technique, the damage and other effects count as an offensive technique.
    D: If you interrupt a Multi-Hit technique, then the technique does not effect any other target since you interrupted the user from casting it, therefore the move was not completed.
    E. When a Technique is interrupted the player that was interrupted only loses half of the chakra from techniques, the chakra lost is rounded to 5's or 0's.
    ~Chart~
    25- Doesn't happen
    50- 25 chakra lost
    75- 40 chakra lost
    100- 50 chakra lost
    125- 60 Chakra lost
    150- 75 chakra is lost
    175- 90 chakra is lost
    200- 100 chakra is lost
    F: Cancel Techniques work the same as Interruption techniques, though the Target does not gain half of the chakra cost back.

    (FA7) Inevitable and Obliteration Techniques
    A. Inevitable techniques cannot be defended against in the same way as other techniques. Players will to use techniques that say that they Block/Interrupt/Avoid an Inevitable technique.
    B: Obliteration techniques cannot be defended against by any means except Obliteration Defensive abilities. Players can still reduce the damage or possess special techniques that note that they defend against an Obliteration Technique.
    C: Obliteration techniques cannot be modified in effects or damage.

    (FA8) Capture and Immobilization techniques
    A. Capture/Paralyze/Freeze/Hold/Stop Techniques are used to capture the opponent. During the time that the opponent is captured, the opponent cannot move/use any techniques. Excluding Passive techniques.
    B: Immobilization techniques prevent the Target from moving from the square. The opponent can not attack or move, but can defend.
    C: While attacking a captured/immobilized opponent, the player is limited to one less attack towards the opponent than the normal amount of attacks that they would be able to use. The least amount of attacks the player can make against a captured or immobilized player is one.
    D: Players may not use two or more any Capturing/Immobilizing Techniques from the same type of Jutsu on the same turn, IE: Genjutsu, Taijutsu, Ninjutsu.
    E: While a person is captured or immobilized, you cannot use more Capturing/Confusing/Paralyzing/Immobilizing jutsu to cause them to remain captured or immobilized.
    F: Capture techniques might be named under: Hold/Paralyze/Freeze/Stop.

    (FA9) Confuse and Blind Techniques
    A: While Confused, Multi Hits and Range Techniques target all other players.
    B: Confused Players' attacks will target the previous player that posted a move. This even affects allies.
    C: While Blinded, the avoiding effects of a player's techniques are downgraded by one level. IE: If the move started out as Can't Avoid, it turns into Can't Dodge, and if it says Can't Dodge, it simply can be avoided with any dodge technique.
    D: If a player's technique does not possess an avoid effect while that player is blinded, then that technique is automatically avoided.

    (FA10) Knock Back,Fracture, and Disarm Techniques
    A: Knock Back moves will move the selected target by the given amount.
    B: If a player is Fractured, the player is prevented from using Handsigns or Taijutsu for the duration of the Fracture. Effect will be selected or determined by the text of the technique being used. If the Effect does not specify, The Player is prevented from using handsigns

    (FA11) Debilitating Techniques: Berserk, Impair, Enfeeble
    A: While Berserk, the player will do an additional amount of life damage for each attack but will take an additional amount of damage if hit.
    B: When a player is Berserking, the rules are the same for confused excluding the movement limitation.
    C: If the player is Enfeebled, the player's shields will lose Durability points from the given amount.
    D: Impair techniques will weaken the player's attack damage by the given amount.
    E: The limit per Debilitating effect on a Player is a total of 300.

    (FA12) Poison Techniques
    A: Poison/Burn/Shock/Bleed Damage is a type of damage that will begin to affect the player successfully hit by a technique employing the type of damage. These Damages have a duration and can be ended before the duration ends using skills that stop the particular effect or by Inflict Self Pain.
    A: Poison techniques can be cancelled once a player is affected by using Inflict Self Pain. The formula is: Damage dealt per turn multiplied by one half the duration of the technique. Burn/Shock/Bleed must be treated separately. IE: Poison 50 for 2 Turns. (50x1= Amount to cancel Technique)
    B: If a Poison/Burn/Shock technique includes the text "Plague" the poison can spread by several means. The spread of the poison will be listed in the technique.
    C: Plague Damages cannot be cancelled after you are affected unless the item says differently.

    (FA13) Slow Techniques.
    A: If a player is Slowed, the player will not regain chakra after being interrupted.
    B: The player's movement techniques will cost twice the number of Maneuverability Points to use while Slowed.

    (FA14) Reflection/Redirect Moves
    A: Reflection techniques affect offensive moves that can be blocked, unless otherwise stated.
    B: If Redirected, the attacks are Redirected at the user of the technique. If the technique is Multi Hit or Multi Range, the technique is Redirected at the user and their allies.
    C: Reflection techniques can only reflect inevitables if stated in the technique.
    D: If a Shield has a Reflecting effect, it will not only Shield Against the technique but reflect the technique back.

    (FA15) Weapons
    A: Weapons have its own Durability Points. The Weapon Loses Durability per skill as well as Using the Weapon as a Defense.
    B: If the Weapon Skill was avoided/Dodged, The weapon does not lose durability.
    B: Weapons Can Be Used In the selected Range Or in the same square as the wielder.
    C:The Disarm Effect Disarms the Target from any Weapons He or She is wielding. The Weapon is knocked away in the direction the Caster is Attacking.
    D:The Range of the Skill is how far the Weapon will travel. If No Range, It Travels Range:1 for 100 Energy
    E:To Pick up a Weapon, The Wielder must move to the Square and Use 1 Skill Slot to pick the Weapon Up
    F:While using a weapon, the player can only use instant ninjutsu unless the player possesses a trait that allows them to use other ninjutsu.
    G:Weapons cannot gain or lose effects like other techniques unless otherwise stated, meaning abilites that buff or debuff Jutsu might not affect weapons.

    (FA16) Summons
    A: Summons have ranks that have the same Skill limits as Humans do.
    B: Summons also follow the same Basic rules as Humans do.
    C: Summons can be Summoned three different Ways: Scrolls, Handsigns, Seals
    D: A Scroll must have a pre-determined attack that the Summon will use.
    E: Oiled- If a Player is Oiled and hit by a Fire Technique, that Player will receive Additional Damage from the Fire technique instead. Fire Skill's Base Damage x2= Additional Damage. Additional Damage cannot be over 500.

    (FA17) Traps
    A: Post Traps Require a certain amount of posts to set. If player is interrupted before the number is reached, the trap has to start over.
    B: Move Traps require at least one move used on the player's turn, these can be interrupted if allowed.
    C: Players must state where traps are once every three turns, rather then every turn so they can try to "hide" their traps.
    D: Traps can be triggered 3 Different Ways: User-Trig, Movement-Trig, Turn-Trig.
    E: User-Trig Traps are activated by the User's Will/Energy.
    F: Movement-Trig Traps are activated if anything moves into/near the square the Trap was placed in.
    G: Turn-Trig Traps are activated after a determined number of turns.

    (FA18) Camouflaging and Tracking/Sensor Abilities
    A: While Camouflaged, a player cannot be attack or attack by listed techniques.
    B: If the User attacks while Camouflaged, the Camouflage is canceled.
    C: The player cannot move while camouflaged unless otherwise stated.
    D: Sensor Abilities unveil Camouflaged Opponents within the Range of the Technique and Traps unless otherwise stated.
    E: Tracking Effects disable the Target from Camouflaging themselves and requires the Opponent to be a certain amount of squares away to Escape.
    F: The additional amount of squares to escape are determined Tracking Number.

    Playerjumping

    (P1) General Rules of Playerjumping
    A: To make a successful kill, you must bring the opponents Health Points to Zero for over 16 minutes. IE: If the player does not revive after he gets to 0 Health, the player is declared dead.
    B: Players can not attack an Academy Student unless the Student attacks them first.
    C: If the opponent does not respond or quote your attack; try to talk to the player. If the player does not respond within 15 minutes, then the player is knocked uncousiness, and receives all effects used on them from your last turn and you may go again.
    D: You have to wait 15 minutes every time you attack , unless all players forfeit their next turn.
    E: The maximum amount of Ninjas targeting one player is Two. If three or more are fighting one target, then all attacks are at the selected opponent are invalid until one player disengages.
    F:A Total of 6 Moves can target a player at one time.
    G: If someone goes twice and has not followed the 15 Minute rule, the second attack will be considered invalid. If all targeted opponents have quoted your turn and defended/attacked back to anyone before the 15 minutes are up, you may use another turn.
    H. If you used a Multi Hit on more then one person, they all must respond to your attack before you can use another turn within the 15 minutes.

    (P2) Escaping
    A: In order to escape, the player must be at the edge at the map or at least 7 Squares away from any Opponent, then must post "Escape from the Battle" during their turn.
    B: If a player attempts to escape after the opponent has cast their moves and do not defend/attack, they are still targeted in the battle and must defend/attack. If the player fails to respond, then they receive the full effects and damage, as if their turn had been skipped.
    C: If a player posts their attack and then escapes in less then 15 minutes, their turn does not count.
    D: Players may not escape if they are is confused, captured, immobilized, or blinded.
    E: If the player escapes and has not been targeted before four minutes, then the player is safely out of the battle.

    (P3) Dying on the Battlefield
    A: After the Player has reached 0 Health, The Player is knocked out and can choose to remain Knocked out or use a Revival Technique.
    B: Can only use one revival technique per battle.
    C: To Kill a player, one must simply use an offensive skill at a knocked out player.
    D: Only one Opponent or User Effect can be used on a Dead shinobi. (Ex. The opponents cannot Steal your Heart and Dissect your body for their Puppets)
    E: Once a player is dead, a Medic Ninja has only Twelve hours to resurrect the player from the dead.
    F: A fallen ninja cannot be captured after Killed.

    Birthright Notes
    (BR1) Akimichi
    A: Special Akimichi pills must be taken in the following order: Green, Yellow, Red.

    (BR2) Aburame
    A: Evolution: If at least two insects survive from an attack, they may reproduce a generation of beetles that are resistant to that type of Attack (Fire,Non Elemental Genjutsu,Throwing Items,Etc).
    B: The Player may take one effect/damage from the attack and the insects will be slightly immune to the effect or damage. Immunity Limit: 50 damage or Reducing the effect's duration by One turn.
    C: Each Element has a limit of Four Immunity slots.
    D: Insects may still take Commands and use Formations while the player is held.
    E: Evolution only remains permanent in areas where the player can die.
    F: Immunities cannot grow from Obliteration Techniques. If any immune insects survive a battle, the player is allowed to grant all of their insects the same immunities.

    (BR3) Byakugan
    A: Must choose either Traditional or Neo
    B: Alll moves requires Byakugan to be Active.
    C: Downgrade: If a Technique Says Can't be Dodged, and Byakugan Downgrades Cant be Dodge Techs, then the technique goes one avoid effect down from Can't be Dodged to Can be Avoided.
    Key: Cant Avoid-Cant Dodge-Can Avoid-Avoid automatically.
    D: Sealing a player's chakra is reducing the maximum amount of chakra the player can recover back to (Character Status Chakra). The total amount a Player can Seal Chakra is 800.

    (BR4) Hot-Blooded
    A: The Player is not allowed to use any Ninjutsu/Genjutsu.

    (BR5) Ice Manipulation Mastery
    A: Player is allowed to have the Water/Wind elements upon receiving this Birthright.

    (BR6)

    (BR7) Iron Sand
    A: When an Iron Sand Shape is no longer active, the Iron Sand Mass used in forming it appears in its place, meaning The Sand loses it shape, but can still be used to create other shapes. This Rule excludes Iron Sand World Order.
    B: Users may disable any Iron Sand Shape(s) that can control during your turn Freely.
    C: Iron Sand Masses and Shapes are not affected by Genjutsu

    (BR8) Kibaku Nendo
    A: The Clay Creatures are not affected by Genjutsu. When the player uses Katsu on a creature, that creature dies, but can be made again.
    B: Explosive- An Attack That Targets all Players within the given Range.
    C: All Clay Creatures are Weak to Lightning Attacks, meaning Lightning Attacks deal 50 More Damage.
    D: Half of the Damage from Katsu Will be dealt to buildings within range.
    E: Clay Creature Skills do not take up User's Skill Slots (unless the Skill must use up the User's Chakra and not the Creature's) and All Clay Creatures only may use 1 Skill.

    (BR9) Shikotsumyaku
    A: If Curse Seal of Earth Level 1 is active, all of this bloodline's attacks deal 50 more damage.
    B: If Curse Seal of Earth Level 2 is active, Dance of the Clematis: Vine and Dance of the Seedling Ferns gain +1 to their maximum range. Calcium Growth also becomes twice per battle.

    (BR10) Kumo Keijou
    A: Sticking Techniques will cause the target to stick to the closest surface; meaning they are stuck on a tree/shield/barrier and will receive any damage that the surface receives. If the target is in air and stuck, the target will free fall to the nearest surface on that column and then become stuck to that surface.
    B: Spider Bind, Spider Cobweb Opening, Spider Cocoon, Spider Cobweb Flower can be interrupted by any Byakugan technique, unless it cannot be interrupted, then it may be Quick-Blocked through Byakugan by paying 125 chakra, even if it can not be quick-blocked normally.

    (BR11) Kurama
    A: All Kurama Techniques are Genjutsu.

    (BR12) Nara
    A: Binding costs 25 chakra each turn per bound foe to keep them bound.
    B: Bound targets move as the user moves (I.E. they will mimic his movements as if they where him). Foes also mimic throwing weapons and Taijutsu. (In the exact mirrored direction and distances)
    C: A struggle may take place, in which those that are bound try and break free to the binding. In this circumstance the user must pay more then the enemy’s Stamina in Chakra.
    D: The user’s chakra is worth twice as much as the enemy’s stamina when paying to prevent a binding from being broken.
    E: For multiple foes attempting to break free from a binding, add the stamina they put in together and divide by the number of bound foes to find their total Stamina.
    F: Non Shadow Sewing Shadows must travel along the ground or solid surfaces.
    G: Each object and player has one Shadow Mass.

    (BR13)

    (BR14)

    (BR15)Soma No Ko
    A: When the Twins are Together, their health/Chakra/Stamina are combined.
    B: The Player's Sibling may learn Techniques and one Chakra Element.
    C: The Sibling will be considered the weaker one so it may only reach up to level 50.
    D: The Sibling will always have Half the Base Life/Chakra/Stamina points the Player has.
    E: The Sibling may Own a non-quantitied Expertise. It may not own a Fighting Style, Weapon, Items, Armor, or Energy Amplifier. The Twins share those.

    (BR16)Sharingan
    A: Sharingan cannot Copy Expertises, Birthrights ,Techniques of Different Chakra Affinities, Fighting Styles, Items, or Energy Amplifiers.
    B: The amount of Techniques a Sharingan User can copy is 3 per Battle.
    C: Techniques cannot be permenantly copied with Sharingan unless the technique has been copied in a battle where the player can die.

    (BR17)Zetsu

      Current date/time is Wed May 23, 2018 6:34 am