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 Patch 1.01

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Pulawski
Jounin


Posts : 618
Join date : 2010-02-26
Age : 27
Location : Denmark

PostSubject: Patch 1.01   Sun Jun 21, 2015 12:03 am

Pulawski wrote:
Patch list 1.01

General Stuff


  • If you have a jutsu created with +JP, or a speciality, and you teach that jutsu to someone who does not have these, you may submit your jutsu to be rebalanced without these. The same goes in reverse, if someone teaches you a jutsu which has +HP dmg, they do not have that as a specialty, but you do, you may submit it to be rebalanced according to your specialties

  • Critical Hits
    -Critical Hits do 2xBase Damage unless otherwise stated. Roll the dice twice. Do not 2xSingle Roll.

  • Defending for Another
    -Must be stated prior to the Attack Roll.
    -Takes the users turn unless something specifies otherwise.

  • Escaping
    -Performed with DEX.
    -Can be done with another Stat provided an Escape Jutsu is used.
    -No roll needed against stunned opponents.
    -User Rolls Escape as their turn as a Free Action.
    -Defending against Escape is a Free Action.
    -On Failed escape all parties must take their turn as normal.

  • Stuns
    -Stuns Break upon being hit (does not need to be damage)
    -Stun DC's Break upon being met (equal to Stun DC is a break)
    -Stun DC's do NOT degrade over time
    -Physical Stuns are broken with Constitution
    -Mental Stuns are broken with Charisma

  • Stun DC's
    E: N/A
    D: 10
    C: 15
    B: 20
    A: 25
    S: 30


[*]Disciplines no longer have specialties, this does not include elements

Bloodline Changes

Anju

[*]Gift of the Hermit Group: Yang Release no longer consumes one of the two natural elements that the character usually gets.

Slot Changes


  • Auto Stealth on hit no longer gives any bonus to hiding.

    New slots

    These are for all disciplines
  • HP DoT on Hit - Type Upon a succesfull hit, Target takes X amount of damage for Y amount of rounds 1/D2 D2/D3 D3/D4 D5/D4
  • HP DoT on Hit - Discipline Upon a succesfull hit, Target takes X amount of damage for Y amount of rounds N/A 1/D2 D2/D3 D4/D4
  • HP DoT on Hit - Universal Upon a succesfull hit, Target takes X amount of damage for Y amount of rounds N/A N/A 1/D2 D2/D3


Jutsu Changes

Changes to JP Values

Taijutsu/Kenjutsu


  • AoE Changed from 0.5 JP to 2 JP

  • Crit range changed from 2 JP to 0.5 JP, and speciality from 2 to 1.5. Crit range reduction is a flat value as listed


Ninjutsu


  • Crit range changed from 2 JP to 0.5 JP, and speciality from 2 to 1.5. Crit range reduction is a flat value as listed

  • AoE Changed from 0.5 JP to 1 JP


Genjutsu


  • HP Damage changed from 1 JP to 2 JP

  • CP damage changed speciality from 2 to 1.5

  • New Slot: Base Rank CP damage. 1 JP. Normal: N/A. Speciality: N/A. Text: Changes your base rank damage to CP Damage, but reduces it by 50%. (d4-d2) (d6-d3) (d8-d4)

  • Crit range changed from 2 JP to 0.5 JP, and speciality from 2 to 1.5. Crit range reduction is a flat value as listed

  • Stun: It is now classified as a mental stun


Explanation Changes



  • Duration: Adds Duration to other Effects on top of base duration (So 1 JP in duration gives 1 duration+1 base duration for a total of 2 Duration)
  • Adding Duration to an existing duration falls under stacking rules. (50% Effective)


New Jutsu Slots



  • Fleeing Attempt/Bonus to fleeing - 1 JP 1 N/A
  • Stop Fleeing Attempt/Bonus to stopping fleeing: 1 JP 1 N/A

  • Additional Duration on a DoT. 2 JP  1 2


Summons/Puppets/Pets

Summons, Puppets, Pets, and Cohorts (SPPC)

Summons, Puppets, Pets, and Henchmen all have similar mechanics and rule functions. Detailed below are the specifics for each available option. You may have any combination of the options as your PP allow.

All SPPC who select Elements may learn Jutsu as a Player Character would. This is emoted by their Player Characters.

Quote :
Summons

Summons are animal and or in unique circumstances people that are bound in a contract to the individual. Depending on their home and Skills summons can have varied and unique capabilities.

Cost: Standard Action. Each Summon cost 4 cp to summon and 2 to maintain. A player may summon any number of summons at one turn.

Grade 1 (Base): Available at Level 10. May go up to 1 area away from their Contractor

Grade 2 (Upgrade I): Available at Level 20. May go up to 2 areas away from their Contractor

Grade 3 (Upgrade II): Available at Level 30. May go up to 3 areas away from their Contractor

Grade 4 (Upgrade III):  Available at Level 40. May go up to 4 areas away from their Contractor

Hp: Summons Con Mod + 40 % (Rounded down) of Characters Level
Cp: Summons Cha Mod + 40 % (Rounded down) of Characters Level

Stat Modifiers

Summon Stat Modifiers may be selected by the player upon purchase of the summon. Once done they will not change without RP DM Permission.

Grade 1 (Base): 5/4/4/1/1/1

Grade 2 (Upgrade I): 10/8/8/2/2/2

Grade 3 (Upgrade II):  15/12/12/4/4/4

Grade 4 (Upgrade III):  20/16/16/10/6/6

Note: Stats are considered to have Ability score equivalent to the modifier, and all bonuses attributed to them.

Damage:

Summons Damage increases based on the Grade of the Summon

Grade 1 (Base):  1d2

Grade 2 (Upgrade I): 1d4

Grade 3 (Upgrade II): 1d6

Grade 4 (Upgrade III):  1d8

Special Abilities:

Summons gain Grade Level worth of special abilities per  corresponding Grade of the Summon

Grade 1 (Base): 1 PP

Grade 2 (Upgrade I): 2 PP

Grade 3 (Upgrade II): 3 PP

Grade 4 (Upgrade III):  4 PP

Note: Summons act independently of their Summoner.
Note: Summons go directly after their summoner in turn order and may act the turn they are summoned. Note: Without special training Summons can not exist in the world if they go to far from their contractor.  

Quote :
Puppets

Puppets are technological devices crafted by skilled artisans made for the use of combat by Shinobi puppeteers. Usually filled with traps and tricks Puppets are some of the deadliest tools in shinobi warfare.

Cost: Standard Action. Each Puppet cost 4 cp to activate and 2 to maintain. A player may activate any number of Puppets at one turn.

Grade 1 (Base): Available at Level 10.

Grade 2 (Upgrade I): Available at Level 20.

Grade 3 (Upgrade II): Available at Level 30.

Grade 4 (Upgrade III):  Available at Level 40.

Hp: Puppet Con Mod + 40 % (Rounded down) of Characters Level
Cp: Puppet Cha Mod + 40 % (Rounded down) of Characters Level

Stat Modifiers

Puppet Stat Modifiers may be selected by the player upon purchase of the summon. Once done they will not change without RP DM Permission.

Grade 1 (Base): 5/4/4/1/1/1

Grade 2 (Upgrade I): 10/8/8/2/2/2

Grade 3 (Upgrade II):  15/12/12/4/4/4

Grade 4 (Upgrade III):  20/16/16/10/6/6

Note: Stats are considered to have Ability score equivalent to the modifier, and all bonuses attributed to them.

Damage:

Puppets Damage increases based on the Grade of the Puppet

Grade 1 (Base):  1d2

Grade 2 (Upgrade I): 1d4

Grade 3 (Upgrade II): 1d6

Grade 4 (Upgrade III):  1d8

Special Abilities:

Puppets gain Grade Level worth of special abilities per  corresponding Grade of the Puppet

Grade 1 (Base): 1 PP

Grade 2 (Upgrade I): 2 PP

Grade 3 (Upgrade II): 3 PP

Grade 4 (Upgrade III):  4 PP

Note: The user must give up their turn to direct their puppets.  
Note: If a Puppet user is in stealth and their Puppets are not the Puppets do not benefit from Stealth Attacks
Note: Puppets may be used the turn they are activated
Note: Puppets are not directly affected by Genjutsu and internal poisons (Acids and so forth function as normal)

Quote :
Pets

Pets are usually from a bloodline of skilled and noble ninja animals. They range from slightly more intelligent that normal pets to fully sentient and talking individuals. They are often capable of performing secret techniques and train alongside their Chosen from birth.

Grade 1 (Base): Available at Level 10.

Grade 2 (Upgrade I): Available at Level 20.

Grade 3 (Upgrade II): Available at Level 30.

Grade 4 (Upgrade III):  Available at Level 40.

Hp: Pets Con Mod + 40 % (Rounded down) of Characters Level
Cp: Pets Cha Mod + 40 % (Rounded down) of Characters Level

Stat Modifiers

Pet Stat Modifiers may be selected by the player upon purchase of the pet. Once done they will not change without RP DM Permission.

Grade 1 (Base): 5/4/3/1/1/1

Grade 2 (Upgrade I): 10/8/6/2/2/2

Grade 3 (Upgrade II):  15/12/9/4/4/4

Grade 4 (Upgrade III):  20/16/12/10/6/6

Note: Stats are considered to have Ability score equivalent to the modifier, and all bonuses attributed to them.

Damage:

Pets Damage increases based on the Grade of the Pet

Grade 1 (Base):  1d2

Grade 2 (Upgrade I): 1d4

Grade 3 (Upgrade II): 1d6

Grade 4 (Upgrade III):  1d8

Special Abilities:

Pets gain Grade Level PP -1 worth of special abilities per  corresponding Grade of the Pet

Grade 1 (Base): 0 PP

Grade 2 (Upgrade I): 1 PP

Grade 3 (Upgrade II): 2 PP

Grade 4 (Upgrade III):  3 PP

Note: Pets Act independently of their partners
Note: Pets act directly after their partners
Note: Pets have no limit on how far they may travel away from their owners. However without special training they do not communicate completely. (DM Fiat)
Quote :

Cohorts

Cohorts are those who for some reason of loyalty, fear, or ryo follow a character and does their bidding.

Grade 1 (Base): Available at Level 10.

Grade 2 (Upgrade I): Available at Level 20.

Grade 3 (Upgrade II): Available at Level 30.

Grade 4 (Upgrade III):  Available at Level 40.

Hp: Cohort Con Mod + 40 % (Rounded down) of Characters Level
Cp: Cohort Cha Mod + 40 % (Rounded down) of Characters Level

Stat Modifiers

Cohort Stat Modifiers may be selected by the player upon purchase of the Cohort. Once done they will not change without RP DM Permission.

Grade 1 (Base): 5/4/3/1/1/1

Grade 2 (Upgrade I): 10/8/6/2/2/2

Grade 3 (Upgrade II):  15/12/9/4/4/4

Grade 4 (Upgrade III):  20/16/12/10/6/6

Note: Stats are considered to have Ability score equivalent to the modifier, and all bonuses attributed to them.

Damage:

Cohorts Damage increases based on the Grade of the Cohort

Grade 1 (Base):  1d2

Grade 2 (Upgrade I): 1d4

Grade 3 (Upgrade II): 1d6

Grade 4 (Upgrade III):  1d8

Special Abilities:

Cohorts gain Grade Level -1 PP worth of special abilities per  corresponding Grade of the Cohort.

Grade 1 (Base): 0 PP

Grade 2 (Upgrade I): 1 PP

Grade 3 (Upgrade II): 2 PP

Grade 4 (Upgrade III):  3 PP

Note: Cohorts Act independently of their partners
Note: Cohorts act directly after their partners
Note: Pets have no limit on how far they may travel away from their bosses.




Item Rules

Quote :
Any shinobi can carry up to 40 40 JP worth of items, but how you have those is completly up to you. Want pure ninja wire? Go for it. Kunai expert? Go for it. Want a 40 JP Armor? Go for it. As long as RP suits it

The Ryo price is 10k Ryo for 1 JP. So if your 40 JP armor breaks, you pay 400k Ryo to have it repaired

Items work off the Taijutsu/Kenjutsu Chart

All custom items have to be approved by the DM team still.

Some items have a durability value. This is how many times you can utilize an item before it breaks and must be rebought. Example is flak jacket with 1 DR/Hit, and 3 durability. Each time the DR is triggered, 1 durability is removed. Durability sustains through several fights, and it can be paid with Ryo to have fixed.

6 Kunai/shuriken/senbon 1 JP
1 Ninja wire 6 JP/ 1 Durability
1 Windmill Shuriken 4 JP
2 Explosive tags 6 JP
1 Flak jacket. 4 JP/ 3 Durability
2 Soldiers pill. 4 4JP

Total= 40 JP

Kunai/shuriken/Senbon: Rank damage +1 HP damage
Ninja wire: 1 Round Physical stun. If used on a person with Damage return, it breaks imeaditly
Windmill Shuriken: Rank damage + 1d4 HP damage
Explosive tags: Rank damage +1d4 HP damage, AoE 2 persons
Flak Jacket: 1 DR/Hit, 2 Durability, ony works against Taijutsu/Kenjutsu/Tools/Ninjutsu
Soldiers pill: 1D2 HP regen for 1D2+1 Rounds.


If an item is instead used in collaboration with a jutsu, the jutsu gains additional JP as listed on the list. The JP can be spent on whatever you wish, and the item is consumed in the process.

There is a limit of how much JP you can combine items and Jutsu

E: 1 JP
D: 2 JP
C: 3 JP
B: 4 JP
A: 6 JP
S: 9 JP

All items will be represented ingame by an actual widget that -HAS- to be used when using something that requires a tool. This only counts if you are in an area where you cannot retrieve the items, such as on a battlefield, or in a quick skirmish. Ask the DM if you are unsure, they have the final say. In spars you can retrieve your spent items

If you have a power that allows you to retrieve items during a fight (Such as the Uchiha) you will get a widget that does so. We cannot script it to only count during fight, but if you abuse it, you will lose the widget, the power, the PP associated with the power, and tokens.

If you make a power that works with items, we will figure out how to accommodate you.


Stealth Rules

Quote :
Stealth
-May attempt to Stealth on your turn. This takes your turn.
-Without an Ability(Passive) to do so hiding in combat costs 2CP.
-You must Roll Physical Stealth(DEX/INT).
-If your opponent is capable of Chakra Detection(has Passive bonuses to Chakra Detection) you must also roll WIS.
-If you lose the DEX/INT Roll you are Detected. If you lose the WIS roll you are Detected.
-If you are not Detected, your next Attack is automatically considered a crit if it hits.
-Performing Chakra Detection costs 2cp.

When you may make Stealth/Detection Checks

Unaware: When the seeker has no prior knowledge to someone hiding from them. All characters are considered to start out in this state; They are typically less likely to be able to make checks against hiders in this state.

On Guard: When the seeker has sensed someone is nearby but cannot pinpoint their location. Characters who have been attacked recently, have been able to sense a target or are generally expecting an attack or someone following them count as being in this state. Hiders have been sensed but their exact location is unknown.

Aware: When the seeker can see and fully pinpoint the location of someone. Characters are in this state when they can see and pinpoint the location of a character. In other words, hiders have been fully spotted in this state.

Out of Combat Stealth:
In non-combat situations, a character may approach another, while they are hidden. The hiding character must declare that are hiding to the 'seeker' through private messages but no rolls need to be made immediately. If the Seeker is in a 'Unaware', they may not make opposed stealth rolls until the hider emotes something that might make a noise or otherwise tip them off to someone being there. In these situations, when the seeker wins the roll by under X amount, they change from being unaware to on guard. If they beat the hider by over X, they switch from unaware to aware. Seekers who are On guard, are free to make opposed stealth rolls so long as they emote that they are searching.

Ambushes: A hider may choose to attack someone they are hidden from. Before they make attack rolls, the seeker gets a free opposed stealth roll. If the seeker wins, they switch to aware and may react to the attack as they would normally. If the hider wins, the seeker still becomes aware but they gain the 'ambush' bonus onto their attack(Automatic Critical). After the ambush has been resolved and both parties still want to fight, they roll initiative, the winder of the opposed check getting a bonus to their initiative roll.

Combat Stealth:
While characters are in combat, or any character is in combat nearby; all those people involved are in the 'On-guard' state. Any character on their turn may attempt to hide from their opponent. They make an opposed stealth check and if the hider wins, the seeker is reduced to 'On guard' state. If the seeker wins, they maintain their aware state. Hiding takes a turn but does not take up the free action. A hiding character attacking a seeker during combat operates the same as out-of-combat ambushes except it does not include the initiative rolls. Characters who are stunned can't take actions therefore can oppose stealth checks.

Multiple Seekers and Hiders:
The rules above apply to any stealth situation but there are a few tips to keep the system smoother when many people are involved.
Hiders make 1 stealth roll and apply it to everyone trying to spot them.
Seekers who have been made 'on guard' by a single hider now counts as 'on guard' to all characters.
Anyone attempting to hide mid-combat needs to beat all the seeker's opposed rolls with their single.
Any seeker that has been made aware of a hider can point out their location to their team as a free action. This action puts all their allies into 'Aware' state.



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Pulawski
Jounin


Posts : 618
Join date : 2010-02-26
Age : 27
Location : Denmark

PostSubject: Re: Patch 1.01   Mon Jun 22, 2015 7:56 pm

Becuase i forgot to mention it


Anyone effected by these changes, please resubmit your Jutsu's for rebalancing
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