Post by Nagatsu on Nov 26, 2006 22:46:48 GMT -5
Basics of Combat:
In Combat there are four types:
[glow=red,2,300]Long-Range:[/glow] A weapon is fired or thrown at a distant target. An opponent may only defend against this kind of attack and may only attack back if they are currently using a Long-Range Weapon.
[glow=red,2,300]Medium-Range:[/glow] This weapon is a usually Long Spear or Staff that is is thrust at an opponent from a short distance away. Units that can only conduct Close Quarter combat only does half the damage they would normally do.
[glow=red,2,300]Close Quarter:[/glow] This is an in your face type of combat where combatant are toe to toe with the target. All character may attack at this range with their base strength or close quarter weapon.
[glow=red,2,300]Magical/Jutsu:[/glow] A mystical attack that can only be be defended against if the target has a high speed that the caster.
How you do damage
All damage in JTW considers the following:
Physical: Whenever a charact attacks their strength and any weapon they are using are added together then the defender character's endurance is deduced from this total. If the Endurance is high than the attacker's strength the attack only does 1 damage. ( This applies to Hand to Hand combat or not fired or thrown weapons ) When an attack is waged the character with the highest speed attacks first also if a character speed is half the speed of the other character damage is halved. If this speed is three times greater than the other character the attack is considered failed and a random error of judgement occurs ( basically a goof up like falling over or injuring self or another character than intend target )
Magical Attacks are based on the Seven elements ( Earth, Fire, Wind, Lightning, Water, Holy, Darkness and Metal ) Each magical spell is weak against another or strong versus. When attack is strong against another element attack its damage is doubled or when weaker it is cut in half. Also when a spell or jutsu is cast and a supportiing Element is also casted at the same time both attacks are doubled and weaknesses are not applied and they deal normal damage.
Earth:
Weak against Wind and Holy but strong against Water and Fire
Supported by: Metal and Darkness
Fire:
Weak against Water and Earth but strong against Metal and Darkness
Supported by: Light and Wind
Water:
Weak against Earth and Lightning but strong against Metal and Fire
Supported by: Darkness and Wind
Wind:
Weak against Fire and Darkness but strong against Earth and Water
Supported by: Light and Metal
Darkness:
Weak against Holy and Lightning but strong against Wind and Water
Supported by: Earth and Metal
Holy:
Weak against Darkness and Earth strong against Metal and Water
Suppoted by: Fire and Lightning
If two casters are attacking one another with supporting elements the attacks are both negated.
Ailments on the battle field:
Poisened: During every post this charcter loses 1 Hp
Paralyzed: This character actions in combat are cut in half.
Viral Infected: This character is pained wracked and every two posts loses 2 Hp and 1 MP and actions in combat are reduced to 1/3.
Blind: This charcter speed's is cut in half and cannot choose the action of defend.
Berserk: This character strength is doubled and all damage done to them is halved.
Silenced: this character cannot use abilities, spells or jutsu.
Petrified: This character cannot conducted any actions in battle and their endurance is tripled. Also speed is considered 0 when it comes to attacks connecting.
In Combat there are four types:
[glow=red,2,300]Long-Range:[/glow] A weapon is fired or thrown at a distant target. An opponent may only defend against this kind of attack and may only attack back if they are currently using a Long-Range Weapon.
[glow=red,2,300]Medium-Range:[/glow] This weapon is a usually Long Spear or Staff that is is thrust at an opponent from a short distance away. Units that can only conduct Close Quarter combat only does half the damage they would normally do.
[glow=red,2,300]Close Quarter:[/glow] This is an in your face type of combat where combatant are toe to toe with the target. All character may attack at this range with their base strength or close quarter weapon.
[glow=red,2,300]Magical/Jutsu:[/glow] A mystical attack that can only be be defended against if the target has a high speed that the caster.
How you do damage
All damage in JTW considers the following:
Physical: Whenever a charact attacks their strength and any weapon they are using are added together then the defender character's endurance is deduced from this total. If the Endurance is high than the attacker's strength the attack only does 1 damage. ( This applies to Hand to Hand combat or not fired or thrown weapons ) When an attack is waged the character with the highest speed attacks first also if a character speed is half the speed of the other character damage is halved. If this speed is three times greater than the other character the attack is considered failed and a random error of judgement occurs ( basically a goof up like falling over or injuring self or another character than intend target )
Magical Attacks are based on the Seven elements ( Earth, Fire, Wind, Lightning, Water, Holy, Darkness and Metal ) Each magical spell is weak against another or strong versus. When attack is strong against another element attack its damage is doubled or when weaker it is cut in half. Also when a spell or jutsu is cast and a supportiing Element is also casted at the same time both attacks are doubled and weaknesses are not applied and they deal normal damage.
Earth:
Weak against Wind and Holy but strong against Water and Fire
Supported by: Metal and Darkness
Fire:
Weak against Water and Earth but strong against Metal and Darkness
Supported by: Light and Wind
Water:
Weak against Earth and Lightning but strong against Metal and Fire
Supported by: Darkness and Wind
Wind:
Weak against Fire and Darkness but strong against Earth and Water
Supported by: Light and Metal
Darkness:
Weak against Holy and Lightning but strong against Wind and Water
Supported by: Earth and Metal
Holy:
Weak against Darkness and Earth strong against Metal and Water
Suppoted by: Fire and Lightning
If two casters are attacking one another with supporting elements the attacks are both negated.
Ailments on the battle field:
Poisened: During every post this charcter loses 1 Hp
Paralyzed: This character actions in combat are cut in half.
Viral Infected: This character is pained wracked and every two posts loses 2 Hp and 1 MP and actions in combat are reduced to 1/3.
Blind: This charcter speed's is cut in half and cannot choose the action of defend.
Berserk: This character strength is doubled and all damage done to them is halved.
Silenced: this character cannot use abilities, spells or jutsu.
Petrified: This character cannot conducted any actions in battle and their endurance is tripled. Also speed is considered 0 when it comes to attacks connecting.