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 B. Combat Survival Guide

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PostSubject: B. Combat Survival Guide   February 13th 2011, 08:23

~ Combat Survival (PvP/PvE) Section Guide ~

x Battles are fought day and night, so ready yourself up cause one never knows when someone may find and challenge you to a battle. The strongest will always have a way to win. This will cover everything from PvE to PvP battling as both share the same system and it will also help show how to use Pets and Mercenaries in battle.

~ Getting Ready! ~
x Battles are done heavily by a Dice Roll or Battle Dice {BD}. Starting off one is able to only do one Action during turn. After which the player rolls the BD to determine the hit/miss result. During which the defending player can trigger a Reaction, this happens during only after certain requirements have been made.

Basic & Advance:

Action Chart
- Melee, Jutsu, Item(s), Tools (1 -5) = -1 Action
- Reaction Action: 0 Action [Drawback imprinted on Reaction]
- Defending = Remaining Actions
- Escape = All Action[s] if Failed

> Some Abilities, Items or even Techniques can help the results of the Battle Dice. The Max value is "20" without boosts, note that all/any Abilities, Items, and/or Techniques that is boosting cannot unlock the use of "Critical Hits."

Rating for Hit + Critical Hits
- Results: 1 - 5 = Nightmarish Fail (Where were you aiming?)
- Results: 6 - 10 = Fail (Off by a little!)
- Results: 11 - 15 = Successful Hit (There you go.)
- Results: 16 - 20 = Critical Success [DMG x 1.15] (Awesome Hit!)

~ Going First! ~
x There are many ways to going first but only one way is true. The base of a roll depends on the type of battle you are into.  The three types are listed and explained below on how they work.

Battle Types:

~  Honorable Battle! ~
x Battles have winners and losers no matter what the outcome is just know doing one's best is the key. Showing good sports about it also means something in return is earned, usually a powerful ally or rival. Now the rules to defeat.

- HP hits zero "0" = KO'd or HP hits zero "0" + finishing blow [DM Only] = Dead/Killed
- Chakra hits zero "0" = Pass out [KO'd]
- Stamina hits zero "0" = Stun Every other Turn [Min: 1]
- Escape = Player's DEX is 25% higher than Opponent.
- Parties: 48 Hr window from last post = Default Lose [Excludes Event(s) or NPC]
- After battle Damage + Effects are carried over. [Seek Inn/Hospital]

~ Reaping the Rewards! ~
x The aftermath is what is reaped after the battle. Certain items can be obtain while in specific events the ranking of these items can be known as "Ancient or Legendary." Now when defeating an opponent one can take the items and/or ryo from them as well gain the battle rewards on top.


Action Formulas:

~ Combat Survival (PvE Section) Guide ~

x A battle is not just something that happens between player versus player. Now it happens with anyone or anything within the environment of the ninja world. There are various amount of targets so be warned by this as the PvE is now being placed into the Jidai World.

x Combating against enemies is going to be a vastly different for some or slightly even noticeable. Now the one who controls the interaction or how they see an enemy appears is the creator of the "Thread" they choose when to encounter a enemy. They way this works is set below for battles.

Creation and Control:

~ Rank & Size ~
x Based upon rank OR size will determine how powerful the enemy OR animal. With this be on guard as the higher one attributes are the harder they will be to obtain rewards if they are lower than you will basically gain nothing as shown below in the example.
Ie. Player A Jounin Vs Enemy A - Academy Student = Why...are you doing this?

+ Looting & Gains +
+ Player use the Treasure Dice  upon defeated target.+

A - Obtaining Treasure Dice: Defeated Enemy LV + HP must be Half of Player(s).
B - Obtaining Treasure Dice: Defeated Animal HP must be half of Player(s).
C – Ryo 150 x Rank/Size [Green Section] Anything in Red Section = Zero
D - EXP = (Player)WC x1.15 = Gains Anything in Red Section = Zero
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