Combat for Naruto will be listed below. In the future I may alter these and add/remove some things.
Traits and Uses in Combat
Might: Used for Taijutsu (Melee Combat) and other things involving strength. For example, punching another person in the face or lifting a log.
Agility: Used for ranged combat and other things involving athletics and stealth. For example, throwing a kunai (a weapon similar to a knife) or running away from a person.
Wisdom: Used for preparing hand seals (things you need to do before you do a jutsu) and every other jutsu (pretty much the equivalent of magic in the naruto universe) besides Taijutsu. For example, preparing a jutsu with hand seals.
Jutsus
In the naruto universe, the main type of attack is jutsus. Be it taijutsu (melee combat), ninjutsu (something that allows a user to do something they usually can't) or genjutsu (illusionary techniques). In this game, each jutsu except taijutsu has to have a 3 die hand seal roll to see whether or not the jutsu successfully manifests and another roll to see how much damage/how strong the jutsu is.
For example, a person decides to uses a jutsu to attack, they must first roll a 3 die hand seal. If they get a minimum of one star, the jutsu successfully manifests. They then have to do a second roll to determine the damage the jutsu does.
Defense Rolls
To do defense rolls in this table, you can either roll agility to run, might to block or wisdom to do whatever.
Keep in mind trying to block a fire attack with might will not defend yourself. It will still harm you, so keep things like that in mind when doing defense rolls.
Nature Affinities
When your character is first created, you are given a randomized Nature Affinity by me. Nature Affinities can be either fire, earth, water, lightning or wind. The bonus you get from a nature affinity is that when you do a jutsu that has the same element as your affinity, you can skip the hand seals and go straight towards rolling for damage.
Keep in mind roleplay-wise you still do the seals, it's just that for gameplay it seems as if you skipped it.
Turns
The turn order is dictated by the order that your characters are listed in the game. I will start with the first player and go down the list. If my own character is ever in it, they will go last.
Movement
In a turn, the maximum amount of movement that one can travel is 6 squares. This can be added upon by rolling agility, but it will also end your turn.
Power Use
As in my other games, power can be used to:
- Heal
- Do an AOE attack
- Used to add more stars onto a roll
- Skip a hand seal
Traits and Uses in Combat
Might: Used for Taijutsu (Melee Combat) and other things involving strength. For example, punching another person in the face or lifting a log.
In the naruto universe, the main type of attack is jutsus. Be it taijutsu (melee combat), ninjutsu (something that allows a user to do something they usually can't) or genjutsu (illusionary techniques). In this game, each jutsu except taijutsu has to have a 3 die hand seal roll to see whether or not the jutsu successfully manifests and another roll to see how much damage/how strong the jutsu is.Agility: Used for ranged combat and other things involving athletics and stealth. For example, throwing a kunai (a weapon similar to a knife) or running away from a person.
Wisdom: Used for preparing hand seals (things you need to do before you do a jutsu) and every other jutsu (pretty much the equivalent of magic in the naruto universe) besides Taijutsu. For example, preparing a jutsu with hand seals.
Jutsus
For example, a person decides to uses a jutsu to attack, they must first roll a 3 die hand seal. If they get a minimum of one star, the jutsu successfully manifests. They then have to do a second roll to determine the damage the jutsu does.
Defense Rolls
To do defense rolls in this table, you can either roll agility to run, might to block or wisdom to do whatever.
When your character is first created, you are given a randomized Nature Affinity by me. Nature Affinities can be either fire, earth, water, lightning or wind. The bonus you get from a nature affinity is that when you do a jutsu that has the same element as your affinity, you can skip the hand seals and go straight towards rolling for damage.Keep in mind trying to block a fire attack with might will not defend yourself. It will still harm you, so keep things like that in mind when doing defense rolls.
Nature Affinities
Keep in mind roleplay-wise you still do the seals, it's just that for gameplay it seems as if you skipped it.
Turns
The turn order is dictated by the order that your characters are listed in the game. I will start with the first player and go down the list. If my own character is ever in it, they will go last.
In a turn, the maximum amount of movement that one can travel is 6 squares. This can be added upon by rolling agility, but it will also end your turn.Movement
Power Use
As in my other games, power can be used to:
- Heal
- Do an AOE attack
- Used to add more stars onto a roll
- Skip a hand seal