Tōrōgakure Game Manual, Part One: The Core Basics of Battle
Tōrōgakure Game Manual, Part One: The Core Basics of Battle
Tōrōgakure Game Manual, Part One: The Core Basics of Battle
Battle.
Following a plot of shinobi war, Combat is an important part of HiddenLanternVillage
There are several different factors in battle from Actions, Attributes, Ranges and Status
effects.
Naturally, with so many diverse elements it can get confusing to understand how battles
unfold.
However, that's what you're here for, isn't it? To learn how to Understand the basics of
battle.
Every duel will take place on a 16 x 16 Square Arena. Different areas have different
terrain,
different secrets, and different hazards on the Map. So you'll have to watch out and be
cautious!
Different Terrain can modify the damage dealt from battles, or inflict bad status effects.
Example:
Higher ground can increase your attack range, while walls and obstacles can impede your
Jutsu.
Similarly, falling in a bog may inflict you with poison, or stepping on traps may cause
damage!
While there are hundreds of types, some of the most common types of battlefield Terrain
include:
Obstructions: Walls, Trees, etc. Knock foes into them, run up them, or avoid
projectiles!
Higher Ground: Hills, Walls, etc. Take advantage of height to improve your accuracy!
Water and Bogs: Water bodies require chakra to stand on, and one can hide inside
them!
Frost, Ice and Snow: Snow can slow down your movements, while Ice can displace
them!
Furthermore, depending which way you're facing, attack modifiers will affect you even
more.
Attacking an opponent from the side is called Flanking, and will have a chance of Critical
Damage.
While attacking someone from the back is called Ambush, and will have much higher
accuracy.
Some attacks inflict Turn around which is where you'll go through the foe and appear
behind them,
and others will inflict Knockback, which will throw an opponent one, or more spaces
backwards.
To ensure fair use of the combat equations and pvp outcomes, we go by Turn-based
Combat.
You can only perform one "Action" (Movement) and one "Jutsu" (Battle Technique) each
per turn.
So, you can only attack once per turn. Similarly, your opponent will be able to
attack. Example:
Miki Runs (5.0 Speed) and uses CRank Taijutsu (5.0) Technique on Akihiko! +20
Damage!
Akihiko is hit, but prepares Seals (4.5) uses BRank Wind Ninjutsu! (5.0) +45
Damage!
Rinse and Repeat until the battle sees a conclusion of sorts.
There are only 2 exceptions to the rule of Equal Actions: Prevailing (+1),
and Fumbling (1).
If a Shinobi's Accuracy is Sufficient, a Shinobi might "Prevail" in battle and gain the
advantage.
Prevailing is where you score an additional swift attack because you're faster than the
enemy is!
To do this, you need a large difference in accuracy between you and your enemy (2.0 to be
exact!)
Alternatively though, if a shinobi's skill is insufficient to perform a technique they might
"Fumble."
Fumbling an Action can cause a Technique to require 2 Actions instead of 1, delaying it's
effects.
This happens when an Attribute is below 2.0, thus, they are delayed a turn by their
incapability.
Attributes: Battle Skill, Accuracy, and Bodily Limits Hand, Mind and
Body Traits!
Attributes essentially define what you can and cannot do in battle, and affect all factors
of combat.
There are 3 major types of Attributes, each of which affect the flow of battle in their own
unique way,
as well as affect the ways that other attributes can be used. They are hand, mind, and body
attributes.
Hand Attributes (Fighting): Battle Arts, affect Jutsu damage and Techniques one
can unlock.
Mind Attributes (Accuracy): Accuracy of Battle Arts, affect hit chances and dodging
chances.
Body Attributes (Passive): Passive bodily attributes that affect Health, Chakra and
Strength.
Attributes are represented by a numerical value from 0.0 5.0, with higher values
being better.
Attributes can be raised at The Dojo, but have a total limit that varies depending on your
Ninja Rank.
While there are 10 different Attributes, generally all Attributes follow this formula for their
values:
0.0 - 0.5: It can be outdone by even a Civilian, even Academy Students surpass such
low talent.
1.0 - 1.5: It is considered Academy Level, this is Below average and generally looked
down on.
2.0 - 2.5: Considered Average Genin Rank Skill Level, Nothing special or admirable.
Mediocrity.
3.0 - 3.5: It is roughly considered Average Chnin Rank Skill Level, It's a moderate
talent level.
4.0 - 4.5: A strong grasp of the concept, close to Tokubetsu Jnin and the latter even
High Jnin.
5.0 (Max): Goes beyond expectations of regular shinobi Generally seen as mastery
of the Art.
5.5 - 6.0: Goes beyond the limitations of the human body This is Supernatural to
being Godlike.
That being said, just because you have one high (5.0) Stats, does not mean you're
suddenly a Legend.
This refers to across the board in that number or higher, as you are only as strong as
your weakest link!
Having 5.0 in Taijutsu but 2.0 everywhere else is still lousy, one stat does not equal the
talent of a ranking.
A Glass Cannon will in most cases shatter before it deals any damage to the enemy Thus
it is worthless!
True Strength is found not through the few strengths you have, but in the number of
weaknesses you don't!
You can learn more about Attributes in the second part of Trgakure game manual.
Ranges and Distance: Travel time, Travel Speed, and Traversing Range
Values.
There are 5 Primary Battle Ranges that you'll have to learn to work with on the
battlefield.
Each range has a value of distance listed beside it, which will be used to measure
techniques.
Strike Range (0): Melee attacks are intended for this particular range. Less than 1
Meter.
At this range, melee techniques will be given priority over ranged ones. Best for
Taijutsu.
Close Range (1): A short sprint makes Melee or Ranged attacks usable, less than 5
meters.
Middle Range (2): This is too far for melee combat, between 5 - 10 meters. Best for
Bukijutsu.
Long Range (3): Only powerful techniques travel this far, 10 - 15 meters. Best for
Ninjutsu.
Distant Range (4): Most attacks cannot reach this far, Accuracy 1.0. More than 20
meters.
Typically nothing goes beyond "Long Range" aside from specialty techniques or passive
abilities.
Remember above when we talked about Actions and Values? Distance works the same
way in battle.
One can't simply run across an entire battlefield, it takes time to do so - Distance
consumes Actions.
A shinobi can still act while traversing distance, such as throwing a Kunai or using a jutsu
while running.
But the technique will activate from the range they started at, not the range they are going
to achieve.
How far they can travel per turn in comparison to their foe is determined by their
the Speed Stats.
For every 0.5 Difference in speed, they will be able to bridge 1 value of distance! 1.0 = 2
Values, etc.
However, if both are equal, they will not be able to change ranges unless one is stunned or
immobilized.
Status Effects: Ailments and Conditions that hinder and disrupt the flow
of battle.
Some Specialized Techniques can inflict temporary negative status effects upon
their targets,
making the damage behind them not the only thing to worry about. Keep an eye out for
these effects!
The Duration of the Status effect depends on the Technique, the Event and the Stats of
those involved.
The first Status can be cured or controlled, while the latter is more damaging and cannot be
removed.
However, how much Stamina and Chakra you have lost can affect success of failure of a
mission!
It can also potentially lead to injuries, which can affect your next missions and even end
your mission!
50% or Less: You will begin to feel drained and weakened, but will still be able to
perform.
5% or Less: Critical Condition! You will be defeated in battle, and will likely suffer an
injury.
Injuries must be recovered during a rest period and will temporarily lower your
Attributes.
You may be given the option to continue the mission or abandon it to recover your
injuries.
If you are defeated while injured, you may suffer a permanent injury (lose eye
or limb)
10% or Less: Your Chakra is depleted, you will not be able to use Jutsu for the rest
of the Arc.
5% or Less: Your Chakra circulatory system is highly strained and will be in pain for
some time.
Your Techniques will be performed with lessened efficiency during the next Story
Arc Event.
0% or Less: You have permanently damaged your chakra system, you will need
hospitalization.
You will collapse immediately, and you will be unable to perform techniques as well
as before.
1% or Less: You have damaged your chakra circulatory system beyond repair. You
will now die.