Stealth:
- A player may attempt to enter "Stealth Mode" for 1 Ap. The player checks their
Stealth value against the
Awareness value of all others in battle; both friend and foe.
-
Stealth Mode gives the player the benefit of
Sneak Attacks and
Blind Shots.
- If a player in Stealth Mode
attacks or is hit, they are brought out of Stealth automatically.
- Each time a player leaves
Stealth Mode, all others in battle receive a +1 Awareness bonus against that player for the remainder of battle. Because of this it is important to not attempt to use Stealth recklessly, and use it when needed.
- When casting a Clone/Creation jutsu while in Stealth Mode, the created entities will also be in Stealth Mode.
- The stat values for Stealth and Awareness are as follows;
Stealth Values said:
Stealth Value = (.6 Stat Average) + (.4 Agility)
Awareness Value = (.5 Stat Average) + (.3 Genjutsu) + (.2 Chakra Control)
Sneak Attacks
- If someone in
stealth mode attempts to attack someone that is unaware of them, then the attack is considered a
"Sneak Attack".
-
Reflexive actions cannot be used against Sneak Attacks.
- Sneak attacks also gain +3 Accuracy/DC, +10% damage, +1 Critical range.
- Upon attacking while in Stealth, the user alerts others to their presence and is brought out of
Stealth Mode.
Blind Shots
- Any attack targeting a player you are not aware of is treated as a
"Blind Shot".
- Blinds Shots check the user's
Awareness against the
Stealth of the target. If the attacker fails this check, the Blind Shot automatically misses. If the attacker passes this check, then the attack is rolled normally.
- If an attack hits a target in Stealth, they are brought out of
Stealth Mode.
AoEs, Blindshots and You
When a player uses an AoE to try and hit target(s) in stealth they receive bonuses based on the Rank of the jutsu, and the amount of targets it can hit. This bonus is applied to their check and the roll included.
OOC Rank of the Jutsu/Bonus
E Rank: +0.5
D Rank: +1
C Rank: +1.5
B Rank: +2
A Rank: +2.5
S Rank: +3
Number of targets:
2 Targets: +1
3 Targets: +1.5
4+ Targets: +2
Environmental Effects
- Each battle will have its own stealth modifiers, listed below. These are the base, and can possibly be altered through jutsu and other effects.
- If a battle breaks out during a thread,
it is the thread creator's choice to determine what Terrain modifiers will be used for that battle. If they fail to include anything, this falls upon the B-mod.
Terrain Modifiers said:
Terrain:
- Open: -3 Stealth. This would be a generally empty area with nowhere to hide, like a narrow hallway, an open plain, or empty room.
- Light Cover: -1 Stealth. These would be nearly empty areas with few obstructions and cover, like a deserted street or gate. Available cover would be few, or small, such as the occasional shrub.
- Little Cover: +0 Stealth. Everyday environments, small signs or bushes, a normal house or room would all fall into this category.
- Moderate Cover: +1 Stealth. This would suit areas such as a leafy forest trail, a mountain path filled with boulders, the rooftops of a large village, or even a large room that is filled with party guests.
- Heavy Cover: +2 Stealth. This represents the easiest of places to hide, such as a deep within a cavern, the heart of an overgrown forest, or even a warehouse packed with large crates.
Visibility:
- Bright: -2 Stealth. This would be broad daylight, or an area with otherwise bright lighting were visibility is no problem.
- Average: +0 Stealth. Not quite broad daylight, this refers to average areas without direct sunlight, but still visibly bright, about as bright as indoor lighting.
- Dim: +1 Stealth. This is used to represent slight twilight that is not too dark, such as the twilight round sunset/rise, or a building with no lights but plenty of windows.
- Dark: +2 Stealth. Representing naturally dark environments, this would be a general village at nighttime, a dark home with no lights, a basement with flickering light bulbs. There's still light to be found here, but the shadows are definitely more dominant.
- Pitch Black: +3 Stealth. Very specific areas that have no visible light whatsoever. This would be the deepest reaches of a cave away from all light sources, or deep within a large structure or building in the dead of night.
Retreating from a Battle:
It is foolish to fight a battle that cannot be won, and at times it may not even be worth the effort or risk to fight in a winnable battle. Sometimes an individual just may not want to fight, just plain and simple. Whichever may be the case, running from a battle can be done by anyone, and only requires putting distance between you, and your would-be opponent. Stealth isn't even particularly required if there are traps or other fighters around to intercept any pursuers, but retreating through stealth is the most efficient method to escaping any battles without leaving any trails. Just like entering a battle however, retreating takes time and can be risky.
- Fleeing from a fight takes 30 seconds.
- A player must not suffer more than 25% of their maximum HP during these 30 seconds. (Healing does not affect this)
- A player may use any Non-Offensive techniques they have to help them escape. (Non-Offensive techniques are any techniques that are not initiating an attack at a target in an attempt to harm the target in some way, including debuffs.)
- If the running player uses an offensive action they no longer count as running.
- If a player is in Stealth against everyone trying to catch them, their run time is reduced to 20 seconds. They must remain in stealth the entire 20 seconds to all opponents, otherwise it extends back to 30 seconds for all opponents.
- Retreating from a fight requires movement.
- A player must not be inside an arena during this time. If they are inside an arena they are no longer retreating/leaving the battle.