EX-001: Retreat and Reinforce

## Retreat

In order to begin to Retreat, the user is required to use the [Retreat] Standard Action.

### Rounds to Retreat

The base number of rounds required to Retreat is 6 Rounds. However, there are ways to modify how many rounds is required to Retreat. This can be gained from certain skills and features, but primarily depending on the user's Speed stat.

* **14 Speed**: -1 Round required to Retreat
* **18 Speed**: -2 Rounds required to Retreat
* **20 Speed**: -3 Rounds required to Retreat

### Actions allowed during Retreat

There are certain actions the user is allowed to perform while in Retreat. The user is capable of attacking someone Pursuing the user without penalty. However, performing an action on someone not pursuing will cause that round to not count towards the user's Retreat rounds. Any actions that cause the user to be [In Place] will stop the user from Retreating.

### Pets and Retreat

Pets are required to retreat on their own. Unlike Clones and Summons, the Pets have a will of their own and are required to use Retreat on their own in order to leave battle.

### Voluntarily Stop Retreat

A user may voluntarily stop themselves from Retreating. The user may use the [Stop Retreating] free action in order to stop themselves from leaving the battle.

### Successful Retreat

If the user goes their rounds without being KO, Bound, Hit with a Crowd Control twice, affected by an Area Enchantment that'll stop retreat, or activate a trap that'll stop their retreat. If all of those conditions are met, the user will have successfully retreated and will instantly leave the thread. The user will no longer be a selectable target, but they may never return to that topic.

## Pursuit

In order to track down or interact with someone fleeing, the user must have similar Speed Stat that the Retreating target has. The user must be anywhere from -3 of the target's Speed to exceeding the user's Speed in order to Pursue. The user must perform a Modify Bonus Action to a single action targeting the Retreating target called [Pursuit]. Whether the attack hits or not, the user will now be in pursuit of the retreating target. If there are multiple targets fleeing, the user must indicate who they are pursuing -- must be one of the targets of the action being performed.

### Single Minded Targeting

While in Pursuit, the user is incapable of targeting anyone else other than the target they are pursuing. If anyone else, Friend or Foe, is targeted during Pursuit, the user will no longer be Pursuing the target -- allowing them to get away. Likewise, people who aren't pursuing the target (allies of the one retreating) are incapable of targeting the user, in pursuit, unless the target's teammates ALSO enter Pursuit.

### Actions to Perform to Stop Retreat

While in Pursuit, certain actions may be performed that can stop the target from retreating.

* Affect the Retreating target with all binds (Except Chakra Binds)
* KO the target
* Hit the target with Crowd Control twice (Any mix of Crowd Control works)
* Use an Area Enchantment that specifically states it stops Retreat.
* Have a trap set that'll stop the target from retreating PRIOR to the retreat attempt. The trap will go off once the target attempts to retreat.

## Reinforce

To Reinforce is to enter a battle late. This is for people who weren't in the topic when a BM was called. Upon sending your information to the BM, once you have been accepted to join (Your name will be stated in the mod), you are to state who you will be reinforcing -- this is essentially joining that person's team. **You cannot Reinforce a fight taking place in the village's Combat Arena.**

### Rounds to Reinforce

The base number of rounds required to Reinforce is 6 Rounds. However, there are ways to modify how many rounds is required to Retreat. This can be gained from certain skills and features, but primarily depending on the user's Speed stat.

* **14 Speed**: -1 Round required to Reinforce
* **18 Speed**: -2 Rounds required to Reinforce
* **20 Speed**: -3 Rounds required to Reinforce

### Reinforcement Methods

The following are some ways you can join a battle late:

* **Sounds of Battle**: This only applies to within a Shinobi Village. After 6 rounds of Combat, 1 person may join the battle per round. This person must have been in the village prior to the BM call.
* **Headset Call/Psycomm**: Can be used anywhere. If used within a village, only those within the village prior to the BM call may join. If used within the village's Country Zone, only those within the Zone prior to the BM call may join. The user must specifically state who to call in. That person will be allowed to join the battle. Only 1 Call, per person, may be made per use.
* **Lightning Barrel**: Follows the same rules as Headset Call/Psycomm, but anyone can join. In order to join, the first person to type up a 500 word RP seeing the Lightning Barrel flare and responding to it will be entered into battle. Only 1 Lightning Barrel may be used per round -- regardless of who uses it. Multiple Lightning Barrel used in a round won't allow more people into battle.
* **Flying Thunder God Reinforce**: A member with the Flying Thunder God seal must use this Quick Bonus Action in order to summon the Namikaze. When used, the Namikaze will instantly join the battle the very next round. The Namikaze can be ANYWHERE in the shinobi world and they are capable of teleporting into battle.

### RPing while Reinforce

Except for Namikaze using Flying Thunder God Reinforce, everyone joining late is required to make an RP to Reinforce. The mod will not be posted until all participants, even those reinforcing have posted a roleplay. However, once the time limit has expired and the shinobi Reinforcing hasn't posted an RP, that round will not count towards their Reinforce rounds.