Post by Bardock on Nov 20, 2012 9:31:19 GMT -6
Battles
Battles are the heart of a warrior’s soul, the very thing that makes them strive to become stronger than their fellow man. Whether it is a friendly battle for training, a battle between the forces of good and evil, or a curbstomp because someone insulted you, battle concerns two or more people conducting in combat until one of them falls and/or dies. When battling another person, beware that you CAN die at any given moment.
Every stat plays a part in your battle, but here are some stats that only come in battle:
Health ~ This is what keeps you alive when you’re in a battle. Health is the basic form of life when fighting, and it is determined by your Toughness. [Formula = TOU/5]
Energy ~ This is what keeps you standing when you’re in a battle. Energy is how much power you can push out over the duration of a battle, can be refilled by some means, and is determined by your Will. [Formula = WIL/5]
These two battle stats are your lifelines; be sure to use them wisely as being low on either one can truly spell trouble for your character.
Every stat plays a part in your battle, but here are some stats that only come in battle:
Health ~ This is what keeps you alive when you’re in a battle. Health is the basic form of life when fighting, and it is determined by your Toughness. [Formula = TOU/5]
Energy ~ This is what keeps you standing when you’re in a battle. Energy is how much power you can push out over the duration of a battle, can be refilled by some means, and is determined by your Will. [Formula = WIL/5]
These two battle stats are your lifelines; be sure to use them wisely as being low on either one can truly spell trouble for your character.
Quality also plays a great part in battles. There used to be a saying that the stronger man always wins, but what of people that really put effort into their battle and never give up? That's what DBZ used to be about; facing the impossible odds to come out on top. Quality gives you the chance to be like Goku and do such a thing.
Putting effort into your roleplays to form a graceful writing style that shows great exertion of words is known as Quality. The greater your quality, the greater your bonus will be. Whenever you are attempting to use an Evasion or a Block, your quality will be put into play. There are five levels of bonuses for evasions and blocks:
A ~ The best grade. You gain a 15% bonus to whatever stat is involved in the action.
B ~ A decent grade. You gain a 10% bonus to whatever stat is involved in the action.
C ~ An average grade, just a regular day but a good roleplay. You gain a 5% bonus to whatever stat is involved in the action.
D ~ A just-barely-passing grade. You're not really trying with your RPs, but even that isn't horrible. You don't receive a bonus at all.
F ~ Try harder. You recieve a -5% mark to your stats, whatever it may be.
If you are seeking out a Quality Bonus, let a staff member know and they will determine what your grade is.
Putting effort into your roleplays to form a graceful writing style that shows great exertion of words is known as Quality. The greater your quality, the greater your bonus will be. Whenever you are attempting to use an Evasion or a Block, your quality will be put into play. There are five levels of bonuses for evasions and blocks:
A ~ The best grade. You gain a 15% bonus to whatever stat is involved in the action.
B ~ A decent grade. You gain a 10% bonus to whatever stat is involved in the action.
C ~ An average grade, just a regular day but a good roleplay. You gain a 5% bonus to whatever stat is involved in the action.
D ~ A just-barely-passing grade. You're not really trying with your RPs, but even that isn't horrible. You don't receive a bonus at all.
F ~ Try harder. You recieve a -5% mark to your stats, whatever it may be.
If you are seeking out a Quality Bonus, let a staff member know and they will determine what your grade is.
When you are in a battle, damage determines where you stand in terms of pain. Many things come into play when you’re dealing with damage; just about every stat plays a part when determining how much damage you’re going to take from a technique. There are two types of damage that come up when using techniques:
Physical Damage (PD) ~ This is the damage that is calculated when using any type of physical technique. It relies on Strength as its primary stat.
Energy Damage (ED) ~ This is the damage that is calculated when using any type of energy technique. It relies on Ki as its primary stat.
These two types of damage are calculated by not only their respective stats, but the Damage Rating of the technique being used. Every attack needs to have its damage calculated so the stats can be compared for possible Dodges or Evasions. The way to calculate PD or ED is by increasing the stat by a percentage that depends on the Damage Rating called an Adrenaline Bonus. The table for adrenaline bonuses is:
DR of 1 = 5% Bonus
DR of 2 = 10% Bonus
Etc…
DR of 12 = 60% Bonus
If full damage is inflicted, even with blocks and/or evasions put into play, this is how much damage is done.
DR of 1 = -1 Health
DR of 2 = -2 Health
DR of 3 = -4 Health
DR of 4 = -6 Health
DR of 5 = -10 Health
DR of 6 = -14 Health
DR of 7 = -20 Health
DR of 8 = -26 Health
DR of 9 = -34 Health
DR of 10 = -42 Health
DR of 11 = -52 Health
DR of 12 = -62 Health
When you run out of health, you are considered unconscious and your opponent gets to choose your fate. If he/she chooses to spare you, you are unable to travel or train for two weeks [one if you have a Rejuvenation Chamber], and if he/she chooses to kill you off, you spend two weeks in the Otherworld. You can choose to spend more time in the Otherworld, but can spend no more than four weeks in the Otherworld in a single visit.
Physical Damage (PD) ~ This is the damage that is calculated when using any type of physical technique. It relies on Strength as its primary stat.
Energy Damage (ED) ~ This is the damage that is calculated when using any type of energy technique. It relies on Ki as its primary stat.
These two types of damage are calculated by not only their respective stats, but the Damage Rating of the technique being used. Every attack needs to have its damage calculated so the stats can be compared for possible Dodges or Evasions. The way to calculate PD or ED is by increasing the stat by a percentage that depends on the Damage Rating called an Adrenaline Bonus. The table for adrenaline bonuses is:
DR of 1 = 5% Bonus
DR of 2 = 10% Bonus
Etc…
DR of 12 = 60% Bonus
If full damage is inflicted, even with blocks and/or evasions put into play, this is how much damage is done.
DR of 1 = -1 Health
DR of 2 = -2 Health
DR of 3 = -4 Health
DR of 4 = -6 Health
DR of 5 = -10 Health
DR of 6 = -14 Health
DR of 7 = -20 Health
DR of 8 = -26 Health
DR of 9 = -34 Health
DR of 10 = -42 Health
DR of 11 = -52 Health
DR of 12 = -62 Health
When you run out of health, you are considered unconscious and your opponent gets to choose your fate. If he/she chooses to spare you, you are unable to travel or train for two weeks [one if you have a Rejuvenation Chamber], and if he/she chooses to kill you off, you spend two weeks in the Otherworld. You can choose to spend more time in the Otherworld, but can spend no more than four weeks in the Otherworld in a single visit.
Techniques are the primary way to attack, other than your regular hand-to-hand combat that most wrestlers are so fond of [faking] doing. From the Dodon Ray to the Kamehameha and even the Big Bang Attack can all be considered Techniques. An example of a technique would be:
Name ~ Kamehameha [The name of the technique, very basic.]
Description ~ The Kamehameha is formed when cupped hands are drawn to the user's side and the ki is concentrated into a single point between the cupped hands (the hands must be very close or touching). The hands are then thrust forward to shoot out a streaming, powerful beam of energy. The blast can also be used, generally under extenuating circumstances, with just one arm or even the feet. In most variants, the user utters the word "Ka-me-ha-me-HA!!!" as he/she charges and releases the attack. [This is the description of the attack; be sure to read it well as the anatomy of the attack might actually give you some strategies.]
Actions ~ 1 [This is how many actions the technique requires to use. Some might take two, and a few even take three.]
Damage Rating ~ 4 [How hard the technique can hit; this one is an average technqiue.]
Energy Cost ~ 6 [How much energy is required to use the technique; obviously if you don't have the energy, you can't use it.]
Only a certain amount of techniques can be learned by a character at one time, but this number increases as you level up.
Name ~ Kamehameha [The name of the technique, very basic.]
Description ~ The Kamehameha is formed when cupped hands are drawn to the user's side and the ki is concentrated into a single point between the cupped hands (the hands must be very close or touching). The hands are then thrust forward to shoot out a streaming, powerful beam of energy. The blast can also be used, generally under extenuating circumstances, with just one arm or even the feet. In most variants, the user utters the word "Ka-me-ha-me-HA!!!" as he/she charges and releases the attack. [This is the description of the attack; be sure to read it well as the anatomy of the attack might actually give you some strategies.]
Actions ~ 1 [This is how many actions the technique requires to use. Some might take two, and a few even take three.]
Damage Rating ~ 4 [How hard the technique can hit; this one is an average technqiue.]
Energy Cost ~ 6 [How much energy is required to use the technique; obviously if you don't have the energy, you can't use it.]
Only a certain amount of techniques can be learned by a character at one time, but this number increases as you level up.
Actions are what allow you to make movements in a battle. You can only have three actions in a battle. There are many things you can do with a single action, or possibly more, such as:
Strike
Description ~ A simple attack given by the hands, feet, knees, elbows, etc. It is the most basic means of physical offense.
Damage Rating ~ 1
Actions ~ 1
Energy Cost ~ N/A
Heavy Strike
Description ~ When more force is put into a singular strike, this type of blow occurs. It exhausts the user a little, but is helpful when you can’t use stronger techniques.
Damage Rating ~ 2
Actions ~ 1
Energy Cost ~ 1
Rush Attack
Description ~ When a large amount of strikes are used in conjunction with each other in a small amount of time, it is known as a rush of attacks. This exhausts you more than regular strikes, but it gets more hits it, making it more difficult to dodge.
Damage Rating ~ 2
Actions ~ 1
Energy Cost ~ 2
Ki Ball
Description ~ A small sphere of compacted energy shot out from any part of the body. It is one of the three most basic forms of energy.
Damage Rating ~ 1
Actions ~ 1
Energy Cost ~ 1
Ki Beam
Description ~ A basic stream of energy shot out from any part of the body. It is one of the three most basic forms of energy.
Damage Rating ~ 2
Actions ~ 1
Energy Cost ~ 2
Ki Blast
Description ~ A basic blast of energy shot from any part of the body in a single burst. It is one of the three most basic forms of energy.
Damage Rating ~ 2
Actions ~ 1
Energy Cost ~ 2
Rest
Damage Rating ~ N/A
Actions ~ 1
Energy Cost ~ N/A
Description ~ You take a little while in the middle of the battle to rest up, trying to regain not only energy, but a small bit of health. Heals +2 Health and +3 Energy.
Charge
Description ~ Before using an attack, you take the time to charge up some more power to make the technique even more devastating. When charging a technique, the Damage Rating is amped up by 2, but the Energy Cost is increased by 50%. This makes the most powerful techniques go up to a Damage Rating of 12, meaning anything going above such a level is illegal.
Damage Rating ~ N/A
Actions ~ 1 if the Damage Rating is 3-7, 2 if the Damage Rating is 8-10.
Energy Cost ~ N/A
Power Up
Description ~ Bringing out your inner power, you use your energy to push out more strength in your body, powering up all of your attacks whether they are physical or Ki wise. When this technique is used, your Strength and Ki stats are increased by 25% for 6 actions.
Damage Rating ~ N/A
Actions ~ 1
Energy Cost ~ 2
Flight
Description ~ You push out an invisible energy between you and the ground, causing your body to levitate with close to no effort.
Damage Rating ~ N/A
Actions ~ Chain
Energy Cost ~ N/A
Dragon’s Flight
Description ~ You spike up your aura to increase the speed of your flight, making evasion within the air easier. Only usable while using Flight.
Damage Rating ~ N/A
Actions ~ Chain
Energy Cost ~ 0.5 per action
Speed Burst
Description ~ In a quick show of speed, you release your inner power for a moment’s time to disappear from the human eye.
Damage Rating ~ N/A
Actions ~ Chain
Energy Cost ~ 0.5 per action
Bulk Up
Description ~ You bring out your inner energy and focus it into your muscles to bulk them up, boosting your defenses for a brief moment.
Damage Rating ~ N/A
Actions ~ Chain
Energy Cost ~ 1
Strike
Description ~ A simple attack given by the hands, feet, knees, elbows, etc. It is the most basic means of physical offense.
Damage Rating ~ 1
Actions ~ 1
Energy Cost ~ N/A
Heavy Strike
Description ~ When more force is put into a singular strike, this type of blow occurs. It exhausts the user a little, but is helpful when you can’t use stronger techniques.
Damage Rating ~ 2
Actions ~ 1
Energy Cost ~ 1
Rush Attack
Description ~ When a large amount of strikes are used in conjunction with each other in a small amount of time, it is known as a rush of attacks. This exhausts you more than regular strikes, but it gets more hits it, making it more difficult to dodge.
Damage Rating ~ 2
Actions ~ 1
Energy Cost ~ 2
Ki Ball
Description ~ A small sphere of compacted energy shot out from any part of the body. It is one of the three most basic forms of energy.
Damage Rating ~ 1
Actions ~ 1
Energy Cost ~ 1
Ki Beam
Description ~ A basic stream of energy shot out from any part of the body. It is one of the three most basic forms of energy.
Damage Rating ~ 2
Actions ~ 1
Energy Cost ~ 2
Ki Blast
Description ~ A basic blast of energy shot from any part of the body in a single burst. It is one of the three most basic forms of energy.
Damage Rating ~ 2
Actions ~ 1
Energy Cost ~ 2
Rest
Damage Rating ~ N/A
Actions ~ 1
Energy Cost ~ N/A
Description ~ You take a little while in the middle of the battle to rest up, trying to regain not only energy, but a small bit of health. Heals +2 Health and +3 Energy.
Charge
Description ~ Before using an attack, you take the time to charge up some more power to make the technique even more devastating. When charging a technique, the Damage Rating is amped up by 2, but the Energy Cost is increased by 50%. This makes the most powerful techniques go up to a Damage Rating of 12, meaning anything going above such a level is illegal.
Damage Rating ~ N/A
Actions ~ 1 if the Damage Rating is 3-7, 2 if the Damage Rating is 8-10.
Energy Cost ~ N/A
Power Up
Description ~ Bringing out your inner power, you use your energy to push out more strength in your body, powering up all of your attacks whether they are physical or Ki wise. When this technique is used, your Strength and Ki stats are increased by 25% for 6 actions.
Damage Rating ~ N/A
Actions ~ 1
Energy Cost ~ 2
Chains
Flight
Description ~ You push out an invisible energy between you and the ground, causing your body to levitate with close to no effort.
Damage Rating ~ N/A
Actions ~ Chain
Energy Cost ~ N/A
Dragon’s Flight
Description ~ You spike up your aura to increase the speed of your flight, making evasion within the air easier. Only usable while using Flight.
Damage Rating ~ N/A
Actions ~ Chain
Energy Cost ~ 0.5 per action
Speed Burst
Description ~ In a quick show of speed, you release your inner power for a moment’s time to disappear from the human eye.
Damage Rating ~ N/A
Actions ~ Chain
Energy Cost ~ 0.5 per action
Bulk Up
Description ~ You bring out your inner energy and focus it into your muscles to bulk them up, boosting your defenses for a brief moment.
Damage Rating ~ N/A
Actions ~ Chain
Energy Cost ~ 1
Blocking is a great thing to use when you either don't have enough Speed to match up to your opponent's Damage levels or you physically cannot get out of the way of the technique in a realistic way. The calculations for the blocking are very basic, if you know how to read.
You compare your Toughness to the Physical/Energy Damage for that attack, and calculate the following. If your Toughness is higher than the damage entirely, then you only take a fourth of the damage from the attack. If your toughness is at least 50% of the damage, you can take half damage from the attack. If your toughness is less than 50% of the damage, you take full damage no matter what.
Blocking is a great way to save energy and health while staying on the offensive.
You compare your Toughness to the Physical/Energy Damage for that attack, and calculate the following. If your Toughness is higher than the damage entirely, then you only take a fourth of the damage from the attack. If your toughness is at least 50% of the damage, you can take half damage from the attack. If your toughness is less than 50% of the damage, you take full damage no matter what.
Blocking is a great way to save energy and health while staying on the offensive.
Evasion is good to use when you have a lot of speed, but it is a bit riskier than using the Blocking technique. When evading, you have to make sure that you can physically commit the act you are about to pull in the roleplay. Keep in mind that if your opponent spots something wrong with your RP [as per you can't really hide behind a tree in the middle of the desert] you can be reported to a staff member who will review the RP and give judgement. As well as the blocking system, Evasion is very easy to calculate.
You have to compare your Speed to the Physical/Energy Damage for that attack, and calculate the following. If your Speed is higher than the damage entirely, you can completely avoid damage from the attack and use up 50% of the technique’s Energy Cost. If your Speed is at least 50% of the damage, you only take half of the damage from the attack and use up 75% of the technique’s Energy Cost. If your Speed is less than 50% of the damage, you not only take all of the damage, but gain all of the technique’s Energy Cost for trying to evade.
Although riskier, evading saves all of your health and is more worth it in the long run.
You have to compare your Speed to the Physical/Energy Damage for that attack, and calculate the following. If your Speed is higher than the damage entirely, you can completely avoid damage from the attack and use up 50% of the technique’s Energy Cost. If your Speed is at least 50% of the damage, you only take half of the damage from the attack and use up 75% of the technique’s Energy Cost. If your Speed is less than 50% of the damage, you not only take all of the damage, but gain all of the technique’s Energy Cost for trying to evade.
Although riskier, evading saves all of your health and is more worth it in the long run.
A struggle is when two physical or energy techniques meet in the middle, struggling to be the dominant power. While two explosive techniques like, say, the Kamehameha and Galick Gun have equal Damage Ratings of 4, can it be considered a tie? Absolutely not. Two different factors can play into a struggle.
For one, the damage levels. To be straightforward, whichever number is larger will be the victor, but there are ways to change your fate if you know you are going to have a lower number. If you are willing to give up the energy, you can double the Energy Cost of your technique to double the bonus received from the attack. So, instead of the 20% bonus you would usually receive from the Kamehameha, you actually receive a 40% bonus in this case. Now your attack can deal double the damage levels, so can you come out on top after that? It's very possible, but your opponent can use two actions in their next turn to push their own energy back. It is basically a fight of stats and who is willing to take the bigger risk.
For one, the damage levels. To be straightforward, whichever number is larger will be the victor, but there are ways to change your fate if you know you are going to have a lower number. If you are willing to give up the energy, you can double the Energy Cost of your technique to double the bonus received from the attack. So, instead of the 20% bonus you would usually receive from the Kamehameha, you actually receive a 40% bonus in this case. Now your attack can deal double the damage levels, so can you come out on top after that? It's very possible, but your opponent can use two actions in their next turn to push their own energy back. It is basically a fight of stats and who is willing to take the bigger risk.
When ending a battle, there are three different ways it can end. You can either: spare your opponent and take it as a win, one of the two of you has to die, or you can both call it a stalemate and shake hands in the middle. Although the latter doesn't usually happen, it is offered as a possibility. When you lose, there are two places you can end up: you'll be in Otherworld for 2-4 weeks or you can be stuck healing for a week. Unfortunately, when you are healing, you cannot anything that will place too much of a strain of your body [no roleplays that include more than 5 canon actions at a time] and you cannot do work or seek out any Divine Pieces.
Like I stated before, there are certain criteria that you have to meet before you can force someone into a battle. Your opponent can only be forced either:
~ When one of you holds a Divine Piece or an item that has less than 10 inventory left [We will have a list of items under this condition]. Since the item is rare, battles can be forced onto those in the same planet. The member who possesses the rare item can either choose to fight, or he/she can surrender and give the item up without a fight.
~ When someone has 10,000 zeni/30,000 cyros, they are considered a rich son of a Saiyan. You can steal money from these people by challenging them to a battle. If you manage to win, you can steal 50% of their zeni [not counting outside abilities you might have at this time].
~ When the both of your alignment titles are different. For example, Chaotic Good and Chaotic Evil won't have a forced fight, but Chaotic Good and Lawful Evil can be in a forced fight.
If you refuse to fight, you will be considered a coward and will have to give up your item/50% of your zeni.
~ When one of you holds a Divine Piece or an item that has less than 10 inventory left [We will have a list of items under this condition]. Since the item is rare, battles can be forced onto those in the same planet. The member who possesses the rare item can either choose to fight, or he/she can surrender and give the item up without a fight.
~ When someone has 10,000 zeni/30,000 cyros, they are considered a rich son of a Saiyan. You can steal money from these people by challenging them to a battle. If you manage to win, you can steal 50% of their zeni [not counting outside abilities you might have at this time].
~ When the both of your alignment titles are different. For example, Chaotic Good and Chaotic Evil won't have a forced fight, but Chaotic Good and Lawful Evil can be in a forced fight.
If you refuse to fight, you will be considered a coward and will have to give up your item/50% of your zeni.
When battling, there can be many different types of encounters, whether it is a one on one match or a handicap match, or even a three way match. There are four types of battles that you can partake in, each with their own specific rewards and rules. Here are the types:
Showdown
Anatomy ~ 1 vs 1
Description ~ This is a match between two warriors. These are possibly started by grudges or rare items that are wanted by the other man, or simply for a friendly bout between allies.
Rules ~ When fighting a singular opponent, the regular rules apply to both players. No godmodding, no metagaming, and do your best to not miscalculate your stats.
Team vs Team
Anatomy ~ 2-5 vs 2-5 [Only if the number is the same on each side]
Description ~ This is a match between clans that have the same number of members, possibly warring to the very death. These types of matches are struck up by possible rivalry between clans, or simply wanting to fight with friends involved to see which team-savvy techniques work.
Rules ~ When fighting against multiple opponents with your friends, you follow the same rules as you would in a Showdown, with a single exception. No matter whose speed is higher, the teams will take turns by whoever is the fastest. Even if another team member’s speed is higher than the other members of the other team, they have to allow the other team their turn.
Handicapped Match
Anatomy ~ 1 vs 2-5
Description ~ This is a match, mostly made unfair by the uneven number of opponents on each side, that is considered ganging up on one stronger warrior to try and put him down with power in numbers. These types of matches are struck up by trying to put down a stronger opponent with teamwork or just being a bully to someone.
Rules ~ When fighting against multiple opponents on your own, you gain benefits that they do not. For each extra person above one, you gain an extra action each turn, capping at a total of 4 extra actions. The lone person may go first, and then the entire team may take their turns, starting again at the lone person. Other than these two exceptions, the regular Showdown rules are followed.
Three-Way Match
Anatomy ~ 1 vs 1 vs 1
Description ~ This is a match between three lone parties that wish to have a fight at the same time. Sometimes, these types of matches occur when all three parties are striving for the same goal, or are interested in a fight with more effort involved in such a free-for-all.
Rules ~ When fighting with two separate opponents against you, things get a little interesting. First of all, there is a requirement when fighting this way. If you target the same opponent with more than two attacks in one turn, and your opponent does the same, it WILL be considered a Handicap Match and the third opponent will receive a Health refill and benefits from the Handicap. Other than this, the rules are the same as a Showdown.
Showdown
Anatomy ~ 1 vs 1
Description ~ This is a match between two warriors. These are possibly started by grudges or rare items that are wanted by the other man, or simply for a friendly bout between allies.
Rules ~ When fighting a singular opponent, the regular rules apply to both players. No godmodding, no metagaming, and do your best to not miscalculate your stats.
Team vs Team
Anatomy ~ 2-5 vs 2-5 [Only if the number is the same on each side]
Description ~ This is a match between clans that have the same number of members, possibly warring to the very death. These types of matches are struck up by possible rivalry between clans, or simply wanting to fight with friends involved to see which team-savvy techniques work.
Rules ~ When fighting against multiple opponents with your friends, you follow the same rules as you would in a Showdown, with a single exception. No matter whose speed is higher, the teams will take turns by whoever is the fastest. Even if another team member’s speed is higher than the other members of the other team, they have to allow the other team their turn.
Handicapped Match
Anatomy ~ 1 vs 2-5
Description ~ This is a match, mostly made unfair by the uneven number of opponents on each side, that is considered ganging up on one stronger warrior to try and put him down with power in numbers. These types of matches are struck up by trying to put down a stronger opponent with teamwork or just being a bully to someone.
Rules ~ When fighting against multiple opponents on your own, you gain benefits that they do not. For each extra person above one, you gain an extra action each turn, capping at a total of 4 extra actions. The lone person may go first, and then the entire team may take their turns, starting again at the lone person. Other than these two exceptions, the regular Showdown rules are followed.
Three-Way Match
Anatomy ~ 1 vs 1 vs 1
Description ~ This is a match between three lone parties that wish to have a fight at the same time. Sometimes, these types of matches occur when all three parties are striving for the same goal, or are interested in a fight with more effort involved in such a free-for-all.
Rules ~ When fighting with two separate opponents against you, things get a little interesting. First of all, there is a requirement when fighting this way. If you target the same opponent with more than two attacks in one turn, and your opponent does the same, it WILL be considered a Handicap Match and the third opponent will receive a Health refill and benefits from the Handicap. Other than this, the rules are the same as a Showdown.