Combat





Combat Introduction



While ordinary roleplays and quests are the cooperative part of the RPG, battles are the competitive part of the RPG. Battling can be a lot of fun and is a way to test out the abilities and items you've unlocked from your roleplaying. Essentially, they are combat roleplays written with structured rules, like limited actions and such.

Starting a Battle



To start off the battle, you must make a post in the battles or spars forum (depending on which you are doing.) The first poster must always be the player with he highest agility, unless they give the other person permission to go fist. If you are starting a battle you must first find an administrator, moderator, or veteran member to serve as your battle referee. The referee is there to mediate any arguments and to make any necessary declarations.

It is important to describe the battlefield in the first post with some detail. If you are fighting on empty plains, the fight will go much different than if you're in a crowded marketplace. Also, keep in mind that battles are roleplays and you get base roleplay rewards from writing battle posts. It is important to post at least once a day to keep the fight going. If you do not post after 48 hours the battle ends and your opponent gets to write a roleplay with their own resolution. If it a group battle, and someone doesn't post for 48 hours, any attacks made against them are considered automatic hits and they will be eliminated. The winners can choose if they kill that person or not, as normal, when the battle is concluded.

Forced Battles

Some circumstances may lead you into a battle that you have no choice but to fight. The challenger will automatically get the first turn and make their first post. ff you do not respond within 48 hours they get the win by default and you suffer a penalty (depending on the type of forced battle.) The referee must be agreed on by both parties.

Steal Artifact - If your character is in possession of dragonballs, or a rare artifact, another player may challenge you for that item. If you do not respond within 48 hours, the challenger gets to take your artifact from you. You cannot sell or trade the item if you are forced into a battle for it. It must remain in your inventory until the battle is concluded. When you attempt to steal an artifact you will gain +20 Villain Points.

Steal Zeni - If your character has more than 8,000 zeni, another player may challenge you for 25% of your total zeni (for example, if you have 15,000, they would get 3,750 of it.) If you do not respond within 48 hours, the challenger gets to take the zeni from you. You may not spend the 25% until the battle is concluded. So, if you had 15,000, you must at least have 3,750 until it is over. When you attempt to steal zeni you will gain +20 Villain Points.

Heroic Challenge - If your character has more than 75 Villain Points, another player, with 75 or more Hero Points may challenge you to a battle to answer for your dastardly deeds. If you do not respond within 48 hours, you will be considered a coward and lose 25 Villain Points.

Forming a Post



The combat post must always start with the role-play portion. Write your character's actions, but never force an action on your opponent—therefore you must follow the Golden Rule. Write with others as you would want to be written with. Make sure the role-play portion of your post is at least 200 words long (otherwise a reward will not be gained for it.)

After writing out your roleplay, you will then will include all necessary out of character information. You can put a few dashes, or write in a quote box, it's up to you. Anything that will separate two portions. Here you will list your actions and reactions so they are plain to see. You must also tabulate your FP , keep track of rage, items and any special effects. I recommend using the the Battle Tracker found on the Battles Forum, as it includes everything. Also, beneath all that please include your word count to make it easier to calculate rewards at the end.

Actions



Each post you make in battle is a turn. Turns are broken down further into actions. Your character gets 3 actions per post unless specified otherwise. You must role-play reactions to your opponent’s actions first, before doing your own. You can't interject actions into your opponents to preserve continuity.

Having your character talk, take a hit, or act out a scene does not take an action. Keep in mind while writing actions, such as hits, kicks, etc… they MUST be written as an attempt giving your opponent the choice to dodge or take the hit. Auto-Hitting, Power Gaming, and Bunnying is NOT allowed, and may result in a player's actions or defenses being nullified.

The character with the highest agility will always go first. But, if they chose, they can differ that spot to someone slower to start the battle.

To view the type of actions all players start off with, check out the Common Actions section below.

Handicapped Battles

If you are outnumbered you gain +1 action per extra participant that makes it unequal. For example, in a 1 vs. 2 match, you would get +1 action. If it were 1 vs. 3, you would gain +2 actions. If it were a 2 vs. 3 party battle, you and your ally would gain +1 action.

Intervention



An intervention is when you join a battle at someone's side to help them or protect them from being defeated. To intervene in a battle you must first let the ref know privately (through PM or other means.) And then you have to time your introduction post when you feel like you want an intervention. The ref will give you get a chance to write your intervention post. It is the ref's job to make a post pausing the battle for 24 hours until you get a chance to get your intervention post up. After that the battle will resume as normal. If you join a battle this way you will count towards the limit of battle participants. That also means if a battle has the maximum amount of participants, you can't intervene.

FP Reduction



As you rank up your abilities, you will gain less FP from using them. Also, if you know the ability Ki Mastery, and have your strength and ki suppressed, you can reduce the amount of FP you gain significantly by fighting at a lower tier of power. When defending against an ability that gives reduced FP, you must treat the ability as if it had given the maximum amount of FP.

We'll use the ability Wolf Fang Fist as an example. Normally, it gives +40 FP when you use it. However, at Rank 3, Wolf Fang Fist will only give you +32 FP. Even though the amount of FP is lower, your strength bonus is calculated as if you had gained +40 FP. The same goes for the opponent trying to dodge the attack. If their agility were lower than yours, they would still gain +30 FP (75% of 40, even though you only gained a reduced amount of +32.)

Roleplaying & Comparing Attributes



In battle, while your attributes do dictate some of the things you can, or can't do, and also what advantages and disadvantages you might have, it's important to remember that roleplay takes precedence. If something is roleplayed very well and a lot of effort and detail is put into it, your opponent cannot simply brush it aside. This is known as Power Gaming and will not be tolerated.

Simply put, just because you have 1,000 endurance and your opponent has 500 strength, doesn't mean that his punch won't hurt or that it's simple to block. If he roleplays it well enough, you should have to roleplay your defense well to match.

Your attributes can be looked at to determine a result. But, it's important to remember that they are scores, not measurements. For example, let's say you have 20,000 agility and your opponent only has 200 agility. As you can see, the gap is tremendous between these two numbers. Your score is higher, making you faster, but it doesn't mean you are literally x100 times faster than your opponent. However, the closer you are to your opponent's score, the better off you will be when trying to formulate your attack or defenses. Keep in mind, any gap in attributes can be closed if you RP something well enough. Your attributes always serve as a guideline to where you stand.

Damage



Damage is measured by how much vitality your character has. As you are hit with attacks, you will lose vitality. When you reach zero vitality, your character will pass out. When you take a hit in combat, it's up to you to roleplay what happens. Abilities have attack ratings to help steer you in the right direction and it's important to be accurate.

Attack Rating

Each attack has a rating. This rating serves as a guide to what kind of damage that attack can cause.

1 -> Attack will scathe you if you're hit by it.
2 -> Attack will cause a minor wound if you're hit by it.
3 -> Attack will cause a moderate wound if you're hit by it.
4 -> Attack will cause a major wound if you're hit by it.
5 -> Attack will cause a mortal wound if you're hit by it.

Your endurance can be used as a guide. The closer your endurance score is to the strength or ki score of the attack, the better chance you have at taking a lesser level of damage from blocking. Please check out the Blocking action below for more information.

Scathe (-1 Vitality) - Bruises, scrapes, scratches.
Minor Wound (-2 Vitality) - Cuts, deep bruises, torn flesh and small burns.
Moderate Wound (-4 Vitality) - Lacerations, deep tissue damage, fractured bones and serious burns.
Major Wound (-8 Vitality) - Rent flesh, broken bones, ruptured organs, blackened charred flesh from burns.
Mortal Wound (-16 Vitality) - Amputated limbs, destroyed organs, skull or brain damage.

Debilitating Wounds

Some wounds will not only reduce your vitality, but will also cripple you.

Moderate Wounds - Only certain Attack Rating 3 abilities will cause a debilitating moderate wound. For head and torso wounds, you will lose 5% ki and endurance. For wounds to your limbs you will lose 5% agility and strength.

Major Wounds - For head and torso wounds, you will lose 10% ki and endurance. For wounds to your limbs, you will lose 10% agility and strength.

Mortal Wounds - For head and torso wounds, you will lose 20% ki and endurance. For wounds to your limbs, you will lose 20% agility and strength and most likely that limb as well.

If your character loses a limb in battle, they will not automatically regrow it (unless they have a regeneration ability.) They must spend time in a Rejuvenation Tank or can purchase a Bionic Limb that will replace the lost one.

Battle Referee



The battle referee is usually a staff member or a veteran member who will watch over your battle to ensure that everyone is following rules. They can help in ending disputes. Both participants must agree on a chosen ref. Refs are only needed as unbiased mediators and will help players when they call for it. Keep in mind that when a referee’s judgment is called, their wording is final, no matter if it is what you hoped for or not.

One thing a ref should remember is that attributes are scores not stats. So when someone is upset that their attack should have hit, or wondering how someone dodged, you can use stats to determine if there is a possibility. You always compare the attribute of the attack to the attribute of the defense. The higher score has the possibility of wining. But, the difference between the two attributes doesn't matter or help. All that matters is if the score is higher or not. Then you check out the role-play itself. Who described it better and put more effort into their writing? It is then you can make a fair judgment call.

Two Strikes Rule

Another job of the referee is the read the battles and ensure no one is Power Gaming, God Moding, or Auto-Hitting and Bunnying. If someone is found to be doing these things, they will get a single warning. If they do it again after that, they will be disqualified from the battle. Each case is up to the judgement of the referee, and new roleplayers will be treated with more care (might be suggested that a mentor or staff member tutor them,) but we take that kind of cheating very seriously and will not tolerate it.

Determining A Winner



When all of your opponents reach zero vitality, or surrender, the battle is over. If all participants role-play using the Golden Rule and are fair, the battle will take its course to a recognizable end. If there's ever a "draw" however it will be up to the battle referee to determine the winner.

They will take into account the quality of both player's role-plays. Once a winner is determined they will get to choose what they want to do with the other person. They can kill their opponent or choose to let them go free, but wounded.

Someone with higher attributes and abilities doesn't always have to win. Strategy can win the day. Sometimes the person who is the most clever and who writes the best may have a shot at it, even if they're weaker. After the battle is over you may put it up for review in the Roleplay Rewards forum. Please remember, if you lose a battle, you may not be in another battle for at least one week.

Killing an opponent with 75 or more Villain Points will give you no alignment points.

Killing an opponent with less than 75 Villain Points and Hero Points will give you +15 Villain Points.

Killing an opponent with 75 or more Hero Points will give you +25 Villain Points.

Sparing an opponent's life will give you +15 Hero Points.

Death



When you reach zero vitality, your character is knocked out. Your opponent is then faced with a choice, kill you or spare you. But, it's nothing to be worried about. If you die you go into the Other World for three weeks. While there you can still RP and do other activities. Also, there are special quests to take in the Other World, many special items you may only get there. After the three weeks are up you will return to life at the same location as before. So don't be discouraged if you die. You could actually benefit from it greatly!

Common Actions



These are basic abilities that all characters can use in combat.

Strike


General term for attempting to hit your opponent with a heavy punch, kick, or any sort of melee attack.

  • ► 1 Action.
  • ► Attack Rating 1 (max of 3.)
  • ► +1 FP for each use.


Block


A block occurs anytime you redirect a blow to lessen the amount of harm it causes you. For example, knocking a punch away or crossing your arms in front of you right before a ki blast hits. It is important to know that blocking reduces damage taken.

  • ► 1 Action.

    Conditions

  • ► Compare your endurance to your opponent's strength score (if it's a physical attack) or ki score (if it's an energy attack.)
  • ► So long as your block is well written, detailed, and plausible, you may lower the wound level from an attack by one (for example a moderate wound becomes a minor wound.)
  • ► So long as your block is well written, detailed, and plausible, and your endurance is at least 75% of the attack score, you may lower the wound level from an attack by two (for example a moderate wound becomes a scathe.)
  • ► For attacks with an Attack Rating of 1 (which does 1 vitality damage,) all damage will be nullified (unless stated otherwise.)
  • ► For attacks with multiple strikes (such as Pummels, which are 3 or more attack rating 1 strikes,) blocking will reduce vitality damage gained by 50% (minimum of 1.) If your endurance is at least 75% of the attack score, you will reduce vitality damage gained by 75% (to a minimum of 1.)
  • ► If your opponent uses an ability that takes two actions, you must use two actions to block it. If you only spend one action blocking, it is considered a Partial Block, and you will take 20% less vitality damage.
  • ► For Rating 3 or higher abilities, you gain 1/2 the normal rage.

    FP Gain

  • ► Include the endurance boosts gained by any augmentative abilities before calculating FP.
  • ► If your endurance is higher than your opponent's attack score, you gain 25% of the raw FP (not including their FP reductions) your opponent gained from using the attack.
  • ► If your endurance is lower than your opponent's attack score, you gain 50% of the raw FP (not including their FP reductions) your opponent gained from using the attack.


Evade


Evading is when you flee away from an attack instead of letting it hit you.

  • ► 1 Action.

    Conditions

  • ► So long as your evasion is well written, detailed, and plausible, you may evade taking damage completely.
  • ► If your opponent uses an ability that takes two actions, you must use two actions to evade it. If you only spend one action dodging it is considered a Narrow Dodge and you will take 1/2 the attack rating worth of damage.

    FP Gain

  • ► Include the agility boosts gained by any augmentative abilities before calculating FP.
  • ► For physical attacks, you compare your agility to your opponent's strength score. For ki attacks, you compare your agility to your opponent's ki score.
  • ► If your agility is at least 75% of your opponent's attack score, you gain FP equal to 50% of the raw FP (not including their FP reductions) they gained using the attack.
  • ► If your agility is lower than your opponent's, you gain FP equal to 75% of the raw FP (not including their FP reductions) they gained using the attack.


Counter Attack


You time your strike, attacking your opponent before they can attack you. It is a single strike and cannot be matched with any augmentative abilities. Counter Attacks are very difficult to pull off and you must provide a detailed and realistic roleplay.

  • ► 1 Action.
  • ► It is possible for you to counter Strikes, Rush Attacks, Pummels, Heavy Smashes and Grapple Throws.
  • ► You may only counter three times per battle.
  • ► To make a counter attack your agility must be at least 75% of your opponent's strength score.
  • ► You may also counter someone using a long ranged ki attack (such as a ball, beam, wave, or barrage,) only if they describe firing it from close range, and if your agility is at least 50% of their ki score.
  • ► +10 FP for each use.


Resting


You pause and collect yourself in a battle.

  • ► 1 Action.
  • ► -10 FP each use.
  • ► Recover 1 vitality (once per turn.)
  • ► You may use an item on yourself (once per turn.)
  • ► If you rest as the last action on your turn, it leaves you vulnerable to attack; -25% agility and endurance on your next action.


Item Use


During a battle you may use any item from your combat inventory.

  • ► 1 Action.
  • ► You may swap out one piece of equipment for another (in your combat inventory.)
  • ► You may use an item on yourself and rest (once per turn.)

    Rush Attack


    You charge at your opponent to make powerful strike. When hit by a Rush Attack, your opponent is sent flying.

    • ► 1 Action.
    • ► Attack Rating 2 (max of 3.)
    • ► +15% strength.
    • ► +5 FP per use.


    Pummel


    You unleash a rapid series of blazing fast strikes in attempt to bombard or harry an opponent.

    • ► 1 Action.
    • ► 3 Strikes (each w/ Attack Rating 1 [max of 2.])
    • ► You may not Pummel if you have a weapon equipped.
    • ► +5 FP per use.


    Grapple Throw


    You take hold of your opponent, crushing them with your grip, or twisting their limbs into a painful position, before hurling them at high speeds.

    • ► 1 Action.
    • ► Attack Rating 3.
    • ► You may not Grapple Throw if you have a weapon equipped.
    • ► +10 FP per use.


    Heavy Smash


    You grab a large, dense, or heavy object and slam your opponent with it.

    • ► 1 Action.
    • ► Attack Rating 2.
    • ► You may not Heavy Smash an opponent if you have a weapon equipped.
    • ► If you have more than 5,000 strength, you can use a heavier object, increasing the Attack Rating to 3.
    • ► +8 FP per use.


    Power Up


    A fiery aura surrounds you as you draw out your true power.

    • ► 1 Action.
    • ► +25% to Strength and Ki.
    • ► +18 FP per use.
    • ► You will always remain Powered Up for a minimum of four actions. After four actions, you can hold your power until one of the following things happen: There is a lull in combat; for example, you do nothing on an action or rest. You use an item. You reach your Fatigue Limit. You use an ability that generates more than 40 FP. You receive a moderate, major, or mortal wound.


    Ascend


    You transform into a higher state of power. Each race has their own unique set of transformations, and the benefits gained from them range. For more information check the Transformations page.

    • ► 1 Action.
    • ► The first time you ascend in battle, you can also Power Up in the same action.
    • ► You can revert back to your normal form at any time and it will not take an action.
    • ► Upon reaching your Fatigue Limit you will either descend back to your normal form, or you can choose remain ascended if you want, but you will gain double the FP you normally would for each action.


    Ki Ball


    You gather ki into a small sphere and hurl it at your opponent. It explodes upon impact.

    • ► 1 Action.
    • ► Attack Rating 2.
    • ► +15 FP per use.


    Ki Beam


    You fire a precise and speedy beam of ki at your opponent.

    • ► 1 Action.
    • ► Attack Rating 2.
    • ► +15 FP per use.


    Ki Wave


    You gather ki into one hand and fire a broad wave of it at your opponent.

    • ► 1 Action.
    • ► Attack Rating 2.
    • ► +15 FP per use.


    Use Ability


    You may use abilities in combat as well. Keep in mind abilities used have different rules, FP gains, and effects on opponents. To learn more about abilities, check out the Ability Information page. There are two kinds, Attacks and Special Abilities from which you can choose.

    Negate


    Your character uses an attack ability to negate an opponent's attack ability.

    • ► 1 Action (or 2 if it's an Attack Rating 5 ability.)
    • ► Must be well written, detailed, and plausible, or it will not work.
    • ► You may only negate one attack per turn and two attacks total per battle.
    • ► The attack rating must be the same or higher than your opponent's ability to negate their attack.
    • ► You cannot negate an ability that takes one action with an ability that takes two actions.
    • ► If you try to negate an attack and your ki score is lower than your opponents, you will take damage equal to half of the ability's attack rating.
    • ► If you try to negate an attack and your attack score is lower than 50% than your opponents, your attack will be overcome by your opponents and you will take full damage.
    • ► If your opponent's attack score is lower than yours, they will take damage equal to half of their the ability's attack rating from your attack overwhelming theirs.
    • ► If your opponent's attack score is less 50% of yours, your opponent will take full damage.


    Charge Up


    You imbue your attack with additional spiritual energy, making it more powerful.

    • ► Any ki attack with an attack rating of 3 or higher may be charged up, adding an extra action onto the attack.
    • ► Charging up increases the FP gained by using the attack by +25%, which in turn boosts your ki score and makes the attack more powerful.


    Augmentative Actions



    All characters start with the following augmentative actions, which by definition are used in conjunction with other actions. They modify your attributes, often times helping to guarantee success.

    Flight


    This is the ability to use your ki to propel you through the air or to hover.

    • ► Augments any action.
    • ► Being in the air allows for more mobility and flexibility in your roleplays.
    • ►+1 FP per use
    • ► Constructs may fly without any FP gain.


    Deflection


    You bolster your defenses to help survive an incoming attack that might be deadly.

    • ► Augments a block.
    • ►+30% Endurance.
    • ►+8 FP per use.


    Powered Flight


    You are surrounded by an aura of ki and focus it your to propel yourself faster.

    • ► Augments evasion or physical attacks.
    • ► Increases your agility by +30% when linked with evading.
    • ► Increases your strength score by +1% per 1,000 agility when linked with physical attacks (max of +15%.)
    • ► Does not stack with Speed Burst.
    • ► +5 FP per use.


    Speed Burst


    You move so fast you become a blur, sometimes seeming like you vanish into thin air.

    • ► Augments evasion or physical attacks.
    • ► You may speed burst while flying.
    • ► Increases your agility by +50% when linked with evading.
    • ► Increases your strength score by +1% per 1,000 agility when linked with physical attacks (max of +25%.)
    • ► +10 FP for each use.