King Vegeta's Legacy

Battle System

The Battle System is the way battles take place in Fights, Spars, and Battle Quests

The battle system of this RPG is turn based, and is used in spars and fights. This turn based style of fighting usually takes place in a role play. Each player takes turns performing actions during their turn while leaving the outcome of their actions open. This allows the opponent to react to the attack by defending. One turn is defined as the time from one action to the next. After I perform an action for my turn, once it becomes my action again, one turn has passed. During each player's turn in the role play each player may do one of the following:
-Use a technique
-Use an attack
-Use a combo
-Use an item

The following actions can take place in the fight or spar without taking up any character's action. These actions are for Role Play purposes only, do no damage, and have no real value in the fight/spar:
-Meaningless punching and kicking
-Meaningless ki attacks
-Meaningless blocking
-Meaningless dodging

The Order of Battle:
The character with the highest speed stat begins the role play as the first player to take action. After the action of the first character, the opponent may react to the attack by either having it hit or using a defensive technique or item. After that, the second player may perform an action of his own. When there are more than two characters in a fight, the order of battle goes by each character's speed, with the highest speed going first and the slowest speed going last. So the set up looks like this:
Turn 1
Character 1 performs an action
--- Character 2 defends (if an attack was performed)
Character 2 performs an action
--- Character 1 defends (if an attack was performed)
Turn 2
Character 1 performs an action

One of the actions you can perform in your turn is a simple combo. This is any combination of 3 inherent attacks done in one action. These attacks count as a single attack for defending.
For example, if Vegeta would use a combo to perform Over-head Pound and Right Cross, if Goku would use Block Beginner he would reduce the damage from both attacks by 50%.

Speed: The Rule of 4:
Some characters are really, really fast; so fast that the opponent can barely see them. This causes them to have the ability to act more than once per round, since the slower opponent doesn’t even notice the action.

If at any time, a character’s Speed stat is 4 more than the opponent or higher, that character can perform 2 actions during his turn, excluding Resting and Running.

This rule applies to all increments of 4. Meaning at +8 a characters Speed or more, 3 actions total can be performed, at +12 Speed or more, a total of 4 actions may be performed.

The Irate Attacker Rule
When attacking an opponent, it is not smart to perform the same ki based attack over and over. The opponent will start to know the attack is coming and be able to predict it. Because of this, if at any time you perform the same ki attack two times in consecutive turns, the attacks damage is reduced by 50%

For example, the following would be a case where Irate Attacker rule applies:
Turn 1: I use Kamehameha (A ki based attack)
Turn 2: I use Kamehameha, but the damage is reduced by 50%.

Another example, when Irate Attacker rule would NOT apply:
Turn 1: I use Kamehameha
Turn 2: I use Kaioken Attack times 2.
Turn 3: I use Kamehameha.

The second example did not have Kamehameha’s damage reduced because it was not CONSECUTIVE turns. So even though you did not perform another attack between them, the damage is not reduced. This rule does not apply in the following conditions:
-When Defending in a Ki Battle
-Inherent Attacks
-Physical Attacks

Attacking Yourself
In this RPG, using an attack on yourself is not permitted. You may only attack another player; friend or foe.

Damage: How it’s calculated
Every time a character performs an attack, that attack does damage. This damage is calculated by using Stat modifiers that correspond to their main stat. Physical attacks use the Power modifier, or POW, in their damage calculation while Ki attacks use the Ki modifier, or KI, in their damage and cost calculation.

Attacks do damage base on grade. For any certain grade, Minute through Ultimate, a damage is given based on the stat modifier related to the type of attack, KI for Ki attacks or POW for Physical attacks.
For example, a Super grade Physical attack does 8+(POW x3) damage. If Vegeta had a Power value of 19 (a POW of +4), the attack would do 8+(4 x 3), or 20 damage.

Just as the attacker uses his POW or KI to do damage to the defender, the defender uses his Defense modifier, or DEF, to defend against that damage. When calculating total damage, the damage is added up from the attack and then the defense modifier is subtracted from that value.
For example, if the defending character was on the receiving end of the Super grade Physical attack from Vegeta above, and the defender had a Defense value of 16 (DEF of +3), Vegeta’s attack would do 20 – 3, or 17 damage.

Items In Battle:
Any Clothing or Android Upgrade items that are on your character are always on, even for battle, unless you take them off (In Clothing’s case only). All other items such as weapons, scouters, etc, must be carried on your person into battle. Since it is impossible for one to carry all the items he owns into a battle, the character must choose any 2 of his other items to bring into battle. This must be done in a quick OOC post by both participants of the fight, before any RP posts are made. This limits the amount of item usage in battle immensely

Resting and Running:
During any character's action, the option of attempting to run and resting is available. You may run away from the fight if you have one/are able to do of the following:
-Speed Technique.
-Teleport Move.
Keep in mind, a character running from a battle is frowned upon since only a coward runs. There may be some consequences for Running.

Resting may also be done during a spar/fight in order to recover a small amount of lost KP. While resting, you cannot perform any other actions for that turn, and after the turn elapses, you gain 10% of your Max KP points.

Resting Outside of Battle:
Resting may also be performed outside of battle. Any character may rest to regain any lost Hit Points or Ki Points. In order to rest, a character must post in the forum of the Planet that the character is located on that he or she is resting, and may not post any role plays while resting. After one OOC day, 24 OOC hours, resting ends, and the character that had rested gains back 100% of your Max HP and Max KP.

Out of Character Statements:
Each character must keep track of all players HP, KP, and any other stats they may want in the mist of a battle or spar in OOC statements at the end of every post. At the end of every action, a character should post in the OOC statement the exact attack/technique/item used, the damage, the cost, and any effects if applicable.

Becoming Exhausted:
At any time, if a character uses nearly all of his Ki Points (His KP is lower than 5), he gains the Side-Effect Exhausted. While Exhausted, a character feels the heavy weight of the world and is drained of all of his fighting spirit. In this tired state, the character cannot perform near his maximum level. Because of this, while Exhausted a characters Power Level is reduced by 50% and his Defense is reduced to 10. For example, if Vegeta had 100,000 Power Level and 19 Defense and just used a Ki attack that brought him to 3 KP, he would become Exhausted and his PL while in this Side-Effect would be 50,000 and his Defense would be 10.
NOTE: If an Exhausted character uses an effect to raise KP, the Side-Effect is removed and his PL and Defense returns to normal.

End of the Fight/Spar:
Fights and Spars end when either character's, or both, HP reaches 0, all opponents run, or for role play reasons . During a fight, when a character's HP reaches 0, the opponent may choose to either finish him off by performing one more attack on the opponent, or letting him live. If the character at 0 HP is able to live, his HP raises to 1 and the fight ends.

A Spar ends in the same manner, except when either character's HP reaches 0, the Spar ends and both players HP and KP values return to what they were before the Spar took place. This means that HP and KP are not reduced when Sparring. Spars may be ended before a player's HP is at 0 however.

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