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content: Battle Rules
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Battle Rules
Attacking
Everyone has 5 attacks (unless otherwise noted). The attacker begins a battle by posting attacks 0-1 on the BATTLE BOARD (move 0 is your pre battle move's) This begins the round. The defender must then post moves 0-2. The post should follow this order:
Attacker posts moves 0-1
Defender posts moves 0-2
Attacker posts moves 2-3
Defender posts move 3-4
Attacker posts move 4-5
Defender posts move 5
The moves come at the defender in chronological order. They are dealt with the principal of "corresponding moves". That is that the first move by the attacker cannot be dealt with any other moves by the defender except his first, the second attack only with the second, and so on. Once all attacks are posts, damages will be figured, and survivors announced. After this, the next round will begin. The person who was the original defender, will now be the attacker, and visa versa. At the end of this round, the opponents will switch roles once again, and so on every round until the battle is over.
Battles involving multiple characters:
Anyone may jump in to help one fighter or the other, but may not do so until after the current round. If you are fighting more than one character alone, you will gain two more attacks to your base amount. If you are attacking, and have more than one opponent, you MUST say who the attack is meant for:
Example:
1. Chou Kamehameha at Goku
2. Masenko at Vegeta
3. Final Flash at Goku
And so on....
Failure to do so will result in the attack missing everyone. You may intercept an attack meant for one of your allies by using one of your moves to do so, but you must say who you are intercepting for or it will be assumed you are blocking for yourself. YOU MAY NOT INTERCEPT ATTACKS FROM AN ATTACKER WHO OUTCLASSES YOU IN SPEED.
Corresponding moves play a major role in battles with more than two participants. If you are defending against two opponents, this means you may have to deal with two attacks with your only corresponding move (both their first attacks vs. your first response). If attacking vs. two opponents, the defender who is not attacked will still be able to attack.
The end of the Battle:
A battle is won when one of the opposing party's escapes or can no longer fight. If one party escapes, it ends in a draw. Any member of the attacking party may choose to flee the battle at anytime, costing one of his moves. The defender will be able to counter attack against this.
A fighter is incapcitated when his ki reaches 0. Essentially this means that the fighter is rendered unconscious. The victor must then decide whether to spare the loser, or kill him. Should you let him live, you will be given ONE of the following options. (First come, first serve).
Learn 1 move they used in battle
Steal 1 item
Steal all the money of one dead party member and his Dragonballs
Should you decide to extinguish your opponent, he will be sent to the next dimension (see below), and will not be allowed to receive one of the above bonuses.
The winner of the battle recieves 15% of the losers stats and 2 exp, and inversely, the loser receves 3% of his attacker's and 1 exp. The loser (if he lives) must spend all 15 hours of the following day resting (he may not be attacked this day). In the event of a draw (mutual ending of the fight or both fighters lose), everone recieves 5% and one exp each.
To naturally heal your wounds, you must rest 15 hours.
Death and Dying
Should you have the misfortunate of being shuffled lose from the mortal coil, your options to return to the plane are limited:
You may be wished back once by each set of dragonballs
You may use the SNAKE WAY POWERUP (only once)
Have someone trade places with you
(This must be done with a LIVING partner. Kills the person trading places with you)
These are the only ways to be resuurected. However, you may leave the ND for a limited time on a special request from a Master. It is not likely this will work, but it is possible. You are then returned to the ND once your time is up.
Attacks/Stats during Battle:
There are two kinds of attacks: physical and ki -based. Physical attacks are based predominatley on speed (see below), and do not lower your power level to use.
Ki attacks require you to turn some of your ki into energy, and fire it at your oppnent. All attacks must be charged at the rate 15% per move, but maybe used at any moment, regardless if they have been chargedor not. Charging is a solitary move, but you may choose to fire it at any moment. For example:
1. Charge Ultimate Blast
2.Charge Ultimate Blast and Fire.
The cost of any move is half its damage (unless other wise noted). The cost can be reduced with high Endurance. For every 200 END, the cost drops 1%, down to 1/4 the orignal damage. For example, a blast with a damage of 40%, would have a cost of 20%. Should the user have an END of 2000, the cost drops 10 percentage points, down to 10% (equal to 1/4 the original damage).
Should you take damage while charging a blast, you will have to start over, but you will lose the ki used in charging. FOr example, if charge a blast to 20%, but take damage before you can fire it, you will still pay the cost of 10%.
Should a move have a special feature (such as unblockable), it must be fully charged to work.
Free moves and Solitary Moves
Some moves can be combined with other moves to create different attacks, or to alter the effects of certain moves. These moves are called free moves. You may combine a free move with a regular move, or you may combine two free moves, in any given move. Before the beginning of each round, you are allowed to use two free moves or one solitary move (neither maybe offensive).
Solitary Moves are moves that require so much effort, they cannot be combined with free moves (unless otherwise noted). Created moves that do damage are always solitary.
Outclassing
If your power level or speed is more than twice your opponents, you outclass him in that respect. This has very significant effects on a battle.
Outclassing
If your power level or speed is more than twice your opponents, you outclass him in that respect. This has very significant effects on a battle.
If your power level is twice of your opponents, all his moves are consiodered blockable (known as outclass level one, or OC1). If you have three times his power level, all your moves are considered unblockable as well (OC2).
If you have twice his speed, all his moves are considered dodgeable (OC1). If you have three times his speed, all your moves are considered undodgeable (OC2). If you are outclassed by your opponent in speed (OC2), you can only hit him with undodgeable attacks (these can still be dodged by the opponent). Outclassing does not affect charging blasts however, because the user has to stand still and charge.
Certain moves are immune to outclassing however, and are noted as such on the moves page. If you have 2x the intelligence AND expierence your opponent has (or just 3x one or the other), you may copy the moves he performs in battle. If you copy it, you automatically learn it as well.
Speed
There are three ways to take advantage of your speed in battle:
Speed Dodges
Speed Attacks
For every 400 speed points more that you have over your opponent, you receive one free speed dodge (up to 2) per round. Speed dodges count as free moves.
For every 500 speed points you have over your opponent, you can do multiple punches or kicks instead of one, in the same move, up to 4 for punches, or 3 for kicks. If you use speed attacks, you may not punch or kick again that round.
Countering and Counter Attacking
There are two ways to counter a physical attack
1. Counter with another physical attack. The physical attack that does the most damage wins, but the damage from the weaker attack is subtracted from it.
2. Counter with a ki attack. Should the ki attack do more damage, the opponent will take the full damage. Should the physical attack win, both attacks are cancelled.
There are three ways to counter ki blasts.
1. Counter with a physical attack. (same as #2 above).
2. Counter with a ki blast. The ki blast with the most damage wins, but the weaker damage is subtracted from it.
The third is to engage your opponent in a POWER STRUGGLE.
To do so, simply counter his ki blast with one of your own, and state you are attempting a POWER STRUGGLE. The two blasts ram into each other in the middle of the battlefield. The blasts then struggle to overcome each other. To keep your blast alive, you must continue to charge it (at half the original charge rate), or it will disperse.
Should one blast overcome the other, the losing fighter takes the damage of BOTH blasts combined.
The power struggle ends when one the following things happen.
1. One or both of the users runs out of ki. Should this happen, the user who runs out or ki is killed by the blast. Should BOTH run out, both are killed and the match ends in a draw.
2. One user decides to disperse his blast. Dispersion (essentially, no longer charging) is considered a free move. The user must then avoid the oncoming blast.
3. The round ends. The blast detonate on each other, and both useres take 1/2 the total damage.
*NOTE* Ih a power struggle, you must keep charging your blast, but this does not raise the damage.
Miscellaneous Rules
Only offensive moves that do damage can be countered.
Please do not attack someone who is already outnumbered just to cash in and get an item. Your attacks will of course be accepted, but there is little honor in such a practice.
If you have any questions, email one of the BBO. However, if you are currently involved in a battle, They will be limited to what I can answer.
If you kill a master, you get 15% of your own stats if he is stronger than you or 15% of his stats if he is weaker. You get 3% if you lose.
Dying in the ND means you must stay in hell for 15 days.
Only the Dead may train in Hell.
The BATTLE BOARD is for fighting only. If you post anything that does not DIRECTLY affect the battle, you will be warned and possibly banned. If you are not in the fight you MAY NOT POST AT ALL WHAT SO EVER.
Used w/ Xippgod's Permission
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Oxide 187 last updated: 07/07/02
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