08 // Battle Guide

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Battles are Competitive Threads that involve at least two opposing characters. Each Battle Method is conducted on Round-Based Systems until one of the characters have been ruled victorious. The rounds are broken up into turns each character is given. During these turns, the character can spend X Amount of Battles available in the Battle Deck. The Character can only perform Three [3] Moves Per Turn. A Move refers to a Style Technique or Free-Form Action, regardless of the amount of Battle Cards spent to perform that Style Technique or Free-Form Action.

Characters receive their standard, default decks once they have chosen an Archetype Trait. Battle Cards are resources that enable your character to perform actions during a Real Battle. There are Four Standard Battle Cards that summarizes the four fundamental strategies. Identical to many resources, you can exhaust your resources should you spam them. Do not worry because Standard Battle Cards renew after ( At the End of Your Third Rounds ) / ( At the Beginning of Your Fourth Turn ). Below explains, in-detail, each of those four battle cards:

Attack CardsBlock CardsDodge CardsSupport Cards
Spending an Attack Card means your character is attacking your desired target.Spending a Block Card means your character is defending in response to a Support or Attack Card.Spending a Dodge Card means your character is performing an action to potentially avoid an Attack or Support Card.Spending a Support Card means your character is performing an action that enhances themselves or adopts the role of Other Cards.

Battle Cards are mandatory for performing actions, but the aesthetic of battling is created by Style Techniques. These Techniques are add-ons to your Battle Cards, thus lack of required information is determined by which Style Technique attached. For information on [ Technique Rulings ] click the link. Below are the Eight Unique Battle Cards that are Exclusive to the Archetypes. They break the conventional rulings regarding the Standard Battle Cards. Special Battle Cards renew after ( At the End of Your Seven Rounds ) / ( At the Beginning of Your Eighth Turn ). Below Provides Explanation On the Different Cards:

Clash CardCombo CardBlitz Card
Spending a Clash Card Means your Offensive Style Techniques will Block Oncoming Support or Attack Cards and Still Deal Damage Magnitude if the Style Technique Overpowers the Opposing Target.Spending a Combo Card Means you can Activate Two [2] Supportive Style Techniques or Traits at Once ( Can Activate the Same Style Technique Both Times For Different Battle Tactics )Spending a Blitz Card Means you can Dodge Offensive / Supportive Style Techniques or Free-Form Actions & Perform an Offensive or Supportive Technique or Free-Form Action.
Counter CardBombard CardBoost Card
Spending a Counter Card Means your Defensive Techniques or Free-form Actions will not only Block, But if it Prevails with Damage Magnitude Then it will Deal the Remaining Damage.Spending a Bombard Card Means your Multi-Target ( Independent ) or Projectile Based Style Techniques or Free-Form Actions Does Not Split in Damage Magnitude. Can be Spent Once Per Turn.Spending a Boost Card Means your Offensive, Defensive, and Supportive Style Techniques will Inherently Possess the Perks of the Superior Interaction Keyword.
Map CardReaction CardTBD
Spending a Map Card Causes a Style Technique or Free-Form Action to be Enhanced Regarding the Scaling and Rank Value. The Base Scaling of the Style Technique or Free-Form Action is Quadrupled.Spending a Reaction Card Means the Character Can Perform Style Techniques or Free-Form Actions in Response to the Opponent's Turn During Plot Battles. The Character Must Still Respond in Accordance of the Plot Battle's Rules.TBD

 
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Apriori

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Real Battle Time-Frame Breakdown
Remember that the Rounds in a Real Battle are Composed of Turns. All actions are relevant to each other through the Time Frame. Time Frame is the recording of each participant's actions. There are two interactions with Time Frame that can be tricky but the following paragraphs are here to clarify. The first interaction with Time Frame is the recording of your own actions. Everything you do during your turn registers on a Time Frame. This is important because it keeps a tracking on what action occurs before the other OR what actions occur at the same time, so that the opponent can properly interrupt. This interruption is the second interaction with Time Frame, which is the recording of both participant's actions.

Example: I spend Perform [3] Separate Moves, which means each card has their own time-frame. My opponent decides to interrupt me after my first move via performing their own move. Successfully interrupting the Time Frame not only prevents the rest of my turn but forces me to adhere to the new Time Frame established by your turn...unless I successfully interrupt you. This cycle is repeated until a player is determined victorious via decreasing the other's player Health Points to Zero [0].​

Time Frame Starts When the Player with the First Turn Performs and Finishes their First Style Technique or Free-Form Action ( Running | Walking | Jumping | Aiming | Includes Pointing | Attacking ( Does Not Include the Previous Examples Mentioned Before Attacking ). The Player with the Second Turn Must wait for the Style Technique or Free-Form Action to Occur to Begin their Turn, Otherwise that Results in a Time-Frame Violation which Results in a Void From the Error Onward. Do Not Mistake this Ruling. Damage and Effects Can Always be Responded To.

If the First Move Includes Multiple Free-Form Actions, Such as Running and Attacking for an Example, You Can Legally React After the First Action is Performed or in Progress ( Running I.E ). Regarding Style Techniques, the Technique Cannot be Interrupted Unless the Methods of Performing the Technique Includes the Following Actions: Running | Walking | Jumping. When the Style Technique is an Attack, You Can React to the Action and During Situations with Projectiles – the Projectile Must be Released Before Reaction Occurs.

Successful Interruption #1: My First Turn Involves Activating a Style Technique to Run and Perform a High Kick. You Respond At least After My Character Begins to Run.

Successful Interruption #2: My First Turn Involves Activating a Style Technique to Punch to Release a Wind Projectile. You Respond At Least After the Projectile is Released.

Successful Interruption #3: My First Turn Involves Activating a Style Technique to Point and Shoot. You Respond At Least After the Shot is Performed.

Successful Interruption #1: My First Turn Involves Running and Performing a High Kick. You Respond At least After My Character Begins to Run.

Successful Interruption #2: My First Turn Involves Punching to Release a Wind Projectile. You Respond At Least After the Projectile is Released.

Successful Interruption #3: My First Turn Involves Punching. You Respond At Least After the Punch is Performed.


Plot Battle Time-Frame Breakdown
This Method of Combat is Different from Real Battles. Still Composed of Turns, this Mode of Battle Allows Each Combatant to Perform Two [2] Moves Per Turn. The Battle is Conducted Through Official Rolls and Unlike Real Battles, the Round Concludes with the Actions' Results. Time-Frame is Still Created But Significantly Less in Regards to it being Dynamic. 



The Role-Player Cannot Influence their Turn after the Official Rolls begins. The Role-Player is unable to alter the previous turns as well. Once the Round has Concluded ( Meaning the Official Rolls have been Conducted ), the Turn is Documented and the Battle Must Continue On, until the enemies or yourself is Defeated or Quits. The Rules and Regulation of the Battle Cards Differ to Function Properly in Plot Battles, But the Difference Depends on the Type of Battle Initiating:


Plot Battle Commences

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The Attack Sequence:
An Official Roll is Conducted to See if the Attack is Successful. When the Target is Equal to the Opposing Target in Movement Speed, then the Standard Roll is One [1] Success and Failure. When there is a Speed Difference Between Both Targets, X Amount of Successes or Failures are Added to the Official Roll ( In Favor of the Target with the Higher Speed Magnitude ). X Refers to the Amount of Speed Difference, so if the Difference is One [1] Point Then One [1] Success or Failure is Added. The Attack is Deemed Automatically Successful When the Speed Difference ( In Favor of the Attack ) is at Least Two [2] Points or Higher.

The Clash Sequence:
The Clash Card Allows the Character to Preemptively Block Oncoming Damage and Still Attempt to Attack the Target. Whenever the Character's Damage Magnitude Overpowers the Opposing Damage Magnitude with Remaining Damage, that will Continue Onward in Attempt to Deal Damage Magnitude. The Standard Attack Sequence Occurs.​

The Dodge Sequence:
The Character Must Spend a Dodge Card Preemptively. This Means the Character Must Spend a Dodge Card on their Turn to Prepare the Dodge, otherwise that Attack will be Deemed Automatically Successful. This Preemptive Dodge Remains Active for the Entire Round Until Damaged ( Lost Health Points ) or Inflicted with a Status Effect. During Situations, the Attack Possesses Two [2] More Points in Speed Magnitude, One [1] Theoretical Point is Granted to the Movement Speed. When a Dodge Card is Spent, and the Attack is not Deemed Automatically Successful, a Second Official Roll Will Occur if the First Official Roll is Deemed a Failure.

The Blitz Sequence:
The Blitz Card Allows the Character to Preemptively Dodge and then Attack. The Standard Attack and Dodge Sequence Occurs.​

The Block Sequence:
The Character or Platoon Must Spend a Block Card to Defend Against Attacks, that Attack will be Deemed Automatically Successful. The Character will Defend Against Opposing Attacks ( or Support ) Cards until the Damage Magnitude of the Block is Depleted ( in Cases of a Support Card, the Block is Always Depleted ). Characters and Platoons Cannot Block for Each Other unless the Character or Platoon Spends One [1] Support Card to utilize Someone’s Block Card.

The Counter Sequence:
The Counter Card Allows the Character to Preemptively Block Oncoming Damage and Potentially Attack the Target. Whenever the Character's Damage Magnitude Overpowers the Opposing Damage Magnitude with Remaining Damage, that will Continue Onward in Attempt to Deal Damage Magnitude. The Standard Attack and Dodge Sequence Occurs.​

The Map Sequence:
The Map Card Prevents Other Targets from Dodging, Forcing the Targets to Defend. In the Circumstance the Character Spent a Dodge Card and a Map Card was Spent in Response, the Dodge Card the Character Spent is Converted into a Block Card ( Free of Card Stock ). Platoons Cannot Defend Against Map Cards, Which means All Attack or Block Cards will Automatically Fail. The Standard Attack or Block Sequence Occurs.

The Reaction Sequence:
The Reaction Card Allows the Character or Platoon to Perform Activities Identical to the Other Standard Battle Cards. These Cards Must be Spent Preemptively and the Condition for Why the Reaction Card Triggers Needs to be Included. This Means the Role-Player Must Not Spend the Reaction Card but Inform the Host of the Battle When It Should Trigger. This Battle Card Allows the Character or Platoon to Act on the Opponent’s Turn at Any Point of the Turn. The Standard Attack | Dodge | Block Sequence Occurs.​

Generic Rulings:
Each Turn, Choose Whether to Assault, Prepare to Defend, or Prepare to Evade ( Spending One Dodge Card ), or Attempt to Retreat | Move to Another Battlefield | or Anything Not Considered the Other Cards ( Spending One Support Card ). The Special Cards Granted by the Archetype Traits Cannot Be Spent Against Officially, Unnamed Characters. The Non-Playable Characters from the Companion or Cult Following Trait Can Perform One [1] Move Per Turn.

A Single Character Cannot be Targeted by More Than Ten [10] Targets Per Battle Card. This Rule Also Pertains to Effects Performed with the Intention of Being Maintained or Occupied. The Character or Platoon Can Choose to Strike Multiple Targets or Single Targets, As Well Choose to Perform Multi-Strikes or Not.


Sea Plot Battle Commences | Basic Vessel Information

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The Attack Sequence:
Vessel or Projectile Based Attacks are Deemed Automatically Successful Unless the Distance Between the Target and the Vessel is Above Five [5] Meters or the Target Spent a Dodge / Block Card. Each One [1] Meter After the Fifth Meter Mark will Add One [1] Failure to the Official Roll ( In Regards to the Attacker ). Each Point in the Dexterity Attribute Will Remove One [1] Failure Unless the Character or Platoon Possesses the Sharp Shooter Profession Which will Remove All Failures. When the Vessel Suffers Damage, All Intended Movement is Cancelled or Prevented. The Character or Platoon Can Remove the Amount of Failures Added in the Attack Sequence if the Character or Platoon is Actively in Flight ( At Least Five Meters Within the Air Which Counts as Leaving the Vessel ) or Swimming.

The Dodge Sequence:
The Character or Platoon Must Spend a Dodge Card Preemptively. This Means the Character Must Spend a Dodge Card on their Turn to Prepare the Vessel to Dodge, otherwise that Attack can be Deemed Automatically Successful. Each Point in the Vessel’s Movement Speed Will Prevent the One [1] Failure from being Removed ( as Discussed in the Attack Roll ), Unless the Character or Platoon Possesses the [B}Sharp Shooter Profession[/B].

The Block Sequence:
The Character or Platoon Must Spend a Block Card to Defend Against Attacks, that Attack will be Deemed Automatically Successful. The Character will Defend Against Opposing Attacks ( or Support ) Cards until the Damage Magnitude of the Block is Depleted ( in Cases of a Support Card, the Block is Always Depleted ). Characters and Platoons Can Block for Each Other Without the Need of the Character or Platoon Spends One [1] Support Card to utilize Someone’s Block Card.

The Reaction Sequence:
The Reaction Card Allows the Character or Platoon to Perform Activities Identical to the Other Standard Battle Cards. These Cards Must be Spent Preemptively and the Condition for Why the Reaction Card Triggers Needs to be Included. This Means the Role-Player Must Not Spend the Reaction Card but Inform the Host of the Battle When It Should Trigger. This Battle Card Allows the Character or Platoon to Act on the Opponent’s Turn at Any Point of the Turn. The Standard Attack | Dodge | Block Sequence Occurs.​

Generic Rulings:
Each Turn, Choose Whether to Assault, Prepare to Defend, or Prepare to Evade ( Spending One Dodge Card ), or Attempt to Retreat | Move the Vessel [ The Vessel's or Character's or Platoon's Movement Speed Determines the Meters of Travel Per Support Card Spent ] | Leaving or Invading / Boarding Another Vessel ( Spending One Support Card ). The Special Cards Granted by the Archetype Traits Cannot Be Spent Against Officially, Unnamed Characters. The Non-Playable Characters from the Companion or Cult Following Trait Can Perform One [1] Move Per Turn.

Characters or Platoons Cannot be Targeted by Attacks as Long as the Character or Platoon are Boarding a Vessel ( Unless the Vessel is the Enemies’ Vessel or the Character or Platoon is Equal or Larger than their Vessel ). Characters or Platoons that Possess the Sharp Shooter Profession Can Target Opposing Characters or Platoons on Different Vessels. A Single Character Cannot be Targeted by More Than Ten [10] Targets Per Battle Card. This Rule Also Pertains to Effects Performed with the Intention of Being Maintained or Occupied. The Character or Platoon Can Choose to Strike Multiple Targets or Single Targets, As Well Choose to Perform Multi-Strikes or Not.

When Operating a Normal Vessel to Move or Dodge, Only One [1] Individual Can Steer the Vessel for the Turn ( Which Will Not Exhaust Stamina ). In the Scenario the Vessel's Sails are Damage, the Vessel will Lose Movement Speed. The Total Hit Point Count the Sails Possess is One [1] Per Movement Speed the Vessel Possesses. Spending Dodge or Support Card to Operate the Vessel will Not Drain Stamina. Once the Speed Magnitude of the Vessel Reaches Zero [0], the Vessel will be Unable to Move.

In the Scenario the Character is Swimming in the Water ( And Not a Fishman | Merfolk | Wotan or Hybrid of Either ), their Movement and Attack Speed is Determined by their Power Attribute. In the Scenario the Character is Swimming Underwater, the Character Can Hold their Breath for X Amount of Turns - Where X is One [1] Turn Per Point in the Constitution Attribute.

 
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Apriori

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Battle Disputes, How to Solve Them.
If you have reached this far then you have seen the guide mention "void" or "voiding". Void is the term used to indicate that the actions expressed in a post have been erased from the record. There are cases where the entire post can be voided and cases where the post was partially voided. If there is a case where a post needs to be partially voided, then from the point of violation and onward will be erased from the record.

The players, unless they come to an official agreement, cannot decide what is voided. The Role-Play Staff decide what is voided if anything should be, but only after a check has been sent to the [ Battle Checks & Gradings ] Thread. It is encouraged that you quote the turn you are requesting a check on to prevent editing. Abusing this advantage does come with consequences:

Special Condition: Know when and when not to ask for our input. A Three Strike Rule is imposed in all battles. If three checks are called before six rounds within a fight, then the third check can mark the end of the battle. Quoting a turn within the First Hour does not prevent the player from editing their post unless a Check was submitted within that hour. We demand that courtesy is given to every fighter.​

Find an opponent willing to engage in combat, otherwise the Battle Thread cannot become official. It is important to understand that you cannot partake in a Real Battle if you are currently in another Real Battle (this includes waiting for the thread to be graded) or Crisis. Breaking this rule results in automatically agreeing to forfeit your previous battle to begin the most recent battle. Understand that Real Battles and Plot Battles must spawned from an Ongoing Free-Roam and made in the [ Davy Back Fight ] section.

Fill out the Battle Rubric displayed below. It is very important and legitimizes the entire Battle Thread. Failure to fill this Battle Rubric causes the Real Battle to be unofficial, which means awards cannot be gained should you submit it for grading. The Battle Rubric must be completed once per Battle Thread, therefore just one of the participants need to complete it.
Code:
[TABLE]
[TR][TH]Battle Rubric[/TH][/TR]
[TR][TD]
[B]Name:[/B] vs [B]Name:[/B]
[B]Type:[/B] Solo or Group
[B]Location:[/B] Where in California are you?
[B]Terrain:[/B] What is the battlefield like?
[B]Range:[/B] How far do the fighters start from each other?
[B]Time Limit:[/B] How many days do each fighter have to post before they are DQed?
[/TD][/TR]
[/TABLE]
A PLEA OF IGNORANCE WILL NOT PREVENT THE BATTLE THREAD FROM BEING VOIDED SHOULD YOU FAIL TO DO THE BATTLE RUBRIC.


Battle Rewards
Battles are Extremely Rewarding, Especially if Emerging Victorious. Regardless of the Outcome, the Character Will Leave the Battle Stronger in their Resolve. The Amount of Resolve the Character Gains is Based On the Rank of the Opponent ( No Rank = Equals Same Rank ). Defeating an Opponent of Lower Rank will Reward Resolve Amount ( Equal to their Rank ) Given for Losing the Battle. This is to Discourage Higher Ranking Role-Players Chasing After Lower Ranked Individuals.

RankResolve Gain From Won BattlesResolve Gain From Lost Battles
13015
2-34020
4-55025
6-78040
8-99045
1010050

Battles are Extremely Rewarding, Especially if Emerging Victorious. Regardless of the Outcome, the Character Will Leave the Battle Stronger in their Physical Nature. A Single Battle Does Not Reward Gains, However Registers as a Stepping Stone to Growth. After Accumulating X Amount of Wins, the Character will Physical Grow. Defeating an Opponents of Lower Rank will Require More Battles to Accomplish the Same Growth. This is to Discourage Higher Ranking Role-Players Chasing After Lower Ranked Individuals.

Human Cap Gain
Rank RangeFights RequiredAttribute Benchmark Gain
Higher Ranked21
0-2 Ranks Lower31
3+ Ranks LowerNoneNone

Attribute Gain
Rank RangeWins RequiredAttribute Gain
Higher Rank21
0-2 Ranks Lower31
3+ Ranks LowerNoneNone

ANYONE CAUGHT "BOOSTING" WILL BE PUNISHED.
 
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