08 // Real Battle Guide

Apriori

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Real Battles are competitive threads that involve at least two opposing characters in combat. Real Battles are conducted on a round-based system until one of the characters have been ruled victorious. The rounds are broken up into turns for each character involved. During each turn, the character can spend a maximum of Three Battle Cards. Role-Players receive their standard, default decks once they have chosen an Archetype Trait. For information on Archetype Traits, view the [ Trait List ] Thread.

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 one half of the fighting experience. They are mandatory for performing actions, however the flavor and eventful aspect of battling is delivered by the Style Technique. These techniques are add-ons to your Battle Cards, thus determine not only how you perform your actions but the impact behind your actions. Understanding how Style Techniques work is very important because it’s the necessary step to engage in competitive battling. For information on [ Technique Rulings ] click the link. Below are the Six Unique Battle Cards that are Exclusive to the Archetypes. They break the conventional rulings regarding the Battle Cards Roles, but they too still must adhere to many of the Battle Rules. Special Battle Cards renew after ( At the End of Your Seven Rounds ) / ( At the Beginning of Your Eighth Turn ). Below explains, in-detail, each of those six battle cards:

Clash CardCapture CardBlitz Card
Spending a Clash Card Means your Offensive Style Techniques Can Now be Used to Block Oncoming Support or Attack Cards by Causing the Forces to Collide.Spending a Capture Card Means your Supportive Techniques or Free-form Actions will not only Supplement, But it will Inherently Possess the Perks of the Seizing Orders Trait.Spending a Blitz Card Means your Dodge Cards Can Now be Used with Offensive Style Techniques or Free-form Actions to Deal Damage to Targets.
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 That Damage Back.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.

 
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Apriori

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Timeframe 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 Three [3] Battle Cards, which means each card has their own timeframe. My opponent decides to interrupt me after my first battle card via spending their own battle card. 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 spends their first Battle Card or Free-Form Action (running, aiming, pointing, or anything of similarity). The player with the second turn must wait for the Battle Card or Free-Form Action to be performed to begin their turn, otherwise they are not successfully interrupting which will result in a void from the error onward in that post. It becomes your turn again, but you must give the same courtesy to the opponent. Below is a scenario to help illustrate the concept:

Successful Interruption: You have the first turn so you shoot a bullet at the opponent's forehead. In the opponent's turn they dodged the bullet. It is now your turn again, so after they dodge - you run closer and perform a kick towards their head.

Unsuccessful Interruption: You have the first turn so you shoot a bullet at the opponent's forehead. In the opponent's turn they dodged the bullet. It is now your turn again, so before they dodge - you run closer and perform a kick towards their head.​


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. This is a powerful tool because should the player edit their turn after you quoted or after you placed a check, then they are disqualified. 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 will 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, considering that Role-Playing is not our livelihoods.​
 
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Apriori

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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. Making it anywhere else results in it being voided when you submit it for grading.

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
Real Battle are extremely rewarding, especially regarding increasing your physical strength and resolve. Regardless of the outcome, whether you are deemed victorious or not, you will be able to gain Attribute Points | Resolve | Human Caps ( This Can Only Stack Five [5] Per Attribute ). The amount you gain is based on your rank and the rank of your opponent.

Resolve Gain
RankResolve Gain If You WinResolve Gain If You Lose
13520
2-35540
4-56550
6-77560
8-98570
1010085

If you defeat an opponent of a lower rank, then the resolve you gain is equivalent to their rank. This is discourage high-ranked Role-Players to go after the lower ranked individuals.

Human Cap Gain
Rank RangeFights RequiredHuman Cap 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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