7 - Rules of Combat

Apriori

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Basic Battle Rules

➔You must have an approved RP character biography to begin your conquest. If you do not have an approved biography yet, follow the rules within the Player's Handbook and create your character after speaking with your GM.

➔ Before starting a battle, all the participants must agree on these things:
  • Terrain: This is usually determined by the landmark you are located on or, if in the Fighting Pits, determined between the combatants.
  • Range: This is determined by either starting location ( such as sea or land ) or by the combatants. These can range from Close, ( 0 - 3 meters ), Short ( 4 to 6 meters ) , Medium ( 7 to 10 meters ), Long ( 10 - 15 meters ), or Very Long ( 15+ Meters ). Note that these ranges change for BNM battles ( the same range names but with greater distance for sea battles ).
  • Order: This is determined by the combatant's speed, using their Agility and Feats. Whoever has the highest Speed goes first. If tied, a roll is done by a neutral party unless Feats or Titles specify otherwise.
  • Type of Battle: Choose the type of battle you want. No restrictions, weapons only, no Magic, etc.
  • Wager: This determines how much one is willing to wager on the battle. This can be additional gold, landmark claims or other narrative aspects if done in a Westeros landmark.

➔ Determined by the user's Agility Attribute, the user can attempt a Free Dodge if fast enough. This means that as long as you have a speed higher than his enemy or an enemy's attack ( as well as suitable distance from the attack ), you are capable of dodging the technique without having to spend an official action. However, you can only use this Free Dodge to avoid ( 1 ) technique per use, and this dodge is limited to 5m and below. Outside of this, you must use a technique that grants some form of movement or enhanced movements to effectively dodge techniques.

➔ All Battles are done in turn based combat, alternating between the opposing sides until a victor is decided. In BNM battles, this is automated using each side's stats to determined damage and health each turn. In Duels, this is handled in cycles where each side uses up to 3 techniques or actions per turn. These offensive actions include movement, dealing damage, healing damage, Piety usage, and similar actions. Each one of these actions is maintained in chronological order, creating a timeline of the battle known as the timeframe. This timeline cannot be broken or interrupted as it is a natural order of actions, unless it is a specific magical skill allowing for one to move backwards in time.

➔ Avoid arguing during a battle. If you have a problem with the usage of a technique or your opponent's move, first talk to the opponent directly to solve it. If you can't come to an agreement, you may seek out the GM to moderate the issue.
 
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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 Perform [3] Separate Moves, which means each card has their own time-frame. My opponent decides to interrupt me after my first move by performing their own move. Successfully interrupting ( which involves the character Defending | Attacking | Evading Targets ) 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 | Pointing | Attacking ( and that Attack 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 #4: My First Turn Involves Activating a Style Technique to Punch. You Respond At Least After the Punch 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 Activating a Style Technique to Point and Shoot. You Respond At Least After the Pointing is Performed.

Successful Interruption #4: My First Turn Involves Punching. You Respond At Least After the Punch is Performed.

There are situations where successfully interrupting a turn will not force the opponent to re-commit to their intended actions on the new Time-Frame. During those situations, successfully interrupting refers to the player's success in performing actions that did not violate the rules but the opponent's actions will continue to happen as intended. The only method to forcing an opponent to recommit to their actions is when your character has attempted to Block, Attack, or Evade recognized targets. The activation of abilities that boost or debuff can also cause the same outcome ( depends ).

When the character(s) is moving, you must include the direction that character is running ( either from the opponent’s POV or your character’s POV ). When the character is guiding or releasing, targets as projectiles, you must include the direction those projectiles take ( if it curves then say it curves, if its straight then say its straight, etc ) Whenever the damage magnitude of an attack is depleted, the attack loses its integrity which in most cases will cause the target to break apart and become unusable. Whenever none of the information is determined, a Quote can be requested to force the player to decide that information.

Damage Magnitude will interact with separate damage magnitude in One [1] Step, which is referred to as the Damage Calculation Step. Damage Shaving always trigger after the Damage Calculation Step. When abilities / perks that trigger simultaneously before the Damage Calculation Step, the Person given the First Turn of Battle will have their abilities trigger first. Multiple attacks performed by a character has the opportunity to sabotage each other if the dimensions are not accounted during the move. Give enough information to prevent a move’s self-destruction.


Plot Battle Time-Frame Breakdown
This Method of Combat is Different from Real Battles. 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



The Attack ( or Support or Bombard or Boost ) 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 Three [3] Points Higher or the Opponent Cannot Track the Attack. When Attacking, the Character Must Declare that Target(s) that in the Post.

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, the Clash will Continue Onward in Attempt to Deal Damage Magnitude: The 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 of Health Points ) or Inflicted with a Status Effect. 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. Characters and Platoons Cannot Dodge for Each Other Unless the Character or Platoon Possesses a Telekinetic Ability ( or Joined in Position to Where One Character's Movement Logically Moves the Other ). The Dodge is Deemed Automatically Successful When the Speed Difference ( In Favor of the Evader ) is at Least Three [3] Points Higher.

The Blitz Sequence:
The Blitz Card Allows the Character to Preemptively Dodge and Attack. The Attack ( or Support ) and Dodge Sequence Occurs ( Choose the Order ).​

The Block ( or Support or Bombard or Boost ) Sequence:
The Character or Platoon Must Spend a Block Card Preemptively 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 if the Rank of the Supportive Action is Higher ). Characters and Platoons Cannot Block for Each Other Unless the Character or Platoon Spends One [1] Support Card to Utilize the Other’s Block Card. When Blocking Against Types of Damage or For Targets, the Character Must Declare that in the Post.

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 Counter Continues Onward in Attempt to Deal Damage Magnitude. The Attack and Block Sequence Occurs.​

The Map Sequence:
The Map Card Prevents Other Targets from Dodging It, 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 the Platoon is Automatically Effected. The Standard Attack ( Support ) or Block Sequence Occurs.

The Reaction Sequence:
The Reaction Card Allows the Character or Platoon to Perform Moves 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. The Role-Player Can Perform a Maximum of Two [2] Additional Moves ( Dedicated to Reaction Cards Only ) During Battle. This Battle Card Allows the Character or Platoon to Act on the Opponent’s Turn. The Standard Attack ( Support ) | Dodge | Block Sequence Occurs.​

Generic Rulings:
→ Main Characters | Developing Characters | Personal Followers Can Perform Two [2] Moves Each Per Turn
→ The Non-Playable Characters from the Companion and Cult Following Trait Can Perform One [1] Move Each Per Turn.
→ Support Cards Cannot Influence Any Battle Card Sequence, Just the Number of Failures Added or Removed in the Sequence.

→ Characters Can Escape the Battle via Spending One [1] Support Card. If the Character Suffers Damage Magnitude / Move's Effect or Inflicted with a Status Effect the Turn of the Attempted Escape, the Escape Fails and the Character Remains in the Battle.

→ 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 ).

→ 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.

Unique Rulings:
→ Aim Assist ( Requires One [1] Support ): A Character Can Only Assist Another Character's Aim When Manning the Cannons. Only One [1] Person Can Assist the Character and this Results in Three [3] Additional Failures Being Removed From the Official Roll.

→ Height Advantage ( Requires One [1] Support Which is Occupied to Maintain Effect ): This Means Characters Incapable of Jumping Ten [10] Meters or Flying Cannot Initiate the Attack Sequence ( Unless the Aggressors Can Produce Projectiles ). This Support Card Must Be Occupied to Maintain the Effects.

→ Leading the Shot ( Requires One [1] Support Which is Occupied to Maintain Effect ): This Means the Character with the Sharp Shooter Trait will Aim to Attempt a Shot On a Target by Predicting their Movements. This Removes Three [3] Failures + X Additional Failures Per One [1] Point in Tracking Speed Magnitude Above the Target's Movement Speed from their Attack Sequence ( One [1] Failure Must Remain )

→ Tactical Repositioning ( Requires One [1] Support Which is Occupied to Maintain Effect ): This Means X NPCs From a Platoon are Defeated Where X = Five [5] NPCs Per Ten [10] Meters of Scaling ( the Damage Magnitude Must Still Equate to Five [5] NPCs Being Defeated ). Attacks with Scaling Less than Five [5] Meters will Only Defeat Five [5] NPCs.


Sea Plot Battle Commences with Ten [10] Meters in Distance | Basic Vessel Information


The Attack ( or Support or Bombard or Boost ) 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 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. 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. When Attacking, the Character Must Declare the Target(s) that in the Post.

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 Sharp Shooter Profession.

The Block ( or Support or Bombard or Boost ) Sequence:
The Character or Platoon Must Spend a Block Card Preemptively 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 if the Rank of the Supportive Action is Higher ). Characters and Platoons Can Block for Each Other Without the Need of the Character or Platoon Spending One [1] Support Card to utilize Someone’s Block Card. When Blocking Against Specific Types of Damage or For Targets, the Character Must Declare that in the Post

The Map Sequence:
The Map Card Prevents Other Targets from Dodging It, 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 the Platoon is Automatically Effected. The Standard Attack ( Support ) or Block Sequence Occurs.

The Reaction Sequence:
The Reaction Card Allows the Character or Platoon to Perform Moves 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. The Role-Player Can Perform a Maximum of Two [2] Additional Moves ( Dedicated to Reaction Cards Only ) During Battle. This Battle Card Allows the Character or Platoon to Act on the Opponent’s Turn. The Standard Attack ( Support ) | Dodge | Block Sequence Occurs.​

Generic Rulings:
→ Main Characters | Developing Characters | Personal Followers Can Perform Two [2] Moves Each Per Turn
→ The Non-Playable Characters from the Companion, Personal Militia, Cult Following Trait Can Perform One [1] Move Each Per Turn.
→ Support Cards Cannot Influence Any Battle Card Sequence, Just the Number of Failures Added or Removed in the Sequence.

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 ( Includes the Character's or Platoon's Movement, But Still Requires Only One Support Card ).

Characters or Platoons Cannot be Targeted by Attacks as Long as the Character or Platoon are Boarding a Vessel ( Unless the Character / Platoon Invades the Vessel or the Character / Platoon is Equal or Larger [ in height ] 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.

When Operating a Normal Vessel to Move or Dodge, Only One [1] Character Can Steer or Attempt a Dodge with 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 Role-Player's Vessel Can Escape the Sea Battle When the Distance Between Each Opposing Vessel is Twenty [20] Meters and this Requires One [1] Support Card to Conduct the Actual Escape. This Cannot be Triggered if Enemies are Currently Invading the Vessel. If Attempting to Escape via Pushing / Moving the Vessel with Official Moves that Drain Stamina, the Enemies will Continue to Chase. The Total Hit-Point Count the Sails Possess is One [1] Per Movement Speed the Vessel Possesses. Once the Speed Magnitude of the Vessel Reaches Zero [0], the Vessel will be Incapable of Independent Movement.

Unique Rulings:
→ Aim Assist ( Requires One [1] Support ): A Character Can Only Assist Another Character's Aim When Manning the Cannons. Only One [1] Person Can Assist the Character and this Results in Three [3] Additional Failures Being Removed From the Official Roll.

→ Height Advantage ( Requires One [1] Support Which is Occupied to Maintain Effect ): This Means Characters Incapable of Jumping Ten [10] Meters or Flying Cannot Initiate the Attack Sequence ( Unless the Aggressors Can Produce Projectiles ). This Support Card Must Be Occupied to Maintain the Effects.

→ Leading the Shot ( Requires One [1] Support Which is Occupied to Maintain Effect ): This Means the Character with the Sharp Shooter Trait will Aim to Attempt a Shot On a Target by Predicting their Movements. This Removes Three [3] Failures + X Additional Failures Per One [1] Point in Tracking Speed Magnitude Above the Target's Movement Speed from their Attack Sequence ( One [1] Failure Must Remain )

→ Tactical Repositioning ( Requires One [1] Support Which is Occupied to Maintain Effect ): This Means X NPCs From a Platoon are Defeated Where X = Five [5] NPCs Per Ten [10] Meters of Scaling ( the Damage Magnitude Must Still Equate to Five [5] NPCs Being Defeated ). Attacks with Scaling Less than Five [5] Meters will Only Defeat Five [5] NPCs.

If the Vessel has been Invaded or Battle is Occurring Off the Vessels, All Battle Sequences Converts to the Regular Plot Battle Rulings. If 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. If 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.


Real Battles: Multiple Characters
When Operating Multiple Characters ( Main | Developing | Personal Followers ) Under One [1] Account, Additional Moves Can Be Performed. Each Additional Character the Role-Player Possesses Grants an Additional Move that can be Performed Each Turn. Each Character has to Perform at Least One [1] Move Per Turn.

 

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 Incredibly Rewarding Regardless of the Outcome Because the Character(s) will Leave the Battle Stronger in the Resolve Attribute. The Amount of Resolve the Character Gains is Determined by their Rank ( When Fighting Multiple Opponents w/ Different Ranks ). When Opponents are Not Given an Official Rank, the Character Does Not Gain Resolve.

RankResolve Gain From Won BattlesResolve Gain From Lost Battles ( Unless On a Losing Streak )
13015
2-34020
4-55025
6-78040
8-99045
1010050

Battles are Incredibly Rewarding Regardless of the Outcome Because the Character(s) will Leave the Battle Stronger Regarding their Combat Prowess. After Accumulating X Number of Battles, More of the Character's Potential will Unlock. Battling Any Opponent of Lower Rank will Never Count Towards the Total Amount of Battles Needed for Growth. Battling Any Opponent of Equal Rank will Count as One [1] Battle Needed to Unlock More Potential. Battling Opponents of Higher Rank will Count as Two [2] Battles Needed to Unlock More Potential.

Rank RangeFights RequiredAttribute Benchmark Gain
1-4 Ranked Characters3 Battles Needed1 ( Win At Least One [1] Battle )
5-7 Ranked Characters5 Battles Needed1 ( Win At Least Three [3] Battles )
8-9 Ranked Characters7 Battles Needed1 ( Win At Least Five [5] Battles )

Battles are Incredibly Rewarding Regardless of the Outcome Because the Character(s) will Leave the Battle Stronger Regarding their Physical Might. After Accumulating X Number of Victories, the Character will Physically Grow. Defeating Any Opponent of Lower Rank will Never Count Towards the Total Amount of Victories Needed for Growth. Defeating Any Opponent of Equal Rank will Count as One [1] Battle Needed to Physically Grow. Defeating Opponents of Higher Rank will Count as Two [2] Victories Needed to Physically Grow.

Rank RangeFights RequiredAttribute Point Gain
1-4 Ranked Characters3 Victories Needed1
5-7 Ranked Characters5 Victories Needed1
8-9 Ranked Characters7 Victories Needed1

ANYONE CAUGHT "BOOSTING" WILL BE PUNISHED.
 
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