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Saotome Satoshi

Joined: 14 Feb 2008
Posts: 543
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Location: Canada
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Posted:
Tue Jun 10, 2008 10:34 pm |
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4.3 Training Proficiencies
As stated earlier Each Class from Each race have an inherited Proficiency in the use of different Attack methods. It is possible to increase a Character’s proficiency through Training. The Following explains this procedure.
Here is the Proficiencies Table once again for ease.
Proficiencies Table
(-S-) - Excellent
(-A-) - Good
(-B-) - Average
(-C-) - Weak
(-D-) - Poor
A proficiency may not exceed (-S-)
Shinigami
Shinigami have the smallest Proficiency Pool of all the races, thus their training is among the most expensive. To increase a Proficiency by a Single Level a player must spend Eight Training Slots in a single week. This means they must get the Weekly Bonus to complete it.
They may have a Maximum of 1 (-S-), 1 (-A-) and 1 (-B-)
Quincy
Quincy have an expanded Proficiency Pool, equal to the Humans. Only Ranged weapons may be at (-S-) for Quincy. All other items may be trained to (-A-) or (-B-). They must also spend Eight Training Slots in a single week and must have the Weekly Bonus to complete it.
Quincy can have a Maximum of 3 (-A-) and the rest can be trained to (-B-) if the player wishes.
Hollows
Hollows may have a Maximum of 2 (-S-) and 3 (-A-), it costs Seven Training Slots, the player must also earn the Weekly Bonus to complete this.
Humans
Humans are the fastest learning race. They only need Six Training Slots, the player must also earn a Weekly Bonus to complete this.
They may have 3 (-S-), 3 (-A-) and the rest may be raised to (-B-)
Proficiencies Swapping
Any player may spend 4 Training Slots in one week to switch any Proficiency with another. |
_________________
Everybody lies.
Last edited by Saotome Satoshi on Fri Jun 27, 2008 4:20 pm; edited 2 times in total |
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Saotome Satoshi

Joined: 14 Feb 2008
Posts: 543
Jobs: Unemployed
Location: Canada
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Posted:
Tue Jun 10, 2008 11:35 pm |
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5.1 Dying and Rebirth (Includes Going Inactive and reactivating characters)
Death is a Major part of Kindred Spirits. But Death is often just the Beginning.
Dying
Depending on the Race different things Happen.
When a Human Kills
When a Human kills a Human or Quincy, their Soul is released from their Body. The Soul is free to escape combat in this instance, the soul is free to become a Hollow, Shinigami, or Rebirth(See Rebirth Section)
When a Human kills a Hollow or a Shinigami, the player is forced to Rebirth(See Rebirth Section)
When a Quincy Kills
When a Quincy kills a Human or Quincy, their Soul is released from their Body. The Soul is free to escape combat in this instance, the soul is free to become a Hollow, Shinigami, or Rebirth (See Rebirth Section)
When a Quincy kills a Hollow or a Shinigami, the player is forced to Rebirth(See Rebirth Section)
When a Shinigami Kills
When a Shinigami kills a Hollow Human or Quincy, their Soul is sent to Soul Society. The player may choose to become a Shinigami, or Rebirth (See Rebirth Section)
When a Shinigami kills a Shinigami, the player is forced to Rebirth(See Rebirth Section)
When a Hollows Kills
When a Hollow kills a Shinigami Human or Quincy, their Soul is sent to Hueco Mundo. The player may choose to become a Hollow, or Rebirth (See Rebirth Section)
When a Hollow kills a Hollow, the player is forced to Rebirth(See Rebirth Section)
Death Penalties and Rebirth
When a player is killed and becomes another race they receive a -5% to their Power Level which they will have to re-train to earn back. Despite being a new race they are still the same character and carry at least some fragmented memories of their history.
When a player rebirths because their Soul was Destroyed they become a whole new character and they take a -10% to their Power Level.
Item Change
Some Race Specific items and Techniques are lost when a player becomes a new race. A player may exchange every Race specific item and technique for another item of equal or lesser value.
When a Player Rebirths they may exchange any item for any item of equal or lesser value.
For both instances, if a player ranked of a Proficiency or a Technique that they lose, they may apply said change to a new Proficiency or Technique. This must be clearly labelled in your training section.
Five Core Statistic Reallocation
Rebirth allows a player to re-organize his or her Statistics any way they wish, so long as they do not exceed current rank Caps and their Power Level remains the same as the new one after penalties.
Going Inactive or Reactivating an old character.
A player’s character is never deleted, it is simply move to a hidden Forum and can be found at any time to reactivate a character. At this time training and jobs are suspended.
To go inactive, Simply make a post in the Rebirth/Going inactive forum with a link to your profile, and training.
To reactivate, Simply make a post in the Rebirth/Going inactive forum, and if you want to change your race, name, or other related things.
A staff member will get to it as soon as possible.
Player Killer Bonus
When a Player successfully forces another player to Change Race or Rebirth they gain +10 Stat points to be divided anyway they choose.
Hollows gain +20.
However this is only true when a Player kills another player of Equal or Greater Rank. Killing a Player of a Lesser Rank does not yield any reward.
Any Rank 2 or higher killing a Rank 1 causes a -10% Stat point Penalty to Prevent Newb Hunting. |
_________________
Everybody lies.
Last edited by Saotome Satoshi on Fri Jun 27, 2008 3:22 pm; edited 5 times in total |
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Saotome Satoshi

Joined: 14 Feb 2008
Posts: 543
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Location: Canada
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Posted:
Tue Jun 10, 2008 11:37 pm |
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6.1 Traveling Rules
KEY: Human includes Quincy as well. So wherever you see "Human" it also includes the Quincies. Also the item [Hidu Rosary] must be purchased within the Human Shop for both Humans and Quincies. Just making it clear from now.
Traveling within the Human World (Everybody)
PCs will have to post within the Entering/Leaving section in which [Leaving] has to be placed within the subject of the thread. After 30 minutes has passed they are now allowed to post within an Outskirts area within the intended area they would like to go. After that if they intend on entering a place they will have to post within the Entering/Leaving section of that area placing [Entering] within the subject of the thread. Once again wait 30 minutes before actually being accepted as being within the place. After that is done, the person has successfully entered and they may request a visitor pass.
Traveling within the Hueco Mundo and Soul Society (Everybody)
PCs will have to post within the Entering/Leaving section in which [Leaving] has to be placed within the subject of the thread. After 30 minutes has passed they are now allowed to post within an Outskirts area of their respective areas.
Traveling from Hueco Mundo to Human World (Hollows)
Hollows are only allowed to travel to the human world when they have attained the technique to do so [Gate of Greed]. The same procedures apply for Hollows except they wait 1 hour in actually leaving the Hollow World and same with entering back within the Hollow World. Within this case mostly Hollow NPCs have the technique to open gates or Hollow equivalent PCs and higher. Upon using this technique user ends up within Outskirts area of intended place.
Traveling from Soul Society to Human World (Shinigami)
Shinigami are allowed to travel to the human world only when given permission to by a higher order. Only those with the technique to open the gate [Gate of Eden] to the human world is able to do travel. Within this case mostly Gate Guard NPCs have the technique to open gates or Seated Officer equivalent and higher. Same rules apply except they wait 1 hour in leaving and entering back within Soul Society. The Hell Butterfly is also needed by Shinigami to travel through this portal without any problems. If none is used then the same problems example a Human traveling to Soul Society would occur. Upon using this technique user ends up within Outskirts area of intended place.
Traveling from Karakura Town and Seretei to Hueco Mundo (Humans and Shinigami)
Shinigami are allowed to travel to Hueco Mundo only by utilizing the technique [Gate of Disorder]. Within this case mostly high ranking Gate Guard NPCs have the technique to open gates or Vice Captain equivalent and higher. Unlike other means of travel, this travel has to be rolled by an admin or moderator. In which will dictate your overall outcome. This can range from either successful travel to a complete failure and an extra RP may be needed upon your part. As travel is deemed successful you will be located within a random outskirts post chosen by the admin or moderator. Upon using this technique user ends up within Outskirts area of intended place.
Traveling from Karakura Town and Hueco Mundo to Seretei (Humans and Hollow)
Hollows are allowed to travel to Seretei only by utilizing the technique [Gate of Calamity]. Within this case mostly Gillian NPCs have the technique to open gates or Gillian PC equivalent and higher. Unlike other means of travel, this travel has to be rolled by an admin or moderator. In which will dictate your overall outcome. This can range from either successful travel to a complete failure and an extra RP may be needed upon your part. As travel is deemed successful you will be located within a random outskirts post chosen by the admin or moderator. Upon using this technique user ends up within Outskirts area of intended place.
NOTICE
Traveling towards other worlds is impossible for Humans unless they have a Special Ability that does so. Humans also MUST have the [Hidu Rosary] within possession to do travel to other dimensions. So for Humans to travel to other realms they will need the aid of an NPC that allows such travel or for a PC to open a gate for them. If a Human can jump a ride with a Hollow or Shinigami towards their respective plains then none of these rules above will have to be administered, as simply the PC would be following them. Same rules apply with a Shinigami travelling with a Hollow or a Hollow with a Shinigami towards their own respective realms. |
_________________
Everybody lies.
Last edited by Saotome Satoshi on Fri Jun 27, 2008 3:22 pm; edited 3 times in total |
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Saotome Satoshi

Joined: 14 Feb 2008
Posts: 543
Jobs: Unemployed
Location: Canada
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Posted:
Tue Jun 10, 2008 11:38 pm |
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7.1 Missions, Lessons, Rank-Ups, and Events
Missions
Each race will have Missions and Jobs available.
1. There are Special Event Missions that effect the world: These are rare plot missions. These are run by Admin and/or plot Moderators.
2. There are also basic missions. These can be run by pretty much anyone who gets permission. Basically Player A decides, “I want to run a mission.”
Player A then asks any Staff Member if they can do a mission by giving a brief summary of it.
Example: We’re told to go hunt down an NPC Hollow in ____. The Twist is the Hollow is actually the sister of one of the Shinigami sent to kill it. A quick basic description like that works. It is then approved or not.
Then Player A must find at least 2 other players to go on the mission with him. Player A starts the mission, and basically runs it, Player A decides if the battle will be Role Played or Moderated, and it is his or her job to Find a Free battle moderator that is up to the job of moderating.
3. You may ask a Staff Member to run a mission for you if they have the time.
Mission Rewards
Mission ranks and requirements are as Follows:
| Quote: | SS Rank Mission - Captains and Equivalent Ranks
S Rank Mission - Captains and Vice Captains and their Equivalent Ranks. (Must have at least one Captain/Equivalent)
A Rank - Seated Officers and their Equivalents with at least one Vice Captain or one Captain.
B Rank - Seated Officers and their Equivalents or Higher
C Rank - Grunts and at least one Seated Officer
D Rank - Grunts
Student Missions - Students
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Mission rewards and job types are as Follows:
| Quote: | SS Rank Mission - 35000 Yen and +7 rolls to next Training - Practically Suicide Missions, not for the Faint of heart.
S Rank Mission - 28000 Yen and +6 Rolls to next Training - Very High Level Jobs, Extremely Dangerous
A Rank - 20000 Yen and +5 Rolls to next Training - High Level Jobs, very Dangerous
B Rank - 12000 Yen and +4 Rolls to next Training - Medium Level Jobs, fairly Dangerous
C Rank - 6000 yen and +3 Rolls to next Training - Low Level Escorts, body guard work, fighting low level enemy
D Rank - 3000 Yen and +2 Rolls to next Training - Patrol an area, guard a low level Prisoner, fight a low level enemy
Student Missions - 1000 Yen and +1 Roll to next Training - This is the Crappiest of the Crap work. Clean up Parks, clean up after Farm animals, do dishes.
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Lesson and Mission Limits and Requirements
1. All Players, of all Races may only complete a single Lesson per week.
2. All Lessons, including Self Taught Hollow Lessons are officially only for Rank 1 Players.
3. All Players, of all Races may only complete a single Mission per week. Missions require a one week cool off period between the moment it is completed and the moment the players can start a new mission.
Council of your respective races MUST approve all the Missions.
For Races with 1 Player
| Quote: | Level of Mission - Word Count Minimum
SS Rank – 3700 Words Total
S Rank – 3250 Words Total
A Rank – 2750 Words Total
B Rank – 2250 Words Total
C Rank – 1750 Words Total
D Rank – 1250 Words Total
Student - 750 Words Total |
For all Races with 2 or 3 Players
| Quote: | Level of Mission - Word Count Minimum - Number of Minimal Posts
SS Rank – 3500 Words Total Each - 8 Each
S Rank – 3000 Words Total Each - 7 Each
A Rank – 2500 Words Total Each - 6 Each
B Rank – 2000 Words Total Each - 5 Each
C Rank – 1500 Words Total Each - 4 Each
D Rank – 1000 Words Total Each - 3 Each
Student - 500 Words Total Each - 2 Each |
*Missions with 3 players earn 20% more Yen.
Lessons
Lessons are basically the same as student missions only they provide no money as reward for a job well done and do not necessarily have a goal in mind. They serve primarily as a means of getting to know other people and serve as practice for future role playing. Lessons can only be done by people who are still in their first level job, such as "Spiritually Aware" for Humans or "Lesser Hollow" for Hollows.
Events
Occasionally one of the 4 councils will decide to allow for an event to take place. Events are basically role plays with specified goals that need to be achieved in order to receive some form of a reward. There are no set rules for an event or intervals of time when they are released. The council will set up events and release information to the public about them whenever they feel that things have gotten too quiet.
An example of a previous event would be a human event where a herd of animals got loose in a park and it was the humans' jobs to catch the animals. After details of the mission were posted on the Human Information Board, a number of humans starting their own threads and roleplayed catching the animals. After a certain number of posts, each of which in which the humans captured a certain number of animals, the numbers were tallied up and a reward was awarded according to the number of captured animals.
Rank-Up System
When you reach 80% of your caps, you will automatically rank up, if you’ve completed at least one mission of your rank at any time during that rank. This mission is a sort of quality control, to showcase your role play skills and must be linked for review when you post for your new banner and such. Also, Councils reserve the right to bar you from ranking up if they feel all you have been doing is training, and aren’t actually role playing. Exceptions may be made based on certain situation, such as if Dev, Moderator, Plot, Admin, or other work of that sort is too time-consuming. And you're welcome to argue your case, politely.
Basically, anyone who is within 80% of their caps may request a rank up, but if they do that then they are expected to either be an incredible role-player or have completed anywhere between one to several missions to showcase their abilities, of course doing both helps...
| Quote: | And a small note about Shinigami-
Since Ranks are a large IC factor, Caps and ranks will not always match, and so they will still be holding them, and basically, if you’re a Shini, look for more details in Soul Society’s Bulletin Board. |
Spirit Pets
Their rank is automatically equal to their Master. |
_________________
Everybody lies.
Last edited by Saotome Satoshi on Fri Jun 27, 2008 3:23 pm; edited 2 times in total |
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Saotome Satoshi

Joined: 14 Feb 2008
Posts: 543
Jobs: Unemployed
Location: Canada
¥ 0
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Posted:
Thu Jun 12, 2008 2:26 am |
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8.1 Basic Battle Information
Finally we reach Battle information. To some the most important part of the game is role playing, to others, it’s beating the snot out of other players.
Player vs. Player combat is highly important as the anime this game is based off of, is just a long continuous stream of battles, or training for up coming battles.
You’ve already been introduced to all the basic numbers, now it’s time to put those numbers into context, and understand how battles are done.
The Who
Battles can come in different scenarios. Sometimes for Missions, Events, or Exams. But It also commonly comes from Free Role play. There are Team Battles, One versus One Battles, and Players versus Non Player Character battles.
Teams are called “Parties” which is explained in more detail a little further on. But the basics are one team of two or more Players against another team.
One versus One is pretty straight forward. A single player against another player.
Player versus. Non Player Characters come in a wide variety. This can be as few as one Player, or as many as the Mission, Event, or Exam allows. The Non Player characters can also be as few as one, or as many as hundreds of small weak little things to try and swarm the player.
The What
What is the goal of combat? Well there can be many different goals.
Anything from friendly spares, to battles to the death for a Hollow player to eat another player’s soul. Some Missions require battles to defeat or capture targets. Sometimes there are certain conditions, such is rendering the target unconscious, doing so while maintaining a certain level of Spirit Energy, Protecting something or someone, or some other objective.
Regardless, when battle begins ALL players involved send the battle moderator the following.
In a private message send your COMPLETE profile. Copy and pasted. Not a Link. This is required because battle moderators may not have access to your race’s Profile section.
Next, the terrain of the field is decided, as well as each person's positioning on it. This is very important because it will likely dictate how the battle plays out, though it you don't care about this very much, you can let the B-mod play God and place you all wherever on the map he or she so chooses.
Next send your actions. Your actions should state what type of attack you’re doing, what rank if any the attack is at, and the target. You must designate a target every time, even if it’s the same player you’re hitting over and over.
The Where
The scene of the battle can be most anywhere one can imagine, and this can greatly effect the outcome of battle. Choosing an area that gives you an advantage is always a smart idea if you can pull it off.
Maps and movement are explained better a little further on.
The When
It can happen at almost any given moment, but the most important thing in regards to time and battle is the time players take to reply.
When the battle is officially declared, everyone must send a quoted copy of their character profile, since this is the most effective way for a Battlemod to be sure that he or she has an accurate grasp of everyone' fighting potential. Because of this, it's not up to the moderator to play checkup in case you forgot to mention you had an enchant on something and didn't declare it, though asking nicely might make them change their mind. There is a time limit of no more than 24 hours for a person to send their profile. If for some reason they cannot do it, they must provide a decent excuse for it, or risk being jettisoned from the battle. This is up to the B-mod.
After this, when a Battle Moderator arrives on the scene, there will immediately (Occurs before actions are sent but after profiles are sent) be a discussion between all the members of all the groups involved in the battle as to where each respective team will find themselves at the start of the battle, namely the setting of the battlefield and each player's geographic location on the map. This is a necessary facet of the battle system becomes for a battle moderator to decide what happens in a battle, they must have knowledge over the setting of the field. This system relies on the cooperation of every member of each team or group. If it's impossible for everyone in a team to be on at one time, they will select a leader to delegate for them. This is conceivably a time consuming process, so if a B-mod feels it is taking too long to come to a consensus, that B-mod may forcibly decide the location of everyone on the map all on his or her own.
When people are stationed on the map, they may be given a graph that will detail which side of the map is their starting side. This of course will depend on the type of battle, since it would be unnecessary to have a starting side for a one on one battle. Details are mentioned in section 8.7.
The Why
Why we do combat this way is to avoid the following scenario.
“I hit you!”
“No you did not, I hit you!”
“No, I moved out of the way!”
“That’s impossible I have perfect aim!”
And so on… and so on…
The How
When a battle is declared a battle mod will post something like this…
“Hello, I’m ____ I will be your battle mod. Please make a post, send actions, and profiles.”
All players then make a 50 world minimal post saying something along the lines of what you’re thinking, feeling, saying, or getting ready to do, but don’t actually say what you’re doing. That’s a secret to prevent meta-gaming.
Wait, what’s Meta-gaming? The quick answer: When your character knows something they shouldn’t because of out of character reasons.
Once you’ve made your 50 word or more post. You send the profile and actions as explained above. The battle mod takes all the actions, your statistics and uses a Random Number Generator, or dice, which ever they prefer, to find out who hits who and for how much.
They then make a post which illustrates this in an often pretty and colourful way. Then the next round of actions occur.
Remember round 1 you only have half your normal endurance, rounded up to the nearest 5 or 10, and at least 10. After that every round you have your full endurance. It is always a good idea to try and use ALL your endurance effectively.
Defeating a Player
A player is defeated when their Health Points have dropped to 0 or Less. Health continues to go into the negative until it reaches -50% of their total Health Points.
At 0 or less, a player is unconscious and unable to Act.
At -50% or greater, the character is now Dead.
Only one battle per thread will be allowed. It's not allowed for anyone to enter the topic after the battle ends and start killing everyone or aiding one side.
Critical Hit Chance and Critical Miss Chance
Each player has a standard 5% chance to hit Critically, or Miss Critically.
A Critical miss means a complete failure. You tripped, slipped or goofed in some form or fashion. No one is perfect after all. When a Critical Miss occurs, there is a second roll, if a critical Miss occurs a second time, the player messes up in such a horrible fashion they take 5% of their total Health Points in unavoidable, non-reduced damage.
A Critical hit can mean one of two things. If a player is normally unable to hit another player because of the vast difference in power, on a Critical hit, they get lucky and land a hit.
If a Player can normally have a chance to hit a player a critical hit deals double normal damage, and causes Knock Back. If a power already has Knock back, use the existing number. If a power or move does not, the attack knocks them back 10 feet.
A Critical hit causes knock back, knocking a player 10 feet away and dealing 500 Knock back Damage
Critical Hits, Damage Reduction, and Regeneration
40% hard cap on Damage Reduction.
40% cap on passive Crit Chance, 50% hard cap (A technique can increase a move's chance to be a critical hit by any amount, but a move can never have more than a 50% chance to be a critical hit)
5% hard cap on both passive HP and SE regeneration. A person may regenerate 5% HP and 3% SE if they wish, but they cannot regenerate more than 5% of either as a passive effect. |
_________________
Everybody lies.
Last edited by Saotome Satoshi on Fri Jun 27, 2008 4:21 pm; edited 4 times in total |
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Saotome Satoshi

Joined: 14 Feb 2008
Posts: 543
Jobs: Unemployed
Location: Canada
¥ 0
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Posted:
Thu Jun 12, 2008 2:44 am |
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8.2 Standard Actions
Standard actions cost no Spirit energy to perform. All Standard actions are performed at normal accuracy, and dodge unless otherwise specified. However since a standard action requires no prep time, it gains a +5 Speed Bonus.
Typical Standard Actions
Drawing a weapon: 5 Endurance Points
Sheathing a Weapon: 5 Endurance Points
Basic Melee, Ranged-Melee or Ranged attack: 10 Endurance Points
Draw and throw a throw-able weapon: 10 Endurance Points
Make a Grapple Check: 10 Endurance Points
Use an item(Example: Drink a Potion): 10 Endurance Points
Trip Attempt: 10 Endurance
(More to come)
Standard Attack Bonus
When a player makes a successful standard attack with a Melee or Ranged weapon, they gain a “Bonus Counter” They can gain a maximum of 10 “Bonus Counters.”
For every counter on a player, that player receives 2% More Damage, and 1% Higher Critical hit chance.
Note: Offhand weapon attacks cannot add Bonus Counters |
_________________
Everybody lies.
Last edited by Saotome Satoshi on Fri Jun 27, 2008 3:24 pm; edited 1 time in total |
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Saotome Satoshi

Joined: 14 Feb 2008
Posts: 543
Jobs: Unemployed
Location: Canada
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Posted:
Wed Jun 25, 2008 7:39 pm |
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8.3 Grappling and Tripping
Grappling
When a player chooses to make a grapple, they select a target, the attack costs 10 Endurance. The player uses either a strength check or a dexterity check which is automatically the higher of the two.
The Strength check signifies using brute strength to hold a player down, while the Dexterity check utilizes one’s flexibility to twist a join just the right way to hold a person at bay.
The person being grappled automatically responds with a check of their own. The higher check wins, though they are calculated slightly differently. If the grappler has a higher check, the grapple goes through, while if the person being grappled has a higher check then they will slip out of the grapple.
If a player is successfully grappled the following things occur;
1. Both players automatically receive a -4 Dodge and Accuracy debuff regarding any players not involved in the grapple, meaning that attacks aimed at a person involved in the grapple cause the person in the grapple to take a -4 dodge debuff and attack aimed from the grapple hit at -4 accuracy.
2. Any attack made by a player has a 50% chance of hitting both players. With area of effect attack, the chance becomes automatic.
3. Crippling blows lowers the chance to 20%.
4. When the target is first grappled, the Grappler automatically deals unarmed damage to the target. This is the standard unarmed damage. Gloves or created unarmed related weapons may add to this.
5. If the Grappler is using Strength, only melee related bonuses apply to the damage.
6. If the Grappler is using Dexterity, only ranged related bonuses apply to the damage.
7. At the start of every round, the Grapple check is automatically re-done to confirm if the hold is maintained.
8. If the hold is maintained, the unarmed damage is automatically dealt again, the target may spend 10 Endurance to attempt to break free. If the attempt fails again, the player receives the unarmed damage again.
9. Both players may cast spells in this position at normal accuracy at each other, however the 50% chance still applies. When attacking each other, there are no dodge or accuracy penalties.
10. The target may spend 20 Endurance to attempt to reverse the hold. If this is successful, Damage is doubled. If it fails, the player receives damage as normal.
| Quote: | If a person being grappled by another uses a move with knockback on the person grappling them, they have a 20% chance of breaking the grapple.
If two people are together because one is grappling another, and a third person attacks the two with a move that causes knockback and both are hit, then they both get knocked back and there is a 50% chance that the grapple is broken.
If two people are together because one is grappling another, and a third person attacks the two with a move that causes knockback and only one is hit, then they both get knocked back at a 40% chance, with a 50% chance that the grapple breaks. |
Tripping
A standard melee attack costing 10 Endurance, with a minor accuracy penalty. Deals 300 Knock back damage if successful. The target has a 50% chance of having their next attack interrupted. An interrupted attack means that it fails, but ¼ the cost originally used for the attack is wasted.
It costs no Endurance to stand back up.
A trip attempt may only be used once per turn. |
_________________
Everybody lies.
Last edited by Saotome Satoshi on Fri Jun 27, 2008 3:24 pm; edited 3 times in total |
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Saotome Satoshi

Joined: 14 Feb 2008
Posts: 543
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Location: Canada
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Posted:
Wed Jun 25, 2008 7:49 pm |
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8.4 Crippling Blows
The crippling system is meant to reflect the concept that when certain body parts become damaged, it greatly decreases one's effectiveness in combat.
A player declares the target aimed with what weapon, ranged, spell or melee of any type.
Crippling blows are not easy. First they must get past the Accuracy Penalty to attack the target. Next, one must find out if the blow was effective. This is done, by comparing the attacker's Concentration check against the Target's Stamina check.
What can be Targeted
Head/face
Throat
Arms
Hands
Legs
Feet |
_________________
Everybody lies.
Last edited by Saotome Satoshi on Fri Jun 27, 2008 3:25 pm; edited 2 times in total |
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Saotome Satoshi

Joined: 14 Feb 2008
Posts: 543
Jobs: Unemployed
Location: Canada
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Posted:
Thu Jun 26, 2008 6:36 am |
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8.5 Movement and Map Grid Basics
Movement and Range will be a key factor in battle.
The grid below is the official Grid Template for all battles.
Grid Map Rules
1. Each square represents 5 Feet by 5 Feet. There are 40 squares by 40 squares, thus the map is 200 feet by 200 feet.
2. Each player may move up to 4 Squares at Rank 1 and every Rank after that, the player gains 1 Square, for up to 8 Squares at their Final Rank.
3. Certain Hollow are allowed more movement per turn.
Small Class: Can move much as a normal person
Medium Class: Can move as much as a normal person +2 squares. Medium Class Hollow take up 2x2 squares. (4 squares in a cube shape)
Large Class: Can move as much as a normal person +3 squares. Medium Class Hollow take up 2x3 squares. (4 squares in a rectangle shape)
Gillian Class: Can move as much as a normal person +5 squares. Gillian Class Hollow take up 3x3 squares. (9 squares in a cube shape) This cancels a Hollow's size class movement bonuses and actual size.
4. Players may travel up to this distance for free each round. If they wish to exceed this distance, they must spend Endurance Points. A simple exchange of 10 Endurance Points per extra square traveled. Players do not need to travel the full distance at once, they may use portions of it, attack, then continue on their way.
5. Ki Dash, Flash Step, God Step, Sonido, and Phantom Step can be used to travel across the map as well.
6. Line of Fire: Techniques that fly straight forward at a target require a direct line of fire to see and visualize the target. If you can’t see the target you can’t hit them. The only exceptions are Area of Effect, Global attacks, and attacks that specifically state that they come from the sky, however in the last case the user of this move must have an in character idea of where the opponent is.
7. Battle Moderators will select a color to represent each player and paint a dot or something to that effect in the square to show where a player was at the end of the round that was just moderated. Somewhere near the map they will tell you what the colors on the map mean.
8. There is an invisible wall that prevents all players from leaving the target area unless they are making an escape attempt.
9. Players may travel in any direction, including diagonally, and can face any direction they choose.
10. Players may not stand on the same square as another player or as an object on the field. Elevated territory and things of that nature do not factor into this rule.
Terrain Types
Depending on the scenery, battle moderators can add the following to the map. Water Terrain. Hindering Terrain. Blocking Terrain. Elevated Terrain.
Water Terrain: This is water, perhaps a lake, a pool, or the ocean. Traveling 1 Square in water is equivalent to traveling 2 Squares on normal terrain. Typically represented by Blue squares.
Hindering Terrain: This can be thick bushes, sand pits, tons of litter on the ground that make it difficult to walk in. A player may hide in hindering terrain. If successful, their little avatar on the map is removed for secrecy. Typically represented by Green or Light Brown squares.
Blocking Terrain: This is anything that blocks you, whether it be a wall, a giant boulder, or maybe a transport truck. Blocking terrain can be destroyed by dealing a minimal of 1000 Damage to the object. Some objects may be harder than others and have damage resist, however they have no dodge so the attack is automatic with no Critical. Typically Represented by solid Black Squares
Elevated Terrain: As it says, it’s higher than the rest of the ground. So it may be difficult for some people to climb with out certain skills or abilities. Typically represented by Grey Squares.
Colours may vary.
Attack Ranges
All Weapon and Unarmed combat is considered “Close-Combat”, unless otherwise stated. Close Combat means you must be in an adjacent square to your target to attack, unless otherwise stated by the weapon, such as if a knife is both a normal knife and a throwing knife, or if the weapon is a spear or another type of weapon that can hit a target up to 2 or 3 squares away.
A spell's range will be unique to each spell and listed on the spell.
If no range is listed on an AoE attack, then more often then not, that attack functions on all targets within AoE range of the caster.
Attack Shapes
Because not all spells will be exactly the same and can differ in any way from size, shape, form, and range. For that reason, this chart was developed to provides an example of what several spell shapes look like.
| Quote: | Red: A person creating a 3-square shape in front of themself.
Pink: A cone shape.
Blue: An AoE attack. (Area of Affect (Hits all targets within the zone of the attack))
Light Red - Within 1 square of the user
Light Brown - Within 2 squares of the user
Olive - Within 3 squares of the user
Note: *A 2 square AoE would still hit all targets within the 1 square AoE as well as the 2 square AoE, just like how a 3 square AoE would hit all targets within the range of the 1 and 2 square AoE as well as the 3 square AoE, and so on an so forth.
Area of affect spells can be much bigger than just 3 squares, but this is just a rough example of how the size of an AoE attack that surrounds the user will expand.*
Cyan: A Diagonal 3-square shape being created.
Brown: A Diagonal Cone being made. |
Note: Not all shapes are listed, but enough of an example of each type of shape is given so that it should be easy for anyone to have a rough idea of what a bigger or smaller version of each spell shape would be like.
Black: A person (Black Square) casting an AoE spell with a 1 square radius. The trail of black dots and the trail of purple dots lead to the same spot, but show that traveling the same amount of distance for an attack can vary. The black dots represent a 7-square range while the purple ones represent a 5 square range where the center of the AoE attack is the tiny, light red dot in the middle of the light red squares.
Orange: Shows that you are capable of walking "through" a person, but that does not change the fact that you and another player are ever allowed to be on the same square. I know this sounds confusing, but it's part of the concept that you can use the 5 foot long/wide square a person is standing on, and walk around them, but yah can't walk on them, or god forbid, inside them.
Lime: In a case if something like this happens: | Quote: | | Master Rank: Blows a Cone of Bubbles in front of the user, hitting up to 5 people dealing 1300 Damage to each person at +2 Accuracy. |
The Black dots would show which people would get hit with the bubbles, while the brown ones show the ones that are technically within range of the attack bu are unaffected due to the fact that the quota for targets that can be hit by this attack has already been met.
Light Blue Color (To the Right of the Lime): Similar scenario to the one above, but in this case there are 3 targets in the third row of the attack away from the caster. The reason there is one black dot (1 target hit) and 2 brown dots (2 targets missed) even though all of the people in the third row were equally eligible to get hit is because in this case, a roll would need to be made to decide which person in that row of the cone would be targeted for the attack. A 1/3 roll on the random number generator would be made if a case like this ever popped up in an actual battle scenario to decide which of the 3 targets would be hit. In this case, the one on the left side of the cone was the unlucky person who get rolled to be hit by the attack. If one of the three people in the second row were to have been in the third row at the time of this attack, then a 1/4 roll would be made, then a 1/3 roll would be made to decide which of the targets would be hit. There are innumerable scenarios for cases like this, but each of them carry easy enough formulas for anyone to work with.
Dark Green: Represents what would occur if an attack acts similar to a cone-shape attack, but doesn't expand in the same way, or if the description wouldn't match up with expanding in such a way.
Light Red: 1 square diameter attack at a 7 square range
Brown: 3 square diameter attack at a 7 square range
Lightish Blue: 5 square diameter attack at a 7 square range |
_________________
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Last edited by Saotome Satoshi on Fri Jun 27, 2008 3:25 pm; edited 3 times in total |
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Saotome Satoshi

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8.6 Damage Types
There various Damage types which tend to cause different effects.
Damage Type List
1. Physical: This is any damage with a solid physical feature that a Player can touch, feel, and hold. Any real physical weapon, the human body, or other objects are included in this.
2. Energy: This is non-elemental energy. It deals straight damage. A common side effect of Energy based attacks is the Knock back effect. See Knock back for more.
3. Fire: Causes Burns. Burns are hard to inflict on players because it’s a very strong effect.
4. Water: Water typically strikes more than one player, and can cause Knock Back. See Knock Back.
5. Ice: All Ice based attacks have a chance to freeze. The following are the degrees of frozen.
6. Earth: Tends to deal more damage than other attacks for a slightly lower cost. They are often inaccurate and can hit allies as well as foes.
7. Lighting: Lightning attacks typically have very high attack speed. All Lighting Based attacks can cause Paralysis.
8. Wind: Wind techniques tend to have a chance to cause bleeding or knock back.
9. Poison: Poisons tend to cause various effects over a prolonged period.
10. Acid: Acid is any chemical that can be splashed on a player to cause burning damage of a prolonged period of time, it can by pass damage reduction, however can be washed off with water.
11. Holy: Holy damage tends to do far less damage than the other types, however it is normally impossible for holy damage to be reduced. Only a select few classes are able to deal holy damage.
12. Shadow: Shadow attacks are very versatile, allowing for different side effects. They may drain another person’s life to heal the caster. Shadow damage may also damage both health points and spirit energy. It may also be used to curse players or deal various effects over time similar to Poison effects to a player struck with a shadow-based spell.
13. Knock Back: Damage caused when a player falls or is thrown. This can be cause by hitting the floor, a wall, or any blocking terrain.
14. Bleed: Bleeding is caused through piercing or slashing attacks. Players who bleed lose a percentage of their life based on the level of bleeding, and take minor penalties to their dodge and accuracy. There are 6 Levels of bleeding. A player can not exceed Level 6. Bleed damage can not be increased or reduced by any bonuses with little exception.
15. Constricting: Caused through grappling, binding, or some other form of entrapping ability. This damage is often minimal, done automatically after each failed escape attempt, and bypasses Damage Reduction.
16. Illusionary: Illusionary Damage, also known as Mental Damage, is damage inflicted on the mind. While physically not real, the mind makes the body believe it has been injured, causing it to feel pain even without wounds, or shutting down the body’s system without reason. Mental Damage cannot be reduced or increased through normal means.
8.6.1 Status Effects
TYPES
1) Freeze: Reduces speed and dodge of the target.
2) Burn: Target loses a set amount of HP
3) Paralysis: Target loses a set amount of dodge and accuracy
4) Bleed: Loses a set amount of HP plus accuracy and dodge debuffs
| Quote: | - Only 3 Status effects at all times.
- Only 1-2 elemental status effects can be active at any time.
- Only 1-2 poison or acid status effect can be active at any time.
- Shadow Damage DoT does not count as a Status effect unless it's from some type of a poison.
- All elemental status effects will last a maximum of 4 turns.
- A single status effect may not and can not exceed a lasting time of 4 rounds at any time for their remaining turns counter.
- All status effects last for 3 turns unless otherwise stated by the move. |
Examples:
| Quote: | Player A is hit by X which causes Lightly Frozen for 2 rounds.
One round passes, Lightly Frozen has 1 rounds remaining then-
Player A is hit by Y which causes Lightly Frozen for 3 turns.
Player A is now Lightly Frozen for 4 turns. |
| Quote: | Player A is hit by X which causes Lightly Frozen for 2 rounds.
One round passes, Lightly Frozen has 1 rounds remaining then-
Player A is hit by Y which causes Moderately Frozen for 3 turns.
Player A is now Moderately Frozen for 3 turns. |
| Quote: | Player A is both Lightly Frozen and Lightly Paralyzed
Player A can not be burned until either status is lifted. |
Status Effects Affliction Chances(arranged from lowest to greatest))
Slight
Small
Decent
Fair
Good
Great
Significant |
_________________
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Last edited by Saotome Satoshi on Fri Jun 27, 2008 3:25 pm; edited 3 times in total |
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Saotome Satoshi

Joined: 14 Feb 2008
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Location: Canada
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Posted:
Thu Jun 26, 2008 7:53 am |
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8.7 Making a Party
To some, a party has silly hats, steamers, terribly loud and obnoxious music, bad food, and annoying guests. To others, a party means a group you travel with to complete Missions, Exams, Events, or simply to fight random encounters.
What makes an allied party?
All players on a single party must equally accept each other as a party member. The total number of real players per party in Player vs. Player is at least 2 players and no more than 6 players. Some missions, Exams, or Events may allow more than 6 Players per Party.
If all players agree to being on a party, any Party based effects or bonuses automatically begin. The best example of this, is the Paladin’s aura.
If a player betrays their team and attacks their own team mates, any bonuses from the team mates immediately end.
Player vs. Player
Two teams are allowed to fight each other. Each team may consist of a maximum of 6 Players. This is to prevent massive team ups against other players. In a battle fallen players cannot be revived by healing spells after being knocked unconscious, but they can be healed if it's to stop them from being killed by an attacking enemy player who is making them reach the -50% HP death level.
There are of course variations to this rule depending on the type battle the players are involved in.
Standard Party Formations:
A normal battle in which each party contains 3 people per team is easy enough to calculate, but when more and more than 6 people are present on the field at one time, things get tricky for the battlemods. Because of that, there are two systems that will dictate how battles between larger parties will function.
Entrance
A person is allowed to enter a battle thread as long as he or she does so before the second round's battle calculations are posted by the moderator. This does not apply to people of one race or group trying to enter an invasion thread as an invader to aid their race, although a defender from one race can enter a battle a little late.
A person may not enter a battle late if doing so would make it so that it would break the limitation of how many people may be on each team in a battle.
A person cannot enter a battle in a different dimension from the one he is currently inside, nor can he make a dimension traveling thread after the battle moderator has arrived and attempt to cross over and join in before the second round of calculations is finished. If he is currently jumping through dimensions at the time the battle official begins, then it's alright, but other than that it's rule breaking.
Private Battles
A battle can only be made private if all parties agree to it and the thread is made private before the thread is declared as being a battle. A private thread cannot be entered by anyone after the thread is made private. An invasion thread, entrance, or exit thread cannot be made private.
Big Team Battle
In this scenario, both teams agree to each select three members from their own respective party and send them into the battlefield. All the remaining players will stay on standby and wait until one of their teammates is knocked out before subbing in for that fallen party member.
Now I know RP wise, it wouldn't make much sense to sit on the sidelines while your friend gets beaten up, but frankly, the system works. Just call it a person being a little "late", or falling a little behind as they were entering the battlefield, or something like that.
Now when a person subs in, they'll enter from the side of the field where their team emerged from, at the very edge of that side of the map. At the start of the battle, the sides will be determined while which type of battle everyone will be engaging in will be decided, around the same time where the terrain and everyone's positioning is decided.. Here's an example:
Now I know that this is a single map, but I'm playing it as a set of maps. I don't need this to be specific space-wise, but I do need it to be able to represent a general example of what we want.
| Quote: | Red Team: Shinigami (6)
Green Team: Humans (6)
Dark Green: Battle Starts and both parties start in the center of the map.
Purple: A few turns pass and a Red and 2 Greens die/get knocked out.
Blue: 2 more Greens and 1 more Red jump in, but the knocked out people stay on the field since they can still get killed as the battle goes on. |
As for the knocked out people, they can be evacuated by another member of their team by being transported out of the field. Say, a person moves to an adjacent square to an unconscious, not dead teammate and picks them up, brings them to the edge of the field, and tosses them out. That makes sense, as does the rule that while carrying a teammate (Only one teammate can be carried at a time.), they can only move half as much as they would normally be able to, even with Flash Steps and Ki Dash, suffer a -5 Speed, Accuracy, and Dodge Penalty, and deal only 20% of the damage they would normally be able to deal. Also, when carrying a teammate, a person must pay an extra 5 endurance when paying for another free square of movement. In most cases, this would mean for an extra square of movement, a person must pay 15 endurance. This is to prevent someone from picking up a teammate and going on with the battle, not bothering to evacuate. Also, they must be touching the edge of the field to toss a teammate out of the stage.
*Note:* Once and unconscious person has been picked up, they take 50% of the damage the person holding them takes, meaning they can still die.
Hollow of a certain size class can only be picked up by a Hollow of that same or a heavier size class. This means Gillian can pick up any Hollow regardless of size, but only Gillian can pick up other Gillian due to their sheer size.
| Quote: | Yellow: Shinigami invader knocks out a human defender.
Orange: Another human who was sitting on the sidelines (I know I know, the previous rules contradict this because there's no body for a third human that was already knocked out, and they all could have entered the battle at the same time, but whatever, bear with me, it's an example.) jumps into the field.
Brown: New Human walks to an adjacent square to the unconscious human
Pink: Human picks up his unconscious partner
Black: Human moves to the edge of the screen and tosses out his teammate. |
Split Team Battle
This type of battle is used when the parties involved in the battle decide that they all want to fight at the same time. If they decide this is how they would like things to happen, the the battlemod will create one or more new threads. After that, the teams will be split up into two or three man parties, but two is the lowest number of people that can be in a single split battle to represent their team. What happens in a split battle is that the new teams will fight in their own respective threads until in both threads only one team is left. For example, in a 6 on 6 battle, if the two teams were split into a pair of three man teams each, then a team from each side would face off in each thread, and when only one team in each thread is left, that battle is considered over. After that, what occurs depends on who is still remaining in each battle. If both surviving teams are from the same main team, then the situation is over. However, if the remaining members in each battle are from opposing teams, then a tie-break battle occurs between the two surviving sides. When the tie-break occurs, the players on both sides each regenerate 20% Max SE and HP and start the new battle, keeping the debuffs from the previous battle.
A battle is considered over once all enemies are knocked out, so continuing the battle just to kill unconscious enemies is not allowed. However, if that team's main team wins all the battles, then it's up to their discretion whether or not they will kill their unconscious enemies.
Example-
So, Team A has 6 people, and Team B has 5 People.
Team A is split into two teams of three, based on how they'd like it. Team A-1 and A-2
Team B is Split into a team of 3 and a team of two, based on how they'd like it. Team B-1 and B-2.
Two mods come in, randomly roll to see which team faces which.
A-1 V B-2 & A-2 V B-1 is rolled.
Both fights happen.
One fight ends first... but is now frozen until the other finishes.
In the case that teams A-1 and B-1 Win, they are tossed into a fight together, with a 20% regen on their HP and SE.
If one team doesn't have more then 3, then no splitting happens. Just subbing in.
In a 4vs3, the extra player can just sub in.
In a 4v4, then split it to a 2v2 and a 2v2.
In a 7v8. A 3v3, a 2v3 and a 2v2.
If there are more then two teams, then expand the system out, the same way.
This is an example of the respawn points of two three man teams that just got through their own respective battles. Past those black lines is where people can respawn and they can respawn at any point past those lines. In between those lines is the small distance that actually prevents everything from becoming one massive battle and no one can respawn in between those lines.
Multi-Team Battle
A battle with multiple sides and teams facing off against one another will require each team to have their own "quadrant". That quadrant is important because it will effect many aspects of the battle. The teams will spawn in quadrants, and depending on the battle type, those quadrants may or may not be the parts of the map that hold the side from which another person may enter the battle to sub in for a fallen teammate.
In a raid battle, a team is only allowed to escape through their own quadrant.
Raid Battle
A raid battle is a battle in which a group of players from one world try to enter a different world. After the entrance thread is made and everyone starts posting entering the new world, the race whose territory is being invaded have 1 day to send in defenders. Until that 24 hour period is over, it is impossible for the invaders to enter the world. If no one comes to stop the invaders in that time frame, they are free to enter the world. As long as a single person comes to hold off the invasion, the invaders are not allowed to enter until a team of defenders is gathered, though after the first person enters, there is a 48 hour time limit for defenders to enter the thread.
| Quote: | An invaded territory can only send in 1.5x as many defenders as there are invaders, rounding up, or 2 defenders more than there are invaders, defender's choice, but they can always send in at least 3 people. Example:
| Quote: | 1 Hollow enters Soul Society: 3 Shinigami Max
2 Hollow enter Soul Society: 4 Shinigami Max
3 Hollow enter Soul Society: 5 Shinigami Max
4 Hollow enter Soul Society: 6 Shinigami Max
5 Hollow enter Soul Society: 8 Shinigami Max
6 Hollow enter Soul Society: 9 Shinigami Max |
If you feel the need to assign logic to this, imagine if this were an actual scenario. Would an organization really send out half of their group, half of their race in this case, to quell a small invasion? They'd send in a small group to take care of things, right? And this way, even a small group of attackers have a shot if they're exceptional while the defenders have a clear advantage, but not a guaranteed victory. This would also apply to any attempt that the residents of a territory would try to make to drive out the invaders, even if those invaders have already broken through and are now Roleplaying freely.
If the invaders in a raid battle attempt to escape, then they will end up back in the world they came from. An invasion group may never consist of more than 6 members, but a defense group is allowed to break the rule and have up to 9 members. |
Escape Rules
| Quote: | A player may only exit a battle by touching the edge of the battlefield and still be able to move out of the field, whether by normal, free movement, or by paying extra endurance for and extra square of normal movement. Ki Dash and Steps cannot be used to exit the field but reaching the edge of the screen by using steps or Ki Dash, then simply walking out, is acceptable.
If a person attempts to exit the field, they may only do so if by the time they're at the edge of the screen, they still have 50% of their maximum endurance left. Once a player has reached the side of the map and attempts to escape, they must pay that 50% endurance, and then either attempt to walk off the map, either by normal free movement, or by paying endurance for an extra square of normal movement. After this point a person can no longer perform actions that turn. The 50% endurance cost to escape cannot be violated. If a person has 100 endurance total, pays 45 endurance and uses all his free squares of movement to simply reach the edge of the map, and then pays the 50% endurance cost which in this case would actually be 50 endurance, then tries to pay 10 endurance for movement, the attempt to escape cannot occur because he no longer has the 50% endurance he would have needed to make it out of the map.
In the turn someone attempts to escape, they cannot lose more than 15% of their Max HP for any reason or the attempt fails. This is to prevent everyone from just running away from battles. Escape is a risky, last ditch chance option and should not be abused.
If a person plans to evacuate a teammate by tossing them outside of the stage, then all of the above rules apply, but the player only needs to have 30% of their Max Endurance left to evacuate a teammate, taking the place of the 50% mentioned above.
If a person wants to evacuate themselves and a teammate, the cost is 65% of their Max Endurance, taking the place of the 50% mentioned above. |
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_________________
Everybody lies.
Last edited by Saotome Satoshi on Fri Jun 27, 2008 3:25 pm; edited 1 time in total |
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Saotome Satoshi

Joined: 14 Feb 2008
Posts: 543
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Posted:
Thu Jun 26, 2008 8:09 am |
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8.8 Rules of Engangement
The rules of engagement are prevent fresh, unharmed players from entering late in combat, creating an unfair balance.
When Battle is Declared
No matter what, each party may not exceed 3 Players, with the possible exception of non-combatant players, simply hanging around to watch. Once a player has agreed to act only as a spectator, they may not involve themselves until combat has resolved. Combat is not resolved until the winner has decided to making a killing blow or not. At that point the Spectator may only aid, not attack.
Each team has a minimal of 1 player for obvious reasons. Players wishing to join, must post before the second round of combat calculations is posted by the Battle Moderator. They must post an entering the thread post, they must openly declare who they are there to help, and send their profiles and actions to the Battle Moderator. |
_________________
Everybody lies. |
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Hyacia
Maven


Joined: 06 Apr 2008
Posts: 1072
Jobs: Maven
Location: Edison, New Jersey
¥ 960000
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Posted:
Fri Aug 22, 2008 2:50 pm |
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8.9 Miscellaneous
| Barrier Rules wrote: | | Quote: | Rule Book: 8.9: Barrier Rules
Not all barriers are 360 degrees. Most barriers will describe from which directions they will defend a user from in their description.
Most, if not all barriers are considered to have 0 dodge, since they are unmoving objects.
For the most part, after a barrier breaks, the person behind it still has a chance to dodge an incoming attack. This applies to all but a few, very select special cases that would be listed on the barrier technique itself if this rule did not apply.
If even one part of a barrier is destroyed, namely even if a barrier that spans 5 squares has even one square of it destroyed, the entire thing will collapse. This is of course a general rule that applies to most barriers and exceptions may or may not exist.
If a barrier is broken by an attack while someone is both on an adjacent square to the barrier and behind the barrier, namely on one side of the barrier while the attack smashes into the barrier from an opposite side, overflow damage occurs. Overflow damage is the process of the remainder of the damage from an attack that was capable of breaking a barrier causing a person behind the broken barrier to also feel the impact from the barrier's destruction.
There are different types of damage overflow, depending on the type of attack used.
Point Blank Overflow: If a person standing right next to a barrier shatters it while a person is hiding behind it, then the damage taken to shatter the barrier is subtracted from the attack, the barrier shatters, and the remainder of that damage deals damage to the person hiding behind the barrier. This process still uses damage reduction.
Long Range Overflow: If a ranged attack smashes into a barrier and breaks it while there are people behind it, then the the attack breaks through the barrier and flies half it's remaining range. If it exhausts it's range without hitting a target, then it cannot go further and it is basically treated as any other long range attack that didn't have a great enough range.
Example: If an attack with a 10 square range hits a barrier that is 3 feet away with someone hiding 4 squares behind it, then the attack slams into the barrier and then is considered to have 7 squares of range left. That is cut in half due to the momentum loss of cutting through a barrier to 3.5, rounded up, is now 4 squares, meaning that the attack will hit the enemy target. Of course, if the enemy were 5 squares behind the barrier, the attack would not have the range to reach that far and all that would happen would be the barrier's destruction.
Multiple Impact Overflow: If an attack that uses a series of blows is what causes a barrier to collapse, then the attacks will fly at the barrier at the same time, and then they will all break through the barrier together, splitting the loss in damage caused by breaking through the barrier between themselves, as well as possibly the cost of the range penalty, and then crash towards an opponent.
If the attacks in a multiple hit attack releases a series of attacks fired one after the other, as opposed to all at the same time, then only the attack that shatters the barrier suffers the range and damage loss penalty from destroying the barrier, and the remaining attacks will fly forward with no problems.
AoE Overflow: If an AoE attack pushes through a barrier, then it will still suffer the damage reduction penalty, unless the attack in question is an AoE that specifies hitting from a direction that a barrier cannot guard against, such as an AoE attack that falls from the sky being fired at someone who is using a barrier that is directly in front of themselves.
If a scenario occurs where a person is behind a barrier and there is both a person directly behind him and directly in front of him, namely one on each side of the barrier, then the one in front of him fired a rectangle shaped attack, the barrier will absorb the attacks that fly at it, but the rectangle shaped attack can send energy in the directions past the barrier.
| Quote: | Brown: Player A casting Super Kamehameha
Black: Player A, Player B (Red) In the dark green barrier, and player C (Blue).
Case A (Red): Player A casts Kamehameha. The yellow and orange parts are stopped, but the red plows through, thereby player B and C are unharmed.
Case B (Sky Blue): Player A casts Kamehameha. The yellow and orange parts are stopped in front of the barrier and appears behind the barrier, hitting player C.
Case A is the one that will most likely occur, and Case B could only ever possibly occur in very special situations and it would be noted on the technique or ability if the Case B scenario could happen. Basically, always go with Case A. This scenario also applies for Cone Shaped attacks as well as for the majority of AoE attacks if they were to run into a barrier. |
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| Resting- wrote: | | Regeneration- wrote: | For every 10% Total Endurance Spent "Resting," or taking no actions, a player regenerates .5% Max HP and .5% Max SE, both round normally.
A player may use their normal movement while resting.
A player retains their normal Dodge while resting.
Getting hit while resting does not affect the regeneration. |
| Resting and Bleeding- wrote: | Resting while bleeding does not regenerate HP or SE, instead it might reduce Bleeding.
Spending 30% Total Endurance to Rest will reduce a Bleed Level up to 3 by one.
Resting to reduce Bleed Level can only be done once a round.
Resting does not do anything if a char is at Bleed Level 4 or higher. |
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| Critical Hit Rules wrote: | | 40% cap on passive Crit Chance, 50% hard cap (A technique can increase a move's chance to be a critical hit by any amount, but a move can never have more than a 50% chance to be a critical hit) |
| Damage Reduction Formula and Rules wrote: | Damage Formula- ([Base Damage x {100% + sum of applicable buffs %}] x [100% - Damage Reduction %])
Example.
Attacker's Applicable Buffs: +10% elemental buff, +20% class bonus, +5% random bonus.
Target's Damage reduction: 15% armor damage reduction
Attack Base damage: 1,000
([Base Damage x {100% + sum of applicable multipliers %}] x [100% - Damage Reduction %])
([1000 x 1.35] x [1 - .15])
(1350 x .85)
(1147.5) --> 1148Dmg 40% hard cap on Damage Reduction.
A person having their attack's damage reduced by 5% will in most cases count as the damage being reduced by 5%, not an enemy's damage reduction being raised by 5%. There is a massive difference between the two, just to clarify...
For an example, a person with a 20% damage buff firing a 100 damage attack against an enemy with 10% damage reduction will result in the move being 115 damage (100 damage increased by 15%), not an enemy's damage reduction being increased to 15%. |
| 0 SE Rules wrote: | - A buff is deactivated the moment when someone would enter a state of "negative SE" if they were forced to pay the cost to use that Buff.
- When someone runs out of SE, they can no longer cast spells or use SE at all.
- If a person takes SE damage that would bring them past negative SE, or if they were hit with a move that affected them while they were at negative SE, then they take HP damage equivalent to the SE they would have lost.
EX: A person with 200 HP/ 200 SE is hit with a move that does 250 SE damage, which makes contact. The person now has 150 HP and 0 SE left. |
| Custom Ability Rules wrote: | Someone cannot use an enemy's custom ability weapon, unless their ability specifically allows it.
A person who drops some form of Custom Ability weapon, whether it be Shikai or Bow or Random Human weapon created through a Custom Ability, can cause it to disappear or deactivate it even if they are no longer holding it. Of course, for Humans and Quincy, that would involve just dissolving the weapon into nothing and they could reform it in their hands again in most cases, but for Shinigami, if what they deactivated was a Shikai or Bankai or something of that nature, they would still need to go and pick up the dropped Zanpaktou. This of course also applies only in most cases, not all, and exceptions would be listed on a power where an exception applied. Deactivation for a custom ability will usually not have a specifically stated cost, but reformation of the weapon or ability will be the normal release or activation cost.
If a Bankai is deactivated, then that person cannot enter Bankai phase again that turn and must go through the entire process of released up until Bankai, meaning they would still need Shikai active first. Basically, it would be like starting over from unreleased Zanpaktou. This would also apply to any custom ability with phases like the phases present in Zanpaktou transformations from unreleased to Bankai.
Even if a custom ability weapon involves the weapon splitting into two weapons, then Zanpaktou releases, as well as most weapon releases, that require a medium to be released, will not require the user to be holding both, if not more or all of the divided pieces of the weapon, but at least one piece.
Ex: A person's Shikai involves the Zanpaktou splitting into three swords and the user of the ability holds one sword while an enemy of his holds two. The user can still deactivate his ability and take back the weapons the enemy is holding, but if he no longer had a grasp on his Zanpaktou at all, then he could not do this.
If a person simply has a Shikai or Bankai that takes the form of a single object that an enemy is grasping (I don't mean this as in a person who's Zanpaktou looks exactly the same in all stages, I mean this as in the case of a person who has a Shikai that's just one weapon, not a dual wield, or god forbid, a tri-wield weapon), or if an enemy holds all the parts of a person's weapon, then the weapon will return to normal Zanpaktou form.
A person who attempts to pick up an enemy's Zanpaktou, or any pieces of it in the case of a weapon being split into multiple ones, must undergo a 1/20 roll. If they roll the 1, they succeed and get to hold the weapon, but if they fail then they take damage equal to the damage of the piece of the weapon or the weapon itself if it's just one solid weapon. This goes through damage reduction.
Ex: A person who tries to pick up a Zanpaktou with 450 attack power from the ground fails to do so and takes 450 irreducible damage.
If a person gets a hold of an enemy's released state weapon or all of the piece of it, then the weapon will deactivate if it's a Zanpaktou and just becomes a normal Zanpaktou that the enemy can wield from that point on. If the weapon is one that does not require a medium to form, such as a Quincy Bow, then it can still be picked up by the opponent and will not deactivate on it's own, but the person who created the bow can of course simply choose to deactivate it later on, rendering attempting to pick up the weapon pointless by all means. If someone tries and fails to pick up a Quincy Bow, then they take damage equal to normal projectile damage since the bow itself does not have an attack power.
For the most part, a person who has Bankai activated can still use their Shikai techniques. This applies to Quincy Custom Bows, and in some cases Humans and Hollows as well.
Fist-type ability weapons with conform to a set of fairly specific rules due to the combat slot system.
First of all, if an ability that creates an unarmed weapon is used while a core equip has already been applied to that limb, the the core equip, patches, and elemental cores are no longer in effect, but the glove or shoe itself can still provide bonuses. Basically, the new weapon replaces the old one.
Abilities that augment unarmed attack strength, such as through a buff of some sort are exempt from this rule, but there are cases in which an ability will give it's user unarmed damage equivalent to a Shikai/Bankai. In these cases, the rule above applies, and the core equip system bonuses are canceled for whatever limb this buff type is applied to. Once again, this rule only applies if it's a buff that sounds as though it would add on Shikai/Bankai level damage to a target limb.
Also, as it is with nearly all unarmed weapons, custom ability unarmed weapons cannot be disarmed normally.
In virtually every situation of a weapon creation ability being part of a person's custom ability, the weapon creation ability will only be able to use special weapon techniques, while being barred from using normal ones. Exceptions to this rule will be stated in the Custom Ability.
A weapon technique that can be used with custom ability weapons will state that it can do so on the power. |
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