Post by Zou ۞ on Dec 30, 2012 17:51:30 GMT -5
Section 7: Battle Mechanics and Rulings
It may sound a little complicated, but battling on this forum isn't so bad. There are a lot of mechanics that go into it, but there is also a very helpful member base to guide you along the way and answer any questions you may have. As for the basics, fights in this universe are extremely similar to the actual Bleach canon. Many of our attacks and abilities are the same, if not almost the same, as those in the show. For those of you who have never seen the show, it may be a bit of a learning curve, but that's why we have all of these rule sections. They're here to help.How a Fight Works
Getting used to how a fight works isn't too complicated. All you have to do is state an attack in a post. In the next post, your opponent has a chance to defend. If their defense fails, then your attack hits. The exception to this is if there are multiple potential defense opportunities. For example, an enemy has a barrier technique that is weaker than your attack. You say you attack, they say they use a technique to block it. In your following post, you say their barrier is too weak, so your attack breaks it. In their following post, if they say they have an active Hierro that's stronger than your attack, then their second defense works and your attack fails.
If circumstances change, the enemy gets a chance to defend again. Say they block your sword attack with their sword, and then follow up with their own attack. If, for some reason, their sword were to break from the contact, then they would be able to slightly alter their actions in the next post and try again. Slightly alter means slightly alter, not change completely. All they are able to do is slightly alter their actions so that they make more sense and give the secondary defense an opportunity.
There is also the matter of "auto-hit." This is when your attack has a 100% chance of hitting without any chance of your opponent defending. This only works if you can guarantee a circumstance in which no defense would be plausible. For example, maybe someone is immobile and drained of their Reiatsu. Unless they have a friend, they cannot defend. Therefore, you can attack them and they cannot do anything to stop you. This kind of scenario is a basic one, but you'll likely run into more complex fights.
There is also the concept of stamina. Stamina is extremely important to keep in mind when you fight. In the real world, a fight only lasts a short while. That's because actual people have very little stamina. In the same way, a long and dragged out fight will be very taxing for your character. Though they can go for far longer than average people, this doesn't change that constant exertion at high speeds and high power will tire them. Your characters will always need to show this exertion by slowing down, stopping, panting, catching breath, etc. If they do not, your opponent is allowed to take advantage of it and state that exhaustion prevents certain actions. Based on the circumstance, it could become a plausible complaint.
Reiatsu depletion also drains your stamina. You don't get to run free after shooting out a gigantic Hadō. As techniques get higher in Class, they will become more exhausting to use. You can't just expect to use technique after technique and experience no fatigue. If you do, you won't be able to move by the end of it. It is smart to keep your character's stamina in mind since it's an interpretation and not a statistical value. Players are expected to keep track of their character's own stamina and ensure that it remains plausible. Otherwise, it can be used against them.
Additionally, you must list multiple things at the end of every post so long as they are relevant. If you have altered your Stats or your opponent's Stats somehow, this must be listed at the end of your post. If you've used up or regained Reiatsu, the amount of remaining Reiatsu should also be listed. It is preferred that when a technique is completed, you post a description of which techniques have been used in spoilers at the end of the post. This way people can read up on it and see how it can be used without going through the trouble of hunting it down.
Hidden moves are illegal. You cannot dock Reiatsu and use some technique later. If you try to hide a move, it will not be counted. When you use up Reiatsu, you must give a clear indication about what it was used for in the post itself, state how much Reiatsu was used, and why. Moves can be hidden In-Character in terms of actual character knowledge, though. Hidden mines can be planted, for example, but you still have to write out where they are in that post where it can be read. The opponent is expected to act as though their character does not know of these hidden attacks without some way to sense them. Reiatsu is not docked until activation. Charging does not dock the Reiatsu.
Each technique and ability has a Reiatsu cost. Many techniques have a custom cost, so in the event that one does, please use that cost instead. If they do not, these values are the set values used in determining how much those abilities cost to use.
Class 8 - 0 Reiatsu
Class 7 - 25 Reiatsu
Class 6 - 50 Reiatsu
Class 5 - 100 Reiatsu
Class 4 - 150 Reiatsu
Class 3 - 400 Reiatsu
Class 2 - 600 Reiatsu
Class 1 - 800 Reiatsu
Class 0 - 1200 Reiatsu + Special Drawback Cost (death, burned out powers, etc.){Release Costs}
- Shinigami: Shikai - 10 post duration - 200 Reiatsu at Class 4, 150 Reiatsu at Class 1, 100 Reiatsu at Class 0 | Bankai - 10 post duration - 800 Reiatsu at Class 3, 400 Reiatsu at Class 2, 300 Reiatsu at Class 1, 200 Reiatsu at Class 0.
- Rogue: Bakkōtō - Level 7, 6, 5 has 7 post duration. Level 4 & 3 have 5 post duration. Level 2 & 1 have 3 post duration. | All refreshes cost 200 Reiatsu.
- Vizard: Vizard Mask (breaking purposes) - Class 1 | Resurrection - Class 1.
- Beast-Clan: Yaseishin - 3 post base duration - 200 Reiatsu to release, increased by 50 Reiatsu per Class (500 Reiatsu at Class 0).
- Hollow: Possesses no Release. Each technique is costed appropriately.
- Arrancar: Primera Etapa - 2 posts at Class 6, 4 posts at Class 5, 6 posts at Class 4, 8 posts at Class 3, 12 posts at Class 2, 16 posts at Class 1 - 400 Reiatsu. No refresh. | Segunda Etapa - 12 post duration - 800 Reiatsu. No refresh.
- Fullbringer: Fullbring Level One - 10 post duration - 200 Reiatsu. | Fullbring Level Two - 13 post duration - 500 Reiatsu. | Secondary Fullbring - 8 post duration - 300 Reiatsu.
- Bount: Dolls - No set duration - 400 Reiatsu.
- Mod Soul: Each Level follows standard Class-based costs to activate, unless otherwise specified.
- Quincy: Class 6 Property - 100 Reiatsu | Class 5 Property - 150 Reiatsu | Class 4 - 200 Reiatsu | Class 3 - 250 Reiatsu | Class 2 - 400 Reiatsu | Class 1 - 500 Reiatsu. No set duration on either properties.
- Failures: Permanently active. Reiatsu costs are listed in Flood.
- Akki: Primera Etapa & Segunda Etapa - 200 Reiatsu | Tercera Etapa - 300 Reiatsu | Cuarta Etapa - 400 Reiatsu | Quinta Etapa - 500 Reiatsu. All stages of release last 6 posts, increased to 8 posts at Class 1. No refresh.
- Nakabakki: Primera Etapa & Segunda Etapa - 4 post duration - 300 Reiatsu. No refresh. | Follow the same standards as their non-Hell parent for their secondary Release.
- Hason: Primus - No set duration - Permanently active. | Infernus - 10 post duration - 100 Reiatsu at Class 4, 200 Reiatsu at Class 3, 300 Reiatsu at Class 2 | Supremus - 10 post duration - 600 Reiatsu.
- Saika: Dark Power Level One - No set duration - 200 Reiatsu | Dark Power Level Two - No set duration - 300 Reiatsu | Dark Power Level Three - No set duration - 400 Reiatsu.
Finally, the most important part of any fight, no matter what thread type, is to go to a staff member if there is a dispute. This staff member will be the decider of the outcome by consulting other forum members and hearing their opinions. Think of it like a jury. Several other opinions will be factored into your dispute. This is also the most reasonable way to settle problems in fights, so please remember this.