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AESIR'S MOST WANTED

Kyoto Kitsune - W5,000


Alam Reil - W4,000


The Crossheart - W5

BATTLES


There are 4 sorts of battles: Scenario battles, NPC encounters, Player battles, and Ship Battles (which are explained here). Every type of battle, however, must have a referee.

  • Scenario battles are created by Staff (these are found on the main page under “Scenarios”). Staff decides when there is a scenario battle – and anyone can participate. Their rewards are vastly superior to regular battle rewards, but the danger is also vastly superior to regular battles.

  • NPC encounters are randomly generated fights with NPCs. The difficulty of these encounters range from incredibly easy to incredibly difficult -- so always be prepared.

  • Player battles are what the statistical ventures of the RPG are built on. You can hunt down other players and face them in combat, or you might just bump into them on your journey. After defeating an opposing party, each person (if applicable) may choose from letting them live, killing them, or stealing 1 item per person of the party (wong counts as one item).

    I. Battle Order & Turns
    II. Actions
    III. Action Types
    IV. Damage Types
    V. Physical Attacks: "ATK"
    VI. Energy Attacks: "EATK"
    VII. Accuracy
    VIII. Items & Equipment
    IX. Parties
    X. Declaring Winners & Losers
    XI. Battle Rewards
    XII. Referees



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    BATTLE ORDER& TURNS


    In normal battle circumstances the user who can think (highest GIL), or move (highest AGI) fast enough will be given the first turn. A following chart called the "Battle order" is made designating each of the battle participant a position on the list, which is dependent on users the highest or lowest AGI/GIL.

    A turn is the amount of actions where the user may choose to designate specific "actions" such as skills, techniques, feats, and item usage. These "actions" are the core of battling.

    Once a user has completed his or her turn. The next player in the battle order may take his or her turn.



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    ACTIONS


    In normal battle circumstances A character is permitted 1 defensive and 1 offensive action per turn. The amount of these actions is dynamic and can grow depending stats, skills, or techniques. If one characters Agi or Gil is more the double his opponents, then they are permitted +1 action for every overlapping or double figure.

  • Ex Agi = 10 vs Agi =5. The user with 10 Agility will get +1 action(s) in his turn due to higher Agi.

    These extra actions may be used offensively or defensively unless stated otherwise.



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    ACTION TYPES


  • Action: Dodge (Attempt to dodge a physical or energy based attack. Attacks that are successfully dodged take no damage.)

  • Action: Defend (Attempt to defend or block a physical or energy based attack. Defending a offensive action will help drop the damage by a slight percentage. Varying between -15% - -25%. A better written, and more tactile defend action will award you more damage take off of a opponents attack.)

  • Action: Pass/Rest (A user may pass his or her turn, to rest or wait if the circumstances are right. Heals the user for +2% HP/KI/MP of total damage taken.)

  • Action: Normal Attack (A normal physical or mental attack such as a untrained kick, punch, burst of magic or the most basic attack of a weapon. No cost unless stated otherwise.)

  • Special Action: Technique, Feat, or Spell (Weapons tech, martial tech or spells are the applied knowledge and skills of fighters made manifest into powerful attacks or defenses. Additional +X% or other bonuses are added to all special actions, making them significantly more powerful then normal attacks.)



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    DAMAGE TYPES


    There are to types of damage when battle calculations have been finished. Physical - 'ATK' or Attacks. And Energy - 'EATK' or Energy attacks. The difference between the two can easily be identified and remember with the following Rules.

  • All final Physical "ATK" numbers (including or excluding additional weapon damage based on the situation) must be deducted from the targets total Vitality or "VIT" for total damage taken. A minimum of 5% the damage must be applied as final HP loss in cases of equal ATK and VIT.
  • All final Energy "EATK" numbers (including or excluding additional weapon damage based on the situation) must be deducted from the targets total Spirit or "SPT" for total damage taken. A minimum of 5% the damage must be applied applied as final HP loss in cases of equal EATK and SPT.





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    PHYSICAL DAMAGE; "ATK" TYPES AND VARIATIONS


    Physical based attacks (ATK) can come from a assortment of means including certain class weapon techniques. There are also variations of how to calculate ATK, Here we can discuss these;

  • Normal - Striking/bludgeoning/chopping "ATK" is the damage dealt by Sword, Hammer, Axe, and "Unarmed" techniques and normal attacks using these weapons. This Damage is calculated with the following formula.

    'STR' + Weapon Damage

  • Swift - Penetrating and slicing damage "ATK" is the damage dealt by Gun, Bowgun, Knife, "Throwing" techniques and normal attacks using these weapons. This Damage is calculated with the following formula.

    1/2 'AGI' + 1/2 'GUI' + Weapon Damage (+ Ammunition damage if needed/applicable)



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    ENERGY DAMAGE; "EATK" TYPES AND VARIATIONS


    Energy based attacks (EATK) can come from a assortment of means including certain class weapon techniques. There are also variations of how to calculate EATK, Here we can discuss these;

  • Magical - Dark/Light/Elemtnal "EATK" is the damage that may be dealt by Rod, Book, Staff, and Orb normal attacks and most importantly magic and spells. This Damage is calculated with the following formula.

    'INT' + Weapon Damage

  • KI - Spiritual and Explosive "EATK" is the damage that may be dealt by almost every nonspell related class line including Sword, Hammer, Axe,All Guns, Knife, and most importantly Martial techniques. This cartegory is unique because the way the damage is calculated varies depending on what particular weapon, or technique your using. This Damage is calculated based on all of the other category, but normally falls within Normal or Swift damage calculation rules and is converted to "EATK" after creation. Normal EATK rules apply, SPT and GIL are decisive to defense against Ki based EATK



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    ACCURACY


    Accuracy is possibility the Roleplay and contextually sensitive aspect of battling as it can be favorable or unfavorable in regards to ones skill with the written word and creative writing. A general consensus should generally be accepted between two players battling or sparing with one another based on the gap between status, and the magnitude of said gap. If a general consensus can not be reached a referee can make a accuracy/hit rate judgment based on the following

  • Roleplay: When players stats are too close to say a major difference lays between ,a referee can analyze and declare if actions for either attacking evading or defending are successful or unsuccessful.

  • Back up hit rate system: For situations where a judgment in roleplay and stats is too close to call the back up hit rate and accuracy system can be used with the following directions;
    All attacks start out at 50/50 hit rate. The difference between the users total AGI, GUL is then simplified into a percentage. That difference is then either -X% or +X% towards total success rate. Combining in skills such as dash, blink or sojusuru no jutsu can then either raise ones accuracy or evasion rate even further.



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    ITEMS & EQUIPMENT


    When a user engages in battle two unique sets of items are brought with them. Equipped inventory, are the items and weapons that take up equipment or weapons slots such as main-hand or off-hand. The second set of items brought with a user is one called Available Items. Available items are items that can be selected out of a players inventory and brought into battle with the user. Items that comprise this group are consumables or restorative like healing items, ammunition, and other items that are otherwise expendable with a one time use. Here are some simple rules to follow regarding Items and equipment in battle.

  • A user may only use equipment that currently equipped to a battle, unless a alternate piece equipment is selected as a ready item.
  • A user may only select "3"* ready items per battle.

    *This amount may be subject to change dependent on outside circumstances.





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    PARTIES


    In battle, teaming up with other characters may prove to be the most wise discourse to secure victory. When in battle, up to two other characters may join you – therefore, there may only be 3 characters in a party at a time.

    There are certain stipulations that may allow or disallow a different number of party members; these ways can be found by doing some detective work around the site.



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    DECLARING WINNERS & LOSERS


    Only 1 "Party" or 1 battle participant may be designated as the 'winner' of a battle. The ref of a battle may only designate the 'winner' of a battle. When all remaining opposition parties and or players haveb been Killed, KO'd, Fleed, Admitted loss, or are unable to battle the winner; a single user or a entire party, is designated as the winner by the ref. Every defeated party and it's members, or lone battle participants may claim 'loss' or 'death' gains. The winning user or party may claim 'winning' or death bonuses for those that apply.



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    BATTLE REWARDS


  • Win: +25% Levels EXP Maximum, +10% Opponents total PL in DP, +25 DP, +6 AP
  • Loss: +15% Levels EXP Maximum, +5% Opponents total PL in DP, +15 Dp, +4 AP
  • Death: +0 EXP, -5% to all stats, +2 AP
  • Zoan/Hybrid Loss: +30% Levels EXP Maximum,+5% Opponents total PL in DP, +15 Dp, +2 AP


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    REFEREES


    As already mentioned, a referee is mandatory for any battle. Only a referee assigned to the planet the battle is taking place on may oversee it. The planet administrator may also ref battles on his/her continent. Other than that, up to 2 refs can be assigned to each planet. Rules for referees are as follows:


    1. A referee cannot oversee his own battle.

    2. The referee shall make a post at the conclusion of the battle stating the winner and the loser.


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