Guide to Battle
Although this is a Dragon Ball RPG, and fights tend to break out, you do not have to fight to excel here. If you're interested in just being a character with no fighting abilities, then that's fine too. This guide is mostly made to make sure you know the system and to help provide the best experience of the RPG. Prepare yourselves; It’s a lot to take in.
Battle Basics
A battle can be initiated at any time simply by attacking another player, or by challenging them to a battle. Just bear in mind that you have to have a perfectly logical role play reason for attacking another character. Attacking just for the sake of attacking isn't allowed.
Battle Statistics
Your battle statistics are your character's current condition in battle. They are made up of five attributes: Strength, Agility, Spirit, Vitality and Dexterity. These statistics affect your character's damage, health, and overall performance in battle.
It's your job as a player to modify your character's battle statistics each time you take damage, use ki, transform, power up, etc etc.
The stats are as follows:
Strength: Determines how much damage your physical Skills do.
Agility: Determines dodge costs, as well as how many actions you are allowed in combat.
Vitality: Determines overall Health and the effectiveness with blocks.
Spirit: Determines how much damage you do with Ki attacks.
Dexterity: Determines Parry costs, as well as how much ki you regenerate every turn.
Some other important things about a character:
Ki Regeneration: How much your character regains ki per turn.
HP: Your health points. This is how much damage you can take before you get Knocked Out.
KI: This is used in the costs of Skills and various Perks and Racials. All people have 100 Ki.
Actions: The moves you take in a turn. More advanced skills take more actions to perform.
Fatigue: This comes with the gradual loss of health as you battle. Normally, for every 2 points of health you lose you gain 1 fatigue. Fatigue points replace your total health count and cannot be healed over until they are converted back into health.
There are three phases to battles: The
React Phase, the
Act Phase, and the
Edit Phase.
React Phase:
The React Phase is where you, of course, react to incoming skills and effects where applicable. Keep in mind that defense options still take actions and Ki to perform.
Act Phase:
The Act Phase is where you are able to perform your skills. This can include attacks, the use of items, traits, and perks. And they all have varying costs pending on how complex they are for your character to perform.
Edit Phase:The Edit Phase isn’t exactly a ‘part of the battle’, but it’s when you edit your stats and track any end of turn effects. Such as the loss of health or Ki. As well as keeping track of when effects (good or bad) May wear off. This is also when you get your Ki Regeneration activated and restore some of your ki.
There’s one more part of battle that you need to keep in mind; Your roleplay. Your Roleplay needs to reflect the actions you are performing. All actions made against an opponent are considered attempts as well. Here is an example of Reflecting Actions:
Example 1: Goku decks Vegeta in the schnoz.
NOT OK.Example 2: Goku attempts to deck Vegeta in the schnoz.
OK.Failure to reflect these actions can result in them being ignored. Godmodding is forbidden. Keep this in mind when you battle or even role play in general. Example 1 is a case of godmodding. Example 2 is acceptable, however.
Putting it Together:
When you start off, you’ll have
4 Actions that you can use to perform any task that would have such a cost. Agility can affect how many Actions that you have at your disposal. You can have up to
8 Actions but achieving so many would be difficult. So we’ll assume that Goku and Vegeta both have the standard 4 Actions to start off with.
Goku:
Strike | 1 action: 4.5 Damage, costs 10 Ki
Rest | 1 action: 5 Ki added to regeneration.
Two actions have been used on Goku’s part. This was his
Act Phase. Vegeta will now have to continue the battle starting from a
React Phase and THEN his
Act Phase.Vegeta:
Take Strike | 4.5 Damage taken. 2 lost health turned into Fatigue.
Taking an Attack costs no actions or Ki. But you will take the full force of the blow. It’s up to you to decide when and how you should deal your enemy’s blows. Whether it’s taking them, or reacting properly.
Let’s assume that Vegeta doesn’t want to take the attack, however:
Vegeta:
Dodge Strike | 1 action: costs 15 Ki.
This was still part of his
React Phase but he has used up 1 of his 4 Actions. And this will carry over into his
Act Phase. Meaning that he only has 3 Actions to use from this point on for this combat round.
When you use up your actions up to your current cap, you are unable to perform anymore moves that have an Action Cost associated with them. Keep this in mind when going through your
React and Act Phases.
Calculating Health Points
This is a pretty simple thing to calculate. All stats have their base to go off of as means of increase, and so does health. Health Points are dependent upon level. They increase, however, with every 2 Vitality you get.
For every 2 Vitality you gain on top of base stats, you gain 1 HP. What a champ!
Health Status:
There are three states of Health that you should be aware of. These states occur under certain conditions relating to the loss of Health and the gaining of Fatigue. When you are not in these health states, nothing is effected mechanically. First things first...
Injured - Occurs once your health is only 25% of your Total Health. All of your stats are reduced by 25% in this state.
KO - Occurs when you have lost all of your Health. At this point you are considered “knocked out” and you are unable to defend yourself. You will be unable to awaken for the duration of the thread, and you will be unable to leave until permission is granted by the others in the thread.
Your character’s life is also at the mercy of the victor. But allies, friends, or bystanders that were in the thread (if any) may choose to defend you as well.
Critical - Occurs when you have accumulated Fatigue equaling to 90% of your total health or you have been in the KO state. This status is the most deadly as all of your stats are reduced by 75% and the debuff is
NOT removed until you are able to remove all Fatigue and restore your Health to it’s full value.
Ki Exhaustion:
Another bad side effect that can occur in battle is exhausting all of your Ki. It’s something that should be avoided if possible. But sometimes it can’t be helped. Here’s what happens when a character hits
0 or negative Ki.If you hit 0 Ki, you’re unable to do anything until the next turn. Yes, that includes Resting.
If you go BELOW 0.
You will be unable to do absolutely anything until you are back to at least 1 Ki. But that’s not the end of the bad things that can happen when going into the negatives. The amount that you go into the negatives also reduces your health. If you go
-40 Ki, you will lose
40% Health. Fatigue gain is still counted, too. Don’t do it. And if you can’t get back into the positives by the end of that turn, you have to skip turns until you would be back into positive Ki via Ki Regeneration.
Thread Recovery:
Thread Recovery is your character recovering over time. The recovery is per non-battle thread (A thread that had no battle occurring in it) and totals out to 10% Health regained, 20 Ki regained, and 10% of the Fatigue you gained from the last battle you had converts back into healable health. (Note: You do not gain that health back immediately, you must still heal the converted health.)
Common Skills:
Skills are something that you either have to create for yourself, or learn from a Master. But an exception to this is Common Skills. They are actions that any character can perform right from the start.
They are the following:
Rest - Take a breather and restore some of your Ki. Take half of your Ki Regeneration and then add it to the Ki Regen at the end of your turn. Takes 1 Action.
Power Exchange - Give your allies some energy! Input any amount of Ki you wish to use and divide it by 4. Then your ally shall receive that value in Ki. Takes 1 Action.
Use Item - Use an Item, of course! In battle it costs 5 Ki and 1 Action to use, but outside of battle it is free of such constraints.
Flee - Run away from the battle! It’s cost is dependent on your Agility. If you have less than half the Agility of your opponent, it costs 25 Ki. If your Agility is 50% to 150% of your opponent’s, it will cost you 20 Ki. And if your Agility is over 150%, it will cost you 15 Ki. It always takes 1 Action.
Strike - Basic punches, kicks, etc. It costs 5 Ki, and takes 1 Action. It’s damage is dependent on your Strength. Treat this as a Novice Skill. (20% of your Spirit = Damage)
Grapple - Grab someone! It costs 10 Ki and 1 Action. If it lands, your opponent is unable to use any Ki attacks and will take a small amount of damage each turn (10% of User’s Strength). It will cost them an action and 10 Ki to break out of it. As a drawback, the Grappler’s Fatigue Rate is increased twofold (Fatigue now replaces every health point lost.).
Ki Ball - Shoot a ball of energy at someone! It costs 5 Ki and takes 1 Action. It’s damage is dependent on your Spirit. Treat this as a Novice Skill. (20% of your Spirit = Damage)
Block - Guard against an incoming attack. It’s Ki cost is half that of the attack you are choosing to block. And takes as many actions as the incoming attack as well. If you have less than half the Vitality of your opponent, only 20% of the damage is negated. If you are between 50% and 75% of your opponent’s Vitality, you negate 30% of the damage. If your Vitality is 75% to 125% to that of that of the opponent’s, you negate 40% damage. Over 125% the Vitality of your opponent, and you negate 50% damage.
Dodge -
DOOOOOODGE. Dodge allows you to completely negate a skill your opponent is throwing at you by simple jumping out of the way. It takes as many actions as the incoming attack. If you have less than half the Agility of your opponent, it takes 200% the Ki Cost of the attack. If you are between 50% and 150% the Agility of your opponent, it takes 175% the Ki Cost of the attack. If you are over 150% the Agility of your opponent, it takes 150% the Ki Cost of the attack.
Parry - Redirect an incoming attack with your very own! Your skill damage must exceed the damage of your opponent’s skill in order for the parry to succeed. If you have less than 50% the Dexterity of your opponent, it will cost you 300% the Ki Cost of the skill you choose to use. If you have 50% to 150% the Dexterity of your opponent, it will cost you 200% the Ki Cost of the skill you choose. Over 150% the Dexterity of your opponent, and it costs 150% the Ki Cost of the skill you choose.
Block for Friends - Why didn’t they dodge? Block an incoming attack that was directed at your ally! Less than 50% the Vitality of your opponent, and you only negate 20% damage. If you are between 50% and 75% of your opponent’s Vitality, you negate 30% of the damage. If your Vitality is 75% to 125% to that of that of the opponent’s, you negate 40% damage. Over 125% the Vitality of your opponent, and you negate 50% damage. Actions and Ki used are the same as the skill being blocked.
Blocked Damage is dealt to both you and the targeted ally. Keep this in mind when doing this.Rescue your Allies - Help a friend by moving them out of the way of an attack! Less than 50% the Agility of the attacker and and it will cost 300% the Ki Cost of the skill. 50% to 150% the Agility of the attacker, and it will cost 225% the Ki Cost of the skill. Over 150% and it will cost 175% the Ki Cost of the skill. Actions used are the same as the skill being dodged.
Interrupt for Comrades - Redirect an incoming attack coming at your allies with your very own! Less than 50% the Dexterity of the attacker and it will cost 400% the Ki Cost of the skill you use. Between 50% and 150% the Dexterity of the attacker and it will cost 250% the Ki cost of the skill you use. And over 150% the Dexterity of the attacker and it will cost 200% the Ki cost of the skill you use.
“After Final Calculations”? Whut?:
When referring to skills, perks, traits, and racials, you’ll sometimes see this in parenthesis. It is usually referring to
Parry, Block, and Dodge costs. In respects to their initial costs, what they mean by “After Final Calculations” is that the percent is added on after the ki cost is increased by the mechanism itself. An Example Follows.
Goku has a perk that lets dodges become
5% cheaper. He has the same speed as Vegeta, so dodges for him are 175% the ki cost of the skill coming at him. Vegeta decides to send an Apprentice Ranking skill at him, which costs 10 ki.
Goku’s initial Dodge cost is 18, but with it being reduced by
5%, the change lowers the cost by 1 ki.
18 * .95 = 17.1 ki used… And of course, you can't use a tenth of ki so you round down.
Skill Ranks:
Novice - 20% (0.20) Strength or Spirit = Skill’s Damage. 5 Ki. It costs 1 Action
Apprentice - 25½ (0.25) Strength or Spirit = Skill’s Damage. 10 Ki. It costs 1 Action
Trained - 50% (0.50) Strength or Spirit = Skill’s Damage. 20 Ki. It costs 2 Actions
Advanced - 75% (0.75) Strength or Spirit = Skill’s Damage. 25 Ki. It costs 2 Actions
Expert - 100% Strength or Spirit = Skill’s Damage. 30 Ki. It costs 3 Actions
Master - 125% Strength or Spirit = Skill’s Damage. 40 Ki. It costs 4 Actions
So you’re looking at that and probably wondering what that all means. Well let’s say you have
18 Strength and you use a Novice skill. You do
18 x 0.20 = 3.5 damage. (Note: You will always round to the nearest .5. The least damage you can ever do is .5 damage.)
For Apprentice, it’s 18 x 0.25 = 4.5 damage.
Trained is 18 x 0.50 = 9 damage
Advanced is 18 x 0.75 = 13.5
Expert is the same as your Strength and Spirit, in this case, 18 damage.
Master is 18 x 1.25 = 22.5 damage.
By Default, Novice skills cost 5 ki. Apprentice, 10. Depending on how you make custom skills will determine how much ki is added on top of that.
Calculating your Ki Regeneration and Actions:
This step is a pretty big deal. It’s highly important to your character, and it’s determined by two stats.
Dexterity for Ki and
Agility for Actions.
ACTIONS:
If your current Agility is…
100% The Base Agility - 4 Actions
125% The Base Agility - 5 Actions
150% The Base Agility - 6 Actions
175% The Base Agility - 7 Actions
200% The Base Agility - 8 Actions (This is the Cap)
KI REGEN:
If your current Dexterity is…
100% The Base Dex - 10 Ki Regeneration per turn
110% The Base Dex - 12 Ki Regeneration per turn
120% The base Dex - 14 Ki Regeneration per turn
130% The Base Dex - 16 ki Regeneration per turn
140% The Base Dex - 18 ki Regeneration per turn
150% The Base Dex - 20 ki Regeneration per turn
160% The Base Dex - 22 ki Regeneration per turn
170% The Base Dex - 24 ki Regeneration per turn
180% The Base Dex - 26 ki Regeneration per turn
190% The Base Dex - 28 ki Regeneration per turn
200% The Base Dex - 30 ki Regeneration per turn (This is the Cap)
Traits & Perks:
Traits and Perks are special skills and abilities that not only makes your character stronger, but gives them a different strategy to work with. Traits and Perks have one main differing factor to them. Traits are chosen at the start of registration, and stick with your character for as long as they are played. You can choose to have no traits or up to 3 of them. Another thing about traits is that they are dual-edged abilities, having both a pro and con to them, unlike most Perks.
With Perks, you gain them as you progress in levels. You pick one perk at registration, and can get another one every five levels when you declare a level up. Perks usually have no downsides and are simple boosts to the character they apply to.
There are
TWO types of Traits and Perks:
Passive and Active -
All
Passive Traits and Perks are active as soon as you acquire them. They require no activation through the use of actions, Ki, or simple stating of the fact.
Active Traits and Perks differ in that you have to activate them, sometimes with actions, Ki, or stating as such. These Traits and Perks will also sometimes have cooldowns before you can use them again. Another case of an
Active Trait or Perk is one that triggers during a certain threshold, such as hitting 25% of your total health. Finally they can also be used in conjunction with a skill, if applicable.
Racials:
Racials are very similar to Traits and Perks. But they are three things that define a character’s race. They cannot be chosen beyond picking a race that you want to play. Just like Traits and Perks, there are also
Passive and
Active Racials.
Passive Racials will automatically activate at the start of any combat scenario. The only thing you need to do is keep track of them. As some of them might have effects that change over time.
Active Racials are much like Active Traits and Perks. Such Racials will usually have a cooldown before they can be used again, but there are exceptions.
It is highly recommended that you take into account what each Racial, Trait, and Perk is for your character. As they can be what wins the battle for you, or even what loses it. Remember, it’s your responsibility.