Post by Deleted on Apr 5, 2019 0:17:29 GMT
Fighting
Health/Energy/Stamina
We'll start with the absolute basics of fighting, your stats. Now, Aftermath is against extremely complicated stats so we're using a very simple system for everything. Each of your stats will be 100% of your power level and your stat bar would look something like this.
Health: 100%
Energy: 100%
Stamina: 100%
So, an example of how this will look is this...
Say Vegeta's power level is 20,000.
His stats will look like so.
Health: 20,000
Energy: 20,000
Stamina: 20,000
If your Health reaches 0 in combat, you will either be knocked out or killed. If the thread is death enabled and the attack being thrown at you is capable of killing you, it's completely up to the attacker whether you live or die. Of course, that is assuming you can't avoid being hit. If it's in a non death enabled thread, you will only be knocked out. Of course you may still have the option of death for your character if you so choose.
Your Energy is your Ki and will primarily be used for Ki based attacks. Things such as a basic Ki blast all the way to a Kamehameha will drain your energy bar according to the power of the attack. So if you use a basic 5% Ki blast, your energy will be drained by 2.5% of your power level.
Your Stamina is used for your physical attacks. So if you punch at 5% of your power level, this will drain your stamina by 2.5% as well.
If you Dodge an attack worth 100,000 Damage, it'll cost you 75% of that attack's damage to stamina OR energy. If you run out of the resource you're using as you dodge it will count as a Close Dodge, your remaining stamina/ki will be expended and you'll be forced to take the remainder of damage to your health. (Note: This cannot be "over-defended" to heal)
You can also Block an attack, to do this you simply drain part of the damage from your health, and another part from your Ki and/or Stamina resources, the percentage you drain from each is at your discretion but it must add up to the total amount of damage from the attack.
Regeneration: Both your Stamina and Energy are capable of being regenerated during battle, however, it requires you being in the far distance and using at least two of your actions to do so, remember, every attack that comes toward you in a turn requires a separate defense! When you rest in the far distance you’ll regain 25% of your stamina or energy, but not both.
Note: You can create both offensive and defensive techniques using both Energy and Stamina, keep it balanced to provide yourself with the most options!
Fighting Styles
On Aftermath we have three basic offensive layouts. This is here to assure you understand what kind of damage you're dealing out with basic attacks.
This includes simple things as a physical attack like a punch or a kick to a very basic energy attack such as a ki blast.
Upon filling out your character application you will be asked to chose one of the three preferred fighting styles.
Balanced Fighter:
5% Physical Damage
5% Energy Damage
Brawler:
7.5% Physical Damage
2.5% Energy Damage
Distanced Fighter:
2.5% Physical Damage
7.5% Energy Damage
Here's an example, If you chose to be a Brawler you'd do 7.5% of your power level in damage to your opponent if you hit them with a punch or a kick but only do 2.5% damage if you hit them with a basic ki blast. This is per post, meaning that if you unload a barrage of basic ki blasts or even unleash a deadly hand to hand combo, your damage will remain at the designated percent.
Let's put it this way..
If you swing a single fist as a brawler in a post and it hits, You'll be at 7.5% damage.
If you swing three fists and bring a beautifully executed roundhouse and they all collide with your opponent, it's still going to be 7.5% damage.
In a case that you use both a energy attack and a physical attack in a single post, the one that hits will be counted.
Without having a technique, you're able to block and dodge the same amount.
Health Regeneration
Health/Energy/Stamina
We'll start with the absolute basics of fighting, your stats. Now, Aftermath is against extremely complicated stats so we're using a very simple system for everything. Each of your stats will be 100% of your power level and your stat bar would look something like this.
Health: 100%
Energy: 100%
Stamina: 100%
So, an example of how this will look is this...
Say Vegeta's power level is 20,000.
His stats will look like so.
Health: 20,000
Energy: 20,000
Stamina: 20,000
If your Health reaches 0 in combat, you will either be knocked out or killed. If the thread is death enabled and the attack being thrown at you is capable of killing you, it's completely up to the attacker whether you live or die. Of course, that is assuming you can't avoid being hit. If it's in a non death enabled thread, you will only be knocked out. Of course you may still have the option of death for your character if you so choose.
Your Energy is your Ki and will primarily be used for Ki based attacks. Things such as a basic Ki blast all the way to a Kamehameha will drain your energy bar according to the power of the attack. So if you use a basic 5% Ki blast, your energy will be drained by 2.5% of your power level.
Your Stamina is used for your physical attacks. So if you punch at 5% of your power level, this will drain your stamina by 2.5% as well.
If you Dodge an attack worth 100,000 Damage, it'll cost you 75% of that attack's damage to stamina OR energy. If you run out of the resource you're using as you dodge it will count as a Close Dodge, your remaining stamina/ki will be expended and you'll be forced to take the remainder of damage to your health. (Note: This cannot be "over-defended" to heal)
You can also Block an attack, to do this you simply drain part of the damage from your health, and another part from your Ki and/or Stamina resources, the percentage you drain from each is at your discretion but it must add up to the total amount of damage from the attack.
Regeneration: Both your Stamina and Energy are capable of being regenerated during battle, however, it requires you being in the far distance and using at least two of your actions to do so, remember, every attack that comes toward you in a turn requires a separate defense! When you rest in the far distance you’ll regain 25% of your stamina or energy, but not both.
Note: You can create both offensive and defensive techniques using both Energy and Stamina, keep it balanced to provide yourself with the most options!
Fighting Styles
On Aftermath we have three basic offensive layouts. This is here to assure you understand what kind of damage you're dealing out with basic attacks.
This includes simple things as a physical attack like a punch or a kick to a very basic energy attack such as a ki blast.
Upon filling out your character application you will be asked to chose one of the three preferred fighting styles.
Balanced Fighter:
5% Physical Damage
5% Energy Damage
Brawler:
7.5% Physical Damage
2.5% Energy Damage
Distanced Fighter:
2.5% Physical Damage
7.5% Energy Damage
Here's an example, If you chose to be a Brawler you'd do 7.5% of your power level in damage to your opponent if you hit them with a punch or a kick but only do 2.5% damage if you hit them with a basic ki blast. This is per post, meaning that if you unload a barrage of basic ki blasts or even unleash a deadly hand to hand combo, your damage will remain at the designated percent.
Let's put it this way..
If you swing a single fist as a brawler in a post and it hits, You'll be at 7.5% damage.
If you swing three fists and bring a beautifully executed roundhouse and they all collide with your opponent, it's still going to be 7.5% damage.
In a case that you use both a energy attack and a physical attack in a single post, the one that hits will be counted.
Without having a technique, you're able to block and dodge the same amount.
Health Regeneration
In combat you're bound to lose some health regardless of whether you're the winner or not, this damage carries over to your next thread if you're not healed.
Now, There are multiple ways to heal after you've taken some damage. The most basic of them all is the one that doesn't cost any money.
For each day that you don't receive damage after a fight you'll regenerate 20% of your health.
So, it would look like this...
Saturday: You have 100,000 Health but get into a fight. You then lose 95,000 health and win the fight with 5,000 health remaining.
Sunday: If you don't receive any damage you'll regenerate 20% of 100,000. That's 20,000 HP added back to your health bringing you up to 25,000HP.
Monday: Another day you don't receive damage, 20% health regenerated brings you up to 45,000HP and so on.
Tuesday: You receive 5,000 Damage. This drops you to 40,000HP. You do NOT regenerate health this day.
Wednesday: You don't get damaged, 20% health regenerated = 60,000HP. It's pretty straight forward and basic.
This damage will count at the END of a serious fight thread.
It doesn't matter if it started months ago or days ago, the day it finishes is the day this is applied.
Given that, friendly sparring is excluded from this.
This mostly only applies to [DE] Death Enabled threads where there is an actual threat.
Another way to heal is items in the shop.
You either have Senzu beans or regeneration chambers.
Their healing time is listed in the shop, so check it out if you plan on getting into lots of fights!
Positions
Of course, it takes more than just back and forth slugging to be a fighter, you need to know when it’s a good time to be up close and personal, and when it’s a good time to gain some distance from your foe.
To change position you must use one of your three actions on your turn.
Below explains each position away from the opponent and their uses.
Direct Contact: This is the position you want to be in for melee attacks or point blank ki blasts, this is the ONLY position that physical attacks can hit from unless you have some sort of range physical technique such as a kiai.
Mid-Range: This is where you want to be for ordinary ranged attacks as it’s the most accurate spot, any further and the attack might be too easy to dodge, and closer and you might not be given any chance to charge your technique. Only races capable of stretching their limbs can use physicals at this range and even then only physical techniques designed around that idea.
Far Distance: This is where you want to be to recover stamina and/or ki and to charge any absolutely massive attacks such as giant ki spheres or devastating planet-sized energy waves, from here. However, you become completely unable to hit with any physical attacks and certain ranged attacks will be more easily dodged.
These are used to give admins/mods a fair idea on certain situations, for example, say you’re far away from an ally and don’t have a teleportation technique and they get shot, but you want to stand in the way of that, it’d allow us to say no to that since you are too far away.
Actions Per Turn
An Action is a motion that takes up energy.
For every action there is a reaction.
Basically this means that you've got an opportunity to react to everything that another player does.
Though, it must be reasonable. Distance, strategy or positions of characters may affect the success of a counter.
For example, If you're 100 feet in the air and you've got an enemy on the ground they are capable of destroying the planet without a chance of you stopping it.
Unless of course you've got some kind of technique to counter them.
You're allowed three actions in a turn.
An action being defined as the use of a technique, the use of an item, or movement across the field of battle.
Basic attacks and blocking/dodging are not limited.
You're allowed to combine basic attacks and techniques in the same turn.
Meaning you can damage an opponent with a basic punch and an offensive technique in a single turn.
Moving positions on the battlefield is also an action.
If you're double the power level of everybody in the thread, you're allowed an additional action in each turn.
Transformations
A transformation takes 1 action point, this will be complete upon your next turn unless the player wishes to extend it for flavor. It does not cost any energy or stamina to activate. Transforming for the first time will NOT heal any wounds but it will bring your energy OR stamina back to maximum capacity and regenerate 50% of your missing stat of the other. (This ONLY happens when you transform for the first time in your story. Not for the first time in that particular thread.)
Permanent Transformations will be based off of the flat Power Level that is in your mini-profile. You would apply the Perm Multiplier manually when writing your thread.
If you wish to suppress in a transformation you can, but there's a few things you need to follow.
Firstly, if it's a transformation where you lose control such as Great Ape, you will need to gain control first.
Secondly, you cannot do this in situations where you would be too enraged to truly control your power output in such a way, such as a first activation of Super Saiyan
Finally, you will need [ST-2] Ki Suppression
Raising your Transformation
You don't have to start off a battle in your strongest transformation. In fact there are many instances where characters in Dragon Ball will hold back from using their final transformation!
To apply the change in power and resources when you raise your transformation, you first revert your resources to your base level.Then you multiply it back up to your new multiplier.
For Example:
Bob has 1000 PL, he transforms into his next form which has a x2 multiplier.
Bob now has 2000 PL (as well as HP, Stamina, and Energy).
Throughout the battle Bob finds himself with 500 HP, 800 stamina, and 100 Energy
He decides to raise his transformation to its next level, which has a x4 multiplier
In his new transformation, Bob now has 1000HP, 1600 Stamina, and 200 Energy
Death
As mentioned above, death occurs once a characters health reaches zero.
This is fairly straightforward, correct?
Though there are few exceptions to this.
If you're on a Planet that gets destroyed, You're going to die.
If you get absorbed, You're going to die.
Now, this brings me to mention Senzu beans.
When is it too late to use them you might ask?
Once your health reaches 0% if the attacker decides he/she wants to kill you, You're going to the other world.
There isn't any reaction time after hitting 0%, If you're lucky and have .01% health remaining after a massive attack.
You're allowed to pop a senzu to regain full health.
Remember though, only one per thread!
Other World
As mentioned in the fighting section, Death is something that can happen to your character whether you like it or not.
So, You might ask what happens when you die?
That's simple.
First, You'll be sent to the Other World and be brought in to the Check instation.
Here, You'll start a thread and await King Yemma's judgement on your behaviours as a living being.
If you've lived a life of good, Yemma will send you up to the heavens and if you lived a life of bad.. You'll be sent straight to hell.
Once your location is decided you'll be able to role play in the locations in those areas.
If other players are dead and in your area, you'll be allowed to role play with them.
If one character is in heaven and another in hell, you cannot thread with them.
It's quite basic and straight forward.
Not to mention there's a nice little bonus for all those participating in Other World activities.
Since it CAN get lonely. All those in the Other World will receive a bonus 40% gains on their power level.
Now, You might ask how long you're there for...
The answer is extremely simple!
For First time visitors,
You'll be stuck in other world for One Month.
For each additional death within a month of your last, You'll add two weeks to that time period..
For Example.
First Death: 4 Weeks. (Minimum)
Second Death: 6 Weeks.
Third Death: 8 Weeks.
Fourth Death: 10 Weeks.
Fifth Death: 12 Weeks (Max)
For every month you remain alive after your last death finished, you reduce your next death timer by two weeks. So, if your last death was at 8 weeks and then you last a month, the next will be "6 weeks". You can always opt to remain dead afterwards, but your bonuses for being in the Otherworld wear off after your duration of required stay!
Once your time is up, You can find a creative way to explain why your character is sent back to the world of the living!
Of course, if you have allies gather the Dragon Balls and wish you back to life..
You'll get transported right back to the world of the living!
Notes: You only take items that are on you to Other World.
Example: If you die without weights on but own them, You don't take them.
If you die with them on, They go with you.
Miscellaneous Notes
Absorption: Absorption is a special "racial technique" that cannot have multiple tiers or be upgraded. Absorption is treated as an attack that deals damage equivalent to 15% of your Power Level for terms of defense. This attack costs 10% of either your stamina or energy, but can only be attempted twice per battle and only on a target that is below 20% health. It (obviously) does not deal damage of its own but is an instant kill if successful. If successful, the player gains 10% of the absorption target's PL and learns two of their techniques. The player can opt to "Absorb" instead of killing or looting at the end of the battle, but bonuses are halved this way.
Transformations: A transformation takes 1 action point, this will be complete upon your next turn unless the player wishes to extend it for flavour, as well as this does not take any energy. Transforming for the first time will NOT heal any wounds but it will bring your energy OR stamina back to maximum capacity and regenerate 50% of your missing stat of the other. (This ONLY happens upon a FIRST transformation.)
Vaporization: Some character may have a racial trait that allow them to regenerate themselves, in this case you must vaporize them.
Vaporization is done by using an attack strong enough to dish out 2.5x their Power Level in damage, you must dish it out in one attack. If you fail to do this the person will live but will still be knocked out.
Bleed: Bleed damage would be 5% the user's Power Level in damage per turn. 100,000 PL would = 5,000 Damage per turn due to bleed damage. Bleed does not stack, the length of time it lasts is dependent on whether you can heal yourself, and the tier of the move in question. At Tier 1 bleed lasts for 3 turns, going up by 1 turn each tier, therefore ending at 7 turns at God Tier
Blinding/Stunning: The first tier of blinds/stuns cost 20%, with each tier raising the percentage by 10% and one more turn. The blind/stun counter begins when the attack hits, which means at tier 1 once the attack hits and you fail to dodge, you do not become unstunned until the end of you next turn, and so on.