

I have come to understand that many of you are confused or are in a gray area about how fights work exactly. Well there's no way I can write everything out and have you guys all understand it perfectly…. If even read it at all really, so…. I am going to try to explain it a little easier and I am also going to be changing it a little for those of you who are use to the old style.
First off… this is a turn based fighting system. When a fight is going underway the first thing that I do is roll to see the order in which everyone playing will be attacking in. Once I do this the fight is up to the players to develop the outcome of the fight.
In the order in which I have told you the players will one at a time tell me what they want to try to do. Once a player tells me that I will calculate out what actually happens based on each players stats and what's going on at the time. Once I say what happens along with the Damage (DMG) then it’s the next players turn.

That's just the simple way to describe how we play, now comes the hard part; learning what you can do and what it does. If what I describe or explain throughout this doesn’t make any sense feel free to ask me (CracMonkey21) or Merritt Langley (Korei Ryuu) or any of our other members, we'd all be glad to help. REMEMBER THIS THOUGH. Everyone fights differently. The stupidest question asked is the one you chose not to.
Alright, to help people out I have decided to break down teaching you how to fight in sections. The first is going to be one of the most important; it’s the individual break down of just about everything your character can do. Now a lot of information is about to be thrown at you -this RPG takes time to learn, move at your own pace. Experiment with things, ask me a million questions. What ever you need to do... I will help every way I can.
Here is one of the potentially longest of all of the 'Stages' of attacking. The things here will be carried over to the other 'Stages'. We'll start with the basics. Physical attacks; these are attacks done without using basically any Ki/Mp.

These are attacks done without using basically any Ki. Single attacks with just one attack may possibly do more dmg than any other attack, it just depends on what's going on and what you're doing. Physical attacks don’t consume Mp as fast as Ki Attacks and Physical attacks damage is based off of your Strength.
Below is a list of BASIC physical attacks. What I mean by basic is they can be used for other things... like.... lets sat you want to uppercut someone, well there is no move called uppercut, but hell Power Punch works just a well. OR if you really wanted to do some damage with that uppercut you could just tell me you want to count it as a Ram(Which is THE strongest Physical attack, its why you only get to do it three times in a fight/Round).
(Note:1d6 means 1 roll of a 6 sided dice, 2d6 would mean 2 roll of a 6 sided dice, just like 2d8 would be 2 rolls of a eight sided dice.)

This is a little different than I usually run. Usually I give you a list of Ki Attacks that you know and you would just pick and choose them as you please -but now we're making the Ki Attacks and Energy Attacks one and the same.
Normally your character might know Masenko, or the Kame Hame Ha, or maybe Hadouken or Sonic Boom for that matter. That's going to all be erased for those who are use to this. Now everyone will be on more of an equal playing field (To some extent). Now I am going to give everyone a list of different Ki and Energy Types. What I mean…. Now when you choose to fire a Ki attack at an opponent you will get to choose how you want to manipulate your Ki and what type of attack you're doing each with its own set of advantages and disadvantages.
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| Beam | A Beam of Ki is a constant stream of Ki that's fired from one or two hands. The Beam that is fired usually goes strait with little to no curve or bend to the attack. | These are usually quick usually ending with a nice explosion at the end. The attack is based almost completely on the reaction time of both the person firing it and the target being fired at. | Since the blast flies strait, if the target is fast enough to react, it might make hitting the target a little harder. | Beams can be fired relatively quickly proving to be quite useful. With enough training the attack can be turned into different moves like laser type attacks and piercing/cutting capabilities. |
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| Ball | A small ball of Ki about the size of a softball. The ball of Ki is formed in the palm of the users hand and thrown. This attack usually explodes on impact. | Ki Balls are usually small and maneuverable making their chances of hitting higher. Even if the attack misses it has a chance of spread DMG from the explosion following the attack. | The problem with Ki balls is that they're potentiallt easier to knock away and dodge if the target is fast enough. | Ki Balls can overtime be trained to be fired in multitude and in bigger and smaller sizes when they're conditioned enough. |
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| Blast | The blast is as an explosion coming right out of the users hands spreading outwards in a controlled stream. | Since this attack is an explosion from the hand it makes it harder to dodge when its unexpected and when you're at close range, especially with enough MP added increasing the blast radius and distance. | The Problem is its distance; as it is just basically an explosion it only reaches so far in a set area. If the person being attacked is fast enough they might be able to get out of the way before being caught in its path. | With enough Training this attack can actually be sent flying instead of just being limited to coming out the the users hands. |
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| Wave | A stream of constant Ki that grows in size and speed slightly with the more MP that is jumped into it. This is basically the fusion of a Beam and a blast in almost perfect harmony. | The more MP that is pumped into this attack makes the wave bigger and bigger while speeding it up slightly making it either easier to hit a target or easier to hit multiple targets. OORR with enough training, more DMG to Ki being used. | Waves of Ki are relatively slow when compared to the other Ki types making them easier to dodge depending on its size and distance between fighters. | Waves of Ki are usually wide spread giving them the advantage of not being knocked back at the person firing it, and due to its size it may be easier to see that its coming or to block. |
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| Auras | There are two types of Auras, Charging and Powering up. Charging gathers energy to bring you to your potential and heal you slightly. Powering up pushes you past your potential making you stronger and more powerful. |
Charging heals your Hp by 5%, heals 10% of your Mp, adds 1 to your Speed. Powering up adds 2 to your strength, increases DMG, power level, and adds 15 to your rage. |
Charging takes away 15 Rage. Powering up costs 25 Mp. |
Charge order: Free, Turn, Free, Turn, Turn, Free, Turn, Turn, Turn, Free, Turn, Turn, Turn, Turn, Free, Turn… Charging and powering up do take time! |
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| Assists | There are two kinds of assists Distraction and Latent Health. A Distraction can be many different forms, from disappearing and reappearing, to firing a blast at the ground to kick up a cloud of dirt/smoke. Its just basically a diversion to hopefully help yourself out in what ever way you may need at the time. Latent Health is the latent energy left over from a defeated foe that one can absorb to heal themselves |
Distractions are called before a move and if it is successful then the following attack gains a bonus for its chance to hit. Latent Health is a great way of picking yourself back up in a multiple person fight. OR if you don’t need the health a nice EXP boost. |
Distractions cost 15 Mp each. If a distraction fails there is a high chance that the person you were trying to attack will get a bonus to dodging since they may see the attack coming. | Distractions are a good way of helping your trumpcard, but at the same time can hurt if failed. They can prove to be useful in a sticky situation. Latent Health can only be used by the person who defeats the target. |

In a combo all effects of the things in it may become partial (For example, a hit that normally does 40 dmg may only do 20 dmg). A Combo is preformed when more one action is being preformed in a single turn; for every action after the first action you must spend a "Combo Point"(CP) to do so [No CPs, No Combo]. (Note: No more then 4 CPs; or 5 actions can be preformed in a single combo. As your character progresses this may change.)
Now there are some actions you can perform that do not cost CPs to do. These things are referred to as 'Free' actions. Free Actions includes Abilities such as Free Charges and Distractions. These actions can also be preformed normally without the turn being a combo.
EX 1- You attack with a Punch, Kick and a Knee. That is equivalent to 2 CPs.
EX 2- You attack with a Distraction, Punch, Kick, Free Charge, and a Knee. That is still equivalent to 2 CPs still because Distractions and Free Charges are not considered actions.
| % of DMG | Charge/Power Up Effectiveness | |
| ___________________ | ______________ | ___________________________ |
| Single Attack/Move | 100% | 100% |
| Two Attacks/Moves | 60% | 75% |
| Three Attacks/Moves | 50% | 60% |
| Four Attacks/Moves | 50% | 60% |
| Five Attacks/Moves | 50% | 50% |
Note: A good advantage about doing combos is that they slightly increase your chance for Damage. If you do a single attack or move your focusing on that single move, you are putting all your hopes on that one thing that can potentially do a good deal of Damage; but let's say you do two attacks -then you have twice the probability to land a hit. The only real drawback is that the attacks are only doing partial DMG compared to their normal DMG. (BUT if those two hit you'll do around 20-30% more dmg then just doing one attack -that's if it's completely successful)

This is simply just a more advanced Combo . With this attack you get a rush of power as you unleash your rage into a furry of attacks. You get to add a ratio bonus to your attacks at your own discretion allowing you to create your own "special combo" for that instant boost you may need. For this you will be given "5 points" to allocate among your combo. This is just like doing a normal combo but with a little bonus. Here are a few examples of things you can do with your Dragon Rush:
| (Normal DMG: 130%, Dragon Rush DMG:180%) |
| Move 1 | Move 2 | ||||||||||
| (Normal DMG: 160%, Dragon Rush DMG:210%) |
| Move 1 | Move 2 | Move 3 | ||||||||||||||||||||
| (Normal DMG: 200%, Dragon Rush DMG:250%) |
| Move 1 | Move 2 | Move 3 | Move 4 | ||||||||||||||||||||||||||||||
Now you may be thinking, "What the fuck does this mean?" Well it's just something to help you understand what you're doing(Keep Reading). For this, just like a normal combo you say what you want to do, BUT you put what + you're having on each attack.
For example:
-you do a 3 move Dragon Rush. We'll say you Knee, DAH, and fire an Energy Attack.
-So you role play out our attack, 'I appear in front of you driving my knee into your gut and then DAH you to the ground. I then hold my hand out firing a blast from the palm of my hand.'(What ever)
-Well I ask after you say your combo you tell me what you're actually trying to do in parenthesis ( ) so I know what you're really doing. At this point you tell me exactly that.
-'I appear in front of you driving my knee into your gut and then DAH you to the ground. I then hold my hand out firing a blast from the palm of my hand. (Dis-Kn(+1), DAH(+1), EA(+3) 100 MP)'
Every +1 you have will make that move so 10% more DMG than normal. So if you did +2 it would be 20%, +3 would be 30%, +4 would be 40%, and +5 would be 50%. BUT to every upside, there's a down.
A Dragon Rush will cost you 50 Rage to do. Also you can only do 2 Dragon Rushes in a fight(Unless I say otherwise).
ALSO; in exchange for the DMG modification every + has its own roll modifier.
+0 = +2 to your Strike Roll
+1 = +1 to your Strike Roll
+2 = +0 to your Strike Roll
+3 = -1 to your Strike Roll
+4 = -2 to your Strike Roll
+5 = -3 to your Strike Roll
(The rolls are based on a 20 sided dice)
(The reason why you have a +0 and a +5 is because you can keep the attack at +0 for no bonus to make another attack better; OR for the instance of a 5 Move combo, use all 5 points for another move instead.)

This is an entirely new move to the RPG and something that I hope will put a lot more strategy to your fighting if you can learn to use this move to your characters best. This is an 'Expert level' combo. For this move your Physical Attacks and Ki attacks will work a little different than usual. Each move that you put into an Assault has its own Advantages, disadvantages, effectiveness and cost.
| Attack [Cost] | |||
| ______________________ | ________________________________ | ________ | ____________ |
| Punch [1] | |||
| Kick [1] | |||
| Elbow [2] | |||
| Knee [2] | |||
| Power Punch [3] | |||
| Power Kick [3] | |||
| Double Axe Handle [4] | Can add rage for extra DMG |
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| Drop Kick [4] | Can add rage for extra DMG |
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| Head Butt [5] | Can add rage for extra DMG (-) 1 to Strike |
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| Ram [5] | Can add rage for extra DMG (-) 2 to Strike |
The best way for me to describe this I think would be to start at explaining the Cost. This attack is going to be based on your APR. The majority of the members as of right now have an average APR of 14. When you do an Assault you just buy attacks using your APR as if its was money untily ou have no more APR left.
Example. Your APR is 14. You rush at your opponent throwing a furry of punches with a couple of kicks snuck in from time to time before driving your knee into your opponents gut before Double Axe Handling him towards the ground. (Assault: P, P, K, P, P, K, P, P, Kn, DAH. 6 Punches[1]+2 Kicks[1]+1 Knee[2]+1 Double Axe Handle[4]=[14])
Now you're more than likely wondering what about Ki attacks? Well....
| Attack [Cost] | |
| ______________________ | ________________________________ |
| 1%-15% Mp [1] | |
| 16%-30% Mp [2] | |
| 31%-45% Mp [3] | |
| 46%-60% Mp [4] | |
| 61%-75% [5] | |
| 76%-90% [6] | |
| 91%-100%(+) [7] |
Note: Alright I hope I haven't confused you; atleast too much. Lets say your APR is 14 and you have an MP of 250. Its your turn and you are doing an Assault Strike.... If you want to put a Ki attack into the attack, think out what you basically want your character to do. Fire just one Ki? Two? Three? Ten??? (None? haha) Well if you want to fire 10 of them then you might want to only put just a little bit of Ki in each.... like 5% (so for this case about 12 or 13 which if they all hit you are potentially going to get around 180(+) DMG for only using 50% of your Mp) it might not seem like much.... but then you'd still have 4 APR left to do something else.

Barrage is basically a "limit breaker" if it helps to think about it that way. This is an attack that you can preform when your rage gets high enough. Its a VERY random outcome. It might be good, it might be shitty BUT it does heal you when deal Damage to someone, only a little bit; but that's better than nothing.
Barrage is exactally what it sounds like. Its a random series of strikes wether they be punches, kicks, knees, elbows, what ever. I roll to see how many strikes you're able to pull off and how successful they are. (Pay close attention to the little quarks they have listed down below!!!)
The only real disadvantage to Barrages is that they're Random, even if you get a Barrage that's 3 strikes and/or like 20% successful its still -1 to one of your Barrages.
You can use your Attacking Barrages for Countering, but not your Countering Barrages for attacking.
You cannot Power up then Barrage on the Same turn or preform anything after the Barrage.
You cannot Barrage two times in a row. If you CBarrage one turn you have to do something else the next before you can Barrage again.
If someone Barrages you, you cannot imediatly Barrage them back on your turn unless you had enough Rage to Barrage before thier Attack.
If you're Barraged you can either let me roll and see what happens, you can attempt to block(the only problem with that is that all of the strikes automatically hit, you just have to hope you get a really good Block), or You can Counter Barrage(CBarrage) if you have enough Rage.
For Every SP you have over someone you get +1% To your success roll; every SP u have under its -1%.
Barrage ignores Dodge and Strike Modifiers so Barrage can really be a life saver if you are getting pwned really badly in a fight.
You can use a Normal Barrage to counter with, but you cannot use a counter barrage to attack with.