Post by Natsu Dragneel on Aug 8, 2014 15:51:20 GMT -8
There are two methods of conflict at Crisis Zero. What's the point of building a character if you cannot test them against another?
One Rule here: No god-modding
Spars Spars are the first method of fighting. Spars are a pure RP fight. They take stats into consideration as far as knowing whether an opponent is significantly stronger than you. Be realistic, as in, do not let your ego get in the way. Take hits, dole them out. Be reasonable in your rps. Spars do not net you stats like Battles do, but you do gain AP and RPP. When in a spar please place [Spar] in your topic title.
Battles
Battles are the second method of fighting. Battles can be as simple as 1 v 1, and anything above that. Battles involve stats and are much more intricate than spars. Battles still work like spars in that you must RP and do so reasonably. Battles also net you stat gains as well as AP and RPP. Battles can also mean death to your character. When you die, you must go through the Trials of Asgard to return to the world of the living. Battles take place in rounds until someone is defeated and require a mod to judge the rp for gains at the end. So, while you may be the winner based on power, you could still net less gains than the loser. You have 3 actions each round for offensive actions if you are on offense, and 3 defensive actions if you are on defense. You must place [Battle] in your topic title. However, such minimal actions can be overcome with abilities or leveling up. For every 5 levels one gains, they gain an additional action on offense and defense. When in a battle please place [Battle] in your topic title.
Note: Offensive actions are straightforward. Follow the cost. Defensive actions are explained below.
Defensive Actions Defensive actions utilize stamina. Depending on the type of attack, stamina drain varies.
Basic Physical Attacks: 1-3% drain Energy/Magic Attacks: Based on tier 5-50% drain (can also be blocked by sacrificing MP of same amount of drain) Physical Attacks: Based on tier 5-50% drain
Rest Counters Rest counters allow a character to rest in battle. When resting a character regains 10% of their MP and STA for the turn that they rested. You can rest on offense or defense.
Critical Hit
If you can perform no action during a defensive turn, and your opponent performs an offensive action, you opponent will score a critical hit. A critical hit will do 150% damage.