Bleach

New Power

Battles and Spars

In this Rpg you start with 3 Dodges . They work like this:

If someone attacks me and it could be fatal to me. And I have 1,2 or 3 dodges left. Than I can dodge the attack without taking any DMG.
 
If you have 50 speed you can dodge one more attack. If 100 speed, you can dodge two more, if 150 more dodge 3 more, etc. (+50 Speed increments)
 
You automatically have one counter per battle. If you speed is  100 than  you get one more counter. If it is 200 then you get two more counters. If it is 400 then you get three more counters, etc. ( x2 post requirement increments) 
 
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Battles are done with stats. Phases begin by the faster of the two sides. If you or your opponent's speed is double of yours or his. He or you can dodge any incoming attack unless it states otherwise or the ref decides not to validate that action. In a spar status doesn't matter as much while the Phases work the same, however, keep in mind however if there is a drastic level difference, the spar has to be still along those lines.

There are two battle phases per turn and there are 3 actions per Phase (battle)/ 2 actions per Phase (spar)

Phase 1                                                                                                                               - Starting person attacks: Can use items, or attacks

Phase 2                                                                                                                                - Person defends/attacks: Can use items, and role play your defense and/or attack.

The ref then decides the stats and damage taken. 

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Spars can be done on AIM or MSN, Personal Messaging or posting. May only be done twice a week (unless it's alliance which is 3 spars allowed). Spars must be posted to gain credit.

You may only fight NPC's once a week.

Battles Require a Referee present. It can be anyone. choose wisely, refs must be fair and not favor anyone. Also, battles can be done only in the appropriate forum section. Can only battle once a week.


Battle Gains: Winner- +20 all stats and 5% of the opponents Spirit Power

Loser- +10 all stats and 3% of opponents

Draw- Each get +15 all stats and 3% of each others Spirit Power

Death- Gain +25 all stats and 5 Blade Points

Spar Gains: Winner- +5 all stats, Loser- +3 all stats, Both get 3 Blade Points

Attack Damage System

(DMG= damage) 

(% = Max Power Percentage)

Physical attacks:

These are your physical attacks: Punch and Kick are basic. Explosive Punch, Flying Side Kick, Slash, Stab, etc. are power attacks and have a cost of a 5% kido and always take up an entire phase (meaning no quick power hits). They all are based off two things, your speed and your strength. To do greater damage your speed will be slower, but you damage rate will be higher as well as vice versa.

Basic Physical attacks have a max percentage of 100%

Power Physical Attacks have a max percantage of 150%

Example: 

60% punch is 60% of strength and 40% of speed (the percentage of speed is that of the lowest percentage)

So if a person with 20 power and 20 speed attacks using a Punch 40% powered he would calculate:

 60%(20 strength) + 40%(20 speed) = 20 DMG (12 damage from strength and 8 damage from speed)

A quicker attacks works just the same way in calculations except it's based off of speed  , a quicker attack allows 2 attacks within one turn, however, there is a downfall. The total status of each hit is lowered by 60%, in other words the damage done is only 40%. If the number is in decimal places always round up.

1st.) 40%(20 strength) + 60%(20 speed) = 20 DMG (8 damage from strength and 12 damage from speed)   

2nd.) 20 x 40% = 8 (status of one hit)

3rd.) if the status of the hit has a decimal it is always rounded up.

So the  Standard Damage done by one quick punch is 8 (Keep in mind a second quick action is in place)

Kidou:

Are based of of your Vitality and Stamina. They follow the same format in calculations as physical attacks except, Strength is replaced with Stamina and Speed with Vitality.  Usually Kidou hold greater power than physical attacks, but require the spending of spirit particles per usage. Kidou usage takes 1 action, not including if you're planning to charge.

Example: 

250% White Lightning is 150% of Stamina and 100% of Vitality 

So if a person with 20 Stamina and 10 Vitality attacks using a White Lightning 130% powered he/she would calculate:

150% (20 stamina) + 100% (10 vitality) = 40 DMG (30 damage from Stamina and 10 damage from Vitality)

Do not forget that spirit particles are used for kidos and are subtracted from the current amount. If the amount needed exceeds the current amount of spirit particles the attack fails. 

Character Specials:

Each custom character starts with 3 original moves these are going to be your beginning skills until you reach the next stages in your transformations. These techniques are based off of your total Spirit Power.

Example:

40% Getsuga is 40% of current Spirit Power

If your Spiritual Power is 1,000. Then you do 40% times 1,000. The damage would equal 400. It is easy to do it on a calculator instead of killing your brain.  The cost of the attack is calculated by the %. The cost is 1/2 of the % used to cause the damage of the damage done. So if you used 40% Getsuga the calculations would be. Specials do not have quick attacks, therefore taking up the entire phase.

40% / 2 = 20% (Times damage done the price would be 200)

If you don't get it PM one of the members in higher positions.

 

Defence Damage System

DEF = Defence

Standard Defence:

This is determined by your strength and your stamina. The calculation is Strength + Stamina. The defence is then subtracted from the incomming attack. An attack taken full force is only lowered by 10% of the targets defence 

Example:

Let's say a Toushiro had Strength of 20 and Speed of 20, and used 60% punch on me. His normal damage would be 12. The example of this is in the physical attack section stated above. Then the defence calculation is in order. Let's say my defence consisted of 20 Stamina and 20 Strength. The defence is then subtracted from the attacking damage and the total is subtracted from health. So if my vitality was 40, I would have 80 health points (HP = 2xVitality)

1st) 60%(20 strength) + 40%(20 speed) = 20 DMG (12 damage from strength and 8 damage from speed)

2nd) 10% (20 stamina) + 10% (20 strength) = 4 DEF (2  defence points from stamina and 2 defence points from strength) 

3rd) 20 DMG - 4 DEF = 12 DMG (Done to Health)

4th) 80 - 12 = 68 (remaining Health once this reaches 0 you will die)

Standard Defence:

There is a way to lower an attack even further: blocking. This is calculated by the use of 50% of Strength + Stamina. The procedure works the same way as the standard defence. Using same status as above it would work like the following.

Example:

 1st) 60%(20 strength) + 40%(20 speed) = 20 DMG (12 damage from strength and 8 damage from speed)

2nd) 50% (20 stamina) + 50% (20 strength) = 20 DEF (10  defence points from strength and 10 defence points from stamina) 

3rd) 20 DMG - 20 DEF = 0 DMG ( If the number is 0 or less no damage is done)

4th) 80 - 0 = 80 (remaining Health can still be damaged if the block doesn't cover the whole attack)

There are items that decrease the amount of damage you obtain.