Welcome Guest [Log In] [Register]


Locked Topic
T1 Basic Rules.; A more in depth info set.
Topic Started: 26/04/2016 - 04:34 am (4 Views)
Dyre.Crosse
Administrator
Below is the full, comprehensive Battle Nexus ruleset. The Battle Nexus is Final Nexus’ RP based battle ground and its ruleset is indicative of what is considered Final Nexus' T1 standard.
These rules are being used as the standard site rules, but are subject to change considering the needs and style of FN.
Disallowed powers: no manipulation on a quantum level, teleportation, planar attacks, black holes, reality manipulation, gods, avatars, or space/time manipulation.
Allowed powers: elements, chi, magic, light, gravity, shadows, psionics, and weapon techniques. We also allow custom powers but they may not be allowed everywhere.
Attacks: all attacks must cover distance, be it as energy or in a physical form. You may not summon an attack any closer than three feet from your opponent. No attacks can have an instantaneous effect or damage. If you seek to surround your opponent with an attack, then this must be set up before the attack phase - you'll need to surround him and then attack him in separate turns.
Healing: healing of a fatal wound is not allowed, even if it's not instantly fatal. This does not apply to severed arms or legs below the knee. Healing will take several turns, although the number required will be less if a prepped regeneration spell is used. The current breakdown is:
four turns: catastrophic damage - severed limbs, lacerations that would require dozens or even hundreds of staples or stitches, fourth degree burns, or third degree burns over 35% of the body
three turns: significant damage - severe lacerations, partially severed limbs, badly broken bones, and third degree burns under 35% of the body
two turns: moderate damage - lacerations that would require stitches, broken bones, significant damage to connective tissue, and blindness
one turn: mild damage - minor cuts and sprains
Movement: Characters move more quickly than average humans, but truly exceptional speeds require the use of haste. We allow characters to avoid bullets at a moderate distance (about thirty feet), but anything more will require additional preparation. Taking on an elemental form to move, like shadow walking or lightning jumping is not instantaneous, nor will it make you invulnerable to all attacks. Plane hopping is not allowed.
Barriers: General barriers will be able to stop attacks with the same amount of preparations as the barrier. This will exhaust it entirely. Each attack that the barrier stops will subtract from its power. Specialized barriers will have more stopping power as per, and specialized attacks will have more penetrating power , as per the advantage system. That is, an attack created to break rocks will easily destroy an earthen barrier, whereas a reflective barrier would work exceptionally well against a light-based attack.
Power of attacks: The power of attacks is equal to the number of preps. No attack will have anything above building-busting capabilities, which will be the hard cap in any fight. Any attack is potentially fatal, but unprepped attacks can be shrugged off pretty easily. An attack that hits with more than four preps will almost always be instantly fatal, unless special defensive measures are taken.
Quick-draw: Quick-draw attacks are unprepped attacks. Players are allowed to conjure energy attacks without prepping, but they won't have much power behind them and can be countered with a quick-draw defense. On that note, quick-draw defenses can reduce the damage from prepped attacks, although it is rather insignificant. For the purpose of calculations, quick draw attacks and defenses are worth one "advantage" of power.
Preparations: Preparations are done per turn and can be considered "mature" in the next turn. You can not prep the same attack twice in a turn. Stealth prepping is no longer allowed; all preps must be mentioned at bottom of post at the end of every post. No character will be able to accumulate more than 5 preps at any one time.
Advantages: Advantages are not preps, but do factor into the power of your attacks, especially if prep counts are equal. Advantages can be gained from field effects, buffs, innates, and equipment. Advantages are action- and situation-specific, so they don't have to be tallied post-after-post like preps, but they should be added to the prep count of an attack and mentioned at bottom of posts as such. A two prep earth spike with one advantage would be written as such: Earth Spike: 2+, where the plus sign indicates one advantage.
Characters are allowed two persistent situation-specific advantages. That is, a character can have a resistance to fire, which'll give them an advantage when combating fire attacks. In such a situation, the character would be able to shrug off quick-draw fire attacks or take reduced damage from a prepped fire attack, although the reduction would only be marginal. A common persistent advantage that a lot of characters have is spell-slicer, which is a weapon ability. This gives their weapon a defense advantage against magic attacks.
Field effects and buffs can also create advantages. For example, you can create a barrier that has the ability to amplify any attack that passes through it from within. If you fire an energy blast through the barrier, the barrier will confer an advantage into the attack, allowing it to overcome a defense with equal preps, assuming that it does not have any advantages, either. Buffs, like stone skin, can afford an advantage against melee attacks. Buffs and fields are not persistent and need to be maintained through preps or actions. There is no hard rule for the number of preps required per turn of field or buff effects, but please be reasonable.
Specialization will count toward advantages, in that it will make your attack or defense more effective against certain abilities. A laser will be extra effective against a wide, but thin barrier, and phasic attacks may be more effective against physical barriers. Additionally, a vacuum barrier will be incredibly effective against a fire-based attack, but useless against almost anything else.
In total, a character is not allowed to accumulate more than three advantages for any given action. Advantages do not ever mature into preps, and can rarely overcome dedicated preps.
Power assimilation: Generally disallowed outside of quick-draw attacks, which'll give one advantage to the total prep count of the assimilation technique.
Other power hijacking: Generally disallowed
Actions per turn: There is no cap on actions per turn, but everything will count for less if you begin to be excessive. If you do five actions per post, your preps will count less than someone that does two actions per post, for example. We suggest you don't do more than two or three. Major actions are: prep, defend, and attack. General movement is not considered a major action. You are only allowed to accumulate one prep per turn.
Clarity: Be clear about what's happening in your posts. Some things you might want to consider including are distances, velocities, and dimensions. If you're not sure what your opponent's intent was, then you should ask him. Likewise, if someone comes to you asking for information then you are required to respond. There will be no exploitation of ambiguity; we will punish the fighter that is overly ambiguous, and we will also punish the fighter that punches self-serving and arbitrary values into an opponent's attack. If you don't know, then ask! We will not side with you if you don't.
Victory: Death, incapacitation, submission, and disqualification are all avenues to victory. Your opponent can be disqualified for not posting in 72 hours or by breaking the rules two or more times.
Offline Profile Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Training Grounds · Next Topic »
Locked Topic

Theme created by Heretic/Hawtsauce and converted by Jenny of the ZetaBoards Theme Zone.