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 Battle Rules

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PostSubject: Battle Rules   Battle Rules Icon_minitimeMon Mar 17, 2014 6:52 pm

The Rules in general.

Now as for Rules in terms of Battle
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PostSubject: Re: Battle Rules   Battle Rules Icon_minitimeMon Mar 17, 2014 8:40 pm

Hello everyone, Sheep's here, I am going to try and summarize some of the key points and other confusions that may present themselves.

Let's start with the General Rules.

(So if you did not read the official statement in the Battle For Balance I would read that just incase it makes more sense.
https://unbreaking.forumotion.net/t120-the-battle-for-balance )
In short terms.
A basic fight : everyone is allowed only three maneuvers per post, These maneuvers are separated into three categories.

Offensive: These are against the other player and you are only allowed one per set of maneuvers. (Please note that a chance of failure, giving the opponent a chance to evade/defend, is an offensive maneuver.)

Defensive: These are used to counter another person's offensive or Set up based moves, you are only allowed two of these per set of maneuvers.

Set-Up:  Set up moves are essentially "saved" offensive and defensive moves in the future. so lets say you "Set Up" A defensive move such as a block, in the future you would be able to use that set up as a third defensive move, you are allowed to consume your entire post, using all three of your maneuvers as set up moves if you wish.

A simple set up in the beginning of a fight may be the outcome later so make sure you make all of your turns count, this is a friendly reminder that simple gestures like brushing hair and dialog does not count as any of the maneuvers.

If that doesn't make sense mention it and I will try to make it more clear, But with all of the basics out of the way, let us move on to some of the fun stuff shall we?

Clauses, what is a clause and how does it work?
There are certain things that people find extremely annoying to deal with, these are If/Then scenarios that we remove from the pool of possibility To make it more enjoyable for everyone, these are interchangeable for each battle but must remain constant in the battles selected.

The Illusion Clause: Fighting with Illusions leads to the frustrating "Oh that's a clone, oh that's a clone too." Moments so many of us will choose to obey not having illusion based combat with the Illusion clause.
Planet Buster Clause: Some characters have abilities that in some way may be able to destroy the planet, such as Superman throwing the earth into the sun. The Planet Buster Clause assures that destroying the planet is not a means of victory.
The Attrition Clause: Living forever causes this clause to come up quite often, running away for one hundred years and coming back usually would do the trick in real life, but this gives us mortals a fighting chance.
The MC Hammer Clause: Also known as the "Spirit Clause" or the "Can't touch this" clause, it is when having an alternate form where you are physically unable to be hit, and sitting in it until you become a shining example of why we put these clauses here in the first place.
The Video Game Healer Clause: In order to try to preserve some realistic approach to the fight any fatal attacks cannot be "healed before they are killed" Because that logic only makes sense in video games.
Dimensional Clause: We all understand that there is an infinite amount of dimensions all parallel with the one we are in, teleporting to a moment where you do win the battle doesn't help you with this cause in effect.
Time Clause: Traveling through time in general is fairly annoying and probably best left in books.
The "Poof" Clause: Many people have abilities if used right could make another character be erased from existence before the fight began, of course this is unfair to the people without this sort of ability and can be excluded.
3rd Party Clause: Everyone has friends, but unless your ability specifically calls upon some kind of outside force "Phone a Friend" does not help you in a one versus one battle.

Clauses are here to keep people from being generally annoying and I most likely will add more of these along the way, remember these are NOT forced onto every fight but just the ones announced, also if you think of any once again let me know, I will happily add to this list.


How battles work
You will be assigned another person to battle against and a game mode, also one person will moderate to make sure you are using all proper techniques discussed and that when the killing blow is dealt there is no talking around it, remember that moderator's call goes before your own and please do not argue, its merely annoying.


Lastly, I just mentioned it now but its the moment you were all waiting for, the Game Modes!

Quickdraw: Quickdraw is a fast paced game mode where you are only allowed two maneuvers per post instead of three, and you are only allowed one of each category of movement. (So you are able to make one offensive and one defensive, or one defensive and a set up, but nothing more)

Races: You get three moves, but all of your set ups must be used for movement only, your max attacks become two and your max defends become three. (The goal being to reach a certain amount of set ups without death or setbacks.)

Weapon Mania!: You are not allowed to use the abilities of your characters... only the abilities of the weapons you own. (Normal Battle Format, you can always come in with a dagger or something not monumentally different to your character.)

Weapon Roulette: The abilities of your weapon will change, after each offensive maneuver you attempt. (Format for normal battles still apply)

Third Person Scenery: The judge or someone else has open ability to affect anything in the area, from lightning striking the floor shocking the two, to them being attacked by a group of tigers, Last man Standing.

Accidental Metamorph: Your characters primary form is now, whatever the moderator says, have fun!  (Format for normal battles still apply)

Juggernaut: Three person fight, one person suddenly becomes the Juggernaut And gains a power up, this person rotates every two cycles of post and the person to eventually kill the Juggernaut, or be the last man standing wins the challenge.  (Format for normal battles still apply)

Survival: You are both separated in the same scenery just unable to affect each other, a constant swarm of creatures flood the characters, person to slay the most monsters wins this challenge.

Known Fighter: This is a tag that can be added to any of the game modes, This makes the surprise of abilities or strengths instantly out of the question, everyone having instant knowledge of the strengths. (Format for normal battles still apply)

Master Tactician: You are given one free "secret setup", must be shared with Moderator before fight begins  (Format for normal battles still apply)

Tag-Team: You and someone not of your choosing goes together against someone else not of your choosing.(Format for normal battles still apply)

Raid Boss Down?: You and a set number of people are going against a creature of immense power, good luck! (Format for normal battles still apply)

Game of Chance: Orbs float around the area giving a one time elemental blast, or may cause self injury. (Format for normal battles still apply)

King of the Hill: There is somewhere  that must be held, after a certain amount of turns (Specified by Moderator) if the character is in the area they are deemed the winner. (Format for normal battles still apply)

King's Crown: There is an item that one must hold for a certain amount of time, if it is held that time (Specified by Moderator) than they are deemed the winner. (Format for normal battles still apply)

Thief: Two items exist for each of the characters, who ever possesses both are deemed the victor, items may have special abilities. (Format for normal battles still apply)

Item Hunter: Whether its an orb looking into the future or a first place dog show contestant you both want it. The character to claim the item and escape with it, or kill the other is deemed the victory. It may be hard to kill someone with a prized dog in your hands (Format for normal battles still apply)

Reverse World: The normal limitations of the world no longer apply, all goals are reversed and all focus is opposite. "Kill him with Kindness." --WIP--

Comically Accurate: Everything that can go wrong will go wrong to hilarious extent. (Format for normal battles still apply) --WIP--

Ability Reversal: Your ability you are completely comfortable has been swapped, reversed, and relocated. Your new ability will be made by the moderator and it will be built off your old, for humor of course. (Format for normal battles still apply) --WIP--

(have an idea? tell me!)
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