Mechanics

Stats
There are four main stats whic can be divided into two groups: Offensive stats (used for attacking) and Defensive stats (used for defending)

Strength / Ki / Defense / Agility

Strength & Ki PL -> Used to attack players. (Offensive stats)

Defense PL & Agility -> Used when defending/dodging against an attack. (Defensive stats)

If you character has any less than 500 pl on a single stat, they will receive debuffs:

Strength PL - You'll be unable to walk.

Ki PL - You'll be unable to use ki to either sense ki or fly.

Defense PL - You'll get knocked down in a single hit.

Agility PL - You'll always go last in a turn order.

Strength stat
Used for punching and using strength moves.

Ki stat
Used for firing ki blasts and using ki moves.

Defense stat
Used for tanking/deflecting against an attack and for enduring.

Agility Stat
An additional way to defend against incoming attacks by dodging instead of blocking, which will grant the user with an additional action on their turn when successfully not hit.

Agility is functionally the same as Defense in terms of stat bonuses

It is used for dodging against an attack, and for speed and escape rolls.

How to roll
To perform a roll you must do t!roll d10+(bonuses)

[t!roll] -> Bot Prefix and Command

[d10] -> Type of dice (Types of dice used can change depending on moves/skills/potential unlocked.)

To define your roll bonuses, compare your stats against your opponents. For each 1000 PL your offensive powerlevel has compared to your opponents defensive powerlevel, you get a +1 to your attacking roll and vice versa. The person with the higher roll wins the turn, if both players have rolled the same number, the defender always wins.

Should there be a difference of 3 or higher between your attacking roll and your opponents agility roll, the opponent has to do a brace roll.

Should there be a difference of 5 or higher between your attacking roll and your opponents defense roll, the opponent has to do a brace roll.

For deciding which person attacks first, do an speed roll. (Agility vs Agility. More info on this below. Or just talk it out. ) You both take turns attacking and 1 turn has passed when both fighters have attacked once.

At the start of the battle, the defender will choose which stat to defend against attacks with. Should they change their mind, they must specify it before the enemy attack roll (This is usually done with context clues, people who use ki will shoot out ki blasts, and people who use strength will usually punch their opponent.)

Offensive and defensive rolls
There are four different types of combat rolls that are divided into two categories: Offensive and Defensive

Offensive Stats: Strength and Ki

Defensive Stats: Defense and Agility

You use an offensive roll to attack, and a defensive roll to defend:

Should there be a difference of 3 or higher between your attacking roll and your opponents agility roll, the opponent has to do a brace roll.

Should there be a difference of 5 or higher between your attacking roll and your opponents defense roll, the opponent has to do a brace roll.

Note: On this server, we use a rolling system. To prevent the server from being completely luck based, we have bonuses on your rolls during fights for people with higher stats, transformations and special moves. This means the stronger fighter will generally have an advantage over the weaker fighter in a fight, like they are supposed to. But there will still always be that one slight chance of uncertainty, making fights much more interesting and exciting.

Note^2: Defense roll and defensive rolls are not the same thing. Defensive rolls mean both agility and defense rolls.

Speed and escape rolls
When initiating a fight, Speed Rolls must normally be used to determine the turn order. The person with the lowest agility stat will do the first roll, and everyone faster than them follows afterwards by including their bonuses on that person in their roll. The rolled numbers determine whoever goes first and last.

Should a person want to escape a fight they’re currently in, they’ll have to do separate speed rolls against each and every other person involved in the fight at hand. Winning all rolls lets the escaping person successfully leave the fight, but any person with a higher dice roll than them will follow them to the channel they’re escaping to. Anyone with a lower dice roll than the person escaping will have to wait at least 3 turns to jump in should they want to chase them.

Brace Rolls
As stated above, if your attacking roll's difference is 5/3 (Defense or Agility, respectively.) or higher when compared to your opponents defense/agility powerlevel, your opponent has to do a brace roll.

Roll a d10 (Not affected by potential unlocked or other dice buffs.)

[1] The fighter will have to do an immediate death roll. (See below)

[2-3] The fighter will get knocked out and are unable to fight for X amount of turns.

[4] If the fighter has done more than 3 brace rolls, he gets knocked out. Otherwise, receive heavy damage.

[5-6] The fighter takes heavy damage.

[7-10] The fighter has taken the hit without much damage.

Brace Penetration
For each +3 bonus you have above the 5/3 (Defense/Agility) number difference required to make an opponent brace, your opponent gets a -1 roll to their brace rolls.

Death Rolls
You've failed your brace roll and your life is in danger.. Don't worry though, death rolls are here to help. (Or kill you.)

Roll a d10 three times.

A [1-4] is a death fail and a [5-10] is a death save.

2 Death Fails and your character dies, 2 Death Saves and they live. Roll a 10 on your death roll and your character will get up on pure will alone.

Actions and Free Actions
An action is attacking, enduring, using lockdown or using a move. You can only perform a single action per turn normally, the number of actions per turn can be increased with certain abilities or moves.

A free action is when you can do something without consuming an action. You can only perform a free action before performing an action. Consuming an item, switching your fighting style and talking, for example, are free actions. Most, if not all, attacks and transformation take up an action, unless stated otherwise.

Note: These specific actions take up actions are the following: Equipping armor/ Switching a weapon/ Consuming a Senzu Bean and/or healing Water Syringe/ Consuming the tonics. Also, if you are charging a move and you are on the firing turn, you can't perform a free action on the firing turn

For example: If you have two actions in a turn, you are allowed to attack twice, or attack and endure against the next attack.

Note: Enduring can only be made on the last action available.

Exhaustion
Your body is exhausted due to extended use of ki, either from using a strong transformation or a lot of energy. You'll get a -1 to both combat & survival rolls. This takes just a couple of hours to recover from. Received after dropping out of a transformation once.

Extreme Exhaustion
After extensive use of ki your body just can't fight on anymore. You'll get a -3 to both combat & survival rolls. This normally takes a whole day to recover from, unless you use things like senzu beans or healing pods. Transformations also won't work unless they can be used as a base form. Suffer from another tier of exhaustion and you'll lose consciousness. Received after dropping out of a transformation twice, or once with the exhaustion debuff already on you.

Strained
Caused by extensive muscle damage from techniques or forms, making your body fight against you. Do a brace roll on every single turn, rolling [1-7] means you collapse, unable to get up until you recover. Take a -2 debuff to your physical combat rolls as well. (Strength, Defense & Agility.)

Losing a limb
For each arm you lose you'll get a temporary -2 debuff to strength and survival rolls, and a -1 to ki rolls.

For each leg you lose you'll end up receiving a -1 to strength & agility rolls.

These negative bonuses will disappear after the user gets a prosthetic limb or trains to be skilled enough without the limb (Rank 2).

Losing both arms makes you unable to use most moves.

Cooldowns
All moves have a two turn cooldown before they can be used again, unless stated otherwise.

Transformations have cooldowns as well, that are half the form's duration rounded up in turns long.

(For example: SSJ lasts for 5 turns, the cooldown would be 3 turns long. If your form lasted for 4 turns, a cooldown of 2.) This doesn't apply to transformations that can be used as a base form.

Combination Attacks
When doing a combined attack, you must take all of the roll bonuses you normally have and add them up, using the strongest person's stats against the opponents defense.

Beam Clash
If your enemy fires a ki move or uses ki to attack you and you roll the same number on defense/agility, you have the option to ki clash. Once two people do a ki clash, both the attacking and defending team do 3 ki rolls against eachother (Ki vs Ki). The team who wins the most rolls wins the clash. The losing team will have to do a brace roll with a -2 debuff on it.

Physical Clash
If your enemy punches you or uses a strength move and you roll the same number on defense/agility, you have the option to phyisical clash. Once two people do a physical clash, both the attacker and defender do 3 strength rolls against eachother (Str vs Str). The person who wins the most rolls wins the clash. The losing person will have to do a brace roll with a -2 debuff on it.

Ki Giving
You can aid someone by giving them ki temporarily, allowing them to choose in which stat they'll put the temporary powerlevel, the receiver will get half of the powerlevel you gave them. Only 50% of your Total PL can be given to another person.

Depending on the amount of ki given, you'll receive different debuffs.

[0-30%] You'll get an exhaustion debuff. (A single tier of exhaustion)

[30-50%] You'll get an extreme exhaustion debuff. (Two tiers of exhaustion)

Overcharging
You can overcharge a move by putting more energy into it, the more energy you put into your attack, the less energy you'll have on your body. This takes no extra turns to do.

Overcharge a strength or ki move it by +1 and receive a single tier of exhaustion.

Overcharge a strength or ki move by +3 and receive two tiers of exhaustion.

Lockdown
Instafire, when it's used the opponent won't be able to attack until they break free and can be attacked by other people. The target won't get any defense bonuses while being lockdowned, and the user won't get any attack or defense bonuses while grabbing their target.

The user can't use anything that requires the usage of arms or legs and they will also get hit by any attacks thrown by a third party, regardless of whether they're attacking the grabbed target or not.

Do a Strength vs Defense/Agility d10 roll. (Higher defensive stat of the opponent, stat bonuses only. No transformation, fighting style or any other bonuses factor into this unless stated otherwise.)

Target can choose to break free with either: (Bonuses do apply to this roll though)

Ki vs Strength or Strength vs Strength. For every turn over 1 the user holds their target for, the target gets a +1 to their break free roll.

Self Destruction
Conjure up all of your life essence as a final ditch effort to take down a foe or two with you.

Takes two turns to fire, in the first turn, players in the blast radius will have to do a speed roll against the self destructor's full powerlevel.

At the start of the second turn use your total powerlevel as an attacking stat (all bonuses apply) against the target(s) defense roll. Roll once and everyone caught in the blast radius will have to do a defense roll against you. This quite outrageous final ditch effort will instantly kill you, so beware.

Enduring
You can skip your attacking turn to get a +1 to your defense and brace roll. This lasts for just a single turn and will force you to block against incoming attacks. It can only be performed on the last available action in a given turn.

Saving an Ally
If you're close to another person, you can jump in front of them to save them from an incoming attack by doing a defensive roll yourself. If you want to do so, do it before they've already defended themselves.

Roll Advantages and Disadvantages
Advantage Roll Twice Choose Highest

Disadvantage Roll Twice Choose Lowest

Roll advantages and disadvantages both usually make the user roll twice with the same normal bonuses and takes their highest and lowest rolls respectively as their final roll. The Owner or Admins decide when you've got a roll advantage, which is usually when and attack is realistically more likely to succeed, like when you've thought of a great strategy or are attacking a crippled opponent. Roll disadvantages are given when your OC is less likely to succeed at doing something.

When one of the two rollers has an Advantage and the other a Disadvantage with the same amount of rolls, they cancel each other out, so you do a normal roll. Sometimes there are exceptions to the rule of rolling twice and you'll be able to roll 3 times, but this depends on how effective or ineffective what you're doing is.

' Only use these when an Admin or the Owner tells you to. '