Bleach Rising Tide

by InsidPro
Roll-based Roleplay Game
ID:1887823
 
As is the case with any rp system that has moved away from being pure rp there are now far more defined Rules for combat to prevent any arguments that might arise from a person being uncertain of their level of power. With these Rules and the in-game system together you'll be able to have far more consistent, understandable, and enjoyable battles. Without further delay, here are said Rules.


Attacking:
There are two methods of attacking in game; using physical stats or reiryoku stats. These are the Rules surrounding them.

Attacking physically comprises anything that invoves using the strength of your body's muscles to deal damage to your opponent, even if in an indirect manner. These attacks are most often done with a weapon or ones own body.

Roll Format: Physical Strength roll: 20 = 2 + 2 + 11 + 5
(End Result) = (1d20)+(Raw Stat)+(Misc. Mods)+(Technique Modifier (If it is a technique))

Rules: Must have a means by which to attack ic'ly that justifies the roll.
Target must be in perceptual range ic'ly.
Costs 2 AP

Restrictions: Cannot be bound.

Reiryoku Attacks:
Attacking using any kind of spiritual energy or force is what is considered to be a Reiryoku Attack.

Roll Format: Reiryoku Strength ability(Shou) roll: 21 = 9 + 1 + 10 + 1
(End Result) = (1d20)+(Raw Stat)+(Misc. Mods)+(Technique Modifier)

Rules: Must have a means by which to attack ic'ly that justifies the roll.
Target must be in perceptual range ic'ly.
Costs 2 AP

Restrictions: Reiryoku Strength can only be used for attacking through the use of a technique. The only exception is through the use of certain releases such as the Byakuya shikai.
Cannot be bound.


Defending:
There are three methods of defending. Normal Defense, Evasion, and Special Defense. Each of these will be listed and explained here.

Normal Defense:
This is defending using the defensive stat that matches the stat that was used for attacking.

Roll Format: Physical Defence roll: 15 = 5 + 1 + 9
(End Result) = (1d20)+(Raw Stat)+(Misc. Mods)

Rules: Physical Defense must be used for Physical Strength.
Reiryoku Defense must be used for Reiryoku Strength.

Restrictions: None

Example: Physical Strength roll: 20 = 2 + 2 + 11 + 5 vs Physical Defence roll: 15 = 5 + 1 + 9
20 vs 15
20 - 15 = 5
Damage incurred = 5 (You subtract this much from your health(constitution).)


Evasion:
Evasion accounts for moving entirely out of the path of an attack so that you are left unaffected by it.

Roll Format: Evasion Roll: 10 = 10 + 0
(End Result) = (1d20)+(Misc. Mods)

Rules: All Evasion rolls are measured only against first two numbers of any offensive roll. (The 1d20 and raw stat)
Must be able to percieve the attack coming ic'ly.
If the result is higher or equal to the offensive roll then no damage is taken, if the result is less than the full offensive roll then the entire full end result of the offensive roll is taken as damage.

Restriction: Cannot be bound.

Example: Evasion Roll: 20 = 20 + 0 vs Reiryoku Strength ability(Shou) roll: 21 = 9 + 1 + 10 + 1
20 vs 19
Success. No damage.

Special Defense

Special Defense accounts for any verb that uses a defensive roll to mitigate damage, such as the available in-game barriers like Rei-Wall and Santen Kesshun. These act in the same manner as normal defense for the most part but are more powerful and have the ability to be generalized defense but have increased Restrictions to compensate.

Roll Format: General Defence ability(Rei Wall) roll: 37 = 12 + 1 + 9 + 15
(End Result) = (1d20)+(Raw Stat)+(Misc. Mods)+(Technique Modifier)

Rules: A Physical Defense move must be used for Physical Strength.
A Reiryoku Defense move must be used for Reiryoku Strength.
General Defense moves may counter either type of offense.
Must be able to percieve the attack coming ic'ly.
Costs 1 AP until the first defensive tier of passives is bought, then a special defense may be used once per combat round.

Restrictions: Cannot be bound.
Cannot be used against high level piercing attacks.
Single techniques cannot be used multiple time in a single defensive round.
Can only defend against one direction at any given moment.

Example: See Defending
(note: Once you have chosen the kind of defense you will be using for an attack you may not use any other kind of defense afterwards.)


Countering

Countering accounts for striking out at an incomming offensive in order to both defend against it as well as deal damage at the same time. There are three types of countering; Offensive Countering, Interruption, and Technique Cancellation. They will be explained here.

Offensive Countering
Offensive Countering is the term used for defending against an attack using an attack of your own. The formulas differ between the two different kinds of attacking and there are special Rules for different kinds of attacks.

Physical Countering: Physical Countering is the art of turning your opponents movements and attacks against them. To initiate a physical counter you simply make a physical strength roll or use a technique that derives its power from physical strength. Take heed that should you roll lower than your opponent's attack then you will be the one to recieve the damage that they would have elsewise. An equal roll results in no damage dealt to either party.

Formula: (Victor's Physical Strength roll * 0.5) - (Opponent's Raw Def * 0.5) = Damage Dealt
(All decimals are rounded down)

Rules: Must be against a physical attack.
Must be able to percieve the attack coming ic'ly.
Costs 2AP.

Restrictions: Large Range attacks can only be countered by other Large Range attacks.
Cannot be bound.
Cannot counter two consecutive rounds in a row.

Example: Your roll: 40 vs Opponent's roll: 36
40 vs 36 > Successful
(40 * 0.5) - ( 14 * 0.5) = 13
Damage given = 13

Reiryoku Countering: Reiryoku Countering is the act of overcoming the power of your opponent's technique using the power of your own. To initiate a reiryoku counter you choose an appropriate reiryoku strength based technique to roll against your opponent's technique. Take heed that should you roll lower than your opponent's attack then you will be the one to recieve the damage that they would have elsewise.

Formula: Victor's Reiryoku Strength roll - Opponent's Reiryoku Strength roll= Damage Dealt
(All decimals are rounded down)

Rules: Must be against a reiryoku attack.
Must be able to percieve the attack coming ic'ly.
Costs 2AP.

Restrictions: Large Range attacks can only be countered by other Large Range attacks.
Cannot be bound.
Cannot counter two consecutive rounds in a row.

Example: Your roll: 65 vs Opponent's roll: 50
65 vs 50
65 - 50 = 15
Damage given = 15

Interruption
When one interrupts an attack they are acting against an opponent in order to defend against an attack before it can hit its intended target. This is done by declaring an interruption in say and then making an initiative roll immediately after the attack has been rolled. If you succeed by one(1) or two(2) then you may defend against the attack, if you succeed by three(3) or more then you may choose to counter instead (though you may still defend).

Rules: Must declare that you intend to interrupt an attack/technique before any other rolls are made.
Must be able to percieve the attack coming ic'ly.
Must successfully make an initiative roll higher than the target's.
Must make the appropriate roll depending on the differential between the initiative rolls if successful.
Costs 2 AP.

Restrictions: Cannot be used in battles with only two participants (for obvious reasons)
Cannot be an attack aimed at you.
Cannot be bound.

Example: Combatant A declares that they wish to interrupt an attack aimed at Combatant B originating from Combatant
Combatant A rolls 15 for their initiative while Combatant C rolls 13
Combatant A succeeded by two and thus is able to defend against the incomming attack themselves.


Special Manuever: Hostile Interruption:
Hostile Interruption involves forcing another combatant to act as a shield for you so that you do not have to take the damage from an attack aimed at you or an ally specifically. Hostile interruption works along the same lines as regular interruption except all three participants must make an initiative roll and your roll must be the highest of the three. If your roll is lower than the initiator of the incomming attack then you fail to move before the attack hits you, if you roll is lower than the person you are attempting to use as a living shield then you fail to take hold of them.

Rules: Must declare that you intend to perform a hostile interruption and who will be used as a shield.
Must successully make an initiative roll higher than both the target and the initiator.
Status Effects that effect evasion also effect initiative in this manuever. (Blinding/Madness/Freezing)
The living shield must defend against the attack with a normal defense roll.
The living shield must be within a one tile (10 meter) range of you.

Restrictions: Cannot be bound.
Cannot be used in battes with ony two participants (for obvious reasons).
A bound living shield cannot roll initiative, their initiative is always 0.
Costs 2AP

Example: Combatant A declares that they wish to use Combatant B as a shield against Combatant C's incomming attack.
Combatant A rolls an initiative of 24, Combatant B rolls an initiative of 18, and Combatant C rolls an initiative of 1.
Combatant A is successful against both rolls and thus Combatant B must roll defense against Combatant C's attack and take the excess damage.

Technique Cancelling
Complex or powerful techniques often require some notable amount of concentration or energy investment and as such are capable of being forcefully broken before they are completed, this is technique cancelling. In order to cancel a technique being used by an opponent one must first make sure that it is of a kind capable of being cancelled (It must a healing technique, a gran rey cero, black cero, kidou or bakudou of a number higher than seventy(70), or any technique with a modifier of more than +11). Once this has been discerned one simply states that they are attempting to cancel a technique, afterwhich they roll an attack against the target and the target defends in some manner (They cannot counter). Should the target take damage equal to or exceeding their raw defense or be repulsed an equivalent amount of meters then the cancellation is successful.

(Note: No manuever listed in the counter section is capable of being further influenced by any other manuever listed in the counter section.)

Turn Order and Battle Flow:

Turn Order:
Now that you are aware of how to fight it's now time for you to learn the Rules of combat. Starting with Turn Order.

The final option in the Roll menu is initiative and as the name suggests this is the roll that is used to determine exactly who will be going when. It is a simple roll that is based on a single 1d20 and your movement passives. In that way it is exactly like evasion rolls.
Initiative roll: (End Result) = (1d20 roll) + (Movement Passives)

Like this turn order is determined by the higher rolls going before the lower ones with matching rolls rolling again.

Battle Flow:
The flow of battle is what determines in what order you're allowed to take your actions. It's as simple as that and has little to do with rolls or stats, only passives are capable of influencing it by adding an additional attack.

The flow of battle is as follows:
1: Attacking rp
2: Attack roll
3: (Switch sides) defense roll
4: RP defense and attack
5: Attack roll
6: Repeat from step 3 until battle ends.

Regardless of circumstance there is only 1 attack allowed per each turn in a battle. This only changes when you max out your races available offensive passives for any one tree. At which point you gain 1 more attack per turn bringing the total to 2 per turn. Both attacks are to be rolled one after the other in the order they were made ic'ly. Defensive rolls will always equal the number of offensive rolls.

For those that need an Example of the proper flow of a battle take a look at this Example guide: http://pastebin.com/J5sGKtnE

Provisional Action Point Rule:

For this wipe, and perhaps future wipes as well depending on how well this rule is recieved, double attacking will be prohibited. Regardless of the amount of passives one has they will only be able to utilize one attack or counter per turn. Instead passives will be given new Rules for this wipe.

Offensive passives: If you buy out your races appropriate offensive skill tree then you will be able to attack once even after utilizing a release, this only counts if you are releasing once though (I.E. Resurreccion into Segunda Etahpa, Bankai into Last Resort, and Quincy Bow into Vollstandig will still take a full turn.)

General Action Point Guidelines:
Attacking: 2AP
Defending:0AP
Evading:0AP
Special Defense: 1AP
Countering: 2AP
Interruption: 2AP
Hostile Interruption: 2AP
Technique Cancelling: 2AP
Healing Bleeding: 1AP

There are a few methods that still allow for attacking multiple times in a single turn, they are as follows.

Using a multi-firing technique such as Bala
Taking up the Agile Strikes Fullbringer passive (This only applies to unarmed basic attacks
Using charged base manuevers, doing so still requires that you sacrifice an attack one turn to double up on the next.


Provisional Cooldown Rules:

In order to add a bit more style and strategy to battles all techniques will have cooldowns until otherwise stated. The cooldowns for techniques will be determined by their modifiers.

Any technique with a bonus of 7-10(+7 to +10) will have a cooldown of one turn
Any technique with a bonus of 11 or higher (+11 and up) Will have a cooldown of two turns.
Action Points

In a turn, you have two total action points that you can use however you want, but you can't go over this many points. You can end a turn having only used up one point, and the spare action point will not roll over into the next turn: you have two action points, and only two.

Let's have this example turn:

Movement > Shikai > Attack

Movement costs no action points, so that's perfectly fine in every situation, so long as there's only one movement act committed. Performing two movement acts is more circumstantial and dependent on your passives. (There is no immediate limit to the amount of space a person can move in their turn as long as they only move once. Of course one must be sure to apply common sense. I.E. don't try and move an entire town across in a single turn.)

Shikai, however, is a transformation. Transformations include things such as Vaizard, Ress, Bankai, and whatnot. Anything that changes your boost in some way or another is probably going to be counted as a transformation, and transformations take up one action point.

This means you're left with one action point to use, so attacking should seem fine; except it's not. Attacking uses up two action points regardless of passives, except when mentioned above in Provisional Action Point Rules. if you don't have your offensive passive tree maxed out(Swordsmanship & Runner or Swordsmanship and Max Swordsmanship, for instance). If you do have your offensive passive tree complete, then an attack only uses up one action point. This means you can perform a turn that looks similar to this:

Movement > Attack > Attack


Charging Techniques
Charging techniques are complicated (portals are included here!) because it's hard to balance them and make them worthwhile: you can't fire a Cero, for instance, without charging it unless you have Specialised Cero. Here's how charging techniques work, though:

Movement > Charge

Charging an attack is a Full Round Action, meaning it uses up two action points regardless of passives or circumstances(of course, Cero does not need to charge if you have Specialised Cero). This means you can't just summon a Garganta and escape in one turn, because portals count as a Charge technique.

This is how your next turn should play out if you start to charge an attack:

Charged Attack > Movement > Attack

Notice that you get a free Attack. This is because Charged Attacks are not executed in the turn that you actually start to charge them: there would be no benefit to charging an attack if you essentially lost an attack. So, instead, you're effectively skipping a turn to double up on attacks the next turn.

Gran Rey Cero and Black Cero are charging techniques regardless of Special Cero.

These rules may be changed at any time.
On the subject of barriers, healing, and other techniques that do not display rolls:

Nearly all techniques display rolls of some kind when used that allow the player to determine how much damage they deal or just how effective they are in general at doing what they do if they aren't normal attacks. Still there are some verbs that have not recieved modifiers or simply do not trigger rolls, this is most commonly true for kidou based barriers as well as just healing in general, as such these are the temporary rules for determining how effective these abilities are.

Barriers:

Be they kidou based barriers, the inoue shield, or some other form of technique that should alter defense but does not trigger a roll the method used for determining which stat to base it on is as follows:

If the barrier is conjured through the same method as kidou or is composed of reishi/reiryoku/reiatsu in any way, shape, or form then a reiryoku defense roll is to be made to determine its effectiveness. For kidou the barriers modifier is based on its kidou level divided by 10 (I.E. if the barrier is #30-39 then it has a roll modifier of +3 (I.E. all decimals are rounded down regardless of how high they are; as such even #39, which would have a modifier of 3.9 using the formula, is rounded down to 3))

The inoue shield has a base modifier of 8, this does not change regardless of the level of the inoue.

Please ask an admin about any other barrier or defense techniques that do not trigger rolls but do not fit this listing.

Healing:

Healing kidou, or simply healing abilities, will work in much the same way as barriers. Their roll modifier will be based on their kidou level /10 (Please see barriers for a further explanation).

The Inoue healing ability has a base modifier of +6, this does not change regardless of the level of the inoue.

As repairing something is quite a bit more difficult than destroying it healing works a bit differently than normal rolls. Instead of rolling any actual stat it will instead use a ~rand roll of 1,10 (~rand 1,10 using the say verb for those uninitiated with the commands), this along with the modifier for the type of healing being done will determine how much damage is healed in a single turn. Gaining more mastery in kidou will allow for more range to be added to the healing roll with each additional level of the Kidou Specialist passive taking raising the range by 10 (I.E. someone with kidou mastery 2 will be able to roll ~rand 1,20 instead of ~rand 1,10 and kidou mastery 3 being ~rand 1,30(The first passive does not provide an increase in healing power)) Kidou mastery 1 is needed to actually use healing kidou.

The inoue healing ability is set at ~rand 1,25 until the second tier barrier passive is taken, at which point it is boosted to ~rand 1,50

Other healing abilities will be judge on a case by case basis as they will most likely be customs.

Binding:

Some, if not most, binding techniques do not display rolls. Many are also unfamiliar as to how a binding technique can be broken if they are not initially capable of warding it off through the use of a normal reiryoku defense roll. This will be explained here.

Just as with healing kidou and barrier kidou, binding kidou will have their modifiers determined by kidou level /10 (Please see barriers for a further explanation). Much like normal kidou the target must roll a reiryoku defense roll to determine if the kidou is actually effective in binding them to begin with, no damage is recieved from being struck by a binding kidou; instead the user is forced to spend action points in breaking through said kidou and is incapable of attacking, countering, or evading until they manage to do such.

If a person is captured through the use of a binding kidou and they wish to break through it then they must use either reiryoku strength or physical strength in order to do so. In this instance only a base rieryoku/physical strength roll is capable of being used to break the binding unless the user chooses to take the damage of using one of their own techniques in such close proximity to their body (In this case they take half of the damage of their technique roll regardless of defense). If they roll higher than the binding kidou roll then they are then capable of breaking out of said kidou.

These rules may be changed at any time
(or removed entirely if these issues are resolved)