Mechanics Guide

Powerlevel
Every character has a single powerlevel, which is a rough indicator of their overall strength. The starting powerlevel is 2000, with differences in power resulting in bonuses for the stronger fighter. For example: if one fighter has a powerlevel of 3000, and the other a powerlevel of 5000, the latter will receive a +2 to all rolls. If either one of the fighters falls into a lower powerlevel bracket, that bracket will be used.

Powerlevel Brackets:
0-2k: Every 100 points is a +1 to all rolls.

2k-10k: Every 1000 points is a +1 to all rolls.

10k-100k: Every 10000 points is a +1 to all rolls.

HP

Every fighter has 5 HP at the start of every fight and will be knocked out whenever this is depleted.

Ki Reserves

The default number of Ki Reserves is 10, though a fighter will always start with just 80% of it usable at the start of a fight. (8 by default.) To use techniques and transformations, a fighter must be able to afford the Ki Costs. Ki Reserves can be recharged at a rate of 20% per turn. Transferring Ki from one user to another takes up a turn.

Strength Roll
Used for punching and using strength moves.

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

Defense Roll
Used for tanking/deflecting an attack and for enduring.

Speed Roll
Used for speed and escape rolls and to determine turn orders.

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.)

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.

If a fighter rolls a natural 10 when not performing a technique or transformation, they can do another regular attack on their turn. This fighter will be forced to do a brace roll when three successive natural 10s are rolled.

Speed and escape rolls
When initiating a fight, Speed Rolls must be done 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.

The turn order is dynamic and can switch up mid fight, as the fastest person in a fight can choose to reroll speed at the end of the turn. This can allow for successive turns or for the fighter's position in the turn order to be set back depending on what is rolled. If this fighter decides to take a successive turn, they will not be able to take or complete any non-instafire actions on that turn.

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 or higher your opponent has to do a brace roll, and will have their HP lowered depending on the number rolled.

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

[1] The fighter is immediately knocked out and takes 3 HP damage.

[2-3] The fighter takes 3 HP damage.

[4-6] The fighter takes 2 HP damage.

[7-9] The fighter takes 1 HP damage.

[10] The fighter takes no damage.

Brace Penetration
For each +3 bonus you have above the 5 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. Received after consuming over half your Ki reserves.

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 or running out of Ki.

Minor Wounds

Obtained at 4 HP. This has no negative bonuses on its own and includes wounds such as sprained and bruised limbs. Heals after two days.

Major Wounds

Obtained at 3 HP. Debuffs the user's combat and survival rolls with a -1, and bleeding will worsen these wounds into Grave Wounds after two turns if untreated.

Grave Wounds

Obtained at 2 HP or after a successful Death Roll. Debuffs the user's combat and survival rolls with a -2, and bleeding will worsen these wounds into Critical Wounds after two turns if untreated.

Critical Wounds

Obtained at 1 HP. Critical Wounds will debuff the user's combat survival rolls by a -3 and will need acute medical attention after being sustained in battle. If untreated after two turns, death rolls are required on every turn.

Losing a limb
A limb is lost when rolling a three or lower on your brace roll against a piercing weapon or if this is forced upon you by a move. 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.

Combination Attacks
When doing a combined attack, you must take all of the move bonuses you normally have and add them up, using the strongest person's stats against the opponents defense. Everyone participating in a combination attack must have their Ki Reserves full, and only the move bonuses will be added by anyone not directly launching it. The strongest person or the main participant will have all their other bonuses factored in and multi hit attacks do not give a combination attack extra hits. Once it is launched, regardless of outcome, everyone involved will have their Ki Reserves depleted.

Beam Clash
If your enemy fires a ki move or uses ki to attack you and you roll the same number on defense or are charging a technique of your own, 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.

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. For every extra point of Ki put into a move, the user gains an additional +1.

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 bonuses while grabbing their target. Their defense will be lowered by a -3.

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 d10 v d10 roll. (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) For every turn over 1 the user holds their target for, the target gets a +1 to their 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 charge. If at a powerlevel of 10000 or above, in the first turn, players in the larger blast radius will have to do a speed roll against the self destructor's full powerlevel. If lower than 10000, the blast will only a small radius. For every 1000 in your PL, add a +1 to your attacking roll. This quite outrageous final ditch effort will instantly kill you, so beware.

Enduring
You can skip your attacking turn to get a +2 to your defense and +1 to your 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 and when doing this, attacks on allies can be intercepted.

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. '

Gambling
A way to test your luck and earn some money in the process.. Head over to #casino in New En City to start gambling.

Users go in and can bet in pre-determined amounts of 5k, 10k, 20k and 50k Zeni. They then have to roll a base d10 with no bonuses.

A 5k win is a 6 or higher. A 10k win is a 7 or higher. A 20k win is a 8 or higher. A 50k win is a 9 or higher.

Winning the roll will get you double the bet back as a result. The Capsule Corporation will allow users to go up to 15k Zeni in debt, though anything higher than that will result in the Militia being called in to be debt collectors.

(by: @CheeseForEveryone#1708)

Cooking
No warrior can fight on an empty stomach. A proper meal could mean the difference between winning and losing, so in preparation of a tough fight, one should always make sure their stomach is full. To do this, a stirring pot as well as certain food items are needed, which can then be turned into special dishes depending on your cooking level, which ranges from 1-3.

With every 4 dishes that have been prepared by the user, they will go up another level. These dishes can be shared with all allies and eaten before and whilst fighting. However, cooking during a fight is difficult, requiring the user to waste 2 turns being completely defenseless, since preparing a dish mid-battle is cancelled if the user is hit during the process. Eating more than one dish a day is impossible, regardless of your race.

A list of all food items and dishes can be seen at the List of Items page.

Player Homes
A player home is exactly what it sounds like, a house owned by an OC. The user can live in their house and store items or money in it, which is much safer than just staying outside and keeping everything on theirselves. A bigger house with more channels costs more Zeni and security systems can be bought to help keep it safer. All prices are doubled on Planet Linux. Members of the CC Militia have to stay in the barracks, but will all have one free inventory slot each in that channel. They can still buy houses, but won't actually live inside of them.

House Prices: 1 Channel - 50k Zeni (6 Inventory Slots) 2 Channels - 250k Zeni (8 Inventory Slots) 3 Channels - 500k Zeni (10 Inventory Slots) 4 Channels - 1 Million Zeni (12 Inventory Slots) 5 Channels - 3 Million Zeni (14 Inventory Slots)

Security Systems: Alarm System - An alarm goes off inside the house whenever someone tries to break in. (10k Zeni.) Upgraded Alarm System - The user is warned whenever someone tries to break into their home. An alarm will also go off inside when this happens and the police force on the planet will be warned as well. (30k Zeni)

Storage: Every house starts with a set amount of inventory slots that can be used for storage. Any quantity of money takes up a single slot and new slots can be bought for 20k Zeni a piece.

Perception rolls:
Want to figure something out, or do you simply saw something interesting? If your character has a reason to squint their eyes and check something out, you do a perception roll. Roll a [d10] and depending on your number you'll get either some trivia, some useful knowledge, or an item in some very special cases. These can be done only once a day, and staff needs to be pinged while doing this.

(by: @pink dolphin)