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All battles take place on Frith's Domain forum, in any of three locations:
+ Roleplay boards, for in-character fights (over territory, does, for fun, etc.)
+ Freeform Battle boards, for ooc-character fights and just for fun matches
+ Contests & Tournaments board, for official battle events.
Battling rabbits is not simply a matter of posting dice rolls and stats. All battles must be roleplayed, with a minimum requirement of 100 words per post. Dice rolls may be done in a seperate post, but any post including dice cannot be editted, as this is considered cheating.
A rabbit can only use ONE attack and ONE non-damaging/defensive move per turn.
Muscle
This indicates how strong a rabbit is, and determines the amount of damage it can do with any attack. Larger, most athletically built rabbits have a higher muscle stat than smaller, rounder buns.
Resilience
Resilience determines a rabbit's ability to lessen the impact of an attack. Generally, rabbits with thicker coats have a higher resilience, then their short-coated cousins.
Swiftness
Swiftness determines how speedy a rabbit is, allowing them better accuracy in attacks, and more chances to avoid a hit themselves. Lean rabbits with long legs are swifter than shorter, chubbier rabbits. Smaller buns tend to have higher swiftness as well.
Life
Life is the maximum amount of hit points a rabbit has. This is the only stat that does not stay static during a battle. Attacks will lower life points during a battle, and once a rabbit reaches '0', they are considered too injured to continue fighting.
Step 1: Decide Who Starts
The rabbit with the highest swiftness starts first. If both rabbits have the same swiftness, the person who issued the battle must roll 1d6. Evens = the person who issued the battle. Odds = the other challenger.
Step 2: Make the First Attack!
The starting rabbit uses a general attack, or one of their special attacks if they know any.
The attacking rabbit rolls for damage, depending on their Muscle stat. (Eg. if they have a Muscle of 10, they roll 1d10. If they have a muscle of 5, it's 1d5, and so on).
Damage rolled is multiplied by the attacker's level, this is the MAX damage.
Special attack modifiers are added to the MAX damage.
Step 3: Hit or Miss?
Before the opponent defends, we determine if the attack is a hit or miss, depending on their swiftness stat. The rabbit with the highest swiftness gets an advantage. This advantage is determined by how many times higher the SWF stat of 1 rabbit is over the other. (Eg. A rabbit with MAX swiftness of 5 vs. a rabbit with MAX swiftness of 10. 10/5 = 2, so the swifter rabbit gets a +2 advantage).
Then we roll 1d(2+advantage). 1 is miss, and any number great than 1 is a hit! (Eg. 1d2 + 2)
Step 4: Opponent Defends!
The defending rabbit can now use a general defend, or a special defending attack if they have one.
The defending rabbit rolls for defense, depending on their Resilience stat. (Eg. If they have a Resilience of 10, they roll 1d10. If they have a Resilience of 5, it's 1d5, and so on.)
Defense rolled is multipled by the defender's level, then divided by 10.
Special defense modifiers, if any, are added to this number.
This number is then subtracted from the MAX attack, leaving us with the final attack.
The final attack number is subtracted from the defender's Life Points.
Step 5: The Opponent Attacks!
Etc, etc, etc. These steps are repeated until one rabbit forfeits or loses all Life Points.
Inle's Stats:
LVL: 1 // MSC: 8 // RSL: 10 // SWF: 5 // LP: 20
Frith's Stats:
LVL: 1 // MSC: 4 // RSL: 9 // SWF: 10 // LP: 20
Frith Attacks First!
Frith Rolls 1d4 and gets 2
2 x 1 = 2
Frith's MAX damage is 2!
Does Frith Hit or Miss?
10/5 = 2, Frith gets a +2 advantage
Frith rolls 1d2(+2) = 1d4, and gets 3
Frith hits!
Inle Defends!
Inle rolls 1d10 and gets 3.
3 x 1 = 3
3/10 = 0.3 rounded to 0
Inle loses 2 LP!
Inle has 18 LP left.
Inle Attacks!
Inle rolls 1d8 and gets 2
2 x 1 = 2
Inle's MAX damage is 2!
Does Inle Hit or Miss?
Inle rolls 1d2 and gets 2.
Inle hits!
Frith Defends!
Frith rolls 1d9 and gets 5
5 x 1 = 5
5/10 = 0.5 rounded to 1
Frith loses 4 LP!
Frith has 16 LP left.
...and this continues until a rabbit forfeits or loses all life points.
All rabbits are capable of using 'general' attacks, which have no special effects, and just use the basic MUSCLE vs. RESILIENCE formula for battling. But rabbits can also learn special attacks as well, which can sometimes be more powerful than the generic attack.
Some special attacks have pretty generic names (such as 'kick' or 'bite'), this does not mean a rabbit can describe kicking or biting in the roleplay portion of their battle, though! They simply need to indicate that they are using a SPECIAL ATTACK kick/bite or not.
There are also 'defending' special attacks, which can alter defense rolls.
Rabbits automatically learn new attacks once they reach certain levels, but they can also gain more through special events and by using items.