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Subject:TUB_Arena_Rules

Welcome to the Rules and Descriptions of the Tub Ultimate Battle system, or TUB.

The TUB battle system was created for people who are interested in having fair, unbiased fights and for people looking to have a little fun in the Tub that doesn't involve drama or sex. Basically, each fighter has a unique character of their creation they use to duke it out with whomever they please. The system is broken down into simple steps.

Action
Determination
Roleplaying

The Action phase is each fighter declaring what they want to do.
Determination is deciding what happens based off of the actions presented.
Roleplaying is self explanatory. The players duke it out and RP the actions taken.

1. The basics.
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You will of course, need a character to do all this with and the basis of every character is the Statistics.


Actions are based off of four primary stats:
Strength: Determines how much damage a physical attack does.
Defense: Determines how much damage you can block, as well as your HP
Speed: Determines success rates for attacks and defenses.
Magic: Determines your MP, Magic Damage, Ranged Combat, and Magic Defense.

Every level you are granted 4 stat points to distribute amongst the stats. All character start out at level 10, which gives them 40 Stat points when they first start.

A. Strength and Defense
Strength and Defense go hand in hand, seeing as they determine how much damage is taken for every physical attack. The formula for total HP damage is Strength - Defense. Easy, right?
Example: Ryker had 12 strength and Orcanis has 6 defense. The result for this attack would be 6 Damage to Orcanis' HP.
If you're a physical attacker, you're going to want a lot of Strength to deal a lot of damage, but don't neglect your other stats. Also, if the attacker's strength is LOWER than a defender's defense, 1 damage is dealt on success.

B. Speed and Success Rates
Speed is what determines the rate of success in attacks and certain abilities. This statistic is crucial because it doesn't matter how strong you are if you can't land a hit. When an attack is commenced, the default chance of success is 50%. On top of that, however, is the Speed Modifier. Just like the Strength and Defense, the attacker's speed is subtracted from the defender's speed to determine the modifier.
Example: Ryker has 22 Speed and Orcanis has 40. The result of 22 - 40 is -18, which is, when added to the base 50%, a 32% chance of success.
In the later levels, there could very well be a chance that the success rate is OVER 100%. In this case the attack is automatically successful and the remainder is rolled for again to determine a Critical Hit, which does 2x the normal damage.
Ex: Ryker's Speed is 127 and Orcanis' is 37, leaving 90%. 90 added to the base 50 is 140%, so 40% is rolled for to determine a successful Critical.

C. Magic
Now, you're probably thinking, "Oh, I don't use magic," but there's more to this stat than just spells and such. Think of your magic stat as how much concentration you put into your actions. If you put no concentration, then your other stats act normally, but if you put more concentration into attacking, then it will use up some Mana, or brain-power. See?
Magic is a whole bracket on it's own, and is... Rather complicated. Stick with us here, though. Basically, Magic determines how much damage ranged weapons do and how much MP you have. Your Magic stat IS your MP, which is recharged at 1/4th, rounded up, per turn. Magic determines how powerful your spells can be as well as how much defense you have against magic attacks. When using your spells to attack or buff a character, the amount of damage or the amount of stats buffed is how much MP you use that turn. Lets look at a few examples.
EX 1: Ryker with 35 Mag uses a spell to attack Megido with a Mag of 0. If the hit is successful, then Megido will take 35 damage, seeing as he has no Magic to defend with. That is, however, only if Ryker chooses to use that much MP. Instead he can attack with 25 Mag and still be left over with 10 MP.
EX 2: Ryker buffs himself with a spell, gaining 5 Speed and 10 Defense. 15 MP would be used for this spell.
Now, normally MP regenerates at 1/4th the maximum per turn, but when all the MP is used by a character, they go into a state called Mana Burn, which makes it so that they regain no MP next turn, but the turn after gain 1/3rd and then go back to normal.
Finally. The Mag stat determines how much damage ranged weapons do.
EX: Drogoon attacks Ryker with a handgun. His Mag is 34 and Ryker's Mag is 10. The result is 24 damage, but no Mana is used, seeing as it is a ranged weapon. Wands and Magic staves are not considered ranged weapons, unless otherwise stated.

When dealing with Magic, there is an Elemental Aspect as well which breaks down into four Elements.

Fire > Earth
Earth > Air
Air > Water
Water > Fire

When two elements are pitted against each other in terms of a magic attack, if one element has an advantage over the other, that attack has 2x the normal success rate! If Ryker attacks Megido with a fireball with a speed of 25 and Megido defends with a speed of 5, the result is a 70% chance of success. However, if Megido is Earth elemented, the success percentage goes up to 140, doing instant damage and a 40% chance of a critical hit.
Alternately, there are two elements, Light and Dark. These two have no advantages over any other element, but do double damage against each other.

One is also able to simply have NO element, which is called Neutral. This element has no advantages or disadvantages. Best used by non-magic users.

2. Armor and HP.
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This, of course is very important, seeing as how if you have no HP, you lose and/or die. HP is based off of your type of armor and how many Def points you have.

Light Armor gives you a base of 10 HP plus 2 HP for every defense point, so if you had 10 Defense and wore light armor, you'd have 30 HP. 55, you'd have 120, so on and so forth.

Heavy Armor on the other hand gives you a base of 15 HP plus 3 for every Def point. If you have a defense of 60, your HP lands at 195! There is, however, a downside to this. Whenever defending against an attack, the opponent's success rate automatically is raised by 10%. Worth it? You decide.

3. Weapons.
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Ah, now to the good part. Weapons are important to a fighter like a tongue to a food taster.

In the TUB system, you are allotted one weapon slot per hand for single handed weapons, while two handed weapons obviously take up two slots. When one wields two weapons, they have the option of attacking with both in one turn but consequently lose their action phase the next turn, automatically on defense if the opponent attacks. While Two Handed weapons can't do this, they are able to hit from Reach Range, which we'll talk about later. A shield IS considered a weapon.

Similar to the Magic Elements, weapons have three types, all of which have advantages over one other type.

Slash < Pierce
Pierce < Blunt
Blunt < Slash

Just like rock, paper, scissors, but you have blunt, slash, and pierce, respectively.

Ranged weapons have no advantages, but can attack from any range, which will be explained in the next section.

Same deal as magic here. If Megido tries to smash Ryker's skull in with a hammer, which would be blunt type, and Ryker is defending with a slashing weapon, Megido has the 2x success bonus here. However, If Ryker were to attack Megido with the same setup, Megido would NOT get the bonus while defending.

Along with these comes weapon buffs, which are vital to combat success in this game. For every level, 1 Stat point is granted for weapon buffs. However, every even level, such as 12 or 54, a -1 point is added as well. The trick is balancing out your weapon buffs and 'debuffs' effectively so you don't cripple your own character.
Ex. Ryker's level 20 sword grants him +12 Str and +8 Spd, but also -4 Def and -6 Mag. Since he is level 20, 10 negative points have to be subtracted as well. There cannot be a negative stat, however, so if your character has only 6 defense and you've got a -10 buff, the other -4 will have to come out of another stat.
You can also cancel out negative stat points by adding say 10 +points to Str and then 5 -points to Str, leaving you at 5 Str.

These can be tricky to master, but are essential to game play. You don't, however, HAVE to use them. Just very recommended.

Ranged weapons also have limits on how much ammo can be used during each battle. The player decides, but a Ref has to sign off on it before the starts are confirmed.

4. Range.
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If you're still with us, don't worry. There's not much left. Next is a section about range circles which are known as Close-Range, Reach-Range, and Far-Range.

Close-Range is where 90% of melee attacks take place. One handed weapons cannot attack from any range other than Close unless stated otherwise.

Reach-Range is typical casting range, as well as a good spot for users of two-handed weapons to do some damage with no danger of the opponent.

Far-Range is best utilized for ranged weapons to really make their marks, as well as weak bodied casters looking to put some spells in before the enemy gets too close.

At the beginning of the match, the winner of the first roll decides what range the fighters start out in. Every full movement to a different circle uses one action turn. Also, if the winner of initiative decides to move to another range farther than the enemy can attack, then the attack automatically misses. There is a downside to movement, of course. If you move away from your opponent too much, eventually you will reach the wall of the arena and be "Walled." This means you cannot move circles until your opponent is in Close-Range, making it possible to get behind him or her and move in the other direction. What distance is "Walled"? That's for the ref to decide. If you don't intend to fight, you shouldn't be in the arena.

You cannot move two circles in one turn unless stated otherwise.

5. Special Abilities.
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My personal favorite part! This is where you can make your character really stick out. Special Abilities are techniques or skills that are unique to their characters. At the start each character is given two Special Ability to fill up with anything they like, within reason. For the most part, Special Abilities act as passive attributes that should remove hindrances caused by one's choice of equipment.

For example: everyone's favorite magical pants wearing dragon, Caz, has several different "Alter-Ego's" that he uses in fighting. Each has a different fighting style, so a possibility of one of Caz's special abilities would be the ability to switch personas during a fight, granting him different stats and weapons. A couple others we thought of were things that could make a character's tail available for another weapon slot or being able to use two-handed weapons in one, freeing up another slot. These special abilities are left up to the imagination of each player, but will be looked over by refs before stats are confirmed as to make sure no one is god-moding.

Example: Megido uses a 2-handed weapon, which gives him a speed penalty for strength. However, he has a special ability that allows him to bypass such a penalty.

In the beginning only two slots are allotted for Specials, but at level 50 you are granted another, and then the fourth at the max level, 100.

6. Spells, Skills, and Items
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Similar to Special Abilities, but not nearly so special, these are essential to any good fighter.

Spells are spells, attacks or buffs that can be re-used throughout the battle as long as the person using them has enough MP to use them. Remember, the amount of buff or the amount of damage a spell causes is how much MP it uses.

Skills are similar to spells, but are contrasted in the sense that they are typically stronger and don't use Mana, but have a limited usage and typically last a certain amount of turns.

Items are consumed on use. These are usually very helpful or powerful, though they are under single-use unless stated otherwise. Explosives or throwing weapons such as grenades or ninja stars, can be carried in bulk, such as x2 or x4, but not too many.

You can HAVE as many spells, skills, and items as you want but in the beginning you can only designate 4 to take into battle. At level 25 you gain another slot, as well as 50, etc.

7. Experience
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Short section, but basically, every 1000 exp grants you a levelup. The amount of experience gained is determined by the ref alone, though losers of the fight are never allowed to gain more than the winner, and refs cannot grant any more than 700 to any player per match.

8. How the Hell It All Works.
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You've been faced with a ton of information up until this point, and I bet you're thinking, "Gee Whilakers, Ryker and Orcanis! How does the actual GAME work?" Fear not for this section is the one you need to see. Here we'll explain just how everything falls in the real scheme.

At the beginning of each match, the Referee will take note of the date and combatants for saving and make sure he has the stats of each fighter available for quick reference during the match. He will then ask who wants to roll first for the duration of the match, and then rolls for initiative using the http://www.wizards.com/dnd/dice/dice.htm system.

The winner of initiative will declare beginning range and after the two characters type a short intro, usually consisting of glaring and cliche "Come and get me" lines, the match will begin.

In the Action Phase, the combatants will PM their choice of actions to the referee, who then declares both, starting with the winner of initiative.

After this is done, the Determination Phase will start in which the ref will use the dice system and character stats to determine who does what and what is or is not successful. Success is determined by rolling a d100, and if the rolled number is lower or equal to the success rating, the action is considered a success.

The actions complete, the damage or lack thereof done, the RP will commence. Each player, starting with the roller of Initiative, will RP out the action as it turned out in the Determination Phase.
EX. Ryker deals Caz 10 damage. Caz's attack misses. Ryker has initiative.
*Ryker shouts out "HEY BITCH THINK FAST" and clonks Caz on the head with a heavy rock.*
-Caz is expecting a sword or force attack but never a rock! His counter attack is baffled by the sheer silliess of Ryker's attack and misses.-

RP complete. Actions commence. Rolling for initiative.

Rinse and repeat until a player reaches 0 HP points or gives up, in which the final RP is done wherein the loser is at the winner's mercy. If the winner decides to kill the loser, a resurrection potion will be immediately administered, though the emotional damage doesn't heal quite so quickly.

SO! Thats a wrap folks. If you would, please use the handy dandy character sheet that we've whipped up and place it in your description for easy access.

A list of characters and their stats is coming soon, as well as a list of legal referees.

ALL FIGHT LOGS MUST BE SAVED AND AVAILABLE AT ANY REASONABLE NOTICE OR THE FIGHT IS CONSIDERED NULL AND VOID.

Name:
Brief Description:
Level:
Current EXP:
Strength:
Defense:
Speed:
Magic:
Element:
Special 1:
Special 2:
Weapon 1:
Weapon 2:
Weapon Buff:
Armor:
Ability 1:
Ability 2:
Ability 3:
Ability 4:

 
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