Advanced Combat

Crits and 20's:

-

Criticals and 20's

-

Rolls of 1's in NeoDBZ are simply low rolls; unlike other games and do not automatically fail - though it's certainly more like you will fail, since you rolled the lowest result possible and they might be more fortunate.

Rolls of 20's, however, tend to have some special effect tied with them depending upon what kind of roll you were making as detailled below.

Strike Rolls

When you roll a 20 on a strike roll, it automatically hits unless the defender rolls a 20 on his dodge or parry and the result of his roll is higher than yours. A 20 makes the damage automatically Armor Piercing and Shield Piercing. If the attack deals damage after Damage Reduction, you've critically damaged your opponent and must roll a 1d100 to see its effects, outlined in the Critical Hits section. Multiattacks can never inflict critical damage, but become AP and SP and automatically hit as normal. For Sword Criticals, the 1d100 is rolled prior to damage.

Dodge Rolls

When you roll a 20 on a dodge roll; you automatically dodge unless the attacker rolled a natural 20 for his strike and his modifiers beat yours. If you were not hit, you're allowed an automatic counterattack. This can be any Basic Attack taken immediately as a free action. It costs the normal amount of Endurance and/or Ki, but doesn't take any of your actions. You can use Superspeeds and Bulk powers with this attack by paying the cost as normal, but you can't use anything else. You can't perform a Grab as a counter.

Parry Rolls

When you roll a 20 on a Parry (be it Telekinetic, Hand to Hand or Sword), the parry automatically succeeds unless your opponent rolls a higher strike on a 20. You do not get to counterattack, but the End loss your opponent suffers for a successful parry doubles (except for Telekinetic Parry).

Parry Blast Rolls

When you roll a 20 on a Parry Blast, you automatically slap the blast back at the attacker and it costs you no Ki to parry it back to them. The damage becomes AP and SP. If it's a ki attack that cannot be returned to its source, it's only parried away. They can defend as normal, but they defend against your original strike roll and is not considered an automatic hit. If damage goes through, it does not apply a critical hit unless the attacker's roll was a 20 and you beat them in modifiers.

Auto-Critical Effects

If an attack is Auto-Critical (or higher, ala DAC) and a 20 is rolled, the critical effect escalates to the next level (AC becomes a Double Critical, DAC becomes a Triple critical). Triple criticals can not be escalated further, of course and 20'ing on them only auto hits - unless your opponent rolls a 20 and beats your final result. Auto-Critical effects are not AP/SP like a 20, but become so if a 20 is rolled.

If someone Advanced Blocks or otherwise reduces an AC effect, a d20 is still rolled. If a 20 is rolled, the attack becomes a DAC and then is reduced by the Block back down to an AC effect. It still has a risk of escalating further if the 1d100 is rolled high enough to do so.

Opposing Natural 20's

If both the attacker and defender roll 20's as mentioned above numerous times, the person with the higher total result wins. The critical effect is cancelled out, but the damage is still AP and SP if the attacker's roll is higher.

Notes:

* Natural 20's only inflict a critical effect upon the victim if they take damage from the attack (which is AP/SP). If the defender can reduce the damage to 0; then they do not suffer a critical effect.

Attack Properties:

--

Damage Types

--

There are several different types of damage. While damage is dealt almost exclusively to an opponent's HP, some types of damage is significantly harder to stop than others.

(AP) Armor Piercing

Attacks with this damage type go through armor more effectively. In addition to damaging the target's armor normally, half of the damage stopped by the armor continues on to the target's HP. Further, any Resistance the target has is halved.

Example without Armor: [Damage-Resistance/2]

Example with Armor: [Damage] To Armor and [+(Damage Stopped)/2] to the target before damage reduction.

(AS) Armor Shattering

This type of damage blasts through armor as though it were not even there. This superceeds Armor Piercing, if an attack is listed as both AP and AS, you only need to state that it is AS. This damage type inflicts its full damage to the opponent's Armor and to their HP. Resistance is ignored against this type of damage.

(IA) Ignore Armor

This type of damage acts as though you weren't wearing any armor at all (even Natural Armor) and goes right through it. It is similar to Armor Shattering, but it doesn't do its damage to the armor, it simply bypasses it. Like AS, Resistance is ignored against this type of damage. If an attack is IA, you do not need to mention it's AP or AS.

(SP) Shield Piercing

This type of damage is harder to stop with your Ki and tends to plow through it, though it can be reduced by more specialised shields. Your Shield or Aura must state that it's SP resistant to block this damage. Resistance is fully effective against this type of damage.

(UP) Unpreventable

This type of damage is nearly impossible to stop with your Ki. Unpreventable damage is normally not preventable by Shields or Auras. Armor (including Natural Armor) also does not reduce this damage. Nor can it be countered with discharges. Resistance is fully effective against this type of damage.

(US) Unshieldable

The hardest-hitting type of damage there is, this kind of damage can not be prevented by any Shield or Aura. Because of this, its somewhat rare to see. Resistance and Armor is fully effective against this type of damage.

---

Attack Add ons

---

These modify a specific type of attack to do something special, be it being able to redirect the attack, cause someong to continually take HP/End damage, or stunning them.

Remote Attacks

Ki attacks sometimes have the property of being Remote, which means they can be redirected after being fired to try and hit someone who dodged the attack initially. This requires a second Ki strike roll, which can't benefit from any form of Superspeed or Teleportation.

You can't remote an attack back at someone if they used Freeze to avoid it. Remote can alternatively be used to redirect the attack away from someone by the user, as long as it's before damage is rolled. To utilize this addon; you repay the original cost of the attack before superspeeds.

Double Remote

Similar to a Remote attack, Double Remote allows the Ki attack to be redirected twice after it misses its initial strike. By using both redirections of a Double Remote attack, a Ki attack can be redirected once against someone after they've used the power Freeze.

Like Remote, Double Remote attacks can also be redirected away from someone by the user, before damage has been dealt. To utilize this addon; you repay the original cost of the attack before superspeeds.

Stun Attacks

These attacks cause the person hit to lose one or more of their next available action(s) if they take damage from the attack. Advanced Blocking a Stunning attack normally prevents the Stun effect from an attack, unless otherwise stated. Stunning attacks prevent the user from acting in any way, but they still are able to regenerate.

Stun attacks don't stack, if someone has been stunned by an attack, they can't be stunned again until they've had an action where they can perform an attack, charge, or rest. However, if an attack inflicts multiple stuns (such as an Ultimate Combo or stuns caused from criticals that deal three or more stuns) then these do add up. The person just cannot be stunned again until they have had an action.

In the case a person is Disoriented, Phased, or Stunned, the regular one-action stun from the pain of a critical hit is replaced by the effects of Disoriented, Phased, or Stunned. You still renegerate Ki, HP and Endurance during actions lost by stun.

Flaming/Bleeding Attacks

These attacks cause a person to lose 1% of their max HP and Endurance at the begining of each of their actions before regen, to a minimum of 1 point lost. This damage cannot be reduced in anyway. This effect persists until the battle ends (and the character presumibly treats themself) or the affected person uses a power which causes them to regain HP (including natural HP regeneration). The attacks adding these benefits must deal damage for them to be inflicted (Multi-Sword attacks must do damage on the last attack).

Auto Critical Attacks

These kinds of attacks are especially deadly and automatically inflict a critical hit upon the opponent if they hit and deal damage. If a 20 is rolled for an AC attack, it automatically escalates to a double critical. These attacks are not naturally AP/SP like an attack which has a 20 rolled for its strike, but often are some type of special damage type.

(AC) Auto Critical

These kinds of attacks inflict a level one critical if they deal damage.

(DAC) Double Auto Critical

These kinds of attacks inflict a level two critical if they deal damage.

(TAC) Triple Auto Critical

These kinds of attacks inflict a level three critical if they deal damage. If a natural 20 is rolled with a TAC attack, no additional escalation is possible. A natural 20 still makes it auto-hit and AP/SP.

Invents:

--

Invents

--

Inventions or simply Invents, are special techniques that are your own creation or refer to School Invents. Every character has one invent at creation and gains another invent every fourth level (4, 8, 12, etc). They're usable once every two rounds, unless otherwise stated. For obvious reasons - invents that deal lasting damage such as Autocrit or Double autocrit should be reserved for Deathmatches or trying to actually kill your opponent, since they might take offense to it being used in a normal fight.

Declaring your Invent in combat:

If you use a school invent you have to state the school or the invent name, as you would declaring any other power.

If you use a personal Invent, you have to make clear what kind of Invent it is: Ki, Sword or H2H, what level invent it is and whether it is a Single Attack or a Multi Attack, through stating it OOC as if it's an addon. Unlike previous restarts - personal addons do not need to be declared if they have auto crit/double auto crit.

If you use a personal Shield Invent and have more than one personal Shield Invent, you have to state OOC what level you gained the invention at similarly to the above.

Remember, you can't improve School Invents except by levelling up; their scaling improvement will be explained in the School Invent information.

---

Ki invents have a number of special rules, listed below.

Countering

This Ki attack add-on allows you to use your Ki invent against an incoming Ki attack invent. Multi Attack Ki invents can't be countered or used to counter. Instead of dodging, parrying, or blocking, you state as your defense that you're using your level x Ki attack invent to Counter. You both roll the damages of your Ki attacks and subtract the lower result from the higher one. The result is the amount of damage that goes to the one with the weaker blast.

The one who receives the damage can't dodge, block or parry the incoming damage, but he can use any reflexive shield or aura to reduce the damage. If the attack that was overcome was generated by two or more people using a Ki Attack Invent with the Combo add-on, all of them receive the full remaining damage.

This option may only be selected if you have purchased the Ki Attack Invention addon "Counter"; which also allows you to add further damage into the attack to overwhelm them.

Charging Ki Invents

These invents can be extremely powerful, but require time in order to be used to their maximum potential. Trying to gain the energy to fire these kinds of invents without taking time to do so is risky and inefficient, though it is possible. The biggest risk comes from the fact that if there is an action in which you cannot charge (such as being stunned or trapped in a capture ball) you lose all of your charges, the energy dissipating harmlessly into the environment.

The way you pay the ki cost of a charging invent is different from the usual up-front powers that use ki. Insted of paying the cost of the attack and simply charging damage, you charge the invent to pay for the cost of the attack before you can charge damage. You can choose to fire the attack on the same action that you finish paying for the base cost of the attack, though the minimum amount of actions you can charge is two. If you gathered enough with a single charge, it means you must wait for your second action to fire it. You can not charge Ki for damage and fire the Ki attack on the same action. However, if you charge to pay for the Ki cost of the invent and have charged ki leftover, you can add the remainder to the damage for free and still fire it on that same action as if it was spill over.

Instead, you can choose to pay an additional 50% of the ki invent attack's base Ki Cost and not spend any time charging. This means you don't need to spend any previous actions charging when using a counter ki invent as mentioned above, but this additional cost still applies.

While powering up a blast, you can't parry or dodge or use the Telekinetic power Freeze. You can still block and use auras and shields however. If you're damaged while you're charging up, you do not run the risk of losing your blast.

If someone tries to grab you while you're charging, you may fire your invent immediately at them but may not be used with the Counter Addon. They can't dodge, block or parry, but can use any reflexive shield or aura. The attacker loses his action and does not complete his grab, if he takes damage. If you have not paid the base Ki cost for the invent, you must pay the +50% ki cost as mentioned earlier if you were unable to pay for the base cost in your charged actions. This is the only way you may fire an invent before the normal 2 charge minimum.

Damage multipliers never affect the additional charged damage of a Ki attack, though they do multiply the rest of the ki attack as they normally would, like a bulk. Any Ki attack which is charged up can't be fired with a Superspeed, however actual teleportation powers (Kai Kai and IT) can be used with them.

Example: Gohan wants to power up his invent; Masenko, which costs him 225 Ki. The best charging power he has is Enhanced Charge, which only gives him 50 Ki per acion. He'd have to spend at least 5 actions charging Ki before he could fire off the invent or else he would have to pay for an additional 50% cost. The extra 25 Ki he charges in the fifth action would add the leftover 25 Ki to damage. He could even choose to charge for more damage, but if he chooses to do so; he can't charge damage on the same action in which he fires his attack.

Notes:

* If you're blinded by the power Taiyoken and someone attempts to grab you while you're charging, you can still fire your blast at them.

* Taiyoken is not considered a true stun and does not prevent charging; only firing the attack.

* The Ligon power "Time Freeze" can be used during Charging a Ki attack.

Multiple Attacks and Damages:

Multi Attacks

These are attacks which forego finesse for raw, overwhelming force or as many blasts as can be thrown out in a short period of time. Despite it's name, you only roll a single strike roll for a Multi Attack with the exception of Sword Multi's detailed later. For Hand to Hand and Ki, these attacks are represented by the formula they use under the listed powers. For example:

(# of attacks)*(base damage+STR/MNT mod) + misc bonuses

With this kind of damage, you only add your miscellaneous bonuses once, even though you're making multiple attacks. Sword multi's work differently by rolling its strike and damage once for each hit in the multi, unless otherwise stated by the power in use.

For example: A level 11 Multi Slash is 6 seperate rolls and basic damages.

Superspeeds

These powers enhance your speed for the entire action (an entire attack, or an entire defense) and thus don't need to be paid for with each attack you make in a single action. If you're using a combo or anything that requires multiple rolls in one action, the Attacker and Defender get their chosen Superspeed bonus applied to all their rolls for that action.

Bulk

Unlike Superspeed, Bulk is a burst of strength and can only apply to a single attack if you make multiple attacks in one action. Bulk is added to the first strike of a Multislash, the last hit of a Twice and the last hit of any Combos (this rule includes HtH and Ki, PKU and Bulk work the same way, applying only to the last hit in a combo).

Critical Hits

Multi's cannot score a critical hit, but may be AP/SP on a natural roll of 20.

--

Combos

--

Despite it's name; a Combo is considered a flurry of blows not unlike a Multi Attack, however it's a series of follow-up attacks leading to a final blow. Combo's only use a single strike roll for all the attacks involved in the combo - the exception to this is Sword Combo's, which follow the same rules as Sword Multi Attacks and roll their seperate strikes.

Bulk

Bulk or effects like bulk (such as Bulking Aura), are only applied to the final strike in a combo and only ever applies once. This includes PKU, because it functions like a Bulk.

Superspeeds

Superspeeds function largely the same as a Multi Attack, meaning all strikes involved in a combo uses the same Superspeed.

Critical Hits

Combos cannot score a critical hit, but may be AP/SP on a natural roll of 20.

---

Damage Multipliers

---

Damage multipliers can be anything from the benefits of a unique, to the damage multiplier of an Uppercut, to the Sword power Thrust. These are anything that improves the damage by a percentage (+50%, +10%, +100%, etc). Or reduces the damage by a percentage (-50%, -10%, etc).

When the damage of an attack is multiplied, the base damage dice of the attack and the Stat mod relevant to the attack are the only parts of the damage that get multiplied unless otherwise stated. Any other damage you gain to the attack (namely, your miscellaneous bonuses) does not get multiplied by the percentage.

Multi Attacks (including Combos in this definition) can gain the benefit of having their damage multiplied as well, but the effect is reduced because of the amount of attacks you're making at once, unless otherwise stated. They receive half the normal damage bonus as other attacks. So if you had +10% to all HtH damage (from say, Damaging Aura) and you make a Multi Punch attack, you would gain +5%, instead of the usual +10%.

Special Moves:

--

Special Moves

--

These are attacks which are simple enough for everyone to do, but uncommon tactics enough to be listed separately from Basic Attacks. The powers listed here are defensive and meant to help you protect someone else in the midst of battle, which can be a rather difficult task if your opponent knows what they're doing. Remember: You can only use these abilities during a fight or in special circumstances during an event, if the GM allows you to do so.

Remember to read the details on Deathmatches under Basic Combat; Types of Combat to learn more about saving lives.

---

Power Name: Interception

Level:	Basic

Cost:	3 End, 4 for a Multi + half the base cost of the ki attack if successful.

UPR:	Unlimited

Description: You and your ally come up with a clever plan to lure your enemy into a false sense of victory; you dive between your ally and his opponent during his attack, not unlike the Take the Blast manuver. However in this one, you're already reaching back to swat the ki attack away. This is great for defending those who are unable to defend themselves.

You must have the parry Blast Power in order to declare the use of this manuver, when your ally is the target of a ki attack. Roll a Hand to Hand strike roll, using your STR/5 in place of your DEX/5, with a -7 penalty to your roll. You can choose to parry multi attacks and combos, but you take an additional -7 penalty to the strike roll. On a natural 20, you automatically succeed with the parry and it costs you no endurance or ki. A blast parried in this way may never be parried back.

Due to the bait and switch tactic used here; on a failure both targets take full damage from the attack as well as additional effects,

You must use a Superspeed when using this manuver for it to succeed. Using this manuver consumes the last action from your APR, if you don't have an action in the initiative you may not use this manuver.

---

Power Name: Taking the Blast

Level:	Basic

Cost:	1 End

UPR:	Unlimited

Description: This isn't an actual attack, but rather a defensive maneuver. You try to place yourself infront of an incoming Ki attack and thereby intercepting the blast before it hits someone else. You make a Dodge roll with a +4 bonus. Before your opponents strike is rolled; the person you're defending declares a defense and then Taking the Blast is resolved; If you successfully beat their attack strike roll, then you've taken the blast in place of the person you were protecting and you take the damage instead of the original target. If you fail, the attack has bypassed your attempt and the original target defends with their declared defense.

You can't block, parry, dodge (obviously) or Counter, but you can use reflexive shields and auras normally.

You can only attempt this maneuver if you have actions left in the round and it makes you lose your next available action. You can't do this while blinded, stunned, Frozen, from within a Cap Ball or Involved in a Grapple. You must use a Superspeed to use this power.

---

Power Name: Tackle

Level:	Basic

Cost:	1 End

UPR:	Unlimited

Description: This isn't an actual attack, but rather a defensive maneuver. If someone is being attacked by a HtH or Sword attack, you may try to tackle them out of the way. It deals a small amount of damage to the person you're trying to protect, but in most cases it ends up causing them less damage than the attack itself does.

First off, the person you're wanting to tackle must *want* to be protected, if they don't - you can't tackle them. Assuming they allow it, they declare a defense in the event that Tackle is unsuccessful. You roll a Dodge roll with a +4 bonus against the attack's strike. If you succeed, the person you're tackling takes (1d6+(STR+SPD)/2) UP damage (no other damage mods are added to this attack) from the tackle, while you take the attack yourself.

You can't block, parry or dodge (obviously), but you can use reflexive shields and auras normally.

You can only attempt this maneuver if you have actions left in the round and it makes you lose your next available action. You can't do this while blinded, stunned, Frozen, from within a Cap Ball or Involved in a Grapple. You must use a Superspeed to use this power.

Notes:

* When it says the person that's being tackled must agree to it, this is an OOC agreement.

---

Fleeing/Escaping:

Escape from a Fight

If someone wants to run away from a scene, you must first roll initiative to determine if you were able to or not. You can not run away without doing so during combat. If you're already in combat, then you must spend three consecutive actions doing nothing but fleeing. You must dodge all attacks aimed at you during this time and if you're hit then you have to start the process over again. If you manage to successfully escape, then you must calculate your flight speed and determine how fast you can go. If your flight speed is higher than your opponent(s), you successfully escape combat and run away and they can't catch up with you. If their flight speed is higher, they can catch up to you and start the combat again after you run, using a new initiative. If you're trying to escape and your opponent is not flying, it takes only a single action and you automatically escape. You can't escape combat if you're not flying.

There are special escape rules for powers which are actual teleports (Kai Kai and IT), which are listed with the powers themselves. If someone tries to escape and you have one of those powers, then you can teleport after them and re-declare initiative if you can sense them. They can try to flee again if they wish, but you can do this as many times as you can use your power and providing you can sense them.

In the event that you're unable to escape because you're terrible at dodging or too slow, you can utilize the power Taiyoken or Cap Ball, amongst other things in order to produce a 3-action string where you can effectively escape undeterred. While your opponent is Blinded or Contained, they cannot pursue you or know where you went, so long as you hide your powerlevel.

When escaping from a fight that has hostile spectators; you can effectively ignore them. Spectators tend to be too far away from the fight to make any meaningful attempt to pursue you and even if they did, they would be classified as interfering with the fight - which could land them in trouble if they were told not to.

Notes:

* Space Flight can't be used in combat and can't be used to escape a combat. If you have this power, then you must successfully escape before you can activate Space Flight to leave the planet. You can still be intercepted in space if they are capable of long-range ki sensing and have a faster space flight power.

Rescuing/Escaping with allies

There are a few factors that apply when you are trying to escape a battle with an ally that is unable to do so themself either due to their flight speed, dodge ability or being incapacitated.

- It takes an action to retrieve your ko'd/dead ally before you can start to flee. If they are concious, they can initiate this action.

-Picking up and trying to fly off with someone as deadweight is a little taxing and causes you to fly at reduced speeds, you Fly at only 75% speed.

-You have -5 to dodge while carrying a fallen ally. If you are struck and your concious ally is the target, you can release them to allow them to dodge - but must start over from the initial action of grabbing them.

-When blocking an attack; the fallen ally takes 20% of the damage you recieve after Damage Reduction. And fleeing must begin over again.

-When using space flight to carry someone, you must pay the ki cost of space flight for them, too.

-While carrying someone you may only make attacks or parry if you have the unique Goon, otherwise you may do neither.

-If a dodge is failed from a hand to hand or sword attack; it lands on whichever of the two was targeted. However hitting the target being carried does not set back their 3 actions of fleeing on the main guy.

-If a dodge is failed from a ki attack both people take full damage. You may use an aura to protect your ally, if you do not use one to protect yourself. This sets back your 3 action escape as normal.

Surrendering

If you don't want to get knocked out or be called a coward for running away, you can simply surrender. During a fight, you can concede defeat between attacks, even when it's not your turn to do so.

The only attacks you can't surrender between, are combos - with exception of sword combos.

For example; if you had an action string of GGG F, you could throw three attacks in quick succession, but if one of those attacks KO'd or caused a Concede, you're not required to roll the damage on additional attacks.

Conceding is always be done before damage is rolled or immediately following a damage reduction.

Fighting in Hostile Environments:

---

Fighting in Hostile Environments

---

Sometimes, despite your best efforts, you find yourself in a situation that may not be favourable to your health. Varying types of Environments effect different races. For example; some are immune to space, but noone is particularly immune to moulten lava.

When fighting in an Environment that is dangerous to you without sufficient protection, your Life Points (not Health Points) and Endurance drains at a rate of 1% (minimum of 1 point drain) for each of your APR used. If you're not immune to the environment, you do not regenerate HP, LP or Endurance. When you're down to 1 LP, you're considered unconcious and this drain ceases. Endurance will continue to drain until it hits 0 and you're rendered unconcious in that way.

Left in an unconcious state in a hostile environment, you die within the Neo Hour once you have 1 LP remaining.

Of course, there's protective suits that can defend against these environments, which can be found in the Stuff to Buy portion of the PHB.

---

Examples of Environments

---

Space:

Races that are immune to Space are listed in the PHB. Using the power Space Flight, a Spaceship or a Spacesuit can temporarily grant immunity.

Lava:

No races are immune to the searing temperatures. This is what makes a planetary explosion so dangerous. Space flight could allow someone to travel through this, protected by their ki.

Poison Atmosphere:

Races that are immune to Space, could be immune to this kind of environment. Using the power Space Flight, a Spaceship or a Spacesuit can temporarily grant immunity.

Water:

All Races are immune to drowning, so long as they are conscious. It's a pretty easy thing to shield yourself with ki against water.

Gravity:

No race is immune to extreme gravity, such as Jupiter's core or a Black Hole. There is no way to survive such extremes. Lesser gravity, could simply range from a hindrance to dangerous.

There are likely other Environments that could be created, but this is just a basic idea.