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...Now that the next Makai Tournament is about to begin..what will our heros do? 

Tags: Yu Yu hakusho, roleplay, battle fighting, makai tournament, Anime manga Kurama 

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MAKAI TOURNAMENT-BATTLE UNIVERSE :rules: Update [05.03.2012]

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Yukina-dono
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PostPosted: Mon Feb 06, 2012 9:30 am


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Announcement:

The tournament opening will take place during 18/02/2012 -19/02/2012
After that date the tournament will have officially begun.



During the opening day there will be a special event along with Enki's opening speech.

Organizers: King Enki/Makai crew (and anonymous characters )

(The role of Enki will be done by me when announcing any news or special rule. )

RULES :
All participants to the tournament must read,agree and follow the following rules and conditions


Teams:
-Participants must have the teams full (each team have 5 members) 3 days prior to the start of the tournament.

Not having the team complete until then will have the team forced to accept whatever random character the jury decides to add to the team, be it the weakest supporting character that walks by at the right moment.

-Each team must have a leader who is responsible for his team. In case of members missing,fleeing, he will be held responsible of finding other fighters to replace the position within the next 3 days.

The order of teams fighting and adversary team will be chosen randomly.
The order of participants within the team fighting will be decided/agreed by team members.

Abilities,Weapons and attacks allowed/not allowed in the tournament:

Before starting your round,you must specify what type of weapons and gear your fighter is using and wearing in order to be able and judge the character's capacities accordingly.

If for example your character is wearing a 2.5 tons armor and wielding a huge hammer on top of that, I highly doubt he's going to be able to compete in a race against Sonic anytime soon.

Let's keep things logical and withing physical parameters, for the sake of this roleplay's integrity, ok?

As for weapons:
Any sort of weapon is allowed as long as it has a specified range of action (must specify the distance at which the weapon can shoot/stab/etc. NO unlimited range. ) NO automatic weapons (continuous attacking ).

OC characters must come up with signature attacks. No reusing of attacks that are used by any of the cannon characters.
No attacks with imminent power that are not avoidable. That sort of an attack has to be avoidable and may be used only once per battle at every 3 matches.
No teleporting ,no dematerializing , no summoning of other creatures, calling the dead, no possession of other characters, no opening of dimensional gates or wormholes, buttholes or anything like that in general *cough* Moving on.

Use of any sort of elements when attacking is permitted.
No more then 2 elements are allowed to be used(and those only under certain conditions and with special exceptions- such as the character being a half breed between 2 different elements,and it must be specified that he masters them or knows how to use both, Still this situation isn't encouraged. ),since your character is NOT a Marry Sue/Marty Stu please stick with one element,or find a smart way,excuse for combining 2 at most.

Battle Duration:
-The battle will be 15 posts long for each character.
Until the 30th post of both participating characters in a 1v1 match,the battle must come to a conclusion (aka one winner,one who loses).


Attack rules:

Attacks will work here like in any other decent,civilized fighting tournament, aka by the rule of
Attack---Reaction (option of: defense/atack)----reaction (defense/atack)-----Reaction (defense...) etc. this events taking place in turns.
Basicly,this should work as a chain of events that will result in a conclusion of the match.
No time traveling: No. You may not go back in time and change your reaction just because it doesn't fin anymore and your character will get his a** kicked. He suffers the consequences of your good/bad decisions.

If a special occasion,such as "sudden outburst of energy that would give your character more strength,have him saved before the end of the match" occurs, it must have a logical explanation,and be revealed and explained in a narration. Such occasion can only occur maximum 3 times trough out the entire tournament. After that,the status of your character may vary. (see status section below)

When attacking an adversary, skip the explanation part...no adversary will wait for you to explain to him why x event has taken place. Until then he'll most likely kick you into oblivion.
Explanation of attacks and such are needed,but those will take place after the end of the round,when one of the spokespeople will ask for the much needed information regarding your technique.
Example, you punch your adversary and he suddenly falls to the ground.
10 seconds pass and he is unable to continue the fight,leading to your character's victory. After that you'll have to explain to everyone what caused the sudden failure of your opponent. Ex: His inner organs have been smashed trough a shock wave,causing his death.

What this means is character himself doesn't have to explain what the attack does as he is in process of attacking.
What you dont want to do is have the characters talking instead of using the attack or having incredibly long attack names that would ultimately delay the attack by God knows how long...
The attack has to be described obviously,but by the narrative voice,not the character himself.
The character will explain the attack (the mechanics and such) after the round if needed.

This applies as specially during round 0 (see below Round 0 for more details)
After that it is assumed the adversary/ public can guess what effect your attack has.
Defense rules:

Using of shielding is permitted,but for limited time and with limited effect.
No absolutely untouchable shields/barriers that nothing can ever break trough.
You may use shields for defense maximum 4 times per match and only after 2 posts after the previous shield's effect is gone. A shield's effect may last for a maximum of 2 of the adversary's attacks. This applies in case of the shield being non material,such as using a spiritual barrier or energy or whatever.
In case of a material armor, this also can not be absolutely resistant to continuous attacks and will eventually crack after a number of posts. This sort of shield should resist for a maximum of 5 attacks,continuous or not. )
You may not time travel once more,neither for defensive nor offensive purpose. If your character gets punched in the guts,you may not time travel and put on an armor,just because you forgot to do so before the match.



Injuring,killing the audience is allowed The organizers of the event are not responsible for anyone's life, as specially not the audience's cough


Arenas:
6 Different arenas,each with individual particularities.
Some arenas are meant to host only 1v1 battles, some are for group/team battles (Special areans).
This here is the secret keyword #1 that you will have to add in your evidence of going trough the rules. You will send a PM to the captain containing the 3 keywords. The first keyword will be: Homework. Other 2 Keywords will come up in the following paragraphs.

Rules of basic arena: 1v1 battles shall be held here. To win a match on such arena the participants must meet the following condition: Last character that stays up until the 15 posts per person time is up is declared as the winner of the match.

Rules of special arenas: Whole team battles will be held there. In order to win a battle on such an arena,the team must meet the following condition:
The team who has the most combatants still standing when the 15 posts per character are over,is declared as the wining team.

List and map of Arenas will be added soon.



Battle format:
Mainly 1v1 battles. There are going to be exceptions in case of special battle and special arenas.


Conditions for wining an individual match:
-In order for individual characters to win the match,they must meet the following conditions:
At the end of the 30/40th post,one character must be still up,the other one down.
Until the 30th post of both participating characters in a 1v1 match,the battle must come to a conclusion (aka one winner,one who loses).
If this condition is not met before the 30th post (not including any OOC or supporting character's opinions on the match/crowd etc) additional 5 posts for each characters will be given. If even after that,there is no winner, both characters will lose the match by default, and adding one loss to both teams.

-KO of a character leads to an automatic victory to the standing character.
(Types of KO surprised ne of the characters,as a result of battle in unable to fight anymore,has fallen to the ground or did not come back to the ring after a number of 10 seconds (1 one post ) Characters pinned to the ground are not considered as KO ) Keyword #2 is : eating
-Double KO in which both characters are unable to fight due to simultanious attack/ attack with effect on both sides, leads to a victory on both teams.Both characters are considered to win the round.

-A character may NOT give up on the fight. Sorry, Makai rules are barbaric,but you knew what you'd get yourself into once you entered the tournament. You're dealing with demons after all neutral .

-YOUR CHARACTER MAY DIE AS A RESULT IN BATTLE. Oh,yes he can and will stay that way unless he's resurrected by someone,and there is a good reason and explanation to it. Not just some random shaman something that shows up and brings your character back to life. At least have a plot or a backup plan for this.


Conditions for entire team to advance to the next round:
The team with most victories on their account during that round are declared as winning and may advance to the next round.
If the number of victories is the same for both teams,there will be an extra round where any of team's members may compete.

ROUND 0:
Round 0 is an optional round for OC characters that wish to show to the public what the character is capable of,surprising everyone with the skills (either that or make said character look like a Marry Sue...).
In round 0 your OC fights against an OC adversary. This character may be or any race, from demon to human. Keyword #3: Raccoon.
By default,the OC adversary will be defeated by your main OC,since this round is only intended as an exhibition of skills and abilities.
Round 0 will take place right after the tournament starts. Probably 12 hours after the opening event.

Choosing the order of participants in round 0 will be done randomly.




Additional rules:
For cannon characters,until 3 days prior to the beginning of the tournament,each one must submit a list of basic skills,abilities ,stats they have. Abilities will be scaled from 1 to 10.
Those are the abilities you have to mention:
Strength:
Speed:
Dexterity:
Stamina:
Endurance:
Health:
Fatigue: (Health and fatigue will be mentioned prior to each fighting round as they will vary. Your character can simply not be completely fit after a series of 10 consecutive fights,let's be serious. )
Determination: (this as well will be mentioned before each fight,as the determination of a character to win the fight may vary. )

Status of characters may vary as well.
Once changes in the character's status are made, new record will be added to the character's bios (without erasing the previous status. Likewise the evolution of a character can be observed ).

The same rule that was stated before is available for OC characters,but it will apply only after going trough round 0.
If round 0 is skipped, you may post the status of your characters prior to the tournament.
This bio information of your character will be added in the "Fighting characters Info" topic. You will add the information yourself for this one.
Information will be checked for consisstancy after being posted to the topic.

Crowd/OOC replies during the match:
No supporting characters may interfere with the match by stepping on the ring and taking an attack for said character your supporting.
If this happens,the character will be disqualified.
You may root,or boo for whoever you want,just stay on your seat. Of course,you may go to the restroom etc,if you need,but we assure you,there will be NO restrooms on the ring,so that excuse is invalid.

Supporting,audience characters may comment the battle and that is encouraged, but will have to add before any comment the location they are at ( front row,west wing / team x lounge) . Teams participating will be given lounges from where they can observe the fights. No participating to the fight characters will have to stay in the audience.


---------------------------------------------
In case of death of a team member,it is mandatory for the team to find a replacement for him in due time or else the team will get disqualified. (3 days time given for finding a replacement member)

----------------------------------------------
Terms of agreement:
In order to make sure that all participants have read troughly the entire codex of rules, a confirmation will be needed.
In order to be validated for participation,you will have to send to the crew captain a PM entitled "Rules agreement" and containing the 3 Keywords specified in the text above. This will serve as an evidence of you knowing the rules and understanding/agreeing.
Please reply to this within the next days. Any participants that have not met this condition will not be allowed to participate. This tournament must be as professional as can be,so let's all work for that.

Any further rules that will be added, will be announced


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PostPosted: Fri Feb 10, 2012 5:50 am


UPDATE [10.02.2012]
BATTLE SYSTEM/ ITEM SHOP + INVENTORY

There have been made some improvements to the rules of fighting and here they are.
Ok,so this here is a battle system that will be used during the fights.

Please read them trough:


Battle System:

Ever played final fantasy? disgaea? Fire emblem? Shining Force?etc? Those are just few examples of strategy based RPG games. Those have a very interesting and challenging battle system,so it's been decided to apply this type of battle to the tournament rules.
It isn't all that complicated. Just pay attention to the rules-

The character starts with a number of Youki/Reiki (youkai/human) that is equal to his current level. (see levels energy and experience below )
This number represents the energy the character has during the fight. This amount varies greatly from a character to another as the level and training of the character reflects the spiritual power.

In case of level C youkai/or any other race his amount of energy may be around 6.000 to 12.000 or so /
A level S character can reach up to 100.000 and so on.

Moves,skills,defense etc,will cost the character some of those points.

Moving around freely (walking)should not consume any energy,as long as no extra speed it used. (for extra speed,in case the character's speed is low, there will be some Reiki consumed. If the character is naturally fast,there will be no consumption of R.)

Simple punches and kicks will cost around 10-20 R. per attack.

So this energy will serve as the "health and mana bar" of the character.

Normal things such as flying around,jumping,avoiding,etc should cost a very small amount of Reiki/youki. As much as 1-2 R. per turn. (where no attack is made )

For example,each character will have a list of skills he can use (..like a pokemon...lol) of which each will have a cost of energy and turns.

This way we'd prevent characters from using the same skill of high level for many turns,or dodging the attack of his adversary for ever...

As an example of how this system should work:

A normal human character with low spiritual energy (around lvl E ) - will have an mount of Reiki of =3000 -6000

He will have a set of 5 moves of his own/ 3 normal and 2 special-

-normal- Normal attacks only depend on the amount of reiki and can be used directly,without having to wait turns for it to charge or to attack.
Derp examples:
*The human cannon: (cost- 100 Reiki / inflicts 200 if successful- inflicts on self 50 if fails)
*Falcon punch: (cost- 60 R. /inflicts 120 if successful / ios. 30 if fails)
*Headbutt : (cost 60 R. /inflicts...etc) -
Basicly a normal attack should inflict to the adversary the number of reiki x2 that was paid if successful and half the amount of reiki on the user if it fails.

Special attacks.
Attacks that use elements such as fire or water count as special attacks. Special attacks use a considerably higher amount of Reiki,as well as turns.
Example:

*Rain of punches: (cost- 500 R. /Inflicts 1000 if successful /ios. 250 if fails and so on) but also takes 1 turn to load (in which you can't attack so you'd have to use defense) and 1 turn in case of attack successful (opponent didn't manage to dodge,didn't have enough Reiki/youki to use a defense shield, had less then the amount of reiki/youki that the attack inflicts) and 2 turns if not successful, in which your character can't use anything and remains pretty much in open ( so there is a greater risk when using a special attack) .

This is not a global law for all characters,as each one has his own attacks that cost a specific amount of Reiki and moves,etc.

The number of moves/special moves adds up according to the character's level:

Class E- 5 moves (basic- 3 normal/2 special)
Class D- 6 moves (4 normal/2 special)
Class C-7 moves (5 normal/2 special)
Class B-8 moves (4 normal/4 special)
Class A-9 moves (4 normal /5 special)
Class S-10 moves (3 normal/ 7 special )

This will also serve as an argument to why high class characters can easily kick a** and no one should complain neutral

Also,an important fact about this energy thing is that the stronger the character is,the easier it is for him to handle the attack.

This way,there won't be a pattern of attacks etc.
For example: A lvl E character will pay more for all of his attacks.
A lvl A-S will pay close to nothing for his attacks (as he is strong enough to control them and his rate of failure is much lower as well) -but in case of failure,he will still pay 25% of the power of his attack and stay blocked.

And since all those things are available,let's add a "level up" option as an extra,so that low class characters can become stronger as well with every won fight.
Each character that wins a fight will gain the exact amount of experience as the number or R of his defeated opponent.

Here's a list of how much experience each lvl has and how much it takes to lvl up: Also,here you will have explained what types of characters belong to what levels.

E- 3.000-6.000 (Normal humans with close to no spiritual energy belong to this ranking and have around 3.000 R / also very low class youkai can be placed in this category )
D 6.000-12.000 ( Humans with medium spiritual power can be placed here)
C-12.000-24.000
B-24.000-50.000 (Pretty strong youkai/humans with great spiritual power)
A-50.000-100.000 (high class youkia / rare for humans)
S- +100.000- infinite. (rare / very rare even for youkai )


This rule will apply event to training matches and killing yokai outside the tournament.
It is encouraged for players to undergo training fights and gain more experience that way,but "Leaching" is not accepted! You may not agree with a team mate or anyone else to have them beaten the crap out of so you'd get the experience! If anyone is caught doing that,they will be eliminated from the tournament!



As for defense:
Each character has 10 "blocking"guards on his account for each fight -he can stop his opponent's attack , but only if the attack costs lower then 50 R.
Blocking is free. No R. is used. This for example can block attacks that are not among the special/normal moves-such as punching,showing,scratching..idk,whatever your character can do.

If the opponent uses an attack that costs more the 50 R. the block fails and the attack still damages,but only 50% of it's initial damage force.

Defense shield: this would be something like a barrier of energy that can stop an attack instantly but costs R. This type of shields may be used only 4 times in the entire battle and not consecutively,but with a gap of 2 turns between each use.
There would be 3 types of defense shields:

Standard: Can be accessed by all classes and will stop an attack that costs between then 150-300 R..This shield costs 30 R. Again-if the shield is successful,no damage to the player. If it fails,50% of the damage is still inflicted.
Ultimate: Can be accessed by classes C and up. Same as with standard,only that it can defense against attacks that cost between then 300-600 R. Same rule applies if successful/fail.
Devil Shield: This type of shield can only be used when having an item called "Devil pendant" -This item will be given to each participant that passes the 2rd round.

This may be used only once in the entire tournament and can practicly stop any attack no matter what intensity/cost/range/etc.
The drawback of this item instead is a 'devil tribute' in which your Reikei/Youki drops by 15% and you may not use any defense shields for the entire tournament.

Whoever remains with 0 R. loses the match.

I think with this set of rules it will be easier to decide who wins and what abilities they can use. I can imagine many of the characters with small level might try and use very strong attacks. and those rules will prevent them.
Also,it may challenge people to use more strategy rather then just say "Woo..my character can wield this sword and it will cut yours in half and I'll use 300 cannonballs on you ha ha." Well,I don't think so. If there are restrictions,there will be more thinking done.

Now, items system. This one is pretty simple.
There will be a topic with a list of items that will be available for players to chose from.
Those items will be free but each character may take only ONE item from the 'store'
He may not take another item before using the one he took.
He may only use that item during a fight.
The items that will be available will vary from Rieki/Youki regenerating items (healing potions in laymen terms ) to power boosting for a limited time (energy drinks in laymen terms). Also,items such as traps and limited curses will be available for those characters who have little to no ability in defense.

There are going to be as well items that the character may find or get after wining a match. Those items are going to be unique and also only usable once. Team members may switch items or borrow from one another,so it is indicated for the team to stay in touch and be familiar with what the other characters have taken from the 'shop' just in case.



Item Shop and inventory will be available soon


Also:

Now with this improvements,please edit your character's bio,by adding a class to him,a number of attacks that he uses according to his level, the amount of Reiki/Youki and the cost of each of his moves. (rate of success in important as well)
Please be realistic when it comes to energy and stuff.
Unless your character has a very solid background as being a very strong youkai/human, please avoid making him as strong as Mukuro or whatever other Kickass official character... You may start lower and have his powers raise in time... Don't just make him rank S out of nowhere...those kind of Youkai are quite rare as they are, unless you have a good bg story and full history of fighting to explain the strength.  

Yukina-dono
Captain

Dedicated Businesswoman

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  • Money Never Sleeps 200
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Enigma Zariine
Vice Captain

Tricky Mage

PostPosted: Mon Mar 05, 2012 7:07 am


VC here with a couple amendments to the rules. (We agreed I'd make the post so it would be more visible to people.)

First off, matches do not have to be a full 15 posts per player. That was worded a little strangely, I know. The minimum, however, is 8 posts, 4 per player. Also, to make the rule easier to read, an opponent is ringed out if they are knocked out of the arena and can't get back in within one of their posts and one of their opponent's. Just wanted to put that out there, since I had trouble finding it this morning. That should be it for current rule clarifications.

Changes to existing rules:

Leveling: This is something that no one used quite yet, but the way it's being done is being altered slightly. The previous system would allow for heavy abuse of it, so we changed things. You now get a certain number of EXP for beating opponents, based on their rank, and that EXP is immediately directly converted into usable Reiki/Youki and should be updated on your character sheet. So it's pretty much like the old system, just less abusable. Please follow the chart below for EXP gains:

E class - 100 exp
D class - 250 exp
C class - 400 exp
B class - 550 exp
A class - 1000 exp
S class - 5000 exp

Also, because this may come up in the future (as it actually came up in the past), you do not get exp from fights with nameless npcs or anyone who does not agree to a fight with you. What I mean by this is, let's take stuff I've done for example. Mukuro recently (as of writing this post) fought against Kokou. During the fight, she incinerated the E class portion of the audience and beat Karogane into the stands on the other side of the stadium (I'm so sorry Karogane, it's just what she would do ;-; ). Because neither the nameless mass of E class demons nor Karogane was really in an "official" battle where both sides consented to the fight, no EXP was awarded to Mukuro for them. However, had the Kokou vs. Mukuro fight come to a decisive conclusion, EXP would've been awarded to the winner because there was a legitimate fight going on. Sorry, that was kind of long-winded, but I hope it helped with understanding the rule.


Next order of business. STARTING WITH ROUND 1, A NEW MECHANIC WILL BE ADDED TO THE BATTLE SYSTEM. YOU WILL NEED TO UPDATE YOUR CHARACTER SHEETS FOR THIS. This new mechanic will be done in the form of dice rolls and difficulty modifiers. It came to my attention that, when given a choice, people will almost always decide that something missed. So, this is to help keep things fair, and vary outcomes a little more. Onto the technical stuff...

First, I'll explain the difficulty modifiers, as this is what you'll be rolling dice for. Let's take one of Mukuro's attacks, Energy Punch. Right now her attack looks like this:
(Costs 400 youki - inflicts 1000 if successful - inflicts 350 on self if fails)
Well, looks fine and dandy and all, but how do we determine what fails or succeeds? Right now it's up to the opponent, and in a real-world fight, you never want to leave decisions up to your opponent. So we add a difficulty modifier, like so:
(Costs 400 youki - inflicts 1000 if successful - inflicts 350 on self if fails - difficulty modifier 5)

Now, this is just a basic difficulty modifier that gives a 50/50 chance of success (Mukuro's actual stat will likely be lower, since the higher your class, the lower your difficulty modifiers are in general, as mentioned in passing in previous posts). Since there's a modifier now, we can use that skill to explain what will happen during dice rolls.

For those who don't know, you can perform a dice roll by going to the Post Action drop down box when you first type a message and select "Roll Dice". This drop-down list is right next to the Post Style box. For the purposes of keeping things simple, all dice rolls will be ONE TEN-SIDED DIE. This means that difficulty modifiers range from 1 to 10, with 10 being the highest. (If it says 00 instead of 10, treat the 00 as a 10. 1 is the lowest.) Now, let's go back to the example skill with a modifier of 5. This means that to succeed Mukuro would have to roll a 5, 6, 7, 8, 9, or 10 to pass the check and attack successfully. Attacks with a modifier of 1 are automatic, and under most circumstances should be avoided. (Things like transforming into your demon form are exceptions, and are allowed to have a modifier of 1.) Again, this rule is not retroactive (meaning it doesn't apply to battles that have already happened) and does not take effect until the beginning of Round 1.

That should be everything. If you have any questions, feel free to PM either Amena or I. I don't bite, I promise ^^u  
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