The following rules are designed to ensure a fair, organized, and engaging battle experience in the Avatar Role Play. Before any battle begins, participants must agree on several crucial aspects, including the terrain, range, and the specific bending techniques that can be used. Players should decide whether the battle will be a full-force engagement, a hand-to-hand contest, or a bending-only fight, as well as the type of techniques allowed (including custom bending elements). Establishing the order of combat and agreeing on the specific characters or bios being used for the fight are also required. Additionally, the rules clarify the use of dodging mechanics, turn structure, and how to handle potential disputes. It is important that all players maintain good sportsmanship and resolve conflicts directly with each other or with the help of a Master or RP moderator when necessary. These guidelines are in place to create an immersive and structured experience that upholds the spirit of fair competition, strategy, and collaboration within the Avatar world.
Basic Battle-Sense This section is for those who have submitted and gotten a Character Biography approved. It consists of multiple parts, all dealing with the PvP (Player vs Player) aspects of Avatar RP.
Actions & Action Points In Avatar RP each player has a standard stock of three (3) Action Points (AP). Each AP can be spent to perform various Bending Actions or certain other basic Actions in any scene.
By default most Bending techniques will only cost one (1) AP, other activities or basic Actions that cost AP are: Dash, Run, Dodge, Hit and Recovery. Dashing is a short sprint that allows the player bio to move a maximum of 5m in any direction with or without the use of their Element. This costs one (1) AP and cannot be used defensively to dodge, as that has its own Action, but rather is used to close gaps or quickly reposition. Running, as the name suggests, is longer than a dash, stretching from 5m up to 15m depending on the amount of AP spent (for every 1 AP expended, the Run is increased by 5m). Dodging is the ability of every player bio to evade certain techniques/attacks with quick or well-timed responses. This is limited by the range and scope of the technique being faced and like Running, can be used to varying degrees based on the amount of AP expended. At the base rank, Dodge can be used to move the player bio a maximum of 5m in any direction for the explicit purpose of evading an oncoming attack. This base usage costs 1 AP. However, due to the expansive nature of some Elements like Water or Air, players are able to spend extra AP in order to perform more elaborate Dodges in these cases. For every 1 AP expended the range of Dodge is increased by 5m, up to a maximum of 15m. Though Dodge may appear omnipotent, it comes with drawbacks such as being believable in the context of the RP. Hit is considered your basic physical attack that can be performed with the body or any tools/weapons. This basic Action does not cost AP and can be performed as many times per turn as possible, the drawback being that it only deals 10 damage if successful; it is easily overpowered.
Note: When overpowering an enemy Hit Action, elemental (Bending) techniques lose no damage and will continue for maximum damage to an opponent.
Finally, Recovery can be described as a non-combative Action where the player bio is able to regenerate missing Stamina (depending on the bio’s Rank) at the cost of doing anything else. This costs 1 AP per turn and is interrupted by all player bio Actions (Bending, Dashing, Running, Dodging), meaning the player must sacrifice all of these in exchange for regeneration.
Turns & Time-Frame A turn can be described as the moment both or all players involved in a thread has posted at least once. With 3 AP each, every player involved in a scene is able to spend them however they see fit each turn. AP is refreshed at the beginning of each new turn. A basic example of a turn would be:
(Ken) Dashes 5m -> (Grok) Dashes 5m
Once a player has made a post or response and it is followed by another player’s post/response, unless there are no issues with either player’s posts a turn is considered past. For every turn, Actions performed by either player bios take place one after the other chronologically, or as they are posted. Meaning in the above example Ken begins Dashing before Grok does; Ken would reach their destination first.
After posting their Actions for the turn, a player has by default 5 minutes to edit their post in the case of any errors. If this time has passed and the player still has changes to make, unless the other party is okay with it they will need to seek out a Moderator.
In order to properly defend or change the tide of battle, oftentimes a player may interrupt another’s techniques and combos in order to initiate theirs. This can be done in one of two ways: the first is to overpower the first Action of the other player’s with a stronger Action, such as using a Water wave to destroy a Fire technique, and, if strong enough post-clash, have the wave continue to attack the other player. This would cause the rest of the first player’s move to become detrimental were they to continue while faced with a water wave. Naturally, player 1 would rethink their strategy and create a new set of Actions on their response turn, beginning with the water wave that had overpowered their technique and is now coming for them. Visualized via time-frame, this interaction can be seen as:
Turn 2 would look like: (Player 1) Dodge 10m -> Fire Torrent
Where Player 1 Dodges the Water Wave and then responds to the Water Spout Action with a Fire Torrent Action. Here we see that their original move in Turn 1 to Dash after the Fire Torrent and perform a Flame Kick has been disrupted and changed to accommodate for Player 2’s Actions.
The second way to interrupt a player’s Actions/combo is to disrupt their combo chain or turn with well-timed techniques and Actions that are designed to do so. An example of this would be an Earthbending technique that shakes the ground and causes opponents to lose balance. Within reason, a technique like this is sufficient to disrupt another player’s Actions especially if it’s contextual like Running. The only drawback to disruption-type Actions is that they cannot be used to interrupt the first Action of either players’ turns, as those cannot be interrupted in any way, only defended or overpowered.
Bio Resources (Health and Stamina) Every bio has two resource pools to be managed during every scene, Battle or otherwise. Health Points or HP is deducted from the total whenever a bio is damaged by any Action source, including themselves. HP cannot be regenerated during Battle unless through specific Actions and Masteries. When a bio’s HP reaches 0 they will pass out and respawn at the nearest Green Zone with full HP, Stamina, and with all cooldowns reset.
Stamina is the fuel for all Actions, including Bending. It is deducted upon the full completion or ‘release’ of an Action made by a bio. This means that if an Action were to be interrupted, the Stamina cost is refunded. Stamina can be recovered through the Recovery Action both in and out of combat. When used outside of combat, the Recovery Action does not cost AP and replenishes the player’s Stamina at twice the usual rate per turn. Whenever a bio’s Stamina reaches 0 they will pass out and respawn at the nearest Green Zone with full HP, Stamina, and with all cooldowns reset.
Durability A player bio’s durability is the combination of their Health and Stamina resources, calculated at the end of every turn after all Actions have been posted. Actions performed deplete a bio’s durability whether it be through Stamina requirements or being damaged. As a bio’s HP and Stamina are depleted per Action there are two thresholds to be mindful of: 50% and 25%.
Whenever a player bio reaches 50% of their original HP amount they will become ‘Weakened’, which is a status effect that causes all of their Bending techniques to lose 10 DMG. Whenever a player bio reaches 25% of the original HP amount they become ‘Desperate’, causing all of their Bending techniques to lose 15 DMG.
For Stamina, reaching the 50% threshold causes a player bio to become ‘Exhausted’, causing all movement-based Actions like Dashing, Running, and Dodging to lose 5 meters of range. At the 25% mark the bio becomes ‘Mired’, which causes all movement-based Actions to lose 10 meters of range.
All four Elements of the AVRP are considered ‘neutral’ to each other with finesse, power, and creativity determining the winner rather than innate strengths and weaknesses. In unique circumstances, such as with LMs in the World, buffs and de-buffs may apply to specific elements, influencing how they behave in the World and clash with other elements. This will be highlighted in any LM applicable.
Interactions between elemental techniques depend on their specific effects as stated in the descriptions. A fire whip may deal more damage than a rock slide technique, for example, but when faced with an attack that manipulates the ground, i.e. not easily targeted, a whip may not always be the best response. This is when creativity comes into play, where players must use the tools given to them by the various player Actions available (Bending, Dodge, Run, Hit, and Recovery) to ensure success rather than relying on raw power alone. That being said, raw power is still a viable strategy in the AVRP, because the damage values of techniques that are equal in scope and/or effect play the vital role of determining which one wins.
For example an Initiate (C-ranked, 10 Stamina 20 Damage) Waterbending technique vs an Adept (B-ranked, 15 Stamina 30 Damage) Firebending technique of equal size and scope. One would think that the water naturally trumps fire, but in this RP, it is the ability that carries the most energy, or damage (the fire), that succeeds in most scenarios where the clash is equal. Otherwise the techniques’ scope, range, and effects are considered more favorably. Overpowering techniques continue on their intended paths with less power than they started with, which is calculated by subtracting the defeated technique's damage from the stronger technique's original value. In this case it would be 30 DMG - 20 DMG = 10 DMG. This means the Firebending technique would become effectively an Initiate ranked technique by the time it plows through the water.
Damage & Clash Calculation All four Elemental Bending have innate reactions to each other based on the established S/W (Strengths & Weakness) Table. It goes:
Water > Fire > Air > Earth > Water
What this means is Waterbending trumps Firebending, and Firebending beats Airbending, etc. Elements that are ‘strong-to’ other Elements are considered to have a +1 rank boost, or +10 DMG, when interacting with it. Put simply, an Initiate (D-ranked) Waterbending technique with 20 DMG will equally cancel out with an Adept (C-ranked) Firebending technique despite doing less damage (20 DMG vs 30 DMG). This means that an Adept (C-ranked) Waterbending technique with 30 DMG is able to overpower an Adept (C-ranked) Firebending technique, despite being the same rank, and continue in a weaker state. This weakened state is determined by the original DMG values during the clash. With an innate ‘strong-to’ buff against Fire which carries +10 DMG, the original Adept Waterbending technique would effectively become 40 DMG vs 30 DMG during the clash, and continue afterward, losing 20 DMG in the process to become an Initiate (D-ranked) technique with 20 DMG (original 40 - 20 from the Elemental clash = 20 DMG).
Note: Strong-to Elements always lose 20 DMG after clashing with a weaker Element.
The opposite, ‘weak-to’ debuffs, apply to Elements that are naturally defeated by another such as Fire vs Water and Earth vs Air. For a ‘weak-to’ Element to overpower its natural counter, it would have to deal more damage than the ‘strong-to’ Element’s effective damage of +1 rank, or +10 DMG. For example, in order to overpower an Adept (C-ranked, 30 DMG) Waterbending technique with an effective 40 DMG value, a Firebender would have to produce a technique with at least 40 DMG, which would be Master (B-ranked). For Elements that are ‘neutral-to’ each other such as Air vs Water or Fire vs Earth, there are no innate boosts or debuffs involved. The stronger technique in this case is determined strictly through DMG value. Naturally, two neutral techniques of the same DMG value will cancel out.
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