CombatSystem

Note: This is a solely member-maintained resource, and whether to use this combat system is an entirely voluntary decision. Information about the style of fighting that must be used on 'Souls can be found on the RP Guide.

Author Note: Don't use this yet, it's not done.

<PRE-ALPHA VERSION>
(Mostly up so I can show it to a certain person)
Terms:
Post: A single one of your posts
Turn: Synonymous with "Post"
Round: Your post + Your Opponent's Post
Bonuses: When certain conditions are fulfilled, these are added to the fulfiller's stats
Abilities: You get two. Species specific abilities are free for that particular species and don't count against the 2.

Divide 10 points among the following stats:
Attack: This is how many times you can attack before you get tired and have to rest
Damage: This is how hard your attacks hit
Dodge: This is how many attacks you can avoid before you get tired and have to rest
Stamina: This is how many hits you can take

You may do one of these each turn:
> Attack: If the hit connects, subtract your damage from the enemy's stamina. This is the enemy's remaining toughness.
> :: You may "pull a punch" and deal less damage than full.
> Dodge: This prevents an attack that would have otherwise hit from connecting.
> Counter: Special "Attack" that can only be done immediately after taking a hit. Deals twice as much damage as an ordinary attack. Dodging a counterattack takes 2 away from the remaining amount of dodges instead of one
> :: Counter attacks may not be countered.
> Recover: Restores 1 stamina.
> Rest: Resets the remaining number of attacks and dodges. You may not attack or dodge while resting. Drains 1 stamina.
> :: If either Attack or Dodge bottoms out, the next post must be a "rest"

Other Rules
> One cannot truy die while using this system. Once the outcome is determined, the thread must fall back on the site "consent" rules, though the stamina-less combatants are considered "subdued" in one way or another (frightened, injured, unconscious for friends to find, etc.) depending on the nature of the fight and the lethality of the attacks.
> This system is a "supplement" to roleplaying out combat scenes. Rather, it's a guideline for how the battle should be going. Full posts should still be typed out to describe the details of each turn's actions.
> Fleeing a battle is an acceptable way to end it. For numerical purposes, fleeing a battle drains the rest of the fleer's stamina.
> When multiple combatants are involved, these rules still hold true. One may only take one dodge per turn to dodge one incoming attack, and may only attack one target per turn.
> When multiple combatants are involved, the defender gets to apply the combined bonuses he or she would get from fighting his or her opponents individually. In this case, bonuses stack.

Bonuses
Alpha: An alpha gets +1 Damage and +1 Stamina when fighting against a non-alpha
Small Target: For every 1 ft. shorter you are than your opponent, you get +1 dodge against him/her (up to +4).
Throwing your Weight: For every 20 pounds heavier you are than your oponent, you gain +1 strike against him/her (up to +4).
Vigor of Youth: For every 1 year younger you are than your opponent, you gain +1 attack against him/her if you are at least a year old.
Wisdom of Experience: For every 1 year older you are than your opponent, you gain +1 dodge against him/her.

Abilities
Quick Recovery: Recover 2 stamina in a single rest once per opponent per battle
Feint: Counter a counterattack once per battle per opponent. This counterattack deals 3x the normal damage and drains 4 dodges to evade.
Second Wind: Recover all attacks and dodges once per battle and take another action that turn. Does not drain stamina.

Species-Specific
[Wolf] Howling is a Free Action: Can call for backup without spending a turn.
[Wolf] Battle Transformation: Can switch to a different form without spending a turn to gain a separate set of bonuses. Note that shifting does not reset one's "spent" attacks, dodges, and stamina.
[Hyena] Bone Crusher: A successful attack drains 1 dodge from an opponent as well. This amount drained from dodge can be multiplied by making it into a counterattack.
[Cat] Reflexes: May dodge an attack without spending a turn.
:: More will be added per request