The Remix Battle system is based around role-play. Each battle will play out like a little story, with each competitor alternating turns to issue responses to their opponent’s attacks and initiate attacks of your own which your opponent will also later respond to. Below is the explanation of key terms in battling. Aside from that, you are encouraged to read through exhibition matches in the Battle Forum to get a better idea of how it works.

Turn: The Remix Battle system is based around post-by-post play, with each competitor alternating turns. During a turn, a person will be able to attack, defend, or perform other actions. In between each turn, a judge will post a decision, assigning damage and effects, adjusting stats, and leaving other notes. They will also call the end of the battle.

Action: With every turn, you will have a set number of actions to attack, defend, counter, or perform other types of actions. Once you have used all your actions in a turn, your turn will end and a judge will enter judgment.

QUOTE
Actions per Turn:
4 actions per turn at Genin-Jounin Rank
5 actions per turn at S-Class Rank and Above
+1 actions for 2x speed of opponent

Attack: Attacks may be done by role-playing out attacks in detail and then listing them afterwards in a battle summary. All attacks take an action. An attack may be comprised of executing a Jutsu, use of a weapon, or some other sort of basic attack (kick, punch, throw). A person may role-play punching, kicking, or other hand to hand combat moves free of chakra; however, they will constitute an action and will deal much less damage then a weapon or Jutsu. However, it can be a good chakra saver or plot device.

Defense/Counter: Defense can be done in several ways. You can role-play dodging actions, blocking them, using a Jutsu to negate the attack, or just about anything else you can think of. It is also possible to counter an attack, combining some type of defense maneuver with a simultaneous attack. However, a counter will be graded harsher because of their difficulty. In most instances, try to limit counters to once per turn as not to abuse this ability. We don’t like god modes, so be mindful of your speed stat and character’s limitations.

ALSO, battling is done here through integrated role play. A person posts a battle post, and your opponent essentially rewrites the previous post to include their actions. As part of our HONOR code, it is respectful to not God Mode and to take some damage while dodging others. In MOST cases, to dodge one of your opponent’s attacks it costs you one action. In other words, saying you jumped in the air and your opponent than missed their three punches and sword slash because you were up in the air WILL NOT FLY. That is stupid, and if you were up in the air, he probably would have waited for you to land to continue hitting you. Only in very creative situations will a dodge allow you to dodge multiple attacks, and these will be judged stringently.

Other Actions: Aside from attack and defense, other actions may be taken during the battle with pretty much no limit. The alternative type of action would most likely be some sort of status effect Jutsu. However, we encourage creativity and coming up for other uses for actions.

Non-Action Actions: Confusing yes? Not really. Some Jutsu, by their nature, are meant to combine with other types of actions and will not cost an action itself to perform. They will, however, consume chakra. Each of these Jutsu will be labeled if they do not require an action.

Chakra: Each Jutsu or weapons attack will cost an amount of chakra that will be assigned in its description. It will deplete from your chakra stat. Some other actions may be assigned chakra value in battle as well based on the role-play and judge’s discretion. Once you run out of chakra, you will be unable to continue battle. A judge will generally give you a warning before your last turn when you get close to 0 that you will be fainting soon.

Defeat: Defeat can be achieved by depleting the health meter to 0%, running out of chakra, or surrender. The winner will generally receive a bonus reward in the form of Leveling Points; however, the bulk of your reward will come from your role-play.