Operator Combat System v1.0
Preface: This is the initial write up of a system to allow Operator vs. Operator combat in the way that Navis can participate in Net Battles. Of course, this system is meant to be an addon for the original system, one that overlays and works along with the Net Battle rules already in place. It should be noted that this is not intended to allow players to run amok, beating each other senseless in the streets. That'd just be silly. But, when used in conjunction with the PvP rules already in place on the forum, it will hopefully be an enjoyable addition to the RP, one that will encourage Operator interaction and provide a little more flavor to our world. Please keep in mind that this is still in the works and is subject to change as faults are found during testing.
Snips and snails and puppy dog tails, that's what bloodthirsty fighters are made of. First order of business is to find out just how well you are suited to the rough and tumble lifestyle of the fighter. We don't want any cases of "I punch you in the face!" "Nuh-uh! I dodge it before you hit me and kick you in the groin!", though. That just won't do. A system to generate statistics for each character needs to be implemented to make this work. Unfortunately, no such system exists within the framework we have for Navis, and having items in increase Operator stats or a point system at character creation seems silly for something that will probably not be used by all players (Some people are lovers, not fighters. The rest are cowards, but we won't hold that against them. : D). For those who do wish to seek glory in battle, there are three stats that make up the core of the system: Stamina, Strength and Speed. So, with the introduction out of the way, let's get started!
No Guts, No Glory: Getting acquainted with your Stats. You won't last that long if you don't know how much punishment you can take. This is determined by your Stamina Score. Combatants start with full Stamina at the beginning of a series of fights, and when one Combatant's Stamina reaches 0, they lose the fight. If the situation that called for Operator vs. Operator combat is a one shot affair, than that's it and you can continue role-playing as normal. If there is another fight immediately afterwards, however, then you only recover 1/8 (one-eighth) of your maximum Stamina back at the end of the fight, rounded to the nearest whole number and at a minimum of 1.
The next step in creating your stats will be to determine how strong you are as denoted by your Strength Score. Strength is how much stamina you can remove in a single, solid hit. Additional damage, up to 1/2 your strength score (rounded down), can be added in special cases, such as a particularly well written blow. However, if an attack is poorly RP'd, or if the situation doesn't make the best sense, such as someone with no martial arts experience using Mantis Style Kung-Fu, your blows will be weaker, taking up to a -2 penalty to a minimum of 1 damage.
The final stat to generate before you're ready to break some faces is your Speed Score. Speed is the number of actions you can take in the brief moment in time represented by a post. An attack takes one action, as does a block, dodge or any elaborate action (for simplicity's sake, Counters are not allowed, as fights could quickly turn in to a series of "wait, then Counter"). Multiple Speed points can be assigned to a single action, increasing that actions effectiveness. For instance, devoting 2 actions to a dodge rather than one to a dodge and one to an attack will result in a higher chance for the dodge to be effective. Of course, those same two actions could be split into two different dodges, but neither would be as good as one with multiple points assigned to it. Multiple attacks in a turn result in a penalty to hit, since you're focusing on rapid blows rather than accurate ones. But a single hit with multiple actions assigned to it has a better chance to hit and, if the attack is well written, a higher chance to deal extra damage. If a player only has one action, they have devoted their turn to that one move and it will be the equivalent of assigning 2 points to the action.
By this point, you're probably saying "Well that's all well and good, but how do I know how many of each score I have?" Well, my friend, it's easy! When you first create your Operator Combat Scores you start out with 5 points to assign to your Stamina, Strength or Speed. Each stat starts at 1, and when spending points, you cannot have more than 5 in Stamina, 4 in Strength or 3 in Speed. Your effective Stamina, the actual amount of "health" your Operator will have during fights, is equal to 5 times your Stamina Score. Strength and Speed are equal to their Score. Before you assign these scores, please keep two things in mind: 1) You do not have to spend all of your points, and 2) Your scores should make sense for the character you're assigning them to. Little children and those with weak constitutions shouldn't be able to punch a weightlifter in the stomach and knock them out. Some characters are not fighters, and shouldn't be able to stand toe-to-toe with those who are. If a Moderator feels as though your scores do not fit the character, they have the ability to deny your scores and request a new spread until you create one that does. For those with multiple Operators assigned to their Navi, only assign points to one of them. It is unfair to have multiple fighters and you can get by with just the one.
A chain is only as strong as its weakest link. In the cases where Operators and Navis fight together, there are some special rules to keep in mind. Before the fight takes place, the chips that will be used by the Navi are slotted in beforehand and are automatically fed into the PET. This allows the Real World combatants to fight without having to worry about supporting the digital partners. Should an Operator's Stamina reach 0 or their Navi be reduced to 0 HP, the Navi is immediately EJO'd and the fight is called in favor of the team with both members still standing.
Work it Harder, Make it Better. Practice makes perfect, and through constant self improvement one can improve upon their physical attributes. To avoid an average sized person from being able to lift a car (I'd think that's a OHKO for pretty much anybody), caps for each score will be instituted. At the end of each fight, 2 experience points will be awarded to the victor, while 1 point will be awarded to the loser. After all, you can learn from defeat as well as victory. You can spend experience points according to the following chart to increase your scores. Please note that no experience can be spent until the Operator has had plenty of time to rest and reflect upon what they've learned. In other words, no mid-series fight increases; wait until you're done with Operator Combat for a while.
(Sorry if the chart is a little small. If enough people have issues reading it, I'll resize it. At the moment, though, I'm bit tired and lazy.)
Since this isn't an official rules test, I cannot promise any rewards for participation aside from my gratitude for helping to refine the system. But anyway, playtesting is open to any who want to participate. If possible, you will be paired with an opponent who is roughly balanced with you, so that the fight will last a while. And please, this is competitive fighting, so no actual weapons and no aiming for vital areas.
Just re-iterating, this system is subject to change at any time as errors are found or new concepts are introduced.