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Charuen
December 16th, 2009, 06:04 AM
Coliseum Codex
[Everything you need to know regarding The Coliseum]

The Judge: The Codex is complete. Any additions will be minor.


Quick Information:

The Coliseum - The enormous enchanted arena where the ruler governs over all inside. Spectators surround a large field in the center where the battles take place. Underneath The Coliseum, there is an intricate dungeon of sorts where Champions prepare for battle and where The Enslaved are kept. The majority of the underground dungeon is a mystery.

The Judge - The current ruler of The Coliseum. He controls incredible abilities as he is the most powerful in The Coliseum. In The Coliseum, The Judge is basically a god. His true name is unknown and he has only been seen in his fully armored suit. He ruthlessly enforces all rules, which he himself creates. Despite this enforcement, The Judge is seen as a noble and righteous figure with a good relation with Champions.

Champion - The brave fighters who participate in The Coliseum. Champions are completely free to fight as they wish, but once they are in the arena, they are forced to kill their opponent. Champions fight against The Enslaved and all matches are watched over by The Judge himself.

Overseer - All Overseers are helpers to The Judge. They, like The Judge, also possess great powers and abilities, but are not as powerful as The Judge himself.

The Enslaved - The opponents of the Champions, The Enslaved are bound to The Coliseum and have to win the favor of The Judge to earn their freedom through battling. How The Enslaved are captured and imprisoned is largely a mystery. Many spectators believe The Enslaved to be mindless creatures, ruthless criminals, or some manner of evil beings.

Ability - A global name for any techniques, moves, powers, and so on that Champions use in battle.

Guaranteed Hit - A hit that will not fail to hit under normal circumstances. Abilities can possibly avoid a guaranteed hit.
Guaranteed Critical - Not to be confused with a hit. A guaranteed critical simply means that if you attack does hit, there is 100% chance that it will critical. Abilities can possibly negate this.




About The Coliseum:

The Coliseum is a place where fans come to watch fearsome battles to the death for entertainment, and where Champions fight to prove their might and gain amazing rewards. The Judge rules over The Coliseum and enforces all rules and standards. All opponents The Coliseum owns are known as The Enslaved and must truly fight for their freedom.

The Coliseum itself is enchanted by powerful magic that saps the power from all first time Champions who enter it. When the Champion leaves, all power will be restored. This power drain is in place so that all Champions must earn their might in The Coliseum justly, and all power earned in The Coliseum will remain, even if a Champion enters and leaves.
This power drain also applies to weapons and other equipment. Blades will become fragile and weak and even futuristic technology will malfunction. The Judge has the ability to fix weapons so they will function as normal, but he considers this something that must be earned through battle.

The Coliseum exists in its own pocket dimension. This means that there are many different methods for entering into it. Far off future technology has the capability to open a portal to The Coliseum, as does age old mystic magic. The fact that it's in its own dimension also means dimensional travel can lead to it. The endless amount of diverse and unique Champions that fight in The Coliseum are what makes it such an entertaining battle for spectators and such a challenge for Champions

The exact origins regarding The Coliseum are unknown. Legend tells that the current ruler over The Coliseum, The Judge, was once a Champion in ancient times. Through years of fighting, The Judge became powerful enough to overtake The Coliseum from the previous owner. The Judge himself has proclaimed that the previous ruler was unjust and forced others to fight to the death solely for his amusement. The Judge claims his purpose is to make sure The Coliseum is a fair and just place where warriors can fight freely and where spectators can find entertainment.


The Coliseum Layout

http://img717.imageshack.us/img717/5954/coliseumlayout.jpg

Arena - The Arena portion of The Coliseum is where all the fighting takes place. It is a huge circular field surrounded by immense walls. Although the arena is relatively barren, the ground mostly sandy or dirt-like, it can be changed at will by The Judge. Usually an environment change only occurs during special fights, otherwise the vast wasteland-like arena is used at all times. There is no seating around the walls or anything of the sort for spectators. Instead, spectating is viewed from a remote location, usually from many different time periods and dimensions, by the use of either futuristic technology or magic. This lets the spectator view the battle if he was standing there in person and free to move around without endangering his life. Spectators can not interfere with a battle at all.

Underground - Under the Arena portion of The Coliseum is the Underground. The Underground consists of many different rooms, hallways, and different floors. Champions are not restricted from going deeper but usually only keep to the top floor. The Underground is divided into three very distinct floors.
Top Floor - The layout of the top floor is similar to that of a castle or palace and is generally both well lit and clean. The top floor has many areas specifically for the Champions with the most popular of these places being the Tavern, where Champions can relax and find nourishment. Other notable places are the Training Room, which consists of many training machines and equipment used to practice fighting, and scattered underground plazas.

Middle Floor - The middle floor is where the many strange creatures that make up The Coliseum's staff both live and work. The surroundings on this floor are much poorer compared to that of the first floor. Much of the decorative stone that is found on the first floor is instead wood and weaker materials on the second floor. The only notable place for Champions on this floor is the large Hospital where serious injuries are treated.

Bottom Floor - The bottom floor is almost entirely made of rough stone and is dimly lit. Both Champions and Coliseum staff are rarely found on this floor. What this floor is used for is unknown to many.


Labyrinth - Even further underground is a Labyrinth where it is assumed The Enslaved, the many different creatures who are pitted against the Champions, are kept. It is similar in appearance to the bottom floor of the Underground but has many twisted and dark tunnels that make it extremely easy to get lost. Champions are forbidden from entering the Labyrinth.


How to become a Champion:

Create a character thread in this (http://www.mlvalley.com/forum/champions/) section, with the title as your character's name, and post your Coliseum Sheet [located further down] inside.
[Note: Please copy and paste the Base Coliseum Sheet, not the explanations.]

When a mod pastes a copy of your Coliseum Sheet below your post, that is when it is approved. (This is so that only mods will be able to make stat/ability/ect changes.)
Once your Coliseum Sheet has been approved, you are a Champion and may participate in The Coliseum.

Important: After your character sheet is approved, The Judge, or one of his "helpers" the Overseer's, will make a thread in the Coliseum section wanting to talk to you briefly about a few things. Be sure to show up. The thread will either be titled "The Judge and [characters name]" or "[Overseer's name] and [characters name]". Tip: Just look for a thread that has your name it in. Please do not post in other players meeting threads.

Coliseum Sheet information:
-All stats start at 0.
-Stats cannot be given a negative base value. [ex: luck: -5]
-You have 35 points to distribute among your stats.
-You may only choose 2 abilities to use.
-For now, you may only choose abilities from this (http://www.mlvalley.com/forum/coliseum/3077-beta-coliseum-codex.html#post33836) section.
[note: copy and paste the full description for abilities, not just the name, into the coliseum sheet]
-You can ONLY use your own body and selected abilities when first starting out. You can earn both weapons and unique abilities through battling.

Basic stat numbers outline:
11+: Superhuman ability. Going beyond normal human capabilities.
10: Peak human condition. Expertly trained for many years.
5: Average healthy human ability.
0: Far below average human ability. Many problems and complications.

Base Coliseum Sheet:

Coliseum Character Sheet
----------------------------------
Name: [The name of your character. Can be full, nickname, ect.]
Age: [The age of your character. Can be "???" if desired.]
Date of Birth:
Race: [Usually human. If not, put a short description of the race.]
Appearance: [Rather important. Feel free to use pictures as examples. Overall, try and be specific and have detail.]
History: [The history of your character. Slightly important, try at the very least to have an outline but feel free to go into detail.]

[b]Stat Points
--------------
Strength: 0
Endurance: 0
Dexterity: 0
Wisdom: 0
Cunning: 0
Willpower: 0
Spirit: 0
Luck: 0

Abilities
------------
1.
2.


Coliseum Sheet Stat Explanations:

Strength
[Physical strength of your character.]
[Example 1: A strong character would be able to lift large and heavy objects.]
[Example 2: A weak character will be unable to deliver hard hits.]

Endurance
[Physical durability of your character.]
[Example 1: A character with high endurance is more resilient and has an easier time blocking attacks.]
[Example2 : A character with low endurance will be in pain more often and won't be able to take a hit well.]

Dexterity
[Physical speed and preciseness of your character.]
[Example 1: A fast character would have a much easier time dodging attacks, while also able to aim and strike very accurately.]
[Example 2: A slow character will find himself having trouble keeping up with enemies and will find it very difficult to avoid any type of attack.]

Wisdom
[How much knowledge your character has.]
[Example 1: A character with high wisdom will be given tips related to their situation. Tip example follows.
Wisdom Tip: This creature is known to be weak to fire and highly resistant to blunt attacks.]
[Example 2: A character with low wisdom will find themselves lacking even common sense at times. They will very rarely receive wisdom tips.]

Cunning
[How well your character can pick out opportunities and weaknesses.]
[Example 1: A very cunning character will find himself given tips regarding his enemies weak points. Tip example follows.
Cunning Tip: [during battle]The enemy is recovering very slowly from his last attack. Striking now would cause some serious damage.]
[Example 2: A character lacking cunning will have a hard time attacking at all, as they won't have a sense of when to time their attacks.]

Willpower
[How well your character can focus and how disciplined he is. Can push beyond their threshold.]
[Detail: Willpower is not supernatural, but rather represents the precise focus and ability to perform actions which are normally impossible.]
[Example 1: A character with high willpower may be able to out-muscle a stronger opponent through sheer force of will.]
[Example 2: A character with low willpower will be unable to "push himself" at all and will find himself having a difficult time performing harder actions.]

Spirit
[How much "inner energy" a character has. Can temporarily push far beyond their threshold, but only during times of crisis.]
[Detail: A character with high spirit has many "supernatural" opportunities, when properly triggered. Very likely during intense emotions and near-death situations.]
[Example 1: Using the same example as Willpower - A character with great spirit would literally gain the extra strength through supernatural means. The character would have to be in a dire situation, or overcome by intense emotion.]
[Example 2: A character with little spirit will have nothing to gain from emotional outbreaks and coming closer to death will only further weaken the character.]

Luck
[Chance that things will become more favorable for the character.]
[Note: Zero luck is no luck at all. Negative luck is bad luck.]
[Special Detail: Luck is the only stat that directly affects opponents. Two lucky opponents will have their luck cancel out, but a no luck opponent facing a lucky opponent will be effected. Negative, or bad luck, is akin to giving points of luck to your opponent.]
[Example 1: A very lucky character may find that his opponent has slipped up, or he may even completely evade an attack by pure luck.]
[Example 2: A character with no luck will not find himself unfortunate, but unlucky things are likely to happen if he faces a lucky opponent.]



Thread Rules and Information:

There are several different kinds of threads that everyone must be aware of. The follow list specifies the meaning of each thread title:

Players are able to create the following threads: Meeting, Spectating.

Battle: These are threads where a predetermined enemy, The Enslaved, is already inside waiting for an opponent. The first player to post something inside, to claim, the thread will fight The Enslaved. These battles are limited to one versus one. [Champion versus Enslaved.]

Request: These are threads where a Champion is requesting a challenge. The first RP mod to claim the thread will bring forth a random Enslaved to fight the Champion. The Enslaved chosen may be of any strength and can really prove a great challenge for any Champion. These battles are limited to one versus one. [Champion versus Enslaved.]

Spectating: These threads are for those who want to cheer on or comment on a Battle or Request thread. The thread title should be informative enough to tell who is fighting what, and the inside of the thread should have a link to the battle thread. The setting of this thread can vary depending on the creator.

Meeting: The only "social" thread. These are discussions that happen within, or even around, The Coliseum, and may be joined by any number of Champions. No battles will take place in these. Any escalated hostility towards one another will result in punishment from The Judge himself.

Event: These threads will be entirely unique and possibly rare. They can range from exclusive adventures to special condition battles. Event thread titles can be placed in front of most other thread titles to indicate that they are special. Ex: Event Battle.

The Judge and [character name]: These threads are where new Champions briefly meet with The Judge. Only the Champion in the title thread can post in these threads.


Click Here (http://www.mlvalley.com/forum/coliseum/3077-coliseum-codex-read-first.html#post41750) for instructions on battling.


General Rules and Roleplaying Etiquette:

1. Your Champion may only be in one location at a time. If your Champion is fighting a battle, he cannot be anywhere else. If your Champion is talking in a social thread, he should leave if he is joining a battle thread. This is a very important rule.

2. When in a social thread of any kind, do NOT "control" other characters. You control ONLY your own character. You cannot force another character to do something, act a certain way, and so on. If you have trouble doing this while interacting with other characters, just go "back" a step before the action. If you want to shake someone's hand, you reach your hand out and wait for them to accept it. The other person then reaches out and, since the first character requested it, shakes their hand. This also applies to anything you "start." You cannot force something else to "hit" another character, even if it's something as simple as water droplets. You send the water droplets OUT and the other character decides if they are hit or not.

3. It is highly recommended that you turn off your signature while posting in character. It can be rather distracting and isn't really needed for roleplaying. If making a quick reply, you can switch off your signature in the lower right. If you "go advanced" in a post, you can switch off your signature in one of the lower options below the message box.

4. Try to stay in character at all times. If you must say something out of character, use "OOC:". Usually surround it by brackets or parentheses, or even make it a dimmer color so it's less apparent. Again, try to stay in character at all time. There is a nifty little chatbox for something you may want to say, afterall.

Charuen
December 17th, 2009, 12:13 PM
The Judge: At the moment, the sole purpose of this post is to list all abilities and describe them.

Abilities

Active
Active abilities must be used sometime during your turn, be it during Action or Reaction, to have an effect. See ability information for specifics.


Crushing Strike - A slow but powerful attack. Deals more damage against a blocking opponent but is easy to dodge. Works well against armored opponents.

--- Skills below this marker require 8 or more Strength points. ---

Overexertion - Upon activation, the user will push beyond his physical capabilities for a short time at the cost of his own health. For the next 4 turns dramatically increase strength. On the 5th turn, the user will be drained and suffer from intense pain.


Focused Guard - A simple, but effective, blocking technique that decreases the amount of damage the user takes compared to a inexperienced block. No drawbacks to using this ability compared to a normal block.

--- Skills below this marker require 8 or more Endurance points. ---

Retaliation - Using their own body as a trap, the user intentionally puts their body at risk in exchange for a guaranteed counter attack. After using Retaliation on an incoming melee attack, taking increased damage, the user's next attack is guaranteed to hit.


Rapid Fire - Lets out a flurry of attacks upon the enemy. Drastically changes based on what you are using to attack. Each attack is weaker than normal, but much faster. Particularly useful for ranged attacks, provided the weapon can be used repeatedly. This ability quickly tires out the users and overuse may result in exhaustion of some kind.

--- Skills below this marker require 8 or more Dexterity points. ---

Escape - Using expert dexterity, the user can escape from and avoid almost any attack. This ability becomes less reliable the more it is used and "resets" after every full battle. [First time will always work.] This ability can be used to escape from various different kinds of holds, snares, traps, and so on and even has a chance to avoid guaranteed attacks.


Analyze - This will forcefully invoke a Wisdom Tip to be displayed during the Decision Turn. This scales with how much Wisdom the character has and can possibly reveal many secrets about the enemy.

--- Skills below this marker require 8 or more Wisdom points. ---

Foresight - By intensely focusing on their opponent and recalling every move they'd made, the user can accurately predict their opponents future moves. For the next 2 turns, the user has a very low chance of being hit and, even if hit, they receive reduced damage. The chance to make a critical hit also increases. After each successful use, this ability has a lower chance of working. ["Resets" after every full battle.]


Hidden Strike - Guaranteed critical hit and increased chance to hit. The more this ability is used, the higher chance that it will fail. ["Resets" after every full battle.] If this attack fails to hit, the user will be left extremely vulnerable.

--- Skills below this marker require 8 or more Cunning points. ---

Exploit Weakness - Can be used in conjunction with a normal attack to greatly increase critical hit chance, or with a normal attack to force a Cunning Tip during the Decision Turn. Repeated use will make it less effective.


Focus - The user picks one stat that they want to focus on and can dramatically increase the chosen stat for 2 turns. Can not pick the same stat if used consecutively. [Ex: A Strength Focus must end before you can choose Strength again.]

--- Skills below this marker require 8 or more Willpower points. ---

Clear Mind - Effectively cleanses the mind of any worries and conditions the body. Increases all stats by a small amount and has a high chance to remove any debilitating effects on both the mind and the body, within reason. [Ex: a broken leg won't be "fixed," but will greatly increase pain tolerance] The effects of increased stats DOES stack with each use. The effects of the increased stats wears off when the user takes severe enough damage to break their concentration.


Soul Impact - Using the raw energy of the spirit, the user imbues his weapon with an otherworldly force that has tremendous force. This ability scales in power based on how much it is needed. [Ex: Near death; Extremely angry] The power of the attack also directly affects how much it drains the user afterwords.

[b]--- Skills below this marker require 8 or more Spirit points. ---

Limit Break - Once activated, the character overflows with intense energy that allows them to perform amazing actions for a short time. Dramatically increases all stats and completely heals the body for 2 turns. Breaks free of snares, traps, holds, and many other types of restraint. After the 2 turns, the user is completely void of energy and will have a hard time exerting themselves at all. Any injuries healed will become injuries again.


Against All Odds - Activating this ability has a chance to completely shift the tide of battle. The worse off you are doing, the more beneficial this ability becomes. Due to it's luck-based nature, this ability also has a chance to do nothing at all.

--- Skills below this marker require 8 or more Luck points. ---

Fate - An all or nothing gamble. The user literally uses their luck to determine their fate as they stand still and do nothing at all. Takes up an entire turn, meaning both attack and defense, and the results are displayed in the Decision Turn. Often this will bring about the end of a battle in an alarming way.



Passive
Passive abilities cannot be used during your turn at all. These abilities will automatically activate during the decision turn if the requirements are met. See ability information for specifics.


Intimidate - Any opponent that has lower strength than you is at a natural disadvantage. They will have trouble directly confronting you, especially in melee combat.

--- Skills below this marker require 8 or more Strength points. ---

Rise To The Challenge - The stronger your opponent is, the stronger you become. The strength you gain is relative to how much strength your opponent has. You gain about half of the base strength of your opponent.


Dulled Nerves - Increases how much physical damage you can take before it interferes with your moves. Small attacks won't bother you in the least and even stronger attacks will affect you less than normal.

--- Skills below this marker require 8 or more Endurance points. ---

Iron Body - Your entire body is almost as strong as iron itself. You are almost completely resistant to minor attacks and take reduced damage from stronger attacks.


Swiftness - You are naturally quick footed and agile. This ability increases your chance to dodge and lets you consecutively dodge without any drawbacks.

--- Skills below this marker require 8 or more Dexterity points. ---

Counter Attack - After every successful dodge, including abilities that let you dodge, you are free to make an attack. You can not use abilities in the counter attack. [Note: After every dodge attempt in your Reaction, write a counter attack that is separate from your normal Action]


Assumption - Every other Decision Turn an assumption is made. Unlike Wisdom Tips, assumptions don't have a strong basis and may not be true.

--- Skills below this marker require 8 or more Wisdom points. ---

Boundless Knowledge - With your great knowledge, you naturally know more about all manner of creatures. Increases chance for a Wisdom Tip and adds another Wisdom Tip every time one is triggered.


Sharp Eyes - Greatly increases chance to make a critical hit.

--- Skills below this marker require 8 or more Cunning points. ---

Hunter's Devotion - You are a trained tracker and excel at hunting your prey. This ability makes it nearly impossible for your opponent to dodge your attacks. If your opponent is weakened or greatly injured, all attacks on them become fatal.


Breaking The Mold - You are an example of excellence and everything you do seems to be better than normal. Every action you make is slightly booster in some manner, including other abilities, criticals, and even dodges.

--- Skills below this marker require 8 or more Willpower points. ---

Ability Master - Through dedication, concentration, and will, you have mastered the use of active abilities. All drawbacks from using any active ability are reduced and the ability is enhanced in a special way dependent on the ability.


Unbreakable Aura - You are resistant to all forms of supernatural attacks. One of the few defenses against magic.

--- Skills below this marker require 8 or more Spirit points. ---

Resurrection - As you draw your final breath of air, new found life and resolve is found. You make a complete recovery to a healthy state, but can not use any abilities for the remainder of the battle. "A true man doesn't die even if he's killed!!!"


Clumsy - There is a chance you will accidentally help or harm yourself. The higher your luck, the less chance of hurting yourself.

--- Skills below this marker require 8 or more Luck points. ---

Gambler - At the end of every turn, the bottom of every post, you must declare "All" or "Nothing." If you declare "nothing", Gambler is inactive and there is no difference at all. If you declare "all", there is a chance that you will either completely fail at whatever you were attempting to do, negating both your Action and Reaction, or you will completely dodge any attacks by your opponent and score a guaranteed critical hit on any attacks you made.

Charuen
March 4th, 2010, 10:39 PM
Battling:

Linking to your character sheet:
When you join a Battle thread, the battle itself will start as soon as you make your first post.
Your first post in a Battle thread should have a link to your character sheet at the top so the RP mods can use it as reference when needed.
You should always post a link to your character sheet in any type of battle, and it's generally good practice to include it in any first-post.

Note about battles: All normal RP rules apply. All attempts to hit enemies will be written as attempts. You will not say "punches opponent in the face", but will say "launches a punch towards opponents face."

Your first move:
After a link to your character sheet is made, you can continue any way you wish.
Tip: You don't always have to attack first. You can get into a fight and wait for your opponent to make the first move, or even try and talk with them if you wish. Keep in mind, The Judge's rules state that when in a battle, you must kill your opponent or clearly state you wish to surrender. Too much conversing may be seen as an attempt at breaking the laws.

The Turn System:
A battle consists of each opponent taking a "turn." If you join a Battle, you technically have the first turn as you are the first one able to take action [even if the action is waiting for your opponents action]. If an opponent comes to your Request thread, they will have the first turn. Whoever has the first turn will ONLY make an Action. They will not need to worry about Reaction [as there is nothing to react to].

Action: The Action turn is where you will make all your major moves. This involves attacking, using abilities, moving around the battle and countless other things. Not making an attacking Action turn will mean your opponent can easily attack during their Reaction turn. Put simply, if your opponent doesn't have to try blocking or dodging, they are free to attack. Many "powerup" abilities will leave you open to Reaction attacks. See Action/Reaction for more info.
Reaction: Reaction is, as it sounds, how you react to the Action your opponent made. Simple examples are blocks and dodges against attacking Actions. Reaction moves do not have to be made, but doing so will leave you completely open to attacking actions made by your opponent. You can use offensive moves for your Reaction, including abilities, but any attacks made will be much weaker and have a higher chance to fail. Attacks made during your Reaction will be guarded automatically. More info in Action/Reaction.
Action/Reaction: [Note: This is just more info on actions and reactions. This is not a turn of its own or anything.] It is possible to attack during your Reaction turn and your opponent will not have a chance to block or dodge it manually, meaning they will not get a chance to have a Reaction turn against it. This means you can attack twice if you attack during your Reaction turn and Action turn. If you attack during your Reaction and your opponent made an attack on you, there is a chance of a "cross counter" type effect where both attacks will collide with each other. If your opponent did not attack you and you attack during your Reaction turn, the opponent will guard it automatically in the Decision Turn based off their stats. Any attacks made against your opponent in the Reaction turn will be much weaker than attacking during your Action turn.
Abilities: To use an ability in battle you must clearly write that you are using it. This is easier to identify if you bold the ability name or something to that effect. Abilities can be used during either your action or reaction, even if the ability doesn't match very well. Example: While it is more careless, you could use up your reaction turn to activate an attacking ability so that your are free to attack during your action turn. Note: Unless the ability blocks, this will mean you made no attempt to block your opponent's attack.

A battle will have your turn, the opponents turn, and finally a decision turn. These work very simply, but give you near complete freedom.
Example: You make the first Action, your opponent will make Reaction and Action, then a RP mod will make a decision turn.
Note: For simplicity, RP mods will make two posts as to separate the opponent turn and decision turn.
[if not, a clear marker needs to be made to separate the two turns]

Continuing the example, the decision turn is where the RP mod decides what actually happened. They will write out how your Action went and how well your opponent's Reaction went. This is largely based on the actual words and descriptions used during the Action and Reaction, as well as other factors such as stats.
After the decision turn, it will begin your turn again. The first thing you will do is make a Reaction move to your opponents last Action move. After which you will start your own Action move. If, for whatever reason, your opponent did not make an Action move last round, you will not have to react/defend and can even attack during your Reaction turn if you want.

Important Note: Battle has much to do with prediction, planning, and even tactics. If you are not careful with how you word your Reaction, you may end up completely failing your Action.
Example: Your opponent attempted to punch you and your Reaction was to jump back a few feet to avoid it. If your Action following this is a uppercut, this does not make sense since your character is now a few feet away from your opponent. The proper thing to say would be "rushes to opponent and uppercuts", but the "rushes" part means your opponent will have more freedom with his Reaction, since "rushing" does take time. Also, if you failed to jump back, due to low dexterity perhaps, and you are hit hard enough, this may completely ruin your Action. Dodging is often a "all or nothing" move, while blocking is safer but more damaging.

The battle will continue in this manner. You will react to your opponents actions, make your own actions, and try to do all this within your characters ability so that the decision turns out favorable.

Be sure to use your imagination as well as to plan ahead in battles. The bulk of "winning" a battle is knowing your opponent, what move he will make, and when to make your move. There are also endless ways to try and "bait" opponents so that you have an easier time attacking. [Such as getting them into a bad "position" that is hard to dodge or block in]

Important Note: Here (http://freetexthost.com/lusraa5fig) is a mock battle between a Goblin and a Ogre. The mock battle should help clear up any confusion regarding the turn system as well as help you understand the flow of a battle. The mock battle includes a few mock abilities [as well as a real one] and even covers attacking during a Reaction turn.
As a final note, the mock battle really demonstrates just how effective weapons can be as well as what "targeting", describing specific parts that you are attacking, can do.


Battle Chart to help understand how a battle will look. (http://img175.imageshack.us/img175/3360/superbattlechart.png)


Surrendering and Losing a Battle:

While you will usually find yourself winning the majority of battles [only if you actually make an effort to], there will be times where you simply don't have the energy to continue a fight or where you are fighting an opponent who is much too strong for you. During these times, you, as a Champion, have only two choices.

Losing a Battle:
To actually lose a battle is a reckless thing to do. It is always suggested you surrender as opposed to trying something that may result in you being defeated. If, for whatever reason, you do fall in battle, your opponent is likely to try and finish your off while you will be "defeated" and unable to do anything at all.
The Judge does not enjoy seeing Champions dying. While The Enslaved are expendable to him, a good Champion is hard to come by. There is a high chance The Judge, or an Overseer, will offer you a deal. So that the battle remains fair, this often means you will have to sacrifice something in order to cheat death.

The usual costs for losing a battle will be assistance from The Judge, or Overseer, and power being taken away from you after the battle. This will not always be the case, though, and there are much worse fates that may befall you.

Surrendering:
For a surrender to be counted, you must very clearly state that you wish to surrender from the battle. This can be difficult if you are unable to speak properly at the time, as the surrender will ONLY be counted from you saying it. This means it is possible for you to be unable to surrender and have to lose a battle, but more often than not, you will be able to surrender easily enough.

After your surrender, The Judge, or Overseer, will officially declare The Enslaved the victor and reward them for their skill. You will be declared defeated, but surrendering has the benefit of no actual losses, aside from any loss of pride and losing out on any potential rewards won. In important or event battles, you may be unable to surrender
Strange note: Enslaved who win their battles will become much more powerful beings. This often leads to very interesting future battles.


Rewards:

Rewards come in all forms, from stat points to new abilities.
Winning battles is where the bulk of a Champion's rewards will be earned from.
Note: While there's a high chance you will receive some manner of reward, this does not mean you will always earn something every battle.

Rewards are distributed based on several factors. Some of which may include: How tough your opponent was, how well you fought him, how much you were hurt, ect.
Events are where the most unique rewards are earned, as events are typically rare.