Rules:Power Statistics
Power is that essence which AltDBZ revolves around. Those who have it decide the affairs of the world, and those who do not have it must find their own way beneath their heels. In combat, while speed can dazzle, it is power that brings finality. All power statistics use a "power" number, rather than a "speed" number or a power level, which, though all are just plain numbers, are not compatible with one another -- comparing apples and avocados, so to speak.
Strength
Strength is the most obvious application of power. Strength is power exerted upon something. Strength is generally split into three categories, which describe how that strength affects its target. In order for any form of strength to be effective, it must strike a target somehow, often involving a comparison of speed.
Damage
Damage is the most common kind of strength. In this way of using the word, damage actually refers to potential harm and destruction that some event or action can cause -- when damage is actually inflicted upon something, it is actually considered to reduce durability. Thus, "reducing damage" refers to making an attack do less harm, rather than healing (which would be "restoring durability").
Just because a particular action has a given damage score does not necessarily mean that entire damage amount is reduced from the struck target's durability. This is generally only the case if an attack directly hits the target. A glancing or grazing blow, for instance, would not do the full amount of damage. In addition, certain effects can give a target damage reduction, which reduces the actual amount of damage delivered before it reaches durability. In some cases, damage reduction can cause zero damage to reach durability, but not below zero. To note, damage reduction is different from having additional durability because damage reduction usually refreshes itself at least once per post, whereas durability depleted stays gone until it is healed/repaired. As such, damage reduction is an expensive trait to adopt.
A force of damage can be used to counteract another force of damage. Some forms of damage automatically incur an equal amount of concussive force, depending on their nature.
Damage is considered a "primary" form of power, and thus, unlike some forms of concussive force and subdual force, attempting to cause damage drains that amount of power from the character's stamina pool(s). See Stamina for details.
Concussive Force
The next most common type of strength is concussive force, which has a variety of nicknames -- pushing, pulling, shoving, and even just "strength". This power does not seek to reduce any statistic specifically. Instead, it moves things, or stops them from moving, depending on how it is applied. Grabbing, dragging, rushing, and any other physical offense that doesn't directly harm is concussive force. Concussive force can cause harm if it causes its target to be slammed into something solid enough to accept the force -- in which case the concussive force is converted to one third as much damage at impact. Because concussive force has little other use than pushing things around, it is generally cheaper to get it in techniques than damage.
Concussive force is most often countered or resisted by opposing concussive force or damage. When on the ground or bracing against an object, physical strength can resist concussive force. When in the air, aerial speed can resist concussive force -- one of the very few instances where a form of speed can oppose a form of power.