How to Battle
Battles are run like regular roleplays, except with the addition of dice rolling. As Metas get older they can do more damage, but they can also get better at defending themselves... powers are tricky, which makes battling a lot harder, so I'm going to try to narrow it down, for the purposes of the Battle System, everyone is placed on a level playing field.
STEP 1: SET UP
Before starting a battle, its important to discuss things with your battle partner! While you can't pre-determine the outcome of a battle, you can settle things like how individual powers will be used, and whether or not to have the battle interrupted so that it doesn't finish... and lastly, if one of the Metas is going to die. Please note: If a Meta dies in battle, that's it. They cannot come back to life, this is a permanent decision so please think it through carefully!! ALL battles should start with [BATT], but you can name them what you like. It helps to have the participants in the title, though!
First Post
The first post must have the following form filled out for all participants of the fight:
[b]Name:[/b]
[b]Stage:[/b]
[b]Resistant to:[/b] [list all resistances]
[b]Weak against:[/b] [list all battle relevant weaknesses]
[b]Additional notes: [/b]
If a Meta is supposed to die in a fight, please make a note of that.
Powers
Powers can be tricky, sometimes they can be used Offensively AND Defensively, or sometimes they just effect the other Meta's ability to hit. Its important to lay down the rules before battling so that no god moding happens! Before the battle starts you must declare which powers can be used offensively and which powers can be used defensively. Powers can be declared as both offensive and defensive if you so choose. Once its been made official in the first post of the thread, you cannot change your decision.
Hit Points
Children: 50HP
Teens: 75HP
Adults: 100HP
Elders: 150HP
Hit Points are not a measure of how much life a Meta has left, a Meta that reaches 0 hit points is not dead unless its been agreed to prior to the battle. 0 just means that the Meta is exhausted and cannot continue fighting.
STEP TWO: ATTACKING
To have your Meta attack, first choose a power from your Meta's list of powers that you declared could be rolled offensively. Make a note of that power's level, and roll 1d6 x the power level. For example, if your Meta has an offensive power at level 3, you would roll 3d6. The result of the roll is the power of the attack.
Natural Attack: Should you choose to attack without using a power, instead using one of your Meta's natural means of attack (such as kicking and punching), you roll a number of dice based on your Meta's age, as shown in the list below:
Children: 1d6
Teen: 2d6
Adult: 3d6
Elder: 4d6
Once again, the result of the roll is the power of the attack. If one Meta has an elemental advantage over the other, add 5 damage to the total. (e.g., Water vs. Fire, Water adds +5.)
If one has a disadvantage, subtract 5 from the total. (Fire vs. Water, Fire subtracts -5.)
Healing
Some powers are meant to heal. If you have healing powers, you may choose to forego making an attack in order to heal yourself, or a comrade. To do this, first choose a power from your Meta's list of powers that is explicitly stated to be a healing power. Make a note of that power's level and roll 1d6 x the power level. For example, if your Meta has a defensive power at level 3, you would roll 3d6. The result of the number of hit points the target regains. However high you roll, you your hit points cannot exceed how many you started with.
Children: 1d6
Teen: 2d6
Adult: 3d6
Elder: 4d6
STEP THREE: DEFENDING
If your Meta has been attacked, you may choose to have it defend against the attack. To do this, first choose a power from your Meta's list of powers that you have declared can be used defensively. Make a note of that power's level and roll 1d6 x the power level. For example, if your Meta has a defensive power at level 3, you would roll 3d6. The result of the roll is the power of the defense.
Natural Defense: Should you choose to defend without using a power, instead using your Meta's natural toughness/endurance, you roll a number of dice based on your Meta's age, as shown in the list below:
Children: 1d6
Teen: 2d6
Adult: 3d6
Elder: 4d6
Once again, the result of the roll is the power of the defense. If your roll goes OVER the number the attacker rolled, the difference is damage done to the attacked. E.g., A rolled an attack of 11, B rolled a defense of 15. 4 Damage is done to A, B takes no damage at all.
STEP FOUR: RESULTS
To determine the results of the altercation, subtract the power of the defense from the power of the attack. The remaining number is the amount of damage taken by the defending Meta. For example, If the attacking Meta rolled 14 for their attack roll, and the defending Meta rolls an 8 for their defense roll, the defending Meta would take 6 damage (as 14-8 = 6). However, if the defending Meta rolled a 16, no damage would be taken (as 14-16 = -2).
STEP FIVE: REPEAT
Once the altercation is completed, you begin again. This process continues until one of the combatants is reduced to 0 hit points OR the characters agree to end the combat.