How To

Misaki: Since I'm one of the Angelic Layer Champions, let me explain this part.
Dueling is where two Deuses can bring their Angels to fight on the Layer.
The new Virtual Reality Rooms will also allow you to Battle Monsters, either alone or with other Angels.
In all Duels, the Referee is the one running the Duel, and their decision is final. The referee will also be the one doing all the dice rolling so as to make sure that there is fairness in all things and no possibility of cheating (not that we think that any of you would, but we just want to remove any such temptations).
In the Virtual Reality Rooms, a solo Deus can roll for the monsters, or in the case of multiple Deuses, they can roll the monsters for each other.
Let me explain the basics of Duels and Battles.
First, both Deuses must do their "Entry Angel", announcing the name of their Angel, and their Battle Cry. Practice is necessary because you don't want to freeze during a Tournament. I wrote down several to use for myself and Hikaru!
Attacking
-First off you declare your attack (and be as creative as you want, it may do more damage).
-Before you attack, the referee will roll 1D6, and if you get a 6 then you will be doing a critical hit to your opponent, then a 1D4 is rolled for the multiplier of your damage (ie - you roll a 6, and then a 2, so you get a critical hit and do 2x damage).
-To roll for Damage; a 1D10 is rolled for every 5 STR and SPD bars. You then add your STR and SPD number to the D10 and that is your attack damage.Dodging or Defending
When attacked, the opponent must declare whether he is Dodging or Defending against the Attack, you can't do both!!
Dodging-When Dodging, a 1D6 is rolled for every 5 SPD bars you have.
-If you get at least one 6 on any of your dice, then you Dodge the full attack and take no damage.-If you don't Dodge the attack, then you subtract your Natural DEF and take the rest against your LIFE.
Defending
-For Defense, a 1D10 is rolled for every 5 DEF and SPD bars. You then add your DEF and SPD number to the D10 and that's how much you Defend against their attack.-If the Defending number is equal to or greater than the Attacking number then no damage is taken. If not, then from the Attack damage subtract your Defense, and then the rest subtracts from your LIFE.
Special Moves
Everyone has Special moves, though whether they wish to post their Certificate showing those moves is up to them, though it is required that the moves be shown during a Duel.
You can always use a Special Move at least once. Every Move also has a number that must be rolled for the Deus to use the move more than once.
It should say something like
4+ rpt, which means that you have to roll a 4-6 on 1D6 to repeat this move later on. If you fail to repeat your Special Move, then you can just use a regular attack.
Grabs / Holds
((Thanks to David Wolfenbrother to bring the need for this to our attention!!))
-The Attacking Angel can Grab/Hold their opponent if their attack is not Dodged and they are close enough.
Grab/Hold does 1/2 Damage, but opponent is now held/grabbed. Each turn, can continue to do 1/2 Damage.
-Defender has
no Dodge and no Defense besides Natural Defense. Can also attack at 1/2 Damage.>>>>>-Break: To Break the Grab/Hold,
both parties roll 1D10 for every 5 STR Bars + STR and if Defender is greater, then breaks the hold, if Attacker is greater, then continues to hold on, in the case of a tie, then the Attacker continues to hold.
OR>>>>>-If Defender can attack and
do at least 15 net Damage at 1/2 attack damage, through Holders Natural Defense, then they can break free. Holder can try to Dodge attack while still holding on, depending on where he is being attacked (based on how Role Played)
Ring Out
Since we're not on an actual 3-D Layer, we have to make do. So there are a couple of ways to knock an Angel off of the Layer.
-If an attacking Angel does 100+ Net Damage with one attack that turn, and the Referee rolls a 1 on 1D6, then the attacked Angel is automatically knocked off the Layer and loses.
-After 5 turns, if an Angel does 50+ Net Damage with one attack and the Referee rolls a 1 on 1D6, or if the Attacking Angel does 100+ Net Damage, and the referee rolls a 1-2 on 1D6, then the attacked Angel is automatically knocked off the Layer.
-
Since there is no ring in the Virtual Reality Room, this does not apply.Winning
Most battles will be comprised of 10 rounds, but if there are other special circumstances, they will be explained before the battles ever begin.
To Win, you must either:
-Knock your opponent out, reducing their life to 0 or below
-Knock them off of the Angelic Layer
(Doesn't Apply to VR Rooms)-Or have the most LIFE left when the 10th round ends based on Percentage (take LIFE left, divide by Starting LIFE, and whoever has the higher percentage left, Wins)
[This Last One Doesn't Apply to VR Rooms]Make sure to keep this lots of fun so that others will be willing to come back and fight you again. Angelic Layer was created for the Deuses to have fun, but also for them to meet, to interact with new people, and to bring them closer. Don't be a bad sport, whining, name calling, complaining, threatening, or any other un-sportsman-like things! If you do, I'll have to ask Tamayo-chan to show you HER special moves!