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Caneton
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PostPosted: Sun Apr 17, 2005 10:43 pm


[ Message temporarily off-line ]
PostPosted: Tue Apr 19, 2005 12:14 am


How To


User ImageMisaki: 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!

Caneton
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Caneton
Vice Captain

5,650 Points
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PostPosted: Tue Apr 19, 2005 12:15 am


Battle Example

Here's an example of a Battle
(A Practice Duel can be found in the Practice Arena thread)

Order of Battle:
1) Roll to see who goes first.
2) 1st opponent attacks, 2nd Defends or Dodges
>>>>>-Roll for Critical Hit (6 on 1D6, then 1D4 for multiple)
>>>>>-Roll for Dodge(6 on D6's to avoid full attack, but if fail, then only subtract
>>>>>>>>>>Natural Defense from damage done)
>>>>>-Roll for Damage (D10 + STR # + SPD #)
>>>>>-Roll for Defense (D10 + DEF # + SPD #)
3) 2nd opponent gets to attack and the 1st gets to Defend or Dodge
4) Next turn, start over from # 2 again until one or both opponents knocked out with 0 LIFE

Attack is 1D10 for every 5 STR and SPD bars, plus the STR and SPD stat.
Defense is 1D10 for every 5 DEF and SPD bars, plus the DEF and SPD stats.
Dodge is 1D6 for every 5 SPD bars. You have to roll at least one 6 on any die to succeed unless Angel has a special modifier.


Angel:
STR = 8, DEF = 7, SPD = 10, LIFE = 250
Special Move = Super Duper Punch - Does +1D10 damage (4+ rpt.)
Attack = 3D10 + 18
Defense = 3D10 + 17
Dodge = 2D6

Orc:
STR = 9, DEF = 8, SPD = 6, LIFE = 75
Attack with Swords or Bows.
Attack = 2D10 + 15
Defense = 2D10 + 14
Dodge = 1D6


To begin, have the Deus choose Odd or Even and roll 1D6. If the Deus chose correctly, then they go first, if not, then the monster gets first attack.

Angel a chooses odd and the Referee rolled a 4, so the Orc goes first.

The Orc now gets to attack either from near or far. Since Orcs aren't that brave, they'll usually attack from a distance unless they have no choice.

Turn 1
*The Orc pulls out a bow, knocks an arrow, and then fires it at the unsuspecting Angel.*


The Angel now has the choice to Defend the attack or to Dodge it.

*The Angel hears the arrows whistling towards her and steps to the side, trying to avoid the projectile.*

The Referee first rolls to see if the Orc's attack will be a Critical Hit. He rolls 1D6. Unless there are special circumstances that state otherwise, only if a 6 is rolled would there be a Critical Hit. If a 6 is rolled, then roll 1D4 for multiple damage that the Critical Hit would do (ie 3 does 3x damage).
Then the Referee would roll to see if the Angel Dodges, and if she doesn't, then he would roll for damage subtracting the Angels Natural Defense of 7 from the damage before subtracting it from the LIFE.

I rolled a 5 for a Critical Hit, so no Crit this time.
I then rolled a 2 and a 6 for the Angel's Dodge, so she dodges the full attack.


It's now the Angel's turn to attack however the Deus sees fit.

*The Angel rushes the Orc, trying to start off with her Super Duper Punch (doing an extra 1D10 damage)*

The Orc now has the chance to Defend or Dodge. Since neither stat offers more advantage than the other, either is acceptable. The order of rolling is the same.
-Roll for Critical Hit
-Roll for Dodge
-Roll for Damage
-Roll for Defense

*The Orc tries to duck under the flying kick.*
I rolled a 1 for Critical Hit, so there isn?t one.
Rolled a 4 for his Dodge, so he is unable to duck under the kick.
The Angel does 16 + 10 (for her Special Move) + 18 STR&SPD for 44 damage.
Orc's Natural DEF is 8, so it takes 36 damage, LIFE = 39, Angel's LIFE = 250


Now it's the Orc?s turn to attack

Turn 2
*The Orc gets its feet underneath it, and draws its sword, to slash at the Angel.*
*The Angel crosses her arms, trying to fend off the attack with her bracers.*

I roll a 6 for Cricital Hit, 2x damage
The Orc's slash does 16 + 14 STR&SPD x2 for 60 damage
The Angel defends for 12 + 17 DEF&SPD for 29, so she takes 31 damage, LIFE = 219


Now the Angel's turn to attack

*The Angel steps around behind the Orc, grabbing his arms and trying to pin them behind his back so he can't use the sword.*

Unless the Orc can Dodge he will be grabbed. In a Grab, the Angel can attack for only 1/2 damage, and the Orc can't dodge or defend (but still has Natural Defense to protect him) and can only attack at 1/2 damage, unless he breaks the hold. A hold can be broken by a Strength Roll, where both sides roll 1D10 for every 5 STR bars and add their STR stat. The greater of the two wins.

Rolled a 5 for the Orc's dodge, so he isn't able to, and he's grabbed from behind.
The Angel does 19 + 18 STR&SPD /2 (rounded down) for 18 damage
The Orc's Natural Defense is 8, so he takes 10 damage, LIFE = 29, Angel's LIFE = 219

Turn 3
*The Orc flexes, trying to break the hold on him.*


Remember, that both parties will now roll 1D10 for every 5 STR bars plus their STR stat.

The Orc rolls 1D10 + 9 or 5 + 9 for 14
The Angel rolls 1D10 + 8 or 6 + 8 for 14, they tie


In the case of a tie, the Attacler/Holder wins and continues the hold.

*The Angel raises her knee, hitting him in the middle of his back.*
The Orc can't Dodge or Defend.
The Angel does 24 + 19 STR&SPD /2 for 21 damage
Orc's Nat Def is 8, so takes 13 damage, LIFE = 16

Turn 4
*The Orc strains to break the hold on him again.*
The Orc rolls 9 + 9 for 18 STR
The Angel rolls 2 + 8 for 10 STR

*The Orc breaks free, and turns, backhanding the Angel.*
*The Angel ducks, trying to avoid the blow that she expected.*

I rolled a 6, so the Orc will get a Critical Hit, 2x damage.
The Angel rolls a 5 and 6, so she Dodges the blow

*While she's down low, the Angel tries to use her Super Duper Punch again.*

I roll a 3, since it?s not a 4-6, she can't repeat her special move.

*So she kicks out her foot, trying to knock the Orc off his feet instead.*
*The Orc tries to jump over the sweeping foot.*

I rolled a 3, so no Crit Hit.
Then I rolled a 1, so the Orc definitely didn't Dodge, and he's knocked to the ground taking 17 + 19 STR&SPD for 36 damage
The Orc's Nat. DEF is 8, so he takes 28 damage, LIFE = 0.

The Orc is knocked out and the Angel won this combat.


See, it's easy, you can do it too!
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