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Shaman King: Spirit Academy

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A Shaman King RP with a compelling plot and battle system. Help fight against the new threat! 

Tags: shaman king, shonen jump, battle, anime manga, spirit 

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Guide to Battling

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Valentorv
Vice Captain

PostPosted: Thu Dec 23, 2010 9:00 am


There will be several situations in which two or more characters will have to fight, so here is a guide to lead you through it.
PostPosted: Thu Dec 23, 2010 9:13 am


-----1. Start the battle in its own single thread in the Battle Archives subforum. The title of the thread should include the names of both sides fighting. In the thread's first post, include a link leading to where the battle originated within the roleplay (page link).

-----2. Also in the first posts, include Stats from both sides. (Character stats are made during their creation under the "Oracle Bell" section on their profile. If an opponent is not a character, then it is up to the enemy originator or Crew to make the Stats.)

-----3. To start the fight, each side rolls a 100-sided die. Whoever has the higher number moves first. (It is preferable to do this in the same post with the stats.)

-----4. During the battle, you may add narration or dialogue. In other words, roleplay in the combat.

-----5. Always roll a 20-sided die to attack, unless it is a special attack. (See below.) Be sure that every post includes the Stats, to keep track of Dexterity/Intuition uses and Furyoku amount. (See below.)

-----6. After rolling and posting, edit the post. Somewhere, type out the number you rolled, add your strength, subtract the opponent's defence and add any special effects due to any Spirit Specialties. (See below.) The total outcome is the total damage.

-----7. If your opponent does not post within 24 hours, you may attack again without waiting for their next move.

[roll amount] + [own strength] - [opponent defence] = [total damage]

Valentorv
Vice Captain


Valentorv
Vice Captain

PostPosted: Thu Dec 23, 2010 9:14 am


Receiving Damage: When receiving damage, you must subtract your opponent's damage (seen in their last post) from your furyoku - your spirit's energy.

Special Attacks: Whenever you use a special attack - which allows you to roll more dice - the same amount of strength and defence apply as before. You may only use the special attack with 3 dice once in the whole combat, and you may only use the special attack with 2 dice twice in the whole combat. Both Special Attacks cannot be dodged.

Healing and Dodging: Healing and dodging do not take up a turn. Once you make your attempt, you may attack in a second post.
-----Dodge by rolling a 6-sided die. An even number would mean you have succeeded and do not take damage. You may only attempt dodging as the amount of DEX you have each combat. (5 DEX means you may try dodging 5 times per combat.)
-----Heal by rolling a 20-sided die. Add the rolled number and your INT together to get the total heal amount, and add it to your furyoku. You may only attempt healing as the amount of INT you have each combat. (5 INT means you may heal 5 times per combat, and add 5 to each heal.)
PostPosted: Thu Dec 23, 2010 9:17 am


.:.Stat Information.:.


Furyoku - This is the most important of stats. It is the spirit's energy, and when it reaches zero, you lose. This acts as health points (HP).
Strength/STR - For each point, one damage is added to your attacks.
Defence/DEF - For each point, one damage point is subtracted from your opponent's damage.
Dexterity/DEX - Each point allows you a chance to dodge a regular attack. This is also the amount of times you can try dodging per combat.
Intuition/INT - Each point allows you a chance to heal. Also, for each point, one furyoku is added to your rolled number. This is also the amount of times you can heal per combat.

Valentorv
Vice Captain

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[~Role Play~] Battle Archives

 
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