An experimental battle system using the luck of the dice. Up coming battle system.
(Lunarmaster64)Timmy Chance vs (magicEdd)Sononea Demn.
Battle Ground- Halloween Grave Yard.
Characters and Templates made in Kingdom Hearts The Apocalypse (Chapter 2)
Rules are as follows.
Rules: Shall be added, as the roleplay goes, Hence Experiment.
I shall be up first. If the viewers at home have any questions please post in our OOC for KH APO
(Lunarmaster64)Timmy Chance vs (magicEdd)Sononea Demn.
Battle Ground- Halloween Grave Yard.
Characters and Templates made in Kingdom Hearts The Apocalypse (Chapter 2)
Rules are as follows.
Rules: Shall be added, as the roleplay goes, Hence Experiment.
Spoiler Show
1. You gain 3 dice every starting phase.
2. During your attacking phase, you first role 1 dice, (you must choose and ability dice, or a skill dice before rolling) the number it lands on determines on what is used. 1-6.
3. You can cancel a dice roll at any time. You lose the dice in the process.
4. If you get Doubles of any number you gain 2 dice.
5. If you get snake eyes, an unexpected bad event shall happen. 10 sided dice roll
6. If you get Triples, you gain a 10 sided dice, in which you can use to cancel snake eyes, or make the snake eyes effect turn to your opponent.
7. During your attack phase, your opponent gains a defense phase, at anytime, your opponent can use a dice to defend against your attack/ability/skill.Spoiler Show
ex. You/opponent roll.
4/4 Parry, nothing happens attack is cancled
4/5 Your opponent blocks you, you lose half of how ever high your opponent's dice beat you. You have 20 life - .5 roll backfire damage, = 19.5
5/4 You deal full damage to your opponent
8. Killing is not allowed, instead Knockouts are taken place. Unless the kill is permitted by owner of character. Knock out at 3 life.
Spoiler Show
1. Beginning Dice, Health, and Speed are rolled for each character when entered into the world.
2. A green bar shall be standing over your characters head. This is your health bar.
3. When out of battle you can role play the dice as if it is still there deciding your actions on skills. Optional.Spoiler Show
if you are a healer, you can heal an ally by saying "Cure" -looks up at the dice, seeing that is a 6, suddenly Ace moves his body as a green flash of light exits his keyblade, toward toukan, making his green bar go up.-
4.You are to roleplay as your character under effects of the dice, during battle.
5. Posts should have at least 3 turns in each of your posts.
6. We shall be using chat systems to discuss the battles.
Spoiler Show
Spoiler Show
1. Summon Heartless- Requires 3 dice, if Summon Heartless is selected, and successful, your opponent now has another enemy to deal with, including another dice roller. Every turn you receive an additional dice.
•a. Darkside
•b. Invisible
•c. Shadow
•i. Roll Additional 2 dice to decide whether it’s a mutated or not. (If mutated you receive another additional dice)
2. Run. Flee from battle
•a. Activate
•b. Non- Activation
3. Portal to Darkness- Requires 2 dice. Can only open to places in the Towns of the holiday world.
•a. Activate
•b. Non-activation
4. Complete and total darkness- Requires 2 dice.
•a. Sink-Becomes invulnerable, for a turn
•b. Darkening Limbs- Darkness attack. – 1 dice roll required for damage
•i. If Darkening Limbs is selected, then you can roll an additional dice for double the damage
5. Speed Bonus- Requires 2 dice- Gain an additional 4 dice on your next turn ( you get the two you spent plus 2 more)
•a. Activate
•b. Non-Activation
6. Poisonous Touch- Requires 2 dice- Half the amount of a dice on your opponents next turn
•a. Activate
•b. Non-Activation
Spoiler Show
1. Weapon- A Basic attack with Posena
•a. Damage 1-6
•i. Roll an additional dice to use Posena’s ability- Slows down person scratched-
•1. If 1-3 Destroys 1 dice of opponent next turn
•2. If 4-6 Destroys 2 dice of opponent next turn
2. Poisoned Earth/Water- Slows down opponent
•i. If roll is 1-2- Your opponent loses 1 dice next turn
•ii. If roll is 3-4- Your opponent loses 2 dice next turn
•iii. If roll is 5-6 Your opponent loses 3 dice next turn
3. Poisoned Weather- Slows down your opponent threw an amount of time losing one dice as long as it is affected during their turn.
•i. Depending on the roll of the dice, decides how long the spell is stayed, ex. 1- 1 turn, 2- 2 turns- 3- 3 turns etc.
4. Leech- Healing effect
•a. Healing 1-6
•i. If Poisoned weather is activated you may roll an additional dice.
5. Spear of Poisoned objects
•a. Damage 1-6
•i. Cost is 1 dice, and you can use as many as you have for additional damage
.
6. Block
•a. Automatically block your opponents next attack
Spoiler Show
Spoiler Show
1. Complete and total darkness- Requires 2 dice
•a. Sink- Becomes invulnerable, for a turn
•b. Darkening Limbs- Darkness attack. – 1 dice roll required for damage
•i. If Darkening Limbs is selected, then you can roll an additional dice for double the damage.
2. Summon Keyblade- Midnight Roar Requires 1 dice. If Midnight Roar is summoned, and you use an ability/skill that deals damage, you gain an additional dice that rolls automatically dealing half the damage of the number it lands on.
•a. Activate
•b. Non- Activation
3. Run- Flee from your enemy.
•a. Activate
•b. Non-Activation
4. Portal to Darkness- Requires 2 dice. Can only open to places in the Towns of the holiday world.
•a. Activate
•b. Non-Activation
5. Armor of Light- requires 2 dice to activate- if activation, you roll however many dice you want to decide how much defense the armor gives you. Ex. If you roll 3 dice and the numbers are, 4, 5, 3, and then the armor gains 12 defense points, in which your opponent has to go through before the armor depletes, and is able to attack you.
•a. Activation
•b. Non Activation
•i. Ability- Static block- Roll an additional dice, to deiced how long you shall block thunder based attacks. A roll of 4- gives you 4 of your opponents turn to block thunder based attacks.
6. Static Guard- Requires 2 dice, If activation is achieved, then any thunder based spells used by Timmy gains an additional damage point. Ex. He rolls a 3, the damage done is 4. Spell has no limit.
•a. Activation
•b. Non- Activation
Spoiler Show
1. Thundaga- If Thundage is picked then you roll 1 more dice to decide its form and another for effect. Or you can use the normal Thundage attack which requires 1 dice. 1-6 damage.
•a. Javelin- If Dice roll is 1-2 You roll the damage dice 1-6.
•i. You can roll another dice to decide how many javelins are thrown 1-6
•ii. Jolting Javelin.- Added effect, Roll another dice, to decided how many dice are lost based on half of what you roll. 1-6. (For each Javelin if multiple.
•b. Stream- shoots a thunder spell across the ground at an opponent. Roll 2 dice for damage 1-12
•c. Spear- Paralize and damage a character. Roll 1 dice, to deicde the damage and loss of dice 1-6
2. Reflectga- Roll a dice during your enemys battle phase, if your roll is higher than his/her, you reflect the attack back. Completely.
3. Fira- Roll a dice to decide the fire damage caused.
•a. Roll another dice to do additional damage
•i. Roll another dice to decide how long half the damage lasts.
4. Cura- Roll a dice to heal 1-6
•a. Roll an additional dice to increase the amount cured
5. Refresh- Next turn you get an additional 2 dice.
6. Block- Automatically block your opponents next attack
I shall be up first. If the viewers at home have any questions please post in our OOC for KH APO
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