Rules Section:Order of Actions:
Phase 1) Set-up
Each player states which Wizard they will Assist, and what kind of Assistance they will give. Wizards may choose not to assist anyone, and Subtle Mages do not need to state what they are doing. All players have 48 hours to get thier actions in. If a Duelist does not choose an Element during that time period, they will be assigned a Random element to attack with.
Phase 2) The Duel
The Duel will be run by me using a script I've written. I'll then do a write-up of the battle to keep things exciting.
We then start with the next duel
All Wizards will be Role-flipped upon Incapacitation or losing a duel.
Each player will decide on a Role (Listed below) and Elemental Affinity (Fire, Earth, Air, Water) at the beginning of the game. Your Role will give you certain advantages in combat or when performing assists. Your Affinity will give you bonuses and penalties in combat depending on whether or not you are using the correct element against your opponent. The rules that describe this are listed in the technical section below.
Each player will also decide on a Rune Color at the beginning of the game. This is simply for flavor, but will also help differentiate people. Please choose a color which can be used in BBCode.
Technical rules:
All Wizards start with the following stats:
10 Attack
10 Defense
20 Health
10 Speed
Each player choose an Element at the beginning of the game (Fire, Earth, Water, Air). This is your affinity. All actions used on you by other mages are effected by your affinity. You get X2 effect if they use your affinity and 1/2 effect (rounded down) if they use the opposite affinity and the base effect if they use the other two. (Fire->Water, Air->Earth).
During the duel each of the Duelists will pick an Element to attack with and will defend with their Affinity. Attacks using the Element Opposite to the defenders affinity will do double damage. Attacks using the same Element as the defender's affinity will do half damage.
Each duel will be done in rounds. At the start of each round an initiative roll will be made to see who makes the first action (so speed can be vital). The winner of the initiative will be healed, and gains a slight bonus to their Attack and Defense depending on how much they won initiative by. They then get an Attack. Periodically, the winner of initiative will also gain an extra attack. If the defender still stands they will be healed and get a counter-attack. The duel ends when either mage has 0 or fewer health remaining.
Observing mages effect the combat by casting an assist spell on one of the mages. The assist is one of the following:
Attack boost (+1 to mage's attack score)
Defense boost (+1 to mage's defense score)
Healing (restores 1 health to the mage on their initiative)
Speed boost (+1 to the mage's initiative)
When making an assist:
Using Fire grants a +1 to Attack actions
Using Earth grants a +1 to Defense actions
Using Water grants a +1 to Healing actions
Using Air grants a +1 to Speed boost actions
The Assist and what Element is used in the assist is shown to everyone.
The Attack action is resolved as Attackers total Attack +/- random(10) vs Defenders total Defense +/- random(10).
Damage is the Total attack number - the Total defense number, then doubled or halved depending on Elemental match-ups.
Before damage is dealt, Healing magic will kick in and heal 0-n points, where n is the number of healing points the mage has.
Duelist Roles: Each Wizard chooses what Role they wish to have at the start of the game.
War Mage: Has superior offensive magic, and can grant a bigger then usual offensive boost to another mage when assisting a Duel.
+2 to Attack attribute
+1 to all Attack Boosts
Battle Mage: Is skilled in personal combat, giving them an edge when defending and can grant a bigger then usual defensive boost to another mage when assisting a Duel.
+2 to Defense attribute
+1 to all Defense Boosts
Warrior Mage: Trained in both martial and magical combat, the Warrior Mage can shrug off hits that would incapacitate other mages.
+10 to Health attribute
Time Mage: Skilled in manipulating the energies of time, the Time Mage is swifter then most other mages, and can grant a bigger speed boost to other mages. Time Mages are also more apt to get an extra attack in combat, and their opponents cannot get an extra attack on them.
+2 to Speed attribute
+1 to all Speed Boosts
Healer: Has powerful Healing Magic
+2 to all Healing assists
Subtle Wizard: He specializes in casting magic unseen, and his public Assist actions may not be his real action. He can PM the mod with a different assist choice, if he wishes, which will not be reported to the other players.
Alchemist - While not overly talented in combat magic, the Alchemist has access to very potent magics in the form of potions. When he starts the game he picks one of the following potions. It can either be given to another Wizard as an Assist or he can use it himself before he starts a duel.
Elemental Affinity - Using this potion allows the Wizard to change their Affinity for the next Duel.
Fireblood Potion - Using this potion gives the Wizard a huge boost to his offensive capabilities for the next Duel
Liquid Diamond - Using this potion gives the Wizard a huge boost to his defensive capabilities for the next Duel
Ironskin potion - Using this potion gives the Wizard a huge boost to his Health rating for the next Duel
Breath of the Zephyr - Using this potion gives the Wizard a huge boost to his speed capabilities for the next Duel
Troll's Blood - Using this potion gives the Wizard a huge Healing boost for the next Duel