James' Neato Combat Doll Thing
Rules and Crap

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if these seem overly complicated and you don't think you could keep track of the numbers...don't worry, that's the judges' job.

six stats- these stats represent various attributes that come into play when battling dolls. A Deus' stats to not represent his abilities as a person...only his ability to bring out that attribute in the dolls he controls.

Deus stats transfer directly to angel stats. In other words if a Deus has 8 Strength then eight is added to the strength of any Angel she takes control of.

Stat description
-strength (simply the physical power of your angel, the basis for damage dealt with physical attacks)
-agility (a combination of mobility and coordination, the basis for hitting your opponent)
-durability/defense (simply how resistant your angel is to physical damage, opposes strength when recieving physical damage)
-reflexes (your dolls ability to react and get out of the way, opposes agility when being attacked)
-magic/intelligence (the energy manipulating powers of your doll, basis for the damage dealt from elemental powers)
-resistance (your dolls ability to diffuse/absord energy, reduces damage received from elemental attacks)

Affinities: There are eight elements and every doll has an affinity to each one. Fire, Water, Earth, Air, Lightning, Ice, Light, and Dark. Affinities are added to damage dealt with that element and subtracted from damage recieved by that element.

ie-Talon attacks Blank with a shadow snap (dark energy attack). The attack hits. Talon has a total Dark Affinity of 30 so he adds 30 to the attack power of his shadow snap. Blank has a dark affinity of -30. Basic math, subtract a negative and you're adding a positive. Blank takes and extra 30 damage from all dark attacks. So between Talon's high dark affinity and Blank's low dark affinity...blank is an a whole lot of trouble because he's going to take 60 extra damage from this attack. Now of course it would be the other way around if it were Blank doing Ion Pulse at Talon.

basic things to remember about affinities.
A positive affinity will increase the damage you deal with that element.
A negative affinity will decrease the damage you deal with that element.
A positive affinity will decrease the damage you take from that element.
A negative affinity will increase the damage you take from that element.

The final thing to cover in the basic rules is how the system works. The result of any action is figured out by comparing one stat with another. The stats are modified by situation (up to judges) and a random number between one and fifty is added to both stats.

Hitting
-Almost every attack is going to be Attackers agility vs Defenders Reflexes.
So let's say Riget wants to come up and claw Sedrik and Sedrik is going to try and avoid it. With the +10 from his claws(count as paired weapons), Riget has 36 agility. Sedrik's reflexes are 33. For simplicity sake (and since it wasn't exactly a complicated or specialized attack) let's say the judge gives no modifier to either fighter. So now we add 1-50 to both stats. We'll say Sedrik gets 24 and Riget gets 15. That's a total of 51 for Riget's hit and 57 for Sedrik's dodge.

Damaging.
-Most attacks will probably be physical attacks to it will be strength vs durability. So for the sake of the example let's say Riget's attack had hit. With the +10 from his claws Riget has 34 strength. Poor Sedrik only has 23 defense. Once again we add the random numbers. Only 8 for Riget and a 27 for Sedrik. Well that's 42 power for Sedrik's attack and 50 defense for Sedrik. The attack glances harmlessly off.

Elemental Power attacks are basically the same, just replace strength with magic and durability with resistance. Of course there are the affinities to take into account but I've already covered that above.


Rewards:

-Judges will award Trainer Points at the end of a match. The points will reflect the mental growth of the trainer and how much they learned from the battle and should be regulated accordingly. A trainer who's doll dominated the match, had everything happen as they'd planned and never had anything unexpected arrise would learn very little, if anything from that match. I would give that trainer 1, maybe 2 or possibly even 0 Trainer Points. On the other hand, a dire match between two opponents who were utterly pushed to their limits would teach both of them ALOT. In such a situation I may give each fighter as many as 5 points. Bottom line, truth of the matter, in conclusion type thing-I think it's safe to say that the harder you try, the harder you fight, the better you roleplay, and the better you rolefight the more points you'll get. And of course there is a cash prize for the winner of all official matches.


Special Maneuvers:

Chain Attacks - Let's say someone wants to uhm...oh let's say attack with their weapon then kick. For a second attack in the combo the attacker must give a -10 penalty to one of his offensive stats for one of the attacks. For a third attack -20, for a fourth -30, and so on

-example: the guy up top...he's making two attacks and both are physical attacks. He has four choices. He can put the penalty on the first or second attack...and for either attack he can make the penalty to hit or to damage.

Full Defense - If a defender decides to forego their attack for that round and concentrate completely on defending a good rule to follow is that their defensive stats go up by 50%.

Simultaneous Attacks - if a defender decides to just try and hit the attacker at the same time he is being hit it results in a simultaneous strike. Both fighter's defensive stats are halved and the initial attacker automatically hits.


Abnormal Attacks: these are specialized maneuvers that are meant to gain you an advantage by doing something other than damage to the opponent. Also there are a few special rules when figuring "Abnormal Attacks".

-Disarm- disarming attacks are made with a -10 penalty but if successful will fling the opponent's weapon (if handheld) away until they can retrieve it (doing so will most likely leave them open). Deals no damage but must still succeed in a str vs str test. For each number the attack secceeds by, the attacker gets that much of a bonus to his strength for the test.

-Disable- much like the disarming attack but used to disable a doll's accessories. made at a -10 penalty. If successful the attack dislodges the target circuit or chip enough that it is rendered ineffective. The attack only deals 1/3 of calculated damage and that is also how many turns the accessory is unusable for.

-Shattering Blow - this is the brute's version of disarm...instead of attempting to fling the weapon from the opponent's hand the doll makes an attempt to destroy it beyond use. Because of the nature of this attack it may not be blocked with a weapon. This attack suffers no penalty to hit but must be a physical melee attack. All weapons have their own HPs and durability so resolve damage against the weapon as if it were an opponent. The damage dealt to the weapon is tested against the defender's strength. If the defender succeeds, continue normally, if defender fails then the defender is unbalanced and cannot use his/her weapon until they have regained control of it.

-Entangling attacks are a form of abnormal attack only usable with certain weapons. Entangling attacks are made with a -10 penalty and attacker announces what he is trying to entangle (legs, arms, weapon, strangle hold). The effect depends on the target. A leg entangle will render the defender nearly immobile with -20 to reflexes and -20 agility. An arm entangle will cause the defender to be almost completely unable to attack with -40 agility. A weapon entangle will render the defender unable to use his/her weapon until it is freed. A doll which has it's opponent's weapon entangled may attempt to disarm with +10 instead of -10. A strangle hold (which doesn't necessarily have to involve the neck) gives the defender a -10 penalty to agility and causes an attack at 1/4 the attacker's strength (round down) on the first round. On every consecutive round of the hold the attack is at twice the strength of the previous round. I.E. Wyvern has 34 strength and just put her opponent in a strangle hold using her chain. Her opponent must now test his defense against an attack with strength 8. On the next round (assuming he cannot break out of it) he must test against strength 16, then on the next round 32, then 64, then 128! and so on. This may sound a little brutal but if you think about it. If you're in a strangle hold for 4-6 round you SHOULD be either hurting really bad or out like a light. If entangled you may try to a) attack the opponent b) break the weapon (except under certain circumstances) c) disarm the opponent. Elemental power attacks are made at +20 bonus while entangled and physical attacks to break and disarm do not suffer the agility penalty from the entanglement (note: if your weapon is entangled you still are unable to use it, meaning you don't get the bonuses it provides.) A doll who has their weapon entangled may drop it anytime to break the hold but they then must retreive it later, just as if they'd been disarmed.
(note: strangle hold may also be attempted without a weapon)

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