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Role Play Make Role Plays or join them. It's your world. Everybody else just lives in it.


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  #1  
Old 03-28-2004, 03:59 AM
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Default YGO RP: D.I.V.A. system

While Yugi and the others were dueling with the 3 legendary Dragons, other members of the Kaiba Corp. have invented a new duel system called D.I.V.A. (Duelist-Integrated Virtual Arena). The dueling system is different from the original; it’s more like the “Falsebound Kingdom” type (RPG, with magic, attacks, abilities, items, status, etc.). There are only a few units made for testing, and they are asking for volunteers. (Combination of Pokémon, FFX, and duh, YGO)

RULES:

1) Party consists of duelist, and 9 monsters. Battle only consists of duelist and 3 monsters.

2) Duelist and Monsters have HP and SP. Special abilities/Magic require SP, and maybe more costs. Abilities are either passive or active. Passive abilities always happens and can never be removed unless through another ability. Active abilities are abilities that require SP and other costs, and use your turn.

3) Priority of “what happens”: (More priority <- Less priority)
(Passive <- Active/Magic <- Items* <- Normal attack)
*Depending on which item; “Counter traps” have more priority than Active/Magic
- When a player will use an item, he/she will always goes first (depends on speed if both players use items).

4) Stats of Duelist and Monsters:
HP: (Hit Points)
SP: (Skill Points)
ATK: (Attack)
DEF: (Defense)
MAG: (Magic Attack)
MDEF: (Magic Defense)
SPD: (Speed)
EVA: (Evasion)
ACC: (Accuracy)
LCK: (Luck)

5) Element wheel: (Strong -> Weak [More damage -> Less damage])

Dark -> Light -> Water -> Fire -> Earth -> Wind -> Dark

5a) “Elemental relations” (Nothing useful; just for “favoritism”):

Dark: Dark, Shadow
Light: Light, Dream
Water: Water, Ice
Fire: Fire, Force
Earth: Earth, Wood
Wind: Wind, Lightning

6) Magic cards are “in” the Duelist and the Monsters. SP cost depends on magnitude of magic.

7) Traps are “items” instead, and can only be used by Duelist.

8) Different Status:

BAD: (Will wear off eventually)
Poison: HP decreases gradually.
SP Poison: SP decreases gradually.
Blind: Accuracy is halved, rounded up.
Silence: Cannot use any abilities except for passive ones.
Parasite: Drain HP gradually. (Less than Poison)
SP Parasite: Drain SP gradually. (Less than SP Poison)
Undead: Healing abilities/items/spells damage target instead and weak against Fire and Light.
Confuse: Cannot control, can do random attacks. It can be removed by hitting target with physical attack.
Sleep: Unable to move. It can be removed by hitting target with physical attack.
Shatter: DEF is halved, rounded up.
Rift: MDEF is halved, rounded up.
Slow: SPD is halved, rounded up.
Stop: SPD = 0.
Singed: Neutral damage does 25% (rounded up) more damage to target. It can be removed by hitting target with Water-elemental.
Dead: (Duh!)
Death Sentence: Timer is on head of target. Once the timer reaches 0 (for each turn), target dies.
Berserk: Speed is doubled, uncontrollable, and only attacks with physical attack.

GOOD: (Will wear of eventually)
Barrier: Physical attack damage is halved, rounded up.
Shield: Magical attack damage is halved, rounded up.
Angelus: When target dies, it immediately revives with full HP and MP.
Haste: SPD is doubled.
Concentrate: ACC is doubled.
Dexterous: EVA is doubled.
Reflect: Magic that specifically targets the target will be done to the user instead.
(Place stat here) UP (Place number here): Specific stat is increased by specific level. EX: 1) LCK UP 3; Luck is increased by 6. 2) ATK UP 5; Attack is increased by 10. 3) ALL UP 1; all stats increased by 2.
Regen: HP increases gradually.
SP Regen: SP increased gradually.
Nul-(Place element here) (Place number here): Target is immune to the specific element. It will disappear once the specified element is hit with the same number of times as the specified number on the target. EX: 1) Nul-Dark 4; immune to 4 Dark attacks. (Neutral is considered an element) 2) Nul-All 1; immune to all elemental attacks, one by one, each immunity will disappear.
Conserver: SP costs are halved, rounded up.


DUEL SYSTEM:

1) Duelist chooses 3 monsters for duel. Duel is turn-based, based on speed of duelist and monster. Winner is announced when the opposing duelist is defeated. Monsters MUST attack other monsters, unless they have an ability to attack the opposing duelist directly.

2) If a monster is “destroyed”, monster stays “dead” in play. Can be revived by abilities/spells/items.

3) Only the duelist can use items. Items can affect anyone, and have a limited “time-use”; once you use it, you can’t use it again for a specific amount of turns.

4) Duelist can only attack and use offensive spells/abilities once all 3 monsters he/she controls are dead. Duelist can use supportive spells/abilities on monsters and self.



Volunteers are required to have (no repetitions, except for monsters):

- 9 Effect/Normal Monsters (If a ritual monster is wished, only 1, and can only be “summoned” by paying the cost, including the ritual card. NO GODS, NO EXODIA and its alternates. Exodia Necross is accepted, but is considered a ritual.)
- 16 magic (cards). Can have more, but for each excess magic, - 1 item.
- 15 “items” (trap cards) or less.


Sample form:

Name: Jet
Monsters:
1) Dark Magician
2) Blue Eyes White Dragon
3) Summoned Skull
4) Meteor Dragon
5) Soul of Purity and Light
6) Dark Magician Girl
7) Chaos Luster Soldier – Envoy of the Beginning
8) Chaos Emperor Dragon – Envoy of the End
9) Red Eyes Black Dragon

Abilities:
(I will assign the abilities. Don’t worry; I’m the “calculator” here only. If I decide to join in 1 point, I won’t cheat. I use the RPG damage/success calculator and the ol’ reliable coin-flip and dice anyway, and I’m not a power-hungry player.)


Spells:
1) Raigeki
2) Pot of Greed
3) Dark Hole
4) Dian Keto the Cure Master
5) Poison of the Old Man
6) Multiply (here, it’s not only for Kuriboh...)
7) Mystical Space Typhoon
8) De-Spell (I’m telling you know, you MUST have this)
9) Giant Trunade
10) Polymerization
11) Metalmorph
12) Monster Reborn
13) Swords of Revealing Light
14) Harpie’s Feather Duster
15) United We Stand
16) Mage Power

(Again, I will assign what each will do.)

Items:
1) Mirror Force
2) Dark Mirror Force
3) Magic Cylinder
4) Magic-Arm Shield
5) Magic Jammer
6) Seven Tools of the Bandit
7) Jar of Greed
8) Numinous Healer
9) Attack and Receive
10) Horn of Heaven
11) Sakeretsu Armor
12) Tower of Babel
13) Solemn Wishes
14) Physical Double
15) Time Seal

(Again, I will assign what each will do.)

EXAMPLE OF ABILITIES/STATS:

Dark Magician
HP: 557
SP: 408
ATK: 250
DEF: 244
MAG: 339
MDEF: 312
SPD: 339
ACC: 95%
EVA: 12%
LCK: 20%

Spells (Limited to only 4 per monster)
- Dark Hole: 60 SP: Reduces all monsters to 1/2 of their current HP.
- Raigeki: 40 SP: Deals major Light damage to opponents’ monsters (Base: 120). Also minor SP damage (30). Magical attack.
- United We Stand: 100 SP: Casts Barrier, Shield, Regen, MP Regen, Haste, ALL UP 1 to all allies. Also heals major HP (Base: 50)
- Swords of Revealing Light: 100 SP: Opponents can’t use offensive spells/abilities, and can’t attack for next 3 turns of opponent (complete round of all, not individual).

Passive Ability: SP REGEN
- SP increases gradually.

Active Abilities: (4 each monster)
- Dark Magic: 50 SP: Dark damage to one target, 25% chance Rift. (Base 95) Magical attack.
- Dark Shatter: 50 SP: Dark damage to one target, 25% chance Shatter. (Base 95) Magical attack.
- Thousand Knives: 75 SP: Neutral damage to all opposing targets (monsters first. If all opposing monsters are dead, target is duelist). Destroys barrier of targets afterwards, if applied. (Base 90) Physical attack.
- Mirage Teleport: 10 SP: Cancels all Bad status on Dark Magician.

ITEMS (Example)
- Mirror Force (one ally) – When damage is done to target, cancel the damage, and the opposing monsters take damage instead.
- Time Seal (one opponent) – Target is stopped for 1 turn.
- Magic Jammer (opponent’s field) – When an opponent casts magic, cancel the magic, and caster is in Silence status for 3 turns.

~Continued~
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Last edited by Jet; 03-28-2004 at 04:06 AM.
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  #2  
Old 03-28-2004, 04:46 AM
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Default Re: YGO RP: D.I.V.A. system

~Continued~

If you plan to join, please balance out what your stats will be as a duelist:

Example: Distribute 3 20s, 2 15s, and 2 10s. (OR distribute 110 points =P)
HP: 20
SP: 15
ATK: 10
DEF: 20
MAG: 10
MDEF: 15
SPD: 20

ACC: 82%
EVA: 15%
LCK: 31%
Will be based on what you placed above.
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  #3  
Old 03-28-2004, 05:22 AM
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Default Re: YGO RP: D.I.V.A. system

Name: Keno
Monsters:
1) Fire Princess
2) Soul of Purity and Light
3) Cure Mermaid
4) Spirit Reaper
5) Swarm of Seraphs
6) Dark Magician Girl
7) Swarm of Locusts
8) Chaos Emperor Dragon – Envoy of the End
9) Yata Garasu (BANNED 300 times)

(I know it's messed lol)

Spells:
1) Raigeki (BANNED)
2) Pot of Greed
3) Dark Hole
4) Messenger of Peace
5) Graceful Charity
6) Shallow Grave
7) Mystical Space Typhoon
8) De-Spell
9) Giant Trunade
10) Premature Burial
11) Delinquent Duo (BANNED)
12) Monster Reborn
13) Swords of Revealing Light
14) Harpie’s Feather Duster (BANNED)
15) Change of Heart (BANNED)
16) Painful Choice (BANNED)
17) Bindings of the Sand

Items:
1) Mirror Force
2) Solemn Judgement
3) Magic Cylinder
4) Gravity Bind
5) Magic Jammer
6) Seven Tools of the Bandit
7) Jar of Greed
8) The Polite Intruders
9) Imperial Order (BANNED)
10) Royal Decree
11) (forgot this one, but it negates flip effects)
12) Spirit Mirror
13) Solemn Wishes
14) Judgement of Anubis

HP: 20
SP: 21
ATK: 1
DEF: 18
MAG: 19
MDEF: 18
SPD: 10

ACC: 73%
EVA: 13%
LCK: 28%

Last edited by Kenny_C.002; 03-28-2004 at 09:09 PM.
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  #4  
Old 03-28-2004, 03:04 PM
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Default Re: YGO RP: D.I.V.A. system

HP: 20
SP: 21
ATK: 1
DEF: 18
MAG: 19
MDEF: 18
SPD: 10


ACC: 73%
EVA: 13%
LCK: 28%


I have my calculator... so, it's THAT WAY...

I'll have the overall results/abilites/stats tomorrow though... =P tnx for joining ^_^

Ah... what ARE the 3 Imperials? I only know Imperial Order...
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  #5  
Old 03-28-2004, 09:11 PM
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Default Re: YGO RP: D.I.V.A. system

There. Done some editing. Still, don't know the last of the decrees/Imperials. :P
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  #6  
Old 03-29-2004, 06:50 PM
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Default Re: YGO RP: D.I.V.A. system

I'm still working on what monsters, magic, and traps I'll be using, but definately count me in!

BTW...what is 'lck'? luck? What effect will that have?

EDIT:

Name: Brian

Monsters:
1) Magical Marionette
2) Kaiser Glider
3) Black Magician of Chaos (NOT MOBC, the rit. monster)
4) Death Vorgestalph
5) Invader of Darkness
6) Guardian Angel Joan
7) Archangel Zerrato (as long as I'm allowed to get him out right away)
8) Black Luster Soldier - Envoy of the Beginning
9) Masked Beast Death Guardius

Magic
1) Monster Reborn
2) Premature Burial
3) Raigeki
4) Mage Power
5) Black Core
6) Swords of Revealing Light
7) Twin Swords of Flurry - Tryce
8) Rod of Silence - Kessuto
9) Dian Keto, Goddess of Healing
10) Dark Hole
11) Tribute to the Doomed
12) Offerings to the Doomed
13) Poison of the Old Man
14) Axe of Despair
15) Harpy's Featherduster
16) Change of Heart

Items:
1) Nightmare Wheel
2) Negate Attack
3) Energy Drain
4) Waboku
5) Mirror Force
6) Imperial Order
7) Trap Jammer
8) Magic Cylinder
9) Judgement of Anubis
10) Mirror Wall
11) Call from the Darkness
12) White Hole
13) Call of the Haunted
14) Destruction Ring
15) Sakaretsu Armor
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Nobody expects the Spanish Inquisition.

Last edited by Alakazam; 03-30-2004 at 02:55 AM.
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  #7  
Old 03-30-2004, 12:49 PM
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Default Re: YGO RP: D.I.V.A. system

Quote:
Originally Posted by Alakazam
I'm still working on what monsters, magic, and traps I'll be using, but definately count me in!

BTW...what is 'lck'? luck? What effect will that have?

EDIT:

Name: Brian

Monsters:
1) Magical Marionette
2) Kaiser Glider
3) Black Magician of Chaos (NOT MOBC, the rit. monster)
4) Death Vorgestalph
5) Invader of Darkness
6) Guardian Angel Joan
7) Archangel Zerrato (as long as I'm allowed to get him out right away)
8) Black Luster Soldier - Envoy of the Beginning
9) Masked Beast Death Guardius

Magic
1) Monster Reborn
2) Premature Burial
3) Raigeki
4) Mage Power
5) Black Core
6) Swords of Revealing Light
7) Twin Swords of Flurry - Tryce
8) Rod of Silence - Kessuto
9) Dian Keto, Goddess of Healing
10) Dark Hole
11) Tribute to the Doomed
12) Offerings to the Doomed
13) Poison of the Old Man
14) Axe of Despair
15) Harpy's Featherduster
16) Change of Heart

Items:
1) Nightmare Wheel
2) Negate Attack
3) Energy Drain
4) Waboku
5) Mirror Force
6) Imperial Order
7) Trap Jammer
8) Magic Cylinder
9) Judgement of Anubis
10) Mirror Wall
11) Call from the Darkness
12) White Hole
13) Call of the Haunted
14) Destruction Ring
15) Sakaretsu Armor
Luck is just used to create the final stats of your character, and also affects accuracy and evasion... yeah... I'm gonna do a LOT of work... all with just my formulas and calculators... =P

oh, and ah, where can I find Archangel Zerrato? I have to know what he/she does first... Des Volstgalph and Masked Beast Des Garius I know, but the angel, nope...

and, your stats? I'll make the EVA, ACC and LCK.

To Kenny: Be patient... only a few more abilites to clear up... =P

ADDED NOTES:

1) The only "level-up" you'll have here is when you beat another duelist... and you "level-up", meaning your stats are increased... not the monsters... =P

2) New statuses: BAD: The complete opposite of UP status... DOWN... you get the idea... see the list above.

3) New terms: Empty: Only Duelist remains, and his/her monsters are "dead". Duelist-EMPTY: Meaning you can't target the duelist unless he/she is empty.
Initiative (Letters A - C): Which one is faster. A is the fastest, while C is the slowest; applied to items)
Delay: Take it literally; how many turns beofre you get to use it again... used for items.

4) If you want to fight already, be patient. I'm almost always on, but not in the right time... =P
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Last edited by Jet; 03-30-2004 at 01:21 PM.
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  #8  
Old 03-30-2004, 01:36 PM
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Default Re: YGO RP: D.I.V.A. system

KENNY, ur stats (I assumed that it IS Skill Drain and Swarm of Scarabs)

HP: 528
SP: 560
ATK: 31
DEF: 465
MAG: 497
MDEF: 465
SPD: 214
ACC: 73%
EVA: 13%
LCK: 35%



1) Fire Princess
HP: 440
SP: 550
ATK: 250
DEF: 400
MAG: 450
MDEF: 400
SPD: 400
ACC: 95%
EVA: 25%
LCK: 10%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: SP REGEN
- SP increases gradually.

Active Abilities: (4 each monster)
- Fire Magic: 50 SP: Fire damage to one target, 25% chance Singed. (Base 95) Magical attack.
- Solar Flare: 80 SP: Fire damage to all opposing monsters/duelist if EMPTY, 20% chance Shatter, 20% chance Rift. (Base 100) Magical attack.
- Negative Curse: 100 SP: Creates a force field around the party. Lasts until 4 full turns of Fire Princess. Party has DEF UP 2 and MDEF UP 2. Whenever a party member gets healed, target 1 opponent takes half as HP damage. (Duelist-EMPTY)
- Super Defense: 75 SP: Casts DEF UP 2, MDEF UP 2, and heals party (75 base).


2) Soul of Purity and Light
HP: 550
SP: 550
ATK: 200
DEF: 350
MAG: 400
MDEF: 350
SPD: 400
ACC: 95%
EVA: 20%
LCK: 15%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Spiritual Presence of Light
- On turn of S.O.P.L., Opposing party’s ATK and MAG will be decreased by 1.

Active Abilities: (4 each monster)
- Light Magic: 50 SP: Light damage to one target, 25% chance Blind. (Base 95) Magical attack. (Duelist-EMPTY)
- Luster Blanket: 60 SP: 90% chance casts ATK DOWN 2 and MAG DOWN 2 on opposing party.
- Shining Flare: 100 SP: Neutral damage to one target, 25% dispel target. (Base 150) Magical attack. (Duelist-EMPTY)
- Soul Caress: 75 SP: Heals 1 target (150 base), and cancel all bad status. Revives dead with 1/2 HP, MP same.


3) Cure Mermaid
HP: 400
SP: 450
ATK: 250
DEF: 300
MAG: 400
MDEF: 400
SPD: 550
ACC: 95%
EVA: 30%
LCK: 10%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: PARTY HP REGEN
- HP of party increases gradually.

Active Abilities: (4 each monster)
- Water Magic: 50 SP: Water damage to one target, 25% chance Silence. (Base 95) Magical attack.
- Bubble Bomb: 70 SP: 75% acc. (Ignoring normal ACC) Water damage to 1 target, 25% chance Slow, 25% chance Sleep, 20% Confuse, 25% chance ACC DOWN 2.
- Damage Cutter: 50 SP: Casts Barrier and Shield on 1 target.
- Female Charm: 60 SP: Heals 1 target (150 base).


4) Spirit Reaper
HP: 300
SP: 350
ATK: 350
DEF: 300
MAG: 350
MDEF: 550
SPD: 550
ACC: 95%
EVA: 30%
LCK: 15%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Ghostly Presence
- Physical attacks and Neutral elemental attacks deal 0 damage to Spirit Reaper, and chances of effects made by them are reduced by 50%. Can attack duelist directly.

Active Abilities: (4 each monster)
- Dark Banisher: 50 SP: Dark damage to one target (Duelist-EMPTY), 25% chance Dispel. (Base 80) Physical attack.
- Ghastly Grip: 60 SP: 75% Slow to 1 target, 75% DEF DOWN 1 and MDEF DOWN 1 to 1 target. If all status fails, Dark damage to target instead. (Base 90) Physical attack. (Duelist-EMPTY)
- Cloak of Demise: 100 SP: Duelist can’t use items on next turn. 50% Slow, 50% Poison, 50% MP Poison, 50% Undead to Duelist.
- Death Scythe: 100 SP: 50% chance kill 1 opposing monster.


5) Swarm of Scarabs
HP: 300
SP: 300
ATK: 400
DEF: 450
MAG: 400
MDEF: 450
SPD: 300
ACC: 95%
EVA: 15%
LCK: 20%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Swarm Attack
- As long as there is another Insect monster in the party that is alive, all stats are increased by 10 (ACC, EVA, LCK not included) SP costs are reduced by 10, and has Regen (cannot be dispelled).

Active Abilities: (4 each monster)
- Scarab Striker: 50 SP: Deals sure 50 damage to 1 target.
- Parasiter: 70 SP: 75% Parasite all opposing monsters, (75% to each, not as a whole).
- Insect Shroud: 110 SP: ACC DOWN 1 to opposing party. 25% Poison to each, 25% MP Poison to each, 25% Blind to each.
- Hard Shell: 20 SP: Casts DEF UP 1 to self.


6) Dark Magician Girl
HP: 300
SP: 550
ATK: 250
DEF: 350
MAG: 450
MDEF: 450
SPD: 500
ACC: 95%
EVA: 30%
LCK: 20%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: DMG Charm
- As long as DMG is alive, opposing party has ACC DOWN 2, own party has EVA UP 2. DMG is immune to DOWN, Berserk, and Death Sentence, and Stop. Will also have skills of other party members that have “Female”, “Girl”, “Princess”, “Queen”, “Woman” or “Lady” in its SKILL name; not monster name (plural too).

Active Abilities: (4 each monster)
- Dark Magic: 50 SP: Dark damage to one target (Duelist-EMPTY), 25% chance Rift. (Base 95) Magical attack.
- Rod of the Ancients: 90 SP: Drain HP from opposing party (base 90, neutral damage), heal self from total damage taken. Magical attack. Can change target instead of self to another party member by paying 25 SP more.
- Osmose: 0 SP: Drain SP from 1 target. (Based on MAG of DMG, and MDEF of target)
- Dark Matrix: 100 SP: Own party has Haste, EVA UP 2, and cancel all bad status on party, and party is immune to Blind and Silence. Lasts for 4 turns of DMG (including the time Dark Matrix was cast).


7) Swarm of Locusts
HP: 300
SP: 300
ATK: 450
DEF: 400
MAG: 450
MDEF: 400
SPD: 300
ACC: 95%
EVA: 15%
LCK: 20%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Swarm Attack
- As long as there is another Insect monster in the party that is alive, all stats are increased by 10 (ACC, EVA, LCK not included) SP costs are reduced by 10, and has Regen (cannot be dispelled).

Active Abilities: (4 each monster)
- Locust Striker: 50 SP: 1 Target is dispelled. Item effects are negated and cancelled.
- MP Parasiter: 70 SP: 75% MP Parasite all opposing monsters, (75% to each, not as a whole).
- Insect Shroud: 110 SP: ACC DOWN 1 to opposing party. 25% Poison to each, 25% MP Poison to each, 25% Blind to each.
- Claw Sharpen: 20 SP: Casts ATK UP 1 to self.

8) Chaos Emperor Dragon – Envoy of the End
HP: 400
SP: 400
ATK: 550
DEF: 400
MAG: 500
MDEF: 450
SPD: 400
ACC: 95%
EVA: 10%
LCK: 5%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Chaos Presence
- Opposing party immediately has Poison and MP Poison, but less “damage” than original (cannot be removed except by immunity [once target is immune, no more poison and MP poison, but once immunity is gone, poison and MP poison will be back]). CED has Regen and MP Regen (cannot be dispelled).

Active Abilities: (4 each monster)
- Chaos Stream: 100 SP: Deals neutral damage to 1 target, ignoring all good effects of target, and ignoring Passive Abilities. (Base 120) Cannot be used again on next turn. CED takes damage equal to 1/8 of damage done to target. Physical attack.
- Chaos Flare: 80 SP: 25% kill 1 monster. If fail, damage to target = to half of base MP of target + 1/4 of total life left of target.
- Rapture Claw: 200 SP: Ejects 1 monster out of the field. Can only be used if CED has 1/2 life left of original or less, and can only be used once.
- Envoy of the End: 400 SP: Brings all monsters (including CED) to 1 HP. If CED dies during anytime until the next turn of CED because of an opponent’s effect, and not because of Poison or Parasite, CED immediately revives with full HP and SP.


9) Yata Garasu
HP: 300
SP: 550
ATK: 300
DEF: 450
MAG: 300
MDEF: 450
SPD: 550
ACC: 95%
EVA: 15%
LCK: 20%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Spirit Presence: Yata
- Only appears on turn of Yata itself (still based on SPD). Party is considered EMPTY if other monsters of own party are dead. Disappears on other turns. If Yata attacks and damages an opposing target, target will be unable to do anything for 1 turn.

Active Abilities: (4 each monster)
- Fly: 100 SP: 1 Target can attack the duelist directly on its next turn.
- Fiendish Flash: 60 SP: ACC DOWN 2 to all opponents.
- Swift Peck: 30 SP: Neutral damage to 1 opponent (Duelist-EMPTY). (Base 50) 50% chance Slow, 50% chance Berserk.
- Cover Feathers: 50 SP: Casts Barrier and EVA UP 2 on 1 target.

~continued on next~
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Old 03-30-2004, 01:37 PM
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Default Re: YGO RP: D.I.V.A. system

~continued~

SPELLS:

1) Raigeki: 75 SP: Deals major Light damage to opponents’ monsters (Base: 120). Also minor SP damage (30). Magical attack.

2) Pot of Greed: 0 SP: Heal 20 SP for 1 target.

3) Dark Hole: 60 SP: Reduces all monsters to 1/2 of their current HP.

4) Messenger of Peace: 50 SP: 50% chance Blinds and 50% chance Silences opposing monsters.

5) Graceful Charity: 50 SP: Heals party member (Base 100), also gives 30 SP to party member.

6) Shallow Grave: 40 SP: Deals damage to target = to 1/4 of its current HP.

7) Mystical Space Typhoon: 50 SP: Cancel item effect on a target.

8) De-Spell: 20 SP: Dispels 1 target of all good or bad status (you chose).

9) Giant Trunade: 60 SP: Cancels all effects of items on all, and dispels all of good status.

10) Premature Burial: 50 SP: Revives 1 monster with half of its HP.

11) Delinquent Duo: 120 SP: Opposing duelist can’t use items and is blinded and silenced until the 2nd turn of duelist (you [on your next next turn, it wears off).

12) Monster Reborn: 100 SP: Revives 1 monster with full HP.

13) Swords of Revealing Light: 100 SP: Opponents can’t use offensive spells/abilities, and can’t attack for next 3 turns of opponent (complete round of all [1 turn, all 4 party members have passed, then 2 more], not individual).

14) Harpie’s Feather Duster: 100 SP: Cancels all effects of items of opposing party and dispels all good status of opposing party. Passive abilities of opposing monsters are negated for 1 turn of that monster.

15) Change of Heart: 200 SP: Control 1 opposing monster for 1 turn.

16) Painful Choice: 100 SP: Heal 1 target (Base 120), caster takes 1/2 of the cure as damage.

17) Bindings of the Sand: 50 SP: Earth damage to opposing monsters. (Base 80) 25% SPD DOWN 2 to each, 25% Slow to each. Physical Attack



ITEMS:
1) Mirror Force: Delay: 6 turns: Cancel the 1st attack/abilities that has damage done to your party/monster, and opposing party takes the supposed damage instead. Effects of abilities/attacks are not applied.

2) Solemn Judgement: Delay: 5 turns: Opposing party’s abilities/spells cost 20 more to cast. Also cancels Conserver status of opposing party.

3) Magic Cylinder: Delay: 8 turns: Cancel the 1st ability/spell done by opposing party and redirect that ability/spell to another target of your choice.

4) Gravity Bind: Delay: 3 turns: Cancel the 1st ability done by opposing party.

5) Magic Jammer: Delay: 3 turns: Cancel the 1st spell done by the opposing party.

6) Seven Tools of the Bandit: Delay 5 turns: (Initiative A) Opposing Duelist can’t use items for 1 turn.

7) Jar of Greed: Delay: 1 turn: 1 target gains 10 SP.

8) The Polite Intruders: Delay: 6 turns: creates 3 Ojamas (1 HP) into play. Opposing party cannot target your party’s units unless the 3 Ojama tokens are destroyed.

9) Imperial Order: Delay: 9 turns: Opposing party can’t use abilities for 1 turn (individually), and duelist is healed from all bad status.

10) Royal Decree: Delay: 15 turns: (Initiative B) All duelists can’t use items until 5 of their turns have passed.

11) Skill Drain: Delay: 15 turns: (Initiative A) Monsters can only attack during their next 5 turns, and duelist is healed of all bad status.

12) MYSTICAL REFPANEL: Delay: 5 turns: Until next turn of duelist, whenever a spell specifically targets a monster he/she controls, redirect that spell to an opposing monster.

13) Solemn Wishes: Delay: 5 turns: Until the end of your opponent’s turn (all 4 members), whenever a monster you control is damaged, duelist gains that much life.

14) Judgement of Anubis: Delay: 9 turns: Opposing duelist cannot use any items for 3 turns of duelist and is silenced (must be dispelled).
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Old 03-30-2004, 07:02 PM
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Default Re: YGO RP: D.I.V.A. system

Here's Zeraato from http://www.stormpages.com/edhric/Yugioh.htm:

308-034
ARCHANGEL ZERAATO
Light/Angel/8/2800/2300
This card can't be Normal Summoned. This card can only be
Special Summoned if a [Sanctuary of the Sky] is on the Field, and
by sacrificing 1 face-up [Warrior of Zera] on your Field. You
can discard 1 Light Main-Type Monster from your hand to the
Cemetery to destroy all Monsters on your opponent's Field. If a
[Sanctuary of the Sky] is not on your Field, you can't use this
effect.
ULTRA / PARALLEL / ULTIMATE RARE

I'll only use it if I'm allowed to play it as a normal monster (meaning forget about the Sanctuary and Warrior of Zera)

Oh, and my stats:


HP: 20
SP: 10
ATK: 10
DEF: 20
MAG: 15
MDEF: 15
SPD: 20
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Old 04-02-2004, 02:42 PM
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Default Re: YGO RP: D.I.V.A. system

Name: Brian

HP: 528
SP: 214
ATK: 214
DEF: 528
MAG: 400
MDEF: 400
SPD: 528
ACC: 100%
EVA: 15%
LCK: 33%

Monsters:
1) Magical Marionette
HP: 300
SP: 400
ATK: 250
DEF: 300
MAG: 500
MDEF: 500
SPD: 500
ACC: 95%
EVA: 10%
LCK: 10%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Spell Alertness
- Gains HP and SP equal to 1/4 of its original HP/SP whenever a spell is cast, and immediately casts ATK UP 1 and MAG UP 1 on self.

Active Abilities: (4 each monster)
- Marionette Dance: 90 SP: 50% chance Confuse, 25% chance Sleep, 25% chance ACC DOWN 2, 10% chance Dead, 5% chance Ejected on 1 target (Duelist-EMPTY). If all stats fail not due to immunity, only half of SP is used instead of its full cost.
- Neutral Flare: 80 SP: Neutral Damage to 1 target (Duelist-EMPTY) (Base 100), Magical attack.
- Spell Growth: 30 SP: Until next turn, Spell Alertness’ effects are doubled (gain 1/2 HP/SP, and ATK UP 2 and MAG UP 2 instead)
- Marionette Mania: 200 SP: Leaves all opponent’s HP (except Duelist) at 1/3 of their base life (rounded up). Opposing duelist’s SP is reduced by 1/2. 50% chance Shatter opposing duelist, 50% chance Rift opposing duelist. Magical Marionette is now Confused and has SPD DOWN 5 until the next 3 turns of MM.

2) Kaiser Glider
HP: 550
SP: 350
ATK: 400
DEF: 300
MAG: 350
MDEF: 300
SPD: 400
ACC: 95%
EVA: 5%
LCK: 30%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Kaiser Plate
- Kaiser Glider is immune to all spells (even own spells)(not status). Kaiser Glider always has Regen, MP Regen, Barrier, and Shield (cannot be dispelled).

Active Abilities: (4 each monster)
- Kaiser Blade: 100 SP: Deals neutral damage to 1 target, ignoring all good effects of target (Duelist-EMPTY). (Base 110) Physical attack.
- Light Aura: 10 SP: Choose either from EVA UP 1, DEF UP 1, or MDEF UP 1 on self. 10% chance casts Angelus on self.
- Razor Claw: 75 SP: Deals neutral damage to 1 target, 25% chance Shatter (Duelist-EMPTY). (Base 100) Physical attack.
- Holy Stream: 200 SP: Deals Light damage to all opposing targets, including duelist. (Base 150) Magical attack.

3) Dark Magician of Chaos
HP: 400
SP: 550
ATK: 300
DEF: 350
MAG: 500
MDEF: 500
SPD: 400
ACC: 95%
EVA: 5%
LCK: 10%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Chaos Presence
- Opposing party immediately has Poison and MP Poison, but less “damage” than original (cannot be removed except by immunity [once target is immune, no more poison and MP poison, but once immunity is gone, poison and MP poison will be back]). DMC has Regen and MP Regen (cannot be dispelled).

Active Abilities: (4 each monster)
- Chaos Magic: 100 SP: Deals neutral damage to 1 target, ignoring all good effects of target, and ignoring Passive Abilities. (Base 120) Cannot be used again on next turn. DMC takes damage equal to 1/8 of damage done to target. Magical attack.
- Chaos Flare: 80 SP: 25% kill 1 monster. If fail, damage to target = to half of base MP of target + 1/4 of total life left of target.
- Rapture Magic: 150 SP: 20% chance Eject 1 monster out of the field. If successful, cannot be used again through out the duel. If not successful, leaves target equal to 3/4 of its CURRENT HP.
- Void Blast: 150 SP: Immediately kills 1 monster. DMC has stop for 1 “turn” (cannot be dispelled).

4) Des Volstalph
HP: 500
SP: 350
ATK: 550
DEF: 350
MAG: 200
MDEF: 350
SPD: 550
ACC: 95%
EVA: 30%
LCK: 0%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Des Presence
- Immune to Death, Death Sentence, Blind, Silence, Undead, Poison, Parasite, and Berserk. Immediately has Angelus (lasts only 1 time, cannot be dispelled). Normal attack already has 10% chance of Death to target.

Active Abilities: (4 each monster)
- Dark Arrow: 50 SP: Deals dark damage to 1 target, ignoring all good effects of target, and ignoring Passive Abilities. (Duelist-EMPTY)(Base 75) Physical attack.
- Dark Drain: 0 SP: Drains either 100 HP or 50 SP (you chose) from 1 party member and adds to own HP/SP.
- Razor Claw: 75 SP: Deals neutral damage to 1 target, 25% chance Shatter (Duelist-EMPTY). (Base 100) Physical attack.
- Des Breath: 100 SP: 25% chance Death 1 target. If fails, dispels target of all statuses, and immediate MP Poison. (Duelist-EMPTY)

5) Invader of Darkness
HP: 450
SP: 450
ATK: 500
DEF: 500
MAG: 300
MDEF: 300
SPD: 350
ACC: 95%
EVA: 10%
LCK: 10%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Darkness: Invader
- Immune to Blind, Death, DOWNs, and Death Sentence. Normal attack already has 10% chance to cause Blind on target. IOD is immune to items and their effects (including items that does not specifically target IOD.)

Active Abilities: (4 each monster)
- Dark Shade: 100 SP: Deals dark damage to 1 target, dispelling all good status on it. 20% chance MP Poison to target. (Base 80) Physical attack.
- Dark Drain: 0 SP: Drains either 100 HP or 50 SP (you chose) from 1 party member and adds to own HP/SP.
- Ghostly Shade: 50 SP: Immune to Neutral element until next turn. Also removes Poison, MP Poison, Parasite and MP Parasite from IOD.
- Eclipsing Shroud: 100 SP: Sure ACC DOWN 3 on 1 target (Duelist-EMPTY), 50% chance Blind, 25% chance Confuse, 10% change the Weakness of target to Dark element.

6) Guardian Angel Joan
HP: 400
SP: 550
ATK: 300
DEF: 400
MAG: 550
MDEF: 400
SPD: 500
ACC: 95%
EVA: 5%
LCK: 10%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Guardian’s Presence
- Immune to all bad statuses except DOWN, Poison, MP Poison, Parasite, MP Parasite, Sleep and Confuse. Already has Angelus (1 time only), Barrier and Shield (Cannot Dispel).

Active Abilities: (4 each monster)
- Light Wings: 75 SP: Deals light damage to opposing monsters, ignoring all good effects of target, 25% chance cancel item effects of monsters (as a whole) (Base 90) Magical attack.
- Angel Flow: 0 SP: On next turn, whenever GAJ inflicts HP damage in any way, both GAJ and the duelist that controls it gains that much life.
- Bright Pulsar: 150 SP: Deals light damage to opposing duelist, 25% chance Rift, 25% chance Silence (Base 120) Magical attack.
- Soul Caress: 75 SP: Heals 1 target (150 base), and cancel all bad status. Revives dead with 1/2 HP, MP same.

7) Archangel Zerrato (as long as I'm allowed to get him out right away)
HP: 400
SP: 450
ATK: 300
DEF: 400
MAG: 550
MDEF: 500
SPD: 400
ACC: 90%
EVA: 5%
LCK: 10%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Archangel’s Presence
- Not weak against Dark and Dark monsters are weak against AAZ’s Light attacks/spells/abilities. Already has Regen, MP Regen. Immune to Death Sentence, Death, Berserk and Singe. Normal attack already has 10% chance Silence, 10% chance Blind target.

Active Abilities: (4 each monster)
- Angel Flow: 0 SP: On next turn, whenever GAJ inflicts HP damage in any way, both GAJ and the duelist that controls it gains that much life.
- Bright Pulsar: 150 SP: Deals light damage to opposing duelist, 25% chance Rift, 25% chance Silence (Base 120) Magical attack.
- Osmose: 0 SP: Drain SP from 1 target. (Based on MAG of BLSEOB, and MDEF of target)
- Shining Eclipse: 150 SP: Blinds and Silences all of opponent’s monsters. If monster is immune to blind, monster takes sure 100 damage. If monster is immune to silence, monster takes 50 SP damage. If monster is immune to both, monster has Slow, and has ALL DOWN 2.

8) Black Luster Soldier - Envoy of the Beginning
HP: 450
SP: 450
ATK: 500
DEF: 400
MAG: 500
MDEF: 400
SPD: 400
ACC: 95%
EVA: 10%
LCK: 10%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Genesis
- Already has Haste, Regen, MP Regen and Angelus (1 time only)(cannot dispel). Immune to Poison, MP Poison, Parasite, MP Parasite, Death, Death Sentence and Berserk. When Angelus effect occurs, Duelist’s HP and SP is healed to max. Immune to other Angelus.

Active Abilities: (4 each monster)
- Chaos Blade: 100 SP: Deals neutral damage to 1 target, ignoring all good effects of target, and ignoring Passive Abilities. (Duelist-EMPTY) (Base 120) Cannot be used again on next turn. BLSEOB takes damage equal to 1/8 of damage done to target. Physical attack.
- Chaos Flare: 80 SP: 25% kill 1 monster. If fail, damage to target = to half of base MP of target + 1/4 of total life left of target.
- Osmose: 0 SP: Drain SP from 1 target. (Based on MAG of BLSEOB, and MDEF of target)
- Envoy of the Beginning: 450 SP: Heals all party members’ HP to max. Opponent’s SP is healed max. Also casts Regen, MP Regen to party, and cancels all bad status of party (except dead).

9) Masked Beast Des Garius
HP: 350
SP: 550
ATK: 550
DEF: 300
MAG: 550
MDEF: 300
SPD: 250
ACC: 95%
EVA: 0%
LCK: 10%

Spells (Limited to only 4 per monster)

Choose 4 from the list below later

Passive Ability: Nefarious Masks
- Cannot be the specific target of a spell/ability/attack unless its caster/attacker pays an extra 25 SP. Normal attacks already have 10% chance to Silence, 10% chance Confuse, 10% chance Blind target.

Active Abilities: (4 each monster)
- Mask of Fear: 100 SP: Casts Stop on 1 target. (Duelist-EMPTY) Stop lasts only 1 turn.
- Mask of Despair: 50 SP: Destroys 100 SP of 1 target (Duelist-EMPTY).
- Mask of Scavenging: 80 SP: Casts MP Parasite on 1 target. Host is MBDG.
- Mask of Doom: 80 SP: 50% Death Sentence on 1 target (Duelist-EMPTY). Timer is 5 turns of target. If dispelled, target takes damage 100 damage X the number of turns left that was supposed to kill the target. (On turn of target, timer is 4)

~Continued on next~
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Old 04-02-2004, 02:46 PM
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Default Re: YGO RP: D.I.V.A. system

~Continued~

Magic
1) Monster Reborn: 100 SP: Revives 1 monster with full HP.

2) Premature Burial: 50 SP: Revives 1 monster with half of its HP.

3) Raigeki: 75 SP: Deals major Light damage to opponents’ monsters (Base: 120). Also minor SP damage (30). Magical attack.

4) Mage Power: X SP: Deals 2X damage to target. Cannot kill a target. (Duelist-EMPTY)

5) Dark Core: 90 SP: Deals dark damage to 1 target (Duelist-EMPTY) (Base 100) 25% chance MP Parasite, 25% Dispel target of good status.

6) Swords of Revealing Light: 100 SP: Opponents can’t use offensive spells/abilities, and can’t attack for next 3 turns of opponent (complete round of all [1 turn, all 4 party members have passed, then 2 more], not individual).

7) Twin Swords of Flashing Light – Tryce: 50 SP: Casts Haste, ATK DOWN 1, and Barrier on 1 target. The next normal attack of target of this spell will immediately Dispel the attacked target of all good status.

8) Rod of Silence – Kay’Est: 50 SP: Casts DEF UP 3, MDEF UP 3 on 1 target. Target is immune to spells for 3 of its turns.

9) Dian Keto, the Cure Master: 80 SP: Heals 1 target to MAX.

10) Dark Hole: 60 SP: Reduces all monsters to 1/2 of their current HP.

11) Tribute to the Doomed: 75 SP: 20% chance Death 1 monster. If fail, sure Stop target for 1 turn only (cannot be dispelled).

12) Offerings to the Doomed: 50 SP: 25% chance Death 1 monster. If successful, user is Silenced for 5 of its turns (cannot be dispelled).

13) Poison of the Old Man: 100 SP: Deal sure 120 damage to 1 target, and another target gains sure 80 HP.

14) Axe of Despair: 50 SP: Target loses 1/2 of its current HP, gains ATK UP 5 and MAG ATK UP 5.

15) Harpy's Feather Duster: 100 SP: Cancels all effects of items of opposing party and dispels all good status of opposing party. Passive abilities of opposing monsters are negated for 1 turn of that monster.

16) Change of Heart: 200 SP: Control 1 opposing monster for 1 turn.

Items:
1) Nightmare Wheel: Delay: 7 turns: (Initiative B) The 1st opposing monster that will do something is STOPPED for 1 turn. Cancel the attack/spell/ability that it was about to do. (Cannot be dispelled)

2) Negate Attack: Delay: 6 turns: (Initiative C) Opposing party cannot attack (spells and abilities can still be done).

3) Energy Drain: Delay: 8 turns: Duelist gains SP equal to the opposing Duelist’s remaining SP. Silenced for 1 turn (cannot be dispelled).

4) Waboku: Delay: 5 turns: 1st attack/spell/ability that will deal damage will deal 0 damage instead.

5) Mirror Force: Delay: 6 turns: Cancel the 1st attack/abilities that has damage done to your party/monster, and opposing party takes the supposed damage instead. Effects of abilities/attacks are not applied.

6) Imperial Order: Delay: 9 turns: Opposing party can’t use abilities for 1 turn (individually), and duelist is healed from all bad status (except dead… duh).

7) Trap Jammer: Delay: 8 turns: (Initiative A) Opposing duelist can’t use any items until the end his/her 2nd turn.

8) Magic Cylinder: Delay: 8 turns: Cancel the 1st ability/spell done by opposing party and redirect that ability/spell to another target of your choice.

9) Judgement of Anubis: Delay: 9 turns: Opposing duelist cannot use any items for 3 turns of duelist and is silenced (must be dispelled).

10) Mirror Wall: Delay: 10 turns: Until the end of the 3rd turn of duelist, whenever an attack/spell/ability deals damage to a target, that damage is reduced by half (negating other effects of items), and the source of that attack/spell/ability will have ATK DOWN 2 and MAG DOWN 2, ignoring immunity.

11) Call from the Darkness: Delay: 10 turns: Revives 1 monster with full HP and MP. Attribute type is changed to Dark, and permanently has ALL DOWN 2 (even if it died, and revived again). Cannot be used to revive Dark monsters.

12) White Hole: Delay: 5 turns: Saves own party from Dark Hole, and prevents the use of effects that reduce the life of target/targets with a specific amount (such as “sure 100 damage”, “reduced to 1/4”, ETC.) for 1 time of each party member

13) Call of the Haunted: Delay: 7 turns: Revives 1 monster with 1/2 of its HP left, MP same.

14) Destruction Ring: Delay: 7 turns: RANDOM amount of HP damage will be done to all targets (individually, not as a whole) [will be calculated by dice roll]. Cannot kill.

15) Sakaretsu Armor: Delay: 4 turns: Cancel the 1st attack/abilities that has damage done to your monster, and opposing monster takes the supposed damage instead. Effects of abilities/attacks are not applied.
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