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Jul 19, 2014 3:27 PM
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Aug 2010
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Two people just need to agree to duel each other. One person selects as stage and you begin fighting!

Just note a few things:
- There's a time limit of 30 minutes per battle
- Don't generate more than 20% KG per post (avoid generating 20% overall since its pretty crazy unless you've destroyed lots of terrain and hit your opponent a lot - 5% - 10% is the normal, realistic standard)
- Be aware of the stage and RP with that into consideration
- List your HP % and KG % in every post in the battle.

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Stage Info (Copied from a bro who's put some real time into this):
1. Rotten Forest Stage
Pools of poisonous liquid are scattered around, dealing damage to avatars that may fall in (5% per post while in contact with the liquid.)

2. Demon City Stage
The walls of this city are extremely hard, this is to the point that it is near impossible to destroy. Meaning that there are no methods of gaining KG via field destruction. Buildings can be entered.

3. Factory Stage
The area is littered with old construction items, both able to give a Burst Linker advantages as well as disadvantages. Due to this, destroying the environment causes damage as electricity will continue running through the damaged floor and machinery, causing 5% damage from terrain destruction.

4. Ice and Snow Stage
This frigid area is barren thus cover is near nonexistent, due to the nature of the environment acting recklessly, moving too fast or being unlucky, you may fall and hurt yourself.

5. Wilderness Stage
An area covered in vegetation par the relatively open middle that makes it difficult for the fighters to sight each other, making direct confrontation and long range fighters suffer while favoring ambushers and trap users.

6. Ocean Stage
An area with a single beach bar of an island along with rocky coves, favoring those that have an ability for underwater combat, there isn't much cover on this one.

7. End of Century Stage
A post-apocalyptic stage where the people and cars vanish, leaving the streets full of cracks and sinkholes, the guardrails, stoplights, and the buildings' glasses broken in flashy ways. The buildings are destroyed and cannot be entered normally, although fire escapes and such can be still used to access the rooftop. Barricades made of rubble and debris can found across the stage and at intersections, as well as thrash cans whose contents are on fire littered all across the road.
Note: Should one accelerate inside a building they will be teleported to the roof of the building.

8. Inferno Stage
A stage of flame and heat, slowly those will succumb to the heat, ( 3% per post) and woe to any who may fall into the lava. Pockets of super-heated volcanic gas can erupt out from cavities that are strewn across the field, dealing 5% damage per post.

9. Graveyard Stage
A cemetery perpetually haunted by the souls of the dead, grasping at anyone who treads on the land. Due to movement being hampered by the dead, those on ground level have their speed reduced by 800 ( if your speed is lower than 800, you can't move away unless a turn is taken to fend off the dead though the hampering continues once more after 2 self-posts. )
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10. Purgatory Stage
A stage that looks as if it could be a living creature, insects scuttle across this stage and protrusions of spikes abound, spikes can be used to possibly inflict more damage while insects of all sorts are packed with acids and poison, using them to one's own advantage is possible with the actual poison capable of dealing 3% of damage. It is also possible to be unfortunate enough to step on one of these as well, take care. It is hard to destroy as well.

11. Twilight Stage
Nothing at all but please, the rarity of this stage demands you look at that sunset. It's particularly easy to obtain damage terrain bonus, as well as easy to make fires. It is unexpectedly gloomy...

12. Weathered Stage
A post-apocalyptic stage where the buildings and urban furniture have become frail and nothing more than the bare bones of their structure due to years of wear after an implied nuclear holocaust, and while making terrain destruction bonus easy to attain it also makes for a great danger. Sandstorms will kick every three turns, lowering the combat accuracy of duel avatars who rely upon long range sniping or explosives. (these storm last 2 turns, reducing accuracy for ranged attacks by 800)

13. Moonlight Stage
The scenery becomes white, as the entire area is illuminated by a white moonlight, yet you cannot see anything in the shadows. Sound carries over a further distance than usual. Trap-type terrain effects are missing entirely, meaning an ambush is the only thing that can threaten you.

14. Old Castle Stage.
A stage illuminated gently by moonlight as the buildings are replaced with towers and castles, which inspire the Burst Linkers to either perform heroic deeds outside the castle's walls or hide inside them and patiently decimate their enemies. The castle walls are sturdy enough to take a while to break, and numerous siege materials such as flaming arrows or ballistas can be found inside them, giving some interesting advantages during large scale battles.

15. Primeval Forest Stage.
A jungle stage where the scenery's sky becomes dyed with lavender as the buildings become trees covered by ivy, whose main terrain hazard is the presence of gigantic living creature-type obstacles. There are various types like carnivore mammals, dinosaurs, giant insects and also man-eating plants, which all will indiscriminately attack anything that enters their aggro range.

16. Steel Stage.
A world made of rivetted steel plates. This stage is difficult to break. Electricity is conducted easily in this stage. One's footsteps will echo strangely, even more so if one’s duel avatar were a metal color down to one’s soles.

17. Shopping District:
This stage resembles Akihabara's E-shopping district. The ground of this stage is unusually hard, and the environment lacks open spaces; not entirely suited for events in a large group. Does not allow entry into buildings.

18. Stormy Weather.
Reduce the effectiveness of laser attacks, This stage represents the city under the attacks of weather, Heavy downpour, Thunder, Wind, too bad you can't enter the buildings to get cover.

19. Misty Rain.
This stage gives the feeling of some horror setting, you can't see clearly with all this mist ( you can't see farther than 1m50 in front of you) and with the light rain falling on you your nerves might breakdown. Lasers are less effective in this stage.

20. Meadow Stage.
A vast open meadow, noted for its golden color. Has no buildings or rocks, just a vast plain. Needless to say gaining KG in this field will be harder than you think.

21. Heian Stage.
Everything is designed after feudal japan! Will you take a nap on the tatamis or maybe will you burst through walls?

22. Scorched Earth.
Harsh winds cause a small but persistent amount of damage to players 2% per self post. As the name implies, all the buildings and such are burned so everything is covered in soot. Allows entry into building, however being burnt, the buildings are very fragile making for easy stage destruction.

23. Canyon Stage.
Buildings become rocks and the sky is tinted yellow. Also the stage features strong winds. Easy to assume the stage is hard to break at this point...

24. Desert Stage.
An open desert noted for having a very clear sky. Buildings appear in the background as mirages, only sand, sun, wind and heat. Be prepared for a not-so-comfortable fight.
BeyondJul 19, 2014 3:33 PM
「一人殺せば犯罪者だけど、千人殺せば英雄になれる。百万人殺せば征服者だし、絶滅させれば神よ」
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