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Mother Fuckin Beyblades
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=BATTLE= '''This whole section is going to be a mess until I get my shit in order and fix it up.''' If it wasn't obvious already, Battle is an incredibly important aspect of this game. Battling is kind of all you can do with these silly toys. There are more complex rules involved in certain parts of Battle, but let's stick to the basics for now. First and foremost, ditch any ideas about spin and movement direction and all of that. In this game, Beyblades move exactly as you command them, so there's no rules for Beyblades automatically moving around in a certain way. They move where you tell them to move. So, the short version of how Battles work goes like this: *You figure out who is battling and where. **More participants means more opponents to deal with, though team battles are a possibility as well. **Different arenas can mean different obstacles and hazards to avoid. *Each participant in the battle starts off by making their Launch Roll to determine their starting Spin. **Spin = (Launch Skill + Equipment) x Endurance *** Ex: You roll 3 and 5 on 2d6, plus 2 for Launcher gear, then multiplied by your Beyblade's Endurance of 4, giving you a total of 40 Spin for the match. ''(3+5+2)*4 = 40'' *Each Battle starts with the Toy with the highest Speed attribute taking their turn first then continuing in descending order until everyone in the Battle has gone before starting again at the top of the order. For instances where players have equal Speed stats, just flip a coin or roll a die for the tie breaker and keep that order throughout the rest of the battle. **At the Start of each Round, every participant loses 1 Spin and gains 1 Specialty Point which they can put on Guts, Brains, or Heart. ***Specialty points used during battles to activate your special attacks and maneuvers which cannot be used until that character has enough of the right type of points to spend. **Participants in a battle are allowed to take 3 actions during their turn.. A Turn automatically ends once a character has used and resolved all 3 actions, though they may decide to end their turn without using all 3 if they wish. **The actions participants can take during their turn at Movement, Attacking, Guarding, and using Special Maneuvers. ***Movement - Costs 1 Spin - You may move up to your Speed score in spaces in any direction. Not through obstacles or through squares occupied by other Beyblades. ***Attacking - Costs 2 Spin - Attack range is equal to 1/2 your Toy's speed. You roll your Attack Skill versus the Target's Defend Skill and compare results. ****If your attack roll beats their Guard roll by at least one, you deal your Damage stat to their Spin, minus half their Defense Stat. For every additional point you beat the opponent's roll by you can deal an extra point of damage or push them back by that number of squares. ***Defending - Costs 0 Spin - You end your turn early and receive a +1 bonus to Defend roll against incoming attacks until the start of your next turn for each action and an additional +1 for each action you did not take during your turn. (Max of +3) ***Special maneuvers - Costs Variable - As explained earlier, Players build up Specialty Points with each passing round which are spent to activate the different Special Maneuvers they chose during character creation. *On an opponent's turn, when being attacked, you may either Defend or Dodge **Defend - Costs 0 Spin - You attempt to mitigate damage by bracing against it. Even on an unsuccessful Guard Skill roll, you still subtract half your Defense Stat from the damage taken. On a successful roll you subtract your full Defense stat, which may still mean taking damage or getting knocked around. **Dodge - Costs 2 Spin - An all or nothing maneuver where you attempt to avoid all incoming damage at the cost of defense. If successful, the Attack against you fails and deals no damage. If the Dodge roll fails, then you take the full damage without subtracting your Defense. *Battle keeps going round by round until the is only one participant left who becomes the winner. Other battlers are removed from the fight when they reach 0 Spin (or less), if they are destroyed, or if they are pushed out of the arena.
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