Rules
Here are the Rules.
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First & foremost, fights are turn-based. You can fight a maximum of twice a day unless it's in a tournament. If you are participating in a tournament, you cannot fight anyone else that day. Secondly, the winner of the fight wins 500 Gold & the loser gets 100 Gold. The winner also recieves a bonus to his stats, which is 100 points to put into a stat or divide into multiple stats. Now for the fighting layout.
Fights are done in a 10x10 square field. You move a number of squares based on your speed.
0 < (0 or less than 0) - No Movement
1-200 - 1 Space
201-350 - 2 Spaces
351-500 - 3 Spaces
501-600 - 4 Spaces
601 > (601 or greater) - 5 Spaces
Each weapon has a range it can reach. You must be within that number of spaces to hit a person physically. Physical Damage is calculated by (Attacker's Strength+Weapon Damage) - (Defender's Vitality+Armor/Shield Defenses) (EX:Figher 1's Strength is 125 & he is using a Small Axe. Fighter 2's Vitality is 75 & he has Metal Armor & Hard Shield. Fighter 1 attacks Fighter 2. Fighter 1's Strength, 125, is added to his Small Axe's damage, 40, to make 165. The Defender adds his Vitality, 75, his Metal Armor, 25, & his Hard Shield, 20, to get 120. The Attacker's 165 is subtracted from the Defender's 120 to get 45. Fighter 1 does 45 Damage to Fighter 2.) The Defender after adds Long Range Techniques (arrows, spells, long range skills, etc.) are calculated by Inteligence+Spell Damage. The Defender then takes his Inteligence & divides it in half. He uses that number to subtract it from the damage dealt. The end result is the damage the Defender recieves. (EX: Fighter 1 uses Firebolt on Fighter 2. Fighter 1's Inteligence is 150, while Fighter 2's is 100. Firebolt deals 25 damage. Fighter 1 adds that 25 to his inteligence to get 175, & Fighter 2 divides 100 in half & gets 50. He subtracts that 50 from 175 to get 125. The attack is doing 125 damage.) (NOTE: If it's a summon's attack instead of a spell, Attacker uses Spirit instead of Inteligence)
Now for dodging Long Range Techniques. This one is simple. You take the Defender's Agility & subtract it from the Attacker's Agility. If the number is:
20 or less - Total hit
20-100 - Half hit
101-200 - Dodge
201 & up - Counter (the Counter cannot be dodged)
For Physical Attacks you cannot dodge.

In this RPG, once your HP hits 0, you have 2 choices:
1) Quit the fight, you loose the fight, but your character lives to fight again...then there's...
2) Keep fighting afterward, if you take even 1 HP of damage you die, your character is considered dead in the RPG, very little can be done about this, some items let you get by this though.

Now for an idea given to me by none other than Minglia, & it's a good one too! It's a way to be revived after you die. A person must go to a place, called a 'Revival Point' (there will be more than one) & ask for the revival of a dead person. But...
In return for being revived, they MUST do one favor for that character who revived them.
That's the description, I will put where the Revival Points are at on a later date.

Custom Weapons/Armor:
You may create your own weapons or armor, but they must be approved by me. After i've approved it, I will also choose how long it will take to create this weapon or armor & post a counter on your stat page.

Element weaknesses:
These weaknesses go both ways:
Fire<->Water
Earth<->Wind
Light<->Dark
Grass<->Water
Data<->Ghostly
Ghostly<->Mana
Mana<->Blade
Blade<->Data
Another thing effecting spells is what day of the week it is. Some elements becomes stronger on specified days. The days are as follows:
Sunday = Light Element stronger
Monday = Earth Element stronger
Tuesday = Wind Element stronger
Wednesday = Fire Element stronger
Thursday = Water Element stronger
Friday = Grass Element stronger
Saturday = Dark Element stronger

Status Ailments: The RPG will also deal with Status Ailments, or better known as, Status Effects. Every element will have it's own status effect. Confusion, or Confu, is an exception in the fact that it has no element, and it works as follows:

Any attacks that can confuse will have a Confu Chance number. Take this number, & subtract it from the target's Spirit. If the number is...
50 or more - Confu unsuccessful (Attack still may be successful though)
0-49 - Slight Confu
-1 or less - Full Confu
For Slight Confu, to see if the attack is successful, take half your Inteligence. If the number is greater than (thinking), the attack is successful, otherwise it is unsuccessful & you deal basic attack damage to yourself. For Full Confu, to see if the attack is successful, take your full Inteligence. If the number is greater than (thinking), the attack is successful, otherwise it is unsuccessful & you deal basic attack damage to yourself. Confu only lasts for the fight, then is gone afterward.

Poison is similar but different in some ways. First off, as with Confu, any poisoning attack will have a Poison Chance number. Take the number &, instead, subtract it from the opponent's Vitality. If the number is...
75 or more - Poison unsuccessful (Attack may still be successful though)
30-74 - Half Poison
29 or less - Full Poison
Poison Damage per turn will be stated with the attack also. Poison lasts continuously until you heal it.

Other Effects are: Burn (Fire), Freeze/Numb (Water), Paralysis (Earth), Knockback (Wind), Blind (Light, Dark), Metal Encasement (Metal...duh), and Time Bomb. (Technology)

The RPG is seperated into 3 Continents, then multiple cities per continent. These continents are
Asuia, Afurika, & Europae. To travel from one city to another will be put later. To travel from Continent to Continent, you must be at a port city (unless something else allows you to go to another continent; EX: Cabbit) You may also run into a random battle when walking, creatures dependent on area. While traveling, you may not battle any other members, take place in missions, or use Training Areas.

Summoning is being updated! There are now three types of summons:
Mana Summon: Basic Summon. Has attacks, HP, and number of turns out.
Card Summon: Special Summon. Has attacks & HP.
Materia Summon: Special Summon. Only comes out to attack once, like a spell.
Examples:
Mana Summon: Ifrit: Fire Element Summon. 300 HP. 4 Turns. Costs 20 MP. Spells: (etc...)
Card Summon: Dark Magician: Dark Element Card Summon. 2100 HP. Costs 50 MP. Attacks: (etc...)
Materia Summon: Ifrit: Fire Element Materia Summon. Does 150 Damage. Costs 20 MP.
All forms of summoning still use Spirit instead of Inteligence.

More to come soon...