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Dueling is when two people with two seperate parties clash. It is a multiplayer thing. It is relatively simple, but there should be a presiding GM. If a presiding GM is not available, one of the players may GM. Keep in mind that dueling is a long process. It takes many hours to complete a full, regular duel. Thus, here are some options:

Options Key (note: most of these are compatible with other RPG battle arenas/duels):

C: Compatible with (Option A can be turned on at same time as Option X.)

N: Not compatible with (Option A or Option X may be turned on, but not both.)

Time Duel: Simple. Finish a duel in a set amount of time. He or she who did best is the victor.

Stock Duel: There are a few options here (inspired by Super Smash Bros and Pokemon, respectively.)

Option One (N: 2): You get X number of characters. You can pick them on the fly. Just try to pick well.

Option Two (N: 1).: This is more like Pokemon. You must choose your characters, and once that team is chosen, you can't switch around with it.. Choose wisely.

Speed Dueling: Not to be confused with Time Duel, Speed Dueling sets a time limit on every turn, so you must complete your turn in X seconds. This can help people from taking unnecessarily long turns, especially in Time Duels.

Enemy Choose: A devious little stinker game. Before combat, you and your enemy each choose the other's team! The default option just gives the character and maybe a power indicator. This forces you and your enemy to literally know your enemy. It also forces you to create teams that are well-rounded and can survive not being chosen, and it adds a little bit of strategy, for you have to choose your enemy's team in such a way as you know you can beat it with any combination your enemy makes of your guys, which is not always easy.

Random Teams: A fun little option: teams are chosen randomly. You can even have preset teams, and these teams are given a numerical designation. A dice is rolled, and voila! team 13 is chosen!

Level Limits: This sets limits on what level characters may be participating. Limits can be set for minimum or maximum. The main use is just to establish a fair realm for you and your opponent to compete in.

Influence Areas: If this option is on, every character who duels will fight on an area appropriate to their character. On that influence area, a character is stronger and offenders are weaker. This is especially good if the two characters would normally need an area to operate: a fish or a navyman. So, Gau would have a section of the Veldt, an alien of a hostile world would have an area taken from his world, Cinder would be in a city with flames around him, etc.

Option One (C:2): Influence Areas aree larger and stronger with experience. Influence Areas that would clash here would then have both people on it at higher strength, and if the two environments clash in some way (like a fire and ice environment or a dark water and pure water environment), the area becomes dangerous for one or both of them.

Option Two (C:1): You have the capability to influence the Influence Area more strongly than any area outside.

Random Effects: With this on (and the strength and amount set), effects just happen. This might be something as simple as a rock being thrown at someone or both people or a revolver appearing on the ground, or it might be a comet landing or having to fight a whole enemy tribe. Just like in Super Smash Bros., random effects and weapons can do very little or change the whole landscape of the game.

Protector: In this mode, you (the owner of the FB party) become a righteous target in the game, and same with your opponent. You both have a set amount of health and a weird defense that makes the spectrum of damage a hella lot smaller FOR YOU. Your guys are supposed to defend you. This makes the game more like Magic, and thus makes any characters and items from that game more applicable.

Option One: You can have the bonuses of your party, and you have the rough strength of your party, except it is only allowed to be used in certain, restricted ways.

Environmental Damage: This adds a modifier that gives points to the person who does the most damage to the environment around them and/or who uses the environment in the most creative and effective method to hurt his/her opponent. The challenge is to do the most damage without hurting yourself.

Remove/Replace Options: This is the normal moving option: characters cannot be moved out if they are stopped or somehow hindered and they must take their turn, if they die the next person who comes in gets an auto attack unless the speed difference is titanic. There is an option that allows the player to remove characters a certain number of times no matter what the problem is with their character.

Message: You can turn off the little FF style messages.

Strength Togglers: Toggle the strength of different power levels of equipment, the power of vulnerabilities/resistances , the ratio of power of regular attacks/tech attacks, the power of summons, the amount of health compared to the damage done, etc.

CTF: Capture the Flag.

Betting: You may bet characters, items, GP, etc. This is also good for Instant Battle Tournament and the RPG Project.

Note: Also see Instant Battle and RPG Project for additional rules and options.