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- Summoning Battles/Team Battles
- The modern, first world Corian, seeks several things in life. Employment, education, enterprising opportunity, exemption from the many terrifying things outside the City walls, [insert thing that begins with 'e' here], ... And entertainment. So, a "sport" of sorts rose to prominence, it's players, some of the very few real celebrities, outside of artists, prominent H.A.T figures, rebels, Nobles, activists and... Giant daemonic monstrosities. * **.
- So, this form of entertainment became quite popular, because it was much harder to get involved in the other fields. Beyond this, there are two forms of summoning battles. The actual SUMMONING battles and Team Battles.
- Summoning battles, involve a battle between Summoners, or Internal Release users, spell gem users or Armament users... The separate cases of battles and their rules, are given below either way!
- Summoner vs Summoner: The most popular form of battle (Team Battles included). Players battle until all summons are returned to the gem, and can no longer be used.
- Summoner vs Spell Gem only user. Summons are brought out one by one, and don't repeat. If the Spell gem user cannot return a summon to the gem, with the use of their spells, and the summon has them at the point of being able to knock them out, it counts as a point for the summoner. In the opposite case, one for the spell gem user. In the end, the one with the most points wins.
- Summoner vs Internal Release/Armament/Gem imbued item user. Similar rules, as the above, except the human fighter must either be thrown out the bounds of the arena, which gives the summoner one point, or knocked out, which gives two. The human fighter gets to rest themselves, and recover before the next fight. If the summon is knocked out of bounds, it gives one point, and if otherwise sent back to the gem, two points.
- -------/-------
- Team Battles.
- Taking place in pocket dimensions ***, team battles actually occur between groups of five fighters, over the territory of the pocket dimension. Said territory, consists of five, seven or nine separate areas, that must be conquered. If the area is unoccupied by players, the only thing to deal with is the environment, any flora, fauna or other difficulties.
- A specific, generally small spot in each area must be stood on for a small amount of time, before the zone is considered occupied. Occupying a zone will render the environmental dangers passive. Occupying a zone for an extended period of time, or re-occupying it a number of times, will turn the environment in the side of the occupying time, helping it against future occupation.
- If all zones are occupied by the same team, or a hour/hour and a half/two hours for five/seven/nine zone areas are past, the game is considered over. Five zones are used for all normal matches. Seven for three team matches and nine for entertainment matches of any sort containing anything from 2 to 9 teams.
- This has given rise to a number of player "Classes", none of which are really required for a game to work, unless it's a seven or nine zone game, in which at least one Caller is required for every team.
- The main classifications of players (note that hybrids DO exist) are given below:
- Caller: The Summoners, all fit under this category. Callers "produce" minions, or servants in a way. This is, obviously, through the process of Summoning. Callers have very rarely been anything BUT Summoners, using Gems, but Spirit Summoning too, has been noticed, however dangerous it is. Their function is primarily both offensive
- Caster: Either using Spell Gems, or Spellcrafting them. Casters are a very versatile class. Wherea
- Operative
- Protector
- Infiltrator
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