Fighting...

...And the role stats play:

HP: Duh. If this falls to 0, your character is rendered unable to fight until revived, transported to a hospital, or until the end of the thread.

Strength: Measures how much damage your character does. Unless your character is unarmed, this is added to your weapon's ATK. (Formula for damage: Attacker's Strength + Attacker's weapon's ATK - Target's Stamina).

Speed: How fast your character is. This plays no role in combat unless you are twice as fast as your opponent, in which case you are allowed two attacks per post.

Stamina: How resistant your character is against physical attacks. The more stamina you have, the less damage you take from an opponent's attacks.

Magic: Determines how much damage your character does with magical attacks. Must be used in conjunction with magic items, such as tomes, or magic weapons. Takes the place of Strength in the formula for damage.

Resistance: How resistant your character is against magical attacks. Takes the place of Target's Stamina in the Formula for Damage when defending against a magic attack.

Accuracy: How accurate your character is when attacking. (Formula for accuracy: Attacker's Accuracy + Attacker's weapon's ACC - Target's Evasion).

Evasion: How well your character can avoid attacks, both physical and magical.



...And the role dice play:

This one's pretty simple. You roll a single 100-sided dice to determine wether or not your attack lands. Let's say your character is armed with a fire tome (80 ACC) and has an accuracy stat of 7, while your opponent has an evasion stat of 9. Now, let's take a look at the formula for accuracy. It says Attacker's Accuracy + Attacker's weapon's ACC - Target's Evasion, right? Well, let's replace those words with numbers.

7 (Your Accuracy) + 80 (Your tome's ACC) - 9 (Enemy's evasion) = 78.

Now, what does that mean? Basically, it means that you have to roll a 78 or lower to make your attack land. So, let's say you roll a 22. Your attack hits, and your opponent must RP his or her character to reflect that. Should you roll, say, a 91, on the other hand, your attack is a clean miss, and your opponent is unaffected.


...And how to calculate damage:


Again, it's simple. Example? Okay, why not. You are armed with a katana, a weapon that has an ATK of 5. Your strength is at 7, while your opponent's stamina is at 10. Now for the formula for damage:

7 (Your Strength) + 5 (Your Katana's ATK) - 10 (Target's Stamina) = 2.

This means that if your attack lands, two of your opponent's HP will be gone. So, if he had 18 to start with, and that attack landed, he'd now have 16. Easy, right? If you miss, of course, no damage is dealt. Also, should the formula for damage end in a 0 or less, your target takes no damage even if you do hit. In that case, you're boned. Run away. Fast.


...And a couple other things you should know:


Critical Hits: Should you roll a ten or lower, and your attack lands, your character will land a critical hit, and your attack will do double it's normal damage. Fun.

Deathblows:
In the rare case you roll a 1, your character will automatically hit the target and their attack will do four times what it would normally do. Ph34r me.

Double attacks:
If your Speed is double or more than the Speed of your opponent's, you are allowed to roll two 100-sided die per turn, instead of the normal one. Each die represents a single attack, and both are independent of each other, meaning that it's entirely possible for one of the attacks to hit while another misses. The double attack can stack with both critical hits and deathblows, meaning you've got about a 1/100 chance to land a double-critical, or a 1/10,000 chance to land a double-deathblow.