Quote:
Triple Threat/Multi Fighter Matches:
This one's complicated.
(Rules explained for three person match, can be adapted to more)
Players in a Multi Fighter match fit into one of three catagories:
Attacker, Defender, or Bystander
Attackers MUST name who they are attacking and how, just like always.
Defenders then Defender as usual.
Bystanders have three choices.
1. Help the Attacker
2. Help the Defender
3. Do nothing.
Helping the Attacker:
When helping the attacker, you may either team up a move with theirs or wait till their attack finishes and attack on your own.
If you attack with the Attacker, your two stats are averaged (mean) and damage is double, whether you fail or suceed.
If you attack seperately, the defender gets to post their move, then the ref does a LONG roll to show how everything went down.
Helping the Defender:
Helping the defender is identical to helping the Attacker, just that your target has changed.
Ring Out:
Ring Out matches utilize the THROW system. Basically, even if a player is down to 0 HP, they still aren't defeated. They must be ejected from the ring/fight area. To throw someone out, THROW points are used. A players Throw points are their Strength + their HP if they are attacking, or their Agility + their HP if they are defending. The THROW points are added to a dice roll as usual. If a player IS thrown out, they still have a chance to take their attacker with them out of the ring. BLOCKS receive a dice roll, COUNTERS do not. If a 18, 19 or 20 is rolled after the player is ejected, they succeed in bringing their opponent with them, causing them BOTH to be eliminated. (refered to onscreen as ITYWM:I'm taking you with me)
Multithrow: Your HP is added to the toss points of whoever you help, whether you toss or rescue.
This one's complicated.
(Rules explained for three person match, can be adapted to more)
Players in a Multi Fighter match fit into one of three catagories:
Attacker, Defender, or Bystander
Attackers MUST name who they are attacking and how, just like always.
Defenders then Defender as usual.
Bystanders have three choices.
1. Help the Attacker
2. Help the Defender
3. Do nothing.
Helping the Attacker:
When helping the attacker, you may either team up a move with theirs or wait till their attack finishes and attack on your own.
If you attack with the Attacker, your two stats are averaged (mean) and damage is double, whether you fail or suceed.
If you attack seperately, the defender gets to post their move, then the ref does a LONG roll to show how everything went down.
Helping the Defender:
Helping the defender is identical to helping the Attacker, just that your target has changed.
Ring Out:
Ring Out matches utilize the THROW system. Basically, even if a player is down to 0 HP, they still aren't defeated. They must be ejected from the ring/fight area. To throw someone out, THROW points are used. A players Throw points are their Strength + their HP if they are attacking, or their Agility + their HP if they are defending. The THROW points are added to a dice roll as usual. If a player IS thrown out, they still have a chance to take their attacker with them out of the ring. BLOCKS receive a dice roll, COUNTERS do not. If a 18, 19 or 20 is rolled after the player is ejected, they succeed in bringing their opponent with them, causing them BOTH to be eliminated. (refered to onscreen as ITYWM:I'm taking you with me)
Multithrow: Your HP is added to the toss points of whoever you help, whether you toss or rescue.
Now... Kai, you start off against Robby. Attack whenever you're ready.