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Eloquent Conversationalist
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Posted: Thu Aug 19, 2004 10:57 am
You enter a stone building, decorated heavily in regal colors and adornments. All about you are portraits of fighters currently enlisted in the Classic System. Near all of them are their respective stats; their wins, loses, strengths and weaknesses. In front of you is a large book entitled, "The Rules of Engagement - A Guide to Fighting." You curiously open it up.... BASIC fight rulesBoth the bar and RP work of the same fight system. Moves are open to the player as it is a roleplay friendly system. Two players (or more) fight until one player's HP is either gone or been reduced to a predetermined level. Standard HP is 20. Part A - Player's movesTo begin a round, the attacker and defender state their moves by describing what actions they are taking, preceeded by what TYPE of move it is. The attacker has three choices. They may STRONG attack, WEAK attack or PASS. STRONG ATTACK: Strong attacks deal 5 damage to the opponent if they succeed, but add 1 damage to the player if they fail, ontop of any damage taken that round. WEAK ATTACK: Weak attacks deal 3 damage if they succeed and have no failure penalties. The Defender has three options as well. BLOCK, COUNTER, or PASS. (Note razz assing means automatic damage) BLOCK: Blocks deal no damage if they succeed, but have no penalties added on if they fail. COUNTER: Counters deal 3 damage to the opponent if they succeed, but have a failure penalty of 2HP added on to whatever damage is already taken. So an example of a round would be...... Player 1 STRONG: I rush in on Player 2 with my weapon held high, slashing down from one side to the other, ATTEMPTING to leave a deep gash across him/her. Player 2 BLOCK: I dodge to one side, TRYING to avoid the attack while getting myself into a better position. PLEASE notice the words ATTEMPT and TRY. NO moves are absolute hits (except for FINISHERS... more on them later). Part B - The RollAfter all players have posted their attacks and responses, the authorized referee will then roll the dice. A randomizer or online d20 may be used. That number is added to the players' stats and a victor for that round is then determined. IE. Player 1's STRONG attack vs. Player 2's BLOCK Player 1's Roll: 8S+8=16 Player 2's Roll: 8A+9=17 In this case, the agility of the second player and the strength of the first were equal, so the second number, the dice roll, was the main determining factor in who won the round. The ref then posts the results, along with how much HP each player has and who goes next. The winner of the round becomes the attacker for the next round. Play continues until one player has no HP left. Part C: Magic/EnergyMagic and Luck points are EARNED. Do not try to use magic attacks without any stats for them. Magic users have additional options: When on the attack, they may use a Magic/Energy attack. It automatically costs 1HP to use with no penalties. It deals 6 damage. The may also choose to STUN. If it suceeds, the opponent may not defend in the next round. There are no penalties. If on Defense, they may choose to REFLECT. Reflect damages your opponent with however much damage you would have recieved. Handy if your opponent learned Double Damage. If failed, 3 damage is added to your HP. TEN MINUTE RULE:Players have ten minutes from either the attacker's last post, or the ref's last post (if they ARE the attacker) to post their move. If they do not meet this, they are disqualified. If the ref breaks this rule, the match is considered a draw, or if the players prefer, No Contest. QUICK REFERENCE THE NEW STUFFWe're in BETA! The stats have all been zeroed out in order to give new players an even playing field. In addition, long-awaited updates for Magic and Weapons are added. The new way to register is as follows: First: Pick your class/division. Fist (non weapons, non magic). Magic. Weapons. Fist Fighters: You have 14 points to divy between Agility and Strength. Fist fighters may also design one "technique." This is similar to weapon abilities or Mage "spells." They are either an attack or a defense. Their exact effect, such as double damage or stun, is determined by the player and, if the move is considered "too powerful," a penalty to base stats will be added. Case-by-case basis. Weapons Fighters: You have 12 points to divy between Agility and Strength. Additionally, you may select the abilities of your weapon. The more drastic your weapon abilities are, the more penalties will be assessed toward your BASE stats. For example: If you choose to have your weapon simply increase your strength by two points, no penalty will be acrued. If you choose to have a chance of instant death by your weapon, your base stats will be dropped down significantly. These weapon abilities are assessed on a case-by-case basis and may be changed at anytime. Fighters may have their weapons knocked away. The action for this will be based on the ever-famous TOSS system, ie. Strength+HP vs. Agility+HP. If a player loses their weapon, they lose its bonuses. A player may RECLAIM their weapon if they are on the attack, but they forfeit their turn to do so. Magic Fighters: You have 10 stats to divy amongst Magic, Agility and Strength. Additionally, you now have Mana. Your mana pool is equal to your starting HP. When a Mage runs out of mana... they are screwed and must rely on physical abilitiles. Like the Weapons fighters, Mages may create a special "spell" similar to the effects of a Weapons fighter's weapon. The stronger the spell, the harder to pull off it is. IE: Spell: Mana Regen - Character regains 5 Mana. Sacrafices turn to do so. Roll of d20. 1-15 regains mana. Spell: Sudden Death - Instant kill of enemy. Sacrafices turn. Roll of 20 required. SPECIAL STUFF RECAPFist Fighter: Techniques - Attacks or Defenses based on either Strength or Agility, plus a bonus. Jr. Level: +1 Evin Level: +2 Mystics Level: +3 Weapons Fighter: Weapon Abilities - Innate abilities tied to the weapons. Bonuses lost if the weapon is lost. Magic Fighters: Spells. Spells are cast to attack or change the status of a player. Spells, Abilities and Techniques may only be used ONCE per combat for the Junior Level, twice for Evin, and thrice for Mystics. Additionally, only one TYPE of Spell, Abilitiy or Technique may be used per Division. Junior level may only have one type of Spell, Ability or Technique, Evin gets two, and Mystics gets three.
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Posted: Sat Aug 21, 2004 12:52 am
Special Matches and Rules -
Advanced Rules: For regular matches, these rules may be applied.
FINISHERS: If on, when an opponent is down to 1HP, you may automatically defeat them with a well described FINISHING move, or show mercy and allow them to continue fighting.
DESPERATION MOVES: If two players are tied at 4HP or below, they may BOTH opt to attack. If so, the winner of that single roll, wins the match in one final, flashy move. (ie... please be descriptive). Desperations may also be used to end a match quickly if a play has to leave.
Environmental Damage: If on, players may randomly take damage from the environment they are fighting in. It speeds up play, but can rob a player of victory. (See REFS section for how to determine damage)
INTERFERENCE:
Also known as a Rescue attempt, if agreed upon before hand, bar patrons who are registered fighters may attempt to interfere in a match. They may only interfere if the fighter they are helping has half or less than half the HP of their enemy. A roll is made to see if the rescuer (who must go through the portal) makes it to the right place. (Odds, no, Evens, yes) If they make it, they then replace that fighter for one round. Regardless of whether or not they succeed in damaging the enemy, the person they helped goes first in the next round.
UPDATED INTERFERENCE: Depending on the match type, Robby may patrol the ring to prevent interference. Anyone choosing to interfere must attack Robby first to get past him. His level will be randomly assigned for EACH attack. Interference is only for ONE round and Robby will eject any interference and damage them (if applicable.)
Any given person may only interfere ONCE.
Quick Matches: Players fight until they are at Half HP or a pre-determined HP level. Useful for when players want a match, but don't have much time.
Tag Matches: Tag matches work like single matches, with the exception that if you are the attacker, you may tag in your partner who will then continue on as the attacker. Depending upon agreed rules, Tag matches end when either one team looses a member or one team is completely defeated (One fall or Elimination Style). Though it only counts as one match, winning team receives two victories for each player, the losing team only recieves one loss to each player.
UPDATE
Tag Division Rules and Notes:
Tag Team: A Tag Team is defined a group of fighters consisting of 2-5 people. Unless otherwise specified, only two people from a Team may fight at once and may NOT swap during the match. 3-5 man teams are eligible for the Tag Titles, but standard match rules apply; only two people from the team fight.
For REGISTERED Tag Teams, teams may earn Interference Points identical to Manager Interference points. If the Tag Team has a manager, these points are interchangeable between Team members and the manager.
Handicap Matches: Handicap matches work just like tag matches, with the exception that one team has at least ONE less player. Usual handicap matches are 2-on-1.
Gauntlet Matches/Stable Matches: The Gauntlet Match is the ultimate handicap match. One player must "Run the Gauntlet," taking on an entire team of fighters, one by one. Gauntlet matches are special matches, and the winner may make a request from Backflip or Tarotess. Stable Matches are similar to Gauntlet matches, save that it's two teams against each other. There are NO TAGS in a Stable match. The first team completely eliminated looses.
Triple Threat/Multi Fighter Matches: This one's complicated. xd
(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 multiplied by 1.5. Damage is double, whether you fail or suceed.
(If more players join together, the multiplier is up'd. 2 together:1.5 3 together:2 4 together:2.5, ect...)
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.
Fusion Matches: Just another fun type of match, Fusions allow two people to merge there stats into a new character. HP is averaged and Stats are ADDED together. MSN/AIM is highly recommended as outcomes of the match affect both players' stats.
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. BLOCKING gets a dice roll, COUNTERING does not. If a player IS thrown out, they still have a chance to take their attacker with them out of the ring. 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)
The Royal Rumble: A special tournament type match with up to 30 participants coming in at specified time intervals. A combination of Multiplayer and Ring Out matches. No weapons. Last one in the ring wins. Victor gains a WIN FOR EVERY PARTICIPANT INVOLVED. They also get a shot at the champion.
World Martial Arts Tournament (WMA): NOW AVAILABLE! This special match can only be won by Submission or Ring out! No weapons! If decided, killing your opponent (0 HP) constitutes a DQ (counted as a draw).
KO (Knock Out) Match: IN TESTING
When on, after the first successful STRONG attack, every CONSECUTIVE (in a row) STRONG attack will be a "Knock Down." While knocked down, your opponent has a ten count to get back to their feet before being declared KO'd.
The count is done thusly:
For each number counted, two rolls are made. The Count Roll and the Stand Roll. The Count Roll is simply a pure D20 roll. The Stand Roll is your health + a roll. If the Count Roll is greater, the knocked down player stays down for that count. If the Stand Roll is greater, they get up and the count stops.
Ten consecutive wins for the Count Roll equals a Count Out, meaning the player is knocked out!
Example Roll:
Count:17 Stand:5HP+9=14 "ONE!" Count:15 Stand:5HP+7=12 "TWO!" Count:12 Stand:5HP+13=18 "He's up! He's up!"
*The ref ceases the count as Joe Schmoe gets back to his feet!*
Cage Match:
Two fighters do battle inside a large, steel cage. The first one to escape it wins. The cage walls are tall, so it takes three successive rolls to escape. This can be a LONG match.....
There is NO DQ in cage matches, so interference is perfectly legal.
Damage taken from attacks on the cage are factored as follows:
1x at bottom 1.5x at middle 2x at top, plus stun for one round
These same factors apply to a fighter who attacks FROM the cage against a player in the ring. ie. they leap from the cage onto their opponent.
Fight occurs as normal except for win conditions. To win, a player must climb out of the cage, or escape through the door.
THE DOOR: The cages now have the option of having a door. If the cage has a door, the fighters may also choose to escape through the door. Mind you... the cage will be locked, so you have to ATTACK the door to bust it open.
Attacking the door: The door has 30 HP (it may be modified if agreed on). If a player wishes to escape through the door, they must destroy the door, first. Damage is accumulative, so both fighters attacks on the door count. Once the door is broken open, it takes 2 turns to escape through the door. Faster than that cage top, but you have to break it open first.
NOTE: When attacking the door, you automatically deal a STRONG attack unless you note otherwise. This is your ENTIRE turn and you may NOT attack your opponent if you hit the door. It then turns to your opponent's turn to attack.
To begin escape, a player must simply post "Climb" and then their description of the beginning of their climb. This is the player's entire turn and their opponent is now on the attack. Each turn, the player may scale the cage one level further until they reach the top. If they reach the top, they must only type that they have stepped over the cage and escaped to win. (this is to allow them the last minute choice of leaving the cage or not)
To attack a player climbing the cage: If they are on the bottom of the cage, they are still within reach of any normal attack, so attacks may be done as usual. If they are at the middle or top levels, please adjust your attack to compensate. Usually, shaking the cage will do.
Attacking and Defending on the cage is different from on the mat. HP is factored into the rolls, creating "Climb Points."
When attacking the cage, the roll is done exactly as it normally is, but with the addition of HP.
IE: 12HP+9S+4=25
12HP+9S= your climb points when attacking
If blocking, climb points are figured the same way, only using Agilty instead of strength. If Countering, no dice roll will be added to your Climb points.
The player on the attack may also choose to "race" their opponent to the top, which will put them at the same level as their opponent, so long as they started climbing IMMEDIATELY after their opponent has. If both players reach the top at the same time, Climb Points using Agility will be pitted against each other to determine a winner.
You MAY attack you opponent if they are racing up the cage after you. Damage will be assessed as stated before.
Ladder Match:
The Title Belt is suspended above the ring. The only way to reach it is by climbing a ladder and pulling it down.
Climbing the Ladder:
The ladder will begin in the DOWN position, meaning it can't be climbed. It must be SET UP to be climbed. This may be done in the same turn as the FIRST climb action. (IE... you post SET UP ladder and CLIMB ladder in the same turn)
The ladder has two halves, each one taking a turn to climb. The third turn is the capturing of the belt. While on the ladder, Climb Points are used between attacker on the ground and defender on the ladder the same as a cage match (HP + appropriate stat). If the person on the ladder fails, they not only fall from the ladder, the ladder is knocked down and OUT of the SET UP position.
Grabbing the Belt: Upon reaching the "top" of the ladder (the third post on the ladder) the fighter must post that they are grabbing the belt (or whatever is on the line.) This is the opponent's LAST chance to stop them. If their opponent fails to hit them with an attack, they have grabbed the belt and won the match!
The Ladder as a Weapon:
If the ladder is not SET UP, it may be used as a weapon. If it is, it MUST be taken down (at least for RP sake) before it can be used as a weapon.
As the ladder is bulky and hard to manuever, it cuts your STRENGTH down by 1/4 when used... but delivers DOUBLE DAMAGE and stuns the opponent for one round.
Leaping off the ladder onto an opponent works the same as in a cage match...
Lastly, if both opponents agree, a special rule can be added to Ladder matches. It is referred to as the "No Stacking" rule.
The STUN from the ladder can only be compounded ONCE. In other words, if you stun your opponent with a ladder once.... and choose to use your free turn to hit them again... they won't be stunned on the next turn. While not exactly realistic... it keeps the match from being stupidly one sided...
Who has the ladder?
If the person attacking with the ladder FAILS... they lose the ladder and it may be picked up by their opponent. If it is NOT picked up... it is simply laying on the ground. No matter what, the ref will display, along with the score, the status of the ladder.
Ladder: UP/DOWN/Player 1/Player 2
Submission! SIMPLIFIED!
The submission system is based on a Ten Point Submission Scale. For every submission applied, points are added to your opponent's Submission Scale. When it reaches ten, they give up and tap out.
Submissions work like attacks. There are Weak, Strong, Magic, Counters, and Reverses.
SUBMISSIONS NO LONGER DEAL HP DAMAGE.
Weak: Dealing a weak submissions moves up your opponent's submission scale by 1.
Strong: Moves your opponent's scale up by 2, but risks 1HP for failure.
Magic: Moves your opponent's scale up by 3. Costs 1HP to use, risks 1HP for failure. There are no Stun or Reflects in Submissions....
Counter: You may Counter a NORMAL (ie. NOT submission) attack with a submission. This will risk 2HP for failure. It deals 1 to your opponent's scale.
Contri-wise, if they attempt to lock on a submission, you can counter with an attack like usual. If you fail, you take the additional HP damage like a normal failed counter.
Reverse: This is used to counter your opponent when they attack you with a Submission move. If you suceed, you deal 2 to their scale. If you fail, your scale moves up an additional 1 to whatever they deal to you.
Recovery: For every consecutive round you are on the attack, your submission scale goes down by 1. So if you're at 5, and get on the attack, you can start to recover. Recovery begins on the SECOND turn on Attack. If you are defending and your opponent does NOT apply a submission, your scale remains stagnant (it doesn't change.) YOU ONLY RECOVER WHEN ON THE ATTACK.
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Eloquent Conversationalist
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Eloquent Conversationalist
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Posted: Sat Aug 21, 2004 12:53 am
Authorized Refs, Managers and Stats -
Approved Refs: Backflip TiltedHaloPs44 - Junni Dakaiden Kage Nanashi Jysca ZhangHe Feanora Deiyin SilentBlue Ou Shinsa Otokomae BobGuy darkstar Kyo R-do
PM any of these people if you need a ref.
Registered Managers: Tarotess IP:10 Clients: Backflip Ou Shinsa Otokomae IP:7 Clients: Rabid_Chihuahua, Matt Blue, Kyo Kage Nanashi IP:10 Clients: R-do Keetabirdy: IP:10 Clients: ?
Registered Tag Teams:
Shinsa Seiteki and Kyo Hisaki IP:0
Fighter Classes Here at Mystics we divide our fighters into three catergories: Junior, Evin, and Mystic. Junior fighters are classified as any fighter starting with base stats averaging 6:6- 10:10. Evin fighters are listed at 11:11-17:17, and Mystic fighters are above 18:18. Note that in order to break the class barrier both of your stats must equal or exceed the appropriate number to "level" up.
Fighter Stats
Junior Level Fighters
Shinsa Seiteki HP: 20 Style:0 M:0 W:0 L:0 D:0 Class: Fist Technique: Iron Fist Counter - Counter that deals 5 dmg S:5 A:9 L:0 M:0
woodz dragon HP: 20 Style:0 M:0 W:0 L:0 D:0 Class: Fist Technique: Adrenaline:+2 strength for one round, successful attacks deal an additional point of damage. S:8 A:6 L:0 M:0
Evin Level Fighters
None
Champion: None
Mystic Level Fighters
None
Champion: None
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Posted: Sun Aug 22, 2004 9:58 pm
For the Refs:The D&D Dice Roller http://www.wizards.com/default.asp?x=dnd/dnd/20040517a The Randomizer - For Emergency Use Only www.randomizer.org HOW TO CALCULATE ENVIRONMENTAL DAMAGE: For two person match only, so far: Player 1 is given the numbers 1-5, Player 2 is given 16-20. After a round, the die is rolled. If one of those numbers comes up, the corresponding player takes 2 damage. If 1 or 20 comes up, the corresponding player takes 5 damage. The roll is NOT shown.
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Eloquent Conversationalist
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Eloquent Conversationalist
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Posted: Sun Aug 22, 2004 10:00 pm
Extra Stuff
Special Moves:
At fifteen wins, you learn ONE special move. You may choose any of the following. Special moves rolls are dependant upon the attack. Some use Agility, some Strength.
CLARIFICATION: These moves act like a Strong or Weak attack. If you're in command (the attacker,) you may use these moves. If the move requires a use of strength, like Fury, it's your Strength vs their Agility. If it requires Agility, it's Agility vs Agility. THIS IS NO PENALTY DAMAGE FOR FAILURE.
Heal: Player may regain 10hp. Can be used at the beginning of the battle as well. May be used in the RP between battles to players content. -Uses Agility
Stat Boost: For the rest of the battle, the character may add 4 stats to their agility and/or strength. -Uses Strength
Poison: If successful, the opponent will take 2 damage every round. Cannnot DIE from poison. -Uses Agility
Fury Attack: If successful, the player deals 10 damage. -Uses Strength
All special attacks can be BLOCKED, COUNTERED, or even REFLECTED (for interesting results, IE: Reversing the effect... healing the opponent, poisoning yourself... ect, ect...)
GAINING STATS: Characters may earn additional points through winning a set number of matches, winning special matches, or through training.
For every five wins, a character earns 3 new stats (Strength or Agility) and 5HP. For every 7 wins, they earn a new Magic point. For every 10 wins, they earn a luck point. Luck points are added to ALL rolls, so they are very valuable.
You may also use items you have purchased from other players or earned yourself in the RP. Each item has a description of how its used and how it affects player stats.
At 15 wins, you learn special moves (see Extra Stuff Section) and at 20 you deal Double damage on all moves.
MANAGERS
Managers are key to scoring important wins and thrwarting the victories of enemies. Through their attendance at fights, along with their encouragement, Managers earn Interference Points (IP) which can be spent by themselves, or any fighter they represent.
There are three ways Managers can spend IP and interfere: 1) Attacking their Client's Enemy: Manager's can deliver a devestating blow that can change the tide of almost any fight. Damage: 8HP 2) Distracting their Client's Enemy: Through trickery, a manager can STUN their Client's opponent, leaving them wide open for attack. 3) Buffing their Client: With words of encouragement, threats, or slipping them weapons, Managers can buff the damage of their clients for a single round. Double Damage. If their client is on the defensive, they receive a 25% agility boost.
Rolls: Attack 1-5 succeeds Buff 1-10 succeeds Distraction 1-15 succeeds
As of now, there is no limit to the number of clients a Manager can have.
TRAINING
Training is done at the Mystic Nights Bar only, and by the resident training bot, Robby. You may request training from him at any time, but no more than once per day for free. (There are fees for each additional use)
Training with Robby works like a regular fight except that Robby has unlimited HP. The goal is to survive as long as you can. For each round you survive you gain 1 training point. Training points are identical to Style and XP. For every ten you gain, you get a new stat. Robby has four settings: Beginner 5S/5A Intermediate 10S/10A/2L/5M Advance 15S/15A/5L/7M Uber 20S/20A/10L/10M
At Advanced, Robby can use Special Attacks, at Uber he deals double damage.
TIP: Since Robby can't be beaten (technically), WEAK attacks and BLOCK are highly recommended against him.
Training automatically end if you survive 20 rounds
UPDATE: Magic Style Points: From now on, when you earn Style or Training points, you must specify if you want them in NORMAL style (what we already have set up) or Magic Style Points. MSP are considered seperate from normal style points. Every fifteen (15) of these earns you a Magic point.
ROYAL RUMBLE TRAINING
Available ONLY around the time of the Royal Rumble...
A series of Drones will attack the trainee in waves. 1 drone for every two rounds (four moves total.), unless the player have eliminated all drones in the ring. In this case, the next drone will be sent out immediately.
Trainee will recieve 2(two) Training Points per drone TOSSED from the ring. Successful moves count for nothing.
Fighters may train ONCE per day. Training continues until the fighter is tossed by a drone, quits, or defeats the 20th drone.
Drone Stats:
Drone 1-3 HP:20 S:5 A:5
Drone 4-5 HP:25 S:10 A:10
Drone 6-7 HP:25 S:13 A:13
Drone 8-9 HP:25 S:5 A:5 M:13
Drone 10-13 HP:30 S:15 A:15
Drone 14-16 HP:30 S:18 A:18
Drone 17 HP:30 S:10 A:10 M:20
Drone 18-19 HP:35 S:20 A:20 M:20
Drone 20 HP:40 S:27 A:27 M:27
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Posted: Sat Oct 23, 2004 1:53 am
More Extra Stuff
Style Points: Style points are a way to earn new stats. For every match, the judging ref will award style point to the victor (and possibly the loser) based on their performance, RP style, and personal reasons. For every ten style points earn, a person earns a new stat point to Agility or Strength.
NOTE: XP (from the RP's) and Training Points (From training with Robby) are identical to Style points and recorded as such.
Tie Round: If two fighters get the same amount for their roll, the Defender ALWAYS wins.
Starters: The person who starts the match is decided in this fashion, in this order: 1)Ladies ALWAYS go first. 2) The player with the highest Win percentage goes first 3)ZhangHe's choice or the player who would look coolest (in the judge's eyes) with silver hair.
Yes... the third rule is to be enforced if the other two cannot define a starter. xd
CONCERNING TITLES: Fighters have now been officially seperated into divisions. The "Lower" divisions will fight for the Evin Championship. "Lower" fighters are considered ANY fighter with both Strength and Agility BELOW 13. Once you get any stat to 13, you are "Upper" division, and will vie for the Mystic Championship. Any Evin Champion who gains stats and crosses the threshhold MUST forfeit the title.
The ZhangHe Clause:
Part 1: When registering, fighters must put AT LEAST 4 into Strength and Agility. They may not put all their points into a single stat. Part 2: Fighters may NOT pass their turn more than 3 times consecutively, OR pass again after their opponent has responded with their own pass.
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Eloquent Conversationalist
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Eloquent Conversationalist
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Posted: Mon Dec 06, 2004 1:47 am
*Backflip enters, taking down ZhangHe's portrait and moving it to a new, empty wall*
"Enjoy retirement."
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Posted: Wed Apr 05, 2006 9:40 pm
*Backflip hangs a new board in the hall after a little Spring cleaning*
Inactive Fighters (PM Flip to have your name moved back to Active, or removed from the Roster)
aereina^ Hp:20 Style:0 M:1 W:0 L:1 D:0 S:7 A:5 L:0 M:0
Angel of Redemption Ren HP:20 Style:20 M:3 W:2 L:1 D:0 S:8 A:6 L:0 M:0
AngryBlonde HP:20 Style:10 --Stat pending-- M:4 W:2 L:2 D:0 S:6 A:6 L:0 M:0
anime_hunter HP:20 Style:0 M:0 W:0 L:0 D:0 S:6 A:6 L:0 M:0
Annata HP:20 STYLE:40 --Stat pending-- M:5 W:4 L:1 D:0 S:9 A:9 L:0 M:0
Asuka_Fugimia HP:20 Style:0 M:0 W:0 L:0 D:0 S:7 A:5 M:0 L:0
AvelonSenshi HP:20 Style:20 M:2 W:1 L:1 D:0 S:7 A:7 L:0 M:0
Ayane-Chan M: 0 W: 0 L: 0 D: 0 S: 7 A: 5 M: 0 L: 0
BK HP:20 Style:0 M:0 W:0 L:0 D:0 S:4 A:8 L:0 M:0
Calintz HP:20 Style:5 MStyle:0 - 1 Perfect Round M:1 W:1 L:0 D:0 S:6 A:7 L:0 M:0
Captain Vyse HP:20 Style:0 M:0 W:0 L:0 D:0 S:4 A:8 L:0 M:0
Chaoskin HP:20 Style: 2 M:0 W:0 L:0 D:0 S:7 A:5 L:0 M:0
CraftehMastah HP:20 Style:0 M:0 W:0 L:0 D:0 S:6 A:6 L:0 M:0
TheDarkestRose HP:20 Style:3 M:1 W:1 L:0 D:0 S:6 A:6 L:0 M:0
DarklordStriker HP: 20 Style: 0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0
darkstarX9954 HP:20 Style:91 M:9 W:4 L:4 D:1 S:11 A:10 L:0 M:0
dboyzero HP:20 STYLE:0 M:0 W:0 L:0 D:0 S:4 A:8 L:0 M:0
Deathhobit AkA Kuja HP: 20 Style:0 M:0 W:0 L:0 D:0 S:8 A:6 M:0 L:0
Deathly_ProfoundHP:20 Style: 0 M:0 W:0 L:0 D:0 S:4 A:8 L:0 M:0
dklotus HP:20 Style: 0 M:0 W:0 L:0 D:0 S:6 A:6 L:0 M:0
DracoFire87 HP:20 Style: 32 M:7 W:2 L:5 D:0 S:7 A:8 L:0 M:0
GeneralJigen HP:20 Style:0 M:0 W:0 L:0 D:0 S:7 A:5 L:0 M:0
Gotetsu HP:20 STYLE:1 M:1 W:0 L:1 D:0 S:6 A:6 L:0 M:0
Herman_DOA HP:25 Style: 10 M:14 W:10 L:5 D:0 S:11 A:11 L:0 M:0 stat to be divied******
iceman23 HP:20 Style:0 MS:0 M:0 W:0 L:0 D:0 S:7 A:5 L:0 M:0
InuIsis Hp:20 Style:5 M:0 W:0 L:0 D: 0 S:4 A:8 L:0 M:0
Isaac90 HP: 20 Style: 0 M:1 W:0 L:0 D:1 S: 6 A: 6 L: 0 M: 0
Ivory Blue HP:20 STYLE:0 M:0 W:0 L:0 D:0 S:7 A:5 L:0 M:0
Jedi Knight David HP:20 Style:0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0
Jeracot HP:20 Style: 2 One perfect match M:1 W:1 L:0 D:0 S:7 A:5 L:0 M:0
Jerritt Todd: HP:20 Style:0 M:0 W:0 L:0 D:0 S:7 A:5 L:0 M:0
Jysca HP:20 STYLE: 27 M:4 W:2 L:1 D:1 S:7 A:7 L:0 M:0
Kachina_Keita HP:20 Style: 0 M:0 W:0 L:0 D:0 S:7 A:5 L:0 M:0
Kaguya-Neko HP:20 STYLE:0 M:0 W:0 L:0 D:0 S:6 A:6 L:0 M:0
kai10 HP:20 Style:3 M:1 W:0 L:1 D: S:8 A:8 L:0 M:0
Kei Asaki HP:20 STYLE:84 M:6 W:2 L:4 D:0 S:11 A:11 L:0 M:0
Kenshin627 HP:20 Style: 0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0
khyron_tsuwato HP:20 Style:0 M:0 W:0 L:0 D:0 S:8 A:4 L:0 M:0
Kingcross666 HP:20 Style:0 MStyle:0 M:0 W:0 L:0 D:0 S:6 A: 6 L:0 M:0
Kuruneko HP:20 Style: 11 M:0 W:0 L:0 D:0 S:5 A:8 L:0 M:0
kybooky HP:20 Style: 5 M:0 W:0 L:0 D:0 S:6 A:6 L:0 M:0
Lycos HP:20 Style:30 --Stat Pending-- M:5 W:3 L:2 D:0 S:7 A:7 L:0 M:0
maden_night HP:20 Style:0 M:0 W:0 L:0 D:0 S:7 A:5 L:0 M:0
Makai85 HP:20 Style:3 M:2 W:0 L:1 D:1 S:6 A:7 L:0 M:0
Miyuki Kitase HP:20 Style:0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0 The Master Sniper HP:20 Style:0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0
OriginalSin HP:20 Style:0 M:1 W:1 L:0 D: 0 S:4 A:8 L:0 M:0
Oystein HP:20 Style:0 M:0 W:0 L:0 D:0 S:7 A:5 L:0 M:0
Razor_Hatsumi HP:20 Style:6 M:1 W:1 L:0 D:0 S:4 A:8 L:0 M:0
Rahumel HP:20 Style:5 MPStyle:0 M:2 W:0 L:2 D:0 S:6 A:7 L:0 M:0
Reap_sin HP: 20 Style: 13 M:8 W:3 L:5 D:0 S:6 A:7 L:0 M:0
Rennoc HP:20 Style:0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0
Rick Donahue HP:20 Style:0 MS:0 M:3 W:1 L:2 D:0 S:6 A:6 L:0 M:0
Schatten der Vernichtung HP:20 Style:0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0
Seraphic Ascension HP: 20 Style: 10 M:0 W:0 L:0 D:0 S:5 A:8 L:0 M:0
SesshysTrueLove HP:20 Style: 0 M:0 W:0 L:0 D:0 S:4 A:8 L:0 M:0
Shado_Zero HP:20 Style:0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0
Shiseki Kimagura HP: 20 Style: 2 M:1 W:0 L:1 D:0 S: 4 A: 8 L:0 M:0
Shoryuu Gentetsu HP:20 Style:2 M:1 W:0 L:1 D:0 S:6 A:6 L:0 M:0
Skyth Tenchigawa HP:20 Style:2 M:3 W:1 L:2 D:0 S:7 A:5 L:0 M:0
SqualNate HP:20 Style:0 M:0 W:0 L:0 D:0 S:4 A:8 L:0 M:0
Sweet_As_Candi HP:20 W:0 L:0 D:0 M:0
S:6 A:6 L:0 M:0
Tarma_Falloner HP:20 Style:21 M:2 W:0 L:2 D:0 S:6 A:9 L:0 M:0
Toastter HP:20 Style:0 M:0 W:0 L:0 D:0 S:7 A:5 L:0 M:0
Tohru Honda HP:20 Style:0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0
Toocs HP:20 Style:0 M:0 W:0 L:0 D:0 S:7 A:5 L:0 M:0
Umota Esaku HP:20 Style:0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0
Vash mcCloud (jedifish2000) HP:20 Style:0 MS:0 M:0 W:0 L:0 D:0 S:8 A:4 L:0 M:0
Vassago666 HP:20 STYLE:0 M:0 W:0 L:0 D:0 S:6 A:6 L:0 M:0
Violet warrior HP:20 STYLE:0 M:0 W:0 L:0 D:0 S:6 A:6 L:0 M:0
Virtualblade2020 HP: 20 Style: 0 M:0 W:0 L:0 D:0 S:6 A:6 L:0 M:0
Vincent_Stryder HP:20 Style:0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0
Wolf Larsen HP:20 Style:0 M:0 W:0 L:0 D:0 S: 5 A: 7 L:0 M:0
Wolves Fury (Anastasia) HP:20 Style:0 M:0 W:0 L:0 D:0 S:5 A:7 L:0 M:0
WWVelasca HP:20 Style:0 M:1 W:1 L:0 D:0 S:7 A:6 L:0 M:0
Yuki Kazamura HP:20 Style:0 M:0 W:0 L:0 D:0 S:7 A:6 M:0 L:0
Zimthehomocidal HP: 20 Style: 4 M:2 W:1 L:0 D:1 S:6 A:6 L:0 M:0
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Eloquent Conversationalist
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Eloquent Conversationalist
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Posted: Mon Aug 21, 2006 1:48 am
Kyo and Rabid made me....
The Mud Pit: The object of this match is not to damage or kill you opponent... but cover them in mud. Draining all your opponent's HP does not win the match, but it helps. All matches are 2 out of 3. It uses a Mud Scale, similar to the Submission Scale.
The Attacks:
Besides WEAK and STRONG attacks, there are THROW and TOSS moves. Weak Attack deal damage, but do not affect the mud scale. Strong attacks deal damage as normal, but also add 1 point to the mud scale of your opponent.
Throw moves are grabbing the mud and throwing it at your opponent. It adds 2 points to the mud scale.
Toss moves are when you lift your opponent and toss them into the mud. This adds 5 points to their mud scale. The Toss in Mud Matches is identical to the Toss system of Ring Out matches, including the ability to bring your opponent WITH you into the mud.
The Mud Scale:
For every bit of mud thrown on you, your mud scale moves up toward the magic number, 15. When that is reached, you have lost the round! Unlike submission, the mud does not come off between attacks, so the scale never goes down.
Between rounds, the fighters are hosed off. Any fighter ABOVE half HP will recover all their HP. Any fighter BELOW half HP will only recover Half.
Enjoy and have fun!
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