3. Advanced Match OptionsAdvanced 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.
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.
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.
Guantlet Matches/Stable Matches:The Guantlet Match is the ultimate handicap match. One player must "Run the Guantlet," taking on an entire team of fighters, one by one. Guantlet matches are special matches, and the winner may make a request from Backflip or Junni.
Stable Matches are similar to Guantlet 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 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.
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 system STILL in the works...
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!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.
To apply a submission, simply type Submission and either STRONG or WEAK. Like attacks, they differ in what they accomplish and what they risk. A STRONG submission does the full difference between your HP and your opponent's in damage to the Submission Scale. In other words, if you are at 20 and they are at 16, you add 4 points to their submission scale. Strong Submissions risk 1HP if they are failed, by block, counter or reverse (explained later). Weak submissions risk nothing, but only deal half of the difference (minimum of 1) to your opponent. Magic Submissions deal the full difference, plus 1. They automatically drain 1HP from the user and risk an additional one if failed.
If you have lower HP than your opponent, you will only deal half the amount you would normally to their submission scale.
Blocks escape a Submission, causing no additional damage. Counters are attacks that break a submission, causing normal HP damage. Reverse's turn the Submission hold around and lock it onto your opponent for the full amount it should do, regardless of HP difference. (If you are weaker, the full amount will only count on the first round of submission.)
If a submission is interrupted, your opponent's scale will fall back to zero, one point at a time, as each round goes by that they are not in a hold.
If submissions are on, you may use a submission as a counter to a normal attack. Normal counter penalties apply.