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| Too complicated? |
| Nah, I get it. |
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26% |
[ 9 ] |
| Maybe just a tad. |
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23% |
[ 8 ] |
| You mean there's math!? NOOOOOOOO!! |
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50% |
[ 17 ] |
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| Total Votes : 34 |
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Posted: Fri Mar 24, 2006 12:04 am
The Underling Battle Tournament The Combatant Roster:
UnrulyPriestess mike_rosha * Damien Sparda CorvusAlpha Knight Alchemist * Kairi_Suraki killzone508 Haupt-Zorn TheOracleOfTaintedLight Steffofeire The Wannabe Canine_Blood eighty888 Psycho Pumpkin * Sir Sephra Killersting Jiojen Arken Harbinger
(* Still waiting for feedback!)
Any Sins who are interested can still sign up for Referee Duty and/or Exhibition Matches here:
Referees:
Billy A.D. Sister Yuki ChaosDrak (maybe) Isoude
Exhibition:
Envy (Sister Yuki) Wrath (Vengeful Valentine) Lust (Passionate_Crime)Yeah, it's over. stare
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Posted: Fri Mar 24, 2006 12:05 am
1. General Rules
All matches must be refereed by an approved Sin, such as Pride, myself, or another Sin approved to referee by us. Referees must be familiar with all rules and follow them accordingly during any match they oversee. Referees must conduct themselves professionally, without bias, and save any comments for after the end of the match. Any combatant who feels their referee has judged their match improperly should post their dispute of the ruling immediately so that the Referee may double check their result. If the dispute is not settled, all combatants should continue the match to its end, then PM me after the match so that I may evaluate all results. Match postings will be reviewed to determine validity of any disputed judgements. If no mistakes are found, the result will stand. If it is determined that mistakes were made, Combatants may request a rematch after that rounds matches are completed. All rematches will be Sudden Death matches. Once all round matches and rematches have been completed, the next round will begin.
First attack is decided by single 100 sided dice roll performed by the match Referee. Both combatants guess what the number will be, and the closest guess goes first. In the result of a tie (1st guess = 10, 2nd guess = 20, result = 15), dice roll will be repeated until a winner is determined. Any combatant who guesses the exact number will be granted a "Surprise Attack" post against their opponent, before performing their first two actions in their next post.
In the event that a combatant or referee must leave during a match, they must post "TIME OUT!" immediately so the match may be put on hold, and completed later. Other matches may begin and be completed while others are on hold, but all matches and rematches must be completed before the next round may begin.
Observers may post their comments during the match, be they praise or trash talk, so long as both Combatants and the Referee are able to keep track of the actual match. However, Quoting the posts of the Combatants and Referee during a match IS STRICTLY FORBIDDEN! This will most certainly cause confusion for the Referee, Combatants, and pretty much everyone. Observers may only refer to such posts by page and number.
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Posted: Fri Mar 24, 2006 12:06 am
2. Point System
Round 1 - 1000 HP, 100 MP, 5 items, 10 MP max per spell, 2 actions per turn. Round 2 - 2000 HP, 200 MP, 10 items, 20 MP max per spell, 2 actions per turn. Round 3 - 3000 HP, 300 MP, 15 items, 30 MP max per spell, 2 actions per turn. Final Round - 5000 HP, 500 MP, 20 items, 50 MP max per spell, 3 actions per turn. Sudden Death - 250 HP, 25 MP, no items, 1 action per turn, 10 MP max per spell, no defence or healing. Exhibition - 10000 HP, 1000 MP, no items, 100 MP max per spell, 2 actions per turn.
Note that starting HP and MP values are also maximums for those values, and can not be exceeded!
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Posted: Fri Mar 24, 2006 12:06 am
3. PostingEach combatant gets to perform a limited number of actions in each post, choosing from physical attack, magic spells, defensive moves, and item usage. Here is an example of how posts will be made: Combatant #1 1st Action Type - *Stuff that I do.* "Things that I say." 2nd Action Type - "More things I say." *More stuff I do.* For an entirely offensive turn, combatants can perform combinations such as an attack followed by an offensive spell. Example: Combatant #1 Attack - *Charge at Combatant #2 with my sword drawn.* "Taste my steel!" twisted *Slash your chest splashing your blood on the floor.* Atk Spell (5MP) - *Flames begin to gather and swirl around my blade.* "Now BURN!" scream *Point my sword at you, scorching your body with a stream of flames!* For a balanced turn, combatants can perform a physical attack followed by a defensive move. Example: Combatant #2 Attack - *Grab Combatant #1 by the throat.* "My turn." stare *Open my claws and stab your stomach* Defence - *Leap to a safe distance, and cross my arms over my face.* "I'm ready for you!" pirate And for a completely defensive turn, combatants can use a recovery item followed by a defensive spell. Example: Combatant #1 Item (+HP) - "This should help." *Pull a healing potion out of my pocket, and pour it over my wounds.* Defence - *Summon the element of ice to form a protective barrier around myself.* "Try me sucker!" :p These are examples of "2 actions per turn" posts, and as demonstrated, combatants are free to talk and taunt each other during battle. However, crippling attacks (such as chopping off body parts or paralysis) and deathblows (such as decapitation or vaporization) are not allowed. All Combatants and Referees should preview their posts to check for mistakes before submitting them. All posts should be spaced at least one minute apart, to allow for any corrections that may be needed. Once a Referee judges the result and makes their own post, the last Combatant can not make any further changes to that post! Once the Referee posts the result of the last Combatant's turn, the next Combatant is free to make their post.
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Posted: Fri Mar 24, 2006 12:07 am
4. Dice RollsThis is where the Referees come in! All Referees should make themselves familiar with the rules, and are recommended to have a calculator nearby while judging matches. During each post combatants must perform a "10-sided" dice roll, with one dice per action performed. Next, the Referee will match the actions performed with the corresponding dice rolls, and post to declare the result of the dice roll. Example: Combatant #1 (Dice roll, 7 and 3.) Attack - *Throw a pair of daggers which strike Combatant #2 in the shoulder and hip.* Heal Spell (10MP) - *I call upon the winds of life to heal my wounds.* Referee Last turn: Combatant #1 - 100HP 50MP Combatant #2 - 100HP 50MP Combatant #1's turn: Attack = 7. (7x 5=35) Combatant #2 loses 35HP. Heal Spell = 3. (3x 10=30) Combatant #1 uses 10MP, recovers 30HP. Combatant #1 - 130HP 40MP Combatant #2 - 65HP 50MP Next the second combatant will make their post with another dice roll, followed by another Referee result post, then the first combatant posts again.
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Posted: Fri Mar 24, 2006 12:08 am
5. DoublesA bonus is awarded in the event a combatant rolls two dice of the same number, and which action this bonus is added to, is determined by the number itself. When the number is 1 - 5, the double goes to the first action. When the number is 6 - 10, the double goes to the second action. Example: Combatant #1 (Dice roll, 6 and 6.) Item (+MP) - *Use magic elixir to restore my magic power.* Attack - *Lift a boulder over my head and lunge it at Combatant #2.* Referee Last turn: Combatant #1 - 643HP 92MP Combatant #2 - 598HP 74MP Combatant #1's turn Item (+MP) = 6. (6x 3=18 ) Combatant #1 uses magic potion to recover 18MP. Attack = 6. (6x 5=30) Doubles!! Critical Blow awarded! (30x 2=60) Combatant #2 loses 60HP. Combatant #1 - 643HP 110MP Combatant #2 - 538HP 74MP Doubles have different results depending the action they effect. But since they only effect one action performed during a turn, the order in which you decide to perform your actions becomes important when dealing with doubles.
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Posted: Fri Mar 24, 2006 12:09 am
6. Triples
Available only in the final round of the tournament, when Combatants may perform 3 actions per turn. Triples occur when all 3 of a Combatants dice roll the same number. Triples work similarly to Doubles, but the multiplying bonus is 3 instead of 2. Determining which action is effected by a triple works somewhat differently as well. If the tripled number is 1 - 3, the bonus goes to the first action. 4 - 6, goes to the second action. 7 - 9 goes to the final action. In the highly unlikely event that a Combatant rolls a Triple 10, the triple bonus goes to All 3 Actions!
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Posted: Fri Mar 24, 2006 12:10 am
7. AttacksBasic physical attacks that do not use Combatants MP. Damage is determined by multiplying the corresponding dice roll by attack strength for that round. 20 for Exhibition, 10 for Final Round, and 5 for all others. In the event of a double or triple, a "Critical Blow" is awarded, which multiplies the power of the attack. Example 1: Referee Attack = 8 (8x 5=40) Combatant #1 loses 40HP. Example 2: Referee Doubles!! Critical Blow awarded! (40x 2=80) Combatant #1 loses 80HP. <--(instead of 40HP)
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Posted: Fri Mar 24, 2006 12:11 am
8. SpellsMagical attacks which consume MP, and can be used to reduce opponents HP, or restore your own. Each combatant is free to determine for themselves how much MP to use for a spell, with some restrictions. No single spell may exceed the established "MP use limit" for the round they're fighting in. Spells may not be used if that Combatant has zero MP. MP can only be restored by specific items. In the event of a double or triple, a "Magic Boost" is awarded, which reduces the MP used in casting the spell. Example: Referee Atk Spell = 4 (4x 7=2 cool Combatant #1 loses 28HP. Doubles!! Magic Boost awarded! (7/ 2=3.5) Combatant #2 uses 3MP. All MP division results will be rounded down to the next whole number.
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Posted: Fri Mar 24, 2006 12:11 am
9. DefenceAny maneuver, physical, magical, or otherwise, which will reduce the HP you lose during your opponents next turn. Although defensive actions may involve doing something magical like walking into a wall or turning yourself to stone, these actions do not use MP. Just like attacks, Defence is also determined by multiplying the corresponding dice roll by 5. Defensive moves give you a buffer of a certain amount of damage you can take without losing HP, and your opponent must break that buffer in order to cause you damage in their next turn. This Defensive Buffer applies both to Attack actions and Attack Spells. However, that Defensive Buffer is lost on your next turn. So if you have 10 DB (Defence Buffer), and your opponent causes damage of 15, you only lose 5HP. If your defence is 20 DB, and your opponent only causes damage of 10, you won't lose any HP, but the remaining 10 DB will not carry over to the next turn. Therefore, if you manage to generate a high DB, and your opponent decides not to attempt damaging you at all in their next turn, you still lose all DB when your next turn begins. Example: Combatant #1 (Dice roll, 2 and 8.) Atk Spell (8MP) - *Create a freezing wind that creates a swarm of swirling icy shards to impale your body.* Defence - *Raise a wall of stone to block your attack.* Referee Last turn: Combatant #1 - 786 HP, 42MP Combatant #2 - 231 HP, 16MP Combatant #1's turn: Atk Spell = 2 (2x 8=16) Combatant #1 uses 8MP, Combatant #2 loses 16HP. Defence = 8 (8x 5=40) (Combatant #1) gains 40DB. Combatant #1 - 786 HP, 34 MP, 40 DB. Combatant #2 - 215 HP, 16 MP. Combatant #2 (Dice roll, 4 and 6) Attack - *Throw a spear which get's impaled into your shoulder!* Attack - *Tear the spear from your shoulder and slash your chest!* Referee Last turn: Combatant #1 - 786 HP, 34 MP, 40 DB. Combatant #2 - 215 HP, 16 MP. Attack = 4 (4x 5=20) Combatant #1 loses 20 DB. <--(That's DB, not HP!) Attack = 6 (6x 5=30) Defence Buffer broken! Combatant #1 loses 10 HP. Combatant #1 - 776 HP, 34 MP. Combatant #2 - 215 HP, 16 MP. In this example, Combatant #2 was able to break the Defence Buffer, and damage Combatant #1. In the event of a double or triple, a "Shield Boost" is awarded. Your DB is multiplied in the same way your attack power is for a "Critical Blow". Example: Referee Last turn: Combatant #1 - 786 HP, 42MP Combatant #2 - 231 HP, 16MP Combatant #1's turn Atk Spell = 8 (8x 8=64) Combatant #1 uses 8MP, Combatant #2 loses 64HP. Defence = 8 (8x 5=40) Doubles!! Shield Boost awarded! (40x 2=80) Combatant #1 gains 80 DB. Combatant #1 - 786 HP, 34 MP, 40 DB. Combatant #2 - 167 HP, 16 MP. Combatant #2 (Dice roll, 4 and 6) Item (+HP) - *Use a potion to heal my wounds* Heal Spell (10MP) - *Cast a revitalizing rain which restores my strength* Referee Last turn: Combatant #1 - 786 HP, 34 MP, 40 DB. Combatant #2 - 167 HP, 16 MP. Combatant #2's turn: Item (+HP) = 4 (4x 7=28 ) Combatant #2 uses +HP item and recovers 28 HP. Heal Spell = 6 (6x 10=60) Combatant #2 uses 10 MP, and recovers 60 HP. Combatant #1 - 776 HP, 34 MP. <---(Defence Buffer is now gone!) Combatant #2 - 255 HP, 6 MP. In this example, Combatant #2 chose to recover rather than attack, but Combatant #1 still loses the Defence Buffer after one turn. So although Combatants can use more than one Defence action per turn to create a high DB, their opponent does not have to break that buffer since it will be automatically lost when their turn is over. Because excessive defending can make any combatant immune to all damage, the Referee has the authority to set a limit of how many Defence actions Combatants may perform during that match. That limit must be no less than 5, and must also be the same for both combatants.
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Posted: Fri Mar 24, 2006 12:12 am
10. ItemsBefore each round begins, a list of items will be displayed which Combatants may take into battle. Some of these items will have properties that cannot be obtained by any other means, such as recovering MP, or bypassing an opponents Defence Buffer to damage their HP. But each round of the tournament has a limit for how many total items a Combatant my take into battle. The first round has a limit of 5 items, so a combatant could take ---> 1 HP+ item, 1 MP+ item, 1 DB-pass item, 1 Drain item, and 1 Defence item. Or ---> 3 HP+ items, 1 MP+ item, and 1 Drain item. Or ---> 5 MP+ items. The combinations depend on the choice of the Combatant, and the items available in each round. The strength and effectiveness of the available items also varies from round to round. In the event of a double or triple, a "Free Item" is awarded. This allows the Combatant to keep the item they used for that action, without cancelling its effects. Example: Combatant #1 (Dice roll, 3 and 3.) Item (Atk) - *Toss a grenade which explodes at your feet!* Spell (6MP) - *Cast a magic light which makes me stronger.* Referee Last turn: Combatant #1 2314 HP, 197MP Combatant #2 2039 HP, 167MP Combatant #1's turn: Item (Atk) = 3 (3x 15=45) Combatant #2 loses 45 HP. <---(Attack item had value of 15.) Doubles!! Free Item awarded! Combatant #1 keeps Atk Item. Healing Spell = 3 (3x 6=18 ) Combatant #1 recovers 18HP. Combatant #1 2332 HP, 197 MP Combatant #2 1994 HP, 167MP Here is an example of how Items will be listed in the Round by Round items list: +HP (5) max. 3. <--- (This is an HP recovery item, with a value of 5. Item value x Dice roll = HP restored. You may carry up to 3 for the next battle.) DB-pass (7) max. 4. <--- (This is an attack item that will bypass any DB your opponent has, and damage their HP, with a value of 7. Item value x Dice roll = HP damage. You may carry up to 4 for the next battle.) Here is a list of different item types, and their effects: +HP - increases your HP. Atk - attacks enemy decreasing their DB then HP. +MP - increases your MP. DB-pass - attacks enemy decreasing their HP, ignoring any DB. MP Atk - attacks enemy decreasing their MP. Drain HP - steals enemy HP and adds it to yours. Drain MP - steals enemy MP and adds it to yours. Sin Rage - cube the dice roll to determine damage to enemy HP. (Dice roll = 5 --> 5x5x5=125) Before the 100-sided dice roll which starts the match, both Combatants must post a list of the items they are bringing into battle. Example: Combatant #1 Items List: 3 +HP items, 2 Atk items. Remember not to exceed the maximum number of items allowed for that round.
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Posted: Fri Mar 24, 2006 12:13 am
11. Round by Round Rules
There are some actions which are only allowed during certain rounds, and others which can only be performed a limited number of times in a match. Attacks and Attack Spells are the only actions allowed during all battles, all other actions have limitations depending on the type of battle being fought.
Here is the list of rules, actions, and items allowed in each round:
First Round: Rules: Combatants start with 1000 HP, 100 MP, 5 selected items. Maximum 10 MP per spell. 2 actions per turn. Actions: Attack (5), Attack Spell (MP), Defence (5), Item. Items: 5 Max. +HP (5) max. 5, Atk (10) max. 5.
Second Round: Rules: Combatants start with 2000 HP, 200 MP, 10 selected items. Maximum 20 MP per spell. 2 actions per turn. Actions: Attack (5), Healing Spell (MP), Attack Spell (MP), Defence (5), Item. Items: 10 Max. +HP (5) max. 10, Atk (10) max. 10, +MP (5) max. 5, DB-pass (5) max. 5.
Third Round: Rules: Combatants start with 3000 HP, 300 MP, 15 selected items. Maximum 30 MP per spell. 2 actions per turn. Actions: Attack (5), Healing Spell (MP), Attack Spell (MP), Defence (5), Item. Items: 15 Max. +HP (5) max. 15, Atk (10) max. 15, +MP (5) max. 10, DB-pass (5) max. 10, MP Atk (10) max. 5, Drain HP (5) max. 5.
Final Round: Rules: Combatants start with 5000 HP, 500 MP, 20 selected items. Maximum 50 MP per spell. 3 actions per turn. Actions: Attack (10), Healing Spell (MP), Attack Spell (MP), Defence (10), Item. Items: 20 Max. +HP (10) max. 20, Atk (20) max. 20, +MP (10) max. 15, DB-pass (10) max. 15, MP Atk (20) max. 10, Drain HP (10) max. 5, Drain MP (5) max. 5, Sin Rage (?) max. 1.
Sudden Death: Rules: Combatants start with 250 HP, 25 MP. Maximum 10 MP per spell. 1 action per turn. Actions: Attack (5), Attack Spell (MP). Items: None.
Exhibition: Rules: Sins start with 10000 HP, 1000 MP. Maximum 100 MP per spell. 2 actions per turn. Actions: Attack (20), Healing Spell (MP), Attack Spell (MP), Defence (20). Items: None
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Posted: Fri Mar 24, 2006 12:14 am
12. VictoryA match ends as soon as one of the Combatants loses all HP, or forfeits the match. The winner of the match will then proceed to the next round. Example: Referee Last turn: Combatant #1 27 HP, 0 MP. Combatant #2 14 HP, 4 MP. Combatant #1's turn: Attack = 7 (7x 5=35) Combatant #2 loses 35 HP. VICTORY!! Combatant #2 has been defeated. Combatant #1 advances to the next round! After this post, Combatants and Referee are free to comment on the match however they wish.
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Posted: Fri Mar 24, 2006 12:15 am
[ Message temporarily off-line ]
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Posted: Fri Mar 24, 2006 12:16 am
Okay, that's it for the rules. Feel free to post any questions or comments, and I'm still waiting for some of you to answer my PMs. ninja
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