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T5: Dice Deathmatch/Laws of War
  #1  
Old October 16th, 2005, 08:54 PM
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Cool T5: Dice Deathmatch/Laws of War

Roost Fighter Tournament V: Dice Deathmatch (Chat Room Exclusive)

Dice Deathmatch is a chatroom-exclusive event wherein a battle held on the forum is then 'fought' using 4 types of game dice: a d6, a d10, a d20, and a d100. The tournament host (Demon Eyes Parker) rolls the dice personally. Read on for a better explanation...

Please note that the information here is subject to change.

---

BASICS

Damage
If any standard Attack lands successfully, that attack then inflicts 1 point of Damage upon the opponent. If 3 Attacks land successfully, the Damaged combatant loses the round, allowing his opponent to go on to the next forum-based round.

Character Power Levels
All combatants start off with Power Levels based on the number of votes they received in the forum-based tournament. The Power Levels work out like so, according to the number of votes:

Votes - Power Level
0 - 20 (lowest possible)
1 - 30
2 - 45
3 - 50
4 - 55
5 - 65
6 - 70
7 - 75
8 - 80
9 - 85
10+ - 95 (highest possible)

However, as Damage is received, the Power Level drops accordingly, like so:

D100: Attack - PL Decrease
00: Taunt - 0
10: Punch/Slash - 5
20: Kick - 5
30: Throw - 8
40: Uppercut - 8
50: Light Special - 10
60: Light-Medium Special - 15
70: Medium Special - 18
80: Strong Special - 20
90: Fierce Special - 22
##: Super Combo - 25

A lower Power Level restricts the number and power of attacks that can be used. Note that a Power Level can never drop below 20.

Timer
Each match has a limit of 9 Rounds. If, when the 9th Round ends, the match is not over, the combatant who has received the least Damage automatically wins. If both combatants have received the same amount of Damage, the battle goes into Sudden Death.

Sudden Death
No match can last for longer than 9 Rounds. If, however, at the end of Round Nine, the combat is not resolved and the combatants both have the same amount of Damage, Sudden Death is declared. To win, a combatant must roll a higher number than his opponent to win the match, as demonstrated in this example:

Dante rolls Sudden Death: 90
Wiz rolls Sudden Death: 50
Dante Wins!

An Attack Success Roll is not made in Sudden Death.

If, however, the combatants both roll the same number, both fighters are disqualified and eliminated from the tournament.

Battle Conclusions
A match is concluded when one or more of the following conditions are met:
1. A combatant takes 3 points of Damage, losing the match
2. The 9th Round is complete and one combatant has less Damage than the other
3. A superior Sudden Death Roll to the opponent’s is made
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--Robert E. Howard, "The Phoenix on the Sword"
 

Re: T5: Dice Deathmatch/Laws of War
  #2  
Old October 16th, 2005, 08:56 PM
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Default Re: T5: Dice Deathmatch/Laws of War

COMBAT

d20: Law of War
Before the match starts, a d20 is rolled to determine a Law of War. This is a battlefield condition that affects both of the combatants present. Some examples of what Laws of War may look like follow:

00: No Law of War
01: Sudden Death (only 1 successful hit required to win)
02: Weakness (Attacks do only 0.5 Damage, Super Combos do 1
Damage)
03: Turbo (Match lasts only 5 Rounds)
04: Combo (More than 1 Attack can be rolled per turn until Defended or Missed)
05: Drain (Power Levels are cut in half - does not apply to 20-PL characters)
06: Rage (Power Levels of both combatants soar to 95)
07: Berserk (Power Level decreases from Punch & Kick are doubled)
08: Prosperity (Attack Roll numbers inverted)

d100 & d10: Attack Roll
One attack is assigned to each side of a d100, with the criteria being as follows (with examples):

00: Taunt
10: Punch/Slash
20: Kick
30: Throw
40: Uppercut
50: Light Special
60: Light-Medium Special
70: Medium Special
80: Strong Special
90: Fierce Special

Each Attack, save for Taunt, inflicts 1 point of Damage (Taunt inflicts 0 points of Damage).

A d10 is also used for rounding to the nearest Attack, and for the Super Combo Numbers (see below).

d6: Attack Success Roll
An Attack must be declared a Success before a Defense Roll occurs. This is done using a d6:

1 - 3: Failure (Miss)
4 - 6: Success (Hit)

If an Attack should Miss, no Defense Roll is made by the enemy combatant in response.

d6: Defense Roll
After an Attack Success roll is made, a d6 is rolled for the enemy character in an attempt to Defend:

1: Cannot Defend
2: Dodge (no Damage taken)
3: Cannot Defend
4: Block (0.5 Damage taken)
5: Parry (no Damage taken)
6: Counter-Attack (no Damage taken; d100 is rolled to determine Attack)

d10 & d100: Super Combo Number
When making an Attack roll, a d10 is used along with the primary d100. If the d100 and d10 land in a particular combination, a Super Combo Number has been attained. This kind of attack does not allow for a Defense roll by the enemy player, and does twice the damage of a normal, successful Attack roll. Examples of whatsome Super Combo Numbers may look like follow:

87 - Shoryureppa
32 - Ride the Lightning
54 - Thorald Divide
99 - Sunday Special

Each character gets two Super Combo Numbers. Also note that these Super Combos can only be used once per battle; if the same numbers are rolled again, they automatically become a standard Attack roll (see above).

A combatant is always entitled to their Super Combos regardless of whether or not the numbers are above their Power Level.
__________________
"Rush in and die, dogs - I was a man before I was a king."

--Robert E. Howard, "The Phoenix on the Sword"
 

Re: T5: Dice Deathmatch/Laws of War
  #3  
Old October 16th, 2005, 08:57 PM
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Default Re: T5: Dice Deathmatch/Laws of War

MISC.

Dice Deathmatch Sign-Up
No sign-up is required by participants (ie voters and fighters) in Roost Fighter Tournament V: Flames of Revenge to witness Dice Deathmatch - you may come as you please.

Interested non-participants (ie non-voters and non-fighters) will be required to send a PM or e-mail to either of the tournament hosts (Shadow and Demon Eyes Parker) asking to sign up. A list of these people will be made available as needed. Again, once they join, they will be welcome to come as they please.

Administrators and Moderators of Kaijuphile are also welcome to come as they please, and to help run the Dice Deathmatch should their assistance be needed.

Fight Recaps
Transcripts of all fights in Dice Deathmatch will be recorded and posted in the Roost Fighter Arcade Mode. They will be made available not long after the fight has taken place, probably from 1 hour to 1 day after the fact.

Time, Place, and Stuff
Dice Deathmatch battles are hosted at a scheduled time in the Kaijuphile chat room, as decided by the tournament hosts (Shadow and Demon Eyes Parker). 4 battles, if there are that many, will be hosted by Demon Eyes Parker per session.


Roost Points Earned
1,000 Roost Points are earned by winning the Dice Deathmatch. This number is added with the number of tokens x1,000 received in the forum polls (eg. 7,000 RP (for 7 votes) + 1,000 RP = 8,000 RP). Only after the Dice Deathmatch phase is complete can the winning combatant purchase items.
__________________
"Rush in and die, dogs - I was a man before I was a king."

--Robert E. Howard, "The Phoenix on the Sword"
 

Re: T5: Dice Deathmatch/Laws of War
  #4  
Old October 16th, 2005, 08:59 PM
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Default Re: T5: Dice Deathmatch/Laws of War

LAWS OF WAR

A Law of War is a condition that affects the chatroom-hosted Roost Fighter: Dice Deathmatch battles. A d20 is rolled to determine the condition that takes effect.

01: Terminator
Only one Successful Attack is needed to win the match.

02: Hey, Not Too Rough
Attacks do only 0.5 Damage, Super Combos do only 1 Damage.

03: Turbo
The match can last only 3 Rounds (not including the Sudden Death roll).

04: Combo
More than 1 Attack can be rolled per turn until Defended or Missed.

05: Drain
Power Levels are cut in half - does not apply to 15-PL characters.

06: Rage
Power Levels of both combatants soar to 95.

07: Prosperity
Combatants gain PL increase of 25 (not applicable to 95-PL characters).

08: Berserk
Power Level decreases from Punch & Kick are doubled.

09: Resistance
The weakest combatant gains immunity to Attack Rolls over 70.

10: Turtle
Defense Roll numbers are inverted. 6 indicates a failed defence, 5 a Dodge, 4 failed, 3 a Block, 2 a Parry, and 1 a Counter-Attack.

11: Spread
Attacks do 2 damage (Super Combos are not affected).

12: Llama
No Defense Rolls are made against Successful Attacks.

13: You Fail It!
The losing combatant is excluded from Tournament VI and must wear a special user title and/or banner to show to the whole message board of Kaijuphile for approximately 6 weeks afterward (the latter condition does not apply to public domain characters).

14: Partial Invisibility
Attack Success Roll numbers are inverted.1-3 indicate a Successful Attack, while 4-6 are considered Unsuccessful.

15: Body Armour
Damage from Super Combos is split in half.

16: Regeneration
After each Round, the combatants may attempt to heal 1 point of Damage. A roll of 1 indicates success, and they repair 1 Damage. Power Levels are not affected.

17: Reflection
A Successful Attack has a slight chance of damaging the attacking combatant. A roll of 1 after the enemy’s Defense Roll indicates that the attacker has also been damaged by the blow.

18: Time Freeze
Before an Attack Success Roll, there is a chance of time freezing, allowing the foe to get a free hit. A roll of 6 indicates that time has frozen and that the defending combatant may attempt to make an Attack.

19: Fisting!
All Attacks become Punches.

20: CTS
Instead of fighting, the two combatants enjoy a game of Capture the Sword. Power Levels do not apply here. A roll of 50 or over indicates that one of the combatants is making a move to capture the enemy’s Sword; the defender may make a Defense Roll to thwart him. If two rolls of 50 or over are made without interruption, the enemy has taken the opponent’s Sword. The defender now has 4 chances to try and stop his opponent by making a series of Attack Rolls, which the sword-bearer can defend against but cannot retaliate. If the attacker makes 3 successful Attacks, the enemy has been thwarted; if not, the enemy has captured the sword and wins the match. The match will continue until one character successfully captures the sword.

In the event that 2 failed attempts at capturing the sword are made, 2 Sudden Death Rolls are made instead. On the first roll, the higher number indicates the successful sword stealing; on the second roll, the sword-bearer either captures the sword or the defender kills him, winning the match.
__________________
"Rush in and die, dogs - I was a man before I was a king."

--Robert E. Howard, "The Phoenix on the Sword"
 

Re: T5: Dice Deathmatch/Laws of War
  #5  
Old October 19th, 2005, 12:31 PM
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Default Re: T5: Dice Deathmatch/Laws of War

SUPER COMBO NUMBERS

Seer235
67 - Cosmic Lightning Storm
48 - Fire Sweep

BS Cyber Q
55 - Swarm Drill
92 - Insect Crucifixion

Wiz
37 - Wing Zero Blast
62 - Death Scythe Combo

Zearatul
37 - ******* Slash
42 - Squall

GodofPH
52 - Red Hot Smash
06 - Classic Combo

Morteki
51 - Cardiac Arrest Slam
54 - Stealth Strike

Afiag, Angel of Darkness
25 - Blood Drain
91 - Daemonic Combo

Orga777
58 - Thorald Destroyer
92 - Barbarian Slam

Showa Godzilla
97 - Sliding Drop Kick
17 - Magnetic Throw

Pure Evil
05 - Acid Rain
23 - Flight of the Dragon

Gorjirus
96 - Sunday Special Strike
81 - Rocket Science

Cole Deschain II
52 - Skull-Flame Fatality
02 - Brutality Combo

MirrenDono
92 - Paralysis Beam
18 - Lighting Screw Uppercut

Evil GMK Goji
44 - Assassination Blow
73 - Artery Crush

Neo-Crucifer
43 - Multiple Style Combo
18 - Hypnotism

Darkside Reject
11 - Multiple Style Combo
85 - Flying Body Slam

Treize Khueshranada
27 - Mortal Rifle Wound
51 - Warrior’s Slash

Henry Venetta
02 - Draconian Combo
77 - Orochi Blast

SCGamer
33 - Psychotic Cyclone
15 - Stun

Bagoth
35 - Ice Shower
28 - Cold Shoulder Slam

EternalMothra
51 - Seal of Peace
02 - Armour Combo

Aragorn Strider 22
23 - Flea Jump
86 - Tornado Slam

Sithre
08 - Unholy Force
84 - Sword of the Reaper

Dante
36 - Infernal Uppercut
66 - Devil Viper

Master of the Swarm
24 - Storm of Mercury
68 - Flying Stomp

Shadow
15 - Tornadic Rage
63 - Spectral Illusion

Cam Eleon
56 - "Rip and Tear" Chainsaw Slash
38 - "Guns Are For Wusses" Punch

Luna-Chan
56 - Moonlight Serenade
28 - Lunar Lament

Father Esteban Cortez
52 - Unforgiving Blade
87 - Holy War Cry

Godzy
97 - Lupine Vengeance
15 - Full Moon Combo

Morgoth
91 - Banishment
52 - Orc Jump Kick

Supercharegodzilla
None
__________________
"Rush in and die, dogs - I was a man before I was a king."

--Robert E. Howard, "The Phoenix on the Sword"

Last edited by Bruticus; November 21st, 2005 at 01:31 PM.
 
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