Post by Aguila Saber on Sept 23, 2008 12:02:10 GMT -5
Quarterstaff on pole rules:
1.
Competitors start with 'head' and 'balance' points as follows:
head points = 3 + Mind + Strength
balance points = 3 + Eye + Speed
2.
Each move consists of an action and an area.
Actions: Attack, parry, block
Areas: Head, Legs
An attack is simply that - a swing at your opponent. A parry is awaiting your opponent's blow, and if it comes turning it aside and hitting him in an undefended area. A block is holding back, defending against their blow.
A blow to the head will reduce head points, a blow to the legs (would also include body blows) reduces balance. If head points become 0, the competitor starts losing 1 balance point each subsequent round, and a further blow to the head knocks them out. If balance points become 0, the competitor falls off the pole.
3.
Competitors may put the word 'body' beside any attack or parry move. If it is successful, an additional point will be deducted from their opponent. You can only do this a number of times equal to your speed+eye score.
Competitors may put the word 'mind' beside any block move. If it is successful, an additional point will be deducted from their opponent. You can only do this a number of times equal to your strength+mind score.
4.
Each fight, the competitors' moves will be compared.
Attack versus attack - attacks against different areas go through (each lose 1 point), attacks against the same area result in both losing 1 balance point (force of blow)
Attack versus parry - against different areas, the attack goes through (parrier loses 1 point). Against the same area, the attacker loses 1 point from the opposite area.
Attack versus block - if same area, attack blocked. If opposing areas, the blocker takes 1 damage to the attacked area.
Parry versus parry - if same area both lose 1 balance point (locking weapons)
Parry versus blocking - if different area, the parrier loses one point in the opposite area. (blocker takes the opportunity to roll the log if parry in head, and to strike out at head if parry in balance).
Block versus block - if different areas, the head blocker loses one balance point (blocker takes opportunity to roll log)
After a Block Head move which is performed without taking damage, the blocker may use a Taunt special action. A Taunt is a riddle. The party who loses a Taunt must use attack actions each round or lose 1 Head point/Round until the end of the duel.
When fighting against Annihilators, a player will be decided by rolling a die on Invisible Castle. That player has 2 days to solve the riddle on behalf of the annihilator. A player who solves a riddle this way gets +1 mind and +1 body (but no higher than their starting score).
5.
Qualifications will be against Annihilators. The Annihilators have scores as follows:
Tier I: 1 Body and 1 Head. (1 out of 6)
Tier II: 2 Body and 2 Head. (4 out of 6)
Tier III: 3 Body and 3 Head. (1 out of 6)
Tenth opponent will always be a Tier IV Annihilator with 4 Body and 4 Head.
The top scores, meaning the highest number of Annihilators dropped from the pole before retreating will advance to the final stage of the contest.
How many players will progress two the second stage depend on contestants as follows:
If 6 or less competing => 2 top player will go for a final.
If 7 or more competing => 4 top players will go to a semi-final; 1 vs 4, and 2 vs 3.
The annihilators will be using other players' moves as their attack moves, which means that you will essentially fight someone else. The only exception is player taunt where the annihilator action will always be attack. The attacked area will be the one in the player move.
For the (semi)-finals with Player vs. Player.
Only a small amount of moves will be posted each day from the original submission. Competitors are allowed to send an alternative set of moves to the judges that day (please include the round number in the PM) to intelligently alter their next set of actions to their opponent's style.
6.
The fight will be over when you are forced to retreat because either balance or head reaches 0.
7.
After every 2nd downed Annihilator the character is allowed to restore 1 point to head or body.
When downing an Annihilator the pole will be empty until start of next set of moves. 5 moves skipped in this way will allow the character to restore 1 point to head or body.
Items during this fight:
Potions can be used to increase one stat by 1 for 10 Moves. By end of duration the stat and your current head/body score will drop by 1.
Potions can be used when you start the first fight or when you down an annihilator.
Potions are not permitted during the semi-fianlas / finals. Only against the annihilators.
Usable specials:
Each special can be used no more than once every 6 moves.
Maximum one special be used in each set of three moves.
The Toughness special is always-on and will apply for the duration of the contest with no special action needed.
Psychic attack
Inflicts the damage value as Head damage on the opponent. The damage is reduced by the opponent's Psychic defence value.
Annihilators are 50% likely to have a psychic defence of 1, and 50% likely to have no psychic defence.
Psychic fear effect.
Given with a move. If defender attack, parries, or blocks head then your move fails and if you take damage in that round then you take one extra damage that round.
If defender attack, parries or blocks balance, then they are affected by psychic fear. They will either flee and forfeit the fight or stand motionless for the next move. Standing motionless means that if you make an attack on them next move it will automatically hit for 1 additional damage. 50% chance of both.
Power Word: Hold.
Same as psychic fear but the opponent always stands motionless.
Bardic Talent: Suggest fear
Same effects as Power Word: Hold
Power Attack.
Usable only with an Attack move.
Any damage caused by you or inflicted on you is increased with +1 point.
Concussive Blast.
Can be combined with a Block move only. Not combinable with other specials.
If opponent Blocks, then you take 1 point of damage to balance and head.
If opponent Attacks or Parries, then opponent takes 1 point of damage to balance and head.
The above is in addition to the damage caused by the moves.
Toughness
When taking damage the character is given a 33% chance to ignore the damage. Always-on.
Battle-cry: Fortress of Faith
Can be combined with a Block move only. Not combinable with other specials. This special fails if the character using it takes damage in the round it is used.
When taking damage the character is given a 33% chance to ignore the damage.
Lasts for the 3 next Moves.
Edit:
Changed the Attack balance <-> Block head rules so that damage go though directly.
Edit:
Added qualification results:
Aguila Saber:
14 downed annihilator of Tier II.
1 downed annihilator of Tier III.
1 downed annihilator of Tier IV.
Beowuuf:
3 downed Annihilator of Tier I.
6 Downed Annihilator of Tier II.
Doomy:
11 downed Annihilator of Tier II
1 downed Annihilator of Tier I
1 downed Annihilator of Tier IV
eviltb:
2 downed Annihilator of Tier II,
1 downed Annihilator of Tier III.
Trasken:
5 downed Annihilator of Tier II.
4 downed Annihilator of Tier III.
Downed Annihilators:
1st place. Aguila: 16
2nd place. Doomy : 13
3rd place. Trasken: 9
4th place. Beowuuf: 9
5th place. eviltb: 3
Aguila and Doomy competing in the final.
1.
Competitors start with 'head' and 'balance' points as follows:
head points = 3 + Mind + Strength
balance points = 3 + Eye + Speed
2.
Each move consists of an action and an area.
Actions: Attack, parry, block
Areas: Head, Legs
An attack is simply that - a swing at your opponent. A parry is awaiting your opponent's blow, and if it comes turning it aside and hitting him in an undefended area. A block is holding back, defending against their blow.
A blow to the head will reduce head points, a blow to the legs (would also include body blows) reduces balance. If head points become 0, the competitor starts losing 1 balance point each subsequent round, and a further blow to the head knocks them out. If balance points become 0, the competitor falls off the pole.
3.
Competitors may put the word 'body' beside any attack or parry move. If it is successful, an additional point will be deducted from their opponent. You can only do this a number of times equal to your speed+eye score.
Competitors may put the word 'mind' beside any block move. If it is successful, an additional point will be deducted from their opponent. You can only do this a number of times equal to your strength+mind score.
4.
Each fight, the competitors' moves will be compared.
Attack versus attack - attacks against different areas go through (each lose 1 point), attacks against the same area result in both losing 1 balance point (force of blow)
Attack versus parry - against different areas, the attack goes through (parrier loses 1 point). Against the same area, the attacker loses 1 point from the opposite area.
Attack versus block - if same area, attack blocked. If opposing areas, the blocker takes 1 damage to the attacked area.
Parry versus parry - if same area both lose 1 balance point (locking weapons)
Parry versus blocking - if different area, the parrier loses one point in the opposite area. (blocker takes the opportunity to roll the log if parry in head, and to strike out at head if parry in balance).
Block versus block - if different areas, the head blocker loses one balance point (blocker takes opportunity to roll log)
After a Block Head move which is performed without taking damage, the blocker may use a Taunt special action. A Taunt is a riddle. The party who loses a Taunt must use attack actions each round or lose 1 Head point/Round until the end of the duel.
When fighting against Annihilators, a player will be decided by rolling a die on Invisible Castle. That player has 2 days to solve the riddle on behalf of the annihilator. A player who solves a riddle this way gets +1 mind and +1 body (but no higher than their starting score).
5.
Qualifications will be against Annihilators. The Annihilators have scores as follows:
Tier I: 1 Body and 1 Head. (1 out of 6)
Tier II: 2 Body and 2 Head. (4 out of 6)
Tier III: 3 Body and 3 Head. (1 out of 6)
Tenth opponent will always be a Tier IV Annihilator with 4 Body and 4 Head.
The top scores, meaning the highest number of Annihilators dropped from the pole before retreating will advance to the final stage of the contest.
How many players will progress two the second stage depend on contestants as follows:
If 6 or less competing => 2 top player will go for a final.
If 7 or more competing => 4 top players will go to a semi-final; 1 vs 4, and 2 vs 3.
The annihilators will be using other players' moves as their attack moves, which means that you will essentially fight someone else. The only exception is player taunt where the annihilator action will always be attack. The attacked area will be the one in the player move.
For the (semi)-finals with Player vs. Player.
Only a small amount of moves will be posted each day from the original submission. Competitors are allowed to send an alternative set of moves to the judges that day (please include the round number in the PM) to intelligently alter their next set of actions to their opponent's style.
6.
The fight will be over when you are forced to retreat because either balance or head reaches 0.
7.
After every 2nd downed Annihilator the character is allowed to restore 1 point to head or body.
When downing an Annihilator the pole will be empty until start of next set of moves. 5 moves skipped in this way will allow the character to restore 1 point to head or body.
Items during this fight:
Potions can be used to increase one stat by 1 for 10 Moves. By end of duration the stat and your current head/body score will drop by 1.
Potions can be used when you start the first fight or when you down an annihilator.
Potions are not permitted during the semi-fianlas / finals. Only against the annihilators.
Usable specials:
Each special can be used no more than once every 6 moves.
Maximum one special be used in each set of three moves.
The Toughness special is always-on and will apply for the duration of the contest with no special action needed.
Psychic attack
Inflicts the damage value as Head damage on the opponent. The damage is reduced by the opponent's Psychic defence value.
Annihilators are 50% likely to have a psychic defence of 1, and 50% likely to have no psychic defence.
Psychic fear effect.
Given with a move. If defender attack, parries, or blocks head then your move fails and if you take damage in that round then you take one extra damage that round.
If defender attack, parries or blocks balance, then they are affected by psychic fear. They will either flee and forfeit the fight or stand motionless for the next move. Standing motionless means that if you make an attack on them next move it will automatically hit for 1 additional damage. 50% chance of both.
Power Word: Hold.
Same as psychic fear but the opponent always stands motionless.
Bardic Talent: Suggest fear
Same effects as Power Word: Hold
Power Attack.
Usable only with an Attack move.
Any damage caused by you or inflicted on you is increased with +1 point.
Concussive Blast.
Can be combined with a Block move only. Not combinable with other specials.
If opponent Blocks, then you take 1 point of damage to balance and head.
If opponent Attacks or Parries, then opponent takes 1 point of damage to balance and head.
The above is in addition to the damage caused by the moves.
Toughness
When taking damage the character is given a 33% chance to ignore the damage. Always-on.
Battle-cry: Fortress of Faith
Can be combined with a Block move only. Not combinable with other specials. This special fails if the character using it takes damage in the round it is used.
When taking damage the character is given a 33% chance to ignore the damage.
Lasts for the 3 next Moves.
Edit:
Changed the Attack balance <-> Block head rules so that damage go though directly.
Edit:
Added qualification results:
Aguila Saber:
14 downed annihilator of Tier II.
1 downed annihilator of Tier III.
1 downed annihilator of Tier IV.
Beowuuf:
3 downed Annihilator of Tier I.
6 Downed Annihilator of Tier II.
Doomy:
11 downed Annihilator of Tier II
1 downed Annihilator of Tier I
1 downed Annihilator of Tier IV
eviltb:
2 downed Annihilator of Tier II,
1 downed Annihilator of Tier III.
Trasken:
5 downed Annihilator of Tier II.
4 downed Annihilator of Tier III.
Downed Annihilators:
1st place. Aguila: 16
2nd place. Doomy : 13
3rd place. Trasken: 9
4th place. Beowuuf: 9
5th place. eviltb: 3
Aguila and Doomy competing in the final.