Post by lichlord on Jan 24, 2017 23:47:09 GMT
The Manager Class
Standard Match Rules:
The combination of pokemon power and technology running the tents does a lot to bolster a combatant's power when entering the ring. While in the match, the following extra rules apply:
At the start of the match, a combatant gains Temporary HP equal to their un-injured MAX HP. Thus someone in the match will enter with twice the hp. (Hopefull this will do wonders to balance out pokemon builds. Defensive builds gain a lot of HP but will have to chew through more of their opponent, while faster aggro builds have enough hp to live but have to survive a lot longer to do that much more damage.
Injuries still only start at the normal markers, they are not inflated in any way.
Injuries (In the ring ONLY) are fluffed differently. Instead of something more brutal or bleedy, injuries while in the ring just represent wear and tear on your body as a match goes on. If for some reason you have injuries from outside the ring going into a fight, those are regular injuries and these rules do not apply. 10 injuries in the ring merely lead to Unconsciousness and a KO rather than death. Heavily injured rules STILL APPLY.
Type Weakness/Resistance/Immunity do not apply regarding damage and if moves can hit or not. This is instead replaced by the Advantage System. Inhibitors or not, a Charmander getting hit with Water Gun still REALLY hurts the fire type. Any time you would be hit by a damaging move that you would apply resistance/immunity, OR if you hit with a damaging move that where your target would apply their weakness, gain an advantage point. These represent the inherent nature of pokemon's mental state of being hit with these moves. If a move would be resisted, they take more damage thanks to the ring but it still doesn't actually 'hurt' as much as it would normally. Thus they can jump back into combat just that much quicker. On the flip side, someone getting hit with an attack they would be weak to still has them flinch and brace themselves for an attack that would hurt more. That's a moment their opponent can take advantage of.
You can spend these points at any time to do the following, equal to the cost given next to it. (These can be cashed in multiple times at once, and can be the same one)
Note: Advantage points can be spent AFTER you've seen the results of a roll, but not after the opponent would 'take' the attack.
Spend 1: Gain 5 DR vs an attack, Deal 5 more damage with a damaging attack, gain 2 evasion vs an attack, or add +2 accuracy to that attack.
Spend 2: If your opponent is suffering from a condition that requires a save, they automatically fail their next save.
Spend 3: If you are suffering from a Volatile Condition that ISNT Sleep, Bad Sleep, or Confusion, cure that condition
Spend 4: Regain the use of a Scene Move
Spend 5: Regain the use of a Daily Move
In order to provide a nice range of moves for Combatants to use, the following combat maneuvers have been beefed up!
If using any of these, the beefed up versions (Unless otherwise mentioned), are Scene. If used again, they go by the book once more.
Dirty Trick has the following changes (And are all considered Heel moves):
Hinder now lasts for 1d3+1 rounds, the penalty increases to -3, and applies to accuracy as well. Both you and the target can use Athletics, Combat, or Acrobatics.
Blind gains Priority
Low Blow also adds an injury onto your opponent. Both you and the target can use Athletics, Combat, or Acrobatics.
Manipulate has the following changes:
Bon Mot's Enrage does not go away after one round. The first round they cannot roll to save, but then it goes to normal after.
Terrorize cannot be used in matches
The following are At-Will as normal.
Push now has the following conditional use: If you push your target to the ropes, you may do do one of the following:
-Make a final Push skill check. If successful, you push your target to the floor outside the ropes. They are considered tripped, and you may Take a Breather as a free action. Take a Breather does not remove Temporary HP if used this way.
-Make a final Push skill check as you push your target into the ropes. Pinned against the hard ropes, they take 2 ticks of hp.
Trip now deals two ticks of damage as well!
Grapple now has the following changes:
-Upon gaining dominance, deal a tick of damage to your opponent
-In addition to Secure, Attack, and Move; Submission is added to the choices upon having dominance.
Submission: Roll for dominance again. If you win, refer to the chart below for effects based on the number of turns you've maintained Submission. (Losing dominance resets the count)
Turn 1 - One tick of damage
Turn 2 - Two ticks of damage
Turn 3 - Two ticks of damage
Turn 4 - Three ticks of damage
Turn 5+ - Your Submission turns more brutal. One tick of damage AND an injury.
-While under the effects of an enemy Submission, you may try to fight for dominance, or you may attack to break out of it. After a successful attack, the target must roll a save or lose the Submission. It begins at a dc of 3 and each successful attack raises that save by 3. (so 6, 9, 12...) NOTE: Secure as an action also adds +3 to this save as well as dominance.
Standard Match Rules:
The combination of pokemon power and technology running the tents does a lot to bolster a combatant's power when entering the ring. While in the match, the following extra rules apply:
At the start of the match, a combatant gains Temporary HP equal to their un-injured MAX HP. Thus someone in the match will enter with twice the hp. (Hopefull this will do wonders to balance out pokemon builds. Defensive builds gain a lot of HP but will have to chew through more of their opponent, while faster aggro builds have enough hp to live but have to survive a lot longer to do that much more damage.
Injuries still only start at the normal markers, they are not inflated in any way.
Injuries (In the ring ONLY) are fluffed differently. Instead of something more brutal or bleedy, injuries while in the ring just represent wear and tear on your body as a match goes on. If for some reason you have injuries from outside the ring going into a fight, those are regular injuries and these rules do not apply. 10 injuries in the ring merely lead to Unconsciousness and a KO rather than death. Heavily injured rules STILL APPLY.
Type Weakness/Resistance/Immunity do not apply regarding damage and if moves can hit or not. This is instead replaced by the Advantage System. Inhibitors or not, a Charmander getting hit with Water Gun still REALLY hurts the fire type. Any time you would be hit by a damaging move that you would apply resistance/immunity, OR if you hit with a damaging move that where your target would apply their weakness, gain an advantage point. These represent the inherent nature of pokemon's mental state of being hit with these moves. If a move would be resisted, they take more damage thanks to the ring but it still doesn't actually 'hurt' as much as it would normally. Thus they can jump back into combat just that much quicker. On the flip side, someone getting hit with an attack they would be weak to still has them flinch and brace themselves for an attack that would hurt more. That's a moment their opponent can take advantage of.
You can spend these points at any time to do the following, equal to the cost given next to it. (These can be cashed in multiple times at once, and can be the same one)
Note: Advantage points can be spent AFTER you've seen the results of a roll, but not after the opponent would 'take' the attack.
Spend 1: Gain 5 DR vs an attack, Deal 5 more damage with a damaging attack, gain 2 evasion vs an attack, or add +2 accuracy to that attack.
Spend 2: If your opponent is suffering from a condition that requires a save, they automatically fail their next save.
Spend 3: If you are suffering from a Volatile Condition that ISNT Sleep, Bad Sleep, or Confusion, cure that condition
Spend 4: Regain the use of a Scene Move
Spend 5: Regain the use of a Daily Move
In order to provide a nice range of moves for Combatants to use, the following combat maneuvers have been beefed up!
If using any of these, the beefed up versions (Unless otherwise mentioned), are Scene. If used again, they go by the book once more.
Dirty Trick has the following changes (And are all considered Heel moves):
Hinder now lasts for 1d3+1 rounds, the penalty increases to -3, and applies to accuracy as well. Both you and the target can use Athletics, Combat, or Acrobatics.
Blind gains Priority
Low Blow also adds an injury onto your opponent. Both you and the target can use Athletics, Combat, or Acrobatics.
Manipulate has the following changes:
Bon Mot's Enrage does not go away after one round. The first round they cannot roll to save, but then it goes to normal after.
Terrorize cannot be used in matches
The following are At-Will as normal.
Push now has the following conditional use: If you push your target to the ropes, you may do do one of the following:
-Make a final Push skill check. If successful, you push your target to the floor outside the ropes. They are considered tripped, and you may Take a Breather as a free action. Take a Breather does not remove Temporary HP if used this way.
-Make a final Push skill check as you push your target into the ropes. Pinned against the hard ropes, they take 2 ticks of hp.
Trip now deals two ticks of damage as well!
Grapple now has the following changes:
-Upon gaining dominance, deal a tick of damage to your opponent
-In addition to Secure, Attack, and Move; Submission is added to the choices upon having dominance.
Submission: Roll for dominance again. If you win, refer to the chart below for effects based on the number of turns you've maintained Submission. (Losing dominance resets the count)
Turn 1 - One tick of damage
Turn 2 - Two ticks of damage
Turn 3 - Two ticks of damage
Turn 4 - Three ticks of damage
Turn 5+ - Your Submission turns more brutal. One tick of damage AND an injury.
-While under the effects of an enemy Submission, you may try to fight for dominance, or you may attack to break out of it. After a successful attack, the target must roll a save or lose the Submission. It begins at a dc of 3 and each successful attack raises that save by 3. (so 6, 9, 12...) NOTE: Secure as an action also adds +3 to this save as well as dominance.