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Fight Referees
Auberon
Mina
Fight Club Rules
- The cage nullifies any supernatural or magical abilities. Fights are mundane, hand to hand combat except for special tournaments.
- Fights will be moderated by an NV staff member who is familiar with the system. They will track the HP of both fighters, as well as the run time.
- Posts need to be ten minutes or less and no more than one paragraph in order to maintain a smooth event. Posts do not have to be pretty prose, but instead consistent and direct. Failure to post within ten minutes will result in -1 HP for every five minutes over the time limit. (Only fighters are bound to a post order and this rule.)
- Each fight club event will offer all participants a chance to receive RP Points. The winner of each fight will receive 3 points, while the loser of each fight will receive 2 points. While spectators who post a minimum of three rounds will receive 1 point.
Fight Club 101
A dice system is currently used to manage fights. This means that there are steps to take in order to manage and maintain a proper fight. Please familiarize yourself with the rules and steps before the fight begins. If you have any questions or concerns please contact the staff member hosting the event.
- Step One - Each fighter will roll 1d20 to determine who goes first.
(The highest roll wins, and they will begin the fight with their intro post.)
- Step Two - After introductions have been made, the high roller will make the first attack attempt. They will roll 1d10 with their post and 1d4 with their post. The defender will roll 1d10 to try and dodge the attack before their next post. The higher roll wins.
If an attacker rolls a 1 on their d10, they will always miss. If they roll a 10, they automatically hit.
- Step Three - If an attack is successful, refer to the damage below. The result is then deducted from their opponent's total HP. Fighters begin with 10 HP.
1 = Glancing blow, easily shrugged off. May bruise.
2 = Substantial hit, will cause significant discomfort. Will definitely bruise.
3 = Major hit, will continue to hurt for the duration of the fight. May draw blood.
4 = Critical hit, will continue to hurt beyond the fight. Will bleed, internally or externally, or may cause some kind of bone fracture.
(Your character will be knocked off their feet in some capacity. - This is a concussive hit.)
If your character takes a critical hit in a fight, they will receive a -1 to their d10 rolls for each critical hit they've taken in that fight.
- Step Four - The defender will then respond to their opponent’s attack first, before countering with their own attack in their next post. Everything is an attempt until the dice resolve the action!
A fight will end when a combatant is reduced to 0 HP, or the fight hits the two hour mark.
Hitting 0 HP - Means your character is knocked unconscious and cannot walk themselves out of the cage.
Hitting the two hour mark - At the two hour mark, whomever has the highest HP will be declared the winner. In the event of an HP tie at the end of the fight, the person with a higher average severity will win the fight. (If both fighters are still tied, they will roll to break the tie.) - The cage nullifies any supernatural or magical abilities. Fights are mundane, hand to hand combat except for special tournaments.