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- “Tea Time” Rules
- “Tea Time” is the hidden code for Four Cannon's fight club. To make things a bit more interesting and to stop it from being simple dice battles, I've come up with a list of rules for fighting. They cover initiative, attacking, special moves, special actions, losing, records, racial modifiers, and more.
- BASIC RULES:
- 1. With special exceptions, all fights are 1v1. Team matches, 2v1, and so on will have to be agreed upon beforehand
- 2. All attacks are, by default, NONLETHAL DAMAGE. The players do not need to declare that.
- 3. All fighters start with 10 hit points. The fight ends when they reach 0 and are unable to get up.
- a) Earth ponies and zebras are hardier and more resistant to attacks like this, giving them an additional 2 HP, bringing their total up to 12.
- 4. All fights must have a referee on duty to GM the session, as well as keep the fight fair and clean. All calls are left up to them.
- 5. The purpose of Tea Time is to let off steam and relieve stress, NOT settle personal grudges. The referee on duty may decline a fight if he has reason to believe that there are interpersonal issues.
- FIGHT RULES
- 1. Combatants will begin each round by rolling 1d20 for initiative. The person with the highest toll gets top go first in this round.
- a) In the case of a tie, the referee may either declare they each do a re-roll, or they may act at the same time.
- 2. On their turn, each combatant may preforms one of three actions; Attack, Grapple (or Grab), or Defend.
- 3. After the person with the highest initiative goes, the other combatant gets his turn and may chose one of three options; Attack, Grapple, or Prepare.
- 4. All combatants have a basic Armor Class, or AC of 10.
- a) Pegasus and Bat Ponies receive an additional +2 to AC, giving them a total of 12
- 5.
- ATTACK RULES
- 1. The most basic action in Tea Time is to Attack.
- 2. To attack is to use any part of the body to strike the opponent and try to damage them.
- a) This includes, but is not limited to; punches, kicks, elbows, headbutts, smacking, slapping, and tail whacking.
- 3. An attack is made by rolling a d20 and attempting to beat the opponent's AC.
- 4. If the roll beats the opponent's AC, the attack hits and damaged is rolled normally.
- 5. If the roll does NOT beat the opponent's AC, the attack misses and no damage is rolled.
- 6. In the event of a 20 being rolled, the attack is a critical hit.
- a) In that event the attacker rolls another d20 + 3. If the result beats the opponent's AC, the critical is confirmed. When that happens, the attack is rolled normally and, and an additional +4 damage is added on top of that. These attacks are meant to represent an especially powerful hit, and can turn the tide, or even end a battle all together.
- b) In the event that the crit fails, the damage is merely maxed.
- 7. In the case of a 1 being rolled, the attack is a critical failure. The attacker either strains themselves, hits the ground, trips, or has another sort of unfortunate accident.
- a) In this case, it is up to the referee to decide the penalty to be applied. Examples include taking a point of damage, or taking a -1 to actions and AC next round.
- GRAPPLE
- 1. A Grapple is an action in which the attacker tries to subdue their opponent by grabbing and pinning them.
- 2. A Grapple is made by first rolling a d20 as per an attack roll. Success mean the grapple begins, failure means it does not.
- 3. If the grapple begins, both parties roll a d20. If the one who initiated the grapple wins, then the opponent is grappled. If not, the turn is over.
- WHEN GRAPPLING
- 1. When you have your opponent grappled, several options are at your disposal. You may try to attack, pin, or force them to submit.
- 2. Attacking the grappled opponent follows the same basic rules as a normal attack, with two exceptions.
- 1. The attack is at a +2 to hit
- 2. On a 20, the attack is maxed; do not roll to confirm crits.
- 3. Pinning your opponent requires a second face off. Both parties roll d20. If the attacker receives the high roll, the opponent is pinned. If they don't the opponent is still grappled, but not pinned.
- 4. After Pinning the opponent, you may either attack, or try and force them to submit. A forced submission ends the fight. To force a submission, both parties roll a d20, with the defender getting a +4 on the roll. If the attacker wins, the opponent is forced into a scenario they cannot win, and either they or the referee ends the fight.
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