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NEW Rules Page for That Damn Weasel's King of Fighters Quest

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Aug 10th, 2014
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  1. The King of Fighter's Quest Rules
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  4. The basic mechanics for this Quest are fairly simple to understand. d100's are used to determine the chance of success in the fields that they are given (Up to 5d100 being used in certain circumstances) with Katja's stats acting as a rough guide to the "Minimum" roll to match (Or, in the case of failure, the preset roll) or beat when appropriate. Rolling a 1 will result in complete failure in that particular field, while Rolling a 100 will be almost instant success at what Katja (IE you, the players) were trying to accomplish; Also note that passing a roll check DOES NOT grant instant success.
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  6. There are 13 Core Statistics that determine Katja's actions in and out of Combat:
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  8. -Strength- Quite Simply, how physically strong Katja is. The higher the number, the more weight she can move around and work out with out of combat and the higher chance of stunning an opponent from her attacks in combat, with "Nat 100's" giving her a better chance to "Dizzy" an opponent.
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  10. -Speed- Again, simply how fast Katja can run, jump and initiate attacks, as well as get to certain places and run to/from places out of combat; The higher the number, the better.
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  12. -Throw- How effective her Throw Attacks are Damage-Wise, as well as how advantageous they are to her (IE Setting up a "50-50 Guessing Game" after landing a throw with a "Nat 100").
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  14. -Power- The Sheer Damage of Katja's attacks (Both Physical & Ki-Based) are tied into this stat; The Higher the number, the more damage she can deal to opponents. This stat can also be augmented out of combat via training in certain exercises.
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  16. -Defense- How strong Katja's blocking is against attacks; he higher the number, the harder it is to get her guard "Crushed" oe enter a "Dizzy" state and the less damage taken from blocking. However, keep in mind that certain opponents may (Or may not) have attacks that cannot be blocked or defended against at all, or that defending in a "Sketchy" situation might not be the wisest choice...
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  18. -Evasion- How effective Katja's "Evade" maneuver is in combat, as well as how likely she is to naturally dodge certain moves; The higher the number, the easier it is to perform, the more effective it is AND the higher the probability of dodging an attack through sheer movement.
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  20. -Dexterity- This stat is used both in and out of combat, as it governs how limber and flexible Katja's body is. The higher the number, the easier it is for her body to perform highly-acrobatic attacks and do unique, almost gymnast-like training exercises.
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  22. -Luck- This is a "Catch-All" stat that has many obtuse uses in and out of combat, with most of them being explained in the voting fields; The higher the number, the better the chance of said usage succeeding.
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  24. -Diplomacy- Fairly Self-Explanatory; Basically, this stat is how well Katja can formulate an opinion or idea and how effective that opinion or idea is received.
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  26. -Bluff- How effective Katja is at Lying/Acting/"Faking" her way through any given situation; The higher the number, the more effective her gamibits will become... This also can be used in rare cases during combat at "Faking Out" certain attacks to try and catch an opponent off-guard.
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  28. -Perception- Another "Catch-All" statistic which can be used to see things in Katja's line of Vision, sense things that might not be there, find out harsh truths about herself, observe others or check her history regarding certain fields; Higher the Number, the better she is at all of the above
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  30. -Intimidation- Basically, how well Katja is at using force (Both Physical & Psycological) to try and persuade her adversary to agree with/run away from
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  32. -Stealth- How well Katja can walk through a crowd unnoticed, spy on others (If necessary) or hide; The higher the number, the better the chances at succeeding.
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  35. Understanding & Using Ki in Combat
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  38. Ki can be seen as a guide to how the fight is going and can be used to increase Katja's attack options. Regardless of if you're on the offense and getting hits in or being used to mop of the ground you stand on, Ki is added at each combat phase, though Katja gains up to 50% more Ki by getting attacks to cleanly land...
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  40. As the Ki Gauge goes up, it rolls back on itself every time it reaches/goes over 100%, creating a "Stock" or "Bar" of Ki. Normally, Katja and her opponent(s) can hold up to 3 of these "Bars", though during "Team" Fights this can increase up to 5, with Katja and her teammates gaining a stock of Ki every time one of them lose a round of the match.
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  42. Currently, there are three things to use these "Ki Bars" on at this time:
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  44. -"DM' & "SDM" Attacks- These are the well-known "Super Moves" from fighting game lore; Most of them naturally deal more damage than normal "Special" moves and Require at Least 1 "Bar" of Ki to use.
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  46. -"Blow-Back Attacks"- This is a special action that can only be done while blocking; It uses 1 Bar of Ki and doesn't do much damage (Unless Criticals are involved), but can usually force an oppoment off of you and create some breathing room to plot out a new strategy.
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  48. -"Power Up"- Using "Bars" of Ki, Katja can augment her own abilities for a limited amount of time in Strength, Speed, Throw, Power & Defense, as well as access certain attacks/abilities and get a higher chance to deliver "Critical" Damage to her opponents for a limited amount of time.
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  50. Keep in mind that all of the above can also be used by the opponent(s) unless otherwise noted; Also, there might be certain ways for her or her opponents to manually "Charge" their Ki "Generic Shounen Anime"-Style...
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  53. Training Katja in and out of Combat
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  56. Initially, Katja Hartkern's stats were fixed and could only grow by completing certain actions successfully over the course of a day. Aside from the obvious problems of "Over-Poweredness" this might cause, it was also a complete mess of a system. These were nixed and replaced by the current "Organic" Stat Growth system.
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  58. To put it simply, doing certain things, performing certain training exercises or focusing on certain attacks in fights will usually increase a given stat, but at the possible expense of another one; For example, if the players wanted to focus Katja's time and efforts day-to-day by trying to increase her throwing skill to the maximum, they would most-likely neglect every other part of Katja's repitoire.
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  60. This is why, with the in-game clock ticking down to the start of the of the Quest's "End Game" (IE "The King of Fighters: Infinite Match"), players will need to understand that a balanced routine might be the most effective way to increase their chances at getting Katja strong enough to win the tournament and "Win" the quest... Though it must be stated that this advice can be ignored at the player's .
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  63. *NEW!* Voting and T-T-T-TIE-BREAKER Situations
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  66. While this seems like a bit of a no-brainer, it would be a good idea to go over just exactly how the voting process works and how ties in votes are broken before the actually "Serious" part of competing in The King of Fighter's: Infinite Match begins.
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  68. Each voting round will last up to 15 minutes unless otherwise noted, with a minimum of 3 Votes needed to "Lock in" any given option (IE Make that option be strongly considered by the QM/"Win" the vote) as well as at least 2 votes to make the voting round "Official".
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  70. In the event of a TIE, the voting continues for another 5-10 minutes with the option to combine up to two of the possible Tied Options becoming available. In event of a TIE occurring during THAT round, a "Final Destination" vote begins where players are asked to simply link back to the "FD" Post and specify which option the want to see go forward WITH NOTHING ELSE in their reply (With the highest number of replies citing a voting option will win).
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  72. In the event of a TIE coming from the "Final Destination" round of voting... Well, the QM will rip his hair out and then flip a coin unless the players can convince him otherwise.
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