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the king of combatants tournament





the king of combatants tournament happens each year on spider mountain at first snowfall, it is to appease the gods, and to rage against the human machine and all of its withering needs. let them seek violence, let them seek glory, let them seek fortune 

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let the gods feast . . .                                                    !!

note: anyone here for the bodyguard job should enter!! ____
                                                                                            ||
                                                                                            ||                                                                         
win the tournament and you may be bestowed (fun) the glorious title of bodyguard!! 


!!WELCOME TO THE!! 
!!KING OF COMBATANTS TOURNAMENT!!

black jack and hit die are all that you need, dealer plays to 17 

. . .

when dealer stays or dealer busts, 

. . .

you may chose to mount an offensive, describe it and roll your HD

 - - - 


ON A 1 IT IS A FUMBLE ROLL COMPLICATION 

nya ha haha ha, these last until you get 21


BUST OVER 21 ALWAYS 

(                                             )

(O)(unless the rules change)(O)

/\

mmmmmmmmmmmmmmmm

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wwwwwwwwwwwwwwwww

21 with dice > Blackjack > 21


each fight is 5 (or 3 if like) rounds, win the majority rounds to win the fight

each round is a hand of blackjack with fight dice.

this is the game, i have yet to implement it so results may vary

The prize is a champions headband, it is not magic but carries power on the mountain. and it looks rad, people know it and what it means.

here are some tables:


__________________________

// Fighters and Seeds \\

__________________________________

/|Seed/Fighter/Level/Description|\

1.Wayne Wrangler: 3: Last years champ, earned confident and respect for the art of it

2.Poppy Two-Step: 3: Quick, impossibly quick. Bludgeoning by hummingbirds

3.Knoll Stevenson 3: Henchman, always places high, here for the free food and drink

4.Tieto Oomlaut: 2: Warrior scholar and amateur poet, speaks cryptically to unbalance

5.Six Point Sarahphen: 2: Healer by trade and master of pressure points, reeks of herbs

6.Ollomen Jones: 2: Stone hauler and almost giant, slow moving and here to make friends

7. Kill Man: 2: Fighter with an alias, tries and fails to be menacing, not good at banter

8.Porter J. Monroe: 2: A sculptor, moves like water, precise and perceptive

9.Kiki Leblanc: 2: Chaotic, girl energy, she is expected to surprise many this year

10. Quert Kincaid: 2: Veteran, fought in 10 consecutive tournaments and he carries each

11. Hen Jennings: 1: Strong and wide, new to conflict and violence but she takes to it fast

12. Poldark Star: 1: Strange and unpredictable, unorthodox strategy that rarely pays off

13.Clemming Moon: 1: Young, claims to channel the spirit of his dead father, little proof

14. Alphonso Dupont: 1: A future champion, all the promise in the world, needs to season

15.Liam Welling Yenk: 1: Outsider, not clear what he has signed up for, not ready for it

16.Old Man Nooma: 1: Will turn 100 on the last day of the tournament, seeks immortality



here are a few more rules:

Charging Dice: Pay 5 Charisma and roll a die higher than your HD, you can do this------------ //

multiple times

____________________

_________________________________
_________________________________________
{\\(o)(strange things lurk in the depths)(o)//}
(of men)
(oo)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
mmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
-------------------------------------------------------------------------------------
--and---------------dark---------------things--
                                                                 

\\At 0 Charisma, roll  complication//
\\ gain XP if it happens //
!!(250xp)*(Round)!!
!!--+++++++++--!! 
C|Q|C
o
   oQ
|


(  ~~~~~~~~~~~~~~                         |                      ~~~~~~~~~~~~~~~~~~~~  )


        (  ~~~~~~~~~~~~~~~~~~~       |       ~~~~~~~~~~~~~~~~~~~~~  )                                   


(_________________________________________)

\ /

V

______________________

// OOOOOOOOOOOOOOOO\\

||@ Tournament Market: @||

___________________________________

___________________________________

Full of feathers to sell to peacocks, getting noticed can be lucrative.


Spend 500gp for style up to 3 times, gain +1 to crowd role for each


Must do this each day of the tournament


fought over 4 days, the audience expects freshness and taste

                                                                                                                                                  

|| 

||


Crow Reaction: 2d6 + Style: Once per fight:                                                                                          

6-: The crowd has taken to your opponent, you will not prosper this day.


7-11: Mixed reaction, roll 1d10


12+: You move and the crowd moves with you, roll 1d20  




Crowd Table


  1. Cool Move!: Name it, you may call on it to re-roll fight die once per fight.

  2. Surge of Support: Split your hand, you can only lose one round this round

  3. Thunderous Applause: Draw 3 and choose 1, replace opponents visible card  

  4. Lucky Break: Reverse the result of one round

  5. Shower of Coins: Gain 5d20*10 after the match

  6. Underestimated: Bet on yourself, 4 to 1 against.

  7. Favored: The odds are 20 to 1 for you

  8. Second Wind: Draw a fresh hand, or make your opponent

  9. The Fighting Spirit: Treat 2’s like aces as well

  10. Sponsorship Opportunity: No more crowd rolls, make 750gp/fight 

  11. Ms. Lawsons Attention: A tastemaker in town has taken an interest, set relation to +1

  12. Fishermen Fans: The Fisherman's Union roots for you, they offer you beautiful and fresh fish. You may go to them for a Fresh Supply every day.

  13. Market Priest Prophecy: The priests of the market have foreseen your path to fortune within the markets, give them the seeds and they will tend it for you: 500gp, earn 1pp/day forever.

  14. Cult of the Mother Analogy: Your journey is being compared to an old story, you are being studied and measured. Commune with the cult and reroll one stat of your choosing on 4d6dl, you must keep the new result. 

  15.  Phenom: Set reputation in Pulma to 11, you are beloved there

  16. War Gods Blessing: The din and the violence have changed you, unarmed attacks are now 1d6 damage

  17. The Ringing of Steel: A voice calls to you, you know it is an instrument of violence. The next time you sleep, you will awaken with a magic weapon. Name it, and write down what is has told you. Your destinies are now intertwined

  18. Passenger: Something was drawn to you, called by the crowd and the pain, you may cede control to it. Name it and become a 6th level fighter while you do, it can take you far.

  19. The Muse Descends: Light in your eyes and a second of glory so pure. A vision of what could be, and what must be done. Create your masterpiece and gain 3 levels..

  20. Up Sight: The conditions were right, every element of a moment perfect and you are awash with understanding. Gain a level.



0

O

O O O

//Complications Table: Favor Opponent\\ //Become Fighter Traits\\
vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---\---/---------------------------------\---/---
__V________{ _____ }________V__
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
MMMMMMMMMMMMMMMMMM

Things They Can Do Fighter Level Times

\\Let it move through you//
//let it break away\\
//weakness\\

  1. Back foot: Dealer 10 base

  2. Tired: Dealer bust at 25, 21 still highest

  3. Privilege: Diamonds are 10s

  4. Tricks: Spades halved

  5. Underdog: Hearts count twice

  6. Demonic Influence: 6’s explode

  7. Over Exerted: Must hit once

  8. Baited: Add 5

  9. Outpaced: gets a second hand, you must win with both

  10. Shaken: Discard one face card

  11. Counter Punching: Odd cards subtract

  12. Unorthodox Strategy: Play Texas Hold ‘Em

  13. Heavy Hands: Matching suits count as 1 card, keep drawing until you have 2

  14. Combo: Flip a coin each hit, twos explode twice, rules as adding dice

  15. Stunned: Second card dealt face down

  16. Knockdown: 10’s halved

  17. On the Ropes: 8s double

  18. Out on your feet: First cards drawn face down

  19. K.O: Knockout, lose the fight

  20. Channel Moon Warrior Spirit to bring gifts to the mountain, the father of Clemmings Moon, lunch pale miracle man and || ancient saint


if you survived congratulations!

i regret to inform you that 

we went with someone else . . .
thanK yoU goOd day

congratulations nunchuck nelly

hear their acceptance speech here

m
v

. . .
Brackets
players 11, 12, 13, 14 . . .




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