Duel on the Sci-Fi Bridge (King of the Fighting Street Megamix Alpha Zero XIII)
Once again, whoeveris the the mastermind behind the Ultimate Tournament has wathed certain cult movies more than a few
(hundred) times. This is a replica of the climactic battle scene from Warring In the Stars Six: Revenge of the Jehari. The
two fighters are given replica "Laser swords" (Everyone knows what their real name is, but of course, that's a trademarked
and copyrighted term, so cannot be used.). Inside the two fightes duel while outside, the view screen a cataclysmic space
battle is occuring. The fight inside is most likely with their fists and feet rather then the swords, even the best plastic
"laser sword" can hardly do the same damage that a fighter normally can do with their martial arts, but it's rumored that
the plastic laser swords have some kind of secret attached...
Rules:
Range: The whole area is a 10 range square (The fighters start at each end, on 1 and 10)
Space Battle: At the conclusion of each round of combat, roll a d6. On a 1, a fighter has broken free from the space battle
outside and is making a strafing run on the bridge. Roll 1d10 twice, and mark those zones. On the next combat round, roll a
d8 for the fighter's control. When the fighter's turn is reached via control, anyone in the marked zones get hit, a Single
hit does between 5% and 30% of their starting lifebar in damage (roll 1d6 and multiply by 5%, so if you roll a 6, the
fighter would take 30% of their life bar in damage, round down all fractions.
"Laser Swords" The Laser Swords given to the fighters before the fight are plastic replicas. Apparently some kind of super
polymer plastic, mind you, as they will not bend or chip or shatter even while being used, but still... plastic. Any attack
using the Laser Swords that rolls one or more dice of damage, do not roll the dice. Instead, all dice automatically come up
as 1: This makes it.. inadvisable to use in regular combat (but see "ACHIEVEMENT: SABER RIDER" below if your campaign
elects to use this rule:
ACHIEVEMENT: SABER RIDER: This is a metagame quality, and may be disallowed if your GM forbids metagame qualities.
Basically, using a laser sword attack to finish off an opponent in the game is considered the ultimate expression of
disdain for their fighting ability (it's like using a Dan Taunt to finish off an enemy in the Street Fighter series). The game offers a 100,000 point bonus if you finish off an opponent in this manner. To handle this in game, grant 4 extra Glory to a fighter who finishes an opponent with a Laser Sword move.
The Grindhaus: (Killer Combat)
The Grindhaus is the personal domain of Lord Shredd, daimyo of Kronos Japan. Lord Shredd has a justified dislike of fast
fighters, especially those who use ki projectiles from a distance, he has fought more then one fighter who has hung back
from a distance and assaulted him repeatedly with ki blasts, or jumped in with a quick attack, but getting away before he
can enact a retributive strike. So, he came up with this idea to restrict his opponents movement. The only thing that
Shredd likes better then defeating (and possibly killing) an opponent in a fair fight is defeating (and possibly killing)
an opponent in a massively unfair fight tilted his way. So, he has set up two massive spiked rollers on each side, and woe
betide the fighter who is too far away from the center of the stage when they go off.
Rules:
Range: This battle technically requires 11 range locations. Left 1 through 5, center, and right 1 through 5. Both fighters
start at Range five on their own side (so, Left 5 and Right 5)
Grinders: Once twenty clicks of the time clock have expired (so if you're using a time bar of 99, at 79), roll a d6 each
turn. On a 1, have either the GM or one player roll a d6for the range, but neither player should know the result until the next turn. On the next turn, roll a d6 for Control for the Grinders, on the Grinders turn, the Grinders shoot forward: Reveal the die roll and subtract 1 from the rolls result. The grinders shoot out to that location on both sides (so, if you roll a 3, the grinders will shoot out until they stop on Left 2 and Right 2). Anyone who is at a number higher then that is hit by the grinders, and will take 1d8 damage for each # HIGHER then where the grinder stopped (so, if you were at Left 4, and the grinders stopped at 2, you would take 2d8 of damage. The grinders at the beginning of the SECOND full round since they were activated. Once they have reset, they will not reactivate until at least 15 more clicks of the time clock have passed. An opponent knocked back into an extended grinder take an extra d6 damage.
ACHIEVEMENT: BUMP AND GRINDER: This is a metagame quality, and may not be disallowed if your GM forbids metagame qualities. Any opponent who KO's an opponent by doing a move that knocks the opponent back into a Grinder may instantly turn that into a fatality (if the campaign allows fatalities). Grant three extra glory if they do so.
Pallet Swap Ninjas: (Killer Combat)
(note: this is more of a quickie note then a true character sheet, Im just getting it down on "paper" so I don't forget it.
The Hoshikami and Morinaka ninja clans have kept an uneasy peace for the last eight hundred years. They know that any open battling (even as "open" as ninja clan fights get), would lead to both clans being crippled and techniques held for centuries would be lost. So, they made a deal. Every ten years, both clans would send a champion into battle. The stakes were high, as per the agreement, only the winning champion's clan could take on assassination missions for the next ten years (until the two clan champions fought again. Usually, it was quite obcious who the winner was, as two fighters would meet at an agreed upon location, and only one ninja would return.
This time, the clans have agreed to a change in protocol. The Kronos Corporation threatens both clans (they dislike the idea of assassins they can't control), so the heads of the two clans met for a rather cordial get together and instead of the normal one on one fight, agreed to enter their champions into the Killer Combat tournament. This way, they would get to collect the death mark contracts on some of the more notorious and infamous fighters in the tournament, but at some point, they would obviously meet in battle, and settle the matter for the next ten years. However, what the two clans do not know is that a third force watches from the darkness, seeking to redress an ancient wrong and reclaim their rightful place.
Hoshikami Akahito is the ninja in the red pallette swap: He fights for the Hoshikami clan (literally, Star gods). He is known for generating fire with his hands and his fatality is called the "Hellfire that Does not Die". He summons a huge blast of flame that can not be quenched until his victim is nothing more than ashes
Morinaka Midori is the ninja in the green pallette swap: She fights for the Morinaka clan (literally Middle Forest, their original home). She is slient, but shows an incredible ability to commune with and control the earth. Her fatality attack is to summon roots out of the ground, which grab the unfortunate opponent by every extremity, and then pulling them apart.l
Kuroyama: This faceless black ninja comes from the Black Demon Society: Several hundred years ago, they attempted to move into the territories claimed by both the Hoshigami and Morinaka clans. They did this by assassinating every ninja wearing red or green they could. As it turns out, it was quite a lot of them. The two ninja clans replied by declaring all out war on the Black Demon Society. All who were suspected to be affiliated with the Black Demon Society were to be put to death. No exceptions.
One elder survived, and passed down his training to future generations. They have bided their time, waiting for the opportunity to redress past wrongs. They figure should Kuroyama kill one or both champions BEFORE they can settle their claim in the Killer Combat tournament, the two clans will suspect each other of treachery, and go to war, crippling them and allowing the Demon Society to take over. They have made promises to dark gods to assist him in his quest: Kuroyama's fatality is the Eternal Darkness strike. He (?) creates a ball of darkness around his opponent, and sashes in, sword raised high. When the darkness lifts, the opponent has been diced into several small pieces.
On Mon, Mar 19, 2012 at 11:14 AM, David Yellope
<sirf...@gmail.com> wrote:
Thanks, I'm home but have to go back from more tests. the good news is, I came up with the idea for a couple more stages thanks to the pain killers.. Watch this space for more!
On Mon, Mar 19, 2012 at 11:10 AM, Kim Foster
<kkmf...@gmail.com> wrote:
On 3/19/2012 4:53 AM,
sirf...@gmail.com wrote:
As soon as I can.. I promise.. off to the hospital.. wish me luck
Oh man, sorry to hear about that. Best wishes for a speedy recovery!