How to Play
Players PM the host who they want to attack.
Both the attacking and defending player choose an Orb number from 1-3.
The host rolls 4d4 and for every number in the roll that matches the player’s chosen number, that player gains +25 on their roll for this turn. Base roll is 100. 4 (aka Z-Orb) is a Wild Card and adds +25 to both players regardless of the number they chose.
Players roll, losing player of the roll is eliminated.
Lets say that Syrup attacks Waffles. Syrup chooses 2 and Waffles chooses 3. The host then rolls:
Host: .roll 4d4
2, 3, 4, 3
One of the numbers rolled matched Syrup’s chosen number (2), so Syrup gains +25 on their roll, bringing their total roll to 125.
Two of the numbers rolled matched Waffles' chosen number (3), so Waffles gains +50 on their roll, bringing their total roll to 150.
One of the numbers rolled is a 4, so both Syrup and Waffles gain +25. Syrup's final roll is 150, and Waffles' final roll is 175.
The host rolls their attacks, where Syrup will roll 150 and Waffles will roll 175.
Modifications
Dual-Gear: Each player receives a separate roll for their orbs. When rolling for orbs, rolling a 4 still adds +25 to both players.
Skills: Each player can use each of the following skills once per game, before the turn they wish to use it in ends:
Orb Refresh (OR): Allows the player to reroll for their orbs.
Shuffle Shot (SS): Allows the player to add +25 at the end of an attacking roll. Format: roll 1xx+25
Flame Barrier (FB): Allows the player to add +25 at the end of a defensive roll. Format: roll 1xx+25
Cure (C): Allows the player to heal 50% of their total lives. (HP Only)
Theme by ExTopaz7