Dragon Orbs
How to Play
Example:
Lets say that Syrup attacks Waffles. Before the damaging roll, Syrup chooses 2 and Waffles chooses 3. The host then rolls:
Host: .roll 4d4
2, 3, 1, 3
Because one of the numbers matched Syrup’s number (2), they gain +25 on their roll, bringing their total roll up to 125. Waffles, on the other hand, has two numbers in the roll that match theirs, so they gain +50. This brings their total roll to 150. The host then rolls for their attacks.
Modifications
Dual-Gear: Each player receives a separate roll for their orbs.
Skills: Each player can use each of the following skills once per game, before the turn they wish to use it in ends:
- Players PM the host who they want to attack.
- Once it is their turn, before rolling for damage, both the attacking and defending player choose an Orb number, 1-3
- The host then rolls 4d4 and for every number in the roll that matches a player’s number, that player gains +25 on their roll for that turn. Base roll is 100. Rolling a 4 (aka Z-Orb) is like a Wild Card, meaning it adds +25 to both players regardless of the number they chose.
- Losing player of the roll is eliminated.
Example:
Lets say that Syrup attacks Waffles. Before the damaging roll, Syrup chooses 2 and Waffles chooses 3. The host then rolls:
Host: .roll 4d4
2, 3, 1, 3
Because one of the numbers matched Syrup’s number (2), they gain +25 on their roll, bringing their total roll up to 125. Waffles, on the other hand, has two numbers in the roll that match theirs, so they gain +50. This brings their total roll to 150. The host then rolls for their attacks.
Modifications
Dual-Gear: Each player receives a separate roll for their orbs.
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. (TD Only)
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