Super Survivor Bros.
(Winner of NBT IV)
(Winner of NBT IV)
Murder Your Friendly and Approachable Survivor Auth, DD Winners, and LB Winners!
Rules
1. Each user must pick a role from the tables below. The standard roll is 100.
2. Only one user per role (first to pm gets it)
3. Every user is only to be referred to by the role they pick instead of their username. It would be convenient to have a PL with all the real users and an NL with all their roles, similar to HGA.
4. Finals disregard AI and abilities for each role
5. AI must be on during non-finals rounds.
Roles
Murder Your Friendly and Approachable Survivor Auth, DD Winners, and LB Winners!
Rules
1. Each user must pick a role from the tables below. The standard roll is 100.
2. Only one user per role (first to pm gets it)
3. Every user is only to be referred to by the role they pick instead of their username. It would be convenient to have a PL with all the real users and an NL with all their roles, similar to HGA.
4. Finals disregard AI and abilities for each role
5. AI must be on during non-finals rounds.
Roles
#OM: Has 50 points to split between his attacking and defending rolls. Resets every round.
- #Shadecession: Copies the role of another player in the game. Host picks out of the other roles in PMs after all roles are chosen for which ability gets copied.
- #zyg: The host does .pick 10, 50, 100, nothing. If 10 is picked, roll out of 64. If 50 is picked, roll out of 108. If 100 is picked, roll out of 216. If nothing is picked, roll 100 for both. (Only applicable for attacks, resets every round)
- @EasyOnTheHills: Any battle involving him will result in both players receiving a randomly selected bounty role for the roll battle.
- @Felucia: Roll 1d4. Take that number (we'll call it X), roll Xd40 and take the sum as their attacking/defending roll.
- @Gimmick: You roll once. If the roll is 25 or under, you reroll.
- @Hurl: If a 21 or 69 is rolled by Hurl, they get immunity on all attacks next round. (Cooldown: 1 Round)
- @inactive: Roll Switch modification is applied to the roll battle. (.pick golf, reg before every attack)
- @micromorphic: Rolls 140 for all rolls, roll decreases by 10 for each kill.
- @Paradise: 100 vs. 100 roll Battle, No AI, no special clauses.
- @Rainshaft: Once per game, can summon a rainstorm and decrease all accuracy to 80% for that round. (Dexterity style)
- @Tushavi: Rolls out of 101. Can choose to turn off Attacker's Immunity for one person per round. Can not choose himself.
- %BugBuzzing: !roll 469 when attacking and defending. Both yours and the opponent's rolls will be equal to the sum of the digits of their roll (e.g. rolling 99 -> 9+9=18) for all roll battles you participate in.
- %LS's Ghost: Has a roll of 125 and is soul linked with another player of their choosing, if the soul linked player dies at any point, so does LS's Ghost (the soul linked player must be a chosen USERNAME, and not a role)
- %ptoad: When attacking, pick between fire, ground, grass. If fire or ground, roll 125 for the attack. If grass, roll 75 with no AI.
- %Snap: Snaps back! For every unsuccessful attack against her, Snap attacks back with a roll of 50 vs. 100, AI.
- %Swirlyder: Can switch himself out for another user when attacked. (Cooldown: 1 Round)
- %TheBluestEye: Can cut their own rolls by 25 for the round and set up a substitute. The substitute rolls 25 and takes one hit to defeat. The substitute does not break if it rolls higher than the attacker and does not kill attackers if the substitute rolls higher. (Cooldown: 2 Rounds)
- *Sir Vivor: Can either mute another player [take away their attack] or host another player [+15 to max roll] before each round of attacks.
- *Soccer: Do .pick Goal, Miss. If Goal, rolls 130 while attacking. If Miss, attack fails.
- +abd1710: While defending, golf rules are used.
- +Bon Dance: Can use Quiver Dance, raising his attacking and defending rolls by 15 each time it's used. 1 turn cooldown, resets at 5 in-game rounds.
- +deetah: Has a roll of 110, and survives the first attack that would kill her.
- +Guishark: Can attack twice in one turn; can't choose the same person twice.
- +Henka: Rolls .roll 130, has no AI.
- +Influenze: If you roll a number ending in 0 you automatically lose the battle, but if you roll a number ending in 5 you automatically win that battle.
- +Mitsuki: Can take the form of Mitsuki or DragonLatios each turn. As Mitsuki, has a 30% chance to dodge a lost defending roll; As DragonLatios, has a 50% chance to ignore AI on a won defense roll.
- +MrToastD: Sets attack/defense rolls at the start of the game to either 100/100, 150/50, or 50/150. Can choose to double the max attack roll in a given round but loses AI. (Cooldown: 1 round)
- +Orion's Sign: Can choose to roll 200 for attack and 50 for defense in any given round. If they choose not to do this, rolls are 100 both attack and defense.
- +PenQuin: Rolls 2d75 when attacking, 2d45 when defending.
- +Prof. Sapling: Rolls 2d69 for attack/defense, roll used is double the higher number.
- +Rach: Rolls 150 but has 70% accuracy
- +Spieky: Can choose to be immune for one round, whoever attacks you that round has their attacking / defending roll be .roll 80. Two turn cool down.
- (DD) Alexander489: Roll 420+69 then divide by 4, round down for attacking/defending rolls.
- (DD) Azu~uli: Summons the power of Anime and can get a 135 roll for one round.
- (DD) Baloor: Hits his oppenent with the Righteous Kill, Does !roll 3 to determine what will be rolled (1=100, 2=115, 3=130).
- (DD) Ceteris: Once per round, Ceteris can trap someone in the PARTYBUS, blocking that person from attacking. If that person dies, do .roll 100, and if the roll is above 50, Ceteris gets +20 attack, whilst if it's under 50, Ceteris gets +20 Defense.
- (DD) ElbowSkinn: Both attack and defense rolls are 110.
- (DD) Emma(Femcario): Can check the role of anyone on the PL before each turn.
- (DD) gallant's pear: User announces left or right, roll 2d100, roll is taken according to choice. (Left roll if Left, Right roll if Right)
- (DD) LinkyD.0: Start with a roll of 80, increase by 20 every round, Caps at 140.
- (DD) MMM: If attacked more than once during a round, immune to rest of the attacks for that round. (Cooldown: 2 Rounds)
- (DD) Mr_Ric_Star: Whenever Mr_Ric_Star loses a roll battle, he rerolls with a roll of 80. If the 80 roll beats the opponent's roll, both players die.
- (DD) Plasmaan: Upon first death, Plasmaan is revived and rolls 75. Upon second death, He rolls 50; then dies.
- (DD) ruby: Has a 108 dice for attacking and defending in the beginning of the game. (your roll - opponent's roll) is added to the dice per each kill. Caps at 138.
- (DD) Spaceworm: Using the power of time and space, Spaceworm can revive one person if they died with a roll of 25 or under. The revived person can NOT attack spaceworm for the rest of the game. Can revive self if died with a roll of 10 or under.
- (DD) Todredrob: Steals the role of the user they're attacking or being attacked by and causes the attacker/defender to have a normal roll of 100. Does not copy deetah / Plasmaan's death clause.
- (DD) VictoriqueFlake: Roll 3d35 for each one of Victorique's rolls.
- (LB) luma comet: At the start of every round, host will do "!pick Magnolia, Myosotis, Marigold, Moon Halo" in the player's PMs to determine Luma's form for that round. Magnolia: Gains a +25 boost to her attacking roll. Myosotis: Gains a +50 boost to her defense roll, but cannot attack that round. Marigold: Any opponent who attacks her will roll 75 for that round, regardless of abilities. Moon Halo: Loses 25 both her attack and defense rolls for that round.
- (LB) Pisxel: Rolls 130 when defending. Can redirect an opponent's attack to another player once per game.
- (LB) duke weaselton: Rolls 150/150 every round. However, after every successful roll, he must !roll 5. If it lands on 5 then you are eliminated instantly.
Theme by OM