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			<h1 id="section_0">"Tea Time" Rules, WI</h1><ul id="page-actions" class="hlist"><li id="ca-edit" class="icon icon-32px icon-edit" title="Edit the lead section of this page."></li><li id="ca-talk" class="hidden icon icon-32px icon-talk"><a href="http://mulpwiki.org/index.php?title=Talk:%22Tea_Time%22_Rules,_WI&amp;action=edit&amp;redlink=1" title="Discussion about the content page [t]" accesskey="t">Discussion</a></li><li id="ca-watch" class="watch-this-article icon icon-32px"><a href="http://mulpwiki.org/index.php?title=Special:UserLogin&amp;returnto=%22Tea+Time%22+Rules%2C+WI" title="Add this page to your watchlist [w]" accesskey="w"></a></li></ul>		</div>
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<td><b>Writefag</b>
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<td>Ivan_Cutter
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<td><b>Pastebin link</b>:
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<td><b>Pastebin creation</b>
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<td>Thursday 25th of July 2013 10:18:30 PM CDT
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<td><b>Last Pastebin update</b>
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<td>Thursday 25th of July 2013 10:18:30 PM CDT
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</div><h3><span class="mw-headline" id=".22Tea_Time.22_Rules.2C_WIP">"Tea Time" Rules, WIP</span><a href="&quot;Tea_Time&quot;_Rules,_WI#/editor/1" title="Edit section: &quot;Tea Time&quot; Rules, WIP" data-section="1" class="edit-page icon icon-32px icon-edit enabled">Edit</a></h3><div>
<div dir="ltr" class="mw-geshi mw-code mw-content-ltr"><div class="gettext source-gettext">&#160;<br />&#160;&quot;Tea Time&quot; Rules<br />&#160;<br />&#160;<br />&quot;Tea Time&quot; is the hidden code for Four Cannon's fight club. To make things a bit more interesting and to stop it from being simple dice battles, I've come up with a list of rules for fighting. They cover initiative, attacking, special moves, special actions, losing, records, racial modifiers, and more.<br />&#160;<br />&#160;<br />BASIC RULES:<br />&#160;<br /><span class="nu0">1</span>. With special exceptions, all fights are 1v1. Team matches, 2v1, and so on will have to be agreed upon beforehand<br /><span class="nu0">2</span>. All attacks are, by default, NONLETHAL DAMAGE. The players do not need to declare that.<br /><span class="nu0">3</span>. All fighters start with <span class="nu0">10</span> hit points. The fight ends when they reach <span class="nu0">0</span> and are unable to get up.<br />a<span class="br0">&#41;</span> Earth ponies and zebras are hardier and more resistant to attacks like this, giving them an additional <span class="nu0">2</span> HP, bringing their total up to <span class="nu0">12</span>.<br /><span class="nu0">4</span>. All fights must have a referee on duty to GM the session, as well as keep the fight fair and clean. All calls are left up to them.<br /><span class="nu0">5</span>. The purpose of Tea Time is to let off steam and relieve stress, NOT settle personal grudges. The referee on duty may decline a fight if he has reason to believe that there are interpersonal issues.<br />&#160;<br />FIGHT RULES<br />&#160;<br /><span class="nu0">1</span>. Combatants will begin each round by rolling 1d20 for initiative. The person with the highest toll gets top go first in this round.<br />a<span class="br0">&#41;</span> In the case of a tie, the referee may either declare they each do a re-roll, or they may act at the same time.<br /><span class="nu0">2</span>. On their turn, each combatant may preforms one of three actions; Attack, Grapple <span class="br0">&#40;</span>or Grab<span class="br0">&#41;</span>, or Defend.<br /><span class="nu0">3</span>. After the person with the highest initiative goes, the other combatant gets his turn and may chose one of three options; Attack, Grapple, or Prepare.<br /><span class="nu0">4</span>. All combatants have a basic Armor Class, or AC of <span class="nu0">10</span>.<br />a<span class="br0">&#41;</span> Pegasus and Bat Ponies receive an additional +<span class="nu0">2</span> to AC, giving them a total of <span class="nu0">12</span><br /><span class="nu0">5</span>.<br />&#160;<br />ATTACK RULES<br />&#160;<br /><span class="nu0">1</span>. The most basic action in Tea Time is to Attack.<br /><span class="nu0">2</span>. To attack is to use any part of the body to strike the opponent and try to damage them.<br />a<span class="br0">&#41;</span> This includes, but is not limited to; punches, kicks, elbows, headbutts, smacking, slapping, and tail whacking.<br /><span class="nu0">3</span>. An attack is made by rolling a d20 and attempting to beat the opponent's AC.<br /><span class="nu0">4</span>. If the roll beats the opponent's AC, the attack hits and damaged is rolled normally.<br /><span class="nu0">5</span>. If the roll does NOT beat the opponent's AC, the attack misses and no damage is rolled.<br /><span class="nu0">6</span>. In the event of a <span class="nu0">20</span> being rolled, the attack is a critical hit.<br />a<span class="br0">&#41;</span> In that event the attacker rolls another d20 + <span class="nu0">3</span>. If the result beats the opponent's AC, the critical is confirmed. When that happens, the attack is rolled normally and, and an additional +<span class="nu0">4</span> damage is added on top of that. These attacks are meant to represent an especially powerful hit, and can turn the tide, or even end a battle all together.<br />b<span class="br0">&#41;</span> In the event that the crit fails, the damage is merely maxed.<br /><span class="nu0">7</span>. In the case of a <span class="nu0">1</span> being rolled, the attack is a critical failure. The attacker either strains themselves, hits the ground, trips, or has another sort of unfortunate accident.<br />a<span class="br0">&#41;</span> In this case, it is up to the referee to decide the penalty to be applied. Examples include taking a point of damage, or taking a -<span class="nu0">1</span> to actions and AC next round.<br />&#160;<br />&#160;<br />GRAPPLE<br />&#160;<br /><span class="nu0">1</span>. A Grapple is an action in which the attacker tries to subdue their opponent by grabbing and pinning them.<br /><span class="nu0">2</span>. A Grapple is made by first rolling a d20 as per an attack roll. Success mean the grapple begins, failure means it does not.<br /><span class="nu0">3</span>. If the grapple begins, both parties roll a d20. If the one who initiated the grapple wins, then the opponent is grappled. If not, the turn is over.<br />&#160;<br />� � � � WHEN GRAPPLING<br />&#160;<br /><span class="nu0">1</span>. When you have your opponent grappled, several options are at your disposal. You may try to attack, pin, or force them to submit.<br /><span class="nu0">2</span>. Attacking the grappled opponent follows the same basic rules as a normal attack, with two exceptions.<br /><span class="nu0">1</span>. The attack is at a +<span class="nu0">2</span> to hit<br /><span class="nu0">2</span>. On a <span class="nu0">20</span>, the attack is maxed; do not roll to confirm crits.<br /><span class="nu0">3</span>. Pinning your opponent requires a second face off. Both parties roll d20. If the attacker receives the high roll, the opponent is pinned. If they don't the opponent is still grappled, but not pinned.<br /><span class="nu0">4</span>. After Pinning the opponent, you may either attack, or try and force them to submit. A forced submission ends the fight. To force a submission, both parties roll a d20, with the defender getting a +<span class="nu0">4</span> on the roll. If the attacker wins, the opponent is forced into a scenario they cannot win, and either they or the referee ends the fight.</div></div>




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