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Character Races

Amazons
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Bugbears
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Character Classes

Assassins
Avengers
Buccaneer
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Elven Archers
Giant Killers
Gladiators
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Lycan Hunter
Ninja
Shaman Warrior
Sword Master
Troll Slayers

Undead Slayers
Witch

 

Dumite Rules!

 

General rules of the competition

No armor (magical or otherwise)

No weapons of any kind

No foreign objects

Note: all of these are strictly enforced, the entire ring is also encircled within an antimagic shell

Rules for winning the fight!

The following 4 ways are how a competitor can win a match at the Dumite

1.) Knock out

2.) Throw out (thus meaning out of the ring)

3.) Kill (thus an opponent has been killed)

4.) Opponent submits (shouts ma'tae)

Shoot pool determination!

Method Used To Break! Thaco Penalties/Bonuses Shoot Pool/ Category
Ridge Hand -2 thaco B pool
Knife Edge 0 thaco C pool
Downward Palm/Punch +1 thaco D pool
Head -1 thaco A pool

See "Test Your Might" for further details

Order of pool fighting!

The competitor with the highest point total, fights the competitor with the lowest point total within each pool. This continues until all competitors have been matched against another. Any fighters leftover from a pool have to face off against leftover competitors from the remaining pools. If a competitor draws upon a lucky streak which negates them from the first round of competition, they are always the first to fight in the next round.

Dumite Combat Rules!

-Prone fighting (-4 to hit, with some exceptions)

-Takes 1 round to regain feet (with the exception of competitors with "Instant Stand")

-To lift an opponent! The opponent attempting to execute the lift must make a successful attack, then each opponent must make a STR check. If the opponent attempting the lift beats the defending opponent by 5 success's the lift is successful, otherwise the lift attempt has failed. Once an opponent has been lifted from the ground, the carrier must make a successful DEX check to pack his baggage for any length of time. NOTE: For each attack the defender possesses he/she can force their opponent to make a STR check vs themselves or break the hold. This is perhaps one of the easiest ways to lose a match at the Dumite, simply because if an opponent lift's you aloft the can pretty much do as they please (DM's discretion).

-To obtain a K.O. a competitor must remove 50% of his/her opponents total hitpoints with a single blow. This is virtually impossible to do to a high level opponent.

-For competition sake, 50% of hitpoints lost during a match-up are returnable. The other 50% being actual damage and can only be gained back through natural or magical recovery.

-When attempting to break limbs, one must make a successful attack to administer a firm hold. The each opponent is allowed to make a STR check. If the opponent making the attempt to break the limb beats their opponent by 10 success's the limb has been broke and is otherwise useless for the remainder of the fight.

-A +1 bonus to attack is given to any opponent's who attack from higher ground (this is generally possible during the final match when the off-ramps are tilted upward. (a perfect example is on the movie Blood Sport )

-Martial art damage is determined as follows: Basic damage + Str bonus + location damage.

-Use a d20 to employ special maneuver attacks unless otherwise stated.

-Pin pointing attacks can be made but users suffer a -1 to initiative rolls and -4 to hit rolls made.

-Upon scoring a natural 20 use the following table

Die Result Effect
1-29 Double damage
30-33 Triple damage, foe stumbles, take a free attack
34-37 double damage, foe stumbles, opponents AC is reduced by 2 for 1 round
38-44 double damage, foe stunned for 1 round
45-54 triple damage
55-61 triple damage, foe stunned for 1 round
62-64 chest struck, breaks 1d4 ribs, dmg multiplied by # of ribs broke
65-67 groin struck stunned foe for 1d2 rounds
68-71 collarbone struck, all attacks at -2 for 1d4 rounds, x2 damage
72-78 one arm struck, -2 to attack for 3 rounds, x2 damage
79-80 one arm broken, no attacks for 2 rounds, x2 dmg, -2 to all further attacks if primary method
81-84 leg struck, no attacks for 2 rounds, x2 damage, move 1/2, Dex -2, x2 damage
85-87 leg broke, no further leg attacks, Dex -3, -2 attacks if primary method otherwise -1, x3 damage
88-90 solar plexus struck, stunned for 1d4 rounds, x2 damage
91 chest struck, rib breaks, heart punctured, death in 1d10 rounds, x3 damage
92-95 head struck, stunned for 1d2 rounds, x2 damage
96-97 head struck, stunned for 1d4 rounds, lose 1d6 teeth, jaw broke, -2 COM/Cha, x4 damage
98-99 head struck, massive blow lose 1d2 INT points permanently, stunned for 1d4 rounds, x3 damage
100 death strike landed, usually head, massive fracture, death occurs in 1d4 segments

-If a natural one is rolled the character has made a critical error. This must be penalized in some way shape or form, DM's option. E.g.. broken bone, free strike for opponent, fall prone etc.

 

 

 
The World of Vastonia Copyright © 1989-2001
Cole E Austin