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.