This is an open challenge, by the way
Format: 2v2 Single
Style: Set
DQ: 1 Week
Damage Cap: 20%
Banned/Restricted Moves: OHKO's / Indoor Arena Restrictions Apply
Arena Description: Dancefloor of a Thousand Sweet Moves
To the layman, this excessively large room is little more than a space cleared for people who have perhaps over-imbibed to flail about for awhile until the combination of trippy lights, smoke machine smoke, thumping bass, and more physical activity than the rest of their month combined cause them to have to be transported out again on a makeshift drink trolley-made stretcher. What most don't know is that it's also MAGIC... Or perhaps it isn't. Really it depends on your specific set of beliefs.
In any case, the room is one big empty and otherwise boring battleground with two defining features. One is the aforementioned gratuitous and over-done effects; lighted, flashing floors, disco balls, smoke machines, heavy duty speakers and other such fun things to turn the place into a confusing mess of sensory input. The other is a jukebox, lined neatly up against the wall. A MAGIC jukebox. [Citation Needed.]
The jukebox is hooked into the facility's excessive sound systems, but seems to lack any significant labelling. In fact, only one button appears to actually function, the "Next Track" button - a surprising quirk for such an apparently otherwise well-maintained piece. The music it pumps out is unpredictable, and seems to change with the occupants. Furthermore, it seems to affect the very flow of everything going on within its affected space... Huh, maybe the thing really is magic.
Functionality: The Jukebox's music will be determined by the ref - they will be responsible for taking their playlist, iPod, internet radio or other preferred method of musical shuffling and posting the first song rolled each time a participant uses the "Next Track" command.
Participants may use an action to change the current track, they may do so a maximum of once every other round.
The current track will have an effect on all current participants on the battlefield - the effects are at the judge's discretion and should be based on the current song.
IE. A song that "Makes you want to fight" or is about fighting may modify all attacks to use the Fighting element, or add a small secondary damage buff, such as an additional 3% damage treated as a second, separate attack in the same action.
Songs about introversion or closing off might give all combatants +2 to Defence and Special Defence and/or -2 to Attack and Special attack.
Songs that are overall aggressive might give +2 to Attack and Special attack and/or -2 to Defence and Special Defence.
Lively or Fast-Paced songs may grant speed bonuses, or even grant small amounts of healing per round.
In all have fun and apply crazy effects per song, and remember they apply to both sides.
Finally, a participant can be ordered to "Dance" - at which point they will apply a 1.5x modifier to the current buffs AND debuffs for the remainder of the current song.
IE a +2 modifier becomes +3, a -2 becomes -3.
Damage effects have their effects multiplied - 2% additive damage would become 3%. The same applies to healing effects.
If both combatants choose to Dance in the same turn, it becomes a DANCE OFF, and all effects are multiplied by 2.0x for BOTH combatants.
IE a +2 modifier becomes +4, etcetera.
A 2% effect becomes 4%, etcetera.
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