M&F
tikitok
- Pronoun
- any
Master Hand and Crazy Hand are a tad bored. Smash per se is great and all, but it's also been out for half a month, and it's all they ever play. At some point you get tired of just fighting, or just getting your ass kicked by Kid Icarus: Uprising enemies for five minutes straight. So, Master Hand decided to come up with a slightly different Smash...
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How to Play Super Smash Mafia
-All players have a running damage counter. The higher it is, the easier it is for an attack to KO the player. All players will be informed of their damage counter at the end of each night, along with any other usual night events.
-Most of the active powers in this game -- referred to mostly as moves or attacks -- deal damage to players, and many of them also launch players.
-A player who is launched offstage is liable to being KO'd. Any move that launches a player it all is liable to KO a player, although a launch only leads to a KO if the launched player is under a minimum threshold of damage. The amount of damage needed for a KO varies both with the strength of the move's launch and the character's weight.
-Characters in this game can be lightweights, midweights or heavyweights. For all intents and purposes, two characters in the same category have the exact same weight, even if that's not necessarily true in the games.
-Additionally, even if that's not necessarily true in the games, any attack that both deals damage and launches players will deal damage first and then launch based on the damage counter after the attack deals damage.
-Most players will have at least one recovery move. When a recovery move is used, the threshold of damage needed for a launch to lead into a KO is increased, making the recovering player harder to KO.
-Whether a launch successfully leads to a KO is only accounted for at the end of the night, so recovery works even if you're launched well before you can use your recovery move.
-At the beginning of each night, all players will automatically heal up to 5% damage.
-At the beginning of each night starting with Night One, a Smash Ball will randomly be assigned to a player. A player who has a Smash Ball can unleash their Final Smash that Night if they so wish. Final Smashes are always the very first action accounted for in the Night, so it's very difficult to prevent them from activating or going through. A player who has the Smash Ball can opt not to use their Final Smash, but Smash Balls are not stored -- choosing not to use a Final Smash in the specific Night that you have it means forfeiting the Final Smash altogether (unless you really luck out and snag another Smash Ball).
Good luck, and I really hope I balanced this properly.
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How to Play Super Smash Mafia
-All players have a running damage counter. The higher it is, the easier it is for an attack to KO the player. All players will be informed of their damage counter at the end of each night, along with any other usual night events.
-Most of the active powers in this game -- referred to mostly as moves or attacks -- deal damage to players, and many of them also launch players.
-A player who is launched offstage is liable to being KO'd. Any move that launches a player it all is liable to KO a player, although a launch only leads to a KO if the launched player is under a minimum threshold of damage. The amount of damage needed for a KO varies both with the strength of the move's launch and the character's weight.
-Characters in this game can be lightweights, midweights or heavyweights. For all intents and purposes, two characters in the same category have the exact same weight, even if that's not necessarily true in the games.
-Additionally, even if that's not necessarily true in the games, any attack that both deals damage and launches players will deal damage first and then launch based on the damage counter after the attack deals damage.
-Most players will have at least one recovery move. When a recovery move is used, the threshold of damage needed for a launch to lead into a KO is increased, making the recovering player harder to KO.
-Whether a launch successfully leads to a KO is only accounted for at the end of the night, so recovery works even if you're launched well before you can use your recovery move.
-At the beginning of each night, all players will automatically heal up to 5% damage.
-At the beginning of each night starting with Night One, a Smash Ball will randomly be assigned to a player. A player who has a Smash Ball can unleash their Final Smash that Night if they so wish. Final Smashes are always the very first action accounted for in the Night, so it's very difficult to prevent them from activating or going through. A player who has the Smash Ball can opt not to use their Final Smash, but Smash Balls are not stored -- choosing not to use a Final Smash in the specific Night that you have it means forfeiting the Final Smash altogether (unless you really luck out and snag another Smash Ball).
Good luck, and I really hope I balanced this properly.