USH'S MATRIX GAME- Combat rules and Paths/Gun Tricks reference area- Version 2.6!

Text-only Version: Click HERE to see this thread with all of the graphics, features, and links.



Ushgarak
This is now Version 2.6 of the game rules, becoming increasingly tested and honed as time goes by.

Use this thread to:

1. Check the basic rules of how to fight

2. Check what sort of gun you want to carry

3. Check what your Paths and Gun Tricks do.

Some players find it easy to write down the important parts about their characters and the rules. If this all seems confusing, ask me or another player for help- most get the hang in the end quite fast.

Ushgarak

Ushgarak

Ushgarak

Ushgarak

Ushgarak

Ushgarak
Fu Powers On-line v2.6

Below are listed all the Fu powers you can perform. Getting a good idea of which of these suit you, how they work, and the best time to use them, is probably the most important skill in fighting in this game. Don't be afraid to try things out to see how they work, and certainly do not be afraid to ask other players, who have spent good time learning themselves!

Many Fu powers involve the use of barehanded attacks, kicks and weapon strikes, and also more complex manoeuvres like blocks, pushes, holds and throws. Note that unless specifically mentioned otherwise, you cannot perform any of these whilst armed except the kicks (and, obviously, the weapon strikes- though these are often specific to a particular weapon).

Each power comes with two costs- the cost in focus, and the cost in frames. Note that Focus powers cannot be snapped or super-snapped, nor can they be used against multiple opponents unless specified.

You may only use one focus power in the same frame, unless using a modifier (see below).

You will note the powers are group into 'Paths'- each Path is based around a particular function- like hitting hard, throws, a certain weapon etc. It is important you note that the more powerful Powers in a Path need you to have already taken some of the lower ones- keep a close eye on the 'requires' line!

Some Powers may have some descriptions added to them- they work as follows:

Move action: This action involves a move. Remember you cannot move OUT of combat without fleeing, and may only move four times per sequence.

Modifier: Powers that Modify can be combined with another Path power. if you do this, pay the Focus cost for both, but only the highest Frame cost. Modifiers can be used on their own if you wish- they don't have to be used to modify, it is just an option.

Note that when combining two powers, you can only modify the same factor once. So you can combine a damage bonus with a to-hit bonus, but if you try and combine two to-hit bonuses, you would only get the higher of the two, not the two added together.

Predictable: A Predictable attack is very showy, but somewhat obvious and repeated use is no good. A Predictable attack gets -2 to hit if you have already used it in a sequence, then -3 to hit if you use it again in the same sequence, then -4 etc. This penalty resets to zero each sequence.

Inflates: Inflatable powers are difficult to keep using, requiring great concentration. Their focus cost goes up by one each time you use one in a sequence. This penalty resets to zero each sequence.

Barehanded: With the punch being the most obvious example as noted above, a Barehanded strike requires you to be unarmed and have both hands available to use. Unless it is clearly otherwise (like a Hold or Throw), a Barehanded focus attack is normally a powered-up punch.

Accurate: Accurate attacks increase your skill by one when using them (this is not the same as adding to the to-hit roll, so can be combined with such a thing)

Martial Arts attack: If a power can be used with any Martial Arts attack, that means you can define it as a Punch, Kick or attack with a weapon.

Called: A Called power can be used when it is not your action. All Defensive Actions are Called by default so I only take time to put put 'Called' on powers that can be used outside your turn but are not Defensive Actions.

Restricted: Restricted powers are very hard to learn, Each player may only have one restricted power without extra cost- each one beyond that costs an extra download point.

Simply name these powers in your posts to use them.

Ushgarak

Ushgarak
These powers aid you in mobility and defence.

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Path of the Tightening Coils:

EYES OF THE SNAKE- Focus 3, Frames 1

For the rest of the sequence, all attacks against you by Mooks take one extra frame.

Requires: Nothing


SLITHER OF THE SNAKE- Focus x, Frames 1

For the rest of the sequence, X mooks find it so hard to keep track of you that they will not attack you unless you are their only target.

Requires: Eyes of the Snake


STRIKE OF THE SNAKE: Focus 3, Frames 0

Make a Martial Arts attack. If that Martial Arts attack normally takes 3 frames, it takes one instead. Inflates

Requires: Slither of the Snake


COIL OF THE SNAKE: Focus x+1, Frames 0

Make a Martial Arts attack when it is not your time to act. X is the amount of frames that need to go by before you act again- so if you are acting again on frame 4 and this is frame 7, x is 3. Inflates.

Requires: Strike of the Snake


LUNGE OF THE SNAKE: Focus 3, Frames 0

Use this at the start of a sequence. Add 3 to your available frames that sequence. Restricted.

Requires: Coil of the Snake

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Path of the Storm Turtle:


WILLOW STEP- Focus 1, Frames 1

This is a Defensive Action that increases your Defence by 1. It becomes your defensive action against ALL attacks against you by opponents on the frame number you used it on- so you could use this to defend against all attack on frame 6, or all on frame two, and so on. Inflates

Requires: Nothing


WALK OF A THOUSAND STEPS- Focus 3, Frames 1

All your Active Dodges become worth 3 points to your defence instead of 2 until the end of the sequence.

Requires: Willow Step


CLOTHED IN LIFE- Focus 1, Frames 1

Until the end of the sequence, all hits done to you by opponents with a Fu stat lower than yours do two less damage

Requires: Nothing


ARMOURED IN LIFE: Focus 3, Frames 3

For the rest of the sequence, your toughness is increased by 3 for the purpose of reducing damage.

Requires: Walk of a Thousand Steps and Clothed in Life


SHIELDED IN LIFE- Focus X+1, Frames 1

This is a Defensive Action you can take AFTER being hit. It cannot be used if you already took a Defensive Action against this attack. Reduce the damage by X as you slip away at the last moment.

Requires: Armoured in Life


FOREWARNED IN LIFE- Focus 1, Frames 0

Activate any power that lasts until the end of the round, paying both costs as normal. This can be Called. Using this to activate such a focus power counts as using one power, not two. Restricted.

Requires: Shielded in Life


KING ON THE WATER- Focus 3, Frames 3

This is a Defensive Action that can be used against any attack. If your Charisma stat is higher than the attacker's, that attack misses.

Requires: Walk of a Thousand Steps


SHELL OF THE TURTLE- Focus 2, Frames 1

This is a Defensive Action that can be used against any Guns attack. It increases your defence by 3. Inflates

Requires: None


NATURAL ORDER- Focus 3, Frames 1

This is a Defensive Action that can be used against any Gun attack. That Gun attack misses, without any roll being made. This defensive action can be used whilst Prone. Inflates

Requires: Shell of the Turtle


WISDOM OF THE TURTLE- Focus 3, Frames 1

Increase your defence against a gun attack by two. This is not a Defensive action, it can be called at any point during the attack- including after it hits, which may make the attack miss. Inflates.

Requires: Natural Order


LAUGHTER OF THE TURTLE- Focus 4, Frames 2

For the rest of the sequence, all gun attacks against you get -1 to hit.

Requires: Wisdom of the Turtle, King on the Water (restricted)

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Path of the Leaping Storm:

Basic Level:

PRODIGIOUS LEAP- Focus 1, Frames x

Make a jump twice times your agility in metres. This is a move action. It does not make you move any faster than running (and hence takes as many frames as however it would have taken to run there would). This power also allows you to run along walls for the same distance.

Requires: None


FLYING WHIRLWIND KICK- Focus 4, Frames 5

Jump into the air and make a huge series of kicks on your opponent. Make a kick attack- if you hit, you get a bonus attack. If that hits, you get another bonus attack, and so on until you miss. Predictable.

Requires: Prodigious Leap


ABUNDANT LEAP- Focus 2, Frames x

Make a jump four times your agility in metres. This is a move action. It does not make you move any faster than running (and hence takes as much exertion as however it would have taken to run there would). This power also allows you to run along walls for the same distance.

Requires: Prodigious Leap


VERTICAL DODGE- Focus 3, Frames 1

This is a defensive action you may take if you are next to a vertical surface. Run off it and flip away to make an impressive dodge. It becomes your defensive action, worth 2 points to your defence, against ALL attacks against by opponents on the frame number you use it on- so you could use this to defend against all attack on frame six, or all on frame two, and so on. Inflates

Requires: Abundant Leap


VERTICAL KICK- Focus 1, Frames 3

This is a move action. Run along a vertical surface to power up a Kick you will make after using this. You can move as you take this action. That Kick must be a charge. If you take this Kick, it will do +3 damage if it hits. Note, this power improves your next Kick, it does not create the Kick in of itself, hence that Kick may be one using a Focus power.

Requires: Vertical Dodge


FLYING WEAPON- Focus 3, Frames 3

Make a jumping weapon attack, flying through the air, weapon outstretched. This can only be used as a charge, and only once per combat on the same person. This attack does double your Agility in damage- double your opponent's Toughness subtracts.

Requires: Abundant Leap


WATER WEAPON- Focus 1, Frames 1

Twirl your Weapon around in a display that makes it hard to see. Your next atack with that weapon is Accurate. Inflates.

Requires: Flying Sword


VERTICAL CHARGE- Focus 3, Frames 3

This acts like Vertical Kick, but with a Weapon.

Requires: Flying Sword


GATHERING OF THE CLOUDS- Focus 1, Frames 0

Use this when making a Continuous action (e.g. moving and firing) to negate the extra frame cost for that action.

Requires: None


AWESOME DOWNPOUR- Focus 1, Frames 3

Make a Martial Arts attack on two nearby named (i.e. non-mook) opponents. You make a single roll against both. The higher of the skills of the two opponents is the difficulty to hit. Both opponents take the same amount of damage. Inflates

Requires: Gathering of the Clouds


RAIN OF FURY- Focus 2, Frames 0

Use this when you have just Hit a Mook but failed to kill him. Attack that Mook again. Inflates.

Requires: Awesome Downpour


TORRENT OF FURY- Focus 8, Frames all

Spend all of your frames to enter a beserk frenzy. Attack an opponent. If you hit that opponent, you may immediately charge and attack another. You may repeat this until you miss or are in some way prevented from moving (e.g. sent prone by a Reflex attack). Inflates. Cannot be modified. Restricted.

Requires: Rain of Fury

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Path of the Clever Fox:

Basic Level:

THE FOX'S RETREAT- Focus 2, Frames 1

This is a Defensive Action you may use on a Close Combat attack. It increases your defence by 3. Inflates

Requires: None


TAIL OF THE FOX- Focus 2, Frames 0

Use when hit by a melee weapon. You twist out of the way at the last moment, reducing the damage taken by the amount of extra damage the weapon does. This is a modifier, and it can be Called. Inflates

Requires: The Fox's Retreat


EYE OF THE FOX: Focus 1, Frames 3

Make a barehanded attack on an opponent with a gun. If successful, you take the gun and also smash the opponent with the butt, doing strength +2 damage with a small gun or +3 if a large gun, acting as if you had hit with an outcome equal to a single die roll. You may keep or dispose of the weapon as you choose, at no cost. Predictable

Requires: Tail of the Fox


LAUGHTER OF THE FOX- Focus 2, Frames 3

Make a barehanded attack on an opponent with a gun. If successful, you take the gun and shoot him with it, firing the maximum practical bullets as if you had just hit him with the outcome of a single die roll. You may keep or dispose of the weapon as you choose, at no cost. Predictable.

Requires: Eye of the Fox


LUCK OF THE FOX- Focus 1, Frames 3

For the rest of the sequence, you may use Focus points as fortune points. However, each time you do so, add five to your damage taken! Restricted.

Requires: Laughter of the Fox

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Path of the Crouching Monk:


SPINNING MONK RECOVERY- Focus 2, Frames 1

This is a Defensive Action you may use whilst Prone. Add 2 to your defence. Inflates

Requires: None


WHIRLING MONK RECOVERY- Focus 3, Frames 2

This is a Defensive action you may use whilst Prone. Add 3 to your defence. Inflates.

Requires: Spinning Monk Recovery


IMPRESSIVE MONK DEFENCE- Focus 3, Frames 0

Use when Prone and being attacked by someone using a Focus power, to negate all bonus damage from that power. This is a modifier, and can be Called. Inflates

Requires: Whirling Monk Recovery


RECKLESS MONK RECOVERY- Focus 3, Frames 1

Use when you are sent Prone. Make a Martial Arts Check against difficulty 15. If successful, you are not sent Prone. If you fail, increase your damage taken by the amount you failed by. This is a modifier and can be called. Inflates.

Requires: Impressive Monk Defence


SERENE MONK RECOVERY- Focus 4, Frames 1

Use when you are sent Prone. Make a Martial Arts Check against difficulty 15. If successful, you are not sent Prone. This is a modifier and can be called. Inflates. Restricted.

Requires: Reckless Monk Recovery

Ushgarak

Ushgarak

Ushgarak
SPECIAL POWERS

These useful powers- that run off your Focus but are not literally Fu powers- are purchased at the cost of one download space each. All of these powers can be used in the same frame as another fu power.

INTEGRATION OF THE CLOUDS- Focus 1, Frames 0

Chose two other Focus powers that share a significant word (as in not 'and, or, the etc.'). You may use both these powers at once in this frame as if one was a modifier. This can be used to combine two similar powers- e,g. Breath and Claw of the Dragon- or two powers from different Paths- like Insane Monk Push and Serene Monk Recovery- to create impressive effects- powers have been named deliberately to encourage this.


DANCING SHAOLIN STANCE- No cost

All Martial Arts rolls you make that are not offensive- normally acrobatics- get +2.


UNPREDICTABLE SHADOW ATTACK- No cost

A person with Unpredictable Shadow Attack can only have the same Defensive Action used against his Martial Arts attacks, by the same person, twice per sequence. Active Dodge is immune to this.


ADAPTIVE GHOST DEFENCE- Focus 2, Frames 0

Use this when when a fu attack that has already been made by the same person against you this sequence is made again. Increase your dodge by two. This, of course, can be called, but it is not a defensive action, and you may take a DA on top of this.

Ushgarak
Gun Tricks On-line v2.6

These are pretty simple- you can each each Trick more than once for a better effect; you always can use the lower powers, if they are not built into the higher ones.

The fourth level in each Gun Trick is Restricted.

Both Guns Blazing

This allows the firing of two one-handed weapons- one in each hand. This is inaccurate and hard to balance with burst fire, and the more levels you take the more you remove these disadvantages.

You may either use BGB to fire at two targets- with the standard penalty to hit- or to fire at the same target, in which case you make a single attack that does extra damage. The base damage of the attack is equal to the damage of both weapons, but your target subtracts his toughness twice.

When used against a Mook, the guns get a Killing Power bonus of +1 if the combined damage is 20, and another +1 for each two points of base damage beyond that.

When using BGB both guns must fire the same amount of bullets/bursts.

BGB also has a secondary use of allowing you to carry a melee weapon and a gun at the same time.

Level 1- You may fire two one-handed weapons with -1 to hit and a limit of 2 on the number of bursts each weapon can fire. You may wield a Gun and melee weapon with -3 to hit with both

Level 2- You may now fire three bursts. The melee/gun penality is -2

Level 3- There is now no penalty to hit with firing two weapons, and the gun/melee penalty is -1

Level 4- You may fire two guns, or use a gun and melee weapon, with no penalties or burst limit at all.

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Coppertop Killer

This Trick makes you highly effective at killing Mooks.

Level 1- Your gun attacks get an additional Mook Killing Power

Level 2- Your gun attacks also take one less frame against mooks

Level 3- The MKP becomes +2

Level 4- Your gun attacks against mooks now take two less frames

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Eagle Eye

This allows precise shots that avoid the problems of armour, cover and range. Each level of Eagle Eye (up to four) reduces any penalties to hit from range or armour by one, and from cover by two

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Lightning Reload

This allows you to refill those troublesome empty guns far faster! It also allows you to carry larger amounts of ammunition- as action film heroes seem to be able to do!

Each level in Lightning Reload reduces the amount of time it takes to re-load by one, to a minimum of one.

Every two levels in Lightning Reload reduces the bulk of all clips by .5, to a minimum of .5.

Lightning Reload is out of 4.

Ushgarak
GLOSSARY

Accurate: Accurate attacks increase your skill by one when using them.

Action Value: The final result of a roll you make- so if you have a skill of 10 and roll +2, the action value is 12.

Active Dodge: The basic Defensive Action, which increases your dodge by 2.

Barehanded: Barehanded attacks or defences require you to be unarmed and with both hands available.

Botch: A spectacularly bad result caused by either rolling far too low, or by a boxcars.

Boxcars: Potential bad luck on an action, caused by rolling two sixes on the intial roll, which means both dice have to be re-rolled. A failure on the second roll causes a botch.

Called Action: Any action you can use when it is not your turn- the most common type being a Defensive Action.

Continuous Action: A action being performed in the background whilst doing something else- the most obvious example is running whilst firing; the running is the 'continuous' part. Running to somewhere may take three frames, but if firing also takes three frames, it does not make it six to do both as you can fire whilst you are running, and do both at once. Continuous actions normally take one frame longer than normal- so running and firing takes four frames in all. Circumstances may add to the penalty of a continuous action.

Death Check: A check made to see if a Player or Named Character actually stays up and fighting, Failing a Death Check takes you out a fight. Death Checks are made on your Constitution and have a difficulty equal to the amount of damage you have taken past 35.

99% of Death Checks are made due to taking excessive damage. In some extreme other circumstances you may have to take one for a different reason, in which case the difficulty may also be set arbitrarily.

Despite the name, Death Checks are rarely instantly fatal. Failing by a small amount represents being simply taken down or knocked out. Severe failures indictae a fatal wound; the larger the failure, the quicker you must receive medical attention. Extreme failures really do mean an instant death (though in a game simulating a film, Heroes and Villains inevitably have time for either dramatic last words, or to stumble and fall off a building, or some such thing).

Defensive Action: An effort made to get out of the way of something- either an Active Dodge, or a Focus power that states it is a Defensive Action. All Defensive Actions are Called when you are attacked, if you wish to make one. They normally cost one frame.

Framed out: Term for someone who has run out of frames. People who are framed out may still take defensive actions but the frames are lost from the next sequence instead.

Frames: The means via which how often and when you act in a sequence is determined. The person with the highest number of frames is the next person to act, and each move spends frames until you have none left.

Impairment: A penalty to all rolls you make. Wounds are the most common cause of Impairment but there are others.

Inflates: Inflating attacks cost more and more if you keep using them. See the Main Rules.

Initiative: A term used to define the number of frames you start a round with. So if I roll a 5 and your speed is 8, you start on frame 13- this is called having an initiative of 13.

Mook: One of the mass numbers of unnamed and relatively unskilled opponents you meet. Mooks are easily eliminated, but dangerous in large numbers.

Mook Killing Power: Mooks do not take damage, but are eliminated by attacks against them with a good Outcome. Attacks with a positive Mook Killing Power require less Outcome to kill a mook. Attacks with a negative killing power actually reduce from the Outcome rolled.

Outcome: The amount you pass a roll by- so if you needed 12 and rolled 15, the Outcome is 3. Outcome is the vital result against Mooks, but it also does extra damage against any opponent. In some cases I may need to measure negative outcome.

Passive Dodge: Your standard difficulty to be hit, based upon the idea that your character is always trying to make a basic effort to get out of the way of things. Passive dodge is always 'on'. It is equal to your highest combat skill- however, your passive dodge with Guns is at -2 if used against a Close Combat Attack. You may always use Martial Arts if its dodge is more favourable.

Note that in extreme circumstances- like if you are totally surprised, or tied to a chair- your passive dodge is zero. Eeek!

Predictable: Predictable attacks are less likely to hit if continuously used. See the Main Rules.

Restricted: Restricted Fu powers or Gun Tricks are expensive to buy in the Download system. Fu powers are noted if restricted; all Gun Tricks are Restricted at level 4.

Sequence: The standard division of time in fights- everything is timed around how much you can get done in one sequence. Sequences are split into Frames. Powers that have a lingering effect tend to last until the current sequence is finished.

Snapping: Taking an action faster than it normally takes, but making it harder in the progress. Snapping makes an action take one frame less than usual but at -2 to your roll; super snapping makes it take two frames less but at -5.

There are limits to what can be snapped. Movement actions can never be reduced, nor any action which does not require a roll (and so is assumed to be being done as fast as it can be anyway)- like reloading. Most importantly, any use of a Power or Trick with a frame cost can never be snapped unless it specifies otherwise.

Wounds: Interchangeable with Damage (though literally speaking, damage causes wounds), each Player, Named Character and Super Mook has a wound track; successful hits on a character causes damage and increases this track. 'Wounds' are not necessarily literal; they can represent fatigue, running out of luck, and losing the 'flow' of a combat. Once they start building up, however, wounds often represent actual wounds. Once you take 25 wounds, you are impaired once; at 30 you are impaired twice, at 35 and above you start taking Death Checks every time you are hit. Supermooks do not become impaired but are automatically killed at 35 or more wounds.

Ushgarak
Ok, folks, I have re-done the powers and Tricks to reflect the new system! I hope San and Cloud can remember what powers they had before because the Path Levels have gone. Note the Special Powers have now been placed here also!

Any questions or comments?

SpikeSpiegel
I wrote down all my old powers so I'll just need to look up their new names or whatever...right (haven't actually looked at them yet)

SpikeSpiegel
OK now I've read it. I'm just glad I've got my easter holidays to sort Cloud out

Trinity_Matrix
Yeah, I've got my powers all written down.

Bespin Bart
And that was 3 months ago...

Ushgarak
Just added some more references to the Glossary, which will port over to Star Wars soon.

Ushgarak
Bugger! Finally sussed why I had had to re-calibrate Kick of the Grasshopper a while back.

Claw of the Tiger should only do Strength +3, not +5. Oops, my bad! Re-calibrated both powers- they do two more damage than normal.

Now to see what difference that makes to the fights...

Captain REX
Hey Ush! Gun questioning time!

What would an MP-40 and Luger be like Stats wise?

And how about an AK-47?

Tptmanno1
Pretty crappy because they are kinda outdated....

Ushgarak
MP-40 as in the German WWII submachine gun?? Really?

AK-47 same as M-16, for classic value.

Dexx
ok i can understand style..but.. a luger??

Tptmanno1
Meh, I'd prefer the M1 Gerund (Sp??) if were gonna get into WW2 weapons.

But the Tommy Gun would have a smaller rate of fire but would do more damage due to the Higher calaber, I'd rather have that!

Ushgarak
Well, anyway, a Luger is a medium pistol with a much smaller clip, and an MP40 is an Ingrams but also with a smaller clip and you couldn't use them BGB.

Dexx
mouse has tommy guns when he gets killed. don't know about the caliber, though. i'd rather have an m4 anytime

SpikeSpiegel
I prefer my sword..........or maybe two swords, we need a two sword path stick out tongue

Tptmanno1
No I don't think they were tommy guns.
THe tommy guns with the circular clips are jsut variations on the WWII era Thompson submachine gun, and the guns he had were way too big.

Bespin Bart
Drum clip Tommy Guns came first, actually. The Tommies of WWII were based on those.

No chance at use using drum clip guns, right? I'm sure the gunners would love that. big grin

Captain REX
Hey, just a thought. Interesting though, huh? big grin

Just in case Ares ever became German or Russian... stick out tongue

How about that good old PPsh of the Russian WWII arsenal? Massive clip...

Alkaselzer
Perfect, I'm gonna be a German all-round Hacker... wink

Ushgarak
Those are NOT tommy guns, believe me!

Actually, they talk about somewhere how they custom designed those... there is an interview with the armourer somewhere.

Spike, Preying Mantis has a two-sword option.

General Zink
If you take that path, count on me never talking to you when it comes to Dojo sparring! Preying Mantis, along with Xiao Emo's stupid powers, has completely buggered me!

SpikeSpiegel
I can't find the preying mantis path on the main page...

Ushgarak
That's because it's not there.

General Zink
Not yet.

Captain REX
I want to use Drum-Clipped guns.

And Mouse's guns were indeed custom made, Ush. 12 gauge electrically-driven incredibly odd 900 RPM guns! Muahahahahahha!

barbarossa
The Thompson is a .45 Caliber Sub-machine gun.

Hey Ush, how about a Bull-Pup Assault Rifle?

fruits
hey, could i join as someone like the merovingian or something? u know, so i wouldnt have to nething with combat or guns or nething?

Dexx
it usually helps to read the rules before you post crap like that wink

barbarossa
Arent we nice? stick out tongue

fruits
where are they?

so i guess ur saying i cant do something like that? ok then.

barbarossa
Those charecters are done by Ushgarak.

fruits
oh ok. thanx

barbarossa
no problem.

fruits
i really wanna join, but i dont want my character to do ne combat

Silver Stardust
...that's not possible...fighting is the biggest part of this game.

fruits
daing it. so u sure, like 100% theirs no way?

Captain REX
It's the POINT of the game. Non-combatant people are dull.

barbarossa
What about the philosophy guys, all they do is blather on and on......

fruits
i can be a philosophy guy. and can blather on and on pretty good. but maybe i could talk to ush about getting to control some guy who doesnt fight and just says stuff or is a leader of ppl or someting

Silver Stardust
Philo guys still fight....just not as much as us combat nuts wink

Hey barb you're joining back in right?

Dexx
really..well..rade's eager to fight any challenger you know stick out tongue

Silver Stardust
(psst...go right ahead and kick my brother's ass...laughing )

fruits
well, maybe i could talk ush to letting me control like, the merovingian or something

Tptmanno1
He won't go for it, he has very specific plots...

fruits
oh, welll, if theirs an oppurtinit for nething, let me know

barbarossa
Any day, Barb needs some exercise anyway!

Alana- Hell yeah I'm getting back in, I just am a tad bit afraid of Ush's NEW changes.....

Dexx
very well....i am yet to be defeated in the dojo, so far....
as soon as i'm finished with my everlasting fight with bb...you're on

Silver Stardust
How long have you two been fighting now? stick out tongue

...that means I have to dig through all my files on both computers to find Barb's loadouts and everything...

Dexx
gee..i don't know....2004 late spring ..or summer big grin

Silver Stardust
In other words, forever? laughing

Dexx
longer than i can remember anyway big grin
but hey...i am willing to call it to an end if i am proclaimed victorious

Bespin Bart
No doubt there, Dexx, Mors folds to Rade!

fruits
i decided im gonna play, even if i do have to fight

barbarossa
............... ALANA!!!!! euro

Silver Stardust
roll eyes (sarcastic)

barbarossa
'foo! euro

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