HP Bars and Starting Dice Roll
Before starting a fight, each fighter sets an HP bar for their body health (100 hp) and another one for their cock health (50 hp) using the following commands:
!set
!set cock 50
When the bars are set, each fighter rolls 5d10 with the command:
!roll 5d10
The highest roll result gets the first turn to start the fight.
Every turn a fighter decides if he wants to deal body damage using 2 punches or cock damage attempting a clinch 2 times. The attack commands are:
!punch
This command has a 50/50 chance of success or fail. If a punch connects, 2d6 dice will be automatically rolled to determine the damage caused.
If the damage caused by a punch is 11-12 the receiving opponent is knocked down and has 3 chances to stand up and continue fighting.
To stand up the fighter uses the !stand command. This command also has a 50/50 chance of success or fail. The downed fighter has three chances to get back up and continue the fight, if he is unable to do so he loses by KO.
If a fighter misses both of his punches during his turn then he is left wide open and his opponent will get 3 punches during his turn. Note that the number of punches do not escalate, so if the next fighter misses all three punches, the other fighter does not get 4 punches next. The cap of punches is 3.
!clinch
This command has a 50/50 chance of success or fail. After a successful clinch the fighter deals cock damage using the command !damage cock. This rolls 2d6 of damage. Missing both clinches does not allow the opponent to try and clinch 3 times in his turn.
After every cock attack, the other fighter gets a chance to break off the clinch using the command !escape which has a 50/50 chance to succeed or fail. If the escape fails, the clinch continues and the attacking fighter gets to deal cock damage again and so on until the other fighter escapes. Until the clinched fighter manages to escape successfully, he is not able to
If the damage caused with a clinch attack is 11-12 the fighter trying to escape will have to escape successfully twice in a row to manage to break free.
*Note that you CANNOT use both commands in the same turn, you can only punch twice or try to clinch twice per turn. You CANNOT throw one punch and try to clinch in the same turn.
If a player's cock bar reaches 0, then he is forced to cum and his opponent gets a 10-punch flurry on him.
If the fighter who was forced to cum is still standing after the flurry of blows, he is left in an afterglow state, for the rest of the fight he can only throw one punch or attempt 1 clinch during his turn.
You can force your opponent to cum once again when his bar reaches -25 and -40. Each time triggering the 10-punch flurry once again.
A fight is over when one of the fighter's HP bar reaches 0 or is unable to stand back up after being knocked down.
*The system may also be modified for a SFW (suitable for work) boxing match. To do so, replace the cock bar with a stamina or will power bar and use the clinches to damage it and trigger the flurry of punches in the same way.
*This system can also be adapted to jobber/heel fights by simply setting the hp and cock bars to reflect a wider gap between fighters.
*This system can also be adapted for Muay Thai fights by also using the !kick command along with the !punch command.
Likulau (deleted member)
2020-07-19 18:57Original Dice Cock-Boxing Rules
HP Bars and Starting Dice Roll
Before starting a fight, each fighter sets an HP bar for their body health (100 hp) and another one for their cock health (50 hp) using the following commands:
!set
!set cock 50
When the bars are set, each fighter rolls 5d10 with the command:
!roll 5d10
The highest roll result gets the first turn to start the fight.
Every turn a fighter decides if he wants to deal body damage using 2 punches or cock damage attempting a clinch 2 times. The attack commands are:
!punch
This command has a 50/50 chance of success or fail. If a punch connects, 2d6 dice will be automatically rolled to determine the damage caused.
If the damage caused by a punch is 11-12 the receiving opponent is knocked down and has 3 chances to stand up and continue fighting.
To stand up the fighter uses the !stand command. This command also has a 50/50 chance of success or fail. The downed fighter has three chances to get back up and continue the fight, if he is unable to do so he loses by KO.
If a fighter misses both of his punches during his turn then he is left wide open and his opponent will get 3 punches during his turn. Note that the number of punches do not escalate, so if the next fighter misses all three punches, the other fighter does not get 4 punches next. The cap of punches is 3.
!clinch
This command has a 50/50 chance of success or fail. After a successful clinch the fighter deals cock damage using the command !damage cock. This rolls 2d6 of damage. Missing both clinches does not allow the opponent to try and clinch 3 times in his turn.
After every cock attack, the other fighter gets a chance to break off the clinch using the command !escape which has a 50/50 chance to succeed or fail. If the escape fails, the clinch continues and the attacking fighter gets to deal cock damage again and so on until the other fighter escapes. Until the clinched fighter manages to escape successfully, he is not able to
If the damage caused with a clinch attack is 11-12 the fighter trying to escape will have to escape successfully twice in a row to manage to break free.
*Note that you CANNOT use both commands in the same turn, you can only punch twice or try to clinch twice per turn. You CANNOT throw one punch and try to clinch in the same turn.
If a player's cock bar reaches 0, then he is forced to cum and his opponent gets a 10-punch flurry on him.
If the fighter who was forced to cum is still standing after the flurry of blows, he is left in an afterglow state, for the rest of the fight he can only throw one punch or attempt 1 clinch during his turn.
You can force your opponent to cum once again when his bar reaches -25 and -40. Each time triggering the 10-punch flurry once again.
A fight is over when one of the fighter's HP bar reaches 0 or is unable to stand back up after being knocked down.
*The system may also be modified for a SFW (suitable for work) boxing match. To do so, replace the cock bar with a stamina or will power bar and use the clinches to damage it and trigger the flurry of punches in the same way.
*This system can also be adapted to jobber/heel fights by simply setting the hp and cock bars to reflect a wider gap between fighters.
*This system can also be adapted for Muay Thai fights by also using the !kick command along with the !punch command.