California

    From Buttonmen Wiki


    California's Skills[edit | edit source]

    Chaos[edit source]

    Button Notation: @
    BMO Notation: @ (not implemented)

    Chaos Dice gain a random skill each time they are rolled. Whenever a Chaotic Die is re-rolled, it loses the previous skill it was granted. They have an @ at the top of their dice oval.

    Chaos Dice were created by JeffBoyardee.

    Circa 2001 on the original Button Men Online site, Chaotic Dice could gain Berserk, Doppelganger, Jolt, Mighty, Null, Ornery, Poison, Queer, Radioactive, Rage, Speed, Standard(no skill), Stealth, Trip, Time and Space, Value, or Weak skills.


    Mood Swing[edit source]

    Button Notation: ?
    BMO Notation: ?

    Before the round, a Mood Swing can be any size in the allowable range. During the game, whenever you re-roll a Mood Swing it will randomly change size. Mood Swings always choose from among all common die sizes (not all integers) with equal probability. The definition of “common” die sizes is 4, 6, 8, 10, 12, and 20. For a "Y?," add 1, 2, and optionally 16 as selections, for a "Z?" add an optional d16 and d30, and for a "P?" add a 1, 2, 16, 24, and 30.

    Button Men Online omits the d16 from the Y? and Z? swing dice based upon precedent set by the original BMO site. Using a d16 in live play is thus optional as long as all players agree. A Moody P-Swing did not exist until after the current Button Men Online site and thus uses the d16 and d24.


    Poison[edit source]

    Button Notation: p
    BMO Notation: p

    Poison Dice are worth negative points. If you keep one of your own Poison Dice, you subtract its full size from your score. If you capture an opponent’s Poison Die, subtract half its size.


    Queer[edit source]

    Button Notation: Q
    BMO Notation: q

    Queer Dice are treated as Standard Dice if showing an even number.

    Queer Dice are treated as Shadow Dice if showing an odd number.


    Select[edit source]

    Button Notation:
    BMO Notation: S (not implemented)

    Also known as Take-Five Dice in the Fightball set, allow a fluid play style. At the beginning of each match, you pick five of the Select Dice as your character's dice for the round. When a round is lost, you may change the Select Dice chosen. Since those original Fightball recipes, some buttons feature both fixed Dice (used all the time) and Select Dice, where you pick from those Select Dice to make up a total of five Dice in the whole recipe. Only the Select Dice can be altered, and only if you lose a round.


    Y Swing Dice can be any die between 1 and 20. Swing Dice are allowed to be any integral size between their upper and lower limit, including both ends, and including nonstandard die sizes like 17 or 9. Each player chooses his or her Swing Die in secret at the beginning of the match, and thereafter the loser of each round may change their Swing Die between rounds. If a character has any two Swing Dice of the same letter, they must always be the same size.

    Z Swing Dice can be any die between 4 and 30. Swing Dice are allowed to be any integral size between their upper and lower limit, including both ends, and including nonstandard die sizes like 17 or 9. Each player chooses his or her Swing Die in secret at the beginning of the match, and thereafter the loser of each round may change their Swing Die between rounds. If a character has any two Swing Dice of the same letter, they must always be the same size.