Spooky

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    Spooky's Skills[edit | edit source]

    Berserk[edit source]

    Button Notation: B
    BMO Notation: B

    Berserk Dice cannot be used in Skill Attacks, but may make Power Attacks normally.

    Berserk Attack: Berserk Dice also have a second attack, called a Berserk Attack, which is the equivalent of a Speed Attack. In this attack, one die can capture any number of dice which add up exactly to its value. However, unlike in a Speed Attack, after making a Berserk Attack the Berserk Die is replaced by a normal die half its size (rounding fractions up) before it is rerolled.

    Berserk Dice were first published in the Bruno set.


    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.


    Ornery[edit source]

    Button Notation: o
    BMO Notation: o

    Ornery Dice re-roll at the end of each turn even if they did not attack. They are indicated with an "o" on the bottom of the dice oval.

    Ornery Dice were created for the original Button Men Online site by JeffBoyardee.


    Trip[edit source]

    Button Notation: Strikethrough through the number
    BMO Notation: t

    Trip Dice do not count for going first.

    Trip Attack: Choose any one opposing die as the Target. Roll both the Trip Die and the Target, then compare the numbers they show. If the Trip Die now shows an equal or greater number than the Target, the Target is captured. Otherwise, the attack merely has the effect of re-rolling both dice. Trip Dice cannot make an attack that could not possibly result in a capture (e.g. a t1 attacking a (4,4) Twin Die cannot win, so the attack would be illegal).

    Trip Dice were introduced in the Lunch Money set.


    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.