The Amazing and Brilliantly Sophisticated Story:There's a death-match show with a 1 Billion Dollar reward. You like money so you enter. Yay.
Everyone in the arena fights each other to the death. There are two ways to win:
1. Have the highest number of points by the time the round ends. (The first game lasts 15 rounds.)
2. Be the last person standing.
Points are gained by killing other opponents and enemies, completing objectives when they appear, or just performing awesome feats in front of the audience. For example, killing a player will result in 10 points to the assassin. Players start with 20 HP, and die when that is reduced to zero. The winner of each game gets to decide the setting/style of the next game, and will help me in deciding weapons and factors.
Each turn, players state what action they will do. Every 48 hours, (or whenever all players post), it will end a 'round', in which all actions will occur based on the order the players posted. If a player does not post in 48 hours, a Genki beam will destroy their character.
Actions will be done by a six-sided die. Situations and items will can cause either boosts or penalties to the number rolled. The results of a roll are:
0: Reversal- This can only be caused by a combination of a low roll and a penalty. The action will have the opposite effect of what the action stated.
1: Fail- The action will not cause the intended effect, and will incur a penalty on the player.
2: Miss- The player will do the process of the action, but fail.
3: Partial Success- The players will complete the action to a moderate degree.
4: Success- The player will complete the action.
5: Triumph- The player will complete the action in a great way, with an empowered effect and/or buff.
6: Overshoot- The player will complete the action to a greater extent than they asked for.
7: Hyper-Overshoot- The player will overshoot the action, as well as do further related actions that they did not specify.
8+: Oh Shi- Causes the arena to shift or a random event to occur.
Combat is initiated when a player attacks an opponent or enemy. Then the attacker rolls against the defender. If the attack roll is higher than the defense roll, the attack goes through. If it is lower, the defender dodges and goes for a counter-strike, in which the roles switch and they assault their attacker. The attack is parried and nothing happens if the rolls are equal.
If multiple characters run towards an item at the same time, they will instigate a fight for it.
What's the reward for winning besides getting rich? That player will help me decide the theme and special workings of the following arena match.
Here are the weapons your characters can come into the arena with.
Melee Vs. Ranged: Melee and Ranged weapons both have an advantage and disadvantage towards each other. If a Ranged Weapon is fired at someone with a Melee Weapon, the Melee-user will not be able to counter-attack if it misses. On the other hand, Melee weapons have a +1 to a roll in engaging a Ranged weapon user.
Unarmed - Using your body parts as weaponry. No special advantages or disadvantages.
Shortsword - A steel sword. Has a 33% chance of making an enemy bleed, the severity of which depends on how effective the strike was.
Club - A large wooden club. Has 33% chance of breaking the area of it's impact, which again is dependent upon how effective the attack was.
Shield - A circular bronze shield. Has a 33% chance of adding +1 to any defensive rolls.
Bow & Arrows - The ancient ranged weapon. 20% of arrows are covered in poison, which deals long-term damage.
Musket - An old firearm. Can be bayoneted, which takes one turn to put on or be removed. In bayonet mode, the musket suffers a -1 to all ranged shots, but any melee weapon it faces loses it's +1 advantage to ranged weaponry.
Modern Crossbow - A crossbow updated with modern capability. Takes 1 turn to aim every shot, but always has a +1 on every shot, and a 25% chance of upping that to +2.
Glass Handcannon - A sleek, expertly handcrafted transparent glass pistol that fires deadly glass bullets. It gets a +1 to all offensive shots, but if it's user is successfully attacked, it has a 50% chance of shattering.
Twin Knives - An offensive pair of weapons made to attack quickly. Can attack twice in one turn, meaning it's users can attack one target twice or two targets at once. Due to the short reach, they give a -1 to defensive rolls.
Staff of Rage - A long crafted stick embedded with an enchanted red jewel. It is not the deadliest of melee weapons, so attacks do 20% less HP damage than a regular melee weapon. However, the target has a 50% chance of bursting into rage and randomly attacking another player.
Machete - A hacking tool somewhere between a knife and a sword. Has the same properties as a Shortsword, but this weapon is one-handed.
Blow Dart - A hollowed out stick fashioned out to carry poisonous darts. Takes 1 turn to load, but if it a target is hit, they will be poisoned.
Throwing Spears - A set of short spears that are used as javelins. +1 attacking melee weapons. However, since you have to get close to use them, an unsuccessful will allow your target to counter-attack, and melee weapons still have a +1 advantage since this is ranged.
Character Sheet:Name:
Gender:
Age:
Race: (Species of your character, if applicable.)
Starting Weapon:
Ability: (A special trait that makes your character different from everyone else. Needs a balanced upside and downside. Stuff like, '+1 to Dodging, -1 to Attacking' or '+5 HP, can't used Ranged'.)
Appearance:
Brief Biography: (Optional, but helps.)
Hit Points: 20/20 (Just leave this here.)
Player List:
1. GreatWyrmGold
2. Caerwyn
3. Maxinum McDreich
4. Greenstarfanatic
5. Spinal_Taper
6. Fireiy
7. Thecard
Waitlist:
Champions!:1. Caerwyn