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Name
Age
Description
Strength
Dexterity
Endurance
Spirit
Will
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Every player gets a blade imbued with power- a "muramasa", if you will. Each one has different abilities- but that's something the player will have to figure out.
Strength is rolled for basic strikes not using abilities.
Dexterity is dodge, or speed based rolls, like manuvering.
Endurance is how well one can endure hits, and keep fighting.
Spirit is how well one can commune with their blade- with enough spirit, one could directly ask their blade it's abilities and it could respond.
Will is how well one can resist and hold to their own mind, such as resisting corruption. Sometimes used as save rolls.
The arena is a classic, walled-in circular area. It's basically a large field of grass with a few ruined pillars.
Players are going to die. Your swords are fueled on blood. One person refills the entire energy of the blade, and energy only lasts for 5 turns.
A sword becomes weak after not feeding for 3 turns, and it's abilities begin to falter. A sword that could harness fire would be reduced to heat and sparks. When your sword is fully depleted and you haven't managed a kill, the blade will substitute you as a sacrifice. And no, you can't take someone elses sword even at this point- they're bonded to it.
There are some swords that bend the rules a bit- like ones that don't require to be fed as often or change what stat is rolled, etc.
I'll start at 6-8 players.