Well, I'm starting up my arena games again. Here you guys go:
My amazingly brilliant story developed after learning the finer points of writing during thousands upon thousands of hours studying in the American Educational System:You sign-up for a deathmatch in an arena because the winner gets a billion dollars. Woo.
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.
Weapons can be knocked out of character's grip by particularly powerful attacks. Two-handed weapons have a sturdier grip, making them harder to disarm. On the other hand, if someone wields a one-handed weapon they are able to pick up and use another one-handed weapon at the same time. (But they can only attack with one weapon at a time, and by default they'll attack with the weapon that gives them more of an advantage. I.E., someone with a machete and a shield would use the machete for offensive attacks, and the shield for defensive attacks, unless they specifically want to attack with a certain weapon, which they can request.)
Everyone can only start with one weapon, but can pick up, drop, and swap weapons throughout the course of the match. Also, the weapons and inventory of any slain characters will turn into pick-up-able items.
The number next to the weapons in Initial Weapons (either 1 or 2) denotes whether it is one/two-handed.
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 (N/A) - Using your body parts as weaponry. No special advantages or disadvantages.
Broadsword (2) - A steel sword. Has a 33% chance of making an enemy bleed, the severity of which depends on how effective the strike was.
Club (1) - 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 (1) - A circular bronze shield. Has a 33% chance of adding +1 to any defensive rolls.
Bow & Arrows (2) - The ancient ranged weapon. 20% of arrows are covered in poison, which deals long-term damage.
Musket (2) - 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 (2) - 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 (1) - 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 (2) - 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 (2) - 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 (1) - A hacking tool somewhere between a knife and a sword. Has the same properties as a Broadsword, but this weapon is one-handed.
Blow Dart (2) - 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 (1) - 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.
Chainsaw (2) - A staple of action heroes and horror villains. The mechanized spinning blade does 25% extra damage to it's target compared to regular melee weapons. However, missed attacks will end up hurting it's user somewhat, the self-damaged determined by the magnitude of the miss.
Hunting Rifle (2) - A high-powered, bolt-action scoped rifle used for long range attacks. The range and power of this weapon is absurd, giving it a +2 in offensive scenarios. However, it has nothing in terms of defensive abilities and gives it's user -2 to defense.
Revolver (1) - A classic long-barreled six-shooter. It's accurate and packs a punch, giving it a +1 to all shots. However, unlike many other firearms the arena supplies, the revolver can only use the ammunition that it comes with, so after using six bullets that's it. Maybe you could still club someone over the head with it.
Power Fist (1) - A sophisticated piece of machinery that is worn around the fist like a glove. The device magnifies the force of any regular hand attack exponentially, so all hits deal an extra +2 HP damage. The power is also so strong that if the user misses their attack, the PF will still drag their mass forward and fling them onto the ground, causing them to lose their next turn.
Sabre (1) - A curved sword renowned for it's mobility, slashing power and flair. The speed and unpredictability of a sabre gives it's holder a +1 to the first attack on any opponent who has not engaged them, as the opponent will be caught off guard and have to adjust to the exotic blade. And while it's excellent for dueling other blades with, heavy blunt weapons have an easier chance of knocking the sabre out of it's wielder's hands.
Laser Pistol (1) - A futuristic weapon modeled after a pistol that fires long bursts of green laser energy in a straight line from the tip. The secret to the laser technology? A special material powered by sunlight, meaning the output of this weapon depends on how much sunlight is present to the arena. Direct sunlight means every shot gets a +1, partial/covered sun means it fires like a generic ranged weapon, and if sunlight isn't available the Laser Pistol loses it's shooting capabilities.
Pick-Axe (2) - A finely made piece of dwarven equipment, the iron Pick-Axe was not made as a weapon, but it still holds as a powerful improvised one. Because of it's curved ends, it tends to get stuck in it's victims 1/3 of the time it hits. This leads to nasty results, as having a pick inside of you costs you 2HP for 3 turns. During this period, the pick is stuck inside the victim, and after the third turn it is dropped on the ground as an item.
Sawed-off Shotgun (1) - On the polar-end of ranged weaponry from the Hunting Rifle, the Sawed-off Shotgun has been designed to deal lethal, close-range damage. Having a low ammo capacity, it must be reloaded after each shot. However, all shots landed with the Sawed-off deal double damage! Because it is only usable up close, failed shots can be countered by melee weapons.
Cursed Gun-Sword (2) - Well, it's a gun that's also a sword. It also is covered in strange symbols, and gives off a faint red aura. Because of this, it can be used as either a melee or ranged weapon whenever the user wants. Because it functions as both, it does not suffer the +1 attack from melee opponents, and it can counter ranged weapons. The magic also makes it impossible to disarm! The curse is that it takes half the user's life force to use, so whoever wields it gets their current and maximum HP cut in half.
Amulet of Immunity (N/A) - A piece of jewelry to be worn in place of a starting weapon. A drop of water is drawn on the front of it. While wearing this amulet, the wearer is immune to non-HP damage. (Broken Bones, Bleeding, Poison, etc.) The downside is they can not counter-attack while wearing it. Like a weapon, the amulet can be removed by a powerful attack.
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. Maxinum McDreich (Oneshot)
2. Chink (Speedy Gonzales)
3. Greenstarfanatic (Robo-Doe)
4. GreatWyrmGold (Hunter of Men)
5. scapheap (John Joe)
6. Playergamer (Andrew "Ender" Wiggin)
7. Xanmyral (Alphonse Velez Ronizcraftin The *Coffee Smudge*)
8. Pufferfish (Commander Shepard)
9. Persus13 (Percy Jackson)
Winners!:Game I - Ryan (superBlast)
Game II - Fancy McMonocle (Xantalos)
Game III - Doctor Who (Pufferfish)
Waitlist: