"Hello slaves and welcome to the sacred arena of Nulyep, God of Battle! Each day, you will be matched up in pairs that you may all fight to the death for Lord Nulyep's amusement. Only one may survive, and that one that vanquishes all their opponents shall be personally blessed by Lord Nulyep! Have fun!"
Rules and IntroductionAn arena RTD where you kill each-other for teh lulz of a battle-hungry god. It also happens to be a place where I can test the combat mechanics of an RPG I'm planning to make. If you win, you can submit the name for a god in said RPG (has to be approved by me) and you will have a slot in the game saved especially for you! (It'll have 3 slots to start off with.) Or, you know, just play for teh lulz.
If this game is popular enough, I might continue it later on.
First, you use points to buy stats and equipment, then you use them to kill your opponent in the arena. If you win, you'll get 30 points as a reward (multiplied by 1.x, where 'x' is the amount of points you had left when you entered the ring). This game will be updated every day at slowest and after everyone's finished posting at fastest. After you beat your opponent, you will gain 2 points every round until the stage is done.
There are five stats in the game: STR, DEX, AGI, INT, and Mana. STR is used for melee damage, DEX is used for accuracy with mundane weapons such as swords and bows, AGI is used for dodging and movement, and INT is used for casting and aiming magic. These stats get added onto rolls (1d10) when made to determine the outcome of a roll. Each spell costs mana to use. If you have insufficient mana, you cannot cast the spell.
Ranged attacks will come with a DC to determine whether the shot was a hit or a miss. For a bow and arrow or a fireball, a DC of 5 is needed, meaning that a total roll of 5 or greater is needed to hit. Ranged attacks can also be dodged and blocked (assuming a shield is used), unlike melee attacks. At close range, no DC is required for a ranged attack, though they can still be dodged and blocked with a shield.
During your turn, you can choose to dodge or parry attacks. Dodge checks are calculated using (roll+DEX(attacker)) vs (roll+AGI(defender)). If the defender's numbers came up higher than the attacker's, the attack does no damage. On a success, if the defender/attacker scored a crit success/fail or the difference in total roll is 10 or greater, the defender gets +3 to the roll of their next attack.
Parry checks are calculated using (roll+DEX) vs (roll+DEX). If the defence is successful, damage will be calculated with a (roll/3+STR) calculation in mind, as opposed to the normal (roll+STR). A successful defence with critical success/failure on the part of the defender/attacker and a difference of 10 or more will give the defender a +3 for their next attack.
you can buy whatever skill you can come up with. Just say that you want to buy something like "T1 Shields" and you'll get the skill 'T1 Shields' skill, which'll give you +1 to blocking or attacking with shields. A higher-tiered spell or skill requires the previous levels to have been bought, so you can't cast an Tier-3 fireball unless you bought Tier-1 and Tier-2 fireball first. Buying spells and skills isn't the only way of gaining them - they can also be gained by using their prerequisites on the battlefield. Spells can be used at a DC of 4 if they haven't been bought yet.
ShopSTR/DEX/AGI/INT - 12
Mana - 1
Short sword - 5
Spear - 5
Hammer - 5
Axe - 5
Bow - 5
S/M/L Shield (+1/3/5 to parry roll, -0/1/2 to AGI, +0/+1/+2 counter-attack requirements) - 5/10/15
Helmet - 8
Breastplate - 10
Vambraces - 5
Greaves - 5
(*Material multiplier costs - Leather (*1), Chainmail (*2), Plate (*3))
Tier 1 - 8
Tier 2 - 10
Tier 3 - 12
Tier 4 - 14
Tier 5 - 14
* = Applies to all tiers of the spell
^ = Applies to all equal and higher tiers of the spell
Fireball - A ball of fire that can be thrown. It's not very powerful but it's cheap to use.
T1 - Quarter as big as a head: 2 mana
T2 - Half-head, can double-cast at risk of self-damage (DC:3)*: 3 mana
T3 - Head-sized, reroll 1's at a -2 penalty*: 4 mana
T4 - Double-head, -1 mana cost for fireball*: 6 mana
T5 - Head-sized, explodes: 9 mana
Ice Spike - A series of 30cm-long spikes made of ice launched at the enemy. Each one is capable of going through a T1 fireball and cancelling out a T2 one.
T1 - 1 ice spike: 3 mana
T2 - 2 ice spikes, can add 1 normal ice spike for every 4 extra mana*: 6 mana
T3 - 3 ice spikes, reroll 1's at a -2 penalty*: 9 mana
T4 - 5 ice spikes: 12 mana
T5 - 2 large ice spikes (cancellable only by a T5 fireball): 16 mana
Ice Wall - A wall of ice crystals rising from the ground a few centimetres from the casting hand. The casting hand must touch the ground in order to work.
T1 - Chest-high wall made of crystals: 5 mana
T2 - Man-height wall made of crystals OR chest-high with solid ice (solid ice cancels up to a T1 bolt): 8 mana
T3 - Man-height wall made of solid ice, ranged cast*: 12 mana
T4 - Cancels T2 bolt: 17 mana
T5 - Cancels T3 bolt: 23 mana
Bolt - A lightning bolt shot out of a person's hand. It's powerful enough to go through ice spikes and it's difficult to dodge (defender's roll gets -2) but uses up a lot of mana. DC:4 or chance of self-damage on firing it (it'll still successfully fire). -1DC for every successive tier mastered (at T5 the DC for T1 is 0)
T1 - destroys 2 normal enemy projectiles near it: 6 mana
T2 - destroys 4 normal enemy projectiles near it^: 12 mana
T3 - can hit 1 other person near it^, reroll 1's at a -2 penalty*, cancels large ice spikes: 17 mana
T4 - can double-cast at DC+4*, breaks through large ice spikes^: 24 mana
T5 - hits whatever's behind the target as well, can hit 1 more person near it: 32 mana
More spells and equipment will become available on request, but only 1 request per person per stage and only after they've killed someone that stage, plus they still have to buy the thing.
Character sheetsName:
Gender:
STR: 0
DEX: 0
AGI: 0
INT: 0
Mana: 0/0
Points: 30
Items:
Skills:
Spells:
Name: John Green
Gender: Male
STR: 0
DEX: 0
AGI: 0
INT: 0
Mana: 7/7
Points: 0
Items:
Skills:
Spells:
Fireball - T0 (7/8)
Ice spike - T1 (8/10)
Name: Samantha Jones
Gender: Female
STR: 0
DEX: 0
AGI: 1
INT: 0
Mana: 0/0
Points: 0
Items:
Short sword
Small shield
Skills:
Short swords - T1 (0/15)
Spells:
Finally, since I'm pretty new to GMing, any and all feedback would be appreciated and welcome.
PlayersName: Vander
Gender: Male
STR: 0
DEX: 0
AGI: 0
INT: 0
Mana: 0/0
Points: 2
Items:
Axe
Greatshield
Skills:
T1 Axe
Spells:
Name: Delekates
Gender: Female
STR: 0
DEX: 0
AGI: 0
INT: 0
Mana: 6/6
Points: 1
Items:
Spear
Leather Breastplate
Skills:
None
Spells:
Ice Spike T1 (0/10)
Name: me
Gender: Male
STR: 0
DEX: 1
AGI: 0
INT: 0
Mana: 0/0
Points: 0
Items:
Small Shield
Short Sword
Skills: T1 Sword
Spells:
None
Name: Vaeran
Gender: Male
STR: 0
DEX: 0
AGI: 0
INT: 0
Mana: 0/0
Points: 2
Items:
Spear
Leather Breastplate
Leather Greaves
Skills:
Spears T1
Spells:
None