Yeah. I've got two other games running at the moment, but this shouldn't be too much work- it's comparable to a minimalist in the number of rolls required.
Remind me about this later when Murphy wrecks my plans.
Anyway... 8 players, two person matches. Last one left is the winner. Pretty simple.
So...
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Name: Do I need to explain this?
Gender: If I need to explain this I shouldn't be on these forums.
Age:... a number between 14 and 1440.
Appearance(optional): Self explanatory.
Backstory(optional): Like so.
~~
The more important bit is the
Body Stats: 3 points to distribute.
Stronga: Is your number that boosts lifting things, hitting things, and throwing things and whatnot.
Tougha: Is your number that boosts surviving things that hit you.
Quicka: Dodging, initiative.
(for body stats, 0 is -1 malus, 1 is zero, 2 is +1, 3 is +2)
Mind Stats: 5 points to distribute.
Zappidy: Bonus to spell potency.
Willpower: Bonus to resist magics that aren't as physical- mind control and shapeshifting and the like.
Awkwardness: The level at which you were socially awkward before joining the tournament. Naturally, the lack of a social life means you've spent more time practicing magic.
Memories: How many spells you get. Each point of this is another spell you start with. No matter how many points you put into this, you always get one free spell.
(these ones are straight bonuses)
I'm going to take a hint from the Drunk Wizards game I read earlier for my mana system, and magic and whatnot.
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Each match is a 1v1. You win a match by killing the other player. After winning you can select one of the other player's spells and add it to your Memory, or gain one Body Stat point of your choice, or refresh your Soberness.
The Arena? I'll determine something or other.
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Soberness? Oh that's right. All players start with 10 Mana that is drained by casting spells, the amount of Mana drained depends on the spell's word number, and if the spell is extremely potent. There is no passive Mana regeneration. Instead of Mana regen, you simply refill your Mana pool completely by chugging a bottle of some sort of alcohol. This naturally gives you a semi-perminant -1 to Awkwardness and +1 to Zappidy, until you choose to refresh your Soberness after winning a match.
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So... what spells do you get? Whatever you want. Each spell you choose for your Memory stat plus your free spell at the beginning is made up of at least two words but no more than five. I interpret the words you put in.
For example: Fire Ball Gatling might shoot a rapid fire blast of fire balls, or it might create a spherical gatling gun made of fire. Such failures are less likely if the spell is less powerful or if you get a good Awkwardness roll. Awkwardness is how well your spell works, Zappidy is how powerful it is.
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On the subject of modifiers... especially complex or powerful spells... for instance Drake's Transform Self into Apex Dragon spell, additional mana cost will be imposed. Also, if you cast a spell more than once a turn, each additional casting will receive a -1 stacking malus.
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Of course, this means you also need a
Spell One(words)
Then add Spell Number(words) until you have more spells than your Memory points +1.
Does anything else need explaining? In other words, do you have any questions?
Also, arenas:
1: Dwarf Fortress
2: Space Station
3: Jungle Rumble
4: The Warrens of Oric the Awesome
5: Ye Olde Potion Shoppe
6: Disco Death Night
NULL: Obsidian Sky Disk(used for sample matches and off-tourney duels)
NULL: ? What is to come for the final battle?