Character Sheet of Yes Arena Combatant:
Health: Yes, you die if it goes 0 or lower, you start with 25 of it
Race: Yes, you need to choose one
Equipment: You start with 8 Grade points. Yes, you can choose your stuff, look into the other spoiler for details! Weapon and Armor are required, the rest (Shield and up to 3 Accessories) are optional.
Traits: Up to 3 Yes Traits, look below for details.
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Combat in Yes Arena:
Attacker uses a d10 for Hit roll, Defender uses a d6 for Evasion roll.
If Hit > Evasion, Defender is hit and receives damage.
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Order of Turns on Yes Arena:
First, before an Arena Fight begins, everyone has to choose then loadout from the Equipment they have: a Weapon, an Armor, and optionally also a Shield, or 2nd Weapon, and up to 2 Accessories.
The rest remains in their inventory but is not accessible until the end of the current Arena Fight.
Everyone posts their targets, then GM resolves the duels by the order in which they were posted. If no one is killed, the fight contines on.
If someone is killed, they're removed from the Arena. Everyone gains 2 Grade Points, and the person who killed the removed player gains extra 2 Grade Points.
Between Arena fights, everyone is healed to full Health, and can spend Grade Points to buy new items and sell the ones they don't want (receiving 1 Grade Point less than they cost (toss that Low grade crap to trash can!)).
Also, the Wheel of Fortune shall spin, and one lucky player will have a chance to get something very nice! Read below for exciting details!
This continues until the Final Duel, between the two remaining players. The player who wins gains immortal glory - and is allowed to design an Item!
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The Yes Arena's Wheel of Fortune:
Congratulations! You have been choosen by Wheel of Fortune to spin the Wheel of Fortune!
You can back away from it, but why would you? Just bet an item and spin the Wheel to receive a randomly choosen item of higher grade!
For example, if you bet a Low Grade Item, the Wheel will spin for 1 random item from Medium Grade Item category just for you! Ain't this cool, huh!?
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Damage Types and Resistances:
Each weapon has a Damage type, expressed as three-letter combination in a square bracket. Through various means, you can obtain Resistances to these (or even Weaknesses!)
There are 5 damage types: Physical [PHS], Electrical [ELC], Fire [FIR], Ice [ICE] and Magical [MAG]. Resistances and Weaknesses can cancel each other out, but do not stack (so 2 items with [+ICE] modifier won't net you 50% resistance to Ice damage).
Resistances and Weaknesses use + and - to indicate their level:
[--FIR]: You receive 2x more damage from Fire!
[-FIR]: You receive 50% more damage (rounded down) from Fire
[+FIR]: You receive 25% damage less (rounded down) from Fire; (the lowest possible here is 1)
[++FIR]: You receive 50% damage less (rounded down) from Fire; (the lowest possible here is 1)
[+++FIR]: You receive no damage from Fire at all!
There is also Poison status; there's no Weakness to it, and Resistance has only 2 levels to it.
none: You receive 1-5 damage per Turn from Poison
[+PSN]: You receive 1 damage per Turn from Poison
[++PSN]: You don't receive Poison damage at all!
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Races of Yes:
Adorfin: Stout beings that are known as tough warriors and great artificers. You start with 35 Health, and with 2 extra Grade points than others.
Demoniac: Blood of otherworldly beings course in their veins. You start with 30 Health, gain [+FIR], and +1 to Evasion rolls.
Falcor: Bird beastmen with innate hunting skills and graceful speed. You gain +2 to Hit rolls and +2 to Evasion rolls.
Hartling: A race of small persons with very fast feet and peculiar traits. Your Evasion roll uses d10 instead of d6, and you gain [+MAG].
Morlak: Toad humanoids, renowned for their endurance. You start with 30 Health, and gain [++PSN].
Ograh: Large guys with strength and endurance surpassing all others. You start with 40 Health, and deal 1 Damage extra with all weapons.
Terran: Hairless humanoids of many skin and eye colors, they accumulate wealth and knowledge very fast. +1 Grade Point for surviving Arena Fights.
Werwulf: A grotesque, cursed being with thick fur and resistance to most metals. You gain [+ICE] and [+PHS].
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Traits of Yes:
You pick up to 3 of these by scribbling a 'Yes' next to them on your character sheet.
Ambidextrous: You can forsake a Shield to take 2nd Weapon; you attack with both at once, each having its own Hit roll.
Bludgeons: You gain +1 Hit and +1 Damage bonus with Bludgeons.
Fleetfooted: You gain +1 to Evasion rolls.
Healthy: You start with 5 extra Health.
Longblades: You gain +1 Hit and +1 Damage bonus with Longblades.
Reachweapons: You gain +1 Hit and +1 Damage bonus with Reachweapons.
Shieldwielder: You get +1 extra Evasion when wielding a Shield.
Shortblades: You gain +1 Hit and +1 Damage bonus with Shortblades.
Strongarm: You deal +1 Damage with all weapons.
Talented: You gain +1 Grade point per survived Arena.
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LOW GRADE EQUIPMENT (1 Grade Point cost): {41}
Accessories:
Blooddrinker's Glove: Whenever you deal at least 6 Damage, and if you're wounded, you regain 2 Health.
Bracelet of Jewels: 2 in 3 chance to bounce incoming enemy Wand attacks back to the user.
Bronze Bracers: Lowers [PHS] damage by 2.
Cinnabar: You gain 1 Grade Point more from killing enemies.
Glass Orb: [+FIR], [+ICE], [+ELC], -2 to Evasion rolls, cannot be unequipped/sold.
Flintlock Pistol: Instead of attacking, you can use this to deal 4-9 [PHS] Damage to a target of your choice, once per Arena fight.
Health Armlet: At end of each Turn, if you're wounded, you recover 1 Health.
Health Potion: Instead of attacking, you can use this to restore 15 Health and remove Poison, once per Arena fight.
Pendant of Charged Iron: [++ELC], [-FIR], -2 Max Health.
Pendant of Charred Iron: [++FIR], [-ICE], -2 Max Health.
Pendant of Frozen Iron: [++ICE], [-ELC], -2 Max Health.
Raven Emblem: Each time you receive at least 5 Damage, the Attacker receives 1 Damage.
Ring of Danger: [-PHS], +2 Damage bonus with all weapons, cannot be unequipped/sold.
Ring of Elecres: [+ELC].
Ring of the Falcon: +1 to Hit rolls with all weapons.
Ring of Fireres: [+FIR].
Ring of the Fish: [+MAG][+PHS][+FIR][-ELC][-ICE], cannot be unequipped/sold.
Ring of Iceres: [+ICE].
Ring of Magres: [+MAG].
Ring of Poisres: [+PSN].
Wand of Firebolts: Instead of attacking, you can use this to deal 2-4 [FIR] damage to a target of your choice, three times per Arena fight.
Wand of Icicles: Instead of attacking, you can use this to deal 2-4 [ICE] damage to a target of your choice, three times per Arena fight.
Wand of Missiles: Instead of attacking, you can use this to deal 2-4 [MAG] damage to a target of your choice, three times per Arena fight.
Armors:
Cuirass: Lowers [PHS] damage by 2.
Leather Armor: Lowers all damage received by 1.
Long Cape: +1 to Evasion rolls.
Trickster's Robe: Your weapons deal [MAG] Damage if your target has any sort of Resistance to their default Damage type.
Bludgeons:
Apprentice's Stick: [MAG] 2-4 damage, Wand accessories gain +1 to max damage.
Spiked Club: [PHS] 3-7 damage.
Torch: [FIR] 3-5 damage.
Woodstaff: [PHS] 3-4 damage, +1 to Evasion rolls.
Longblades:
Icicle: [ICE] 2-6 damage.
Longsword: [PHS] 1-8 damage.
Reachweapons:
Iron Lance: [PHS] 2-7 damage.
Gambler's Pitchfork: [PHS] 0-9 damage.
Thunderspear: [ELC] 2-5 damage.
Shields:
Steel Buckler: +1 to Evasion rolls.
Wooden Wristshield: +2 to Evasion rolls, [-FIR].
Shortblades:
Parrying Knife: [PHS] 1-5 damage, +1 to Evasion rolls vs Longblades and Shortblades.
Stiletto: [PHS] 1-6 damage, +1 to Hit rolls.
Venom Knife: [PHS] 1-5 damage, Poison on Hit.
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MEDIUM GRADE EQUIPMENT (3 Grade Points cost): {48}
Accessories:
Ankh: Lowers all damage received by 1, +4 Max Health.
Black Rooster Emblem: Each time you receive at least 4 Damage, the Attacker receives 2 Damage.
Bracelet of Lady Tahinya: [+PSN], +2 to Hit rolls with Bludgeons.
Fur-trimmed Shapka: Lowers all damage received by 1, +1 to Evasion rolls.
Grenade Pack: Instead of attacking, you can use this to deal 2-7 [PHS] damage to a target of your choice, three times per Arena fight.
Health Elixir: Instead of attacking, you can use this to restore 25 Health and remove Poison, once per Arena fight.
Magnetic Belt: [+FIR], [+ICE], [-ELC]
Necklace of Health: At end of each Turn, if you're wounded, you recover 2 Health.
Ring of Cobra: Your weapon(s) also Poison on Hit.
Ring of Elecimun: [++ELC].
Ring of Endurance: +7 Max Health.
Ring of the Eagle: +2 to Hit rolls with all weapons.
Ring of Fireimun: [++FIR].
Ring of Iceimun: [++ICE].
Ring of Magimun: [++MAG].
Ring of Mirko, the Blind Frostman: [+ICE], [+MAG], -1 to Hit rolls.
Ring of Poisimun: [++PSN].
Ring of Quicksilver: +2 to Evasion rolls, -6 Max Health, cannot be unequipped/sold.
Saffron: You gain 1 Grade Point more from surviving Arena Fights.
Steel Bracers: Lowers [PHS] damage by 3.
Wand of Thunderblasts: Instead of attacking, you can use this to deal 2-6 [ELC] damage to a target of your choice, three times per Arena fight.
Wand of Venom: Instead of attacking, you can use this to Poison a target of your choice, three times per Arena fight.
Armors:
Ceramic Armor: [++ELC], lowers all damage received by 2, -1 to Evasion rolls.
Chainmail: Lowers all damage received by 1 and [PHS] by another 2.
Fencer's Shirt: +1 to Evasion rolls, +1 to Hit rolls with Longblades and Shortblades.
Fur-trimmed Coat: Lowers [PHS] damage by 2, +2 to Evasion rolls.
Oriental Clothing: +1 to Evasion rolls, +1 to Hit rolls with Bludgeons and Reachweapons.
Bludgeons:
Earthhammer: [PHS] 4-8 damage, lowers all damage received by 1.
Mage Scepter: [MAG] 3-5 damage, Wand accessories gain +1 to min and max damage.
Quarterstaff: [PHS] 4-5 damage, +2 to Evasion rolls.
War Flail: [PHS] 4-9 damage.
Longblades:
Claymore: [PHS] 4-12 damage, -1 to Evasion rolls.
Crafted Sword: [PHS] 4-9 damage.
Energyblade: [ELC] 2-8 damage.
Sabre: [PHS] 2-8, +1 to Hit rolls.
Winterstrike: [ICE] 3-7 damage.
Reachweapons:
Halberd: [PHS] 3-10 damage, +1 to Hit rolls.
Wyrmslayer: [PHS] 2-8 damage, [+ELC]
Shields:
Crystal Buckler: [+MAG], +1 to Evasion rolls.
Spiky Buckler: +1 to Evasion rolls, your Attacker receives 1 Damage on your successful Evasion
Steel Shield: +2 to Evasion rolls.
Shortblades:
Deathknife: [PHS] 5-9 damage, wielder receives 1 Damage per Hit.
Rapidfire: [FIR] 1-6 damage, attacks 2 times.
Phase Dagger: [PHS] 1-6 damage, negates all levels of [PHS] Resistance.
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HIGH GRADE EQUIPMENT (6 Grade Point cost): {45}
Accessories:
Berserker's Charm: [-PHS], +4 Damage bonus with all weapons, +2 to Hit rolls, -2 to Evasion rolls, cannot be unequipped/sold.
Crown of Regeneration: At end of each Turn, if you're wounded, you recover 3 Health.
Crown of Health: +13 Max Health.
Imperial Eagle Emblem: Each time you receive at least 3 Damage, the Attacker receives 3 Damage.
Mithril Bracers: Lowers all damage received by 1 and [PHS] by another 3.
Onyx Torc: [+FIR], [+MAG], [+PSN].
Ring of the Drake: [++FIR], [-ICE], +2 Max Health.
Ring of Inevitability: Resistances of your enemies are lowered by 2 points when you attack them.
Ring of Nullification: Enemy weapons always deal [PHS] damage to you, no matter their default damage type.
Ring of the Owl: +3 to Hit rolls with all weapons.
Ring of Solid Iron: [++PHS], [--ELC]
Ring of the Warlord: +1 to Damage with all Weapons, +2 to Hit and Evasion rolls.
Ring of the Yeti: [++ICE], [-FIR], +2 Max Health.
Royal Army Musket: Instead of attacking, you can use this to deal 14-19 [PHS] Damage to a target of your choice, once per Arena fight. -1 to Evasion rolls.
Tyrian Purple: You gain 2 Grade Points more from surviving Arena Fights and killing enemies.
Vampiric Gauntlet: +1 Damage bonus with all weapons, whenever you deal at least 6 Damage, and if you're wounded, you regain 3 Health.
Wand of Blizzard: Instead of attacking, you can use this to deal 3-9 [ICE] damage to a target of your choice, three times per Arena fight.
Wand of Energy Missile: Instead of attacking, you can use this to deal 4-8 [MAG] damage to a target of your choice, three times per Arena fight.
Wand of Inferno: Instead of attacking, you can use this to deal 3-9 [FIR] damage to a target of your choice, three times per Arena fight.
Armors:
Firethread Cloak: [++FIR], lowers all damage received by 1, +1 to Evasion rolls.
Icescale Cloak: [++ICE], lowers all damage received by 1 and [PHS] by another 2.
Magic Cuirass of Mediocrity: [+FIR], [+ICE], [+PHS], [+ELC], [+PSN], [+MAG], lowers all damage received by 1, +1 Max Health.
Mirror Armor: Lowers all damage by 2, 2 in 3 chance to bounce incoming enemy Wand attacks back to the user.
Plate Mail: [+PHS], lowers all damage received by 3, -1 to Evasion rolls.
Titan's Tunic: Lowers all damage received by 1, +4 Damage with Bludgeons, +9 Max Health.
Bludgeons:
Elemental Staff: 6-8 damage, each Hit uses a different type of Damage (randomly choosen between [FIR], [ICE] or [ELC]).
Fireball: [FIR] 6-9 damage.
Sage's Staff: [MAG] 4-7 damage, Wand accessories gain +1 to min and max damage.
Steel Mauler: [PHS] 5-12 damage.
Longblades:
Chrysanthemum: [PHS], 5-7 damage, [+FIR], [++PSN].
Cuirassier's Blade: [PHS] 4-10, +2 to Hit rolls.
Steel Longsword: [PHS] 6-11 damage.
Venom Sword: [PHS] 3-9 damage, Poison on Hit.
Reachweapons:
Coral Trident: [PHS] 4-11 damage, [+ICE], [++PSN], [-ELC].
Dagger-Axe: [PHS] 2-10 damage, +1 to Evasion rolls vs Longblades and Reachweapons.
Magic Lance: [MAG] 4-10, [++MAG].
Phase Spear: [PHS] 3-8 damage, negates all levels of [PHS] Resistance.
Steel Lance: [PHS] 4-13 damage.
Shields:
Emerald Shield: [++PSN], +2 to Evasion rolls.
Pavise: +4 to Evasion rolls, -1 to Hit rolls.
Tower Shield: +3 to Evasion rolls.
Shortblades:
Arctic Shard: [ICE] 4-7 damage, +2 to Hit rolls.
Khukri: [PHS], 5-8 damage, +1 to Hit and Evasion rolls vs Longblades/Shortblades.
Rainbow Knife: 5-7 damage, each Hit uses a different type of Damage (randomly choosen between [FIR], [ICE] or [ELC]).
Steel Dagger: [PHS] 7-10 damage.
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MASTER GRADE EQUIPMENT (9 Grade Point cost): {34}
Accessories:
Bracers of Armageddon: +9 to Damage with [PHS] Weapons, +5 with all other Weapons, increases all damage received by 1.
Chain of Sadomassis IV, Grand Duke of Paine: [++PSN], +3 Damage bonus with Bludgeons and Shortblades, +1 to Hit rolls, increases all damage received by 1, +5 Max Health.
Femur of Axaqathvar, Demon Prince of Friga: [++ICE], [++PHS], [-FIR], +10 Max Health.
Jewelled Pendant with Moon and Rusalka: [++MAG], [++PSN], [++ICE], +1 to Evasion rolls, +5 Max Health.
Necklace of Eternity: +22 Max Health.
Necklace of Queen Barathanna: [+++ELC], [++MAG], at end of each Turn, if you're wounded, you recover 2 Health.
Ring of Assassins: +3 to Hit rolls, your weapon(s) also Poison on Hit.
Ring of Demigods: [+++PHS], +4 Max Health.
Ring of Master Aratash: [+ELC], +3 to Damage with all Weapons, +3 to Hit rolls.
Ring of the Flameeater: [+++FIR], +4 Max Health.
Ring of the Frosteater: [+++ICE], +4 Max Health.
Ring of Shadows: +3 to Evasion Rolls, 2 in 3 chance to bounce incoming enemy Wand attacks back to the user.
Ring of the Thundereater: [+++ELC], +4 Max Health.
Wand of Heavenly Destruction: Instead of attacking, you can use this to deal 7-11 [ELC] damage to a target of your choice, three times per Arena fight.
Armors:
Armor of Palatinius: [+PHS], [+PSN], [++MAG], lowers all damage received by 3.
Dragonscale Mail: [++FIR], lowers all damage received by 4.
Mithril Chainmail: Lowers all damage received by 5.
Musketeer's Coat: Lowers all damage received by 2, +2 to Damage and Hit rolls with Longblades, +2 to Evasion rolls.
Sir Cherko's Cape of Luck: +2 to Damage rolls with all weapons, +2 to Hit rolls, +2 to Evasion rolls.
Wind Cape: [+ELC], lowers all damage received by 2, +3 to Evasion rolls.
Bludgeons:
Mithril Mauler: [PHS] 7-14 damage, +1 to Hit rolls.
Staff of the Archmagi: [MAG] 7-10 damage, Wand accessories gain +2 to min and max damage.
Southstar: [ICE] 9-15 damage.
Longblades:
Ion Blade: 7-14 damage, deals PHS or MAG damage depending on target's lower Resistance.
Helltongue: [FIR] 7-17 damage.
Mithril Longsword: [PHS] 8-13 damage, +1 to Hit rolls.
Reachweapons:
Deathscythe: [PHS] 14-19 damage, wielder receives 4 Damage per Hit.
Gungnir: [ELC], 8-16 damage.
Master Staff: [PHS] 7-9 damage, +2 to Hit and Evasion rolls.
Mithril Lance: [PHS] 6-15 damage, +1 to Hit rolls.
Shields:
The Arctic Emperor: [+++ICE], +4 to Evasion rolls.
Electron Matrix: [++ELC], +3 to Evasion rolls, your Attacker receives 3 Damage on your successful Evasion.
Orichalcum Shield: [+ELC], [+FIR], [+ICE], [++MAG], +3 to Evasion rolls.
Shortblades:
Mithril Dagger: [PHS] 9-12 damage, +1 to Hit rolls.
Wasp Sting: [PHS] 8-10 damage, Poison on Hit.