I want to test out some new mechanics, and practicing writing some good ole' fashioned fight scenes, so this is the result.
For now, there is no objective beyond fighting and surviving. For each kill you "Level Up" and gain an ability of your choosing, per my discretion. This can be a standard Fireball Spell or a Super Jump or Mind Reading, whatever you want. For each Level Up, you can upgrade an existing ability or gain a new one.
When you kill someone, you gain Half of their Levels. When you die and respawn, you start at half of your Level at death, rounding down. You will lose half of your total ability points at random, so if you respawn after dying at Level 6, you come back at Level 3 with 3 total Ability Points.
Standard D10 used for rolls. You can attack up to twice per turn, so long as someone is in your range. (Attacking Die and Defending Die Referred to as AD and DD respectively, henceforth.) If AD > DD, the attack is successful, and damage is dealt based upon the difference in the rolls as well as all the other factors in the fight: cover, armor, and so on. If AD < or = to DD, the attack fails. If AD < DD by a margin of 5, the defender counter attacks. (Ex. AA of 3 vs. DD of 8, Defender counter attacks.) Counter Attacks are not be re-countered.
Surprise Attacks, are possible, in which you PM me something you want to launch unexpectedly the next turn, which remains unannounced until it unfolds the next turn. When you perform a Surprise Attack, you must succeed on a Stealth Roll against an opposing Perception Roll. If you succeed, the Surprise Attack occurs as planned. If the opposing Perception Roll is higher, your opponent gets a free Counter Attack. If both rolls are equal, no Surprise Attack occurs. This is to ensure that Surprise Attacks are powerful, but are not an ability that can be abused, which I have seen plague other arena games.
Numbers next to Status Effect denote how many turns the effect lasts for.
Once the number for Bleed-Out reaches 0, your character dies. The more bleeding wounds a character has, the faster the Bleed-Out process becomes. Several seemingly minor bleeding wounds, for example, can end up becoming a life threatening ailment.
Pain will be another common status effect. It confers harsh general penalties to rolls but usually lasts only one or two turns, outside of severe cases.
Unconscious characters can not roll for Defense, and can only attempt to wake up. They are at the mercy of their attackers until they regain consciousness, and can only hope their assailants are incompetent or get distracted.
Creative fighting is not mandatory, but it is encouraged.
Feedback is also encouraged, and the game will likely evolve over time.
Each fighter spawns in as a regular human in a shirt and pants with one starting item.
NPCs behave similarly to the Players, each having a unique name, inventory, and set of Abilities. NPCs do not have the goal of fighting everyone they see in an attempt to gain Levels, as they do not gain Levels for killing Players or each other. They do have varying personalities, so some might attempt to befriend players, others will tend to themselves, and others will try and stab the Players in the face whether it's for insanity or sport. The Level and Inventory of an NPC is always available, and Kill Absorption rules apply to them. The abilities of NPCs remain hidden until they are activate,d but the Level of their various abilities, as well as their total number of abilities, is always available.
Have fun!
Character Sheet:
Name:
Level: 0
Status: Normal
Inventory: Choose one to start with - Switchblade OR Pepper Spray OR Folding Baton
Abilities: (Blank to start with)
Player List:
1. AoshimaMichio - Lalli
2. Sl4cker - A. Bell Adams
3. FallacyofUrist - Timothy
4. NRDL - Nix
5. Strider03 - Cal Ericson
6. TheBiggerFish - Leroy Jenkins
7. Yottawhat - Wily Wilson
8. S34N1C - John Shepard
Waitlist:
1. Greatness942 - Ray McCoy
2. mastahcheese - Chris
3. BlitzDungeoneer - Oldguy McGee
4. ironsnake345 - Cran
5. OceanSoul - Kiln Smash
6. Failbird