It's back after some tweaks.
Character Sheet of Haspen Arena Combatant:
Health: you die if it goes 0 or lower, you start with 25 of it
Race: you need to choose one
Equipment: You start with 8 Grade points. You can choose your stuff, look into the other spoiler for details! Weapon and Armor are required, the rest are optional. The maximum of items you can carry in equipment is 8; anything above this limit must be sold.
Traits: Up to 3 Traits, look below for details.
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Combat in 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 Arena:
First, before an Arena Fight begins, everyone has to choose their 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!
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The 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 50% more damage (rounded down) from Fire
[-FIR]: You receive 25% 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 Arena:
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].
Lizurd: Massive humanoids covered in thick scales. You start with 35 Health, gain [++FIR] and [+PSN], but suffer -1 to Evasion rolls.
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 Arena:
You pick up to 3 of these.
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): {39}
Accessories:
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.
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 10 Health and remove Poison, three times per Arena fight.
Pendant of Charged Iron: [++ELC], [-FIR], +5 Max Health.
Pendant of Charred Iron: [++FIR], [-ICE], +5 Max Health.
Pendant of Frozen Iron: [++ICE], [-ELC], +5 Max Health.
Raven Emblem: Each time you receive at least 6 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 3-5 [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 3-5 [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 3-5 [MAG] damage to a target of your choice, three times per Arena fight.
Woad: +1 Damage bonus with all weapons, -1 to Evasion rolls.
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] 2-5 damage, Wand accessories gain +1 to max damage.
Spiked Club: [PHS] 3-6 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] 0-10 damage.
Thunderspear: [ELC] 3-5 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 with this weapon.
Venom Knife: [PHS] 1-5 damage, Poison on Hit.
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MEDIUM GRADE EQUIPMENT (3 Grade Points cost): {42}
Accessories:
Ankh: Lowers all damage received by 1, +4 Max Health.
Black Rooster Emblem: Each time you receive at least 5 Damage, the Attacker receives 2 Damage.
Magnetic Belt: [+FIR], [+ICE], [+ELC], [+MAG], [-PHS]
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 Endurance: +7 Max Health.
Ring of the Eagle: +2 to Hit rolls with all weapons.
Ring of Mirko, the Blind Frostman: [+ICE], [+MAG], [+PSN], -1 to Hit rolls.
Ring of Quicksilver: +2 to Evasion rolls, -6 Max Health, cannot be unequipped/sold.
Ring with Amethyst: [++MAG].
Ring with Emerald: [++PSN].
Ring with Ruby: [++FIR].
Ring with Sapphire: [++ICE].
Ring with Topaz: [++ELC].
Saffron: You gain 1 Grade Point more from surviving Arena Fights.
Sandalwood Fan: [+MAG], +1 to Evasion rolls.
Steel Bracers: Lowers [PHS] damage by 3.
Wand of Thunderblasts: Instead of attacking, you can use this to deal 4-7 [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.
Oriental Clothing: +1 to Evasion rolls, +1 to Hit rolls with Bludgeons and Reachweapons.
Bludgeons:
Earthhammer: [PHS] 3-8 damage, lowers all damage received by 1.
Mage Scepter: [MAG] 3-6 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 with this weapon.
Winterstrike: [ICE] 3-7 damage.
Reachweapons:
Halberd: [PHS] 1-10 damage, +1 to Hit rolls with this weapon.
Jade Spear: [PHS] 3-8 damage, Poison on Hit.
Wyrmslayer: [PHS] 2-8 damage, [+ELC], [+FIR].
Shields:
Crystal Buckler: [+MAG], +1 to Evasion rolls.
Saint Macedon: +1 to Hit and Damage rolls with Reachweapons, +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): {44}
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.
Health Elixir: Instead of attacking, you can use this to restore 20 Health and remove Poison, three times per Arena fight.
Imperial Eagle Emblem: Each time you receive at least 4 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], +8 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], +2 to Damage with all Weapons
Ring of the Battlemaster: +1 to Damage with all Weapons, +2 to Hit and Evasion rolls.
Ring of the Yeti: [++ICE], [-FIR], +8 Max Health.
Tyrian Purple: You gain 2 Grade Points more from surviving Arena Fights and from killing enemies.
Wand of Blizzard: Instead of attacking, you can use this to deal 4-10 [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 5-9 [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 4-10 [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], +1 Max Health.
Mirror Armor: Lowers all damage received 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: 6-7 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] 4-8 damage, Wand accessories gain +2 to min and max damage.
Steel Mauler: [PHS] 5-12 damage.
Longblades:
Chrysanthemum: [PHS], 5-8 damage, [+FIR], [++PSN].
Cuirassier's Blade: [PHS] 4-8, +2 to Hit rolls with this weapon.
Steel Longsword: [PHS] 6-11 damage.
Venom Sword: [PHS] 3-9 damage, Poison on Hit.
Reachweapons:
Coral Trident: [PHS] 5-11 damage, [+ICE], [++PSN], [-ELC].
Dagger-Axe: [PHS] 4-10 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 with this weapon.
Khukri: [PHS], 5-8 damage, +1 to Hit and Evasion rolls vs Longblades and Shortblades.
Rainbow Knife: 5-8 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): {41}
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 Magister Aratash: [++ELC], [++ICE], +2 to Damage with all Weapons, +2 to Hit rolls.
Ring of the Flameeater: [+++FIR], +4 Max Health.
Ring of the Frosteater: [+++ICE], +4 Max Health.
Ring of the Manaeater: [+++MAG], +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 8-13 [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.
Lady Deevani's Battledress: [++PHS], [++MAG], +1 to Evasion rolls, 2 in 3 chance to bounce incoming enemy Wand attacks back to the user.
Mithril Chainmail: Lowers all damage received by 5.
Wind Cape: [+ELC], lowers all damage received by 2, +3 to Evasion rolls.
Bludgeons:
Fist of Entropy: 8-12 damage, each Hit uses a different type of Damage (randomly choosen between [PHS], [FIR], [ICE], [ELC] or [MAG]).
Mithril Mauler: [PHS] 7-14 damage, +1 to Hit rolls with this weapon.
Staff of the Archmagi: [MAG] 7-11 damage, Wand accessories gain +3 to min and max damage.
Southstar: [ICE] 9-15 damage.
Longblades:
Ion Blade: 7-14 damage, deals PHS or ELC damage depending on target's lower Resistance.
Helltongue: [FIR] 7-17 damage.
Mithril Longsword: [PHS] 8-13 damage, +1 to Hit rolls with this weapon.
Reachweapons:
Deathscythe: [PHS] 14-19 damage, wielder receives 4 Damage per Hit.
Gungnir: [ELC], 8-16 damage.
Mithril Lance: [PHS] 6-15 damage, +1 to Hit rolls with this weapon.
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: [+FIR], [+ICE], [+ELC], [++MAG], +3 to Evasion rolls.
Shortblades:
Blitzkrieg: [ELC] 3-9 damage, attacks 2 times.
Mithril Dagger: [PHS] 9-12 damage, +1 to Hit rolls with this weapon.
Wasp Sting: [PHS] 8-10 damage, Poison on Hit.
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