It's good that you're with us again, Yanlin. Point taken. You will now have 2 xp in defying gravity.
Alllso, after the fifth turn, I'll let the real arene stuff begin. Hooray!
Infodump coming up soon. Very soon.
Oookay- Info Dump about...
the JP system!
Basically, after turn five, every player will collect Judge Points or JP for selected actions. The who has the most JP at the end of the RTD (at least turn 60, if I manage to go that far) is going to win. The means of collecting JP are listed thusly:
Awesome/Cool Action - varies, between 1 and 5
Hilarious/Zany Action - varies, between 1 and 5
Kill other player - 3
Kill major NPC - 5
Kill minor NPC - 1
Do recommended action - varies, between 1 and 3
Being in the arene with incaptiated players - varies, between 1 and 5
However, there are also means of losing your precious JP:
Get Killed - lose half of your JP
Do forbidden action - varies, between 1 and 6
Be completely boring/uncool/not funny - varies, between 1 and 5
But, that's not all: You can also buy bonuses with your JP. This counts as your free action. One item at a time.
Failguard - 2 JP
Haste (acting before all other players) - 2 JP
Guaranteed 6 - 3 JP
Enhanced Failguard - 5 JP
New Ability - 6 JP
+1 on all your rolls this turn - 7 JP
Guaranteed 5 - 10 JP
Lastly, the laws. They encourage one thing and prohibit another, Final Fantasy Tactics Advanced style. I'm having a table of 36 things that can be encouraged or prohibited, but I'm just as likely to just make shit up. Die is rolled for the strictness of the law (influences JP amount gaint/lost). Laws are changed every 5 turns.
Be warned, our first arene has heavily-armored opponents and IS based off something... he he he.