You are about to engage in a
brutal, winner-take-all fight to the death.
YOUR GOAL- to survive to the end of each round while accumulating the highest number of points. You receive
TEN points for each player you kill,
FIVE points for killing a monster or other NPC combatant, and
AN UNSPECIFIED NUMBER of points for achieving secondary objectives. The player who has the
MOST POINTS at the end of a round gets to choose the setting for the next round of combat. They also get to feel special.
DA RULESPlayers post actions, and their result is determined by rolling 1d6+mod against the following chart
0 and lower-
Oh wow- Your action fails to achieve the intended result, and your situation is made as bad as possible
1-
Critical Failure - Your action fails to achieve the intended results, and your situation is made worse by that failure
2-
Failure - Your action fails to achieve the intended result
3-
Partial Success - Your action succeeds, but not to the degree you would have wished
4-
Success - Your action achieves all intended results
5-
Critical Success- Your action results in the best possible outcome for you
6-
Overshoot- Your action succeeds, but the manner of that success also worsens your situation
7 and above-
Critical Overshoot- Your action succeeds, and the manner of that success causes the overall situation to worsen.
I reserve the right to declare actions
impossible and assess a -5 "Impossibility Modifier". This modifier may be reduced or negated if the action is sufficiently interesting/amusing. Some actions may not require any roll- some actions may be so complex as to necessitate multiple rolls. While I'm on the subject, I also reserve the right to be rude, crude, unsympathetic, surprisingly generous, and to
bold things at random.
Every turn is broken into
two phases. First, each
player's turn plays out in order of their roll, highest to lowest. Second is a
cleanup phase during which NPC's move, environmental effects occur, and so forth.
Each player has
10/10 hitpoints to start the round- items/effects may raise this maximum or heal damage taken during play. Players can accumulate new abilities or gain bonuses during the course of play, normally in the form of found
items. Each player begins play with setting-appropriate attire and
one random item.
When a player attacks another player, they each roll 1d6+mod. The
attacker's result - defender's result = damage dealt. If the attacker rolls a
1 on his attack roll, the defender receives a free
counterstrike. If the defender rolls a
1 on his dodge roll, then in addition to the damage dealt the defender
also suffers some kind of debuff (stabbed leg impairs movement, for example.)
If a player
dies, they are sent to the end of the waiting list, and the next player in line enters the arena. Their lifetime score is added to the Leaderboard- although points do not carry over between plays, their new character will receive as-yet
unspecified bonuses related to their score/rank on the Leaderboard. If you die due to unfortunate luck or blatant ganking, don't come crying to me- harden your hate into a weapon for your new character to wield. Players have 48 hours to post an action- if they fail to inform me of a planned absence, they do nothing for a turn. If this happens again next turn they
EXPLODE.
Each round has a
setting- the setting determines what items will appear, what weapons will be used, what powers are available, and other environmental quirks. The player who wins a round gets to decide what the next round's setting will be. The first setting will be a
HISTORICALLY INACCURATE ROMAN COLISEUM and last for
TEN TURNS.
Survive the wall o' text? Then sign up! Post a
NAME and I'll throw you on the waitlist- things should clip along nicely. If you're still debating whether to join, perhaps a glance at the hilarious deaths on the Leaderboard will sway you? The Rounds (and round summaries) are also linked below.