ROUND TWO- WELCOME TO HELL!Before you lies the Arena- a great metal disk seemingly poised on the brink of oblivion, perched atop a tall metal spike above a magma sea. This disk is
much larger than the previous arena, and has
location-specific effects related to the numerous magical runes inscribed on the surface. As a result, there are now
MOVEMENT RULES.
BEHOLD!Your character can perform actions or attack any enemy in your current zone, same as normal. You can move to any adjacent zone and attack, but you will suffer a
-1 movement penalty for the movement. You may
attempt to move through two or more zones in one turn- your success will be determined by a standard RTD roll, and you will likely suffer additional penalties to further actions.
As far as
EQUIPMENT is concerned, everybody starts with a
basic magical attack spell (basically this round's dagger, but you can't be disarmed of it) and some tattered garments. In addition, you get to choose
ONE extra piece of equipment from the list below. Sinpwn gets to choose first as overall points leader, and Micelus gets to choose second- after that it's first come first served. You may make a conditional list (First choice, second choice, third, etc) if you wish.
Scroll of Teleport- Selecting this scroll will add the Teleport Spell to your abilities list. Teleport allows you to teleport anything you wish wherever you wish,
provided it is on the surface of the disk. No teleporting off the edge, or fifty feet in the air. Casting this spell requires you to make a standard RTD roll to determine success.
Greataxe- This large, cruelly hooked axe is good for
+1 to attack rolls. It is also inscribed with magical runes that provide an additional +1 against demons, imps, and all manner of hellspawn.
Swordchucks- A pair of scimitars tied together with steel chains, this ridiculously unsafe weapon grants a
+2 on attack rolls, but when rolling a
1 while wielding them you attack
yourself in
addition to provoking a counterstrike.
Scythe- This long-handled implement of death allows you to make a
trip attack without penalty (normally -2). If a trip attack hits, the opponent suffers a -2 to dodge rolls until the end of the turn.
Poisoned Dagger- This long bladed dagger is coated with a nasty poison. A player who is struck by these daggers becomes
poisoned. At the start of every turn, a poisoned player makes a dodge roll against the poison- 1-2 deals damage, 3 avoids damage but incurs brief attack penalty, 4 avoids damage, 5 cures poison status and 6 cures poison but incurs brief dodge penalty.
Musket- This crude Musket comes with ten musket balls and a pouch of gunpowder. Firing the Musket is a
ranged attack, meaning the wielder is immune to counterstrikes and can attack any player on the disk without penalty. The Musket grants
+1 on attack rolls, but reloading is a time-consuming process that counts as an attack for Multiattack penalties and whatnot.