Hello, and welcome to a special Summersend Festival edition of the Arena! This game will try to be finished before the end of the festival, so it'll be simplified a little, meaning there will be no blocking or potions. If you're new, you can check out how past games have played at the
Arena subforum.
In this game, players will be allowed to create their own
teams of up to three members or go solo with a team of one. The last team standing will win the game. The winning team will receive
15 Tokens -- divided among its members -- which they can use to get free Steam keys! So the more teammates you have, the more likely you are to win (unless everyone else teams up on you for having a larger team), but also the fewer tokens you win.
Signups will stay open through Sunday, August 20.
The Rules
1. Before the game starts, players will sign up in this thread. Each player will choose a class and two of that class's abilities.
If you are creating a team (even if you're going it alone), also include a team color. If you want to join a team, you have to ask the founder of that team, and the founder will choose whether or not to accept.2. Each player will start with 40 health points. A player may not be healed over the 40 HP cap.
3. At the start of the match, the Host will perform a 1d20 roll for initiative for each player, determining the combat order for the first round. If there are equal initiative rolls, additional rolls will be used to determine who comes first. After the combat order is determined, the Host will post for all to see.
4. At this point, the Host will ask for all players to Personal Message them what their stances and actions will be like so: Stance, Action, Target (if applicable). The players will have roughly 24 hours to PM their action.
5. There are two stances: offensive and defensive. Stances are set/changed right before an action is performed and will stay the same until changed again before another action.
a. Offensive stance is the default stance and has no effect on damage given or received. Some abilities require one to be in offensive stance to perform.
b. Defensive stance reduces damage taken by 1d10. A player in defensive stance may attack, but their regular attack is a 1d20-10 roll. Negative damage is counted as a miss.
6. There are two basic actions: attack and use an ability. Only one action may be performed per turn.
a. The regular attack is a 1d20 roll, which the Host will perform.
c. Each class has a different special ability which only it can perform. Unless stated otherwise, each ability can only be performed once every three rounds, and each ability has a separate cooldown. For example, if a player uses one ability on round 1 and the other ability on round 2, they may use the abilities again on rounds 4 and 5, respectively. Passive abilities last until the player performs another action on the next round. Again, some abilities require one to be in offensive stance to perform.
7. If a player does not perform an action when they are capable of doing so, they will receive 1d5 damage. Each subsequent turn of inactivity will increase the die by 5, meaning the second turn would be 1d10, the third 1d15, etc.
8.
Each player’s action will literally occur in the combat order (unless affected by changed initiative from certain abilities). For example, if a Warrior is going to perform a Counterattack, but another player with a higher initiative attacks them first, then the Counterattack will not reduce any of that damage as the Warrior had not acted yet; however, if another player with a lower initiative attacks the Warrior, then the damage will be reduced as the Warrior had by then already acted.
9. The results of the round as well as the combat order for the next round (determined by new initiative rolls) will be posted by the Host at his discretion, though in a timely manner. The process will repeat until only one team remains.
Classes
There are 13 classes in this game. Abilities with an asterisk* must be performed in offensive stance. I created the classes myself, so if you have any feedback on their balance, please let me know.
Classes
Bard
Charm: The target cannot perform an action for two turns or until he takes damage.
Confuse: For the target's next two turns, their enemy targets are chosen at random among their enemies.
Fear: Decreases the target's offensive attacks/abilities on their next two turns by 5 damage.
Berzerker
Dodge: You have a 50% chance to not be affected by each action targeted at you for two turns.
*Rage: Deals 1d25 damage. Reduces initiative on next round by 5.
*Sprint Attack: Increases initiative by 10 and deals 1d22 damage to the target.
Cleric
Bless: Increases the target’s attacks/abilities on their next two turns by 5 damage.
Heal Other: Heals the target for 1d10 HP. It cannot be casted on oneself.
Resurrect: Brings a dead player back to life with 1d15 HP. May only be performed once every 5 turns.
Commander
*Call to Arms: For up to three targets, increases their next attacks/abilities by 4 damage each and increases their initiative on the next round by 5.
*Rally: For up to three targets, decreases their damage received from each attack/ability by 4 for one turn.
*Rout: For up to three targets, decreases their attacks/abilities by 4 damage each for one turn and decreases their initiative on the next round by 5.
Death Knight
*Cursed Blade: Deals 1d30 damage to target and 1d5 damage to self.
Sacrificial Healing: Heals the target for 1d15 HP, and deals 1d5 damage to self.
Unholy Wrath: Takes two turns. All damage you receive on the first turn, you deal to a single target on the second turn. Is not affected by target's defensive stance. Must be in offensive stance on second turn.
Druid
*Beast Form: Causes you to turn into a beast that may only perform regular attacks, which do 1d20+3 damage, and must stay in offensive stance. At the end of each turn, has a 50% chance to return to human form.
Call Wolf Companion: Calls a wolf companion for one turn. You may have the wolf attack a target for 1d22 damage, or you may use it to absorb up to 20 damage targeted at you.
*Leech Life: Deals 1d15 damage, and heals you 1d5 HP.
Mystic
Receives two random abilities at start. After the use of each ability, it is replaced with a new random ability. The two ability slots have separate cooldowns, and abilities will be given to the Mystic through PM.
Paladin
Holy Ward: Decreases the target’s damage received from each attack/ability by 3 for two turns.
Pray: Increases damage dealt and decreases damage received by 2 for two turns.
*Smite: Deals 1d25 damage if the target's last action dealt damage to another player. Deals 1d12 damage, otherwise.
Ranger
*Double Shot: Deals 1d10 damage to two targets.
*Precise Shot: Deals 1d15 damage and is not affected by the target’s defensive stance.
*Rapid Shot: Increases initiative by 10 and deals 1d20 damage. Increases initiative on next round by 10.
Rogue
Evade: You take no damage and are not affected by abilities.
Set Trap: Sets a trap that will deal 1d8+5 damage to the first enemy player to enter defensive stance and decreases their initiative by 5 on the next round. Is not affected by the trapped player's block or defensive stance. Acts like a separate entity from the Rogue, so is not affected by abilities that are dependent on or would affect the Rogue: e.g. Smite, Flame Cloak, Counterattack, Reflect, or damage-altering abilities.
*Sneak Attack: Deals 1d18+5 damage if the target's last action was an ability. Deals 1d10 damage, otherwise.
Sorcerer
*Acid Spray: Deals 1d15 damage, then on the next round deals 1d8 damage that is not affected by the target's defensive stance or ability.
Flame Cloak: Deals 1d20 damage to anyone who attacks you.
*Lightning Bolt: Deals 1d10+5 damage and has a 50% chance to deal 1d10 damage to a random enemy.
Warrior
Counterattack: Reduces damage taken by half. Deals 1d10 damage to anyone who damages you.
*Power Attack: Deals 1d23 damage.
*Whirlwind Attack: Choose an initiative value. Deals 1d10 damage to any enemies within 3 initiative of that value.
Wizard
Dispel: The target cannot use abilities for two turns.
Reflect: Any damage or abilities done to you, you do back.
Slow/Hasten: Decreases or increases target's initiative by 20 for one round, 10 for two rounds, or 5 for three rounds.
Application
Signups will stay open through Sunday, August 20.
Character Name:
Class:
Ability 1:
Ability 2:
Team Color: (leave blank if waiting to join and be accepted to someone else's team)