Welcome to the fourth game of the Arena! As voted by you, the players, this game will be Team Players vs. Monsters, meaning players will group into teams to combat waves of beasts controlled by the Holy Triumvirate of Chance: Lord RNGesus, Lady Luck, and Miss Fortune. I, as the Host, will merely be their instrument, performing the actions they speak. All selections, actions, and targets of enemy beasts will be determined through the roll of the dice. Beasts come in waves, and at the end of each wave, players have a chance to receive potions.
Please read through the rules even if you have already played before as there have been a few changes, most importantly:Post your actions in this thread rather than PM them to me. You're not fighting each other, so it doesn't matter if you see what each other are doing.
You may no longer perform regular attacks in defensive stance.
Potions and the Alchemist class are back. You may scavenge unused potions from dead players.
Blocking is back. You may not block two turns in a row.
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 new team, also include a team color. If you want to join an existing team, ask the founder of that team, and they'll have to confirm to accept. You may instead choose to not join a team, then I'll group up the leftovers after signups close.
2. Spectators may place bets on players at this point like so:
Team Name: Wager. Please open an account at the Bank before betting. When the application period is concluded, all bets will be locked in.
3. Each player will start with 40 health points.
A player may not be healed over the 40 HP cap.4. At the start of the match, the Host will perform a 1d20 roll for initiative for each player and a roll for each beast depending on their agility, 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.
5. At this point, the Host will ask for all players to post what their stances and actions will be like so:
Stance, Action, Target (if applicable), Potion Action (if applicable). Players will have roughly 48 hours at the start of each round to post their actions. Each player will start in the stance they post for the first round.
6.
Each player’s action will literally occur in the combat order (unless affected by changed initiative from certain abilities or the agility potion). For example, if a player is going to perform a block, but another player with a higher initiative attacks them first, then the block will not reduce any of that damage as the blocking player had not acted yet; however, if another player with a lower initiative attacks the blocking player, then the damage will be reduced as the block had by then already been performed.
7. 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.
Regular attacks and some abilities require players to be in offensive stance to perform. b. Defensive stance reduces damage taken by 1d10.
Blocking requires players to be in defensive stance to perform.8. There are four basic actions: attack, block, use an ability, and scavenge potions. Only one action may be performed per turn.
a. The regular attack is a 1d20 roll, which the Host will perform.
Regular attacks can only be performed while in offensive stance. b. Blocking reduces all damage targeted at the player by half (rounded down). Blocking will last until another action is performed on the next round.
Blocking can only be performed while in defensive stance. Players may not block two rounds in a row. 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.
d. Scavenging potions allows a player to collect all unused potions from a single dead player target.
9. There are five types of potions: health, strength, defense, agility, and luck.
Players may only hold up to two potions at once. At the end of each wave, each player who has an empty potion slot has a 1 in 3 chance to receive either an HP potion, a random non-HP potion, or nothing. a. The health potion heals the player for 5 HP.
b. The strength potion increases the player's next attack by 5 damage.
c. The defense potion decreases the player's damage received from each attack for one turn by 2 damage.
d. The agility potion increases the player's initiative by 10.
Note: this may change the player's place in the combat order. e. The luck potion allows for a reroll for a specified action, and the higher roll is used.
10. Potion actions may be performed separately from the regular actions (attack/block/ability/scavenge). They are performed immediately before the regular actions. There are two basic potion actions: consume potion and pass potion. Only one potion action may be performed per turn.
a. Consuming a potion immediately gives the player the benefits of the potion, which lasts one turn.
b. Passing a potion allows a player to pass a single potion to another player as long as the receiving player has an empty potion slot. The receiving player may consume the received potion as soon as their next turn. This means if a player passes a potion to another player with a lower initiative, the receiving player may consume the potion on that same round. Note: because agility potions affect the combat order but actions occur in the combat order, if a lower-initiative player consumes an agility potion on the same round they were passed it, it will not able to increase their initiative higher than the player who passed them the potion.
11.
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.
12. 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.
13. At the end of the battle, the winning team will receive their prizes, and the betting spectators will either gain or lose credits depending on their wagers. This will all be recorded in a post at the Bank, and the relevant Bank accounts will be updated.
Classes
There are 14 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
Alchemist
The Alchemist can only give potions to players who have an empty potion spot, and he may also keep them for himself if he has empty potion spots.
Make Health Potion: Creates a health potion. May be used once every four turns.
Make Strength/Defense/Agility/Luck Potion: Creates a strength/defense/agility/luck potion of the Alchemist's choice. May be used once every two turns.
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 targets are chosen at random.
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 your 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.
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 initiatives 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 next attacks/abilities by 4 damage each and decreases their initiatives 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. May attack on the same turn that you transform. You cannot control when you return to human form, but at the end of each turn, has a 50% chance to automatically 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 reduces the target's initiative by 10.
*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: Choose an initiative value. Sets a trap that is triggered by the first enemy that rolls within one point of that initiative value, dealing 1d8+5 damage and preventing them from performing an action. Acts as a separate entity from the Rogue, so is not affected by damage-altering abilities.
*Sneak Attack: Deals 1d18+5 damage if you were not targeted on your last turn. 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
Fortify Willpower: Reduces the current cooldown for a specified ability of the target by 2 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.
Beasts
Beasts come from
the Bestiary, a list of beasts created by members of Wintreath. Beasts in each wave will be chosen randomly and will target players randomly, performing only regular attacks. The number of beasts in a wave will be determined as follows: At the start of a wave, the total HP for beasts has to equal at least half of the total HP for the players.
Beast Stats
HP Agility Attack Chance
Mino 20 22 14 28
Golbinite Salthile 30 22 16 14
Wintrean Troll 35 20 16 14
Wintrean Wolf 35 24 20 8
Rhinotaur 50 22 20 7
Sabertooth Lion 40 26 24 6
Carniboar 45 24 24 6
Mountain Jaguar 45 26 22 6
Snow Tiger 50 24 22 6
G. Wintrean Termite 55 22 24 5
Agility and Attack stats are both the number of sides of the dice that are rolled in-game. Chance is the likelihood out of 100 that a beast will be selected next. To put the beasts' stats into perspective, a typical human arena combatant would have stats of 40, 20, 20, respectively.
Beast Info (Lore)
Mino
STATS
HP: 20, Agility: 1d22, Attack: 1d14.
Minos are giant rat-like creatures that roam throughout the sewers and caves of Wintreath. They can vary in sizes: the smallest are about the size of a small child, while the largest are about the size of a large dog.
Goblinite Salthile
STATS
HP: 30, Agility: 1d22, Attack: 1d16
Goblinite Salthile are vile creatures that lurk in tombs, ruined houses, and on the highest peaks of the most northern mountains. Their diet mainly consists of bugs, small wolf cubs, and in quite large groups can also feast on an unsuspecting wanderer.
Wintrean Troll
STATS
HP: 35, Agility: 1d20, Attack: 1d16
The Wintrean Troll is one of the most common creatures found throughout Wintreath. They often find shelter in caves and can be seen sacrificing animals or indeed humans to their gods. Troll society is primitive and violent and often poses a threat to the more advanced societies that surround them. Their flimsy weapons are often rust-coated, and if any caused injuries are not swiftly treated, they may cause gangrenous infections. Their primitive tribal communities often require that once a young Troll reaches the age of fourteen, their ears are pointed and bound with leather straps. To them, this symbolizes that they are reaching adulthood. There is not much else to comment on these simple beings other than if you are traversing the wilds of Wintreath to listen for the hoot of an ivory horn for this heralds the arrival of the Trolls.
Wintrean Wolf
STATS
HP: 35, Agility: 1d24, Attack: 1d20
The Wintrean Wolf is a very feral wolf that won't hesitate to attack. They form groups of over thirty and all hunt together. When a very weak or unhelpful wolf catches some food or meat, then the others will take the food; however, if the weak wolf doesn't want to let go of the meat because he wants it for himself, then the other wolves will most likely eat him as well.
Rhinotaur
STATS
HP: 50, Agility: 1d22, Attack: 1d20
Rhinotaurs are peaceful herbivores who live in the Great Wintrean Plains, although they still are tough. Their actions are simple, really. When in danger, these animals ram their enemies to defend themselves. When in peace, they eat and raise their young. These simple beasts can be easily befriended by Wintreans, if they treat them well, that is.
Sabertooth Lion
STATS
HP: 40, Agility: 1d26, Attack: 1d24
The Sabertooth Lion is the result of the lion having to adapt to millennia of decreasing temperatures and harsher climates in Wintreath. As the savannas that they used to live in changed to forests, their fur has changed to black and red, allowing them to blend in with the shadows and leaves. Their teeth had adapted to be able to cut through the other animal's thick coats, helping them kill prey more easily. To this day, there are few left, but these animals are some of the most deadly, and they have no hesitation to kill.
Carniboar
STATS
HP: 45, Agility: 1d24, Attack: 1d24
The Carniboar is a giant, powerful animal that roams the plains of Wintreath. They are carnivores, and they eat anything that they can kill. Carniboars hunt in packs of 2 to 3, which is plenty to take on most prey. Although they are pretty strong, they can't swim, making only sea creatures that are close to the shore in danger of being eaten by these beasts.
Carniboars have one main predator: humans. They are commonly hunted as sport by Wintreans. One adult carniboar can provide a hearty meal for a whole family, and their furs are commonly used in most clothing, while their tusks are used as parts of fine jewelry.
Mountain Jaguar
STATS
HP: 45, Agility: 1d26, Attack: 1d22
The Mountain Jaguar was the result of the jaguar having to adapt to millennia of decreasing temperatures and harsher climates in Wintreath. Since the rain forests it once lived in had been destroyed by the cold, the jaguars needed to move elsewhere for shelter. This place was the mountains. They adapted to have thicker fur to survive in the freezing temperatures of the peaks. They slept in and raised their young in the caves that could be found on the sides of the mountains. These jaguars hunt whatever they can find up in their habitat and attack anybody or anything that would intrude on their territory, making the Wintreans give them the title of "The Mountain Guardians."
Snow Tiger
STATS
HP: 50, Agility: 1d24, Attack: 1d22
The Snow Tiger was the result of the tiger having to adapt to millennia of decreasing temperatures and harsher climates in Wintreath. Instead of finding a place where they could be dominant, they stayed in the plains, facing the tougher competition of stronger animals. These animals adapted to having white fur, allowing them to blend in with their surroundings. This gave them an upper hand against the stronger animals, allowing their packs to get the element of surprise against their enemies.
Great Wintrean Termite
STATS
HP: 55, Agility: 1d22, Attack: 1d24
Measuring between 2 and 3 meters in length, warrior termites (pictured) are ferocious adversaries that will engage any threat to the mound by chewing, biting, slashing, and trampling with their enormous mandibles and powerful spined legs. Iron and steel made from the thick metallic underbellies of warrior termites is considered among the finest materials used in the crafting of weapons and armor. Remorseless killers, once deployed from the mound's core a warrior will never return; it will rampage until its warm core has cooled. Likely due to its near brainlessness, it would not remember its way back through the labyrinthine tunnels even if it had the presence of mind to save some warmth for the return journey.
Application
Signups will stay open through Monday, October 23.
Character Name:
Class:
Ability 1:
Ability 2:
Team: (leave blank if waiting to be accepted onto a team or not joining an existing team)
And let me know if you have any questions or feedback!
Current Players
Team Water Balloon FightMartin Breakshield (Doc) - Commander
Elbbsas the Reka - Mystic
Hyrda - Mystic
Dr. Taurus Valeria, M.D., Ph.D. - Cleric
Team of the Everlasting SunYvonne the Merciless (Lily Polisesul) - Warrior
Wintermoot - Ranger
Rosashia Byrnweave (Aethelia) - Bard
Mathyland - Mystic