Hello, and welcome to a special Spooky 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 or the
previous Summersend Arena.
This game will be a Free-For-All, meaning the last player living wins the game. The winning player will receive
10 Tokens which
they can use to get free Steam keys!
Signups will likely stay open through Sunday, August 19 (though it could close a little earlier if the signups taper off or if we get 15 players).
The Rules
1. Before the game starts, players will sign up in this thread. Each player will choose a class.
Each class may only be chosen by one player, so it's first come first served on class choices.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 him 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. Each player will start in the stance they send for the first round.
5.
Each player’s action will literally occur in the combat order. 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. (I understand blocking is not is this game, but you get the point.)
6.
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 must be performed in Offensive Stance. In the Classes section below, abilities with an asterisk* must be performed in Offensive Stance.
b. Defensive Stance reduces damage taken by 1d10.
7.
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.
Regular Attacks can only be performed while in Offensive Stance. b. Each class has two special abilities which only it can perform. 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.
8.
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.
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 player remains.
Classes
There are 15 classes in this game. Abilities with an asterisk* must be performed in offensive stance. Each class may only be chosen by one player, so it's first come first served on class choices. I created the classes myself, so if you have any feedback on their balance, please let me know.
Classes
Assassin: Med Rones (Red Mones)
Specializing in killing from a distance, the Assassin is skilled in the use of easily concealable ranged weaponry.
*Poison Dart: Deals 1d5+5 damage to a target, then on the next round deals 1d4+2 damage that is not affected by the target's defensive stance or ability.
*Throwing Knives: Deals 1d12 damage to two targets or 2d12 damage to one target.
Barbarian
Hailing from distant uncivilized lands, the Barbarian uses his uncontrollable rage to kill his enemies.
*Frenzy: Increases damage dealt and decreases damage received by 2 for two turns.
*Rage Attack: Deals 1d28 damage to a target. Reduces your initiative on next round by 5.
Conjurer: Mysterio (Syraj)
Learned in the art of conjuration, the Conjurer summons demonic creatures to fight for and protect him.
Summon Gargoyle: Summons a Gargoyle for one turn that may absorb up to 20 damage targeted at you.
Summon Lich: Summons a Lich for one turn that attacks a target for 1d22 damage and may absorb up to 5 damage targeted at you.
Dark Wizard
Having studied mysterious runic tomes for decades, the Dark Wizard uses ancient magic to control his enemies.
Defensive Rune: You take no damage from targeted attacks for one turn, and any player who targets you will not be able to perform an action on their next turn.
*Rune Prison: Deals 1d5+5 damage and the target may not perform an action on their next turn.
Death Knight
Once an honorable knight, the Death Knight now uses blood magic to give his sword and shield supernatural power.
Blood Shield: Reduces damage taken by half and deals 1d5+2 damage to any player who targets you for one turn.
*Cursed Blade: Deals 1d25+3 damage to a target and 1d3+1 damage to self.
Grave Robber: Thief Nobodyson (Kane lives)
After years of looting graves for valuables, the Grave Robber has learned to use an array of traps while defiling the dead to keep lawmen and possible witnesses at bay.
Lay Caltrops: Choose an initiative value. Lays Caltrops that deal 1d10 damage to every enemy that rolls within two points of that initiative value for two turns. Acts as a separate entity from the Grave Robber.
Set Trap: Choose an initiative value. Sets a Trap that is triggered by the first enemy that rolls within two points of that initiative value, dealing 1d10+5 damage and preventing them from performing an action. Acts as a separate entity from the Grave Robber.
Highwayman
Brawny yet cunning, the Highwayman uses his stealth and strength to assault and rob unwary travelers.
*Ambush: Deals 1d15 damage to a target and is not affected by the target’s defensive stance.
*Cleave: Deals 1d25 damage to a target.
Necromancer: Spudicus the Heretic (Crushita)
Ever at odds with Death, the Necromancer uses his knowledge of necromancy to reanimate the dead and bring himself back from the edge of the abyss.
Death Nova: If you are killed within 2 turns, deals 1d4+2 damage to all enemies and heals you 1d4+2 HP.
Raise Dead: Summons an undead creature with 10 HP that attacks a target for 1d10 damage. Acts as a separate entity from the Necromancer, is controlled by the Necromancer, rolls for initiative in future rounds, lasts until killed, and dies if the Necromancer dies.
Nightblade: Vezos Drysor (Wintermoot)
Truly one with shadows, the Nightblade slips from the dark to murder his enemies.
*Execute: Deals 1d22 damage to a target. If the target has 5 or less HP after the attack, the target dies.
*Sneak Attack: Deals 1d18+5 damage if you were not targeted on your last turn. Deals 1d15 damage, otherwise.
Shaman: Ceven Greenfinger (Doc)
Able to communicate with spirits, the Shaman uses spells passed down through the centuries to tear the souls from his enemies.
*Hex: Deals 1d20+3 damage when the target uses an ability.
*Soul Harvest: Deals 1d5 damage to all enemies and heals you for half as much HP as the total damage you dealt.
Sorcerer: Gellert Grindelwald (BraveSirRobin)
Through sheer willpower, the Sorcerer wields and controls the powers of elemental magic.
Flame Cloak: Deals 1d20 damage to anyone who targets you for one turn.
*Lightning Bolt: Deals 1d10+5 damage to a target and has a 50% chance to deal 1d3+3 damage to a random enemy.
Vampire: Hydracula (Hydra)
A paradox of sophistication and depravity, the Vampire seduces his victims and drinks their blood to live immortally.
Seduction: The target may not attack you or see you as an enemy for two turns. Attacking the target removes the Seduction.
*Vampiric Drain: Deals 1d6+3 damage to a target and heals you the same amount in HP.
Warlock
A malevolent mage, the Warlock uses unholy magic to corrupt the good and destroy the righteous.
*Corruption: Deals 1d9+3 damage to a target. Decreases the target's damage dealt and increases the target's damage received by 3 for one turn.
Unholy Retribution: 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 the target's defensive stance. Must be in offensive stance on second turn.
Werewolf
While once connected to the Moon, the Werewolf no longer has control of his curse and feasts on good and evil alike as a feral beast.
*Beast Form: Causes you to change into your Beast Form where your regular attacks do 1d26 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 has a 50% chance to automatically return you to human form after performing an action.
*Howl of Terror: Decreases all enemies' targeted attacks against you by 5 damage while in Beast Form. Must be in Beast Form to perform.
Witch Doctor: Sable Eyris (Elbbsas)
Relishing in pestilence, the Witch Doctor uses disease magic to spread sickness and suffering to all he comes across.
*Locust Swarm: Deals 1d8 damage to all enemies.
*Plague Affliction: Deals 1d10 damage to a target, who becomes Afflicted with the Plague for one turn. Every player who performs a Regular Attack on an Afflicted player or has a Regular Attack performed on them by an Afflicted player also becomes Afflicted for one turn and takes 1d10 damage. The Witch Doctor may not become Afflicted.
Application
As I said above, signups will likely stay open through Sunday, August 19, and each class may only be chosen by one player, so it's first come first served on class choices. Please let me know if you have any questions or comments.
When you're ready to sign up, post below:
Character Name:
Class:
Players
Doc | Ceven Greenfinger | Shaman
Kane lives | Thief Nobodyson | Grave Robber
Wintermoot | Vezos Drysor | Nightblade
Crushita | Spudicus the Heretic | Necromancer
Elbbsas | Sable Eyris | Witch Doctor
Hydra | Hydracula | Vampire
Syraj | Mysterio | Conjurer
Red Mones | Med Rones | Assassin
BraveSirRobin | Gellert Grindelwald | Sorcerer