Notable Differences and Similarities to other Arena games aka please read through the rules even if your have already played before as there have been a few changes most importantly:This is another Team game because that seems like it would work better but this will also resemble the Player vs Monster Arena game at the same time because teams will be composed of both players and NPCs. The other major new addition from this game (well NPCs aren't really new but this usage of them is) is Team Attacks. Almost all of the characters have a Team Attack (playable and NPC) but two don't have them because they aren't allowed to be on teams for gameplay purposes.
Team Attacks have a 10 turn cooldown and can only be performed if all of the players on the team are able to perform them and agree to perform them. NPC's won't be able to perform their Team Attack on their own but they will perform them with the rest of their team. They will be able to perform them if they are the last players left on their team though.
Team Attacks can only target a single team. The only potions available in this game will be health potions. They will also be able to heal 15 damage and remove all status effects however they will only be available at two (or three) times in the game. The beginning, and after the first and second 25 turns.(so the start, 25 turns, and 50 turns into the game)
There are no stances in this game so don't worry about that. I just realized that I completely forgot about offensive and defensive stances
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The Rules
1. Before the game starts, players will sign up in this thread. Each player will choose a character. I will assign teams. After teams have been assigned, come up with a team name. That is how the teams will be grouped. Teams can have a maximum of two players and two NPCs for a maximum of 4 characters on each team.
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. All players will begin with 120 health(except Cyclops and Havok but that is explained later).
Players can not be healed above the 120 health maximum.4. At the start of the match, the Host will perform a 1d20 roll for initiative for each player and a roll for each NPC, 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 PM what their actions will be like so:
Action, Target (if applicable), Potion Action (if applicable). Players will have roughly 48 hours at the start of each round to post their actions.
6.
Each player’s action will literally occur in the combat order (unless affected by changed initiative from certain abilities). 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 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 2d6 roll, which the Host will perform.
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.
Players may not block two rounds in a row. c. Each character 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.
d. Scavenging potions allows a player to collect all unused potions from a single dead player target.
8. There is only health potions.
Players can only have 1 potion at a time. On Turn 0, Turn 25, and Turn 50, a single health potion will be given to all players and NPCs. Any potions given to players who already have one will be removed from them and set aside enabling them to be scavenged.
a. Health potions heal the player for 15 damage and remove all status effects.
9. 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.
10.
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.
11. 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 their discretion, though in a timely manner. The process will repeat until only one team remains.
12. 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.
Characters
I came up with these abilities and Gerrick reviewed them. I will answer questions about balance and feedback would be appreciated. Keep in mind that not all of these classes are fully balanced which is partially by design because of the Team Attack aspect of this game. I could see some problems if everyone was equal when they performed their Team Attacks so some are somewhat weaker and others are somewhat stronger but generally not by much. I also made some effort to mix somewhat obscure characters with the well known ones but some of the more notable omissions I simply couldn't think of moves that were different than already existing ones.
Marvel Combatants
Mister Sinister
Molecular Manipulation: Sinister alters his body causing a random effect for one turn. Has a three turn cooldown.
Arm Growth: His next attack does 2 more damage.
Internal Transmutation: Decreases the amount of damage received by 3.
Fatty Growth: ¼ of all damage (rounded up) taken is ignored. Next time this specific alteration occurs, whoever dealt the majority of the damage is targeted to receive the full amount.
Clone: The chosen clone attacks the target or group of targets. No individual clone can be used twice in a row.
Riptide: Deals 2d5+3 damage to all targets. Anyone who takes more than 7 damage from this attack has their next initiative value reduced by 5.
Scrambler: Cancels the action the target takes if it was an ability. Any status effects they are experiencing are randomly distributed to other players for one turn and then are removed.
Harpoon: One target takes 4d4+5 damage and takes 2 extra damage from the next attack that hits them.
Team Attack contribution: Uses telekinesis and energy blasts to deal 4d3 damage to up to three targets.
Copycat (NPC)
Power Mimicry: Takes no damage from attacks that turn. 50% chance the attacker(s) take 5 damage.
Team Attack Contribution: Mutates her body to deal 3d4 damage to a target.
Angel
Toxic Blades: Deals 3d3 damage to all enemies, their actions are cancelled that turn.
Flight: 50% chance to dodge each attack that turn.
Team Attack Contribution: Shoots wing blades and throws teammates at opponents dealing 2d10 damage to all of the targets.
Gladiator (NPC)
Confident Defense: Protects teammates from up to 12 damage and if there are any status effects in those attacks, he chooses which one affects him instead of the target.
Team Attack Contribution: Attacks two opponents for 2d7 damage.
Magneto
Iron in your Blood: One target takes 4d4 damage and has a 50% chance to miss if they attack that turn.
Metal Traps: Magneto chooses 4 initiative values. Over the next 4 turns, one player per turn takes 1d8+5 damage if they roll within two of that initiative value. The four initiative values correspond to different turns.
Team Attack Contribution: Extreme Makeover: Deals 6d3 damage to all of the targets and protects each ally from up to 10 damage but Magneto won’t be able to act the next turn.
Havok and Cyclops
(The two of them are two characters mixed into one player. Individually they have half the health of everyone else, attackers can specify one of them or just cause both of them to take half the damage from the attack. The player controlling them gives both of them actions for each turn.)
Sibling Blast: One hits the other removing any status effects they are experiencing and regenerating 3 health along with boosting their attack damage by 2 for one turn.
Team Attack Uncontrolled Blasts: All opponents take 3d3 damage.
(Cyclops only) Targeted Blast: One opponent takes 1d10 damage, ignores evasion abilities so it has the regular chance for the attack to hit
(Havok only) Plasma Absorption: Does not attack that turn but his next attack will hit a random extra target with the extra target taking regular damage while the main target takes 5 extra damage from the enhanced attack. Won’t be able to act after the attack happens. Does not affect Sibling Blast or the Team Contribution, only regular attacks.
Zarathos
Punishing Hold: Causes a random enemy to take all of the damage targeted at Zarathos for one turn. 4 turn cooldown
Hellfire: Deals 3d4 damage to two targets. Also sets them on fire dealing 1d4 damage each turn to the targets over the next two turns until she removes the fire.
Can’t be on a Team.
Wonder Man (NPC)
Talented Actor: Distracts the targeted enemy causing their attack to hit Wonder Man instead of their target. His next attack deals 3 more damage.
Team Contribution: Increases the damage his teammates deal by 4 for one turn and deals 2d3 damage to all of the targets.
Scarlet Witch
Powerful Launch: Removes a target from the game for a turn cancelling their action and cancelling any abilities that would have been used on them. At the end of the turn the target returns and takes 3d4+3 damage.
Negative Energy Forcefield: Halves damage from three enemy attacks targeting Scarlet Witch and causes a 50% chance for the attacks to hit the attacker instead.
Team Contribution: Probability Hexes: Reduces the chance for all attacks launched against Scarlet Witch or her allies to hit by 50% on the next two turns.
Namor
Fight for your King!: Defends each ally from 2d4 damage and any attackers take 1d4 damage.
Come Forth Giganto: Deals 2d10 damage to two targets.
Team Contribution: Floods the part of the arena the targeted team is in causing all of the targets to take 2d5 damage that turn. Also causes from all attacks to do 3 more damage to them for the next two turns.
Wasp
Flying Sting: Shocks two targets for 2d4 damage and becomes 50% harder to hit that turn.
Pym Particle: Shrinks a random opponent for two turns reducing their damage dealt by 5 but also making any attacks targeting them 50% more likely to miss and increasing their initiative by 5.
Team Contribution: Calls forth ants who painfully sting all of the targets and continue to do so on the next turn for 1d6 damage both turns.
Ruby Thursday
Catch This!: Detaches and launches her head at a target and makes it explode dealing 3d4+2 damage.
Slap Time: Hits up to 8 targets with electrified head tentacles dealing 3d2 damage and causing them to take an extra 3 damage at the end of the turn.
Team Contribution. Two targets are slammed together and shocked dealing 2d8 damage and causing them to take 1d3 damage at the end of their next turn.
M.O.D.O.K. (NPC)
Forcefield: Protects MODOK (or another player) from up to 15 damage on the next turn.
Team Contribution: Blasts three targets dealing 3d5 damage.
Spectrum
Light Ambush: One random target is attacked for 2d8+2 damage. Also distracts any of that player’s teammates causing each one to take an extra 1d4 damage from one random attack on that turn. (one attack per player does an extra 1d4 damage to them, does not apply to attacks targeting more than one of these players, just single target attacks)
Hide and Seek: Becomes invisible for a turn preventing her from being targeted but not preventing her from taking damage.
Team Contribution: Deals 5d3 damage.to one of the targets and causes their teammates to take 1d3 damage over the next two turns.
Magik
Teleportation Disk: Magik teleports herself and another player away from the arena preventing either one from being targeted on that turn (does not defend against status effects and delayed action abilities). If that player is an enemy than she takes 1d6 and they take 2d4 damage. If the player is an ally than both heal 6 damage. Both players return at the end of the turn with whatever effects happened.
Soul Slash: One target is marked and if they attack on their next turn, they take 4d4+2 damage.
Team Contribution: Summons demons which attack all targets while she engulfs her sword in flames and slashes the same targets for 1d10+5 damage.
DC Combatants
Snowflame (NPC)
A Powerful High: For the next two turns Snowflame’s attacks deal 4 extra damage and any damage he takes is ignored. (the damage is applied when the effect wears off)
Team Contribution: Burn!: One target takes 1d6 damage per turn for 3 turns and any enemies who attack Snowflame become high causing them to deal an extra 2 damage and ignore incoming damage. They also take 1d6 damage per turn for 3 turns.
Man-Bat
Scream: Leaves everybody disoriented but each individual has a 50% chance of not being stunned. The disoriented have a 50% chance of having their action messed up either by having a random unintended target, failing completely, or having their action cancelled
Tough Wings: Protects Man Bat from up to 10 damage that turn.
Team Contribution: One target takes 3d3 damage and then takes 1d4 bleed damage on the next turn.
Clayface
Disguise: Takes the appearance of a random player for two turns. During that time, any abilities targeting that player have a 50% chance to hit Clayface instead and will do 3 less damage if they hit him while Clayface can use that player’s abilities during that time although his versions will do 3 less damage compared to when the actual player uses the abilities. Can immediately start using that player’s abilities. Can’t disguise as the same player twice in a row.
Engulf: One target takes 5 damage per turn for the next two turns and they can’t target Clayface or his allies for the next two turns but they can hit other players. If Clayface is attacked for at least 10 damage in one turn from the attacks of other players then Clayface will be forced to release the player and will take half of that damage instead of the targeted player.
Team Contribution: Covers all targets with clay lowering their initiative by 6 on the next two turns.
Animal Vegetable Mineral Man
Prehistoric Stomp: Turns into a sauropod and deals 4d3 damage to a random team and reduces their initiative by 5 on their next turn.
Hasty Flight: Turns into a swarm of wasps giving him a 50% chance to take half the damage from incoming attacks for one turn.
Team Contribution: Rapid Partial Transformations; Transforms into a spitting cobra and spits in the face of one target causing their action that turn and on the next turn to affect a random player instead and dealing 2d3 damage per turn over the next two turns. Also deals 3d2 damage to the next enemy who performs an action.
Larfleeze
Consumed by Greed: Larfleeze consumes energy from the audience boosting his attack by 3 for the next two turns and healing a random dead player under his control by 5 health per turn over the next 2 turns.
You are Mine Now!: Larfleeze summons a consumed soul to attack a target dealing 2d4 damage. If the target dies, they are brought back to life with 30 health under Larfleeze's control. 5 turn cooldown if the target is killed and brought back.
Can’t be on a team.
Black Lightning
Electric Field: Protects him from up to 12 damage and causes any who attack him to take 1d5 damage that turn and take 1d5 damage on the next turn.
Serious Strike: Zaps a target for 1d19 damage. Reduces the target’s initiative by 5 and reduces the damage they do on their next turn by 3 if it does more than 4 damage.
Team Attack: Deals 3d3 damage to two targets and causes them to take 1d5 damage on their next turn.
Black Manta
Blinding Optic Blast: Blasts a target with his mask dealing 2d10 damage and blinding them. This reduces the chance their next attack (not that turn) hits the intended target by 50%. If it doesn’t hit the intended target, it hits a random target instead.
ALL of you should BLEED!: One target and any enemies who attack that target take 2d5 damage and take 1d4 bleed damage over the next two turns.
Team Contribution: Hits all targets with rockets, harpoons, blades, and optic blasts dealing 3d4 damage.
Captain Atom (NPC)
Energy Redirection: Any non melee attacks are nullified on that turn and ones involving energy are redirected to the attacker for the exact damage the attack would have dealt.
Team Contribution: Protects all teammates from all attacks by players on one team that turn.
Swamp Thing
Entanglement: The target has their actions cancelled for that turn and their next two attacks do 3 less damage.
Big Target: Taunts all enemies so that they attack Swamp Thing instead of his teammates, only takes half of the total damage that would have been dealt.
Team Contribution: Wrath of The Green: Two targets take 2d10 damage that turn and 1d5 on the next turn.
Poison Ivy
Eaten by a Plant: Grows a giant Pitcher Plant and traps a target inside of it cancelling their actions unless they manage to break out by doing 10 damage in one attack. They are released after two turns but take 1d5 damage each turn they are in the plant.
Pheromones: A random opponent suffers a random status effect for one turn. The same status effect can’t happen twice in a row.
Calming: 50% chance that they will be idle instead of attacking or using an ability (causes inactivity damage)
Rage: 50% chance that they will attack a random ally instead of their target.
Seduction: 50% chance the target will attack themselves instead of attacking Poison Ivy.
Team Contribution: Dangerous Kiss: One target takes 2d7 damage each turn over the next two turns.
Wonder Woman
Lasso of Truth: Prevents the target from attacking unless Wonder Woman is hit by an attack before the target’s turn. Causes the target’s next attack to deal 4 less damage and reduces their initiative on their next turn by 5.
Bracelet Defense: Causes any projectile attacks to hit the attacker for half damage instead of Wonder Woman.
Team Contribution: Bombards all of the targets with her invisible plane dealing 3d5 damage.
Constantine (NPC)
Magic Circle: Protects himself and one ally from all incoming damage for one turn.
Team Contribution: Bad Luck to you: Causes all of the targets to have a 50% higher chance for their actions to miss over the next two turns.
Red Tornado (NPC)
Repair: Heals 10 damage and removes status ailments from Red Tornado.
Team Contribution: Creates an extremely strong hurricane which repeatedly slams all of the targets against each other and parts of the arena randomly dealing either 3d5 or 4d6 damage.
Plastic Man (NPC)
Handmixers: Deals 4d2 damage to one target or 2d2 to two targets. The target(s) also take an extra 1d4 damage at the beginning of the next turn.
Team Contribution: Both of you take this!: Grabs one opponent cancelling their action and turns himself into an extremely powerful slingshot to launch them into another opponent dealing 2d4 damage to both. The launched enemy also has 5 less initiative for the next two turns.
Mera
Super Jump Stab: One target takes 3d4 damage and has their initiative lowered by 4.
Water Transfer: One target (friend, foe or Mera) has their attack damage and initiative lowered by 2 for the next two turns. One other target is healed for 4 damage and has their initiative and attack damage raised by 2 for the next two turns.
Team Contribution: Same targets as the team, one chosen target has their initiative lowered by 5 and their attacks do 4 less damage for the next three turns due to dehydration. The other targets take 3d3 damage and bleed for an extra 1d3 damage.
Zatanna
!nwoD wolS: Moves two random targets two initiative positions lower in that turn’s move order. Has a four turn cooldown.
!ezeerF: Delays a target’s action by one turn. Has a four turn cooldown. Does not cause inactivity damage.
Team Attack: Parlor trick: One random target can only target Zatanna but they can only damage her if they roll a higher initiative number than her over the next two turns.