Battle Royale 8
Hello all to this old game, first invented by Calamity. This is my second try on this, hope you enjoyed the first one and will enjoy this, too. I altered some of the roles so they are now identic with the last iteration of Calamity (Nr. 6)
Here are the rules:
1) Every player starts with 40HP
2) I will roll a d20 for initiave for everyone at the start of each round! (If the initiative is equal for two or more player I will determine who acts first by rolling dice at home).
3) Every player will have a normal attack that deals 1d20 damage. Yes, this damage will be rolled by myself, too.
4) There are 13 classes (if you have suggestions for others I am willing to hear them!).
5) The classes each have their own special abilities, which will be listed below. Each ability can only be used every 3 rounds! (So if you use it in round #1 you can't use it until round #4.) The Monk ability Pray, Barbarian ability Rage, Cleric ability Blessing and Mage ability Ice Patch are exceptions and can only be used every 5 round
6) You choose your action each round, whether you're just gonna attack or use your special ability or go into defensive stance (see rule 7), please send these actions in PM's.
7) If a player get's hit in one round he can choose to defend himself in the next round. Defending gives the hurt player a damage reduction on every attack against him of half the HP he lost in the last round (rounded down). Defending players may not attack. You need to send me a PM to tell me you want to defend yourself, though.
8) You can be healed past 40HP (Keep in mind that you'll probably get mobbed if you do though.
9)Have fun!
10) If you don't act during a round, the inactivity demon will come in and deal 1d10 damage to you. This damage raises +2 for each round you don't act (2 rounds in a row inactive give you a 1d12 damage, 3 rounds 1d14. If you're inactive for 4 consecutive rounds you will be removed from the game).
11) You will have 2 days to pm your actions, choose them wisely!
Here are the classes:
Swordsman/woman:
Swordsmanship: Do 1d20+8 damage to any target
Counterattack: Do 1d20 damage to anyone who attacks the Swordsman/woman. Takes full damage from attack.
Wizard:
Barrier: 1d10 damage to anyone who attacks the casting mage. Their attack is still executed but halved.
Dispel: No special ability affects the Wizard this turn.
Rogue:
Hide: Can't be attacked until the next round.
Sneak Attack: Deals 1d20+10 damage to target if the target uses a special ability this turn.
Archer:
Rapid Shot: Deals 1d12+5 damge to two targets.
Aim: Choose a target. Next turn at Initiative 99, deals 1d20+5 damage to chosen target. Does not get an action next turn. This ability is not affected by other abilities, for instance, it isn't affected by Pray
Monk:
Pray: Damage done to the praying monk is halved, damage dealt by the praying monk is also halved (rounded down). This lasts for 3 rounds.
Throw: Make one player collide with another, both taking 1d10 damage. The targets also have a 50% chance of losing their next action.
Cleric:
Heal: 1d10 hp is granted to target (can't be cast on self)
Blessing: Makes the target gain +5 damage to all attacks for 3 rounds.
Ninja:
First Strike: This is the same as a regular attack except that it will always go first (Initiative 99).
Last Strike: This is the same as a regular attack except that it will always go last (Initiative 0). The player gives a clear parameter by which the target is chosen. (I.E. Player with highest/lowest hp)
Sorcerer/Sorceress:
Fireball: Select an initiative value. Everyone within 2 initiative of that value takes 1d10 damage.
Energy Bolt: Deals 1d16 damage and causes the target to take their next action at Initiative 0
Barbarian:
Rage: An enraged attack that deals 1d20 damage. For the next three rounds the barbarian gets +1 damage to all attacks every time the barabarian is attacked or takes damage
Taunt: Target player can not use special abilities for their next 2 actions.
Mage:
Freeze Ray: Deals 1d12 to the target and freezes them, making them lose their next action.
Ice Patch: Select a initiative value. For 3 rounds, everyone who acts within 2 initiative of that value has their initiative lowered by 5 only during the rounds they act within this range. You are not affected by this effect.
Psychic:
Premonition: Acts at Initiative 100: Choose a target of your choice, any attack or ability that they use on you this round has no effect, Cannot avoid Aim.
Confuse: The target of target player's next action is chosen at random. It can not be you.
Druid:
Entangle: Select an initiative value. Everyone within 1 initiative of that value loses their next action.
Animal Companion: You may either deal 1d20+5 damage to a target, or have your Animal companion absorb all damage this round. If the damage exceeds 20, lose the ability to use your animal companion.
Mime:
Quick Mimic: You copy the action of the person who acts right before you in initiative (if it's a tie, you can choose of out those who have tied for that initiative). You can choose your target with this type of mimicry.
Mimic: You copy the action and target of any other player.
Note: You cannot mimic other mimicry abilities.
You can select your class freely, I won't overrule your selection. If you don't choose a class I will determine a random class for you, using the classes that aren't chosen first.
If you have questions or suggestions feel free to shoot me a PM.
Players who will get an PM when the thread is up:
Reinholdt
chunkymonkey999
Player list:
{table=head]Player|Role
super dark33|Sorcerer
Reinholdt|Ninja
ThePhantom|Swordsman
Szilard|Druid
Gray Mage|Mage
Castaras|Cleric
TBFProgrammer|Druid
heretic|Mime
Vesth|Cleric
Tasroth|
Tom the Mime|Mime
Count Dingdong|Barbarian
Calamity|Rogue
Fleeing Coward|Psychic
otakuryoga|Archer
billtodamax|Rogue
Penguinator|Monk
[/table]
Sign up lasts till next Sunday, 11th November