Ok.
Trying again, as aparently I can't outrun the powaer of the mind.
Sheild other: Calamity
Iron Palm: Jagg
Shout "CHAAARGE!!!": Calamity
That should be it.
Printable View
Ok.
Trying again, as aparently I can't outrun the powaer of the mind.
Sheild other: Calamity
Iron Palm: Jagg
Shout "CHAAARGE!!!": Calamity
That should be it.
Okay, so people are ignoring the one-change only rule. That's okay, it's the only the first round.
Anyway...
Round 1
Shouts
Heretic tells Castaras to go for the eyes! Dr Bath commands Calamity to charge! Fleeing Coward inspires Almighty Salmon, Dr Bath, Calamity, Castaras, and Heretic with his power! Streakster does the same with GoC and Meynolds! (also in the future could you specify names for your targets, thanks)
Pre-Main Phase
The gladiators circle each other. All of a sudden, Calamity leaps at Raiser Blade (can I spell it this way please) and sinks his daggers into skin for 3 damage! He then rips them out, allowing Raiser to bleed freely! (For two rounds!)
Oh and Jagg blasts everyone for 8 of course:
Almighty Salmon, Fredricus, Kasz, Streakster, GoC, Eldritch Knight, and Calamity are blown away! Fleeing Coward, Khaldan, Castaras, Heretic, Dr Bath, and Meynolds try to resist, but are slammed against the wall with force!
Only Captain van der Decken and Orzel remain standing!
Jagg drops to his knees, spent! Raiser loses more blood!
Main Phase
Orzel smacks Jagg upside the head! Jagg's jawbone audibly cracks!Orzel tries to Iron Palm Jagg, but Raiser takes the hit!
Captain van der Decken and Fredricus are mauled by the Inactivity Lions!
{table]Player|Psi|DPs|Lives|Effects
Almighty Salmon|1d6|5|5|The Power is Yours! (positive) until R4
Fleeing Coward|1d6|5|4|The Power is Yours! (negative) until R4
Fredricus|1d6|5|3|
Captain van der Decken|1d6|5|5|
Kasz|1d6|0|4|
Khaldan|1d6|10|4|
Castaras|1d6|5|4|The Power is Yours! (positive) until R4; Go for the Eyes!
Heretic|1d6|0|4|The Power is Yours! (positive) until R4; no shouts until R3
Streakster|1d6|10|4|The Power is Yours! (negative) until R4
GoC|1d6|5|4|The Power is Yours! (positive) until R4
Jagg|1d0(2)|5|5|Stunned until R2
Raiser_B1ade|1d8|5|4|Bleeding until R3
Eldritch Knight|1d6|0|4|
Orzel|1d8|0|5|No Lucky until R2
Dr Bath|1d6|5|4|The Power is Yours! (positive) until R4; no shouts until R2
Calamity|1d6|5|4|The Power is Yours! (positive) until R4
Meynolds|1d6|0|6|The Power is Yours! (positive) until R4[/table]Quite an explosive start, wouldn't you say? Jagg blasts everyone (except for you know) and is stunned, meaning he can only use a stance next round! But what's this?
Announcer: That Jagg sure is quite the flashy fellow, is he not? Good thing we in the audience are shielded for such occasions as this! Anyway, raise the maze walls!
To your surprise, walls rise from the ground, forming a maze! You can see neither your opponents nor your teammate!
The Maze
Mechanics: Only 'connected' Gladiators can affect (attack, heal, shield, energy wave, and so on) each other within the maze! Any player who connects to anyone you are connected with becomes connected to you, too!
Seek [stance]: Connect to target player or creature
Hide [special]: Break all connections at the start of your phase
Announcer: The walls will be lowered in 3 rounds, or when the Minotaur is slain!
Minotaur:
2 lives, 1d6 attack, 1d10 damage, 1d6 defense, 1d8 vitality, 1d4 psi
The Minotaur connects to a random player each round, at the start of its turn. Slay it to get its Minotaur Axe! (Attack-, Damage+ if you are using it.) If more than one player gets the final blow in, the one who dealt the most damage gets the axe! (In case of a tie, it will be randomly determined.)
Currently Connected Gladiators:
-no connections-
Next round is on Monday!
Whirlwind attack anyone near me.
GoC, I don't think you can seek me and shield me. Those are both stances. One of us will have to seek, and the other shield. I'll shield you, if you wish.
Anyhoo, assuming that GoC and I connect, I cast Cure Wounds on him.
To sum up:
Shield Other: GoC
Cure Wounds: GoC
No can do. I can't heal you above your max life, I don't think.
It doesn't say anything about that in the rules...
If it's not possible then it's best just conserve your DP.Quote:
Cure Wounds: Your target regains 1 life/ pay 2 divine spell points/ your target cannot be affected by this spell again for 4 rounds
EDIT: Wait a second...
Quote:
Originally Posted by Abardam
Wouldn't that mean that Meynolds, me and the rest didn't lose an action?Quote:
Originally Posted by Abardam
It would seem that we only lose actions when hit by a death effect like Infict Wounds or Mind Thrust.
2 Questions for Abardam,
Sooo these new stances...
Whilst I am stunned I can still use one stance
1)
IF I choose to hide this round, What does this mean for those like Meynolds that are seeking me? I merely ask as it states in your explanation that it breaks all connections at the start of your round.
Currently there appears to be no connections.
Does this mean I can be found this round if someone seeks me?
2) There does not appear to be a seek limit. Can I only seek one person or can I seek multiple connections?
JAGG
Recall: Raiser shield body'd Jagg, so Orzel hit him instead. Jagg doesn't lose a life.
@GoC: I'm pretty sure I put something in about the phases. Otherwise, there would be no benefit to going first for non-mind thrust/inflict wounds people. EDIT: In the spoiler under Order of Events. EDIT2: It (Metaphysical) doesn't stack with itself, but you haven't used it yet anyway.
@Jagg: 1) They're going to find you. 2) One per round, but multiple connections are permitted.
What about healing above the starting number of lives?
Well I guess I didn't put anything in the rules about that. Buh. Gonna have to fix that. EDIT: Fix as in in the next one. For now though it appears you can
Um...fix yea, or fix nay?
Guess I will be standing around stunned and fighting defensively
Seek Raiser_Blade
Iron Palm Raiser_Blade
Gah.
Seek: Fredricus
Shield Body: Fredricus
Seek: Raiser_Blade
Shield Other: Fleeing Coward
Whirlwind Attack
All right, change time:
If I can overcharge GoC's health, I use Empowered Cure Wounds
If I cannot, I Shield Him.
Seek EK and Iron palm anyone who attacks him.
Seek Calamity
Whirlwind attack
Also, Salmon, you're using two stances, which might prove to be difficult to pull off.
First off: to everyone who declares actions like: "Attack someone who attacks X," or "Shout Y to everyone who attacks Z," I'd prefer it if you'd not do that, because for one thing, in the case of multiple options, it might make the choice biased; for another thing, it might target someone who is using Stealth, where you would normally have no knowledge of the action. And another thing, I'm lazy and I don't want to have to think about the actions beyond the targets that you list. :o
Round 2
The Minotaur targets Orzel!
Shouts
Fredricus: Everybody to the Limit! Meynolds, Fleeing Coward, Fredricus
Main Phase
The Minotaur hunts Orzel (who is looking for Eldritch Knight) down and brings its axe down on him! Orzel barely manages to roll out of the way!
Jagg, in the center of the maze, is recovering from his energy wave. Suddenly, behind him, Meynolds leaps over the wall and lands a crushing blow... on the space where Jagg was just standing! Raiser Blade arrives, and calls the spirit of Chaos to aid him, but he does not notice Heretic, who stabs Jagg! Jagg is impaled by Heretic's weapon, and takes 9 damage! He loses 1 vitality! Fredricus falls on Jagg then, merely scratching him (1 damage) but nicking a major artery! Jagg loses 1 more vitality, and is wounded for 3 rounds!
Raiser turns around to help Jagg, but just then Fleeing Coward strikes his back with a palm for 3 damage! Calamity adds more injury to injury with a powerful slash to Raiser's midsection for 5 damage! Raiser bleeds for 2 damage! Almighty Salmon also arrives, and so does Dr Bath, and Captain van der Decken.
Kasz finds Khaldan, who is being mauled by the inactivity lions!
GoC finds Streakster and manifests Metaphysical Weapon; Streakster heals him for 2 life.
Jagg loses a life! Raiser Blade also loses a life! Khaldan is mauled!
Connected Players and Creatures:
Minotaur-Orzel-Eldritch Knight
Jagg-Meynolds-Raiser Blade-Heretic-Fredricus-Fleeing Coward-Almighty Salmon-Dr Bath-Captain van der Decken-Calamity
Kasz-Khaldan
GoC-Streakster
{table]Player|Psi|DPs|Lives|Effects
Almighty Salmon|1d6|5|5|The Power is Yours! (positive) until R4
Fleeing Coward|1d6|5|4|The Power is Yours! (negative) until R4
Fredricus|1d6|5|3|No shouts until R5
Captain van der Decken|1d6|5|5|
Kasz|1d6|0|4|
Khaldan|1d6|10|3|
Castaras|1d6|5|4|The Power is Yours! (positive) until R4; Go for the Eyes!
Heretic|1d6|0|4|The Power is Yours! (positive) until R4; no shouts until R3
Streakster|1d6|7|4|The Power is Yours! (negative) until R4
GoC|1d6|5|6|The Power is Yours! (positive) until R4; Metaphysical Weapon; Cannot be affected by Cure Wounds until R6
Jagg|1d2|5|4|Impaled; Falling Spider'd; Wounded until R5
Raiser_B1ade|1d8|5|3|Wounded until R3; Chaos Hammer
Eldritch Knight|1d6|0|4|
Orzel|1d8|0|5|
Dr Bath|1d6|5|4|The Power is Yours! (positive) until R4
Calamity|1d6|5|4|The Power is Yours! (positive) until R4
Meynolds|1d6|0|6|The Power is Yours! (positive) until R4[/table]Announcer: What an outpouring of hostility against team Black! Well, I suppose that's understandable...
Maze falls: R4
Next round is on Wednesday!
Hey shouldn't I be connected to that massive chain? I connected to Raiser.
And I used my shout. There should be a cool down period for it.
Jagg got very lucky. If Meynold's had hit him he'd have lost another life.
I Live!!!
And look everyone is connected *evil grin*
*thinking*
I haven't used my energy wave yet... :smallamused: