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    Default Battle Royale Nr.7 - The Revival

    Battle Royale 7


    Hello all to this old game, first invented by Calamity*. Since the last iteration was played in 2010 there won't be many here who remember the game so I took liberty to make small changes. Anyway, it's a fun game based on luck and will recruit one week from now on.

    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).
    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 will be 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 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 and so on).
    11) You will have 2 days to pm your actions, choose them wisely!


    Here are the classes:

    Swordsman/woman:
    Swordsmanship: Do 1d20+6 damage to any target
    Counterattack: Do 1d20 damage to anyone who attacks the Swordsman/woman. Takes full damage from attack.
    Wizard:
    Barrier: 1d6 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 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)
    Sorceror/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.

    If you have questions or suggestions feel free to shoot me a PM.

    As said recruiting is one week from now, game will begin hopefully on Thursday, 20th September, 22:00 GMT

    Player List:
    {table=head]Nr|Name|requested Role
    1|The Grimmace|
    2|TBFProgrammer|Cleric
    3|billtodamax|Ninja
    4|The Phantom
    5|Tom the Mime|Mime
    6|Castaras|Barbarian
    7|Matthias2207|Sorcerer
    8|Rules Lawyer #1|Druid
    9|Suder dark33|Sorcerer
    10|Vesth|Sorcerer
    11|usourselves&we|Mime
    12|The Zoat|Monk
    13|Count Dingdong|
    14|otakuryoga|Archer
    15|inky13112|
    16|Gray Mage|Wizard
    17|Tasroth|Swordsman
    18|chunkymonkey999|Cleric
    19|Mordokai|Rogue
    [/table]

    * I sent Calamity a PM asking for permission to revive this thing but since his last post was in April this year I think I'll start it without permission and risk to end it early if he has objections.
    Last edited by Zar Peter; 2012-09-20 at 08:49 AM.
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    Dwarf in the Playground
     
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    Default Re: Battle Royale Nr.3 - The Revival

    I'll try this.
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    Default Re: Battle Royale Nr.3 - The Revival

    Requesting cleric class.
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    Default Re: Battle Royale Nr.3 - The Revival

    I'll be in as a ninja.
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    Default Re: Battle Royale Nr.3 - The Revival

    I'll be in.

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    Default Re: Battle Royale Nr.7 - The Revival

    Attention, since I found a not sooo old Battle Royale Game there are now a few rule changes. Please look again at your choosen roles (if you already have one).

    Also, this is now iteration Nr. 7
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    Default Re: Battle Royale Nr.7 - The Revival

    I'll give this a go as a mime. Is the quick mime target chosen before or after you know what you're miming.

    v - Thanks. I think I must have missed something reading through it earlier as I hadn't realised the initiative rolls were public and so you at least know who you're miming. If it wasn't, then it would be a complete shot in the dark for what you were doing. The mechanics never came into why I chose the mime anyway though
    Last edited by Tom the Mime; 2012-09-14 at 01:52 PM.
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    Default Re: Battle Royale Nr.7 - The Revival

    It's chosen, as any other action, after the Initiative is rolled so you know WHOM you mime, but not WHAT. If there is a tie (=two people or more people with the same Initiative above you) you chose whom you want to mime from these people. You also chose your victim in the PM.

    Example 1:
    Player A has initiative 18 and targets Player B with a Sneak Attack.
    You have Initiatve 17 and choose to quick mimic Player A and want to hit Player C.
    Result: Player B and Player C are hit by an Sneak Attack (1d20+10).

    Example 2:
    Player A has initiative 18 and targets Player B with a Normal Attack.
    You have Initiatve 17 and choose to quick mimic Player A and want to hit Player C.
    Result: Player B and Player C are hit by a Normal Attack (1d20).

    Example 3:
    Player A has initiative 18 and targets Initiative 7 with a Fire Ball.
    You have Initiative 17 and choose to quick mimic Player A and want to hit Player C. Player C has Initiative 16
    Result: All Players from Initiative 5 to Initiative 9 AND all players from Initiative 14 to 18 (including Player C, Player A and yourself) get hit by a Fireball with 1d10 damage.
    Last edited by Zar Peter; 2012-09-14 at 01:17 PM.
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    Default Re: Battle Royale Nr.7 - The Revival

    I'ma be a Barbarian, raaaagh!
    "I'm just going on motive and opportunity here and the fact that if the earth got swallowed by a black hole, I'd look suspiciously in your direction first."
    ~ Timberwolf

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    Default Re: Battle Royale Nr.7 - The Revival

    Is it free for all or do we have teams? Because I don't see why the Cleric would want to heal anyone but himself if there are no teams.

    And in as Sorcerer.
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    Default Re: Battle Royale Nr.7 - The Revival

    Quote Originally Posted by Matthias2207 View Post
    Is it free for all or do we have teams? Because I don't see why the Cleric would want to heal anyone but himself if there are no teams.

    And in as Sorcerer.
    It's free for all. There are no teams but some people could team up with a cleric to receive a heal (since he CAN'T HEAL HIMSELF). Maybe you shouldn't attack the cleric too often if you expect him to heal you. On the other hand you don't want him to win, do you?
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    Default Re: Battle Royale Nr.7 - The Revival

    Quote Originally Posted by Matthias2207 View Post
    Because I don't see why the Cleric would want to heal anyone but himself if there are no teams.
    Announcing the Order of Cowardly Clerics:

    A member of the order shall be a cleric.
    A member of the order shall neither heal nor buff enemies of the order.
    A member of the order shall heal and buff friends and members of the order.
    A member of the order shall not attack other members of the order.
    An enemy of the order shall be any who attack a member of the order.
    An enemy of the order shall always be an enemy of the order, and may not become a friend of the order.
    An enemy of the order shall lose any status as a member or friend of the order.
    A friend of the order shall be any who attack enemies of the order, unless they themselves are enemies of the order.

    The order shall be dissolved at such a time as:
    1-There are no non-members of the order
    2-The final living member of the order declares the order dissolved
    3-The final living member of the order falls

    To join, simply request (or be assigned) the cleric class and announce your membership in the order.
    Last edited by TBFProgrammer; 2012-09-14 at 02:55 PM.
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    Pixie in the Playground
     
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    Default Re: Battle Royale Nr.7 - The Revival

    Haha! I'm in! And I will choose the Druid Class.

    ...

    Order of Woodland Friends:

    1. Be a Druid. Declare your neutrality at start of play. You are now a Member.

    2. Do not attack other Members of the Order of Woodland Friends (if you do, then your membership is revoked). Someone who attacks a Member of the Order of Woodland Friends becomes an Enemy.

    3. Do not attack Friends of the Order of Woodland Friends (if you do, then you lose membership in the Order of Woodland Friends). Note: attacking a Friend of the Order of Woodland Friends does not make you an Enemy.

    4. Someone who attacks an Enemy of the Order of Woodland Friends becomes a Friend.

    5. Someone was was an Enemy can become a Friend. Someone who was a Friend can become an Enemy. There are no rules on actions against those who are neither Friends nor Enemies; feel free to attack those with no status if you wish
    Last edited by Rules Lawyer #1; 2012-09-14 at 04:24 PM.
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    Default Re: Battle Royale Nr.7 - The Revival

    Quote Originally Posted by Zar Peter View Post
    It's free for all. There are no teams but some people could team up with a cleric to receive a heal (since he CAN'T HEAL HIMSELF).
    I know that, emphasis was on 'want'. But the Order of Cowardly Clerics solved the problem.

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    Default Re: Battle Royale Nr.7 - The Revival

    Superdark the sorceror!

    Ill join.

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    Default Re: Battle Royale Nr.7 - The Revival

    I'm going for a sorcerer.

    Anyway, why is there two mages? One with barrier and dispel, and one with freeze ray and ice patch?
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    Default Re: Battle Royale Nr.7 - The Revival

    I believe the first mage should be renamed Wizard, judging by the description of abilities.
    "I'm just going on motive and opportunity here and the fact that if the earth got swallowed by a black hole, I'd look suspiciously in your direction first."
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    Default Re: Battle Royale Nr.7 - The Revival

    Quote Originally Posted by Zar Peter View Post
    Mage:
    Barrier: 1d6 damage to anyone who attacks the casting mage. Their attack is still executed but halved.
    Dispel: No special ability affects the Wizard this turn.
    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.
    Needs fixing, obviously.
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    Default Re: Battle Royale Nr.7 - The Revival

    I should've chosen the class with four special abilities! What was I thinking?
    Oh... I wasn't
    Last edited by Rules Lawyer #1; 2012-09-15 at 11:52 AM.
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    Default Re: Battle Royale Nr.7 - The Revival

    In as Mime/Mimic whatever you want to call it

    hey, can mimes be part of all these crazy orders and alliances?
    if not then . . . order of chaos anyone?
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    Default Re: Battle Royale Nr.7 - The Revival

    Quote Originally Posted by Vesth View Post
    I'm going for a sorcerer.

    Anyway, why is there two mages? One with barrier and dispel, and one with freeze ray and ice patch?
    Quote Originally Posted by Castaras View Post
    I believe the first mage should be renamed Wizard, judging by the description of abilities.
    Sorry, and yes, it should be. Fixed!
    Oh, and as I see it one or two of the sorceres will get another job.
    Last edited by Zar Peter; 2012-09-15 at 04:04 PM.
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    Default Re: Battle Royale Nr.7 - The Revival

    Ug gragh ug.

    Me big stompy barbarian. Me think big club of big stompy barbarian work too-gev-ar.

    Me have big wet piece of bark. Hit axe to join.

    Stompy Barbarians Club bash all who not stompy barbarians. If stompy barbarians are only ones left Stompy Barbarians drink LOTS MEAD AND BEAT EACH OTHER OVER THE HEAD.
    "I'm just going on motive and opportunity here and the fact that if the earth got swallowed by a black hole, I'd look suspiciously in your direction first."
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    Default Re: Battle Royale Nr.7 - The Revival

    In as monk.
    http://noobs-townmk2.myminicity.com/ Please.

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    Default Re: Battle Royale Nr.7 - The Revival

    In as whatever.
    Careless Citadel WW ended in a Usurper win!

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    Default Re: Battle Royale Nr.7 - The Revival

    archer reporting for duty
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    And that is a GOOD thing by any definition.

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    Default Re: Battle Royale Nr.7 - The Revival

    Ill play as anything.
    Last edited by inky13112; 2012-09-17 at 03:15 PM.

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    Default Re: Battle Royale Nr.7 - The Revival

    In as a wizard, of course.

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    Default Re: Battle Royale Nr.7 - The Revival

    In as a swordsman
    What do you mean "Dungeon Master" isn't a proper job?

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    Default Re: Battle Royale Nr.7 - The Revival

    One Cowardly Cleric, coming right up.
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    Yay!

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    Default Re: Battle Royale Nr.7 - The Revival

    Welcome all, thank you for signing up.

    Sign up lasts about 20 hours from now on, please read the rules carefully AFTER sign up ended, till then I may change a bit (although I think I'm done with changing, I upped the Inactivity Demon from 1d5 to 1d10 rising by 2)

    Also please note that the option to Defend yourself is only appliable (and sensible) when you lost HP the round before you want to Defend.

    Furthermore I think I will stay with the classes you selected and only randomly distribute the classes to the ones who didn't select a specific one. I will try to get all classes to play.

    So far no one wanted to take: Rogue, Mage and Psychic.

    Oh, and for clarity (No one asked but I think I say it anyway): In one round you can either hit a target for 1d20 OR use a special ability.
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