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:
Every player starts with 40HP
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).
Every player will have a normal attack that deals 1d20 damage. Yes, this damage will be rolled by myself, too.
There are 13 classes (if you have suggestions for others I will be willing to hear them!).
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
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.
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.
You can be healed past 40HP (Keep in mind that you'll probably get mobbed if you do though.
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).
You will have 2 days
to pm your actions, choose them wisely!
Here are the classes:
: Do 1d20+6 damage to any target
: Do 1d20 damage to anyone who attacks the Swordsman/woman. Takes full damage from attack.
: 1d6 damage to anyone who attacks the casting mage. Their attack is still executed but halved.
: No special ability affects the Wizard this turn.
: Can't be attacked until the next round.
: Deals 1d20+10 damage to target if the target uses a special ability this turn.
: Deals 1d12 damge to two targets.
: 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
: Damage done to the praying monk is halved, damage dealt by the praying monk is also halved (rounded down). This lasts for 3 rounds.
: Make one player collide with another, both taking 1d10 damage. The targets also have a 50% chance of losing their next action.
: 1d10 hp is granted to target (can't be cast on self)
: Makes the target gain +5 damage to all attacks for 3 rounds.
: This is the same as a regular attack except that it will always go first (Initiative 99).
: 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)
: Select an initiative value. Everyone within 2 initiative of that value takes 1d10 damage.
: Deals 1d16 damage and causes the target to take their next action at Initiative 0
: 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
: Target player can not use special abilities for their next 2 actions.
: Deals 1d12 to the target and freezes them, making them lose their next action.
: 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.
: 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.
: The target of target player's next action is chosen at random. It can not be you.
: Select an initiative value. Everyone within 1 initiative of that value loses their next action.
: 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.
: 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.
: 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
* 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.
|1||The Grimmace|| |
|4||The Phantom|| |
|5||Tom the Mime||Mime|
|8||Rules Lawyer #1||Druid|
|13||Count Dingdong|| |