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Arena Champion

Posted: Mon Apr 04, 2005 11:13 pm
by [sage]
In times of peace, the people turn to Gladitorial combat for enertainment. However, unlike ancient times, these combats are willing participants, not slaves. You are such a gladiator, hoping to become an Arena Champion. People in these times like flashy showmanship in their combat, and so mages have designed a special arena which allows any sort of scenery in combat, and full interactivity with the surroundings to use to your advantage to put on a good show for the crowd.

To join
Name:
Age:
Sex:

Stats:

700 between.
HP:
MP:

Split
450 between
Str: Determines Attack Power.
Agi: Determines Speed, movement and Evasion.
End: Determines Defense.
Int: Determines Magical Attack.
Res: Determines Magical Defense.
Cha: Determines Crowd Reaction.

Primary Weapon: Your main weapon.
Secondary Weapon: Your backup, ranged or offhand weapon.

Magic: You start off with 1 spell per 75 Int. Spells cost mp. If you want it to be showy, you can describe how its cast.

Manuevers: You start off with 1 Manuever per 75 Att. Manuevers cost nothing mp wise, but sacrifice one or more attributes of an attack to add an equal value. You can make them as flashy as you will.

Second: A second is an assistant, a squire basically. You talk to your squire whenever you wish to run errands or do anything besides fight. They can hold extra equipment and you make up to 3 time outs per fight to talk to your second to switch equipment, renew held items, etc. Just put their name, age and sex.

-------
Combat

Combat in The Arena is a bit different than in most battleclubs. You may make two actions per turn, and one movement, and adopt 1 stance.

Agility is fairly important. While it does force you to state your actions first, it also will make them more successful versus a slower opponent. Both players actions will be stated once chosen, you can delay any of your actions to a later point in the turn. (Ex. player 1 chooses to attack, save his defense until the other player attacks, then move away.

On your turn, you must pick two actions (An attack and a defense, or any mix of the two) you can substitute spells or manuevers for any of them as well), state your movement (if you choose too, at what point in the turn) and you may choose a stance for that round as well. Stances and defenses are below. Stances and manuevers work well together. Some extra info on actions below.

You may describe where you are trying to attack, and how. If the attack is successful, it may have added side effects if you attack certain areas, and chance of success could be more/less. Attacks deal random damage.

Defenses are as follows. All are available.
Parry: Use your weapon to intercept an enemy attack. Some weapons are simply not good at parrying.
Block: Using a shield to intercept an enemy attack. Likely to succeed, but may damage or destroy the shield.
Dodge: Moving your body out of the way. More likely to succeed based on agility.
Acrobatics: Basically, dodging, with one exception. Much fancier. It must be described, and the more outrageous it is, the more agility you need to have it succeed. A person with very high agility can use acrobatics to gain crowd's favor and keep themselves alive very well.
Spell/Manuever: Use any defensive manuever or spell you have at your disposal.

Stances: All these stances are available at the start. You may learn more stances through training. Unless you say that you're staying in a stance, stances only last the round you post them.

Offensive A: Makes your attacks more powerful, but easier to avoid.
Offensive B: Makes your attack more accurate, but do less damage.
Defensive A: Makes defenses faster based on Agi.
Defensive B: Makes defenses more effective overall. Offense suffers greatly.
Showman: Gains points with the crowd through showy actions, but is overall less effective.

Movement: Movement in The Arena is allowed. You can move at any point in your turn (state your destination and Agi will determine how far you make it), but it must be specified with all your other actions. You can use any scenery in the arena to your advantage. You may sacrifice one or two actions to move even further. You can move carefully to avoid giving benefits to opponent, or just flat out run.

Results: After both players post their actions, results will be posted. Effects of both player's attacks, remaining health and mp (as well as status effects) of players and level of applause, if changed, and the round's crowd favorite. Crowd favorite and applause will not be mentioned if there isn't any.

Victory: Victory in these combats is not nessecarily the one who defeats the others first. These are also heavily point based. You may win the actual match (these aren't till death), but not gain a lot of Style Points. Style Points are how you move up. The key to total victory and going far is in balancing your technique and Showmanship. At the end of combat, you are given a score. It's determined by crowd applause each round and technical score.

Crowd Applause: Each round is scored from Heckling, Booing, None, Very low, low, Fair, High and Very High, cheering and finally chanting your name.

Taunting: -25pts
Heckling: -10pts
Booing: -5pts
Hissing: -1pt
V Low: +1pt
Low: +3pts
Fair: +5pts
High: +10pts
V High: +25pts
Cheering: +50pts
Chanting: +100pts

5 judges score you from 1-100 each. They judged you based on battle length, efficient use of actions and arena, and success of actions. The judge score, called the technical score is seperate from the Crowd Score.

Scores are given at end of combat and are your experience.

The Arena: At the beginning of combat, a random setting for the fight will take place. You may use your surroundings to any advantage you wish.

The Second:
-At any point in combat you may talk to your second by calling a time out.
-You can give/take/exchange items or between your primary and secondary weapons with him, or you can simply pause the fight for up to 2 rounds after calling for a time out, but doing this lowers your score. All round by round effects keep going while in time out, so yes you will take damage from poison and such while timed out.
-You may also use any items the Second has on them without using any carried items. Although you are allowed three uses of the second, only the first is unpenalized. The second and third uses of the second incur a score penalty of 10, then 25 points.
-You may not do any other actions besides move in a turn you call on the second
-A player may is free from attack for the round they interact with the second. If time out is called, player's may not interact with each other until
----

Well that's it. I'll be happy to clarify questions you have. Should be fun.

[ April 07, 2005, 09:35 PM: Message edited by: Marth ]

Posted: Mon Apr 04, 2005 11:59 pm
by Prince Toad
Name: Tiberius Aureus
Age: 27
Sex: Male
HP: 450
MP: 250
Str: 75
Agi: 50
End: 100
Int: 100
Res: 75
Cha: 75
Primary Weapon: Gladius (shortsword)
Secondary Weapon: Javelin
Magic:
Pila Alba-- Tiberius makes a throwing motion. A white javelin of energy appears and splits into two, each of which shines brightly and grows white wings, also made of energy. They whirl about rapidly and lock onto the enemy. They cannot be avoided.
Maneuvers:
Feroci Proelo-- Tiberius flies into a battle rage, screaming and launching a violent stab at the enemy. He temporarily loses Endurance in exchange for Strength.
Second--
Name: Barensia Pulchra
Age: 19
Sex: Female

[ April 04, 2005, 11:06 PM: Message edited by: Prince Toad ]

Posted: Tue Apr 05, 2005 11:57 pm
by KirbyBoy2000
Name:Ronev Jiras
Age:22
Sex:Male

Stats
HP: 350
MP: 350

Split
450 between
Str: 0.
Agi: 80.
End: 50.
Int: 180.
Res: 60.
Cha: 80.

Primary Weapon: Staff.
Secondary Weapon: Knife.

Magic

Demons Gate- Deals dark damage to an opponent and may blind foe. Looks- A magic circle appears from under opponent, then darkness comes out from the circle and consumes the opponent. Afterwords the darkness fades away leaving opponent weakened.
Soul Drain- Deals HP and MP damage to opponent. Some of damage is used to heal Ronev. Looks- Spirit around target is shown and parts of it are stolen and sent to Ronev.

Second
Name- Filia Eilin
Age- 18
Sex- Female

[ April 05, 2005, 11:06 PM: Message edited by: KirbyBoy2000 ]

Posted: Thu Apr 07, 2005 6:42 pm
by Lord Umbra
Name: Heret
Age: 24
Sex: Female

HP: 500
MP: 200

Str: 90
Agi: 100
End: 70
Int: 75
Res: 45
Cha: 70

Primary: Halberd
Secondary: Throwing Axes

Magic
Magic Hail: 4 - 6 spheres of energy crash from above the general area of the targeted foe. Each sphere that misses heals Heret for a low amount of health, while those that do hit do moderate damage.

Maneuvers
Concentrated Cleave: Heret strikes with surprising strength, but her concentration on striking wtih extra strength lowers her resistance greatly.

Second
Name: Quetza
Age: 17
Sex: Female

[ April 07, 2005, 07:20 PM: Message edited by: Lord Umbra ]

Posted: Thu Apr 07, 2005 8:02 pm
by [sage]
That spell is around 200mp, wanna edit?

Posted: Thu Apr 07, 2005 8:22 pm
by Lord Umbra
I edited my mp to 200, and took down my hp a notch. That good?

Posted: Thu Apr 07, 2005 9:42 pm
by [sage]
Sure. I'll have your stats up, and you can post in the lobby when you will.

Posted: Wed Apr 13, 2005 5:08 pm
by Parrakarry
Name: Alain
Age: 21
Sex: Male

HP: 400
MP: 300

450 between
Str: 90
Agi: 95
End: 30
Int: 75
Res: 60
Cha: 100
Primary Weapon: Sword
Secondary Weapon: Rifle if I can, longbow if I can't

Magic: Hat Trick -- Alain takes off his hat, makes a sweeping bow to the audience, then, while he's bowing, flicks a fireball at the opponent, hopefully catching them offguard.

Manuevers: (1 Maneuver per 75 Att... att? unsure what that is... but I'll put one in here just in case) Crushing Blow -- Intelligence is a big part of Alain's specialty -- he prides himself on being smart. However, during this manuever, he goes to his primal roots. Sacrifices a huge chunk of his intelligence, and puts pure, furious strength into one attack.

Second:
Name: Bobbo
Age: 17
Sex: Male

[ April 13, 2005, 06:49 PM: Message edited by: Parrakarry ]

Posted: Wed Apr 13, 2005 5:21 pm
by Prince Toad
^Alain? Did you read the Dark Tower series?

Posted: Wed Apr 13, 2005 6:49 pm
by [sage]
you put 470 into stats. Lower it by 20.

you'll have to go with longbow.

[ April 13, 2005, 06:15 PM: Message edited by: Marth ]

Posted: Wed Apr 13, 2005 7:50 pm
by Parrakarry
Maybe that's where I got the name from... it just popped into my head. I can't remember if I read that particular series, though.

Dunno how I got 470 in there... oh well.

Posted: Wed Apr 13, 2005 9:05 pm
by Prince Toad
^Stephen King? I dunno, maybe not.