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Post by Miles on Apr 11, 2008 22:36:18 GMT -5
The Arena has a magical property about it, allowing it to change the battlefield before, after, and occasionally during a battle. The field may be chosen beforehand by the challengers. Below will be given a list of different fields and their effect. When I get around to it.
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Post by Miles on Apr 12, 2008 15:28:33 GMT -5
Most of the Arena grounds exist in different sub-planes and when they are in use the arena creates an extradimensional space that can be seen into but not out of. There is a special function of the arena that is left off most of the time called Soul Bind. If a player dies while Soul Bind is active the characters soul can't move to the next plane and becomes a ghost, but the arena mages (Zack included) can regenerate the body of a Soul Bound character in 24 hours and restore the character to full health. While in ghost form the player may interact with others and buy equipment but not participate in fights. When Soul Bind is active the winnings of the match are reduced by 50% (25% if activated by the Arena Master).
Stone Arena The stone arena is made of, you guessed it, stone. The ground is extremely hard, and anything that causes a combatant to fall on it deals additional damage. The ground is nearly impossible to break, any attempts to dig into it are increased by 30. This is also the only Arena grounds not in an extradimensional space. (Note: this means epic battles cannot be fought with these grounds.)
Water Arena The water arena is filled with water. On top of the water there are several floating platforms. These platforms are unstable, and are able to be flipped over with moderate difficulty(the exact DC depends on the system you're using.) When too close to the edge of one of the platforms, the player(s) must make a balance check in order to avoid falling off the tilting platform, unless there is a weight on the other side that could balance it out. The water around the platforms is either fresh or salt, determined before the fight. A few harmless fish usually swim around here, sometimes a dolphin or two.
The Void The void is basically an arena where there is no ground, this would make movement nigh impossible, but for the second feature: Subjective Gravity. Through sheer force of will, the combatants may choose in which direction gravity will function for them with an easy Will Check/Willpower Test. It is a free action to change your gravitic orientation, save for in D6 based games and the Riddle of Steel, wherein it does not take an action. In the first round after a gravity change, one falls 150ft (45 meters). In all subsequent rounds until the next gravity change, one falls 300 feet (90 meters).
Fire Arena The fire arena consist of several large pillars, on top of which are platforms. These platforms are stable, and extremely hard to break. The platforms are spaced so there is a 5 foot gap between them. Each platform is roughly 30x30 feet. Underneath the platforms, about 30 feet below, the ground is all lava. Usually, if someone falls into the lava they die an agonizing death by being burned alive. However, for those who are able to survive in the lava, their death is slower but almost always assured. There is no easy way to get up from the lava, the best they can do it climb up the pillars. If they somehow manage to get up without being shot to death first, then they're probably going to win.
The Null Zone The null zone is very rarely the active field. In the null zone all forms of magic are deactivated, no matter how powerful. Magic items lose their magic, Mages can't use their spells, and so forth. This field is the bane of all mages, and rarely lasts longer than a day.
The woodlands The woodlands is quite simply that, woodlands. This forest arena is full of trees and fauna. In the beginning of the fight, its impossible to see the other combatant(s). Most of the trees are climbable, and the foliage provides 3/10 cover. The ground here is soft enough to be dug into without excessive effort. Very nice ground for archers.
The Graveyard The Graveyard is ideal for the undead. It is literally a graveyard under the permanent effects of a desecrate spell. The effects include a -3 profane penalty to turning checks, +1 profane bonus on attack rolls, damage rolls, saving throws, and all undead gains +1 hit points per HD.
Urban This is quite literally an urban environment, although the location and conditions can vary greatly. If used by multiple players or enemies all small unit tactics get a +2 circumstance bonus as long as 1 character is familiar with urban environments.
The Labyrinth The Labyrinth is a huge maze of stone. The walls are indestructible, and if somehow destroyed repair themselves in one round. No magic can penetrate the walls, meaning there is no way to see through the walls, but spells do function within this ground. The spectator's can see all of the grounds from their boxes, as there is no visible roof. However, there is an invisible force field keeping people from going above the walls. Many a combatant has died from starvation in the great maze of the Labyrinth.
Shifting This arena grounds is self explanatory. Basically, every two rounds, it changes between the above(And below if more are added) grounds at random. This is a highly dangerous ground, for is you're unlucky not only could it be turned into a ground you're not familiar, but it could also be in an unfavorable position(Such as being in between platforms of the fire grounds.). Only recommended for the hardiest and most versatile of combatants. Magic-dependant characters should stay away, lest the enter the Null zone at a critical moment.
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Post by Miles on Apr 14, 2008 17:53:40 GMT -5
I think you could change my post so that it has that in it? Maybe I didn't give arena master that right, hang on I'll go check
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Post by Sutton on Apr 14, 2008 17:54:23 GMT -5
Ooo, subjective gravity. I *like* that.
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Post by Miles on Apr 14, 2008 17:55:45 GMT -5
Okay, you should be able to modify my post so you can have the subjective gravity in the already existing description, so its all in one place.
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Post by Sutton on Apr 14, 2008 18:20:46 GMT -5
Modified. Also, Darth, should fall speed be reduced for riddle, to account for it's round's being about 2/5ths of a D6 round and 1/3 of a Dungeons and Dragons round with only 2 seconds per round?
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Post by Miles on Apr 23, 2008 17:09:42 GMT -5
Added another two grounds. Hoping to pick this stuff up some time soon, board has been way too lax as of late.
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