Look here to figure out where your character starts.
Each Arena has an a description, followed by a mechanic you can use in fights. Different mechanics give different units advantages and disadvantages.
The arenas are all surrounded by a permeable opaque barrier of night, and can be left at any time by pinging the runner, and noting if you are going to the "left" or "right". It is possible to move to or from the Dead Center from any other area. If you choose to go to the Dead Center, just move your character there without pinging us. If you are leaving Dead Center, ping the runner so we can roll you a 1d12 and tell you where to go, unless you have a map of the arena at which point you may choose where you're going.
General combat mechanics are here. Please determine your stats first thing and enter your character's stats for round 10 here. If your character has purchased powers, mechanics to use them are here.
If your character died in a previous round, rulings on rejoining are here.
If you and another player are in agreement, you can OOCly determine the outcome of a fight, as well, but if there is disagreement it is better to roll for it.
[ Chloroform Grenade - Roll strength to see if you throw this far enough. If you fail, you are in range and also get knocked out. If you succeed, only the person you threw it at gets knocked out. This can be avoided if you have done something IC to make certain you are out of range even if you do not have the throwing strength. ]
IC INSTRUCTIONS DISPLAYED ON PHONES
With one~ special exception! We'll be awarding one best struggle to survive! Once you're dragged into the fray, don't give up, everyone!
Earn a win, and your whole unit gets fully healed!
Direct and passive suicide are discouraged, but~ I guess I can't stop you! Lilith will deal with that, but I don't think she'll be happy!
Oh, and killing a unitmate intentionally will disqualify you for winner.
Happy hunting, everyone!
OOC INSTRUCTIONS
Each Arena has an a description, followed by a mechanic you can use in fights. Different mechanics give different units advantages and disadvantages.
The arenas are all surrounded by a permeable opaque barrier of night, and can be left at any time by pinging the runner, and noting if you are going to the "left" or "right". It is possible to move to or from the Dead Center from any other area. If you choose to go to the Dead Center, just move your character there without pinging us. If you are leaving Dead Center, ping the runner so we can roll you a 1d12 and tell you where to go, unless you have a map of the arena at which point you may choose where you're going.
General combat mechanics are here. Please determine your stats first thing and enter your character's stats for round 10 here. If your character has purchased powers, mechanics to use them are here.
If your character died in a previous round, rulings on rejoining are here.
If you and another player are in agreement, you can OOCly determine the outcome of a fight, as well, but if there is disagreement it is better to roll for it.
DO I HAVE EXTRA POWERS?
Either way, all powers you have purchased you keep.
DO I HAVE ITEMS?
If you answered this in previous rounds, you have the same items now that you did then.
Re: DO I HAVE ITEMS?
Re: DO I HAVE ITEMS?
Re: DO I HAVE ITEMS?
Re: DO I HAVE ITEMS?
https://imeeji-frontstage.dreamwidth.org/143389.html?thread=97158429#cmt97158429 5
Re: DO I HAVE ITEMS?
Re: DO I HAVE ITEMS?
Re: DO I HAVE ITEMS?
answer to question 5 was just "no"
Re: DO I HAVE ITEMS?