Team Maybe we'll just stay without a name
LEADER- King Dumb 20/20
-Darkaura 20/20
-Whatever Dood 20/20
-Saturn 20/20
-Colonel Servbot 20/20
TEAM I NEED A NAME 2
LEADER- SmashBroPlusB 15/10
-Bikdark 20/20
-Wango 20/20
-Epik Cirby 20/20
-Arcterra 20/20
CURRENT PICK: TEAM SMASHBRO
100 YEARS AFTER THE END OF DND2...
It was a bright and shining day in the world of TERAERAER...
A peace summit between the two (Was it two? Fuck it, I'm retconning DND2.)
120 YEARS AFTER THE END OF DND...
It was a bright and shining day in the world of TERAERAER...
A peace summit between the two nations of Mot UF and Team Evil Guys was beginning.
"So your great grandfather went into my great grandfather's base..."
"Yep."
"Shot each soldier 56 times..."
"57."
"And killed the president?"
"And that's how it went down."
"...We need to stop waging war."
"...That sounds boring. You're boring. I don't like you."
A gunshot rang through the room, killing the leader of Team Evil Guys.
And with that, the peace summit broke down, just as everyone expected.
A huge portion of the [cough] "Nations" were wiped out in one fell swoop.
And that, my dear readers, is the cheap exposition for DND3.
In the wake of some recent controversies, I've decided to host a much more laid-back event. In case you forgot to read the title, that event shall be
A CHESS TOURNAMENT
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All matches shall be played on the forum by posting this edited ASCII chessboard in response to your opponent.
I'm lying it's Dunces and Dragons 3
So how do I play chess DND3?
DND3 will be less of a shitstorm than DND2 was, while more organized than DND1 was. Players will be separated into two teams, and the teams take turns challenging each other by sending forward champions of the turnholder's choosing.
How do we teams this time around?
Sixteen players will sign up (Or less, if we don't get that number by the 20th). Players will not specify a team, but they can specify whether they want to be a leader. Two leaders will be chosen; they are purely for administration and will not affect gameplay. All tactical input should be sent to them, as they will select the players in each matchup and any other team-based decisions (which basically consists of picking the team's name!) Leaders will pick team players in a modified Dodgeball system: Leader 1 will pick one player, Leader 2 will pick two players, and they will alternate picking one player from then on. Each team leader will select one member to hold the keys. If the keyholder is defeated in combat, all your prisoners are busted out.
Intricacies
1. Each player has 20 HP. They start with 2.0 Power and 0.0 Defense. Fragging someone deals (FraggerPower-FraggedDefense) in damage. Run out of HP and you die a horrible gruesome death.
2. Players can choose to do two things in the middle of a match: Surrender and Armistice. If you surrender, the opponent may choose to capture you or just beat the crap out of you. If captured, you must be broken out of prison by someone finding the enemy team's keys, or traded for diplomatically. If both players offer an Armistice, the battle ends.
3. For undisclosable reasons, I'm going to require players respond within two days if needed. This will not be a deadline to play a match, but instead an activity requirement. Leaders should be on daily.
4. Every player restores 3 HP at the end of the turn, unless something horrible happens to you.
5. Remember, tactics are important! You'll need to discover who's who in order to take out priority targets, coordinate attacks, and other things.
CLASSES TIME
FIRE MAGE:
I'm still useless!
Flamestrike: Deal 5 damage to any target. COOLDOWN: 3
Flash Burn: Turn a match into instagib. COOLDOWN: EVERY OTHER ENGAGEMENT
Vicious Burns: You gain .2 power every frag you deal, resetting when exiting combat.
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EXTRATERRESTRIAL:
Sometimes, being human sucks.
Saiyan Spirit: If you fall below 5 HP, you gain .5 power once you reach 15 HP. You can keep doing this, but you must return to 15 HP to get another benefit.
Gift of the Namek: Heal 5 HP to any target. COOLDOWN: 3
Regenerator: When you die, you come back with 1 HP and cannot be engaged for 3 rounds. Only Activates Once.
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BARBARIAN:
RIP AND TEAR!
Axe: +.4 power.
Sword: +.2 power, +2 max HP.
Spear: Deal 3 damage. COOLDOWN: 2
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GUARDIAN:
Don't you die on me!
Savior's Speed: You allow an ally to escape from combat. COOLDOWN: 5
Sacrifice: You may redirect an engagement towards yourself. COOLDOWN: 3
Vigilance: Select one ally. He takes .4 less damage until you apply this effect to a different ally. COOLDOWN: EVERY PLAYER DEATH
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NECROMANCER:
Tender your souls to me, mortals!
ALL:
Soul Drain: Select one player. If he dies, you steal his soul. This effect ends if you cast this on another player. COOLDOWN: EVERY DEATH
Soul Siphon: If you kill a player yourself, you steal his soul.
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Necromancer has the previous two abilities regardless of other ability choices, and none of his chosen abilities has any cooldown.
Scrying: See what role the soul once had. COST: A SOUL. | See what role the soul once had, and one of his allies. COST: TWO SOULS.
Soul Binding: Ressurect an ally. COST: TARGET'S SOUL, 4 OTHER SOULS
Spirit Bomb: Deal 15 damage to any target. COST: 3 SOULS.
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KEYMASTER:
Alright instead of being efficient and using a gun to kill you, I'm just gonna hit you with this key, ok
Lock and No Key: Target captured enemy cannot be freed except by an ally. COOLDOWN: 3
Keypaway: Toss the keys to an ally, if you have them. Can be used right before you die or are captured.
Lockpick: You free an ally when you defeat an opponent. COOLDOWN: EVERY OTHER ENGAGEMENT
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JESTER:
Seems I'm still not dead. How fortunate.
All A Ruse: When you die, recover -3 to 10 health. If you survive, the match ends. Only Activates Once.
Questionable Herbs and Spices: Brew a potion. It can be used any time out of combat to restore 1-5 HP. COOLDOWN: 4
Tattletale: One random player's role is revealed. COOLDOWN: 2
Random Event: I have no idea what this does! COOLDOWN: ???
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AVENGER:
I am being faced with the difficult task of not reusing my previous quote.
Wrath: You gain +.3 power for each ally your opponent has killed.
Hatred: Deal 3 damage for every player your target has killed. COOLDOWN: 2
End Suffering: You may redirect an enemy's engagement towards yourself, in which you gain +.2 attack power for each ally he has slain or captured. COOLDOWN: 5-(ALLIES KILLED)
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VIZIER:
I can't hear you over the sound of my overly loud screaming.
Battle Shout: Your team gains +.4 power for the next round. COOLDOWN: 3
War Orders: Your team can declare another attack this turn. COOLDOWN: 4
Motivational Speech: Choose an ally. He has a cooldown reduced by one turn. COOLDOWN: 2
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UNDEAD:
Brains are delicious.
Ghoul: Players now drop corpses. You can eat these corpses for health. They last 4 turns. Fresher corpses heal more health. COOLDOWN: NONE
Ghost: You cannot be attacked during the enemy's next turn. COOLDOWN: 2
Vampire: You gain .3 health every time you frag an enemy.
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ILLUSIONIST:
Now you see him, now you see his fist!
Teleport: Target escapes from combat. COOLDOWN: 5
Distraction: Can be used in combat. You absorb the next 6 damage dealt to you. This is not revealed. COOLDOWN: 3
Questionable Sources: The next time your team is scouted, they receive mis-information. COOLDOWN: 3
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SCOUT:
...bonk?
Fleet Feet: Escape from combat. COOLDOWN: 5
Avoidance: You have a 10% chance to not take damage from any source.
Spying: Reveal a random enemy's role -OR- reveal a chosen enemy's role. COOLDOWN: 1 OR 3
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MONK:
Balance your Chi/Ken/Chakra/Soul/Karma/...
Meditate: You regain half the health lost after winning in combat.
Study: You reveal the role of your opponent after fragging them.
Fists Of Fury: Choose an enemy. They cannot choose to engage in combat on the opponent's next turn. COOLDOWN: 3
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RHINOCEROS:
OH MY GOD THAT IS A HORRIFYING BEAST
Gore: Deal 10 damage to a random player. COOLDOWN: 2
Aimed Gore: Deal 5 damage to a random enemy. COOLDOWN: 2
Thick Skin, Sharp Horn: You take .2 less damage and have .2 more power.
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ENGINEER:
witty tf2 quote
Sentries: Enemies who engage you take 3 damage.
Dispensers: Allies heal an extra HP per turn.
Teleporters: A random ally is chosen to fight instead of the enemy's choice. COOLDOWN: 4
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RIFT WIZARD
Ten thousand dimensions exist beyond our own, and I intend to explore them all!
No abilities? Strange. Maybe something will come of this class in time.
_______________________
PRISIMANCER:
Isn't it shiny?
Reflection: Reflect any direct damage spells against a chosen ally up until the third engagement from now initiates. COOLDOWN: 3
Mass Reflection: Reflect any direct damage spells against your entire team from now, to the end of the next engagement, to the start of the engagement after that. COOLDOWN: 5
Fizzle: Target cannot use abilities until the next engagement ends. COOLDOWN: 2
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DRAGOON:
I'm still up here, guys!
Bird's Eye View: Determine whether the enemy team has a specific class. COOLDOWN: 2
Mounted Combat: Ride an ally into battle, gaining (Ally'sPower-2) Power, but he takes as much damage as you do. COOLDOWN: 4
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You may not select both of these abilities.
Ambush: You deal 5 damage when you are engaged by your opponent.
Execute: You instantly kill an opponent you are in combat with who has less than 5 HP.
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AUGUR:
Flesh is a cruel joke played by the gods on their own creations!
Rebuild Flesh: Deal 5 damage to increase max health by 2. Can be cast on any ally. COOLDOWN: 3
Rebuild Arms: Deal 5 damage to increase power by .2. Can be cast on any ally. COOLDOWN: 3
Rebuild Legs: Deal 10 damage to allow an ally to escape from combat. COOLDOWN: 2
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VIROMANCER:
All life... must end.
Chronic Disease: Target's passive regeneration is reduced by 10%. COOLDOWN: 2
Virulent Rot: Infects the target with Virulent Rot. Anyone who interacts with this character (not counting long-range spells) is infected. Saps .2 health from each infected enemy per turn, which is spread evenly among infected allies. COOLDOWN: ONE USE.
Venoshock: Inflicts .4 damage for each player infected with Virulent Rot and 1.5 damage for each stack of Chronic Disease. COOLDOWN: 3
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CAPITALIST:
A fair trade!
Joint Venture: Either reduce an ally's cooldown by 1 turn or increase it by 1 turn randomly. COOLDOWN: 1
Backstabbing Bribery: Spend any Ally's HP to restore half that HP to another player, not including yourself. COOLDOWN: 3
Bequeath: Trade classes with target. Must channel over 3 turns; any action performed or targeted by breaks the channel. COOLDOWN: NONE
_______________________
HYDROMANCER:
Can you hear the ocean's song?
Cleansing Rains: Target player has his passive regeneration doubled. Can only be applied to one player at a time. Effect is dispelled and cannot be reused for 2 turns if engaged. COOLDOWN: NONE
Flush Out: Disregard all effects on the enemy you engage. COOLDOWN: 3
Whirlpool: Target does not regenerate health. Can only be applied to one player at a time. Lasts two turns. COOLDOWN: 4
Hey
WHAT'S ALL THAT MEAN
Each player may pick one class. Each team may have no more than one of each class. Each player may pick only TWO of the offered abilities. If a spell has a Cooldown, you may use it at any time out of combat via PM (unless otherwise stated, or is an "escape from combat" ability), If it has no cooldown, it's a passive ability.
Super Special Feature!
Because not everybody is going to be on at once, you can preemptively use abilities, even if you're not online! Say, for example, your ability is important to keep player X out of combat. Because of this, you PM an automatic request to use that ability if he enters combat. If he is engaged, that ability will be used automatically without you needing to request. This applies for all active abilities and all events, such as use Flamestrike if opponent is below 5 HP, use Rebuild Arms on player Y if they have over 10 HP, ETC.
Not the best duelist? Don't worry, I've got something special planned.
Trust me.
I think you'll like it.
News Ticker:
Well would you look at that, we've actually started![/b]
I gotta say, OJ, that I think your chess tournament would have been the better idea. In fact, I'll make the first move:
OJ as Black
rTist as White
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