PvP Tournament Rules
One team is Team Liberté and the other is Team Égalité, each having their respective flags, seen below.
Weapon Name | Bonus Weapon Attacks |
Melee Damage Die |
Ranged Damage Die | Critical Chance | Weapon Type | Range | Inventory Space |
Cost | Properties |
---|---|---|---|---|---|---|---|---|---|
Liberté et Égalité | +1 | 1d8 | 3d6 | 20 | Melee, Pole, Flag | 7 | 0 | 0 | This weapon may be wielded in two hands. This weapon is made of adamantine and so cannot become invisible or incorporeal, and cannot be broken. You may only throw this weapon in the direction of its team's Base. If this weapon is not being held and is not at its starting position, it teleports to its starting position. If this weapon is moved further than 6 Spaces from where it started this turn it plants itself into the 6th space, becoming unmovable until the start of the opposing team's next turn. A member of Team Liberté cannot carry the Team Liberté Flag towards its starting position. A member of Team Égalité cannot carry the Team Égalité Flag towards its starting position. |
The Golden Earth Tournament
The Golden Earth Tournament is held twice a year in Zenith. Each Tournament is comprised of two competing teams fighting repeatedly to the brink of death under the full moon, simultaneously attempting to capture the opposing team's flag and defend their own, for two two minute (20 Rounds) Matches ((in the first match, Team Liberté goes first, and in the second Match Team Égalité goes first)).
When one flag is deliberately contacted to the other while one of the flags is in its starting location, the flag is "Captured". The team whose flag was at its starting position gains +1 Capture, and the flag which was captured returns to its starting position. Whichever team has Captured the opposing team's flag the most times during the match is victorious. If the match ends and your team has set foot (Walked/stood/been Prone) within your base (the elevated 0.5 Spaces high section containing each Flag), and your opponent has not set foot upon your base, you gain +1 Point.
In the case of a tie, the Flags are set to their starting positions and Team Liberté has 2 minutes to position themselves anywhere within 12 Spaces of Team Égalité's Flag, but must be at least 8 Spaces away from the flag, and Team Égalité positions themselves anywhere within 6 Spaces of their flag. Team Liberté has 1 minute (10 Rounds) to bring Team Égalité's flag at least 12 Spaces away from its starting position (Called a Tie Capture). This same setup is then mirrored, Team Liberté positioned near their flag, and Team Égalité tasked with extracting Team Liberté's flag with the singular alteration that Team Egalité only has as many Rounds as it took for Team Liberté to Tie Capture, or the full 1 minute (10 Rounds) if Team Liberté did not Tie Capture. This setup is mirrored and repeated until one team does it faster than the other, at which point the faster team is declared victorious.
When one flag is deliberately contacted to the other while one of the flags is in its starting location, the flag is "Captured". The team whose flag was at its starting position gains +1 Capture, and the flag which was captured returns to its starting position. Whichever team has Captured the opposing team's flag the most times during the match is victorious. If the match ends and your team has set foot (Walked/stood/been Prone) within your base (the elevated 0.5 Spaces high section containing each Flag), and your opponent has not set foot upon your base, you gain +1 Point.
In the case of a tie, the Flags are set to their starting positions and Team Liberté has 2 minutes to position themselves anywhere within 12 Spaces of Team Égalité's Flag, but must be at least 8 Spaces away from the flag, and Team Égalité positions themselves anywhere within 6 Spaces of their flag. Team Liberté has 1 minute (10 Rounds) to bring Team Égalité's flag at least 12 Spaces away from its starting position (Called a Tie Capture). This same setup is then mirrored, Team Liberté positioned near their flag, and Team Égalité tasked with extracting Team Liberté's flag with the singular alteration that Team Egalité only has as many Rounds as it took for Team Liberté to Tie Capture, or the full 1 minute (10 Rounds) if Team Liberté did not Tie Capture. This setup is mirrored and repeated until one team does it faster than the other, at which point the faster team is declared victorious.
Teams
Teams are comprised of 10 people ((5 Players, each with 2 characters)) 5 of which may compete at a time. Each team puts forwards the 5 they intend to have compete ((each team sharing these characters' sheets publicly, you may not alter your character sheet once it has become public)). The teams then have 6 minutes to privately discuss their opponents and may choose to swap two of their contenders ((characters)) for two who were not put forwards in this time ((sharing these characters' sheets publicly at the end of the 6 minutes)) ((any player may play any character put forwards by their team, not just the character's creator)). If any contender is swapped out for another, each team is granted another 3 minutes of private discussion. A team may decide they are ready to compete at any time, the tournament beginning when the discussion time runs out, or when both teams decide they are ready, whichever comes first. Each contender must be adjacent to their team's flag when the match begins. ((Each character is Level 1 and has 25 Gold and cannot attain more Gold by any means. Each character must also be made using all Recommended Optional Rules being Age, Interests, and Race.)) All contenders know exactly where every other contender is.
When a contender is nearly dead ((when a character passes their Point of No Return)) they are instantly teleported out of the arena and given intimidate medical attention. They are allowed to return to the tournament after 2 Rounds ((with their HP at 100% and their Mana at 50% (or the amount they died with, player's choice))), and are let back into the arena adjacent to their team's flag's starting position. Exertion Talismans, Flags, and other contenders are not teleported with the dying contender, but everything else they were holding, wearing, or carrying is. When a contender is returned to the arena, they are incapable of taking damage from the opposing team until the start of their next turn, or until they attempt to deal damage to a member of the opposing team.
When a contender is nearly dead ((when a character passes their Point of No Return)) they are instantly teleported out of the arena and given intimidate medical attention. They are allowed to return to the tournament after 2 Rounds ((with their HP at 100% and their Mana at 50% (or the amount they died with, player's choice))), and are let back into the arena adjacent to their team's flag's starting position. Exertion Talismans, Flags, and other contenders are not teleported with the dying contender, but everything else they were holding, wearing, or carrying is. When a contender is returned to the arena, they are incapable of taking damage from the opposing team until the start of their next turn, or until they attempt to deal damage to a member of the opposing team.
The Arena
The Golden Earth Arena has inner walls of olive granite ((stone)), a sand and dirt floor ((earth and silt, considered either or both for the purpose of skills and effects)), and shining bronze outer walls. Manipulation of the outer wall, inner walls, and/or floor is forbidden, and grants the opposing team +1 Capture. The walls and floor are returned to their usual shape at the start of each match and Tie Breaker Round. If there is 1 wall between you and a target you cannot target that target. While you are on top of a wall you are considered to have -1 walls between you and all targets in the arena.
Within the arena are two Exertion Talismans ((each is one 1d6 Exertion Die which is always treated as rolling a 4)). When an Exertion Talisman is removed from its pedestal, a new one appears after 3 Rounds ((on the turn of the team who did not initially take the Exertion Talisman)). ((Characters cannot gain Exertion Die except for Exertion Talismans, and begin each match with 0 Exertion Die and 1 Exertion Talisman)).
Below is the map of the arena, the numbers representing elevation in spaces. To move up in elevation a half Space in this arena is in no way considered difficult terrain. The space in the top left and bottom right with concentric squares are where the Flags sit, and the spaces with the "E" are where the Exertion Tokens sit.
Within the arena are two Exertion Talismans ((each is one 1d6 Exertion Die which is always treated as rolling a 4)). When an Exertion Talisman is removed from its pedestal, a new one appears after 3 Rounds ((on the turn of the team who did not initially take the Exertion Talisman)). ((Characters cannot gain Exertion Die except for Exertion Talismans, and begin each match with 0 Exertion Die and 1 Exertion Talisman)).
Below is the map of the arena, the numbers representing elevation in spaces. To move up in elevation a half Space in this arena is in no way considered difficult terrain. The space in the top left and bottom right with concentric squares are where the Flags sit, and the spaces with the "E" are where the Exertion Tokens sit.
Skills Banlist
The below skills are not allowed to be activated in PvP almost always because they lower the skill ceiling of the game, are required due to exclusively having upsides and no drawbacks, or because they take agency from other players and give it to another player.
Name | Skill Tags | Skill Point Cost | Mana Cost | Prerequisites | Action Cost | Effect | Reason for Ban |
---|---|---|---|---|---|---|---|
No Luck, All Skill | General | 0 | N/A | N/A | Passive | Permanently lose 1 Exertion Die, then gain 1 Skill Point. ((This is not recommended.)) | Will almost never have a downside in PvP, which inherently makes it a necessity for every character. |
Limitless Truth | General, Offensive | 1 | N/A | Just a Moment Longer | Free | When you activate Moment of Truth, it instead lasts indefinitely. When next you sleep, you die. You must sleep at some point within 24 hours after the activation of this Skill. |
Will never have a downside in PvP, which inherently makes it a necessity for every character who relies on stats to deal damage, and punishes other forms of more creative play. |
Gambler's Life | General, Defensive, Gambling | 1 | N/A | N/A | Passive | You do not increase your Maximum HP with HP Scaling, and you must roll 1d8 + (HP Scaling - 4) at advantage to determine your HP when you level up, and for all previous levels for which you gained HP Scaling instead. |
It is statistically possible to roll the highest possible number every time making it so that everyone will say that they did because it doesn't matter if they did or not if it is possible, which inherently makes it a necessity for every character who relies on HP. |
Gambler | General, Gambling | 2 | N/A | N/A | Passive | Reduce your Total Might, Total Skill, and Total Magic to 0. Roll 3d6 at advantage, and gain that much Total Might. Repeat this process for Total Skill and Total Magic respectively ((This yields a minimum of 3 on very rare occasions, and yields 18 much more often, but most often yields 12.)) | Firstly: OP, secondly: see Gambler's Life. |
Exertion Loan | Gambling | 1 | 2 | N/A | Free | Gain +1 Exertion Die, and use it immediately. Do not regain the next 2 Exertion Die you would usually regain. You may only activate this Skill once per day. |
Will almost have a downside in PvP, which inherently makes it a necessity for every character. |
Call It! | Gambling | 1 | 4 | N/A | Free | When you would roll a d20, but have not yet, flip a coin instead. Heads: treat it as though you had rolled a 20. Tails: treat it as though you had rolled a 1. |
Random elements reduce the skill ceiling of a competitive game. One way or another this Skill would eventually foil a good and skillfully developed plan (from the activator's team or the opposing team) because of a coin flip instead of because of a similarly skillful play. |
Exploding Dice | Gambling | 1 | N/A | N/A | Passive | When you roll the maximum result on a damage die, roll again, increasing the damage dealt by any amount rolled, and stop rolling once you did not roll the maximum result. When you roll the minimum result on a damage die, roll again, decreasing the damage dealt by any amount rolled, and stop rolling once you did not roll the minimum result. |
See Call It! |
Exploding Exertion | Gambling | 2 | N/A | Exploding Dice | Passive | When you roll the maximum result on an Exertion Die, roll again, increasing the roll by any amount rolled, and stop rolling once you did not roll the maximum result. When you roll the minimum result on an Exertion Die, roll again, decreasing the roll by any amount rolled, and stop rolling once you did not roll the minimum result. |
See Exploding Dice. |
Fabricate Fate | Magical, Divination | 2 | 5 | N/A | Free | Roll 1d20, called a Fate Die. You may replace any single d20 you roll with your Fate Die's result. You may only activate this Skill once per day. If you activate this Skill again without using your Fate Die, your Fate Die's result is replaced with the new roll's result. |
Modifies or removes random chance, giving an innate advantage over other players which have to rely on dice. |
Command (The King's Voice) | Imperious | 4 | 1 | Imperious | Any (Concentration) | You may maintain concentration on this Skill for up to eight hours. Make a single statement telling a creature to perform a task. If that command would harm a creature which they care about (directly or indirectly, and including themselves) they may choose to have a 7% chance of instantly breaking free, and not doing as you Command. This percentage increases by 2% per additional creature which they care about that they can name and which would be harmed by performing this task, and by another 2% per creature of those named which care about the target, and by 10% if the target has the Skill Oath of the Divine Servitor, and by an additional 15% if they have the skill Oath of Chivalry. If the target doesn't break free they become your Subject and are subject to one of the below effects: -The target cannot die under any circumstances while you maintain concentration on this Skill. If they would have died while you maintained concentration, they die once you lose concentration. -The target spends the next eight hours attempting to complete a single task they are otherwise capable of attempting. If they complete the task, this effect ends. You cannot take another (The King's Voice) skill. |
A non-Condition which removes choice and strategy from another player should not be allowed, almost regardless of cost. This Skill is also really meant for narrative focused campaigns. |
Decree (The King's Voice) | Imperious | 8 | 6 | Imperious | Free | Make a single statement about the nature of any single known target by name. If that statement was one you knew to be true, and is true, all who heard it know that it is true. If that statement was a deliberate falsehood, that Statement becomes true, your Age becomes Elder (but you do not gain the increased Skill Points), decrease your Level by 2, and you may never activate this Skill again. If your Age was already Elder, you die of age, even if otherwise impossible. This falsehood has no effect on a target whose true name was not stated during the activation of this Skill. Falsehoods spoken by this Skill can do up to (but cannot exceed) one of the following: -Kill any single creature (unless that creature has the Primordial Creature Type). -Destroy any single target object. -Manifest any single object (which exists) into the possession of you or any single target you have met. -Increase any single known target's Total Might, Total Skill, or Total Magic by +6. -Grant any single known target 1 Level Up or 4 Skill Points. You cannot take another (The King's Voice) skill. |
A non-Condition which removes choice and strategy from another player should not be allowed, almost regardless of cost. This Skill is also really meant for narrative focused campaigns. |
Other Banned or Modified Features
The Condition Mute does not exist in PvP because they way that would actually materialize as not being able to strategize and communicate with teammates, which is the thing PvP is about.