Hardware Hardon Holiday Marathons Let's Play LordKaT Eats LordKaT Live! Questions & Answers Until We Win Vlog  Conduct Unbecoming How To Do It Indie Games of the Week This Week In Games Tuesday Tech Talk Turducken is Tasty Wat Weekly Manga Recap
 Dungeons & Dragons Fan works Friends of Stream IRC Chatroom LordKaT Blogs LordKaT Steam MineCraft That Guy With The Glasses United Nations of Lord Kat UnFriends Wiki contributors  General content LKM Birthdays LordKaT-Mania Mafia Territory Pooptracker 8000

Battlemaster

You are viewing the LordKaT wiki which covers content featured in LordKaT's stream. Feel free to edit this wiki in a constructive manner.
Jump to: navigation, search

Battlemaster is a quick game idea inspired by Battle Royale and beer. Lots of beer.

Contents

Premise

There is one reigning Battlemaster. He oversee's the battle arena (and chooses what the arena landscape looks like). The goal is to best the other combatants and become the champion. Champions are allowed to choose between several rewards or choose to face the reigning Battlemaster and take his position.

Rules

Character Creation

It is recommended to make multiple characters to compete in these battles.

Alignment

All alignments are allowed to take part in the Battle Arena; however, not all alignments will have the same objectives. An Evil character may be more prone to killing a helpless combatant, while a lawful character may choose not to, or even help the incapacitated opponent. How a character acts during battle directly affects how the crowd will react to the end-game of a battle - it's up to the player to correctly read the crowd and stick to their alignment, and it's up to the DM to determine how the crowd would react in a given situation.

Tournament Ladder

Combat Rules


The Gods

As an alternative to waging subversive battles across the world, the Gods take a more direct approach in the Arena.

Before the start of combat, each player rolls a d20. Both players reroll until both players have different results. The results determine the Whim of the Gods

Whim of the Gods

  1. Lightning strikes the battlefield at the end of the initiative list.
    1. DM rolls [d20]. On 15 or higher, DM rolls [dN] (where N = number of combatants). The Nth combatant in the initiative list is struck for [2d8] damage.
  2. Forbids Melee or Ranged attacks.
    1. DM rolls [d2]. 1 = Melee, 2 = Ranged.
  3. Forbids Typed Damage
    1. DM rolls [d10]. See table Damage Types.
  4. Forbids Encounter Powers
  5. Forbids Daily Powers
  6. Forbids At-Will Powers
  7. Forbids Utility Powers
  8. Nullifies all feats
  9. Nullifies all racial abilities
  10. Nullifies all magical items
  11. Adjusts ability scores
    1. DM rolls [d2]. 1 = negative, 2 = positive
    2. DM rolls [d6]. See table Ability Scores
    3. DM rolls [d20]. Selected ability gains/loses this.
  12. Turns all At Will Powers into Daily Powers
  13. Turns all At Will Powers into Encounter Powers
  14. Turns all Encounter Powers into At Will Powers
  15. Turns all Encounter Powers into Daily Powers
  16. Shifted Battlefield
    1. DM Rolls [d10]. See table Shifted Battlefield
  17. Forbids burst attacks
  18. Forbids blast attacks
  19. Forbids Action Points
  20. Turns all Daily Powers into Encounter Powers
  21. Turns all Daily Powers into At-Will Powers

Damage Types

  1. Acid
  2. Cold
  3. Fire
  4. Force
  5. Lightning
  6. Necrotic
  7. Poison
  8. Psychic
  9. Radiant
  10. Thunder

Ability Scores

  1. Strength
  2. Constitution
  3. Dexterity
  4. Intelligence
  5. Wisdom
  6. Charisma

Shifted Battlefield

  1. Earthquake. After each turn, players roll an athletics or acrobatics check. DC 15. On failure, players knocked prone.
  2. High Winds. After each turn, players roll an athletics check. DC 15. On failure, player is slowed.
  3. Flooded. Arena is flooded and players must swim.
  4. Flying! Arena is a bottomless pit and all players are granted flying 2. Players may roll an athletics or acrobatics check. DC 15. On success, players fly at speed.
  5. Wet Sand. Arena becomes nothing but wet sand. Difficult terrain.
  6. Blackout. It's pitch black. Each player has total concealment.
  7. It's Wet Out. After each turn, players roll an athletics or acrobatics check. DC 15. On failure, player drops everything in his hands to the ground.
  8. Polar Opposites. After each turn players are pushed back 5 squares from each other.
  9. Opposites Attract. After each turn players are pushed towards each other, up to 5 squares.
  10. Wind At Your Back. Player movement speed doubles, and cannot draw opportunity attacks.


Failing the Gods

If a player chooses to act in a way that is forbidden by the gods, that player is struck with the Wrath of the Gods and takes [2+Nd8] untyped damage (N = number of times the player violated the Whim of the Gods).


The Crowd

The crowd plays an important part in Battlemaster: they determine what beneficial or negative effects a victorious combatant might get. A player may choose to play to the crowd - determined to be the most successful combatant in the arena - or he may choose to ignore the crowd and simply be an efficient killer. A player may even determine that he wants to teach the crowd a lesson in morality and choose not to kill his opponents. All of these are valid choices in Battlemaster, and no one choice instantly leads to the crowd hating the character.

Depending on the situation - how the battle plays out, and how the two combatants interact with each other and the crowd- the crowd may react differently to different scenarios; for example, if one character is clearly outmatched in a battle and is quickly brought down, the crowd may take pity on him and turn against the aggressor if he chooses to kill his opponent.

The crowd is very situational and fluid, and needs to be manipulated properly to get the desired results. At the end of each battle, surviving combatants receive either a Positive or Negative Battle Enhancement, as determined by the DM, called Thrill of the Crowd.


Thrill of the Crowd

This can be positive or negative, depending on how entertaining the combatants were.

No. Positive Battle Enhancements Negative Battle Enhancements
1 +2 Initiative -5 All Defenses, all Dailies expended
2 +5 Initiative Opponent receives total concealment
3 +2 Will Defense Guaranteed Skill Check Failure (Immediate Interrupt, opponents choice)
4 +2 Fort. Defense Two effects placed on player (opponents choice)
5 +2 Reflex Defense One effect placed on player (opponents choice)
6 +2 AC Defense -2 Basic To Hit (Melee or Ranged, opponents choice)
7 +2 Movement Speed -1 Basic To Hit (Melee or Ranged, opponents choice)
8 +3 Movement Speed -4 Healing Surge Value
9 +5 Temporary HP -2 Healing Surge Value
10 +7 Temporary HP -3 Stat Check Modifier or Skill Check Modifier (opponents choice)
11 +15 Skill Modifier (players choice) -5 Maximum HP
12 +2 Stat Check Modifier (players choice) -3 Maximum HP
13 +2 Healing Surge Value -3 Movement Speed
14 +4 Healing Surge Value -2 Movement Speed
15 +1 Basic To Hit (Melee or Ranged, players choice) -2 AC Defense
16 +2 Basic To Hit (Melee or Ranged, players choice) -2 Reflex Defense
17 Immunity to one effect (players choice) -2 Fort. Defense
18 Immunity to two effects (players choice) -2 Will Defense
19 Guaranteed Skill Check Success (Immediate Reaction, players choice) -5 Initiative
20 +5 All Defenses, all Dailies restored -2 Initiative


Effect Limits


Winning

When a character wins the Arena Championship he may elect to take one of several prizes:

Facing the Battlemaster

Facing the Battlemaster is a special event that occurs outside the typical bounds of arena combat. The Battlemaster is a title granted to the champion of the arena that can best the creator of the arena - and is granted the creators powers and equipment in his wake.

The following stipulations apply:

Personal tools
Namespaces
Variants
Actions
Main site
Main pages
FanArt
Current Shows
LordKaT Community
Wiki Stuff
Toolbox