Novama
One Thousand Club
Isekai Hell March Madness
Portals have opened up all over the continent and beyond to pull in characters that are suddenly thrust into a battlefield. An inherent need to survive and fight for their side of the battle is instilled into each character. Perhaps the victors from this series of battles can return home and with something to show for it? This is non canon.
Objective To Win
Earn 7 points for your team
Ways to Earn Points
1. Kill enemy pc +1
2. Destroy Turret +1
3. Destroy Neutral Monster +2
4. Destroy Calamity +3
5. Destroy Enemy Base +5
Elements of Note
1. The opposing player bases are the temples on the left and right sides of the battlefield
Here, pc's and minion soldiers will spawn or heal as needed. Dead characters revive here.
2. These creatures that endless spawn from their respective colored bases continuously throw themselves into the fray, contending with opposing minions and turret fire in the center island of the stage. There are only a few feet high, relatively light, and capable of martial or magical combat but little in the way of thought.
3. On the center island is an array of turrets that lock on and fire magical blasts upon one faction or another. There are 2 turrets per side in the center island and an endless supply of invincible ones around the bases to protect the factions.
4. To the north of the Blue base, the rocky grotto descends into the earth where the Aracnorock makes its lair. The Aracnorock is always a grade stronger than the PC's. In addition to neutral monster points, defeating it grants the party buff of spiderwalk which makes traversing the islands of the battlefield easier. It also gives a +1 poison blight to attacks or +1 tangle via attacks via webbing (player choice which they use).
5. To the north of the red base, the overgrown ruins lay delapidated and housing the infamous Lizark. The Lizark is always a grade stronger than the PC's. In addition to neutral monster points, defeating this beast will grant the party a spring leg boost which makes traversing the islands of the battlefield easier. Additionally, player attacks gain a +1 necrotic blight to attacks or +1 irritant to attacks via moss (player choice which they use).
6. To the south of the battlefield is a temple that leads deep into the battlefield down to the water's surface in a massive subterranean space that water freely rushes in. It is there the calamity resides. Worth more points than other neutral monsters, it will always be 2 grades higher than the pc's. Defeating it will grant the party Mana/Energy Build Up +1 and +1 to their map movement.
Special Rules
1. Energy - to use any ability, you must use a resource called energy. You start with 0 energy. You gain 1 energy by: killing neutral or enemy creatures. You may also Meditate/Rest to build up energy of same amount.
2. Each grade of an ability costs 1 more point of energy to use: F = 1, E = 2, D = 3, etc
3. The attack that kills a neutral monster is the team the earns the rewards for it.
4. Characters may move one time per turn. Each movement in this is from base to center island to another point connected by pathway. To traverse around the outer ring, you must use an ability or have a special buff. Those with speed buffs or abilities may move an additional space per movement.
5. Block action halves damage received and nullifies any special effects on the attack
6. Dodge action nullifies any equipment damage and gives the dodger a +1 effectiveness to their next attack or defense
7. When character dies, they rez at full health and equipment status back on their team base after skipping 1 turn. Energy levels remain the same as before they died.
8. When your character is not sharing a space with another character, you are assumed to be hidden from the enemy and should message me your actions rather than posting them.
9. characters that leave the map automatically die and rez after a turn.
10. characters that enter the enemies base without minion support automatically die and rez after a turn.
11. An action that charges energy and aids the team is called "Push the lane". A lane that is pushed without enemy counter pushing will result in a destroyed turret.
12. When both enemy turrets are down, an uncontested dual push of the lane will destroy a base.
Rules
1. Advanced IH rules will be used, so be mindful of your action economy and effectiveness to the best of your ability
2. Death and Maiming can happen and will impact the character
3. I adjudicate all outcomes. My posts are what is happening. Anything posted by a character that contradicts my posts is wrong.
4. This is an event and not a canon rp, so keep fluff text to a minimum and what you are actually doing to a maximum. If I get confused on what you are doing, there aren't do-overs if i interpret it incorrectly.
The Bracket So Far...
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