Interest Thread (http://elliquiy.com/forums/index.php?topic=142053.0)<br/>Characters/Pairings Thread (http://elliquiy.com/forums/index.php?topic=142188.0)<br/><hr/>The OOC thread for the Githoran Arenas game.  I'll keep the most up-to-date rules here.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Game Rules</div><div class="spoiler_body">Each fighter starts with 5 HP by default.  Fighters are free to declare a "handicap" by giving either side more or less HP, but any changes must be agreed by both players.<br/><br/>Fighters take turns, with the first attacker being chosen randomly.  On a fighter's turn, the player rolls 1d20 for himself, and 1d20 for his opponent.  If the attacker's roll is equal to or higher than the defender's, the attack hits and the defender loses 1 HP.  If the attacker rolls a 20, the attack is a critical and the defender loses 2 HP.  If the attacker rolls a 5 or less, they spring a trap by mistake; the attack is an automatic miss (even if the defender's roll is lower), and the attacker loses 1 HP.  If the attacker rolls a 1, it's a critical failure - not only do they lose 1 HP from setting off a trap, but the defender has a chance to recover and gain 1 HP.<br/><br/>The attack rolls are mostly a guideline to fighting, however.  A normal hit can be a punch or kick, or a flesh wound to a non-vital area.  A critical could be a more damaging hit; broken bones, severed arteries, and so on.  Similarly, traps can be whatever you can think of.</div></div><br/>A few notes on the settings:<br/><br/>The arenas are magically altered at the start of each fight.  A single arena may change to a lush jungle, an abandoned temple, or even an island surrounded by knee-deep water.  The players are free to determine what the arena looks like, as well as what traps may be in it.<br/><br/>The fighters themselves may come for any reason, slaves forced to fight to the death for the enjoyment of spectators, public executions of criminals, even fighters that willingly agree to enter the arenas in exchange for large prizes if they win.  Since the clerics of the world are able to resurrect any who fall in battle, fighters volunteering to enter themselves aren't as foolish as one might think.