Note that this game won't be starting until some time after the 17th. However, I am opening up signups now. You can sign up for this even if you're already in CCM. At the moment, I am not planning to cap the group size, but characters will probably not be able to join after the game has started.
Plot----------------------------------------------------------------One particular city has two claims to fame. One is of no consequence to this. The other is the grand arena in the center of the city, known as The Ring. Young fighters battle to prove themselves, while captured monsters fight for their lives. It is this second group which concerns us. In particular, one group of fighters. Many of them have been recently captured, but a few more experienced fighter may be added to their group. We shall follow them as they fight during the day, and spend their nights resting, training, or trying to escape. This is but the start of their story. They are called Slaves to the Ring.
Gameplay----------------------------------------------------------------Gameplay is divided into two sections: Day and Night. During the day, you will compete in the arena. During the night, you will be locked up, but free to try to escape.
The stat, ability, and magic systems are identical to CCM.
Night and day are 60 turns each. If you are in the middle of a battle when the day ends, it will continue until it's over, and the nighttime portion of gameplay will be abridged. Full days will remain 120 turns.
Daytime Gameplay----------------------------------------------------------------During the day, you will be fighting in the arena. Mechanics are very similar to combat in The Clan of the Connected Mesh. However, combat takes place on a grid, similar to Goblin Gladiators or CTF. Distances can be diagonal or orthagonal. That is, two diagonally-adjacent tiles are only one space away from each other.
You will typically participate in multiple battles throughout the day.
There is fog of war in the arena. A tile is in Line of Sight if a straight line from any corner of a player's tile can hit any part of the opponent's tile. Most attacks require Line of Sight. There may be objects which block movement and attacks, but not visibility.
You may move once and take one major action each turn, in whichever order you like. The entire PC team makes their actions, and then the entire enemy team makes theirs. At the start of a battle, a coinflip will determine who goes first. However, you will not be informed of the result. The other team will simply move right as the battle begins. You will still be able to see what they've done before the first turn.
Major actions include attacking, casting a spell, moving a second time, or using an Active or Activated ability.
When you move, you are given some movement points. The exact number is yet to be determined, but will be level across the board. A single movement point is required for each of the following tasks: moving to an adjacent and unoccupied tile, picking up an item off the ground or from a body, equipping an item during a turn, using an item, and handing an item to an adjacent ally. You can freely unequip items, and you can freely change your gear at the very start of your turn.
Attacks have differing ranges. Generally, melee attacks have R1, meaning they can attack any adjacent space, orthogonally or diagonally. Magic and ranged attacks have varying ranges.
When you lose all your HP, you are incapacitated. If you are incapacitated, any attack or damage will kill you, even if it would not penetrate your defense. However, if you are healed, you can rejoin the fight. If you end the fight incapacitated, you will be restored to 1 HP after it ends.
Whatever gear you are given will be taken back at the end of each fight. It will remain your group's gear, though, and will be consistent from round to round. You will sometimes be given new gear. You can use the gear of fallen enemies during battle, but you will typically be unable to keep it.
Nighttime Gameplay----------------------------------------------------------------Nighttime gameplay is nearly identical to the gameplay in CCM. After the last match of the day, your gear will be taken and put away, and you will be brought back to your cells. Resting for 15 turns (1/4 of the night) restores 1 HP. You can try to escape. You can also train, though you won't have any weapons. If you do well, you might be given more priveledges.
Updating----------------------------------------------------------------You will have at least 24 hours to post before I update. It may be longer before an update, because my schedule is rather hectic.
If you know you are going to be gone for an extended period of time, you may choose someone to take over your character until you return. If you don't choose anyone, the first person to call it will take control. The person who takes over may still join the game whenever a spot opens up. If you are gone for a week, I will assume that you are unable to access the game for some reason, and someone will be allowed to take over until you return.
Character Information----------------------------------------------------------------Each character needs, to start, a name and color. You should also include a backstory. While this doesn't need to be very long, important details may benefit you. They may also hurt you. I may also draw upon backstory details for future plot developments. Don't worry about that too much, though. Just list what you think might be relevant, whether it's a favorite weapon, a mind-numbing fear of spiders, or an orc friend from your childhood who you've lost contact with. If I need more information about a topic, I'll ask. In addition, please try to keep your backstories from conflicting. If someone says they are the clan's Teller, they will be the Teller. If someone says they are the Chief, they are. You can dispute it, and if they're nice, they may change for you, but ultimately, whoever posts first is canon. Take advantage of the potential in your backstories.
You do not have to be a goblin. However, I'd prefer it if most characters were. Goblin characters should PM me their info instead of posting it here.
If you are not a goblin, take note of the following: PCs must be a sentient race. PCs must be able to survive on land. Amphibious creatures are allowed, provided they don't require immersion in water to live. Flying creatures are not allowed; the arena is open-air. PCs must also be containable. Magic bindings are in place to limit the power of casters. If your character has some awesome perks, even racial ones, he'd better have some penalties. Members of "civilized" races (humans, elves, dwarves, gnomes, etc.) must be criminals. I won't accept anything way overpowered. Outsiders, constructs, etc. are all fine, if you have a good backstory that explains why they're here. PCs can't be too large. More than 9'/2.5m tall/long is too big. That's the low/mid end of Large.
Obsidian Portal----------------------------------------------------------------I have an Obsidian Portal wiki for the game set up
here with all character info, items, abilities, spells, etc. Use it.