ARENATM

ARENATM

—[ General Rules ]—

When entering the ARENA, you are subject to the general rules of the Underground. Only fighters are permitted to step foot into the ARENA Ring when it is their turn to fight.

Matches are monitored by the ARENA Officials. Players are required to be on time and ready for their scheduled matches. Any delays may lead to forfeiture.

Proper conduct is expected at all times, both in and out of matches. Players must accept the outcome as determined by the official results and scoring.

Please note that all ARENA Officials are human and prone to mistakes. We will correct accordingly and reasonably.

Every final decisions are verified by the referee. All ARENA Officials are subject to a confidential agreement to prevent any potential match fixing, ensuring neutrality within the ARENA.

—[ LOGISTICS ]—

Each match consists of two Fighters competing against each other.

The Match ends when a Fighter emerges victorious through various Win Conditions.

Each Fighter parties up with a Cornerman, who assists them throughout the game.

Each Match includes a Referee, who resolves the Fighters' decisions.

—[ Win Conditions ]—

Win by KO

Victory achieved by bringing the opposing Fighter down to 0 HP

Win by Decision

Victory achieved by Referee Decision, awarded to the Fighter with the highest HP upon reaching the 5-Rounds limit. Also achieved if the opponent is unable to finish game

Win by Overtime

Victory achieved by Referee Decision, awarded when a draw is reached after the 5-Rounds limit. The Referee has the Fighter Deathroll to award the Victory

No Show*

Victory achieved when the opponent is unable to enter the ring within the set time limit
*This win condition is counted as "Decision"

—[ How To Play ]—

Each Fighter starts with 6 HP (Hit Points)

An initial initiative is calculated through the highest roll of /random. This stays throughout the entire match and is never rolled for again.

The Fighters must always roll results in /random.

Each Skill may only be used once per Match.

If both Fighters select Analysis, the Round is assumed a No-Skill Round

—[ Single Round Flow ]—

1 // Fighters Choose Their Skill

Fighters privately tell their Cornerman in Party chat what their chosen Skill is.

If a Fighter has been hit in the leg in the previous round, choosing a Skill is not possible.

A Fighter can alternatively choose to not use a Skill.

Skills

Analysis

Reveals the selected Target Area of the opponent

Precision

+100 to Attack Roll (Attack Only)

Lethal

If Attack hits, deal +1 extra damage (Attack Only)

Counter

Upon successful block of an incoming Attack, counter the only the base damage of that Attack, no roll required (Defend Only) - Protect has no effect on this base damage.

Protect

If an incoming Attack hits, reduce damage by -1 (Defend Only)

Ghost

Prevents the selected Target Area from being revealed

2 // Cornermen Reveal Fighters' Skill Choices

The Cornermen announce publicly the Skill choices of their Fighters in /yell

3 // Fighters Decide Their Action [Turn 1]

Each Fighter declares their Target Area privately in Party chat to their respective Cornermen. If a Fighter has used Analysis, their opponent's Action will be sent to them. Ghost will prevent the Action from being revealed.

Attacking

The Fighter picks a Target Area to attack. A roll is made to hit and must be higher than the threshold for it be successful.

Head » 500+ | 950+ = KO (Instant Win)
5 Base Damage

Torso » 250+
2 Base Damage

Leg » 50+ (Disables Skill on Hit)
1 Base Damage

Defending

The Fighter picks a Target Area to protect. If the chosen area matches the attack, the block is successful and the defender takes no damage.

Head » No Roll
If blocked, 0 Damage taken

Torso » No Roll
If blocked, 0 Damage taken

Leg » No Roll
If blocked, 0 Damage taken

4 // Cornermen Reveal Fighters' Actions

Cornermen reveal the Fighters' Actions. If the Defending block is successful, no Attack roll is considered. If the block is not successful, the Attacker will roll /random.

5 // Referee Resolves

If the Attacker's Attack roll was successful, the Referee will resolve with all the relevant Skills considered.

6 // Fighters Decide Their Action [Turn 2]

Fighters swap. If they attacked previously, they will now defend.

Each Fighter declares their Target Area privately in Party chat to their respective Cornermen. If a Fighter has used Analysis, their opponent Action will be sent to them. Ghost will prevent the Action from being revealed.

7 // Cornermen Reveal Fighters' Actions

Cornermen reveal the Fighters' Actions. If the Defending block is successful, no Attacking roll is considered. If the block is not successful, the Attacker will roll /random.

8 // Referee Resolves

If the Attacker's Attack roll was successful, the Referee will resolve with all the relevant Skills considered.

This concludes 1 Round and this process is repeated until either 5 Rounds have been achieved or a Fighter is brought down to 0 HP.