the Arena

powered by blosxom

made with a mac

general

Disclaimer. All characters and events portrayed in the Arena are works of fiction. Any similarity between these characters and their adventures to people living, dead, or yet to be is purely coincidental. If you cannot differentiate between fact and fiction, we are truly sorry for you. | no comments

house_rules

Applying Damage. In an effort to better capture the deadly nature of attacks made within the game, minor changes have been made to the way damage is applied to defenses. (more) | no comments

Back / Side Attacks. To prevent the attack from behind penalty from being abused, the defender now gets a PER roll. (more) | no comments

Characteristic Costs. The following changes have been made in the cost of characteristics. (more) | no comments

Critical Hits. Champions can bog down in combat, so we use the following rule to speed combat. (more) | no comments

Holding Your Breath and Drowning. Characters must expend 1 END on each of their action phases. No recoveries may be taken while holding your breath, not even post-segment 12. Once all END is depleted STN is used and then BOD. | no comments

Held Action Abuse. To guard against abuse of held actions, players should give the GMs an indication of their intentions when taking a held action. (more) | no comments

Baseline Normals. An adjustment to the base normal’s stats. (more) | no comments

Hitting People with Objects. A new formula for figuring the amount of damage that can be done with an object. (more) | no comments

Using Foci. As long as the powers of a focus are intuitive, any character may make use of that focus. (more) | no comments

Velocity. Velocity for an attack is computed by hexes travelled in a straight line to the target. However, a character may gain 5" of velocity for each 1 hex of movement up to their maximum velocity. | no comments

Wealth. A new expanded table for income gained per point spent. (more) | no comments