Instructions

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Initiative: Each player picks a class and rolls 2d10 to see who goes first.

Losing Conditions: A player loses when his/her Willpower (WP) reaches 0.

Dice rolls are handled with d10.

Basic Gameplay

The object of Bondage Arena is to tie up the opposing player, put them into an 'Ultimate', and then make them submit by reducing their Willpower (WP) to 0 with a 'Disciplinary roll'.

Players take control of a class. Each class has a set of bindings that can combine in different ways to form their 'Ultimate' skill. Once in an Ultimate, a player's Willpower (WP) may be reduced by the attacking player performing a Disciplinary roll. If the defending player's WP reaches 0, they 'submit' and are eliminated from the game.

Announce

  • Before each dice roll, players should declare the attack they wish to attempt by describing their action.
  • Players should then describe what happens as a result of the dice roll.

1 - Move

At the start of his/her turn, the player declares how their character is moving by stating one of the following:

  • Moving:

Default action. No penalties or bonuses. Roll for Traps as normal. Hit rolls are unmodified.

  • Grappling:

-1 Traps. +2 Hit. If this player scores a hit, -2 to Effect roll. Effect level may not go below 'Easy'.

  • Dodging:

+2 Traps. -1 Hit. -1 Enemy Hit.

  • Standing Still:

No Trap roll is made. +2 Escape, +2 Enemy Hit.

2 - Traps & Treasure

You only execute this phase if you are not 'Standing Still'.

Traps are debuffs that, when triggered, apply various penalties to the player for a duration.

Roll 2d10:

Roll Effect
2-5 Triggered Trap.
6-17 Trap evaded. Roll for an item.
18-20 Fully evaded: Roll for an item. +2 to Hit this turn.

Items are single-use only and can be stored for later use. When a player wants to use an Item, they may do so only after a successful Trap roll. Players may store up to a maximum of 3 items at a time. See the Items page for more details.

  • If a Trap is triggered, roll 1d10 for Trap type and 2d10 for Trap Effect level
  • If a Trap is evaded, roll 1d10 for an item.
  • Triggering a trap does not cause a player to lose his/her turn unless otherwise stated.

See the Traps page for details.

3 - Action

If a Trap is successfully dodged, a player may attempt to attack, escape a binding, and/or play any Items they have.

  • Attacking:

Roll 2d10 to hit:

Roll Effect
2-11 Miss!
12-17 Hit!
18-20 Critical Hit! +1 to Effect level.

If you hit your target, roll 2d10 for Effect level. A player may use the same attack again to 'Tighten' the binding and increase its Effect level.

  • Tightening:

Players may choose to 'Tighten' an existing binding by rolling for Hit and Effect as normal. The resulting Effect level is then added to the current Effect level of target binding based on the table below (note: level cannot exceed 4):

Easy 1
Medium 2
Hard 3
Extreme 4

Ex. Medium (2) + Medium (2) = Extreme (4)

  • Compulsion:

Roll 2d10:

Roll Effect
2-12 Miss!
13-17 "Release me!" Choose a binding. Target player must then roll an Escape check at a +4 bonus. If no binding exists, target player throws him/herself at a Trap, rolling for Trap type and effect as normal.
18-20 "Release me NOW!" Choose a binding. Target player must then roll an Escape check at a +6 bonus. If no binding exists, target player throws him/herself at a Trap, rolling for Trap type and effect as normal.

Reroll if target player lands on a Dissolving Trap or Trap Launcher.

  • Escaping:

Escape a bind by rolling 2d10 and resolve depending on the level of the binding and the result of the dice. See Escape Tables for details.

4 - Ultimates

Once a player has at least 3 types of bindings applied to him/her (arms, legs, head, neck, etc.), and once all of those bindings have reached at least Hard Effect levels, the attacking player may, on his/her next turn, cast his/her 'Ultimate' skill. Ultimate skills replace all existing bindings, except bindings applied by other players, and begin at an Extreme Effect level. Additionally, Ultimate skills do not have their own effects, but instead combine the statuses of all current bindings that have been applied by the attacking player as well as raise them to max level for the duration of the Ultimate skill (does not affect Traps or bindings from other players). Ultimate skills may not be Tightened. Once an Ultimate has been successfully cast on target player, that player may be attacked with a Disciplinary Hit and Effect roll to reduce his/her Willpower.

  • Willpower (WP):

Willpower is a mechanic that functions similarly to Hit Points in other games.

  • All players start with 15 WP.
  • Willpower may only be reduced with a Disciplinary Effect roll once an enemy player has been put into an Ultimate skill.
  • Willpower may never be increased once it's reduced.
  • When performing a Disciplinary roll, the attacking player rolls for Hit as normal. If successful, the attacking player describes his/her action and rolls 1d4, dealing WP damage to the defending player that is equal to the result of the dice. If the Disciplinary Hit roll fails, the attack is considered 'resisted' and no damage is dealt.
  • An attacking player may Stand Still while performing a Disciplinary roll, so long as the defending player is also Standing Still.
  • In games of 3 or more players, only one Ultimate skill may be cast on a player at a time. Ultimate skills only replace the bindings of the player who cast it and do not interfere with other players' bindings. If a player is bound in an Ultimate skill, any other player may perform a Disciplinary roll on him/her.
  • Ultimate skills are the only skills in the game to use level 4 statuses.
  • Players who are in an Ultimate may still have 'Compulsion' used on them. Likewise, they may still use 'Compulsion' unless otherwise stated.
  • If a player casts a binding after his/her Ultimate has been cast, that binding remains separate and does not become part of the Ultimate.
  • All Non-Spell Hit modifiers apply to a Disciplinary Hit roll.