Welcome to The Arena

Super-powered gladiators are composed of a number of attacks and defenses. The player has 720 points to distribute between them.

Attacks

Attacks must have clever names.

Class determines the defense used to evade the attack. Physical attacks are compared to the target's Defense. Mental attacks are compared to the target's Defiance.

Type determines the defense used to reduce the attack's damage. Matter attacks are compared to the target's Toughness. Energy attacks are compared to the target's Resistance (measured in yotta-ohms). Psi attacks are compared to the target's Willpower.

Speed determines how early an attack goes off, and how often. A Speed 4 attack fires twice as often as a Speed 2 attack and four times as often as a Speed 1.

Accuracy determines how easily the attack hits an opponent.

Power determines how much damage the attack inflicts on a successful hit.

Warriors can have multiple attacks. The cost of an extra attack is equal to 1/5 the cost of the character's largest attack.

Defenses

Defense measures the ability to dodge physical attacks.

Defiance measures the ability to deflect mental attacks.

Toughness reduces damage from matter attacks.

Resistance reduces damage from energy attacks.

Willpower reduces damage from psi attacks.

Health is the total amount of punishment a super can take. A warrior is defeated when his health drops to zero.

Regeneration determines how often a warrior recovers a point of health. A gladiator with regeneration 10 will regain a point of health as often as a Speed 10 attack fires.

Trait Costs

Trait Points / Level
Speed 24
Accuracy 4
Power 4
Defense 3
Defiance 3
Toughness 2
Resistance 2
Willpower 2
Health 1
Regeneration 2

Combat

Up to one hundred battles may be fought in The Arena in one hour. The arena selects a list of challengers based on which supers have fought the fewest battles. Each of these challengers fights whichever opponent of greater rank he has fought the least. Two supers will never fight each other more than ten times. A single player's supers will never battle each other.

In combat, each fighter fires all of (his | her | its) attacks as often as the speed of each attack allows and recovers health at a rate based on his regeneration. When one super's health falls to zero, the other is declared the winner. It is possible, though rare, for two supers to fire simultaneously and knock one another unconscious. When this happens, the battle is declared a draw.

If a match lasts for twenty rounds without a winner, it is declared a draw.

Scoreboards are regenerated every hour.