Overlord's Grand Battle Royale (A Hunger Games/D&D-like Strategy Game)

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Nostradamus

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@Raidokken
Muhammad Hassan is randomly placed in the locker room.
Your Midday Action Phase starts with a roll of (9) which is "Overlord's Choice".

Overlord McMahon is trusting you to damage Overlord Khan's talent, so he puts you in a match against Sting ['97-'98].

Die roll for Sting's traits
(3) = no opponent re-roll
(4) = does not get the jump on opponent

Die roll for Hassan's traits
(1) = no Daivari
(7) = Hassan does not lose turn
(6) = Hassan obtains a random weapon = (1x Megaphone) - Able to choose next Action Phase roll manually, once used

Sting enters the locker room after almost getting taken out by a car in the perking lot.
Hassan and Sting ['97-98'] start battling it out in the middle of the locker room, with Sting ['97-'98] hitting a chop on Hassan. Hassan loses 2 HP = 98 HP

Hassan responds by hitting a Backbreaker! That's 2 DMG to Sting ['97-'98], leaving him with 96 HP.

Die roll decides match win. Sting rolls a (3), Hassan rolls a (10). Hassan wins the match. 10 x 2 = 20 DMG to Sting ['97-'98] = 76 HP

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@Jeff Valley Driver
Owen Hart [1996] is randomly placed in the workout room.
Your Midday Action Phase starts with a roll of (4) which is an item chance.

Owen trait roll:
(2) Not forced to compete in a match

Owen Hart [1996] spots an item contract on a weight rack across the room. A Die roll decides if Owen successfully obtains the contract and grabs an item. 1-5 = Failure, 6-10 = Success.

Die roll of 7 (If failure, Ability use would have chance of forcing the signing of the contract)

Owen signs the contract and obtains (1x Protein Powder) which can add 1 "Use" to a single move of choice.
[Your Permanent Item was not used]

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@The Fourth Wall
CM Punk [434] is randomly placed in the crowd.
Your Midday Action Phase starts with a roll of (6) which is a match.
A roll of (5) has decided that you will be booked against Owen Hart [1996] @Jeff Valley Driver

Paul Heyman negotiates a re-roll.

Your Midday Action Phase starts with a roll of (3) which is an item chance.

CM Punk [434] sees a member of the audience holding an item contract. A Die roll decides if Punk successfully obtains the contract and grabs an item. 1-5 = Failure, 6-10 = Success.

Die roll of 4 (sXe Strike Combination = Ability usage +2 Die roll) Die roll now = 6

Punk backfists the fan and grabs the item contract, signs it, and obtains (1x Souvenir Chair) which adds +2 HP during resting phase if used.

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@Jugo Enmascarado I had to correct yours in the other post, I left out the DMG amount because I wasn't paying attention.
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Night Resting Phase will be in next post.
 

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Round 1 - Night Resting Phase

We go to a commercial break, denoting the end of the first round. Here is where we stand:

Overlord McMahon:
CM Punk [434] HP = 100 (Full health, sXe trait has no effect)
Vader [1993] HP = 100
Muhammad Hassan HP = 98
Kenny Omega [Cleaner] HP = 95 & loses 1 "Use" from each ability (Wreckless Intent Trait - no effect)


Overlord Khan:
Owen Hart [1996] HP = 100
Sting ['97-'98] HP = 76
Matt Cardona [GCW Champion] HP = 84 & - 1 Broski Boot "Use"


(If I am incorrect in anything or left something out, please let me know and also correct it on your sheet)

Update your abilities, HP's and inventories.

The Overlords give a chance for any talents to drop out of the Grand Battle Royale before the next phase. Does anybody drop out?
 

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Sting uses baseball on Hassan. :ortonout
 
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Talent: Owen Hart (1996) HP=100

Abilities:
Dropkick (ATK) - Extra 2 DMG [UNLIMITED]
Jumping Piledriver (ATK)(FINISHER) - Extra 10 DMG and opponent loses use of traits on next action phase. [Uses=2/2]
Inverted Atomic Drop (ATK) - Extra 5 DMG [Uses=5/5]
Taunt: Slammy Award (DEF) - Owen shows off his 1996 Slammy Award, gaining 5 health if he received any DMG. [Uses=3/3]
Hart Foundation Run-In (DEF) - Escapes a match with no damage. [Uses=2/2]

Traits:
Hart Family - Has a permanent DEF boost. All incoming individual DMG is reduced by 2.

King of Harts - Has a chance to drop an elbow to the back of his opponent, dealing FINISHER DMG
(Must roll 10)

Contractual Obligations - Chance to be forced to compete in a match.
(Die roll for chance)

Inventory:
[Permanent Item] Owen's Forearm Cast - Uses his cast as a weapon for a match, causing 5 DMG and preventing opponent from healing during next resting phase.
(1x Protein Powder) which can add 1 "Use" to a single move of choice.

no dropout
use powder on jumping piledriver (dunno if i use this at night or day)
 

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Talent: Owen Hart (1996) HP=100

Abilities:
Dropkick (ATK) - Extra 2 DMG [UNLIMITED]
Jumping Piledriver (ATK)(FINISHER) - Extra 10 DMG and opponent loses use of traits on next action phase. [Uses=2/2]
Inverted Atomic Drop (ATK) - Extra 5 DMG [Uses=5/5]
Taunt: Slammy Award (DEF) - Owen shows off his 1996 Slammy Award, gaining 5 health if he received any DMG. [Uses=3/3]
Hart Foundation Run-In (DEF) - Escapes a match with no damage. [Uses=2/2]

Traits:
Hart Family - Has a permanent DEF boost. All incoming individual DMG is reduced by 2.

King of Harts - Has a chance to drop an elbow to the back of his opponent, dealing FINISHER DMG
(Must roll 10)

Contractual Obligations - Chance to be forced to compete in a match.
(Die roll for chance)

Inventory:
[Permanent Item] Owen's Forearm Cast - Uses his cast as a weapon for a match, causing 5 DMG and preventing opponent from healing during next resting phase.
(1x Protein Powder) which can add 1 "Use" to a single move of choice.

no dropout
use powder on jumping piledriver (dunno if i use this at night or day)
Items are all during day, unless otherwise stated. I could've clarified, my bad.
 
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Punk backfists the fan and grabs the item contract, signs it, and obtains (1x Souvenir Chair) which adds +2 HP during resting phase if used.

v7Ee4.gif
 

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Talent: CM Punk (434 Day WWE Title Reign) HP=100

Abilities:
sXe Strike Combination (ATK) - Extra 2 DMG [UNLIMITED]
Go To Sleep (ATK)(FINISHER) - Extra 10 DMG [Uses=2/2]
Anaconda Vise (ATK) - Extra 1 DMG x (Die roll) [Uses=3/3]
Taunt: "Best in the World!" (DEF) - Punk gains +2 DEF, -1 ATK [Uses=3/3]
Taunt: "It's Clobberin' Time!" (ATK)(DEF) - Punk gains +2 ATK, -1 DEF [Uses=3/3]

Traits:
Straight Edge - CM Punk heals 2 HP every resting phase no matter what.

Paul Heyman Guy - Paul Heyman negotiates a re-roll if Punk is booked in a match, once per match.

Scheme Backfires - Punk has a chance to sustain an extra 10 DMG if opponent matched against him is using a FINISHER.
(Die roll for chance if opponent is using a FINISHER)

Inventory:
[Permanent Item] WWE Championship - Punk gains a temporary +20 HP boost for one action phase.
(1x Souvenir Chair) which adds +2 HP during resting phase if used

No Dropout
 

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Talent: Vader [1993] HP=100
Abilities:
Chop (ATK) - Extra 3 DMG [UNLIMITED]
Vaderbomb (ATK)(FINISHER) - Extra 5 DMG + (Die roll number) [Uses=2/2]
Vadersault (ATK) - Extra 5 DMG & opponent loses use of ALL items for next action phase. [Uses=3/3]
Mastodon (DEF) - Able to halve any total DMG from an opponent [Uses=5/5]
Taunt: "V" Hand Sign (DEF) - Vader gets a chance to redo an event or match.

Traits:
Outta Socket! - Vader's eye pops out and prevents an ability from being used.
(Die roll for chance)

Squash Match - Damage from FINISHER ability (if used) is doubled.
(Must roll a 10)

Resilient - If health should reach zero, will replenish to a max of 20 one time.

Inventory:
[Permanent Item] Mastodon Mask - Heal for 20 health during resting phase
1x Kendo Stick

No dropout
 

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Talent: Muhammad Hassan HP=93

Abilities:
Backbreaker (ATK) - Extra 2 DMG [Unlimited]
Low Blow (ATK) - Extra 5 DMG to opponent; Hassan receives 1 DMG as a penalty [Uses=5/5]
Camel Clutch (ATK)(FINISHER) - Extra 2x(Die roll) DMG [Uses=2/2] (ex: 2x(Die roll of 7)=14 extra DMG)
Taunt: Praise (DEF) - Hassan lifts his arms in the air, gaining a divine DEF boost for one match or event [Uses=5/5] (Die roll, (doubled for match), for DEF amount)
Roll Out (DEF) - Hassan "rolls out of the ring" and avoids either one opponent ability or one DMG event (Uses=3/3)

Traits:
Translation yelled by Daivari; Hassan has a chance to throw his opponent off their game and escape a match.
(Die roll for chance)

Industry Banishment; Hassan has a chance to lose their turn on the action phase.
(Die roll for chance)

Henchmen; Hassan's henchmen bring him a random weapon for his inventory.
(Die roll for chance, weapon randomized)

Inventory:
[Permanent Item] Steel Pipe - Hassan chooses a talent and lays them out with a shot to the back. Causes target to lost their next action.
Megaphone x1- can choose next action phase manually

no dropout
 

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We will now start round 2, please post your loadouts for the second Morning Preparation Phase.
 
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Gy5R.gif


Talent: CM Punk (434 Day WWE Title Reign) HP=100

Abilities:
sXe Strike Combination (ATK) - Extra 2 DMG [UNLIMITED]
Go To Sleep (ATK)(FINISHER) - Extra 10 DMG [Uses=2/2]
Anaconda Vise (ATK) - Extra 1 DMG x (Die roll) [Uses=3/3]
Taunt: "Best in the World!" (DEF) - Punk gains +2 DEF, -1 ATK [Uses=3/3]
Taunt: "It's Clobberin' Time!" (ATK)(DEF) - Punk gains +2 ATK, -1 DEF [Uses=3/3]

Traits:
Straight Edge - CM Punk heals 2 HP every resting phase no matter what.

Paul Heyman Guy - Paul Heyman negotiates a re-roll if Punk is booked in a match, once per match.

Scheme Backfires - Punk has a chance to sustain an extra 10 DMG if opponent matched against him is using a FINISHER.
(Die roll for chance if opponent is using a FINISHER)

Inventory:
[Permanent Item] WWE Championship - Punk gains a temporary +20 HP boost for one action phase.
(1x Souvenir Chair) which adds +2 HP during resting phase if used​
 

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Talent: Sting ['97-'98] HP=100

Abilities:
Chop (ATK) - Extra 2 DMG [UNLIMITED]
Scorpion Death Drop (ATK)(FINISHER) - Extra 10 DMG + Opponent cannot use FINISHER on next action phase [Uses=2/2]
Stinger Splash (ATK)(DEF) - Extra 3 DMG + Chance for Sting to recover 2 HP from opponent (5 DMG total) [Uses=3/3]
(Die roll for HP steal chance)
Taunt: Bat Point (DEF) - Sting recieves 5 less DMG from any attack or DMG event. [Uses=3/3]

Traits:
Silent Avenger - Sting has a chance of avoiding being booked in a match and causing an opponent re-roll, once per match.
(Die roll for chance)

Accused - Sting has a chance of being "accused" and becomes victim of an "Overlord's Choice" action phase.

In the Rafters - Sting has a chance of getting the jump on his opponent, dealing 5 DMG at the start of a match.
(Die roll for chance)

Inventory:
[Permanent Item] Sting's Bat - Can attack a chosen talent during the resting phase, inflicting 5 DMG