Fighting Ring
Designed by
Environment overview
A lively and bloody fighting arena, surrounded by a very energetic crowd.
Potential adversaries
Features
Passives
passive-
Downtime
After a fight is over, involved PCs may choose one downtime move as a way to prepare and rest before the next fight, and you gain two Fear.
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Charged Perimeter
The perimeter wall is magically charged, creating a barrier. The magic extends vertically into the sky. No creature can pass through the barrier during the fight, and a creature that touches the barrier takes 2d6 magic damage.
Actions
action-
And the crowd goes wild!
A PC can make a relevant roll to sway the crowd in their favor.
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Critical Success: The crowd goes wild! The PC clears a Stress and you lose a Fear.
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Success with Hope: The crowd cheers for the PC to win, and the PC gets to clear a Stress.
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Success with Fear: The crowd is divided, but the PC can still hear some spectators cheering in their favor. The PC gains a Hope.
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Failure with Hope: The crowd does not favor the PC, and the PC hears some foul language directed at them. The PC loses a Hope.
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Failure with Fear: The crowd is hostile against the PC. The PC loses a Hope and marks a Stress.
Questions- What do the PCs do to impress the spectators?
- If the opposing adversary is a crowd favorite, what do the PCs do to undermine them?
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Reactions
reaction-
Hostile Audience
When a PC inflicts Major or Severe damage on an adversary beloved by the spectators, the audience jeers and shouts obscenities. The PC must mark a Stress.
About this environment
A lively and bloody fighting arena, surrounded by a very energetic crowd.
Fighting Ring
Tier 2 Event
A lively and bloody fighting arena, surrounded by a very energetic crowd.
Impulses: Display brutal and ferocious fighting between parties, Encourage betting on fighters, Sway the crowd in a fighter's favor
Difficulty: 15
Potential Adversaries: Fighters, Guards, Angry Mob, Spectators
Features
Critical Success: The crowd goes wild! The PC clears a Stress and you lose a Fear.
Success with Hope: The crowd cheers for the PC to win, and the PC gets to clear a Stress.
Success with Fear: The crowd is divided, but the PC can still hear some spectators cheering in their favor. The PC gains a Hope.
Failure with Hope: The crowd does not favor the PC, and the PC hears some foul language directed at them. The PC loses a Hope.
Failure with Fear: The crowd is hostile against the PC. The PC loses a Hope and marks a Stress.
- What do the PCs do to impress the spectators?
- If the opposing adversary is a crowd favorite, what do the PCs do to undermine them?
Fighting Ring
A lively and bloody fighting arena, surrounded by a very energetic crowd.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Fighting Ring Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.