Phalla Royale – Players Handbook
I)
Overview
A) Phalla Royale. The infamous ‘game’ spoken only in hushed tones, a rumored event that has more truth than one would like to believe. Many battles have been fought and many lives lost to The Program, and each time it is played the toll increases. A new tournament is about to start and the rules have been changed… do you have the wits to survive Phalla Royale?
This game follows all the standard phalla rules on this forum. I do not need to be given access to any proboards or anything else. I do need to be copied on trade PMs so I can accurately keep track of who has what.
II)
Participants Roles and Win Conditions
A) At the start of the game, all players have the opportunity to take a lover. Some players might be lone wolves looking out for only themselves. All roles offer their own selection of special abilities to take to the game. Once all players have chosen a role, all players are divided randomly into schools; roles that players select have no bearing on what school a player gets assigned to. All players have base 3 hit points.
1) Dedicated Student – Play the part of an average student, dragged into the game against your will. While you may not have any extreme advantages over the rest of the field, together with your teammates or other allies, you may stand a chance of survival. You may choose one of the bonuses below:
a) Melee Specialist – You gain a +10% hit chance with all melee weapons.
b) Ranged Specialist - +10% hit chance with all ranged weapons.
c) Unarmed Specialist – You gain an additional unarmed attack each night.
c) Lucky! – You start with two items instead of one.
d) Endurance – You start with 4 hit points instead of 3.
e) Insightful – You start with the knowledge of how to escape the island. This does not grant you all the requirements, you simply know what they are. If you end up in a zone where anything of use for escaping is hidden, you will find it without having to search.
f) Perceptive – You will always see concealed items any other players have. You cannot be poisoned. You gain a -50% dodge bonus against the Switchblade.
g) Packrat – You can hold up to 4 items instead of the normal 3.
2) Lovers – There may be someone involved in Battle Royale that you cannot bear to be separated from. The relationship between the two of you will provide you with strength to survive the game as you look out for each other’s safety. But if you lose your partner, there may be consequences. A pair of players may take the Lovers role by mutual agreement in PM to Ardor. Both players must agree to this in a PM. Lovers may win with each other’s team. You are allowed one of the following bonuses as a team:
a) Shared Fate – You may each choose a single bonus from the Dedicated Student list. You and your lover pool your total hit points together and share that hit point pool. Once that hit point pool is depleted, you will both die. You need to travel together at all times.
b) Vengeful – You may each choose a single bonus from the Dedicated Student list. You may travel separately at all times. When one of you dies, the other is filled with grief and rage, which will heal the surviving student to full HP. They also gain a +10% hit bonus and +1 damage bonus against any player who helped kill their lover. Each night, you will be informed who in the zone with you, helped kill your lover. If both players die on the same night, this does not take effect.
3) Lone Wolf – There are certain exceptional students who have no need for allies that will only slow their progress, students that are in the game only for themselves. Some students have been rumored to sign themselves or their own schools up for The Program just for the thrill. These dangerous players will not stop until they stand alone at the game’s end. If you are not granted the request, you will be given a Dedicated Student role. Lone Wolves may only win as the last player standing or escaping. Lone Wolves do not win with their school team. Lone Wolves start with 6 hit points. There can only be maximum 2 Lone Wolves in the game. All players who wish to be a Lone Wolf will send this request to Ardor when signing up for the game. Lone Wolves may pick 1 of the following bonuses as well as a Dedicated Student bonus:
a) Weapons Expert – Gain +20% hit chance with all weapons and on a successful hit, have a 25% chance to deal +1 damage. You are guaranteed to start with a weapon. You may state if you want a melee, ranged or explosive weapon. You will randomly get a weapon from the list that you pick.
b) Survivor – Start with 8 hit points instead of 6. Negate 1 lethal hit during the game.
c) Hatred – All lovers in your zone will be identified to you each night. You gain a +20% hit bonus against a lover. Any lover you kill which results in the other dying counts as 2 players killed for the purposes of additional bonuses.
d) Maniacal – Each player you help kill counts as two players kill for additional bonuses. You are identified as a Lone Wolf in the narration after you help kill two players, or you are still alive on Day 3, whichever comes first. Once identified, you gain one of the following bonuses of your choice:
i) +2 max hit points and you are healed fully
ii) 20% dodge/hit bonus
iii) A weapon type of your choice. Pick two items, I will RNG which you get.
iv) -1 damage from each player per night.
4) Extra Bonuses – Essentially, helping to kill other students makes you better at survival in some fashion. For each three students you kill or help kill, you gain a bonus below. You may gain 2 such bonuses this way during the game at a maximum. Killing one half of a lover pair which results in the death of the other, does not count towards an additional kill.
a) Toughness – You negate 1 point of damage each night.
b) Weapon focus – Choose a single weapon. If it is a Melee Weapon, you deal +1 damage with it on each hit. If it is a Ranged Weapon, you gain +1 attack with it per night.
c) Unarmed Mastery – Your unarmed attacks now have a hit bonus of +10% and deal 2 damage per hit.
d) Sprinter – You are able to choose a single player and run from them. You will reduce that player’s chances of hitting you to the minimum 10% with any and all attacks. You must move this round out of this zone as well. This cannot be used if there are no zones to move into.
e) Extra Endurance – You gain 1 maximum and current HP.
f) Nimble – You gain a -10% dodge bonus against all attacks. In addition, any individual attack can only have a 80% chance to hit you at maximum.
g) Exceptional Luck – Once per game you can negate a lethal attack. This happens automatically and will negate the highest damage hit you take that night. Since attack order does matter, it means if you die during the ranged round, you will negate a ranged hit. You could still take lethal damage in the melee round.
5) Win Conditions - As a Dedicated Student, your win condition is to be the last team standing or escape the island by the end of day 7. You will be notified of your team during Day 1. The game ends after Day 7 has resolved and if you and your team are the last ones alive, you will win. The game will not end if any lone wolves are amongst the living, unless there is only 1 lone wolf left alive at the end. Beware when trying to escape, any lone wolves with you may get you killed instead of off the island! If no win conditions are met at the end of Day 7, all non-lone wolf students are killed!
As a Lover, you also win with the above conditions as well as the fact that you may count yourself as a teammate of your lover's school and your lover counts as your school.
As a Lone Wolf, your object is to simply be the last one standing or you may escape. If you escape with other players, will you automatically kill them all in the attempt, allowing yourself a solo escape. However, if you and the other lone wolf both try to escape together, you will kill each other before you kill any of the students. At the end of Day 7, if all students die due to not having met the win conditions, a lone wolf will win the game provided they are now the last surviving player. If multiple lone wolves are still alive at the conclusion of Day 7, a single combat will occur to determine a winner. If the single round of combat does not produce a winner, all lone wolves are killed.
III)
Participant Rules and Mechanics
A) Overview
1) Players have a variety of actions they can take each day of the game. Daily actions have been split into two phases: Action and Movement. In the Action phase, players can search the area, make attacks against other players, or try to discern other players’ roles. In the Movement phase, players can move or dig in one’s defenses.
2) Normally, players may hold up to three items in their inventories at a time. Item management can be performed during turns, usually as free actions. Trading and dropping items will never take up a person’s other actions. Some items may be used automatically or as a free action, but others are required to be used in place of or part of a regular Action.
3) Players also have the usual voting abilities, but their effects have been slightly changed. There is a red vote which will damage the winning player or players in a tie.
B ) Free Actions
1) Manage Inventory – You may pick up items you find in an area or drop them from your held inventory. You will have exclusive control of these items until the end of the day – nobody will be able to find or take items not in your possession until then. However, items that are not in your inventory at the end of the day may be lost to other players even if you remain in the zone.
2) Use Item – Certain items are freely usable, taking no regular action time to execute. See specific item descriptions for details.
3) Trade Item – Items may be traded between players freely or given from one player to another. To make a trade, one player should PM their trade partner and Ardor the details of the deal (what items are being given/traded). The second player should verify the trade to Ardor and the original player. When both players have agreed to the trade, consider it done. If a player is only giving an item to another, consent is not required. If the person receiving an item is now above their carry limit, it will be considered a dropped item unless the player updates their inventory in a PM to Ardor. If the person receiving the item does not want it, they should submit a PM to give it back or give it to someone else.
C) Action Phase – In the Action Phase, players choose one of the following actions: (Default is Defend)
1) Attack – The most basic action, you will Attack a target with a selected weapon or default unarmed attack; some weapons provide multiple hit attempts that can be distributed between multiple targets. Every attack has a certain probability of success depending on weapon type, equipment, and abilities. Each hit attempt has a maximum hit chance of 90% and minimum hit chance of 10%. Attacks are normally resolved in the order of Ranged first, Melee second, and Explosives last; this may be modified depending on zone. If you kill your opponent, you will take their items (if you move, you will have all of the items with you in the next zone to review). Bonuses to hit and dodge are calculated as products instead of sums. For example, if a player has a bonus 10% to hit with an attack that has a base 60% chance to hit, the attack chance will be 60% + (60%*10%) = 66% or a bonus +6% chance to hit. Multipliers for hit and dodge use the base attack chance. So if the target of the above attack also has a 20% dodge modifier, it means they reduce the chance to hit by 60%*20% = 12%. Overall, this attack has a 54% chance of hitting (60% + 6% - 12%).
2) All Out Attack – This grants you one additional attack with your melee weapon. You cannot Hold Ground while using this action.
3) Aimed Attack – This grants you a +20% hit bonus with your ranged weapon. You cannot Hold Ground while using this action.
3) Set Trap – This special action allows you to set up a Trap from your inventory in your current area.
4) Use Item – Other items that cannot be used in a free action may be used in the Action Phase.
5) Defend – If you need to defend against an attack, the Defend action will allow you to increase your chances of avoiding attacks. You gain a -30% Dodge Bonus against all attacks made against you.
6) Cover – You can also defend other people from attacks with a Cover action. Any attacks made against a specified target will instead be directed against you. You gain a -20% Dodge Bonus against all attacks made against you or your target. Beware that items dealing splash damage have a chance to hit both players.
7) Search – With a Search action, you attempt to find useful items that may be hidden within an area. You will also have a higher chance of obtaining any dropped items other players have left behind by counting yourself as if you were two players. (Example: Ardor, MrBlarney and Lonelyahava are in the same zone. If Lonelyahava leaves the zone and drops 3 items, MrBlarney and Ardor would each get at least 1 item, with one of them getting two. If Ardor was searching this round, he’s guaranteed the 2 items.
8) Analyze – You may investigate your fellow players with an Analyze action. The specified target’s role and school will be learned, though specifics about their health and special abilities will remain hidden. You will also learn what concealed items that player may be carrying. You will also gain a -40% Dodge Bonus against that specific player’s attacks against you, but not against other players’ attacks.
D) Movement Phase – In the Movement Phase, players choose one of the following actions:
1) Move – The basic movement action, you can only move to 1 adjacent zone. If you are making an Attack, All-Out Attack, Aimed Attack, Cover, or Analyze action, you may attempt to follow a target if they move, and will follow as closely as possible – if they do not move, then you will not move either.
2) Hold Ground – If you do not wish to move, you can make a Hold Ground action to boost your defensive capabilities. You gain a -10% Dodge Bonus against all attacks made against you in the Attack Phase. This stacks with Cover or Defend actions.
3) Follow [Player] - If you wish to follow someone, you can use that as your move action.
4) Escape – Details are very limited when it comes to escaping the facility. Requirements for a successful escape include having your collar deactivated, but other information may become available through player interactions or details found during the game.
5) Do Nothing – You may wish to just do nothing this round. If you perform an Aimed attack or All Out attack, this is what you will end up doing if you don’t want to use another movement action.
E) Voting Phase
1) Vote for Punishment! – Vote someone to be punished in Red. The player with the most votes at the end of the day will punished by taking 1 HP damage. A tie vote means multiple people receive damage. Upon any successful escapes, this damage will increase.
4) You are required to either vote or make an action each day. I will warn those who are not active in making one of those in a PM. Two days in a row of being inactive means death.
F) Order of Actions
1) The Vote.
2) All Free Actions happen before any other actions are resolved.
3) Action Phase actions are resolved with Use Item first, followed by Attacks, Aimed Attacks and All-Out Attacks simultaneously, finishing with the Set Trap, Search, and Analyze actions. Attacks are resolved in the order of Ranged, Melee, and Explosives, except when the area changes this order, or if certain items supersede the order.
IV)
Areas of the facility
A) Facility Map
B ) Area Details
School: No Special Rules.
Mountain Pass: Unarmed attacks have a +20% hit bonus.
Village: No Special Rules.
Lighthouse: Melee Weapon Attacks go before Ranged Weapon Attacks.
Hills: Ranged Weapons get a +10% hit bonus.
Cliffside: No Special Rules.
V)
Items in the Game
A) Melee Weapons
All weapons deal 1 damage unless otherwise noted.
1) Unarmed Melee – If you hold no weapons, you can still make a default unarmed attack against one player with a base hit chance of 50%. You may also declare what you use to attack your target from the environment. For example, you may declare you are attacking your target with a fish, a carrot, a grue, etc. Feel free to be creative! This shows up in the daily PMs.
2) Fire Axe – The axe can be swung once each day at one player with a 70% base chance to hit. On a successful hit, the axe will break a Pot Lid Shield and/or a BulletProof Vest. This will deal 2 points of damage.
3) Knife – The knife can attack two times each day at one or multiple targets at a 60% base chance to hit with each swing.
4) Baseball Bat – The bat can be swung twice each day at one or multiple targets at a 80% base chance to hit with each swing.
5) Sledgehammer – The sledgehammer can be swung once each day with a 50% chance to hit. A hit deals 3 damage and can break the Pot Lid Shield if blocked.
6) Switchblade – The switchblade can be swung once per day with an 80% chance to hit. A hit deals 2 damage. It is concealed from view and cannot be seen unless you are analyzed. It cannot be blocked by the Pot Lid Shield. Players do not start with these, they must be found.
B ) Ranged Weapons
Ammunition is a pain to keep track of, so for all weapons, ammunition is infinite.
1) Unarmed Range – If you hold no weapons, you can still make a default ranged attack against one player with a base hit chance of 40%. You may also declare what you use to attack your target from the environment. For example, you may declare you are attacking your target with a rock, a 2x4, a boulder, etc. Feel free to be creative! This shows up in the daily PMs.
1) Handgun – The basic Handgun can be fired up to three times per day at one or multiple targets at a 60% base chance to hit with each shot.
2) Revolver – The classic Revolver can be fired once per day at one at a 70% base chance to hit with each shot fired. A hit deals 2 damage. This shot will penetrate a BulletProof Vest.
3) Shotgun – The powerful Shotgun can be fired up to two times per day at one or multiple targets at a 60% base chance to hit with each shot fired. Each hit deals 2 damage.
4) Uzi – The rapid-fire Uzi can be fired up to ten times per day at up to three targets at a 40% base chance to hit with each shot. Each target has a random amount of bullets (of the ten shots) fired at them as the gun is not easy to handle. Each target will have at least 1 bullet shot at them.
C) Explosives
1) Grenade (1) – Toss this at a target in your zone for a 70% base chance of dealing 3 damage. Any players in melee combat with the target have a 60% chance of taking 2 damage. You will avoid splash damage if the target uses a melee weapon against you.
2) Smoke Grenade (1) – This item activates at the start of the Action Phase, before all other attacks. Your target and all other players attacking the target have a -50% hit chance on their attacks. You may target yourself with this item.
D) Traps
1) Poison Vial (1) – You may attempt to poison another player in your zone, dealing 2 damage. There will be an unmodifiable 100% chance of affecting your target unless you are a target of their Attack or Analyze action, in which case the attack automatically fails. A Poison Vial is used up after each attempted use. Poison Vials do not count against your carrying capacity. The Poison Vial is always concealed from view (except with an Analyze action against you). Players do not begin with these, they must be found.
2) C-4 – Plastic explosive with a timer. When setting C-4, specify a day for it to go off. This may be the same day as when the C-4 charge is set. At the end of the Movement Phase of that day, the set C-4 will explode, with an unmodifiable 80% chance of hitting any person in that zone. Each person hit will suffer 2 damage. The player who sets the explosives will not be hit by the resulting explosion. The C-4 is removed from your inventory after it is set.
E) Defensive Items
1) Pot Lid Shield – This item negates the first hit by a Melee Weapon each day. If the holder of the shield uses a defend or cover action, they will block up to two melee attacks. The shield only negates successful hits. Misses do not count against the block quota. Watch out for the Fire Axe and Sledgehammer! This is used automatically each night and does not require an action.
2) Bulletproof Vest – This item negates all damage by Ranged Weapons except Revolvers. Watch out for the Fire Axe! This is used automatically each night and does not require an action.
3) First Aid Kit (1) – This item may be used as a free action to heal either you or another player in the same zone up to 2 Health Points of damage. The First Aid Kit is used up after a single use.
F) Support Items
1) Binoculars – The Binoculars allow you to see the players in the zones adjacent to yours. This is a free action provided with your nightly results.
2) Collar Deactivator (3) – This item is used with the Use Item action of the Action Phase. Your collar will be deactivated, allowing you to potentially escape from the facility. This can be used on up to three players per night. The Tracking Unit will not be able to find you specifically, but will correctly list you as a player in the zone with the default option.
3) Tracking Unit – The Tracking Unit gives you the option of learning how many players are in each zone or learning the location of a specific player. The first option will be chosen by default; be sure to specify if you are performing the second option with your daily actions. Use of the unit is a free action provided with your nightly results.
While this may seem like a lot of work, it’s mostly a team based game where you really only have to decide on a few things each night. The votes are mostly to keep folks posting in the thread.
You have the red vote, you can make an action and move each night. Your goal is simply to survive and be the last team standings or find a way to escape.
Important Notes:
Today, please sign up and if you'd like the chance to be a lone wolf, please PM that to me. Starting locations are randomized. There will be a Day 0, a setup day to determine if players want to be lovers or not. Schools are given out on Day 0 along with any lone wolf assignments. On Day 0, you can choose your student perk. More information will be available on Day 0 Narration.
On Day 1, you will be randomly assigned to a zone and the game will begin. Day 1 will also let you remember who is on your team.
The game is designed for up to 20 players and will last for up to 7 days.
Posts
1) jdarksun
2) discrider - Day 5
3) TheRoadVirus
4) Preda - Day 3
5) JPants - Day 6
6) SeGaTai - Day 2
7) kime - Day 4
8) vagrant_winds - Day 5
9) premium - Day 1
10) Phyphor - Day 2
11) Egos - Day 5
12) Stever777
13) Grunt's Ghosts
14) Smasher
15) vertroue
16) Gizzy - Day 6
17) Lucedes
18) The Anonymous - Day 3
19) Bliss 101 - Day 4
20) DarkPrimus - Day 2
21) M.D. - Day 3
22) Bedlam - Day 1
23) Sepah - Day 3
24) Auralynx
Reserves:
1) Kias
2) Mikey CTS
Days will end at 8pm CDT each night.
Narrations:
Day 0 Narration
Day 1 Narration
Day 2 Narration
Day 3 Narration
Day 4 Narration
Day 5 Narration
Day 6 Narration
Current Map:
For time immemorial I have stood on the outside of the realm, guarding it from interlopers and evils too great and mysterious to describe.
Now I have once again been summoned to the arena to die. Not a hero's death, no. That would be too clean. Too simple. I am to fight. I am to fail. I am to die. Cold and alone. I have seen the outcomes. They have happened time and again. They shall continue to happen.
I have no mouth, yet I must scream.
I have no choice, so I must sign up
Island Name: Felinefine
Been away from phalla for a bit while I get started with a new job, who knew it would take an opportunity to murder you all to bring me back
3DS Friend Code: 3110-5393-4113
Steam profile
// Switch: SW-5306-0651-6424 //
// Switch: SW-5306-0651-6424 //
// Switch: SW-5306-0651-6424 //
3DS: 1289-8447-4695
Highly irregular, but OK...
!Sign Up
The Black Hole of Cygnus X-1
From the Desk of Darth Vertroue Diplomat to the USA.
From the Desk of Darth Vertroue Diplomat to the USA.
I think I got overlooked
Island Name: Felinefine
You've been pre-killed. It's a new phalla thing. Saves time. Also that was your ghost post
I'm starting to envision Gizzy as a Snarf-like entity
@Rawkking Goodguy
Sorry!
Well, it's been forever and a day since I played it, but I have played before, which counts for something, right?
!sign up
EDIT for lime
Rock Band DLC | GW:OttW - arrcd | WLD - Thortar
haven't played these in a long while so I hope im not too rusty
Steam
We have a choice now! I'm creating teams of 4, so either we can look for 3 more folks to sign up and aim for 24 with M.D. playing, or we can get started tonight. Does anyone have a preference? The only change would be one more school will be present.
I'll check back in an hour.
!sign up
You also have the choice of being a lover, which allows you to team up with another student and potentially win with their school, though you'll have to keep each other alive depending on which route you choose with it. Please see the OP for more information.
On Day 1, I will mason all of the schools together and you will each start in a random location on the map.
Zone closings will start being announced on Day 3. When a zone is announced to close, it will close the next day and any student in that zone will be killed.
You have all been selected amongst the many high school students across the nation to attend a once-in-a-lifetime field trip to Tokyo that promised various opportunities due to the skill sets each of you bring to the nation. Boarding the buses, you notice but a few students you'd recognize from your school, but most of the others are new faces. You'd heard that this trip was to get the brightest or best from many schools, so this isn't a surprise.
You brought some news articles along to read in order to get a better idea what's going on around you. After all, with so much time spent studying and practicing for sports or debate or whatever it is that you have decided to excel in, you figured this might not be a bad time to catch up on what's happening in the real world around you. Since this trip is to discuss your future, you may as well learn about the present first.
(This is the wikipedia article on the movie the game is based on if you are interested)
http://en.wikipedia.org/wiki/Battle_Royale_(film)
The trip has been a long one, and at some point you eventually fall asleep due to the time of day. Upon waking up, you find yourselves being herded out of the bus by gunpoint and forced to walk in a straight line. Glancing about you, you do not recognize the place at all and it seems you are being lead into a very old school building that has not likely been used for some time.
After being herded into the school, you notice everyone is being shoved into a single room, handed a book that looks to be an instruction manual and forced into the back of the room. Looking around, you see confusion amongst everyone, but nobody has the courage to speak up at this time. You notice some fellow classmates as well and walk over towards them, quietly asking them if they know what's going on.
Unfortunately, they don't.
As the armed men in the room snap to attention, you see a familiar face walk into the classroom. He was a professor that had traveled to several schools to teach, but after a school incident between him and a student had gained him an early retirement and a brief spotlight in the news, everyone in the room likely knew who he was.
"Welcome Students. My name is Kitano.
You are very lucky because as of today, you will be participating in a game called Phalla Royale. I am here today to tell you I will be monitoring your progress and I will give you the proper instruction and supplies in order to decide your own futures.
You will notice that we've given you some instruction manuals on your way in. I'm going to give you a few minutes to read over those manuals before we start with the next phase of the game. After those few minutes are up, you will each receive a bag that has some food, water, map and another surprise that's random.
The goal here, students, is to tell me which school is better. As you've noticed, we've selected from the very best and brightest amongst a number of schools. You will be given 7 days maximum to determine a winner. If there is no winner by the end of the 7th day, everyone remaining will die by collar detonation."
It is at this time you and the other students realize you are all wearing collars that are tightly strapped to your neck.
"I'd be very careful with those collars if I were you. They are there to provide us with your current location and if necessary, we can also remote detonate those collars.
So, you may start reading your manual now and once your time is up, I will start calling names. Once you hear your name. You will come up to the front of the room, you will be given a bag and you will be sent on your way. You will be escorted out of the school facility and you will not be allowed entry until the game is over, provided you are on the winning team. As each student leaves, there will be a brief break between releasing each of you so you have the chance to get away.
Students. You have 5 minutes to read the manual before I start calling names.
Remember one thing students. Do not disappoint me. That is all."
Today, please choose a student ability. If you are one of the lone wolves, please choose a lone wolf ability. If you PM did not tell you that you are a lone wolf, you are a dedicated student.
You may choose to be a lover as well, please refer to the OP for information around that role.
Each day, you will be provided information on what zone you are in, who else is there and what items/weapons they have on them that you can see. You may also find items in each zone at random on the ground and you will be notified each day of this. You can only attack those in your zone for the day. Again, starting locations will be randomized. I will mason each school together on a PM once Day 1 has begun.
I do not need to be copied on a PM unless it is to trade items. I do not need to be invited to any proboards or any other conversations.
If you have any other questions, please feel free to ask.