Mini Robo Colosseum (Tournament)

Result

Mini Robo Colosseum! (Tournament)

This contest has an entry fee of 1 Spell Card per competitor.

Entrants are divided into several groups that contain a roughly equal amount of players. They are provided with tools and materials to build a small, combat robot.

This time around, combat is tournament style, robots battling out in 1 on 1 battles.

All players in a team roll 1d4. Any woodworkers, metalworkers, engineers, or any other individuals whose trade is relevant roll an additional d4 each (per person with relevant profession, not per each trade itself). Their results are all summed up, forming the team's Construction Points pool.

Robots have Attributes and Features. Attributes are its base stats, while Features determine what it can do.

Construction Points can be assigned to the following of a robot's attributes:

1.  Durability: Each point assigned to durability adds 1HP.

2.  Offense: Each point assigned to Offense is added as a bonus to a bot's Attack Roll.

3.  Defense: Each point assigned to Defense subtracts any incoming damage, including damage caused by the ring.

4.  Maneuverability: Each point assigned to Maneuverability is added as a bonus to the bot's Maneuver Rolls (for dodging attacks) and its Initiative roll.

Construction Points can also be used to acquire any of the following features:

1.  Ranged [4 points]: Can attack targets up to 2 tiles away, as well as targets using flight.

2.  Armor Piercing [3 points]: The robot's attacks will always ignore 2 points of Defense.

3.  Powerful Knockback [4 points]: The robot's attack pushes their target 1 tile away in the opposite direction.

4.  Improved Movement [4 points]: Allows the robot to move diagonally.

5.  Flight (Special) [4 points]: Flight can only be activated once per battle. After being activated, the robot can only be targeted by other robots currently in flight or by robots with the Ranged feature. A robot remains in flight until the start of its next turn.

6.  Barrier (Special) [4 points]: Barrier can only be activated once per battle. While it remains active, the robot cannot be targeted. Barrier remains up until the start of the robot's next turn.

7.  Magnet (Special) [3 points]: Activating the Magnet pulls the targeted robot towards the user until they're adjacent, if they're not already so. It also prevents the target from being able to move during the next turn.

8.  Teleport (Special) [3 points]: Activating Teleport allows the robot to move to any unoccupied tile. Teleport can be used to escape Magnet.

9.  Self-Repair (Special) [4 points]: When initiated, the robot repairs itself for 1d4 HP.

10. Weight (Special) [3 points]: If used on the ground, it guards against the effects of Powerful Knockback & Magnet for one round. If used during Flight, it immediately brings the robot crashing down onto the ground, damaging all adjacent Robots for 3 Defense-Ignoring damage, while also guarding against the effects of Powerful Knockback & Magnet for one round.

Each team has up to 3 in-game hours to work on their robot. Three (3) other teams have entered the tournament. As the GM, craft the opponent's robots while the players craft their own.

In tournament style competition, robots fight on a 3x3 grid. Robots act in order of highest Initiative to lowest, a 1d4 roll that gets Maneuverability added to its result. On a robot's turn, they may perform 2 actions from the following 3 options: Move, Attack, or Special. The same action can indeed be performed twice.

Move allows the robot to move a total of 1 tile, but only horizontally or vertically.

Attack can be performed on adjacent robots (horizontally, vertically, and diagonally), consisting of opposed 1d4 rolls (Attack vs Maneuver) plus their respective bonuses. If an attack is successful (above the target's Maneuver roll), the difference is applied as damage.

Specials are actions granted by one of the robot's features, specifically those that aren't passively granted.

Today, the combat ring Resolve: {holds no gimmicks|contains spikes in the middle tile, causing 5 damage every time it is stepped on (but not for every turn one remains in it|will cause a randomly selected tile (determined by a 1d8 roll and [this](https://i.imgur.com/WOmK8V9.png) image) to light up red at the start of every 3rd round, punishing any robot for 4 damage should they perform any action other than Move while on it|spawns a healing spot at a randomly selected tile (determined by a 1d8 roll and [this](https://i.imgur.com/WOmK8V9.png) image) at the start of the 3rd round. This healing spot restores the HP of any robot that walks into it by 2, but will also restore their HP by 4 if they happen to remain within it for one full round. Every subsequent 3 rounds that pass cause this healing spot to shift to another randomly chosen tile}. This time around, the tournament is being run as a Resolve: {single elimination bracket|double elimination bracket}.

After every match, teams have enough time to repair their robots back to full HP.

Each player on the team whose robot wins the tournament earns the reward. All other teams earn a single Spell Card Booster Pack for competing.

Reward:

Roll on "Reward"