Every
Gladiator has several
Stats. These
Stats are
Health,
Max Health,
Action Points, and
Speed.
A
Gladiator's
Health starts at their
Max Health at the beginning of
Battle, and once it is reduced to 0, they are killed and removed from the
Battle. The average
Max Health is 10.
Fear not, a dead
Gladiator is (usually) only dead for that
Battle, and may be used again for the next.
Any action a
Gladiator takes will use some number of
Action Points, which refresh every turn of the
Battle. The average number of
Action Points is 2.
Speed determines how soon a given
Gladiator's actions resolve. A
Gladiator with higher
Speed will have their actions resolve first. In the event of a tie, the
Gladiator that acts first is determined randomly. The average
Speed is 6.
In addition to their
Stats, a given
Gladiator may hold one
Item, which may be freely added and removed during the
Preparation phase.
A
Gladiator will also have a number of
Ability Slots, which may be restricted or unconditional. Once an
Ability is added to an
Ability Slot during the
Preparation phase, it resides there permanently, and cannot be removed.
An
Ability can do just about anything, but they're more commonly fairly straightforwards.
Some
Abilities will be passive and have a constant effect, and others will be active, which means they take the form of an action that can be performed for a given number of
Action Points.
An
Ability can be added to a given
Gladiator's
Ability Slot (if it is compatible) during the
Preparation phase, but once added, it cannot be removed.
Some examples:
Name: Strong Strike
Tags: Active, Attack
Action Points: 1
Deal 3 damage to the target Gladiator.
Can only be used once per turn.
Name: Great Vitality
Tags: Passive
Gain 4 Max Health.
Whenever this Gladiator gains Health due to a source other than this Ability, gain 1 additional Health.
Name: Trip
Tags: Active
Action Points: 0
Priority: +2 Speed for this action.
Reduce the target enemy Gladiator's Speed by 3 this turn.
Cooldown: next 2 turns.
Name: Intercept
Tags: Active, Defense
Action Points: 1
Priority: +2 Speed for this action.
Block up to 4 damage that would be dealt to the target friendly Gladiator. Cannot be self-used.
Cooldown: next turn.
Additionally, all
Gladiators may use the basic ability Flailing Punch.
Name: Flailing Punch
Tags: Active, Attack
Action Points: 1
Deal 1d2 damage to the target enemy Gladiator.
An
Item is similar to an
Ability. Any
Gladiator can hold an
Item, but not more than one. Unlike
Abilities, you can remove
Items from the
Gladiators that hold them during the
Preparation phase.
Of note is the
Consumable tag, which indicates that the
Item will be permanently destroyed after it is used or triggered.