
The Overseer
You realize that, try as you might, you cannot guess the age of this powerful mage. He is the creator of the PK Arena, in which all of the strongest and most cunning warriors compete for supremacy. He seems to be older than time itself, and there's a wisdom that shines from his eyes.
| PK Quest/King of the Mountain: |
The PK, or better known as King of the Mountain, quest will pit every gladiator against each other in a survival of the fittest type game. Teams are allowed and for those of you who are already in teams it is generally accepted that you shall remain teammates for the duration of the quest. The quest will take place in rounds and a small bit of fatigue will be regained every round.
The Overseer, being the powerful mage that he is, will remove you once you reach negative wounds. If you pass out due to lack of fatigue you will be an open target. There will be no healings. The only way to regain health is by slaying another competitor. Then and only then will you receive a boost of energy similiar to a health potion/medicare. As you will see every battle will count.
There can be two types of allies:
Alliance/formation: A tag team. You will join a tag team with the other person. If you are 'allied' with more than one person, and those people are also allied to each other then a formation is formed. A formation is like a big tag team. At first those with higher levels will fight first, then those with more health will fight next.
Avalanche: Once an enemy is spotted you'll attempt to cause an avalanche on the unsuspecting ducks. The massive free-flowing snowfall will seperate any teams or formations and daze them long enough to gain an advantage by attacking them singular. Only available for single or double forms. High strength is needed for a higher success rate.
Patrol: You and your allies, if there are any left, will patrol the area looking for a conflict.
Climb: You will attempt to climb the trees to gain a suprise advantage on your opponents. Once spotted you will leap at them with weapons flying. Only available to forms with one or two members. High tactics needed to stay on the branches as well as to ensure that you leap correctly and not in those thorny bushes over there.
Pits: Similar to bear traps you will make small pits to take on large forms and bring them down to size. Only available for single or double forms.Good Tactis needed to avoid pits!
Patrol: You and your allies will patrol the area looking for a conflict or for some rabbit to throw on the campire.
Muck: You will scoop up a large handful of mud only to throw it at an enemy, causing blindness during battle. Only available to single forms.
Patrol: You and your friends will patrol the area looking for a chance to spill blood. Because movement is difficult in this location is it less likely that your opponents will be able to flee. If they do flee it is more likely that you make catch up to them before the round ends.
As the round ends the different portals will appear around you. Of course you are more then welcomed stay in the area that you are in.
If you are of weak health and fatigue you may wish to hide for long periods. If this is needed then drop an additonal note when the round is over to the GM. You will not leap out and attack whoever you see, however this doesn't not prevent them from spotting and attacking you. (Example: That was a really tough round. I'll need to rest for a bit. Let me hide under the protection of the cold ice in the white portal for the next round.)