Initiative Order:Terrance
Kenway, Elwood
Mystery
Rychard, Harben
Leovall
Olymer
Caim
Covey, Cortney, Lorent
Marten
Kevith
The Battlefield: The arena is surrounded on all sides with a Boundary, created by the fence and guards. This effectively prevents participants from leaving the melee by accident (potentially harming spectators). This Boundary acts as an Obstacle for any competitor who has Withdrawn (see below).
Competitors start arranged in a circle, facing each other. For the sake of simplicity, assume:
● If your Bulk is 3 or lower, you can close to engaged range as a Lesser Action.
● If your Bulk is 4 or higher, you can close to engaged range as a Greater Action.
● Regardless of Bulk, you can close to Reach range as a Lesser Action.
Detection: All participants in the melee begin fully aware of each other. Stealth and Surprise/Ambush rules do not apply.
Withdrawing: The Grand Melee is not a fight to the death, and participants are expected to bow out before they become unable to fight. It is customary for a participant to leave the field once they have taken their first Wound (i.e. first blood). As a Greater Action, a participant may Withdraw from the melee, leaving the field. It is assumed that the participant falls back to the nearest Boundary. You do not need to roll anything to complete a Withdrawal and can no longer be targeted by attacks, but you are eliminated from the competition and cannot rejoin the battle.
Defeat: If you are defeated by having your Health reduced to 0, or taking a number of Injuries equal to your Endurance Rank, you may still Withdraw (as above) on your turn. Guards assist withdrawing combatants, and striking a man who has yielded is the height of bad form, allowing competitors the quit the field so long as they can still crawl. Any Action other than Withdrawing fails as you fall unconscious on the field from the effort.
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