Party Games

Aside from combat and training, there are 5 types of daily tasks that involve mini-games. Some of these may also be used during class activities (Potions, Plants, Sorcery, Weapons and Beasts classes) including Fishing, Hunting, Beasttaming, Foraging and Mining.
==Drinks Roulette==
Shots Battle Drinking Game by Tazcha
*Shots battle can have 2 players.
*The bartender putted the shots on the table, then both players wait for the bartender to say go.
*The bartender douses PSR vodka into some of the drinks and you can do /roll2 to see what drink you get
Game Rules
When you take a drink you RP it out like (/me takes the first shot and swigs it) and then use /roll2. 
*roll2 then down your shots glass, if you roll lower than 5 you have picked up a PSR glass and you're hit
*All players can take 3 hits before they are brain froze as well as super drunk
*If both have 2 hits and they do a roll and its a tie, they roll again to see who gets hit
Winner's Choice
The winner gets to request what the loser should do but nothing unreasonable, and the loser can say no.
==Murder Mystery==
How to Play
To play, we assemble at least 5 or 7 players. 'Salem' is meant to be played with a medium to large group of people. Besides the player there will be the Story narrator or game moderator who will guide the game, decide the roles and communicate the players and their decisions (sometimes using PM's or group chat for secrets). Some narrators will prefer to detail each step of the game but others might only give a few clues to make the murder mystery harder to solve.
Players have one of four roles to be in the game. The Seer, Doctor, and Corrupted have special functions and keep the game interesting. The aim of the game is survival. You win if you catch all corrupted players before everyone dies. If you're the Corrupted, kill all civilians without being hung and you win. It is advised to have at least 1 Seer, 1 Alchemist and 1 or 2 Corrupted. The remaining cards should be civilians.
Special Cards
-Alchemist have the ability to use 1 healing potion or 1 poison at any point during the game. Game moderator will wake them up at night (by sending PM's) and allow them to poison or bring 1 player back to life. If someone was chosen to be killed by the Corrupted and the Alchemist chose to save them, the moderator will say, “Someone has been saved,” at the beginning of the day round.
-Seers have the ability to unveil the identity of one player per night. Game moderator will wake them up (via PM's) and allow them to unveil 1 player. Seers have knowledge but can they be trusted?
-Hunters are special civilians. When killed, they have license to open fire at 1 suspected killer.
*You are a Civilian. Solve the murder mystery, find the corrupted "among you" before suffering more deaths.
*You are a seer. At night, unveil the true identity of one villager to yourself, once.
*You are an alchemist. At night, use a potion once. Either an elixir of life to revive a corpse or poison to kill.
*You are a hunter. When your near-dead body is unveiled at daytime, fire off a dying shot to kill one suspect.
*You are corrupted and compelled to kill one civilian each night, and must lie to escape execution.
Day and Night
The first phase of a game of Corrupted is the night round. After the cards have been dealt to the players, the moderator announces the beginning of the night phase. At night, both Corrupted must decide (through PM's) which player to kill off. You may show your card/identity after you've been killed.
The second phase is the day round. Each person introduces themselves, in the role (or disguise) of the civilians they are. Talk about what you do around the town, especially before the Curse swept in and trapped the town. Maybe you'll convince everyone you're innocent. The voting and sentencing of suspicious players begins right after! In a no-vote, the round ends, nobody is killed, and the opportunity to catch a Corrupted is missed.
==Beach Volleyball==
Beach Volleyball Game by Flo
How to Play
Two or more players face each other in a casual game of Beach Volleyball.
To decides who serves first you /roll1 to flip a coin (even numbers is Heads, odd numbers are Tails). Strength is +ares stats and dexterity is +artemis.
#Server hits a shot by /roll2 (D12) +first number of your level, setting the strength target to reach.
#The defender tries to reach said target with their own /roll2 (D12) +first number of their level.
If the strength target is not met, the point goes to the person that served and the looser gets to serve next.
If the target is met, the receiver bounces the beachball back by doing the /roll2 from step 1. Repeat until end. 
You can play to a set amount of points, usually first to 3.
* When playing in teams, each team member is tagged a range of numbers corresponding to the target roll.
* If the opponent server rolls 5 then the team member allocated 1-6 has to counter, etc etc.
Critical Nat 12 rules
*Nat 12 on Receive: Can re-roll your return shot, but you've got to stick to your second roll if you do!
*Nat 12 on Shot: You get an instant point, unless the receiver rolls a Nat 12 too! Which cancels out both.
==Basketball Game==
Shooting Hoops (few players)
If you're just shooting hoops, just take turns throwing from the midway point (Free Throw lane)
* 50+ to slam dunk, 65+ from throw line, 75 for midcourt and 95+ from opposite court. First to 3 points wins.
* Use dance 18 when dribbling the ball
Basketball Match (2-10 players)
Position around the court in even numbers and any player directly across from you is your tackler. Flip a coin to decide which team starts with possession. (Odds = tails, Evens = heads)
# Challenge whoever has the ball with a /roll2 +stats (1st no. of your lvl). Highest roll wins possession.
# Once you have possession you can try for the hoop or pass the ball to advance 1 row. Move on each pass.
# Upon receiving a pass, you will be challenged by your tackler. Repeat step 1. First to 5 points wins.
* Upon scoring, all teams resets to starting positions. Opponents start play with possession.
* If the shot is missed, the nearest player to the net gets the ball, if both teams are near it, both /roll2.
* 50+ to slam dunk, 65+ from throw line, 75 for midcourt and 95+ from opposite court.
* Use dance 18 when dribbling a ball and dance 19 when 'challenging' a player
* On a tie roll during a tackle, challenger wins since they /roll2 to meet your number.
==Shooting Range==
Simple game to pass the time. Guns, knives or arrows, pick your weapon and step up to the target line.
*/roll2 for points, first to 30 points wins (add up all hits under 10). Ruleset inspired by Sylvan Arms.
*1 hits the edge
*2-8 hits inner circle
*9 hits near center
*10 is a bullseye.
*11-12 flies too wide.
==Sparring Match==
Duelling game idea by Flo
Rolls
#Each starts with 3/3 HP with any shield HP added (or buff up to 5/5 hit points for a longer duel)
#An RP attack does a /roll and then the defender does a /roll
#Whoever wins the roll lands their hit first. The damage is 1dmg
#+level buffs are only allowed if using weapons. (see Athens classes for 2+ dmg spells).
#Repeat from step 2. That's it, simple roll-vs-roll highest wins the hit rules.
#Crit rules - any rolls 95-100 is double damage.
#If a fighter falls to 0/5 hit points they wounded, bruised and fall unconscious temporarily.
==Izzy's Pet Brawls==
Introduction
This system aims to add a side mini game to the already existing system of battle companions, Artemis’s Beasts & Magical Creatures. With it I aim to create an event of sorts that could be held in a tournament style with prizes and titles attached to its participation. Pet Brawls also count for up to 2 daily Beast training points.
Initiating a Pet Battle
In order to initiate a Pet Battle you will need 2 consenting teams and a 3rd neutral party to act as their Score Keep and bear witness. Once these 3 have been selected, the Score Keep will request the two teams Pets of choice and their respective classes via PM as to avoid meta gaming.
Now that the pets are locked in, the Score Keep will flip a coin to determine who will be attacking first. Then the game will commence as the two teams battle it out while the Score Keep.. keeps the Score!
Rules of Engagement
Rules of engagement are quite simple and follow that of a normal duel for the most part. Combat will commence with a roll off. The Attacker and Victim will roll (/roll +Beasts LvL), the winner being granted the striking blow + effect.
Each fight will consist of 4 rounds, with a 5th to break a tie if necessary. During these rounds the contestants will alternate Attacking and Defending. The fight will conclude once either a pet has fainted or once 4 rounds have passed. The winner of course will be the pet left standing with the most HP/sHP combined.
Pet Classes
So within the proposed pet system there are 5 major classes that consist of Melee, Ranged, Support, Tanking, and Ultimate, all with their own respective abilities and functions in combat. However, while this functionality makes sense in combat, I have opted to alter them for the sole purpose of balancing them for these events. Alterations of which can be seen in the table below. See the Bestiary for what class your pet is in.
Pet Class	HP/sHP 	Attack Name 	Attack / Effects
Melee 	2HP / 2sHP	Fang and Claw 	1 dmg / -1 sHP
Ranged 	1HP / 3sHP	Soaring Dart 	1 dmg / -10 lvls
Support 	2HP / 2sHP	Healing Cry 	1 dmg / +1 HP
Tanking 	3HP / 1sHP	Sacrifice 	1 dmg / +1 sHP
Ultimate 	1HP / 3sHP	Call of Elements	1 dmg with 25% Chance to ignore sHP  / +10 lvls
HP & sHP
HP (or Hit Points) is your battle pet's health, if it reaches 0 your pet will faint and is down for the count. While sHP (or shield Hit Points) is a protective barrier or natural resilience to damage. All incoming damage (unless otherwise stated) is directed at your pet’s sHP before touching their HP.
You cannot exceed +1HP / +1sHP from their base, so a Melee best for instance by default has 2HP/2sHP, with buffs the most it can achieve is 3HP/3sHP.
Attack Effects
Every class does at the very least 1dmg but also has a secondary trait for the effect. The traits that award +/-10 lvls will only persist until the target's next roll, and they cannot stack. Below I will detail each of these effects to alleviate any confusion.
- Melee - Fang and Claw (1 dmg, -1 sHP)
Deals 2 dmg, but if the opponent has 0 sHP it only deals 1 dmg 
- Ranged - Soaring Dart (1 dmg, -10 lvls)
Deals 1 dmg and debuffs the target’s next roll by -10 lvls
- Support - Healing Cry (1 dmg, +1 HP)
Deals 1 dmg and awards themself or an ally 1 HP 
- Tanking - Sacrifice (1 dmg, +1 sHP)
Deals 1 dmg and awards themself 1 sHP (cannot be granted to an ally)
- Ultimate - Call of Elements (1dmg w/ 25% chance to ignore sHP, +10 lvls)
Deals 1 dmg with 25% chance to ignore target’s sHP (/roll2 dc10), awards self or ally +10 lvls to next roll.
((For legal purposes, any harm or injury to that of a person and/or their pet as a result of participation in a brawl cannot be held accountable to Izzy’s Pet Brawls or Izzy herself. Participation in said events waivers any right to legal action against her. Fight responsibly!))
== 2 Truths, 1 Lie==
This is a purely social game similar to truth or dare, but your character tells the group 2 facts about themsevles, usually from the character backstory or history and sneak in one untrue 'fact' that is actually a lie. The aim of the game is to successfully deceive your friends with your bullshit skills. Anyone who detects the lie escapes drinking. Fail to find the lie and you take a swig. Turn order goes clockwise in a circle.
At the end, the person with the most drinks drunk is the gullible loser and will face optional consequences.
==Spin the Bottle==
Game inspired by Akie
*Truth or Dare, 2-12 players. Everyone is assigned a number and during turns, players rolls /roll2 twice.
* First roll points the mouth of the bottle. Questionee is whoever owns the number that has been rolled.
* Second roll points the base of the bottle. Questioner is whoever owns the number that gets rolled.
*After each turn, the questionee spins the bottle twice. The results will decide the next players.
*If a dice result does not match a player's number, then the bottle lands on no-one and is spun again.
*Lewd option - Whoever becomes a questionee has to strip every time. Lose 6x (items of clothes) and out!
==Stuffy Bunny==
Stuffy Bunny game by Van & Velocity inspired by Derpixon's NSFW animation. 
*/roll2 to stuff your face with marshmallows! Add 1 more in your trap on each turn.
*Starting at dc1, this will increase by 1 in each round up to the final round 12!
*If you fail a round, it means you fail to say 'stuffy bunny' audibly and you'll be stuffed by a bunny dom!
Category:Lore
Category:Combat
Category:Classes