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Difference between revisions of "Grounded"

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(I'll leave this here so you can check out the basics before deciding if you want to playtest it)
 
(TERRAIN RULES)
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== TERRAIN RULES ==
 
== TERRAIN RULES ==
  
Triangle - Rough Terrain(Each hex takes 2 BOUND to move into, but not out of)
+
* TRIANGLE - Rough Terrain(Each hex takes 2 BOUND to move into, but not out of)
Square - Impassible Terrain(No characters can move into or out of them)
+
* SQUARE - Impassible Terrain(No characters can move into or out of them)
Cross - Hazardous Terrain(Characters moving through the hex take 1 damage)
+
* CROSS - Hazardous Terrain(Characters moving through the hex take 1 damage)
Arrow - High Terrain(Characters gain +1 BLOW on all attacks)
+
* ARROW - High Terrain(Characters gain +1 BLOW on all attacks)
Circle - Safe Terrain(Characters gain +1 BASTION against all attacks)
+
* CIRCLE - Safe Terrain(Characters gain +1 BASTION against all attacks)
  
 
== PLAYERS ==
 
== PLAYERS ==

Revision as of 15:19, 15 February 2013

THE BASICS

Pick a character from the list of characters below, and choose an opponent. The two of you will create a subpage arena to fight in, and use your character and it's abilities to fight.

STATS

  • BLOW - How hard you hit when you attack.
  • BASTION - How hard of a hit you can absorb.
  • BREAK - How much of an opponent's BASTION. you can ignore. Cannot reduce BASTION below 0.
  • BODY - How much health you have.
  • BOUND - How far you can move in a round.
  • BREATH - How much BREATH you regenerate in a round.

Every character also has a special ability about them that enhances the combat experience.

It is advised to record and keep track of your character's stats on paper or in Notepad as turns come and go. Remember when you do certain actions and be weary of your surroundings.

TURNS

To determine who goes first in a combat, compare whose BOUND is greater than the other. If both characters have similar BOUND, comapre BREATH.

In a character's turn, they may move their BOUND in hexes and perform an action, such as attack or defend. Attacking deals damage to a target, and Defending increases BASTION and BREATH by 1 until their next turn. In addition, they get a reaction when it isn't their turn to alter certain aspects of combat instantly. There are other actions possible that require either an action or reaction - additionally, other methods of travel are possible that require a move action.

All characters gain 1 move, 1 action, and 1 reaction a round.

Objective

Using one of the combat templates, fight your enemies. Combat is won when a character is reduced to 0 HP.

  • Marking the Combat Template: At the start of combat, you and your opponent trade the template off and mark your starting spaces. After that, you will determine who goes first and fight. When you move your character, edit the previous combat template you suit your needs. If you interact with the surroundings, make sure to mark it in some way on the map. Use the dialog box to note particular actions for onlookers.

Get Creative!

Each combat template has rules specific to it and terrain features that players can use to their advantage. Try to make the most of these to defeat enemies.

CHARACTERS

The Soldier

A seasoned fighter and competent warrior, The Soldier is strong on the defensive and seeks to outlast his enemies in combat.

  • BLOW - 2(This character's attacks deal 2 damage.)
  • BASTION - 3(This character can ignore the first 3 points of damage from an attack.)
  • BREAK - 1(When attacking, this character can ignore 1 point of an opponent's BASTION.)
  • BODY - 12(This character can take 12 points of damage before falling unconscious.)
  • BOUND - 4(This character can move 4 hexes in one turn.)
  • BREATH - 2(This character regains 2 health at the start of their turn.)
  • SPECIAL ABILITY - Phalanx Formation: When struck by an attack, The Soldier can use his reaction to return the favor. If he hits, he reduces his bastion by 1.

The Rogue

His heart is a dark void that he can only seem to fill by quenching his insatiable lust for treasure and adventure.

  • BLOW - 3(This character's attacks deal 3 damage.)
  • BASTION - 1(This character can ignore the first 1 points of damage from an attack.)
  • BREAK - 2(When attacking, this character can ignore 2 point of an opponent's BASTION.)
  • BODY - 9(This character can take 9 points of damage before falling unconscious.)
  • BOUND - 6(This character can move 6 hexes in one turn.)
  • BREATH - 1(This character regains 1 health at the start of their turn.)
  • SPECIAL ABILITY - Crafty: The Rogue deals double damage against targets that are backed against impassible terrain or are next to his allies.

The Wizard

Studious and well-versed, his knowledge in the magic arts seeks to make him a force to be reckoned with.

  • BLOW - 2(This character's attacks deal 2 damage.)
  • BASTION - 1(This character can ignore the first 1 points of damage from an attack.)
  • BREAK - 2(When attacking, this character can ignore 2 point of an opponent's BASTION.)
  • BODY - 7(This character can take 7 points of damage before falling unconscious.)
  • BOUND - 5(This character can move 5 hexes in one turn.)
  • BREATH - 1(This character regains 1 health at the start of their turn.)
  • SPECIAL ABILITY - Arcana: The Wizard's attack is a ranged attack, reaching 5 squares. Once per round, The Wizard may augment his attack with one of the following:
    • The attack pulls the target 1 hex towards the Wizard.
    • The attack reduces the target's BOUND by 2.
    • The attack does 1 extra damage.

The Cleric

A student of faith, The Cleric is both a symbol of glory and an avatar of his deity's will. Frail in stature, it's his divine persuasion that wins him combat.

  • BLOW - 2(This character's attacks deal 3 damage.)
  • BASTION - 2(This character can ignore the first 2 points of damage from an attack.)
  • BREAK - 1(When attacking, this character can ignore 1 point of an opponent's BASTION.)
  • BODY - 9(This character can take 9 points of damage before falling unconscious.)
  • BOUND - 5(This character can move 5 hexes in one turn.)
  • BREATH - 2(This character regains 2 health at the start of their turn.)
  • SPECIAL ABILITY - Holy Blessing: The Cleric has a static +1 bonus that they may assign to any stat they choose. They must make this decision at the start of their turn and must announce it.

Make your own!

  • BLOW - (This character's attacks deal ' damage.)
  • BASTION - (This character can ignore the first ' points of damage from an attack.)
  • BREAK - (When attacking, this character can ignore ' point of an opponent's BASTION.)
  • BODY - (This character can take ' points of damage before falling unconscious.)
  • BOUND - (This character can move ' hexes in one turn.)
  • BREATH - (This character regains ' health at the start of their turn.)
  • SPECIAL ABILITY - : '

TERRAIN RULES

  • TRIANGLE - Rough Terrain(Each hex takes 2 BOUND to move into, but not out of)
  • SQUARE - Impassible Terrain(No characters can move into or out of them)
  • CROSS - Hazardous Terrain(Characters moving through the hex take 1 damage)
  • ARROW - High Terrain(Characters gain +1 BLOW on all attacks)
  • CIRCLE - Safe Terrain(Characters gain +1 BASTION against all attacks)

PLAYERS

MAPS

(Coming Saturday)

MATCHES

(Coming Saturday)