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Tuesday, November 12, 2013

Current Project: Dungeon Dive

Dungeon Dive

(Materials)Chessboard, pen, paper, standard RPG dice. 

(Basics)Attack and defense will be conducted using a D20. Both players roll and use the number rolled to find out attack damage and defend against attacks. Any damage that would be calculated and results in a fraction will be rounded to the nearest whole number. 

(Species): Four characters, one species per character (no duplicates).

Human: 15HP
Movement – 2x per turn.
Attack – 2
Defense – 2

Elf: 10HP
Movement – 3x per turn.
Attack – 2
Defense – 2 

Dwarf: 20HP
Movement – 1x per turn.
Attack – 2
Defense – 3

Orc: 15HP
Movement – 2x per turn.
Attack – 3
Defense – 1

Golem: 30HP (Cannot use Classes or Abilities)
Movement – 1x per turn.
Attack – 4
Defense – 3

(Weapons): One per character, no duplicates.

Bow: Range of 4 squares.
Sword: Range of 2 squares.
Magic Staff: Range of 3 squares.
Hammer: Range of 1 square.

(Classes): One per character, no duplicates. When using a skill, the skill takes the place of your normal attack or defense phase.

Spellbinder – Perform a radial spell that damages everyone within 1 square for 5 damage. If you roll 15 or greater on a D20, extend your range to everyone within 2 squares. If you roll 20 on a D20, extend range to 3 squares and damage to 10. [Attack-phase]

Marksman – Attack 2 enemies within range in exchange for ¼ the damage you would’ve dealt to a single enemy that turn. [Attack-phase]

Brute – Deal 2x damage for one turn in exchange for receiving ¼ the damage you would deal that turn. [Attack-phase]

Shield Wielder – Reflect back ¼ the damage you take. If you roll 15 or greater on a D20, deal back ½ the damage you would’ve taken instead of ¼. [Defense-phase]

Cleric – Heal all team members within 1 square for 5 health. Roll 10 or higher on D20 to heal yourself for 5 health (instead of your team members). If you roll 20 on a D20, heal for 10 health instead of 5 (this applies to both options). [Defense-phase]

Magi – Perform a magical blast that deals all enemies 5 damage in one direction for 4 squares. The defending player must roll a 10 or higher on the D20 to negate the damage. If you roll 20 on a D20, deal 10 damage and skip your opponent's defense-phase. [Attack-phase]

(Abilities): Single use abilities; assign one to each character before play (no duplicates). [Use D10]

Death-knell – Sacrifice yourself and remaining health to cast a healing spell that divides the remaining health you have amongst your remaining characters (must roll 0 or 1 to activate effect). 

Substitution – Substitute one character's position on the board for another character's.

Weapon Toss – Two characters within 1 square of each-other can switch weapons.

Necromancy – Bring back one character at half-health (must roll 5 or greater to activate effect).

Firewall – Create a temporary barrier of eight connecting squares. 

Tactical Retreat/Advance – Forfeit your attack-phase for the movement of 2 characters within their natural movement range.

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