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
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.
(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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