(Disclaimer: This is a game made by Me, and so therefore will last until the game ends or until something terrible or wonderful happens in my life, causing me to drop this game.)
OneTwoThreeGo!
Once upon a time, there was a rock. The rock was said to be really, really important to someone.
Nobody really knew who, but it was worth a lot if sold. A WHOLE lot.
It was also said to be cursed. Nobody who had the rock could share it. A dangerous rock, which caused covetous feelings in all who possessed it.
Which isn't really such a terrible curse if you're going after it solo.
However, it is if you arrive in the area at the exact same time as each-other.
Which these adventurers did...
Obviously the aim of the game is to obtain the unholy stone and escape the tomb with it. All combat will be between players as they fight it out to get the rock. This is meant to be a game of alliances and backstabbing, if you do join a team you will greatly increase your chances of survival for the first half of the game. But remember only one person can win so eventually you will have to break these alliances. I have tried to design the game so that you can work as a team and at the opportune moment you can literally stab your team members in the back.
The game will be played as 'sort of' turn based. Each turn lasts approximately 24 hours but can finish earlier if everybody makes their movements and attacks within that time. Each turn the player will move a certain amount of squares, and then make an attack if they can/wish to. Players can move in the four non-diagonal directions. A player can not move onto an already occupied square. The attack action must be at the end of their movement not in the middle or before they move. After the player has made their movement and/or attack he must then choose a direction to face. This direction will determine how well he defends against attacks over the next turn. If a player fails to make his actions in the allotted time he/she will stay where they are doing nothing (unless attacked) for that turn. The thing here that differs from other turn based games is that players make their actions in a first-come first-served basis. I will then at the end of the turn (after everyone has made their actions) draw up a new map showing the positions of players and so forth. Then the next turn will commence.
Melee combat:
The player will make his attacking action when he/she is adjacent to an opponent. The fight is decided by a die being rolled for the attacker and the defender. The type of die depends on the weapon. The attacker's roll goes unmodified but the defenders roll will be modified depending on what direction he/she is facing. If the defender is facing towards the attacker then the defender suffers a -1 penalty to his/her roll. If the defender is side on to the attacker, it is a -2 penalty. If the defender is facing the away from the attacker, it is a -3 penalty. These penalties may change depending on the weapon used.
The winner is the player with the highest roll after all of these penalties have been sorted out. If the defender wins he will not move from his position and if he/she is yet to make any actions that turn he/she can still do so. The attacker will be sent back to his starting position with one less life. If the attacker wins then the defender will be sent back to his starting place with a life lost and the attacker will move on to the spot where the defender previously was. All weapons can be used in melee however I do not recommend the use of the crossbow in this situation.
Ranged combat:
A player equipped with the crossbow is able to fire bolts at the opponent if he/she is in view of the target. Again two rolls are made but one is accuracy and the second is damage. The accuracy die is determined by the distance between the attacker and the defender. If the target is 12 squares away a 6 sided die is rolled if the target is 6 squares away a three sided die is rolled etc. If the roll is either 1 or 2 then the bolt will hit the opponent. At this point I will perform a damage roll with a 3 sided die. A roll of one causes no damage to be inflicted. A roll of two causes the target to be immobilized (can’t move attack or defend) for the rest of that turn. A roll of three kills the target sending him back to his starting position with one less life.
If a player losses all three of his lives then he is permanently removed from the game.
If someone is stunned, they can not move, and have a -1 to combat, if immobilized, it is the same except it is a -2 penalizer.
Rogue
Rogue:
Are able to move through an enemy's square, even if defending a tight corridor. Resilient to backstabs and sidestabs- only a -1 instead of a -2 or -3
Warrior
+1 to all damage rolls
Mage
Automatically has a staff as their main hand weapon. They can use a spell once every turn, with the same dynamic as a ranged attack- However it will always be random, and 'fun'.
Move | Weapon | die | Effect |
Two handed |
-2 | Pike | d8/d5 | Can attack 2 squares away, or diagonally. -3 in melee range |
-2 | Spear | d10 | |
-1 | Greatsword | d9 | +1 to Attacking rolls -1 to Defending rolls |
-1 | Maul | d9 | If combat is even or lost, the foe will be knocked back some squares |
| | | |
One Handed |
| Whip | d10 | Can only immobilize. Can kill immobilized foes. |
| Mace | d8 | If combat is won by 1, will stun foe |
| Warhammer | d7 | +1 to Defending rolls |
| Axe | d7 | +1 to Attacking rolls |
| Staff | d5 | If combat is even, or won or lost by 1, foe is stunned |
+1 | Short Sword | d5 | +1 to Attacking rolls |
+2 | Dagger | d4 | +2 to backstab rolls |
| | | |
Off-Hand |
+1 | Dagger | d2 | Same stats as above if used by rogues |
| Torch | d2 | -1 to foe's rolls |
| Sigil | - | +2 to attacks vs mages |
-1 | Handaxe | d4 | Can be thrown, once |
-1 | Buckler | - | Enemy is stunned before combat begins |
-2 | Shield | - | No penalty to front and side attacks |
-3 | Tower Shield | - | -3 to Attacking rolls, +3 to defending rolls. Wielder's facing direction cannot be moved or shot through (- pierce) |
| | | |
Ranged Weapons |
+1 | Hand crossbow | - | Double range penalty. Counts as off-hand |
| Crossbow | d3 | User must sacrifice movement to shoot. Counts as One handed |
-1 | Siege Crossbow | d5 | Rolls 1-4, with 1 causing the bolt to pass through the slain foe and continue in that direction. |
| | | |
If a player moves over the square the artifact is occupying then it is added to his inventory.
The artifact holder is then awarded a 2+ bonus to the attacking roll on top of any other bonuses.
The player holding the gem will also be penalized due to its weight, he/she will move one less square per turn then they usually would.
If the player holding the artifact dies then he drops it where he dies. Someone else can then pick it up.
By the way, there will be a 10 player limit.