For the better part of a week i've been working on a game that i would like to give a try here. Content is currently limited but i will add more after the first playthrough. The game features two different factions working to amass power and destroy one another. One player begins play as the dark entity, the evil that the heroes seek to defeat. Gameplay features tile based gameplay, with the majority of the board being empty until tiles are explored.
Rules:The Dark Entity begins play in a crypt with access to aboveground wilderness and belowground catacombs, while the heroes begin play in an abbey with access to aboveground ruins and belowground catacombs. The two underground areas may or may not connect, depending on tile placement. The heroes begin play as one of three roles, the priest who has special abilities to inconvenience or drive away the dark entity for a time, the knight who begins play with exceptional equipment that allows him to better fight monsters and protect other players, commoners make up the rest of the players and are skilled at searching for items and unlike the knight or the priest can use those items to acquire special classes (such as pagan or wizard).
Each player begins a turn with three available actions per turn, one movement action, attack action and special action. Movement may be used to move over a number of tiles equal to a characters speed, though some tiles slow movement. To attack, a player rolls d20 and adds attack skill, with ten generally being a successful attack; unarmed attacks cause one damage. For a special action a player may either choose a special ability, or search a room for an item (roll of the d20 +search skill, dc 10). If the Dark Entity enters a tile inhabited by a hero, that hero may roll speed (1d20+speed dc10) once a round in order to flee the opposite direction the Entity arrived, if that route is blocked they roll dc 15 to flee to one side or another, the dark entity may not be run past.
Every time a player moves over an empty tile, i roll to determine what that tile is, and secretly roll to determine how many items are on a tile. When a player discovers a tile they get a "free" search roll. To be clear, i roll on a different table to determine the tile depending on what the tile is adjacent to, so that for example, a wilderness tile cannot be rolled underground.
Victory ConditionsVictory is achieved by either side either when all of the other side is killed/converted or one side uses their plot macguffin to cause or avert the apocalypse. For the heroes, this entails assembling all four pieces of the holy text and banishing the dark entity. Inversely, if the dark entity corrupts all four pieces of holy text the apocalypse arrives.
The Dark EntityThe Dark Entity begins play as a vague and insubstantial spirit, only partially present in the world of mortals. It is still an opponent to be feared however, and can kill and corrupt mortals. Once the Dark Entity finds a corrupt shrine or an evil relic, it crosses fully into the physical world, acquiring more power. The player chooses wether to become either a necromantic or demonic entity (more pending) and stats change accordingly. The Evil entity may use as many special actions per turn as they wish, with the exception that they may still only search one a turn. Any hero that dies, respawns in the starting tile of the evil entity, but as a monster allied with the entity. The dark entity and any allied monsters may not use or pick up holy items.
Beginning Stats:
HP: 15/15
SP:15/15 (2 recovery per turn)
Attack Skill: 1
Search Skill: 5
Speed: 3
7 inventory slots (the Entity begins play with one random elite corrupted item.)
Touch of Evil: The Evil Entity may not attack heroes in it's incorporeal state unless it gains a corrupt weapon, but may use a special ability for 1 sp to "touch" a human. This causes 1d4 damage. This may only be done once a turn.
Corrupting influence: For 3 SP the evil entity may either corrupt an neutral item, or neutralize a holy item. This item must not be in the possession of another player. Alternatively the entity may drain an item of corruption to gain 3 hp.
Summon Spectre: For 5 SP the entity can give a semblance of life to a hateful spirit. The creature has a speed of two but ignores movement penalties. It has 2 hp, and may search rooms or attack heroes, though both it's search and attack skills are 0. It has one equipment slot, but may not use items.
Necromantic Entity
HP: 20/20 (one recovery per turn)
SP: 25/25 (four recovery per turn)
Speed: 5
Attack: 3
Search: 7
7 inventory slots
In addition to Dark Entity abilities the dark entity gains the following:
Voluntary Incorporeality: The necromantic entity may willingly shift between being corporeal and incorporeal. This allows it to ignore terrain penalties, and gives the entity the option of becoming invulnerable to corrupt or neutral weapons if they purposefully did not attack on the previous turn.
Create Undead: The necromantic entity may create an undead creature using 3 SP while on catacomb or graveyard tiles. This creature has 3 hp a speed of one and two inventory slots, but may only use armor or weapons. Additionally, the summon spectre ability of the necromantic entity now only requires 3 sp.
Drain life: for 4 sp the necromantic entity may cause 3 damage to a human up to one tile away, and heal an equal amount.
Demonic Entity:
HP:30/30
SP: 20/20 (2/turn recovery)
Attack Skill: 7
Seatch Skill: 5
Speed: 3
10 inventory slots
Demonic entity loses summon spectre and touch of evil.
Hell-fire: The demonic entity adds two damage to any melee attack, including unarmed and weapon damage. Unarmed attacks from heroes cause two damage to the attacker. The demonic entity may also sling a fireball at any opponent within line of sight regardless of dictance, causing two damage, at the cost of 2 sp.
Craft hellspawn: Once per turn at the cost of 5 SP a demonic entity can create a soldier of hell out of raw hell-stuff. This creature has 4 hit points, a speed of two and three inventory slots. It may use any item that does not require the use of SP. It has an attack skill of 1.
Trader of souls: Every time a Demonic entity kills a human opponent it gains a soul tally. This soul may be spent either to refill 5 hit points or special points, or to possess an npc human in line of sight for five turns. A possessed human rolls percentile every turn to assert will, if they roll 50 or lower they fall under control of the Demonic Entity that turn, if they successfully resist the will of the entity they behave normally for that turn.
Hero's starting stats: Knight
HP: 8/8
SP: 3/3 (1/turn recovery)
Speed: 2
Attack Skill:5
Search Skill: 2
4 inventory slots (2 of those slots begin play filled by equipment)
Items:
-(Holy)Chainmail: Chainmail increases the attack DC of an opponent to 12, and reduces damage dealt by an opponent on physical attacks by 1d4. This does not apply to special attacks. Lowers the speed of anyone but the knight.
-(Holy)Sword: Does 1d6 damage, plus one additional damage for the knight.
Abilities5
-Steadfast Defender: Monsters attacking in spaces occupied by the knight must fight the knight, and not another character.
-Holy Warrior: If the Knight finds a relic he may spend a turn attuning to the relic and become a paladin, a more powerful version of the knight. Alternatively he may become a pagan hero with a pagan relic. Either relic is destroyed in the process. A Pagan Hero becomes unable to use the special properties of holy items, and must use them as a commoner would.
Priest:
HP: 5/5
SP: 12/12 (2/turn recovery)
Speed: 3
Attack Skill: 1
Search Skill: 3
Inventory Slots: 5 (3 of these begin play filled)
Starting Items (and associated Powers4
Holy Stave: A priest may place a holy stave in a threshold at the cost of five SP. The dark entity cannot pass that threshold for three turns, though it may remove the effect of the stave by removing it's holy property, and use a corrupted stave in the same way a priest would in order to force a character to drop all of their holy items on passing through. Holy Staves stack in a priests inventory, and may be used to strike an enemy for 1d2 points of damage.
Prayer Beads: A Priest may spend 2 sp in order to heal any character of an equal number of hitpoints, as long as the priest maintains possession of the prayer beads.
Holy Bible: A holy bible may be used at the cost of 10 sp if the dark entity is on the same tile as the priest. On the next turn of the dark entity, before any other action, the entity has to move as far away from the priest as they are able to. The entity may not be attacked in between the turns of the priest and the entity until it has finished fleeing.
Man of God: The Priest may spend a turn attuning to a holy or pagan relic. A holy relic will turn the priest into an exorcist, a more powerful version of the priest, while a pagan relic will turn the priest into a pagan shaman, with different powers. A priest who has turned into a pagan shaman drops all the priestly items within their inventory, but may convert any holy item with the exception of the holy bible.
Commoner:
HP: 5/5
SP: 3/3 (1/turn recovery)
Speed: 5
Attack Skill: 1
Search Skill: 5
Inventory Slots: 5 (commoners begin play with one random neutral item)
Attuning: Commoners have the ability to spend a turn attuning to nearly any item, taking on skills inherent to that item and becoming that class. They may choose to do so immediatly with the item they begin play with if they so wish, and trade with other players or search for other items at their whim.
People May sign up at their whim, and i can concievably adjust play to fit any volume of players, but will at minimum require four to have a balanced game, if enough players are interested i may split factions and create more than one dark entity (each fighting eachother in addition to heroes). I would appreciate it if those who sign up can be reasonable sure that they can post at least once a day, but i will simply play your turn for you if something should come up and you don't post a day.
This is the very first playtest ever, so i don't have bucketloads of content yet, but that should change if by the end of this game folks want to play again.
Sign Up Sheet
Dark Entity: kj1225
Knight: scapheap
Priest: Terra162
Commoner: pensword
Commoner: aninimouse
Commoner: escaped lurker
Commoner: cheesecake
Commoner: Felix sparks