Overview: Trapped in the Nightmare Realm, players will have work together to survive against unrelenting waves of deadly slime. This hex-based miniatures game starts off simple, with the team of players on one end and the slime portal on the other, but becomes increasingly challenging as each passing wave introduces new mechanics and adversaries (and thankfully, allies) to the battlefield.
Actions: Players can make up to one move action and one standard action per turn. A player can use a move action to move a number of hexes less than or equal to their Speed - however, moving into slime costs an additional movement, and columns, structures, and other characters and structures block movement. If both actions are used, any damage the player deals that turn-cycle is reduced by 2.
Abilities: There are 3 classes of abilities: standard, automatic, and move substitute. Standard abilities are employed with a standard action, and are the most common type of ability. Move sub. abilities require a move action, and include some sort of movement in their effect. Automatic abilites are always in effect (such as passive healing).
Targets: Abilities almost always target one or more hexes (area of effect), or one or more entities (characters or structures). To use an ability with a target, there must be nothing blocking line-of-sight between the target and its user. Characters, columns, and some structures (but none of the permanent structures) block line-of-sight. AoE abilities affect everything in the hex(es), and are the only way to affect slime. Abilities that target entities affect those entities and nothing else.
Damage: When characters or structures lose all their hitpoints, they are removed. Slime, however, does not take damage in the same fashion (see Slime). The five permanent structures cannot take damage and cannot be removed (and neither can the columns). Slime portals (which are not technically structures) cannot be damaged, either. Also, unless otherwise noted, an ability cannot damage the teammates or heal the enemies of its user.
Turns: At the start of a player-turn, all players post their actions. The actions are resolved in order of post, unless specified otherwise. Then, during the slime-turn, the slime moves and attacks (in that order). These two turns, in the order presented, constitute one turncycle. When a turncycle ends, another begins.
Slime: The slime is in fact made up of many individual slimes that each take up exactly one hex. Each slime does not occupy a hex the same way a characters or structures do, so can share a space with a character or structure (but not another slime). Each slime can only be hurt with area-of-effect damage. When a slime is damaged, a d10 is rolled; if the number is less than or equal to the damage, the slime is destroyed - otherwise, the damage is completely ignored. Each slime moves at a speed of 1 hex per turn, and can only attack a player that is in its hex (2 damage), but moving into a slime damages the player by 1 point. At the end of every turncycle, all hexes with a slime portal icon are filled with slime (unless already occupied).
Death: When a player dies, the slot that they filled is removed. Thankfully, additional players are added during the course of the game.
And remember: -Discussion of tactics "in-character" is allowed, and even encouraged, but try to stay on topic. (This does not mean you have to be in-character when discussing tactics, of course.)
-Choose a color that is easy to read, and distinct from the colors already chosen.
-Play seriously: I'm not just the moderator - I'm your opponent.
Application SheetCharacter:Color: The color of your text, and of the circle representing you on the board.
Location: Use the numbering system below. You must start above the columns.
Time Zone: For everyone's benefit. Discussing strategy tends to go a lot faster when everyone is online.
And the grey stuff is slime. (Duh.)
Count Vulgein
Pulled from the depths of the Undead Realm, this morally ambigious man - or monster - will stop at nothing to return to his dark reign, even if it means a little cooperation...
Health: 17/17
Speed: 4
Blue Blood (Auto) - You heal 1 health at the end of your turn. Any other other healing damages you instead.
Desecrated Ground (Standard, Area-of-Effect) - Target any three adjacent hexes on the map. Any enemies on those hexes take 2 extra damage until the end of the turncycle. You must wait a turn after using this ability to use it again.
Ravage (Move, Area-of-Effect) - Deal 6 damage to a hex 1-2 spaces away (or 666 damage if hex is Desecrated Ground), then enter the hex - ignoring any effects that would prevent you - if there is no characater or structure in it.
Sheriff Lawton "Law" Searls
With the help of his twin revolvers - "Frontier" and "Justice" - Searls enforces the law wherever he goes - even here.
Health: 14/14
Speed: 3
Ammo: 12/12
Ammo Pool (Auto) - You begin the game with 12 ammo. At the beginning of each turn-cycle, gain 1 ammo, up to a max of 12.
2x Shot (Standard) - Uses up two ammo. Target character takes 6 damage.
High Noon (Standard, Area-of-Effect) - Expend x ammo. For every 3 bullets expended this way, target a hex. Targeted hexes must be in a consecutive, straight line. Deal 6 damage to everything within the target hexes.
Detain (Standard, Area-of-Effect) - Choose three adjacent hexes 1-2 hexes away. Until the end of the turncycle, slime in those hexes cannot leave it's hex, and other enemies must spend an extra movement point to leave one of those hexes. You gain 1 ammo. You must wait a turn after using this ability to use it again.
Bloody Maddox
They say it was the Bloodthorne that drove him insane. The whip's spikes seem to have a taste for blood, a taste that Maddox acquired as well.
Health: 18/18
Speed: 4
Swift Step (Auto) - You do not take damage from entering a space with a slime.
Thornslash (Standard, Area-of-Effect) - Target 3 consecutive hexes (not necesserily straight), one of which must be adjacent to you. You cannot target the hex you are on. Everything on those hexes takes 5 damage, and all characters on those hexes are afflicted with Bleed* until the end of the turncycle.
Entangle (Standard) - Target character within 3 hexes takes 2 damage and cannot move until the end of the turncycle. You may relocate the target up to two hexes to a space still within 3 hexes. You must wait a turn after using this ability to use it again.
*Take 2 damage for every hex moved.
]Macon the Erfinder
An acclaimed genius since his 20's, Macon always had a interest in mechanical weaponry that lasted even into his old age.
Health: 13/13
Speed: 3
Build (Standard, AoE) - Target an adjacent hex. A Katapult* structure is created there, if able. If there is already a Katapult structure there, it becomes an Überkatapult** structure. You must wait a turn after using this ability to use it again.
Fire (Standard) - Choose an adjacent Katapult structure or Überkatapult structure, and attack with it.
Slingshot (Standard) - Choose a character or structure within 3 hexes and deal it 4 damage.
*Katapult
Health: 2
(Area-of-Effect) - Target a hex 2-3 spaces away. Target must be on a straight line from the Katapult. Anything within that hex and all hexes around it is dealt 5 damage.
**Überkatapult
Health: 4
(Area-of-Effect) - Target a hex 2-4 spaces away. Target must be on a straight line from the Überkatapult. Anything within that hex and all hexes around it is dealt 6 damage.
Gelitine
Where this human-shaped blob came from is unknown. It hardly speaks, but it seems to know exactly what's going on.
Health: 23/23
Speed: 4
Amorpheous Body (Auto) - You can share a space with an ally character. When you move into a hex with an ally character (or vica versa), the move ends. If either you or the person you are sharing a space with is affected by an abilty, so is the other, and the damage that you both take is halved.
Health Transfer (Standard) - Choose how much health to lose (max 10). Target character within 2 hexes gains that much health. You can target a character in the same hex as you.
Assimilate (Standard) - Target an adjacent slime. Deal it 7 damage. If you kill it, heal 4 health.
Hayate the Samurai
Almost a blur, the Samurai strikes. Only the foolish stand before him; Only the dead lie in his wake.
Health: 15
Speed: 6
Momentum (Auto) - You cannot enter the same space twice in a turn. You cannot be slowed in any way, and suffer no penalties for moving and attacking on the same turn.
Cleave (Standard, Area-of-Effect) - Target adjacent hex. If you moved at least 3 spaces this turn, also target the hexes on either side of it that are adjacent to you. If you moved at least 6 spaces this turn, also target the hex ahead of the original hex. Deal 5 damage to everything in those hexes.
Slash and Dash (Move, Area-of-Effect) - To use this action, you must have moved your full speed for the last 3 turns. Move two hexes for each previous, consecutive turn that you have moved your full speed (max 10 hexes), and attack everything in each hex after you enter it for 3 damage. You cannot be hurt by slime for the duration of your movement. You cannot use a Standard action on the same turn you use this action.
Shotnun First Class
In her world, nuns must defend their holy ground. From birth, they train with their weapon; till death, they fight with it. Eventually, they and their shotgun become one.
Health: 12
Speed: 2
Ammo: 2/2
Ammo Pool (Auto) - You begin the game with 2 ammo. At the beginning of each turn-cycle, gain 1 ammo, up to a max of 2.
Spray and Pray (Standard, Area-of-Effect) - Uses up one ammo. Choose one or two hexes (must be adjacent) up to 4 spaces away. You may target your own hex. If you chose one hex, heal all friendly characters and structures on it by 4 points, and deal 4 damage to all enemies on that same hex. If you chose two hexes, do the same to each hex, except with 2 healing/damage for each instead of 4. If you do not move this turn, you may use this action twice.
Incense Blast (Standard, Area-of-Effect) - Uses up one or two ammo. If you used one bullet, heal all friendly characters and structures one hex away from you by 2. If you used two bullets, heal all friendly characters and structures exactly two hexes away from you by 2. You must wait a turn after using this ability to use it again.
Cyberwarrior
A knight in shining power-armor. His only mission is to save reality by breaking it, and to help the slime by destroying it.
Health: 19
Speed: 3
Aggro (Auto) - All slimes within 3 hexes of you will move toward you if able, and all enemies within 3 hexes of you will attack you if able.
Hack (Standard, Area-of-Effect) - Target adjacent hex and two hexes on opposite sides of it. Everything in those hexes takes 8 damage.
Glitch (Move, Area-of-Effect) - Target a hex that is unoccupied by a character or structure, and it's adjacent hexes. Teleport to a random one of those hexes.
Prof. Alkem
His days of teaching are long gone, but he keeps his title as a show of class. These days, he carries an alchemy rifle instead of an alchemy set, and hones his craft in solitude.
Health: 11/11
Speed: 3
Ammo: 0/3
Spec. Ammo Pool (Auto) - You start with zero ammo. You can only gain ammo up to a max of 3.
Pour (Standard) - Gain one ammo of one of the following types: Acid*, Fire**, Ice***.
Shoot (Standard) - Expend any number of bullets. Activate their abilities.
*Acid
Splash (Area-of-Effect) - Target any three adjacent hexes on the map. Anything on them takes 5 damage.
**Fire
Ignite (Area-of-Effect) - Target a hex. It is now on fire. (Anything on it takes 1 damage, anything that enters it takes 1 damage, and anything stays there until the end of your turn takes 2 damage. At the end of your turn - after damage - the fire stops unless there is a slime under it, which it will immediately consume. Your fire blocks line of sight for the enemy team only.)
***Ice
Freeze (Area-of-Effect) - Target a hex. Any characters on it take 1 damage and halve their speed next turn. Any slimes on it will not be able to move or deal any damage at all - and if stepped on they relocate the character one hex in the same direction - until the end of the turncycle.
Playerlist1. Whisperling (
Macon the Erfinder)
2. The Moonlit Shadow (
Count Vulgein)
3. griffinpup (
Cyberwarrior)
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