Changes:
1) Single Attack Limit: You CAN NOT perform a Melee Phase action and a Ranged Phase action in the same turn, unless they say otherwise.
2) Terms:
• Nearby: The 8 tiles that surround the referenced unit or tile.
• Adjacent: The 4 tiles located up, down, left, and right of the referenced unit or tile.
Size:
• "SMALL": Human or smaller
• "BIG": Larger than human
• "MASSIVE": Small building or larger
3) New Mechanic: Hoard Mode
After dying you can PM me and request to spend 1 point to enter hoard mode. You will continue playing as a random antagonist unit: the weakest of 3 rolls. If you get a kill your character is revived.
Champion Unit Information:
Knight
• HP: 1
• Size: "BIG"
• Initiative: 8
• Move: Special (1 in one cardinal direction and 2 in a different one, in either order.)
• Capture: Destroy any unit you end your move on.
• Oath: You can declare 1 other player's unit to be your 'king', adding it to their unit's name. If they would take lethal damage, they instead move 1 away, and your next movement is canceled. If they die, you lose. You cannot break your oath, but they can renounce the title, then you are free.
• Crusade: Must move each turn.
• Heavy Shield: The first damage-based ranged attack received each turn is ignored unless the attacker didn't move for at least 2 turns, or does 7 or more damage.
• Bloody Grasp: If you receive a fatal melee attack, the attacker will be moved to your space.
Valkyrie
• HP: 5
• Size: "BIG"
• Initiative: 8
• Move: 5
• Passive Evasion: Incoming damaged-based attacks with 0% chance of missing now have a 25% chance to miss.
• Inventory: You can hold up to 5 items. Items can be used once. If a weapon misses it wont be depleted.
1) Mend Staff: Use this staff to target yourself or a unit up to 2 spaces away. Heal for 3. Harmful to undead. 25% miss. 25% double healing. 75% use not consumed.
2) Berserk Staff: Use this on a unit up to 4 spaces away. They will be informed that they gain an extra point if they deal damage next turn. 25% miss. 50% use not consumed. Can't be used on an ally. Can't ally a unit after successfully using this spell.
3) Sleep Staff: Use this on a unit up to 2 spaces away. Puts them to sleep for 1 turn. 25% miss. 25% double duration. 50% use not consumed. They cannot talk to other players.
4) None
5) None
• Rescue: You can pick up a friendly 1x1 "SMALL" unit for transport. This unit cannot act until they choose to get off or you set them down. -1 to Move, -3 to Initiative while burdened.
• Resupply: Before battle you can spend the points from your last match to buy items. Items can be discarded to make room. Duplicates are allowed. Points will expire after you close the shop. Neither the contents of the shop nor your purchases will be known to the other players.
In-Character Thread is Open:
http://www.bay12forums.com/smf/index.php?topic=178487.0I have broken the players into two groups. The first group includes the units that were easiest for me to complete. The second group will start when I finish with them.
First Group
◆ a1s, Reigning Champion: Knight (Chess)
◆ Space Jawa: Sniper (XCOM EU)
◆ dsjstr: ? (Pokemon MD R/B)
Second Group
◆ Accrovideogames, Reigning Champion: Valkyrie (FE7)
◆ TricMagic: Assault (XCOM EU)
◆ Boohoo the 3rd: Boulder Mech (Into the Breach)
◆ NotAJumbleOfNumbers: Thief (FE7)
My apologies to those that must wait.