This game was
Originally made by AFeyDwarf. It then had a
sequel, which bottomed out, run by Org.
In this re-remake, I'll be abolishing most of the weapon-vs- class rules, and be introducing a more PYOR approach.
Ten unlikely adventurers gasp in awe, during the heavy 'hiss' of the tomb opening. The bloodstone was almost in their grasp. One by one, they descended the stairs into the vault, when suddenly, the ominous sound of a pressure-plate being pushed fills the air. At once, the entire team is dropped into a series of individual chutes.
Disoriented, they find themselves separated from the rest. In that initial instant, everyone comes to a single realization. They are alone down there... And there's not enough bloodstone for all of them.
Obviously the aim of the game is to obtain the unholy gem and escape the tomb with it. All combat will be between players as they fight it out to get the gem. 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 48 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.
This will vary depending on the weapon but it can basically be put into two categories, ranged or melee.
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. 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.
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.
In this remake, instead of picking a weapon and class, I've made a new system.
First up, there are only three classes.
Warrior:
+1 to damage rolls.
Rogue:
Are able to move through an enemy's square. Resilient to backstabs- only a -1 instead of a -2 or -3
Mage:
Able to use magic, and specific attacks.
Once you pick this, you will also pick a weapon to use. The weapon is entirely up to your imagination, however, keep it simple. Asking for a katana will net you less in the long run, rather than asking for a long sword (different from 'Longsword), or even a sword. Additionally, any class can use melee or ranged, however if you equip a warrior with a staff, or wand, then don't expect him to do much else than hit with it. Keep in mind that you can also ask for a secondary weapon, or shield- however nobody has any armor.
Based on the Class and weapon you've picked, I will PM you a choice between two 'Sub-classes'. These will each have their own specific bonuses and/or feats.
This new system will allow for a lot more freedom, but can also cause the game to be very un-balanced. If you feel like you've gotten the short straw, PM me, and I'll see how your sub-class can be re-balanced.
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
(Melee: extra 2+ bonus to the attacking roll on top of any other bonuses)
(Ranged: Roll as though 2/3rds distance - While keeping any bonuses)
(Mage: Chance to use 2 spells in one turn)
due to the magical powers of the gem. 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 the it where he dies. Someone else can then pick it up.
I am working on the map, right now.
Put name, class, weapon and symbol (+colour), if you are joining.
Or, if you have any suggestions, post them here.