Post by Aguila Saber on Jan 7, 2009 16:30:16 GMT -5
Champions starts with the sun-crystal.
At each end of the playing field is a Shadow Gate. One leads to where the annihilators are coming from. The other leads to a realm in the Daziarn. Opened by the Annihilators.
Objective: Throw the sun-crystal into the opponents Shadow Gate before they throw it into the shadow gate they opened.
If you have the sun-crystal, you take damage each round unless you throw it to someone else. It is unstable and causes the damage. Same applies to the Annihilators.
Everyone starts with 3 healing potions, 3 throwing axes and their normal weapon(s) and Equipment.
Actions:
Step 1. Throw, Attack
Throw: You can either try to Throw an axe or the sun-crystal
Attack: Make one attack on an opponent in melee-range.
Defend: Stand your ground trying to block off blows and incoming axes.
At this point the character can select the following Option which replaces Step 1 and Step 2. I.e. the character will not be able to move during the round. The opponent must be within melee-range when the round starts.
Full Attack: Make as many attacks as you can on one specific Annihilator. Other Annihilators may be attackable if you down the targeted one if they are in range before and after the Move step.
Full Attack with Throwing Axes: Make as many attacks as you can on specified targets, or until character runs out of throwing axes.
Step 2. Move.
You can move up to your Activity points in Squares. Activity points = Speed + 5. Normally, all which is needed is the target square to which the character wants to move.
Move towards target. Spends all your activity to catch up with a certain target. If possible the two will end movement on same square.
At this point you can also select the following special moves, but you must be certain to catch up with the Annihilator to choose these options, i.e. your Speed - 6 (Annihilator Speed) must be less or equal to the distance to the targeted Annihilator.
Follow and Pin: Follow an Annilhilator and Pin him to the Ground making him unable to Pick-up and Catch this Round and unable to Throw next Round.
Follow and Attack: Follow and Melee Attack the designated Annihilator. Both parties will get to strike once with their melee weapon. The one who chose 'Follow and Attack' will strike first.
Move and Throw Axe: Moves to a specified square and there throws one Axe at a specified target. Throwing the axe reduces the movement allowance by 2 squares.
Step 3. Catch/Retrieve/Special
Catch: Catch the sun-crystal alt. block an incoming axe. Normally, the character will know if the sun-crystal will land on the square.
Pick-up. Retrieves already thrown axes from nearby corpse or ground.
Special: You can activate one of your specials at this point. For start of round specials they will work as if used at start of next round. Special includes all spells, power words, battle-cries and more.
Details
Throw Sun-Crystal. Uses Eye.
The character can accurately throw the Sun-Crystal 3 squares + 2 * Eye score. Any longer throw and the Crystal will go awry. A 1d25 will be used to indicate the end square in a grid.
Maximum range to Throw: 6 + 2 * Strength.
Scoring:
Throwing the Sun-Crystal and the Annihilators wins it: -20 points
Throwing the Sun-Crystal and the own team regains it: +1 point for each gained terrain (if any).
Throwing the Sun-Crystal into the Shadow Gate: +150 points
Throw Axe. Attack. Uses Eye. Axe does 1d6+Strength damage if it hits. (1d8+ Strength if character has Weapon Specialization)
Damage and Attack penalty for range: -1 for every square beyond 5. The Axe can be collected on the square the targetted creature is when thrown.
Note: Annihilators starts with 1 Throwing Axe each.
Scoring:
+1 for each damage inflicted.
Melee Attack: One normal attack roll for your weapon.
Scoring:
If an enemy is Killed: +Tier.
If the enemy killed is guarding the Annihilator Goal then the score is tripled.
Defend:
+2 to Catch
+2 to To-Hit number (vs. Attacks)
Follow and Pin:
Make a Strength check vs. the Annihilator's Tier + 5.
Scoring:
If the Pinned Annilator has the Sun-Crystal: +10
Catch
Catching Sun-Crystal
All characters and Annilators on the targetted square makes one Catch attempt vs Difficulty 7. Catch Attempt: 1d10-1 + Eye.
If more than one Catches, A Strength contest is made: Strength score + 1d10. Highest score wins the Axe. If this too is tied, then Axe drops to ground.
Blocking incoming Axes
If the incoming attack is avoided with +2 or more, then the thrown Axe is caught and added to your inventory.
Scoring:
Catching the Sun-Crystal: 10 points
Catching incoming Axe: 2 points.
Picking up the Sun-Crystal (after failed Catch): 2 points.
Pick-up
If the Sun-Crystal is loose on the ground then all on the square will attempt to pick it up, even those who took part in trying to Catch it.
Pick-ups are resolved as Speed contests. For each retrievable item 1d10+Speed is rolled. Highest score wins the item.
Scoring:
Picking up the Sun-Crystal: 2 points.
Catch and Pick-up if Near
May only be selected if character Moved in Step 2 and has 2 or more unspent Movement points.
Attempts to Catches the Sun-crystal on the current square. Will pick up the Sun-crystal if it is within:
1 square if at least 2 unspent movement points.
2 squares if at least 4 unspent movement points.
3 squares if at least 6 unspent movement points.
Notice that priority to gain possession of the sun-crystal is given to those who are closest to the actual place it landed. This option will not permit pick-up of Axes on any square.
Scoring:
Catching the Sun-Crystal: 10 points.
Picking up the Sun-Crystal (on adjacent square): 4 points.
Picking up the Sun-Crystal (after failed catch): 2 points.
Other things of importance:
There will always be at least 2 * PC's Annihilators on the Fields at the start of any one round.
Annihilators replenish with:
+1 per round from Round 1 to 10
+2 per round from Round 11 to 20
+3 per round from Round 21 and onwards.
Annihilators starting number is 3 * PC in number.
Annihilator's actions.
Step 1.
Prio 1. Throws the Sun-Crystal
Prio 2. Throws the Axe. Range and Damage penalty must be less than 3.
Prio 3. Attack
Step 2.
Prio 1. Will move towards the square where the Sun-Crystal is thrown if they can reach it.
Prio 2. Will move to a square where there is loose axes if they can reach it.
Prio 3. Will move to guard the Shadow Gate if this seems needed. (Less than 4 Annihilators there to guard it).
Prio 4. Will move semi-randomly about, a little depending on where PCs and the crystal are at the moment.
Step 3.
Catch if there is a chance the Sun-Crystal will land on the Square.
Pick-up otherwise.
Annihilator composition (Start):
10% Tier I, Strength: 1, Speed: 1, Eye: 0, Mind: 0, To-Hit: 6, Health 7
40% Tier II Strength: 2, Speed: 1, Eye: 0, Mind: 0, To-Hit: 7, Health 12
40% Tier III, Strength: 3, Speed: 1, Eye: 0, Mind: 1, To-Hit: 8, Health 20
10% Tier IV, Strength: 4, Speed: 1, Eye: 0, Mind: 2, To-Hit: 9, Health 30
Renewal distribution:
40% Tier I
30% Tier II
20% Tier III
10% Tier IV
Playing field size.
width: 15
length: 30
Shadow Gates are in column 8 (H)
Portal to Daziarn: H29
Portal to Annihilators: H2
Right.... A lot of this written right now. Ideas? Suggestions? Comments? Opionions?
Would be nice if we could have a graphical representation of the playing grid.
At each end of the playing field is a Shadow Gate. One leads to where the annihilators are coming from. The other leads to a realm in the Daziarn. Opened by the Annihilators.
Objective: Throw the sun-crystal into the opponents Shadow Gate before they throw it into the shadow gate they opened.
If you have the sun-crystal, you take damage each round unless you throw it to someone else. It is unstable and causes the damage. Same applies to the Annihilators.
Everyone starts with 3 healing potions, 3 throwing axes and their normal weapon(s) and Equipment.
Actions:
Step 1. Throw, Attack
Throw: You can either try to Throw an axe or the sun-crystal
Attack: Make one attack on an opponent in melee-range.
Defend: Stand your ground trying to block off blows and incoming axes.
At this point the character can select the following Option which replaces Step 1 and Step 2. I.e. the character will not be able to move during the round. The opponent must be within melee-range when the round starts.
Full Attack: Make as many attacks as you can on one specific Annihilator. Other Annihilators may be attackable if you down the targeted one if they are in range before and after the Move step.
Full Attack with Throwing Axes: Make as many attacks as you can on specified targets, or until character runs out of throwing axes.
Step 2. Move.
You can move up to your Activity points in Squares. Activity points = Speed + 5. Normally, all which is needed is the target square to which the character wants to move.
Move towards target. Spends all your activity to catch up with a certain target. If possible the two will end movement on same square.
At this point you can also select the following special moves, but you must be certain to catch up with the Annihilator to choose these options, i.e. your Speed - 6 (Annihilator Speed) must be less or equal to the distance to the targeted Annihilator.
Follow and Pin: Follow an Annilhilator and Pin him to the Ground making him unable to Pick-up and Catch this Round and unable to Throw next Round.
Follow and Attack: Follow and Melee Attack the designated Annihilator. Both parties will get to strike once with their melee weapon. The one who chose 'Follow and Attack' will strike first.
Move and Throw Axe: Moves to a specified square and there throws one Axe at a specified target. Throwing the axe reduces the movement allowance by 2 squares.
Step 3. Catch/Retrieve/Special
Catch: Catch the sun-crystal alt. block an incoming axe. Normally, the character will know if the sun-crystal will land on the square.
Pick-up. Retrieves already thrown axes from nearby corpse or ground.
Special: You can activate one of your specials at this point. For start of round specials they will work as if used at start of next round. Special includes all spells, power words, battle-cries and more.
Details
Throw Sun-Crystal. Uses Eye.
The character can accurately throw the Sun-Crystal 3 squares + 2 * Eye score. Any longer throw and the Crystal will go awry. A 1d25 will be used to indicate the end square in a grid.
Maximum range to Throw: 6 + 2 * Strength.
Scoring:
Throwing the Sun-Crystal and the Annihilators wins it: -20 points
Throwing the Sun-Crystal and the own team regains it: +1 point for each gained terrain (if any).
Throwing the Sun-Crystal into the Shadow Gate: +150 points
Throw Axe. Attack. Uses Eye. Axe does 1d6+Strength damage if it hits. (1d8+ Strength if character has Weapon Specialization)
Damage and Attack penalty for range: -1 for every square beyond 5. The Axe can be collected on the square the targetted creature is when thrown.
Note: Annihilators starts with 1 Throwing Axe each.
Scoring:
+1 for each damage inflicted.
Melee Attack: One normal attack roll for your weapon.
Scoring:
If an enemy is Killed: +Tier.
If the enemy killed is guarding the Annihilator Goal then the score is tripled.
Defend:
+2 to Catch
+2 to To-Hit number (vs. Attacks)
Follow and Pin:
Make a Strength check vs. the Annihilator's Tier + 5.
Scoring:
If the Pinned Annilator has the Sun-Crystal: +10
Catch
Catching Sun-Crystal
All characters and Annilators on the targetted square makes one Catch attempt vs Difficulty 7. Catch Attempt: 1d10-1 + Eye.
If more than one Catches, A Strength contest is made: Strength score + 1d10. Highest score wins the Axe. If this too is tied, then Axe drops to ground.
Blocking incoming Axes
If the incoming attack is avoided with +2 or more, then the thrown Axe is caught and added to your inventory.
Scoring:
Catching the Sun-Crystal: 10 points
Catching incoming Axe: 2 points.
Picking up the Sun-Crystal (after failed Catch): 2 points.
Pick-up
If the Sun-Crystal is loose on the ground then all on the square will attempt to pick it up, even those who took part in trying to Catch it.
Pick-ups are resolved as Speed contests. For each retrievable item 1d10+Speed is rolled. Highest score wins the item.
Scoring:
Picking up the Sun-Crystal: 2 points.
Catch and Pick-up if Near
May only be selected if character Moved in Step 2 and has 2 or more unspent Movement points.
Attempts to Catches the Sun-crystal on the current square. Will pick up the Sun-crystal if it is within:
1 square if at least 2 unspent movement points.
2 squares if at least 4 unspent movement points.
3 squares if at least 6 unspent movement points.
Notice that priority to gain possession of the sun-crystal is given to those who are closest to the actual place it landed. This option will not permit pick-up of Axes on any square.
Scoring:
Catching the Sun-Crystal: 10 points.
Picking up the Sun-Crystal (on adjacent square): 4 points.
Picking up the Sun-Crystal (after failed catch): 2 points.
Other things of importance:
There will always be at least 2 * PC's Annihilators on the Fields at the start of any one round.
Annihilators replenish with:
+1 per round from Round 1 to 10
+2 per round from Round 11 to 20
+3 per round from Round 21 and onwards.
Annihilators starting number is 3 * PC in number.
Annihilator's actions.
Step 1.
Prio 1. Throws the Sun-Crystal
Prio 2. Throws the Axe. Range and Damage penalty must be less than 3.
Prio 3. Attack
Step 2.
Prio 1. Will move towards the square where the Sun-Crystal is thrown if they can reach it.
Prio 2. Will move to a square where there is loose axes if they can reach it.
Prio 3. Will move to guard the Shadow Gate if this seems needed. (Less than 4 Annihilators there to guard it).
Prio 4. Will move semi-randomly about, a little depending on where PCs and the crystal are at the moment.
Step 3.
Catch if there is a chance the Sun-Crystal will land on the Square.
Pick-up otherwise.
Annihilator composition (Start):
10% Tier I, Strength: 1, Speed: 1, Eye: 0, Mind: 0, To-Hit: 6, Health 7
40% Tier II Strength: 2, Speed: 1, Eye: 0, Mind: 0, To-Hit: 7, Health 12
40% Tier III, Strength: 3, Speed: 1, Eye: 0, Mind: 1, To-Hit: 8, Health 20
10% Tier IV, Strength: 4, Speed: 1, Eye: 0, Mind: 2, To-Hit: 9, Health 30
Renewal distribution:
40% Tier I
30% Tier II
20% Tier III
10% Tier IV
Playing field size.
width: 15
length: 30
Shadow Gates are in column 8 (H)
Portal to Daziarn: H29
Portal to Annihilators: H2
Right.... A lot of this written right now. Ideas? Suggestions? Comments? Opionions?
Would be nice if we could have a graphical representation of the playing grid.