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Sillyman
05-04-2008, 01:26 PM
I figure I should probably get this started, to be consistent with the mafia rules. This game is Nethack themed, and as such will have an ASCII (+color) map.

Rules:

1. The goal is to get to the opponent's base, snatch their flag, and run it back to your base.
2. Your team is PM'd a map which shows terrain, the location of the flags, friendly players, the item Shoppe, and any enemies within 5 spaces of friendly players.
3. You must select a class when you sign up. The classes have different moves and speed, which allows certain classes to move further than others. 1 speed = 1 space.
4. When an enemy player is killed, anyone that inflicted damage on them gets Cashe, which is used to buy items at the Item Shoppe. In order to buy from the Shoppe, you must be adjacent to it. Items are used just like moves. Doing more damage to a foe gets you more Cashe when they're killed, and being the one to kill them gets an extra Cashe bonus. Items and Cashe are transferable.
5. To take a flag, you must stop and end your turn on it. If you are on the opposing team and stop on it, you will pick it up and must flee back to your base. If you are on the team that owns the flag, it will be teleported back to your base.
6. If two players from opposing teams try to stop on the same space, they will bump into each other and move back one space.
7. Range is how far a move\item can hit from. 1 range = 1 space.
8. If you die, you will be resurrected at your base 2 turns from your death.
9. A turn goes like this; move, then use a move. Attacking while moving is not allowed.
10. Some moves cost energy. Everyone starts with 10 energy. Energy is replenished by not moving your full speed and not attacking. Moving your full speed costs 1 energy.
11. There are various terrain types that will be unveiled once the game has started. Fire is one.
12. A random roll of dice will decide who goes when, and what team you're on.
13. Some moves may cost other things than energy, these will be explained by the move. All character's fifth move (indicated "Reload) requires that they not move at all while using it, and is used to get back these things.

Classes:

Warrior
HP: 25
Speed: 3
Alternative Energy: Rust. 10 points on blade and damage is reduced 1 point. Shield can take 20 points of damage, but effectiveness is reduced to 1 per attack after 10.
Move 1: Sword Attack: Do 2 damage to 1 foe. Weapon rusts 1 point. 1 energy. 1 range.
Move 2: Sword Spin: Do 3 damage to all foes withing range. Weapon rusts 2 points. 3 energy. 1 range.
Move 3: Block: Transfers a maximum of 2 points of damage to shield per attack. 2 energy. 0 range.
Move 4: Crossbow Shot: Do 2 damage to 1 foe. 2 energy. 3 range.
Reload: Repair: Armor and shield to full. 2 energy.

Archer
HP: 15
Speed: 4
Alternative Energy: Ammunition. Attacks cannot be used if there are no arrows in the quiver. 20 arrows can be carried.
Move 1: Arrow: Do 2 damage to 1 foe. 1 arrow. 1 energy. 7 range.
Move 2: Arrow Volley: Do 3 damage to all foes within a 4-block square pattern. 4 arrows. 2 energy. 4 range.
Move 3: Sharpshot: Do 5 damage to 1 foe after a turn passes. 1 arrow. 4 energy. 8 range.
Move 4: Burning Arrow: Lights a square on fire, or does 3 damage to a foe standing there. 2 arrows. 3 energy. 5 range.
Reload: Craft arrows: 1 energy per 5 arrows made.

Mage
HP: 10
Speed: 4
Alternative Energy: Wands. Wands will run out of charges, after which you must either recharge them or wrest one last charge from them and buy a new one. Wands may only be recharged 5 times. Scrolls are unlimited, as you bought lots of paper and a quill with you.
Move 1: Wand of Fire: Do 3 damage to 1 foe, or light a square on fire. Ten charges. 3 range.
Move 2: Wand of Ice: Negate an opponent's move this turn and do 1 damage to the foe. Five charges. 4 range.
Move 3: Scroll of Enchant Weapon: Increase the damage inflicted by any one ally's attack for 3 turns by 2. 5 energy. Infinite range.
Move 4: Scroll of Confuse Monster: Controls an enemy's move this turn. Cannot be used on Flag Carriers. 5 energy. 3 range.
Reload: Platinum Yendori Card: May recharge a wand. 5 energy.

Priest
HP: 10
Speed: 3
Alternative Energy: Favor. Priests must pray to gain favor with their gods. Favor is unlimited, and they start with 5.
Move 1: Heal: Restores 2 of an ally's HP. 1 favor. 5 range.
Move 2: Smite: Does 2 damage to 1 foe. 1 favor. 2 range.
Move 3: Resurrect: Resurrects a dead ally in front of you. If there is no space open in front of you, they will be resurrected behind you. 3 favor. 3 energy. Infinite range.
Move 4: Sacrifice: Kill yourself to kill 1 opponent. Anyone killed by the result of Sacrifice (other than the Priest) takes 1 more turn to resurrect by normal means. 5 energy. Gain 1 favor. Target must be able to be seen.
Reload: Pray. Gain 5 favor. 3 energy.

Rogue
HP: 15
Speed: 5
Alternative Energy: Sneakiness. Rogues must remain hidden to work well. At the beginning of your turn, if no enemies see you, gain 1 sneakiness. Gain 2 sneakiness if this would be true even if you weren't stealthed or shadowmelding, but you are anyways. Gain 3 sneakiness if you are shadowmelding while unnecessarily stealthed.
Move 1: Shadowmeld. Act as stealthed if not, become invisible if stealthed. Must be adjacent to a wall. 2 sneakiness. 1 energy. 0 range.
Move 2: Suprise Attack: Can only be used while stealthed or shadowmelding at the beginning of the turn. Does 4 damage. 4 sneakiness. 2 energy. 1 range.
Move 3: Poisoned Throwing Knife: Does 2 initial damage, and does 1 damage per turn for 3 turns. 1 sneakiness. 2 energy. 3 range.
Move 4: Hamstring: Does 1 damage and makes the victim's Speed 1 for 2 turns. 2 sneakiness. 3 energy. 1 range.
Reload: Stealth: Cannot be detected by enemies until you are adjacent to them. However, Stealth reduces your speed to 3 and you cannot Stealth when carrying the flag. Attacking puts you out of stealth. Lasts until cancelled. 0 energy. 0 range.

Any comments or suggestions on the changes to the classes or the Alternative Energy would be appreciated.

Rogue: Connor S. <insert another one here>
Mage: Ufo-Man <insert another one here>
Priest: PlasmaCannonsRule <insert another one here>
Archer: Ali G. <insert another one here>
Warriors: Souperzombie, happystickman

Yay, we have a whole team's worth of players! But it just wouldn't do to have you guys fight a single warrior.

Connor S.
05-04-2008, 03:11 PM
Rogue'd!!!

Ufo-Man
05-04-2008, 04:51 PM
MAGED!

PlasmaCannonsRule
05-04-2008, 05:41 PM
Priestly powers pwn.

souperzombie
05-05-2008, 03:11 AM
Warrior'd!
That doesnt sound as good as the others. :(

Ali G
05-05-2008, 03:42 AM
archer

happystickman
05-05-2008, 12:56 PM
Warrior'd! Two'd!

Sillyman
05-12-2008, 06:29 PM
Apparently we have another archer: Seamonkey.

Sillyman
05-12-2008, 06:30 PM
Rogue: Connor S. <insert another one here>
Mage: Ufo-Man, Redbone
Priest: PlasmaCannonsRule <insert another one here>
Archer: Ali G., Seamonkey
Warriors: Souperzombie, happystickman


Edit time expired.

Edit: Two slots left! Plus a map design position open for anybody NOT playing in the game.

seamonkey
05-12-2008, 08:46 PM
I'm definitly an archer.

Redbone
05-13-2008, 08:16 AM
Make me a mage.