But one day, the goblins of the clan have found an ancient secret that can lead to great power: Runes.
But these were not simple runes, these runes were the first runes, those who gave power to the first adventurers.
If the clan can master the use of these runes, they can become stronger than any living creature. To become as powerful as the gods themselves.
But until than, the goblins will need to survive in a world where being a goblin is not easy, the power the runes give them makes it easier, but until they fully master it, their survival is not guaranteed at all. If others will hear about the powers of the runes, the clan will be in great trouble, as adventurers from all over the world will try to get the runes.
So this game concept is a series of matches, each with a map and a goal.
If you remember "Capture The Flag" game from the old forum, it works on a similar way, you have a character who can level through the matches and you keep it.
The game map looks something like this:
So these are the rules:
Every player has 4 stats:
HP - The amount of hit points you have.
ATT - Your attack power, how much damage you deal in a battle.
DEF - Your Defense power, how much damage can you absorb in a battle.
Energy - Energy is used for special abilities.
A goblins starts with:
5 max HP.
1 ATT
1 DEF
2 Energy
The damage dealt is calculated by ATT-DEF=HP damage dealt. If multiple characters attack 1 enemy, their ATT is added together in order to get through the defense. (Yup, this is just like LSN games.)
Every turn, you gain a move action and a normal action. You can use move actions to move up to 4 squares in any direction (not diagonally!), and normal action for attacking. You can also switch your normal action for a move action.
Some abilities might be normal actions or move actions, or have no action at all ("free actions") or maybe take your whole turn.
Other actions (Like drinking potions, picking up items, etc) are usually move actions. If not, I will specify that.
In addition, you can use your whole turn to "rest", resting means you don't fight this turn, and instead take a few seconds to relax. While resting, you have -1 DEF, but if no one attacks you buy the start of your next turn, you regain 1 energy.
Match resolutions: after a match ends, all players who participated gain XP and there will be a "loot pool" to pick from. When gaining enough XP to Level up, the player will level up.
When gaining a level, the player picks either +1 ATT/+1 DEF/+2HP/+1 Energy.
At level 1 (starting level) and every even level after, the player chooses an ability from his selected rune, as listed below.
Available Runes:
Rune Of The Rogue:
This rune gives the power of speed and stealth, in order to strike fast and hard. You can choose one of these abilities:
Aimed Strike: For the cost of 1 energy, your next attack will ignore 1 points of defense.
Dash: For 1 energy, you can move +2 squares this turn.
Trick Attack: For 1 energy, you make an attack with a 50% to stun the enemy.
Dodge: When ever attacked, you have a 10% chance to avoid the attack completely.
(Each of these requires the rank 1 of the ability:)
Aimed Strike II: For the cost of 1 energy, your next attack will ignore 2 points of defense.
Dash II: For 1 energy, you can move +3 squares this turn.
Trick Attack II: For 1 energy, you make an attack with a 75% to stun the enemy.
Dodge II: When ever attacked, you have a 20% chance to avoid the attack completely.
Rune of the Mage:
This rune give the power of arcane magic, the ancient mystery with great power.
Available abilities:
Magic Missile: You make an attack with a range of 3 that deals 1 damage, ignoring any armor. Costs 1 energy.
Meditate: Resting grants you +2 energy instead of +1.
Teleport: For 2 energy, you can move up to 5 squares. This is a full turn action.
Fire Blast: All creature in a 2*2 radius takes 1 damage, ignoring armor. Costs 2 energy. The 2*2 radius must be adjacent to you.
Magic Missile II: You make an attack with a range of 4 that deals 2 damage, ignoring any armor. Costs 1 energy.
Meditate II: You can rest as a normal action instead of as a full turn action.
Teleport II:For 2 energy, you can move up to 8 squares. This is a full turn action.
Fire Blast II: All creature in a 2*2 radius takes 2 damage, ignoring armor. Costs 3 energy
Rune of the Warrior:
This rune give powerful melee power, crushing your enemies with great physical power.
Abilities:
Power Attack: At the cost of 1 energy, you will deal 1 extra damage if you manage to get past the target's armor.
Charge: For 1 energy, you can move 3 squares in a straight line and make an attack with +2 ATT this turn. Your DEF reduces by-1 until your next turn. Full turn action.
Cleave: For 1 energy, your attack will deal 1 damage to another enemy adjacent to you.
Defensive Mode: As a normal action, you can switch to defensive mode. In this mode, you have +1 defense at the cost of -1 ATT. Moving out of defensive mode is a free action.
Power Attack II: At the cost of 1 energy, you will deal 2 extra damage if you manage to get past the target's armor.
Charge II: For 1 energy, you can move 4 squares in a straight line and make an attack with +3 ATT this turn. Your DEF reduces by-2 until your next turn. Full turn action.
Cleave II: For 1 energy, your attack will deal 2 damage to another enemy adjacent to you.
Defensive Mode II: As a normal action, you can switch to defensive mode. In this mode, you have +2 defense at the cost of -1 ATT. Moving out of defensive mode is a free action.
The Rune Of The Cleric:
This rune give the power of divine magic, using holy powers to heal and strengthen allies and fill enemies with despair.
Abilities:
Heal: Heal self or ally for 1 hp in the cost of 1 energy. Move action. This has a range of 3.
Smite: Make a normal attack with a +2ATT. Costs 2 energy.
Bless: Give self or ally +1 ATT until your next turn. Costs 1 energy. Move action.
Curse: Give enemy -1 ATT until your next turn. Costs 1 energy. Move action.
Heal II: Heal self or ally for 2 hp in the cost of 1 energy.
Smite II: Make a normal attack with a +3ATT. Costs 2 energy.
Bless II: Give self or ally +2 ATT until your next turn. Costs 1 energy.
Curse II: Give enemy -2 ATT until your next turn. Costs 1 energy.
Registration:
The first match is going to be a test match, so everything after it is subject to change. I'm looking for 4 players. I will close registration this Thursday, game will begin next Sunday. To register, just say here. You can create a character now after.
To create a character:
Pick a name.
Pick a color for your goblins skin and name.
Optional: Pick an eye color and a rune color.
Pick a rune and a starting ability.
If anything is not clear, ask. Feel free to give feedbacks, I would be happy to get any.