Deciton_Reven
Joined: Mon Aug 11, 2008 9:41 am Posts: 1913 Location: In a candy coated heart of darkness. (free hugs!) Country:
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This is turn based AND grid based, hexagrid
A General Guideline to Wesnoth
Wesnoth is a turn-based strategy game that follows events that happen at different points of time in a place call Wenoth, along with a few other minor contents. Most of these events focus on the royal family and the Specter of Fire. This story will not follow any of the mainstream events. Instead this story will be about a caravan of travelers for various reasons are looking for the rumored 'Flame of Wesnoth' a stone said to be the twin of the gem in the Specter of Fire. Unfortunately it is said that the Flame of Wesnoth lies deep in the frozen Northlands, home of the Orcs, and worse. The caravan will begin traveling through the Pass of Darkness, as the name suggests darkness roam the pass at night. Good thing your passing through at day...
Character Sheet:
Basic
Name: Race: Gender: Aliment: Lawful (Fight well in day, bad at night), Neutral (No change in fighting), Chaotic (Fight well at night, bad in day) Background: (Must explain your abilities, reasons for looking for the Flame of Wesnoth) Appearance:
HP: MP: Lv: 1 Exp: 0/50 Attacks: (Up to three) Skills:
Resistances: 0% vs blade 0% vs impact 0% vs pierce 0% vs fire 0% vs cold 0% vs arcane
Terrain Evasion: 30% plains, 1 move 40% forest, 2 move 20% swamp, 2 move 40% hills, 2 move 40% mountains, 3 move 30% cave, 2 move 20% sand, 2 move 20% snow, 2 move 10% ice, 2 move 0% water, 3 move
(50 creation points)
Races: You can make custom, but they must be approved
Human Humans are a versatile race every one is different from the next. They receive an additional 5 creation points.
Elf Elves are dexterous and fleet-of-foot, they also pick up combat very quickly when needed. They receive +1 attack and +1 damage on a weapon of choice, They only spend 1 movement point to pass through forest, They gain an extra 20% defense in forest, or a 70% if their defense is 60%.
Dwarf Dwarfs are a strong and healthy lot, and are very militant. They only spend 1 movement point to pass though a cave, They gain an extra 10% defense in caves, hills, and mountains, up to 60% They gain 10 extra hit points, but lose 1 movement point.
Orc Orcs are strong, but are generally labeled as dumb. They gain +2 damage on a weapon of choice, They only spend 1 movement point to pass through snow, They gain an extra 10% defense in snow, hills, and mountains, up to 60% They gain 10% resistance vs cold, but a -10% vs arcane.
Saurian A small reptilian people, they are expert strategists. They only spend 2 movement points to pass through water, and 1 to pass through a swamp, They gain an extra 10% defense in all terrain types, up to 70% They gain -10 resistance to everything.
Merfolk Merfolk are a carefree water-dwelling race, but are loyal to anyone who helps them. They only spend 1 movement point to pass through water and swamps, But an extra point on all others, they cannot pass through mountains, Their defense in water and swamps is 60%, They gain 10% resistance vs fire and cold.
Weapons
(Weapon name_changeable, damage-attacks, damage type, ranged or melee, effect, cost) Sword 3-3 blade melee, cost 2 Club 4-2 impact melee, cost 2 Spear 3-3 pierce melee, cost 2 Axe 4-2 blade melee, cost 2 Hammer 9-1 impact melee, cost 2 Dagger 4-2 blade melee, cost 2 Bow 3-2 pierce ranged, cost 2 Javelin 6-1 pierce ranged, cost 2 Sling 3-2 pierce ranged, cost 2 Knife 2-3 pierce ranged, cost 2 Shield 12-1 impact melee, defend only, cost 2 Bolas 2-2 impact ranged, slows, cost 2 Curse 2-2 cold ranged, magical, cost 2 Bolt 2-2 fire ranged, magical, cost 2 Missile 2-2 arcane ranged, magical, cost 2 Staff 4-1 impact melee, cost 1 Fist 1-5 impact melee, cost 1 Net 2-1 impact ranged, slows, cost 1
Weapon Add-ons
(Add-on name) Extra attack, cost 1 (+1 attack) Extra damage, cost 1 (+1 damage) Backstab, cost 2 (You deal double damage while flanking) Berserk, cost 2 (Presses the attack until you or the opponent is slain) Charge, cost 2 (When on the attack doubles damage dealt and received) Firststrike, cost 2 (Always attacks first) Slow, cost 2 (Opponent deals half damage and moves at half their normal rate next turn) Marksman, cost 2 (You always have a 60% chance to hit when attacking) Counter, cost 2 (You always have a 60% chance to hit when defending) Poison, cost 3 (Poisoned creatures will take 8 damage every turn until they have 1 hit point left) Dread, cost 4 (When attacking you take one-third less damage) Drain, cost 4 (You heal your self by half the damage you deal) Hit and Run, cost 4 (You may move after attacking) Magical, cost 5 (Magical weapons always have 70% chance to hit) Parlay, cost 5 (Parlayed Opponents cannot attack their next turn) Deteriorate, cost 6 (You weapon deals permanent hit point damage) Plague, cost 8 (And enemy slain by this attack becomes a zombie you control) Swarm, cost -2 (You attack less when your hit points are lower) Attack only, cost -2 (This attack can only be used to attack) Defend only, cost -2 (This attack can only be used to defend) Change weapon type to impact, blade, or pierce, cost 0 Change weapon type to fire, or cold, cost 1 Change weapon type to arcane, cost 2
Defense
+5% Resistance vs blade, impact, pierce, cold, or fire, cost 1 +5% Resistance vs arcane, cost 2 +10% Dodge on, up to 60%, cost 2 _70% Dodge on, must have 60%, cost 4 __80% Dodge on, must have 70%, cost 6
Skills
Heals +4, cost 3 (On the beginning of your turn you heal adjacent allies by 4 hit points) _Heals +8, must have Heals +4, replaces Heals +4, cost 3 Cures, cost 3 (On the beginning of you turn you cure adjacent allies from poison) Distract, cost 1 (Enemies focus all their ZoC on you when you're next to them) Skirmisher, cost 2 (Ignore enemy ZoC) Steadfast, cost 2 (While defending your resistances are double up to 50%) Dauntless, cost 2 (While attacking your resistances are double up to 50%) Danger sense, cost 2 (You are not effected by Backstab) Keen reflexes, cost 3 (Marksman and Counter do not effect you) Protects, cost 3 (Adjacent allies gain +10% to all their resistances) Fearless, cost 3 (Aren't effected by negative times of the day) Illuminates, cost 3 (You light up adjacent hexes) Leadership, cost 4 (Friendly lower level units adjacent to you deal more damage) Terror, cost 4 (Enemy lower level units adjacent to you deal less damage) Ambush in, cost 4 (Select a terrain, you're invisible in that terrain) Nightstalk, cost 5 (You're invisible at night) Immune, cost 5 (You cannot be poisoned or turned into a zombie) Deceive, cost 6 (When an enemy moves into your ZoC they lose all movement and attacks until your next turn) Teleport, cost 6 (For one movement point you can teleport from one friendly town to another) Regenerates, cost 8 (You heal yourself by 8 at the beginning you turn, or cure your own poison) Willful, cost 10 (Their is a 5% chance an attack that would normally kill you reduces you to 1 hit point instead)
Other
+5 hp, cost 1 +1 movement, cost 2 -1 movement cost on, cost 3
Please note the system is broken so rules are: Don't be an a** about it. Questions? Just ask.
No I'm not removing the grid, it's for the strategy.
_________________ When my eyes be rollin' The haters get goin' The seeds I'm sowin' With a smile I'm flowin' And if I be trollin' Ya never be knowin' 'Cause when the haters get goin' My eyes just start a-rollin'
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