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Old 12-22-2011, 12:48 PM   #1
magic fly
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Default Lux wars RPG

everybody is happy.
evil comes.
The goodie goodies devise a plan to defeat the evil.
random heros are selected to fight it.
everybody know that plan works, right?

well, here's my attempt at a board game style RPG.



Each turn you may select two actions to do. It may be any combination of actions, but you may not use the move action twice in the same turn.
everybody executes their actions at the same times.

if two players,monsters or anything try to move onto the same spot the movement is negated.

either you can make your own two starting actions, or you can tell me what kind of actions you want you want, and i can make them.
no players or monsters will be able to heal as it could lead to some very annoying battles.

all players have 20 hp to start with.
all players have 20 action points.
ending a turn next to (including diagonally) a lux stone will recover 5 action points.(max 20)


actions everybody including monsters have:
move - moves up to 4 squares in any direction excluding diagonal. (Costs 0 action points)
push - knock back an adjacent target 2 squares away. stuns and deals 2 damage if target cannot get knocked back the whole distance. (Costs 0 action points)

conditions:
Stun - makes one less action during the next turn
Trip - unable to use the move Action during the rest of this turn and the next.
no other currently discovered conditions.


when you post what actions to do, post them in the order you want them to be executed.something like this:
move up 3 squares
use push action to the right.

unless some condition or ability states otherwise, only two actions per turn. Three or more actions would be complete chaos as people would be attacking walls and empty space more often than not.

battle 1, the easy battle to get the game started will start as soon as somebody signs up. It will be an easy battle to clear up any confusions about the rules before a harder battle starts.

new monster: green blob, 8 hp. no Ap
unique actions: splat - deal 2 damage to all adjacent targets, not including diagonal. (costs 0 Ap)

the yellow square is a lux stone. as said before, ending a turn next to one, including diagonally, will recover 5 Action points up to a max of 20.
the grey squares are walls. They are solid.



players:

TexasJoshua
unique actions:
not selected yet.

RandomCommander
unique actions:

fire - shoot 5 squares in any direction for 3 damage to a single target. (2 action points)

summon ball - summon a ball on any adjacent square including diagonally (4 action points)

ball,6 hp, 0 ap, may only use one action per turn.
unique actions:
roll - same as move, but can move over monsters and deals 3 damage to any monster that was rolled over.

Gigacat
unique actions:
Rocket Launch - Launches a rocket earthward sending you flying 3 squares in any direction not including diagonal. May pass over obstacles and walls and can also be used in the same turn as move.(3 AP)

Alight - blows fire in any direction not including diagonal damaging all targets up to 3 blocks away for 4 damage (2 AP)

empty
empty
empty
you may sign up and start helping in the middle of any battle if you wish.

Last edited by magic fly; 12-23-2011 at 09:41 AM.
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Old 12-22-2011, 02:04 PM   #2
texasjoshua
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Default Re: Lux wars RPG

sign, to clarify we can make up actions for attacking?
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Old 12-22-2011, 02:32 PM   #3
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Default Re: Lux wars RPG

Sign.

My character basically just uses weapons and summons helpers.

How about we start off with:

Random Commander
HP: 20
AP: 20
Equipment: Gun, Basic shirt, weak helmet
Actions:
Move - moves up to 4 squares in any direction excluding diagonal. (Costs 0 action points)
Push - knock back an adjacent target 2 squares away. stuns and deals 2 damage if target cannot get knocked back the whole distance. (Costs 0 action points)
Fire - Use your ranged weapon [Gun: distance 3 squares (diagonals included), 1-3 damage] (costs 1 AP)
Summon Ball - Summons a bouncy ball to bounce on your opponents (4 hp, no AP, 1 max creatures on field, Unique Actions: Bounce - deals 1 damage to an adjacent (only orthogonal) enemy) (costs 3 AP)

How does that sound? and can I make my moves yet?
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Old 12-22-2011, 03:50 PM   #4
magic fly
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Default Re: Lux wars RPG

Quote:
Originally Posted by texasjoshua View Post
sign, to clarify we can make up actions for attacking?

either you can make your own, or you can tell me what kind of actions you want you want, and i can make them. was half asleep when i wrote the main post last night on wordpad.



RC, no abilitys will have damage ranges, there will be no rolls of the dice, its too dicey erm...i mean luck should play little to no part in this.
after a few tweaks, you are ready for combat.

fire - shoot 5 squares in any direction for 3 damage to a single target. (2 action points)

summon ball - summon a ball on any adjacent square including diagonally (4 action points)

ball,6 hp, 0 ap, may only use one action per turn.
unique actions:
roll - same as move, but can move over monsters and deals 3 damage to any monster that was rolled over.

updated the picture in the first post.
just post your actions for this turn when you are ready.

Last edited by magic fly; 12-22-2011 at 03:54 PM.
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Old 12-22-2011, 07:08 PM   #5
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Default Re: Lux wars RPG

uh.... compromise accepted.

First moves:

Move 4 spaces East
Summon Ball North
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Old 12-22-2011, 08:11 PM   #6
magic fly
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Default Re: Lux wars RPG

blob1 move down 1squares
blob2 move down 2 squares
blob3 move up 1 squares
blob4 move up 2 squares
RC move right 4 squares
RC summons ball 1 square up.

RandomCommander : hp 20 Ap 16
Ball : hp 6
texasjoshua : not in action yet.
blob1 : hp 8
blob2 : hp 8
blob3 : hp 8
blob4 : hp 8

added a light coloring around the lux stone to clearly show where you have to be to get Ap. TJ's avatar looks scary with a black background.

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Old 12-22-2011, 09:08 PM   #7
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Default Re: Lux wars RPG

Umm....

Summon ball East
Move South 2 spaces.

Have both balls move right, if you can.
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Old 12-22-2011, 09:30 PM   #8
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Default Re: Lux wars RPG

Okay, my guy will be all about helping my friends and taking control of the enemy/ creating minions.

Moral(boosts attacks of allys)
Mind Conroll(Takes control of an enemy(1 at a time))
Summon Elemental(summons an elemental(3 max))
Fireball(basic ranged attack)
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Last edited by texasjoshua; 12-22-2011 at 09:31 PM.
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Old 12-22-2011, 11:24 PM   #9
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Default Re: Lux wars RPG

sign, move 5 spaces towards the Bolbs blobs
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Old 12-22-2011, 11:44 PM   #10
magic fly
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Default Re: Lux wars RPG

I'll update it in the morning.

also, there will be a limit of two summons per player to prevent everyone from having their own personal armies.

RC's fire action will deal 4 damage instead of 3.

RC,
have them move right by how much each?


TJ, here's what i came up with for your abilities.
please note that there is a limit of two unique actions per player at the start.
You can always get the others later on.
take your pick.

Morale - All damage dealt by allies is increased by 1 for the duration of the game(8 AP)
Without the high AP cost I may as well call it a trait that you always have rather than an action.

or

Morale - All damage dealt by allies two or less squares away from you is increased by 4 for two turns not including the turn morale was used (4 AP) affected squares highlighted in red. including the user.





The problem with mind control is that it is either overpowered or underpowered because of the way turns are taken. 90% of the time you would miss with the underpowered version i made up and the overpowered version is an almost guaranteed success removing any prediction needed to use it and effectively removing two monsters from play(one mind controlled and one that the mind controlled can possibly destroy.). It is very hard to balance, sorry.


Summon Gear Elemental - summon an elemental on any adjacent square including diagonally (4 action points)


EDIT: changed gear elemental's AP from 3 to 4.

Gear Elemental , 5 hp, 4 AP does not have the move action.
unique actions:
Rocket Launch - launches a rocket that flies straight in any direction (including diagonal) and deals 4 damage. No range limit. (1 AP)
Dismantle - destroys the Gear element, freeing space for another summons (0 ap)

or

Summon Acid Elemental - summon an elemental on any adjacent square including diagonally (4 action points)

Acid Elemental , 6 hp,
unique actions:
splash - deals 2 damage to all adjacent targets, including diagonal. (0 Ap)

or

Summon Glass Elemental - summon an elemental on any adjacent square including diagonally (4 action points)

Glass elemental , 6 hp, may only use one action per turn
unique actions:
Shatter - destroys the elemental and damages all monsters within two squares (same range as the second version of moral) for 6 damage.(0 AP)


Fireball - fires a fireball 5 squares in any direction to deal 6 damage(4 AP)
or
fireball - fires a fireball 5 squares in any direction to deal 2 damage(0 AP)


whew, this takes 100 times longer than setting up the board and letting people take a turn.

Giga, what abilities do you want to have?
or if you aren't creative tell me what kind of weapons you have and i can make up some abilities based on that.


i'm still ironing out a few things here and there, such as the sign up process. it'll go smoother later.

Last edited by magic fly; 12-23-2011 at 09:15 AM.
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Old 12-22-2011, 11:50 PM   #11
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Default Re: Lux wars RPG

High tech lazors and missles and stuff like that.
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Old 12-23-2011, 12:38 AM   #12
magic fly
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Default Re: Lux wars RPG

pick two

Rocket Launch - Launches a rocket earthward sending you flying 3 squares in any direction not including diagonal. May pass over obstacles and walls and can also be used in the same turn as move.(3 AP)

Alight - blows fire in any direction not including diagonal damaging all targets up to 3 blocks away for 4 damage (2 AP)

Grappling Hook - launches a grappling hook up to a distance of 4 squares in any direction excluding diagonal and pulls the monster to you and trips the monster. if it hits a wall instead, it will pull the player to the wall.(3 AP)



new condition, Trip - unable to use the move Action during the rest of this turn and the next.

Last edited by magic fly; 12-23-2011 at 12:39 AM.
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Old 12-23-2011, 01:42 AM   #13
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Default Re: Lux wars RPG

Rocket launch and alight please
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Old 12-23-2011, 09:39 AM   #14
magic fly
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Default Re: Lux wars RPG

blob1 uses ? action
blob1 uses ? action
blob1 uses ? action
blob1 uses ? action
(monster's actions will be revealed when everybody has selected their moves and actions for this turn.)
RC summons ball 1 square left.
ball1 move right 4
ball2 cannot move on the turn it was summoned.
Giga has not selected any actions to use this turn just yet.
TJ has not selected any actions to use this turn just yet.

RC move down 2 squares.
Giga has not selected any actions to use this turn just yet.
TJ has not selected any actions to use this turn just yet.


EDIT:
in case you didn't get the drift,
I am
waiting for TJ to select his starting actions and say what he wants to do this turn.
waiting for Gigacat to tell me what he wants to do this turn.
oh, and giga, you are starting on the spot marked as player 3 in case you wanted to know where you are.

Last edited by magic fly; 12-23-2011 at 07:40 PM.
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Old 12-24-2011, 01:10 AM   #15
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Default Re: Lux wars RPG

rocket launch east, move east.
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Old 12-24-2011, 07:46 AM   #16
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Default Re: Lux wars RPG

So, i may come to regret this, but in the beginning I will choose Summon Gear Elemental, and Moral(THE SECOND OPTION).

Then I will move 4 East
And summon Gear Elemental East.
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Old 12-24-2011, 11:07 AM   #17
magic fly
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Default Re: Lux wars RPG

blob1 move left 4
blob2 move left 4
blob3 move left 4
blob4 move left 4
RC summons ball 1 square left.
ball1 move right 4
ball2 cannot move on the turn it was summoned.
Giga rocket launches right
TJ moves 4 right

RC move down 2 squares.
Giga moves 4 right (if you say how much you want to move, i will assume full distance)
TJ summons gear elemental right.

RC gains 5 AP



RandomCommander : hp 20 ,Ap 17
Ball1 : hp 6
ball2 : hp 6

texasjoshua : hp 20, Ap 16
Gear elemental : hp 5, Ap 4

Gigacat : hp 20, Ap 17

blob1 : hp 8
blob2 : hp 8
blob3 : hp 8
blob4 : hp 8



by the way, movement and actions like rocket launch will take priority over other actions to give a chance to dodge and force people to predict the other person's movements.

let me just compile everybodys actions into one spot to keep it simple, hunting down the post it was in is bothersome. i'll be sure to get a little more organized.

TJ:
Morale - All damage dealt by allies two or less squares away from you is increased by 4 for two turns not including the turn morale was used (4 AP) affected squares highlighted in red. including the user.


Summon Gear Elemental - summon an elemental on any adjacent square including diagonally (4 action points)

Gear Elemental , 5 hp, 4 AP does not have the move action.
unique actions:
Rocket Launch - launches a rocket that flies straight in any direction (including diagonal) and deals 4 damage. No range limit. (1 AP)
Dismantle - destroys the Gear elemental, freeing space for another summons (0 ap)

Gigacat

Rocket Launch - Launches a rocket earthward sending you flying 3 squares in any direction not including diagonal. May pass over obstacles and walls and can also be used in the same turn as move.(3 AP)

Alight - blows fire in any direction not including diagonal damaging all targets up to 3 blocks away for 4 damage (2 AP)

RC

fire - shoot 5 squares in any direction for 3 damage to a single target. (2 action points)

summon ball - summon a ball on any adjacent square including diagonally (4 action points)

ball,6 hp, 0 ap, may only use one action per turn.
unique actions:
roll - same as move, but can move over monsters and deals 3 damage to any monster that was rolled over.


okay, now that I've planned the monsters movements. please post your actions for this turn.
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Old 12-24-2011, 11:22 AM   #18
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Default Re: Lux wars RPG

I will move south one then east two
Cast Moral.

I'd advise you move into range

Gearbot fires east.

changed east one to east 2
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We are GWF. You will be assmilated. Your post making distinctiveness will be added to our own. You threads will be adapted to serve us. Resistance is Futile.
When life gives you lemons? Don't make lemonade. Make life take the Lemons back! Get Mad! I don't want your lemons! What am I supposed to do with these?

Last edited by texasjoshua; 12-24-2011 at 11:23 AM.
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Old 12-24-2011, 11:31 AM   #19
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Default Re: Lux wars RPG

RC:

Move East 2 then North 2.
After that Fire Gun East

Ball1:
Evasive maneuvers, go West 1 then North 1.

Ball2:
Move East 2 then North 1, Buddy up with Ball1 as TJ gives damage boost.


Those are my orders, For Randomness!
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Old 12-24-2011, 11:42 AM   #20
magic fly
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Default Re: Lux wars RPG

I'm surprised there were replies so quickly

Move can only get you going in one direction at a time.
"Move East 2 then North 2." would be two move actions.

EDIT: also, would it be preferred if i changed the older posts to have links to the picture of the game board instead of the picture taking up loads of space when no longer needed? or leave it up in case somebody wants to quickly look at the game's progress without clicking annoying links to see what went on earlier?

Last edited by magic fly; 12-24-2011 at 01:35 PM.
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