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  1. - Top - End - #1
    Bugbear in the Playground
     
    Were-Sandwich's Avatar

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    Default A SW dueling game I made [PEACH]

    Jedi Arena

    Each player gets one character. Each character has three stats. Each stat is between 1 and 10, except Health which has no maximum.

    • Skill
    • Health
    • Force

    Skill is the measure of a characters skill with a Lightsabre, and is used when they attack or defend with a Lightsabre.

    Health is how much damage a character can take before dying. Characters lose health from falling, being sliced up with a lightsabre, or being attacked with a force power. A character automatically starts with 5 Health. Points are used to increase this.

    Force is how attuned the character is to the Force. It is used to determine the success or failure of the characters force attacks.

    Stats are determined by apportioning 20 points between them, on a 1:1 basis. A character then has 20 points to spend on abilities and force powers. An ability costs 2 points. Force power ranks are bought on a 1:1 basis.

    Abilities

    Twin Sabres
    When the character attacks twice in the same turn, he gains a +1 on Skill rolls, used offensively. If your opponent also has Twin Sabres, the ability is cancelled. A character cannot have Twin Sabres and Sabrestaff.

    Sabrestaff
    When the character attacks twice in the same round, he gains +1 on Skill rolls, used defensively. If your opponent also has Sabrestaff, the ability is cancelled. A character cannot have Twin Sabres and Sabrestaff.

    Snap Kick
    When the character attacks twice in the same round, and hits with at least one, he may immediately make an extra attack. This attack is at -2 Skills, and does not deal any damage. However, if it hits, your opponent is knocked prone.

    Power Attack
    At the beginning of your turn, you may decide whether or not to activate this ability. If you do, you gain a +2 bonus on Skill rolls made offensively, but take a -2 penalty on Skill rolls made defensively.

    Combat Expertise
    At the beginning of your turn, you may decide whether or not to activate this ability. If you do, you gain a +2 bonus on Skill rolls made defensively, but take a -2 penalty on Skill rolls made offensively.

    Combat Precognition
    At the beginning of your turn, you may pay 1 Force. If you do, you gain +1 on Skill rolls used defensively until your next turn.

    Combat Prescience
    At the beginning of your turn, you may pay 1 Force. If you do, you gain +1 on Skill rolls used offensively.

    Sith Rage
    When you make an attack, you may pay 1 force and 1 health. If you do, you gain a +3 on Skill rolls used offensively until you next turn. Dark Side only

    Jedi Meditation
    During the Force Phase, you may forgo gaining 1 Force, in order to gain a +1 bonus to your Force Stat until your next turn. Light Side only

    Force Powers
    Force powers are bought in ranks. Each Rank costs 1 point. When you Use a Force Power, roll a number of d10s equal to your Force Stat. Each roll that is equal to or under your number of Ranks in the force power being used is a success. The number of successes affects how well the power functions. A power costs a number of Force to use, equal to he number of successes you rolled. If you roll to many successes for your current Force total, you may either pay the deficit in Health, or reduce the number of successes to an allowable level.
    The target can cancel the power if he spends an amount of Force equal to the number of successes plus 2
    Each character starts off with 10 Force. Force is expended through powers, but each character gains 1 force each turn, but his total can never go above 10.

    Move Object
    With Move object, you can hurl your foes around, or bring objects to your hand. The number of successes necessary to produce specific effects is given below:
    Knock an opponent back 1 square: 3
    Knock an opponent prone: 2
    Ignore terrain for 1 turn: 2 successes
    Jump up one level without using a ramp/stairs: 3

    Force Speed
    With Force Speed, you move extremely quickly. The number of successes necessary to produce specific effects is shown below:
    Immediately move 6 squares: 3
    Immediately make a Lightsabre attack: 5

    Force Lightning
    Dark Side only. You zap your opponent with lightning. Force Lightning has a range of 12 squares. You deal damage equal to the number of successes you roll. You and your oppoenet must make opposed Skill checks. If you lose, the power deals no damage.

    Force Grip
    Dark Side only. You choke your opponent with the Force. Force Choke has a range of 6 squares. You deal damage equal to the number of successes -1, and your opponent must immediately lose 1 force to break your hold, or be unable to move for 1 turn.

    Force Drain
    Dark Side only. You sap your opponents Force, and us it to replenish your Health. Force Drain has a range of 12 squares. Your opponent loses an amount of Force equal to the number of successes you roll, and you gain half that amount of Health.

    Force Heal
    Light Side only. You heal yourself with the Force. You gain a number of Health equal to your number of successes.

    Force Protect
    Light Side only. You put up a protective barrier of the Force. Until your next turn, whenever you take damage, reduce it by the number of successes you rolled divided by 2.

    Force Absorb
    Light Side only. You use your foes anger to replenish your Force reserve. Until your next turn, whenever you are damaged you regain an amount of Force equal to your number of successes.

    Battle Sense
    You use the Force to become increasingly aware of your surroundings. You gain a bonus to your skill equal to the number of successes you roll. This bonus lasts until your next turn.

    Force Disruption
    You disrupt the Force in an area around you. Everyone within 6 squares loses an amount of Force equal to your number of successes.


    Turn Sequence
    • Force Phase
    o Gain 1 Force
    o Use 1 Force Power
    • Action Phase

    Initiative
    In a normal 1v1 duel, initiative is not necessary. The Dark Side player goes first, followed by the Light Side player. In multiplayer games however, it works like this:
    In team play, everyone rolls a d10, then the highest scoring Dark Side player goes first, then the highest scoring Light side player, then the second highest Dark Side player etc. Do not re-roll initiative at the beginning of each turn. Simply continue in this order until the game is finished.
    In free for alls, everyone rolls a d10, then everyone simply goes in order rolled.

    Force phase
    At the beginning of your force phase you gain 1 Force. Then you may use 1 Force power. You may only use 1 Force power each turn.

    Action Phase
    In your action phase you have 2 actions. An action can be used to do one of the following things:

    • Move 6 squares
    • Make a lightsabre attack
    • Stand up from Prone

    Lightsabre Attacks
    When you make a lightsabre attack, roll a d10, and add you Skill plus any offensive Skill modifiers. Your opponent then rolls 1d10 and adds his Skill and any defensive Skill modifiers. For every point the attacker rolls higher than the defender, the defender loses one Health. Once the defender reaches 0 Health, they die. Lightsabre attacks may only be made into adjacent squares.

    Stand up from Prone
    Some Force Powers or Abilities knock a character prone. Whilst Prone, a character cannot move, and takes a -2 to Skill rolls made defensively.

    The arena
    The arena can be anything, from a ship to a bridge over a river of lava. It is marked out in squares, with details drawn on. Raised areas should be denoted somehow. They may be accessed by using Move Object to jump up, or by using a ramp, stairs or lift.

    Game types
    The simplest type is one on one duel. This is generally Light vs Dark side, although duels between members of the same faction are not prohibited.
    More than two players can play, but then special initiative rules detailed above must be used. Multiplayer games can be either Team based or Free for All, although many game types could be imagined.


    Sorry for the lack of formatting, it doesn't copy from Word very well. I created this because I was bored, and had just been playing multiplayer on JK2. I designed it so you could PbP if necessary. So wadda ya think?
    Quote Originally Posted by Count Chumleigh View Post
    Oh.
    Oh, my.
    You just earned seventeen cool points by my reckoning. And I'm so sigging that.
    Cheers,
    --Count Chumleigh

  2. - Top - End - #2
    Ogre in the Playground
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    Default Re: A SW dueling game I made [PEACH]

    PbP..? Do it! ;D

    I like that it covers all the combat but doesn't bother with anything else that much. Let's face it, combat is where you really need rules, everything else can be role played.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Were-Sandwich's Avatar

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    Default Re: A SW dueling game I made [PEACH]

    Um. It ain't an RPG. Its just a Jedi and a Sith kicking the spoon out of each other. But I suppose you could do an RPG campaign if you wanted to. A lot of the Force powers are from JK2/SWRPG.
    Quote Originally Posted by Count Chumleigh View Post
    Oh.
    Oh, my.
    You just earned seventeen cool points by my reckoning. And I'm so sigging that.
    Cheers,
    --Count Chumleigh

  4. - Top - End - #4
    Orc in the Playground
     
    Jarl's Avatar

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    Default Re: A SW dueling game I made [PEACH]

    Add Force Destruction (from Jedi Knight: Dark Forces II) and I'll haunt you for the rest of your days, performing lovely lewdnesses on you in your sleep.

    -For a mental description, it's a big honkin orange ball of death that shoots out and knocks people around, simultaneously cooking them. It disappears on impact, temporarily paralyzing it's target or just causing a massive shunting of energy outwards, spherically, if it doesn't hit a real target.

  5. - Top - End - #5
    Bugbear in the Playground
     
    Were-Sandwich's Avatar

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    Default Re: A SW dueling game I made [PEACH]

    So. Um. People like it then. Cool. Working on Force Destruction. But then I have to think of another Light Side power to keep it even.


    Me and DEMONhunter are playtesting the game here

    As a result of Playtesting, I have decided to automatically give everyone 5 Health. Otherwise, you die to quickly.
    Quote Originally Posted by Count Chumleigh View Post
    Oh.
    Oh, my.
    You just earned seventeen cool points by my reckoning. And I'm so sigging that.
    Cheers,
    --Count Chumleigh

  6. - Top - End - #6
    Halfling in the Playground
     
    DEMONhunter's Avatar

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    Default Re: A SW dueling game I made [PEACH]

    Is this going to be in addition to your health score, or just five health total for everyone?
    Quote Originally Posted by Bears With Lasers View Post
    Yes! CLEARLY your personal experience is a better, more accurate source of statistics than a nationwide survey! Man, it rocks to be you!
    (Not referring to me)
    Spoiler
    Show


    Ilidan by Were-sandwich. Drenai Tieflings and Human by me.

    Owner of a Darkcoraxatar.

  7. - Top - End - #7
    Bugbear in the Playground
     
    Were-Sandwich's Avatar

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    Default Re: A SW dueling game I made [PEACH]

    In addition. Force lightning also now requires a Skill roll to hit.

    Me and my brother playtested this. He Power Attacked, Combat Prescienced, the attacked me twice. I got lucky on the first attack, but the second knocked me down to 2 Health. I attacked back, taking advantage of his reduced Skill, but couldn't do enough damage. He had no Force, so I couldn't Drain him. Then he repeated and killed me.
    Quote Originally Posted by Count Chumleigh View Post
    Oh.
    Oh, my.
    You just earned seventeen cool points by my reckoning. And I'm so sigging that.
    Cheers,
    --Count Chumleigh

  8. - Top - End - #8
    Bugbear in the Playground
     
    Were-Sandwich's Avatar

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    Default Re: A SW dueling game I made [PEACH]

    Strengthened Force Absorb, as per DEMONhunters suggestion.
    Quote Originally Posted by Count Chumleigh View Post
    Oh.
    Oh, my.
    You just earned seventeen cool points by my reckoning. And I'm so sigging that.
    Cheers,
    --Count Chumleigh

  9. - Top - End - #9
    Ogre in the Playground
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    Default Re: A SW dueling game I made [PEACH]

    Okay, let's go.

    Talex Vai, Light Side Jedi
    Skill 8
    Health 9
    Force 8

    Jedi Meditation
    Combat Prescience

    Force Absorb 6
    Force Disruption 6
    Force Heal 4

    See you in the arena.

  10. - Top - End - #10
    Orc in the Playground
     
    Jarl's Avatar

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    Default Re: A SW dueling game I made [PEACH]

    Quote Originally Posted by Were-Sandwich
    People like it then. Cool. Working on Force Destruction.
    Blinding and persuasion (invisibility).
    That's how it worked in JK, at least. There was Blinding, Persuasion, Heal, Absorb, and Protect was the Uber Power. For the Darkside, it was Grip, Throw, Lightning, Destruction, and then Deadly Sight as the Uber Power.

    -DS sucked, though.

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