This is the introductory text for the third Gladiator
The rules:
Every round, players may: 1) activate one physical stance or stance and/or execute one attack; 2) activate one psionic stance or stance and/or manifest one psionic power; 3) activate one divine stance or stance and/or cast one divine spell; or 4) use one special maneuver. Any number of passive skills may also be used, as well as one shout.
Attacking:
Attacker rolls attack against his target's defense.
If the attack roll exceeds the defense roll, the attack hits.
The attacker then rolls damage.
At the end of the round, all damage is tallied, and everyone makes a vitality roll. If damage exceeds a player's vitality, the player loses a life.
If the damage exceeds twice the max vitality roll (12 for 1d6, 16 for 1d8, etc), that player loses 2 lives instead. Likewise, if it exceeds thrice the max, the player loses 3 lives, and so on.
If you lose a life, you cannot act for the rest of the round.
Players with 0 lives are dead.
Psionics:
Psi automatically regenerates at the rate of 1 per round, at the end of each round, to a maximum of your starting Psi.
Concentration: While concentrating, you may not use a stance, attack, use psionics, or use a special maneuver. You take Defense-, and if you are damaged, you lose your concentration.
Order of events:
Spoiler
Shouts and stances are applied before the round starts. Effects of actions (ex: damage, ability loss, conditions) take place at the end of your phase (phase, not round). Payment for actions (ex: Psi loss, life loss from Desperation Strike) take place at the beginning of your phase.
Vitality is generally rolled at the start of your phase (if you took damage), and then again at the end of the round, if you took any more damage. (Damage is reset to 0 after the first roll.)
Players also start with 7 points to customize their character. They may purchase passive skills, stances, special attacks, special maneuvers, shouts, divine spells, and psionic powers with these.
(Whenever an attribute is marked with a '+', this means an increase in die size. If it is marked with a '-', this means a decrease in die size.)
Conditions: Stunned: A player who is stunned may not attack or manifest any powers. For example:
Spoiler
There are three gladiators: Speed, Smasher, and Swordsman. Round 1:
Pre-phase:
Speed goes first, as he is Rushing. Main Phase:
Smasher stuns Swordsman.
Swordsman still gets to go, as the stunning happens after the phase. Round 2:
Pre-phase:
Speed goes first again. Main Phase:
Smasher stuns Speed.
Swordsman is stunned. Round 3:
Pre-phase:
Speed is stunned. Main Phase:
Swordsman is not stunned anymore.
Blinded: A player who is Blinded takes Attack- and Defense-. Whenever that player attacks there is a 25% chance he misses entirely. Wounded: A player who is wounded takes 2 damage every round that he is damaged. Effectively, it adds another 2 damage to the damage dealt by player. Burning: A player who is burning takes 1 damage the first round, 2 damage the second, and so on (caps at 4), after his phase.
For clarification:
'hits': Overcomes defense
'deals damage': Overcomes vitality
Automatically unlocked stuff: Everyone gets these
Fighting defensively [physical stance]: Defense+ Attack- Fighting aggressively [physical stance]: Attack+ Defense- Sprint [special]: You may not be the target of attacks this round, you may not use this the round after you use this
Passive skills: These skills are always active. Players may take these skills more than once, but the price increases by 1 each time. (ex: 1 point for Strength 1, 3 points for Strength 2, 6 points for Strength 3)
Strength: Damage+ Dexterity: Attack+ Armor: Defense+ Constitution: Vitality+ Intelligence: Max Psi+ Wisdom: Add 5 divine spell points; choose 2 divine spells Charisma: You may use shouts. Whenever you take Charisma, you may take 3 shouts Stealth: Player may PM actions to me, instead of posting Fortitude : If you lose a life in a round, you do not lose your action. Champion: You have 1 more life. You cannot use Stealth. You cannot take this more than once Shield Body: Each round, you may choose a player or creature. All attacks directed at your target this round are instead directed at you Lucky: Every other round (it is disabled for 1 round after it is used), you may add a +1 bonus to Attack, Damage, Defense, Vitality, or Psi. You cannot take this more than once
Stances: A player may use one stance each round.
Biofeedback: Replace your Vitality score with your Psi score. If you have Constitution, the bonus from that skill is still applied/Vitality+ Shield Other: Grants defense++ to one ally Tumble: Choose one player or creature. That player or creature cannot attack you this round. (However, he can still attack you if he has Spring Attack.) You cannot choose the same player twice in a row Dodge: Choose one player or creature. You get Defense++ against that player or creature
Physical Stances: A player may choose to use one stance each round. Physical Stances may not be used with Psionics or Divine Spells.
Blind-Fight: You do not suffer the 25% miss chance while Blinded/Attack+ Rush: Player's initiative increases by 1, defense- Rage: Damage++ defense- Frenzy: Attack++ vitality- Power Attack: Damage++ attack- Combat Expertise: Defense++ attack- Flank: Grants attack++ to oneplayer or creature who also attacks your target Juggernaut Stance: Defense-- Vitality+++ Spring Attack: You do not count as attacking when it would be beneficial to you (such as determining extra damage from Counterattack)/ Attack+ Expansion: Damage+, Defense-, Vitality+, Initiative+/ required: 1d4 Psi/ pay 1 Psi Robilar's Gambit: Choose a target; he gains Damage+ against you. Whenever he attacks you, you may make a free attack against him Telekinesis: Replace your Attack score with your Psi score. If you have Dexterity, the bonus from that skill is still applied/Attack+
Special Attacks: These skills replace your regular attack. Effects after the slash affect the player.
Net: Target's initiative decreases by 1 for 3 rounds/ damage- Sunder: If this attack hits, instead of dealing damage, your target opposes your damage roll with another damage roll. If yours is greater, he loses 1 attack Shield Break: If this attack hits, instead of dealing damage, your target opposes your attack roll with another damage roll. If yours is greater, he loses 1 defense Impale: Target loses 1 vitality if it deals damage Weakening Strike: Target loses 1 damage if it deals damage Stunning Smash: Target is stunned for 1 round if it hits/ attack- Counterattack: If your target is attacking you, this attack is at Attack+ Damage+. Whirlwind Attack: Attack all who attack you Two-Weapon Fighting: Attack two targets Leap Attack: / attack++ damage+ defense-- Coup-de-Grace: This attack is made at a lower initiative; if your target is at 1 life, this attack cannot be avoided; if it hits, your target dies instantly/ Attack--- Desperation Strike: Take 3 damage / Attack+ Damage++ Enraged Smash: / Damage+ (maximum Damage++++) for every attack skill you have that is enabled (e.g. not disabled). Hamstring : If this attack hits, target player may not use Sprint next round and is Wounded for 1 round Falling Spider: If this hits a stunned player or creature, that player or creature loses 1 Vitality and is Wounded for 3 rounds Eye Strike: If you hit, target is Blinded and Wounded for 2 rounds/ Attack- Shield Bash: If this attack deals damage to an opponent whom you successfully defended against in the last round, your target is stunned for 1 round Skull Smash: If you hit, target loses 2 Psi Sneak Attack: If your target is not attacking you, and he did not attack you last round, this attack is at Attack+; if it hits, your target is either Wounded for 2 rounds, Blinded for 2 rounds, or Stunned for 1 round (your choice) Fury Sweep: If you attacked your target at least once in the past one round, this attack is at Damage+. If it is blocked, your target loses 1 Defense Dual Strike: If this attack fails to hit, you may make a second attack for free Bloodletting Slash: If this attack hits, instead of being damaged, your target is Wounded for x÷2 rounds (round down), plus 2 rounds, where x is the amount of damage he would have taken Critical Pierce: If your target is Wounded, and this attack deals damage, your target loses 1 Damage and 1 Vitality Iron Palm: This attack always hits. This attack always does 3 damage.
Special maneuvers: You cannot activate a stance or attack/use psionics in a round where you use any of these.[/font]
Repair: Restore target's permanent attack and defensedamage by 1 First Aid: Restore target's permanent damageandvitality damage by 1 Blinding Powder: Your target blinded for 2 rounds Caltrops: All who attack you this round lose 1 Initiative Heal: Choose a Condition affecting your target (aside from Burning). That Condition is removed.
Shouts: You may use a shout at any time, even if you also attack or whatever. You must always post your shout publicly, even if you have Stealth. The effects of shouts take place at the start of the round.
“Everybody to the Limit!” [multi-target shout]: targets' Attack+ Damage+ for 1 round/ shouts disabled for 3 rounds “You are on the Way to Destruction!” [single-target shout]: If target's life is at less than half of maximum, he takes Attack- and Damage- for 1 round/ shouts disabled for 1 round “I Will Survive!” [personal shout]: If you are at less than half of your starting life, for 1 round, you gain Vitality+ for every foe attacking you; you also gain Defense+ for the round/ shouts disabled for 1 round “Halt!” [single-target shout]: Target may not Sprint this round “Hammer Time!” [multi-target shout]: The next time targets use an attack with Smash in the name, the target of the attacks is stunned for an additional round (if the attack does not stun, it stuns for one round) if it hits/ shouts disabled for 2 rounds “Charge!” [multi-target shout]: Targets have Initiative+ for 1 round/ shouts disabled for 1 round “It's Just a Flesh Wound!” [personal shout]: If you would lose a life or lives this round, and you would die due to this, you instead remain at 1 life/ shouts disabled forever “The Power is Yours!” [multi-target shout]: For 3 rounds, you take Damage-- and all targets gain Damage++. You may not target yourself with this shout “Go for the Eyes!” [multi-target shout]: The next time target attacks, if he rolls the maximum on his attack roll and hits, he may add that value to his Damage roll/ shouts disabled for 2 rounds
Psionic Stances: A player may use one stance each round. A player may use Psionic Stances with Psionics, but not with Attacks or Divine Spells.
Quicken Power: Initiative+/ pay 1 Psi Unconditional Power: You can manifest even while stunned/ pay 1 Psi Twin Power: You manifest the power twice/ pay 3 Psi Overchannel: Take 4 damage, gain 2 temporary Psi (which you can pay for powers with) Psionic Dodge: Defense++ Vitality-
Psionics:
Diversion: If target is using a special attack or a psionic power, he may not use it again for 3 rounds/ required: 1d6 Psi/ Pay 2 Psi Migraine: Your target loses 1 Psi every round you are concentrating / required: 1d6 Psi/ pay 2 Psi/ requires concentration Mind Thrust: Roll Psi (with a Psi+++) against your target's Psi; if you succeed, target loses 1 life/ required: 1d6 Psi/ Pay 3 Psi Silence: Target cannot use shouts as long as you are concentrating on Silence/ required: 1d6 Psi/ pay 2 Psi/ requires concentration Energy Wave: Deal 2 times x damage to all players and creatures (except for your team). You are stunned for 1 round/ required: 1d8 Psi/ pay x Psi Metaphyical Weapon: Your target's (you can target yourself) next successful hit has Damage++/ pay 1 Psi
Divine Stances: A player may use one stance each round. A player may use Divine Stances with Divine Spells, but not with Attacks or Psionics. Quicken Divine Spell: Initiative+ Empower Divine Spell: If you cast a divine spell, it deals 1.5 times more damage (including life loss), gives 1.5 times more bonus, and heals 1.5 times more life. Created and summoned creatures have 1.5 times more health (for life loss and life gain, round up)/ pay 1 divine spell point
Divine Spells: Players have a set amount of divine spell points at the start of the game, which are used to power divine spells. No player may have two spells of opposing alignments.
Cure Wounds: Your target regains 1 life/ pay 2 divine spell points/ your target cannot be affected by this spell again for 4 rounds Inflict Wounds: Your target loses 1 life/ pay 2 divine spell points/ your target cannot be affected by this spell again for 4 rounds Smite: Your target takes 2 damage, plus 4 damage if he is attacking your team/ pay 1 divine spell point Shield of Law [Law]: Your target gains a +4 bonus (actual bonus) to his Vitality for 3 rounds/ pay 2 divine spell points Holy Word [Good]: Stun and deal 5 damage to up to 2 targets (if undead, deal 15 damage)/ pay 2 divine spell points Chaos Hammer [Chaos]: Your next attack automatically hits and has a +4 bonus (actual bonus) to damage/ pay 2 divine spell points Animate Dead [Evil]: Target dead player rises as a zombie under your control (if more than one cast this spell, the one with the most divine spell points gets to cast it). Zombies have 1d6 Attack, 1d8 Damage, 1d4 Defense, 20 hit points (which means it takes 20 points of damage to kill), and no Psi/ pay 2 divine spell points Divine Power: For 2 rounds, you have Damage+ and Vitality+/ pay 1 divine spell point
All attacks happen simultaneously (unless initiative-modified), and all actions must be posted here (unless you are using Stealth). Up to 1 change may be taken, in either case.
Team Battles
Normal players are grouped into pairs. If there is an odd number of players, the last player gets a bonus of some sort (I'm still thinking)
Random Events
They are random!
Dice stacking goes like: 1d2 - 1d4 - 1d6 - 1d8 - 1d10 - 1d12 - 1d14 - 1d16... and so on. Yeah, yeah, they don't really exist.
I will take Stealth and Spring Attack and Two-Weapon Fighting. A point each of Con, Dex, Strength, and Armor.
This will be fun...
__________________
Quote:
Originally Posted by true_shinken
Ya know, Strife, I'm really happy for you and I'mma let you finish, but streakster made one of the the best analogies of all time. Of all time.
The perfect fighter fix.
Hey, the magnificent Shades of gray made me the cool paladin! Give him a hand!
From time to time, I vanish from the boards. Like Frosty, though, I'll be back again some day!
Last edited by streakster : 10-16-2007 at 07:13 PM.
I've got a good combo:
Wisdom->Animate Dead, Chaos Hammer
Strength+
Armor+
Power Attack
Heal
Metaphysical Weapon
Shield Other
2xWisdom->Inflict Wounds, Shield of Law, Cure Wounds, Holy Word
Empower Divine Spell
Charisma->The Power is yours!, I Will Survive!, Charge!
Shield Other
Armor+
Hey GoC, care to partner? I like your last one, but up to you.
__________________
Quote:
Originally Posted by true_shinken
Ya know, Strife, I'm really happy for you and I'mma let you finish, but streakster made one of the the best analogies of all time. Of all time.
The perfect fighter fix.
Hey, the magnificent Shades of gray made me the cool paladin! Give him a hand!
From time to time, I vanish from the boards. Like Frosty, though, I'll be back again some day!
Shouts and stances are applied before the round starts.
Effects of actions (ex: damage, ability loss, conditions) take place at the end of your phase (phase, not round).
Payment for actions (ex: Psi loss, life loss from Desperation Strike) take place at the beginning of your phase.
Vitality is generally rolled at the start of your phase (if you took damage), and then again at the end of the round, if you took any more damage. (Damage is reset to 0 after the first roll.)
The last line is what worries me about how useful wounding will be. Vitality is generally rolled at the start of your phase (if you took damage), From wounding presumably and then again at the end of the round, from other people sticking the boot in if you took any more damage. (Damage is reset to 0 after the first roll.)
If damage is reset to 0 after the first roll, and wounding looks to only do a couple of points of damage max, then it will be easily negated and you reset your damage. Doesn't this cut the effectiveness of wounding too much? To turn the question around why should the wounding damage be treated separately from normal damage?
P.S. who wants to partner with me? PM me and we will talk tactics.
It isn't a game for the faint of heart. *flashes round one co-champion trophy for the noobs*
*waves about the other co-champion trophy*
In. Again.
Stats will go up in a bit.
__________________ "I'm just going on motive and opportunity here and the fact that if the earth got swallowed by a black hole, I'd look suspiciously in your direction first."
~ Timberwolf
"After the first day we universally agreed that she was banned from fire thereafter. The second day she ended up with the power to create 5 extra copies of herself."
~ Heliomance
"You're like Pinkie Pie powered by a nuclear reactor."
~ Lix Lorn
EDIT2:Divine spellcasting seems very overpowered. Why waste 1 point on +1 extra life when for the same cost you can get +2 lives and a zombie servant?
What are you talking about of course I implemented luck!
And yeah, I thought about it last night and I'm probably changing Cure and Inflict to 1 life, 2 DSPs.
Quote:
Originally Posted by Jagg
Question for Abardam
Wounding - I like it...but I seek clarification.
you said
Spoiler
Shouts and stances are applied before the round starts.
Effects of actions (ex: damage, ability loss, conditions) take place at the end of your phase (phase, not round).
Payment for actions (ex: Psi loss, life loss from Desperation Strike) take place at the beginning of your phase.
Vitality is generally rolled at the start of your phase (if you took damage), and then again at the end of the round, if you took any more damage. (Damage is reset to 0 after the first roll.)
The last line is what worries me about how useful wounding will be. Vitality is generally rolled at the start of your phase (if you took damage), From wounding presumably and then again at the end of the round, from other people sticking the boot in if you took any more damage. (Damage is reset to 0 after the first roll.)
If damage is reset to 0 after the first roll, and wounding looks to only do a couple of points of damage max, then it will be easily negated and you reset your damage. Doesn't this cut the effectiveness of wounding too much? To turn the question around why should the wounding damage be treated separately from normal damage?
P.S. who wants to partner with me? PM me and we will talk tactics.
JAGG
To clarify: wounding (and burning) deals its damage both before your turn and after it. Thus it is added to normal damage. Actually, I suppose a betterish idea is to just slap on wounding damage whenever the guy's damaged. Though burning inflicts its damage regardless, after the affected's phase.
Quote:
Originally Posted by heretic
Can you clarify Enraged Smash?
Is it + Attack for every special attack you have or every special attack you are using? Because you can only use one attack at a time...
Damage+ for every attack you bought (including Enraged Smash) so if you have it and 6 other attack skills, you'd get Damage+++++++. Huh. This needs to be capped. Probably at 4.
Quote:
Originally Posted by Raiser_B1ade
Question: Do divine points regenerate?
Nope. Psi does though
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sorry to:
-neophyte's game
-gladiator players
-tlotb readers
-irc 4e game dudes
-tooth and claw
New to this so just need some clarification:
1) Does everyone start at max psi?
2) Do you choose the lucky bonus at the start of each round?
3) Does Lucky's +1damage stack with Iron palm?
__________________
Spoiler
Quote:
Originally Posted by TheLaughingMan
He's Fleeing Coward. The man could be a cookie-baking, cancer-stricken orphan kitten and still look like a reasonable suspect.
Just need to read through this when Im a bit more awake.
Hey Castaras want to make team blue
Sorry, already teamed up with someone(I think).
Just need to wait for a pm...
__________________ "I'm just going on motive and opportunity here and the fact that if the earth got swallowed by a black hole, I'd look suspiciously in your direction first."
~ Timberwolf
"After the first day we universally agreed that she was banned from fire thereafter. The second day she ended up with the power to create 5 extra copies of herself."
~ Heliomance
"You're like Pinkie Pie powered by a nuclear reactor."
~ Lix Lorn