@Gathers: yes, the way Rescue works is a bit tiring for the people, so I'm thinking to change it the following way:
Rescue: The skill user can declare explicitly
(=only by name) another player who they wish to rescue. In case this target player is about to step/spawn on a mine
or a trap, the rescuer saves them, moving both of them out of the map. The rescuer gains 1XP for rescuing another player and is also able to perform their regular action for the turn.
In case someone else is in trouble but the declared target is not, then this other player gets rescued and the ability goes on a 5 turn cooldown.
The player can change the rescue target each turn if they wish so (else it remains the same), and can also declare if they do not wish to save someone else (to prevent leaving map).
Limitations on the Rescue skill:
- You cannot rescue someone from a fight or from situtations that are not deemed life threatening.
- The rescued and the hero can not respawn in the same turn if there is no waiting list.
Please tell me what you guys think about this. I think it would result in a much smoother gameplay, but I'm open to any objections / opinions this change would raise.
Once I get the time, I will organize the skills, abilities and whatnot into the resources thread. Until then, please accept the mess and look up the new things in the recruitment thread (pages 3-6) mentioned in the OP.
ART RELATED 1: I opted to use roman numerals on this map, as it seemed to fit the ruin/crypt theme better.
What you might uncover on this map: I = 1, II = 2, III = 3, IV = 4, to avoid confusion. Uncovered numbers are told in the regular arabian numbers in the action description below, though.
ART RELATED 2: Shiny has a mask and Tries has a battlepaint, please tell me if you want it to visibly appear somehow on the character image in game.
Turn 1
The giant looks down at the inquiring goblin (
Flags Mines).
- Well, as a matter of fact, I indeed have a pretty heavy hammer. But I think four of you can lift it and move it at least one tile per turn, more if all of you are faster than that. Oh, and I doubt this would stop you from doing whatever (main) actions you would do that turn. Now, off you go! Shoo!
* he waves with his enormous hand vaguely, risking some of the tips falling off *
And so the goblins enter the map.
Shiny spawns on F6, which is a
1.
+1XP
Blitz Craig enters the map on J8, uncovering a
3.
+1XP
Flags Fuses uses his Visions on B2, revealing a
2! He promptly spawns there.
+1XP
Flags Mines begins his journey on J3, which is a
2.
+1XP
Tries arrives onto A10, finding a
1.
+1XP
Stumbles uses his Visions on G2 (which is a
mine), successfully combines it with the +1 tile on E2 (which is a
3), then finally spawns on K6, which is a
4. The neutral tile seems to have gotten exhausted by this combination, though.
+3XP
Character Sheets
.[tabs:Blitz Craig]
Jibjib's Blitz Craig
Level 2, XP: 6. Deaths: 2
Agile Warrior
HP:
6/6
Weapon Focus:
Swords
Active Skill Tokens (3/3):
Stone Skin,
Warning,
Run
Item Bonuses
+1 DEF against melee damage (
jacket)
Abilities
Slice (
requires active Weapon Mastery token)
Worn Items
flags: 10 / 10
main hand: sword
torso: jacket
Backpack: 10 coins
[Weapon Mastery]
[tabs:Flags Fuses]
Nerre's Flags Fuses
Level 1, XP: 13. Deaths: 2
Divine Caster
HP:
5/5
Active Skill Tokens (2/2): Visions (
on cooldown until Turn 26),
Return
Item Bonuses
1 save from mine explosion (Carved Figurine of Hiccuping)
Worn Items
flags: 10 / 10
shoulder bag: Carved Figurine of Hiccuping
Backpack: 20 coins
big pile of bones
[tabs:Flags Mines]
WearsHats' Flags Mines
Level 2, XP: 18. Deaths: 3
Heroic Spelunker
HP:
5/5
Active Skill Tokens (3/3):
Run (2),
Warning,
Rescue
Item Bonuses
+1 to continous movement based tokens (
Boots of Speed)
Worn Items
flags: 10 / 10
main hand, off hand: detector(5)
feet: Boots of Speed
Backpack: 0 coins
[+1 Tile]
[tabs:Oh See That Shiny]
Theis2's Oh See That Shiny
Level 2, XP: 16. Deaths: 2
True Neutral Warrior
HP:
6/6
Weapon Focus:
Shields
Active Skill Tokens (3/3):
Brothers-in-Arms,
Battle Ready,
Weapon Mastery
Item Bonuses
[
Sense Enemies] (
Mask of Awareness)
+3 DEF against melee physical damage (
+1 jacket, +2 large round shield)
+2 DEF against ranged physical damage (
large round shield)
+40% chance to block ranged physical attacks (
large round shield)
Abilities
Stand Ground (
available)
Worn Items
flags: 10 / 10
main hand: sword
off hand: large round shield
face: Mask of Awareness
torso: jacket
Backpack: 2 coins
candy, mouldy bread, [Encouraging Shout]
[tabs:Stumbles around]
GathersIngredients' Stumbles around
Level 3, XP: 13. Deaths: 2
Heroic Caster
HP:
5/5
Active Skill Tokens (4/4):
Jump,
Rescue, Visions (
on cooldown until Turn 26), +1 Tile (unavailable until re-entering)
Item Bonuses
[
Lure (2)] (
gloves)
+5% chance to find an extra common item at treasure finds. (
gloves)
+1 DEF against melee damage (
jacket)
Worn Items
flags: 13 / 13
main hand: frying pan
torso: jacket
hands: Lucky Gloves of Rude Gestures +2
Backpack: 0 coins
[Claim], [Resist], [Lure]
[tabs:Tries-and-Dies]
gamecreator's Tries-and-Dies
Level 2 XP: 13. Deaths: 4
Agile Spelunker
HP:
5/5
Active Skill Tokens (3/3):
Call,
Jump (4),
Visions
Item Bonuses
[
Run (2)] (
bracelet)
+10% success chance in persuading NPCs (
battlepaint)
+1 coin at treasure finds (
battlepaint)
+2 level to leaping related skills in the active slots. (
battlepaint)
+1 DEF against melee damage (jacket)
50% save chance on mines (trousers)
movement propellment on mines (boots)
Worn Items
flags: 13 / 13
main hand: whip
face: Intricately Designed Battle Paint of Airily Movements +1
shoulder bag: 10ft pole
torso: jacket
lower body: trousers
jewelry: Ankle Bracelets of Speed +1
feet: boots
Backpack: 0 coins[/tabs]