MrBF1V3
November 21st, 2005, 12:10 AM
And now for something a little different.
I have an extended outline of a superhero story, which I've pretty much given up on, not much to the story. And the other day I was looking at one of my kids cards (pokemon, among others), and started thinking ... hmmm.
I propose we collaborate in writing a game. I have a framework of the rules, which are open to discussion and revision (especially I haven't yet actually 'Played" a game, I don't know if this works yet), and am in the process of transferring my characters from the story onto cards, which takes a bit of creative thinking. I'm asking for additional characters with which to populate this game as well. I seem to be short on villians, but any input would be helpful.
And if you feel like it, you can add a short segment of a story showing how your character might act in a fight. (I only add that because I have a really excellent scene with some of my characters.)
If you're still reading, here are the rules:
The players are either super heros or super villains. They are locked in mortal combat over the fate of the planet, or universe, and are defined by the following grid:
Hero/Villain/Civilian Attack level Defense level
Physical ability 0 to 24 0 to 24
Energy ability 0 to 24 0 to 24
Mental ability 0 to 24 0 to 24
For the ability levels, 5 would represent a normal human, therefore the grid for an average person would be:
C A D
P 5 5
E 5 5
M 5 5
Physical ability is strength in the Attack level, resilience in the Defense level. Energy in whatever form. Mental ability can be anything from a low level; being able to outsmart your opponents, to a high level; taking mental control of a person’s mind.
There are two decks of cards, one for heroes and one for villains. The players on each side draw 8 cards from their deck. (Alternate, mix the decks together.) Five cards are chosen for the playing field, three are put face down in a reserve pile. The positions are numbered 1 though 5 ( positions 6, 7 and 8 are possible).
The turn begins with both players choosing two cards to attack, by pushing that card out from the rest. They chose the type of attack, Physical, Energy, or Mental and the target, to be revealed at the end of the turn. Unless otherwise noted on the card, an opponent who attacks with a 5 in Physical, for example, will delete 5 points in Physical Defense(PD), if there are not 5 points in PD, the rest of the points are taken from PA (Physical Attack). If the points in two Attack Abilities for a particular card reach 0, that card is captured by the opponent, which is to say, it put in the captured pile on the opponents side.
The points for each card are refigured after two dice are rolled and the instructions on the cards for when the dice are rolled are executed. This is the end of the turn. T he grids for all active players are tabulated and written down. If any cards have been captured, they much be turned over to the opponent.
There are specific rules for each card which may or may not follow the above rules.
When an attack or defense level is reduced by half, round up to the nearest whole number.
For those cards with a choice of general or specific attack. A general attack effects all of the opponents, a specific attack is aimed at one opponent.
For example, the card for Santa Clause:
**************************************
H A D
P 5 10
E 10 15
M 10 20
Name: Santa Clause
Sex: M Age: Indeterminate.
Physical appearance: He is a right jolly old elf. Wears red, and flies in a sleigh pulled by flying reindeer.
Power: Magic, and the power of the spirit of Christmas. Can cause objects to appear, snow to fall, and can move through openings too small for any normal human. He can warp time, moving from place to place faster than possible, and can ingest large amounts of food without harm.
Attack options; Apparently always non-lethal. General attack: Christmas Snow, lowers all opponents attack levels by 2, Santa can only do this once in a game. Specific attack; the exact right gift, lowers defense levels, and the opponent cannot attack for the next turn.
If attacked; He can get away millions of different ways, and can get help from the most unexpected places.
Weakness: Cookies and milk.
When the dice are rolled: If the dice show a multiple of 6, he goes up the chimney, and the other cards on his side get a 3 point increase in all of their defense levels.
*****************************************
Here is a template for the cards:
Note, if you see any room for improvement, please suggest...
*****************************************
? A D
P 5 5
E 5 5
M 5 5
Name:
Sex: Age:
Physical appearance:
Power:
Attack options
If attacked
Weakness:
When the dice are rolled:
***********************************************
This is about it, there is no need to PM me for permission to post, just go for it.
I will be adding some of my characters to this thread as I finish them.
B5
I have an extended outline of a superhero story, which I've pretty much given up on, not much to the story. And the other day I was looking at one of my kids cards (pokemon, among others), and started thinking ... hmmm.
I propose we collaborate in writing a game. I have a framework of the rules, which are open to discussion and revision (especially I haven't yet actually 'Played" a game, I don't know if this works yet), and am in the process of transferring my characters from the story onto cards, which takes a bit of creative thinking. I'm asking for additional characters with which to populate this game as well. I seem to be short on villians, but any input would be helpful.
And if you feel like it, you can add a short segment of a story showing how your character might act in a fight. (I only add that because I have a really excellent scene with some of my characters.)
If you're still reading, here are the rules:
The players are either super heros or super villains. They are locked in mortal combat over the fate of the planet, or universe, and are defined by the following grid:
Hero/Villain/Civilian Attack level Defense level
Physical ability 0 to 24 0 to 24
Energy ability 0 to 24 0 to 24
Mental ability 0 to 24 0 to 24
For the ability levels, 5 would represent a normal human, therefore the grid for an average person would be:
C A D
P 5 5
E 5 5
M 5 5
Physical ability is strength in the Attack level, resilience in the Defense level. Energy in whatever form. Mental ability can be anything from a low level; being able to outsmart your opponents, to a high level; taking mental control of a person’s mind.
There are two decks of cards, one for heroes and one for villains. The players on each side draw 8 cards from their deck. (Alternate, mix the decks together.) Five cards are chosen for the playing field, three are put face down in a reserve pile. The positions are numbered 1 though 5 ( positions 6, 7 and 8 are possible).
The turn begins with both players choosing two cards to attack, by pushing that card out from the rest. They chose the type of attack, Physical, Energy, or Mental and the target, to be revealed at the end of the turn. Unless otherwise noted on the card, an opponent who attacks with a 5 in Physical, for example, will delete 5 points in Physical Defense(PD), if there are not 5 points in PD, the rest of the points are taken from PA (Physical Attack). If the points in two Attack Abilities for a particular card reach 0, that card is captured by the opponent, which is to say, it put in the captured pile on the opponents side.
The points for each card are refigured after two dice are rolled and the instructions on the cards for when the dice are rolled are executed. This is the end of the turn. T he grids for all active players are tabulated and written down. If any cards have been captured, they much be turned over to the opponent.
There are specific rules for each card which may or may not follow the above rules.
When an attack or defense level is reduced by half, round up to the nearest whole number.
For those cards with a choice of general or specific attack. A general attack effects all of the opponents, a specific attack is aimed at one opponent.
For example, the card for Santa Clause:
**************************************
H A D
P 5 10
E 10 15
M 10 20
Name: Santa Clause
Sex: M Age: Indeterminate.
Physical appearance: He is a right jolly old elf. Wears red, and flies in a sleigh pulled by flying reindeer.
Power: Magic, and the power of the spirit of Christmas. Can cause objects to appear, snow to fall, and can move through openings too small for any normal human. He can warp time, moving from place to place faster than possible, and can ingest large amounts of food without harm.
Attack options; Apparently always non-lethal. General attack: Christmas Snow, lowers all opponents attack levels by 2, Santa can only do this once in a game. Specific attack; the exact right gift, lowers defense levels, and the opponent cannot attack for the next turn.
If attacked; He can get away millions of different ways, and can get help from the most unexpected places.
Weakness: Cookies and milk.
When the dice are rolled: If the dice show a multiple of 6, he goes up the chimney, and the other cards on his side get a 3 point increase in all of their defense levels.
*****************************************
Here is a template for the cards:
Note, if you see any room for improvement, please suggest...
*****************************************
? A D
P 5 5
E 5 5
M 5 5
Name:
Sex: Age:
Physical appearance:
Power:
Attack options
If attacked
Weakness:
When the dice are rolled:
***********************************************
This is about it, there is no need to PM me for permission to post, just go for it.
I will be adding some of my characters to this thread as I finish them.
B5