TCSG:Kingsmen

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TCSG:Kingsmen by Bamump
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Rules: Players in this game are fighting for their king, they are to engage in melee combat and fight the opposing force. The object of this game is for the king's men to clear the tile grid of the opposing force. Turns are comprised of a move action and an attack or passive action. Each unit takes up one tile on the grid and can interact with objects or other characters on the grid.


Reading the Unit sheet: Move indicates the number of tiles a unit can move in any direction. HP stands for the health points a unit has, if this number drops to 0 the character is considered “incapacitated” for this character cannot take anymore actions until the end of engagement. If the characters HP drops below 0 he is considered “Dead” where the player must generate a new character and his old character's body is now an object that other players may interact with. Atk is the amount of attack damage based on weapon currently equipped, this is the main score used to determine how much damage other characters take when an attack action is used against them. Df stands for defense, this number determines how much damage is subtracted from attacks directed towards this character, if an attack is greater then twice the defense of a character's armor then the armor or object is destroyed. Feats are either abilities or moves that improve character effectiveness. Capacity is the number of objects a character can have on his person. A character gains an extra feat or can raise an attribute by 1 once every 10 kills. If a player is shown to be competent in the eyes of the king (be the most valuable asset in an engagement), he may be given a chance to raise any stat by 1 point or gain 1 extra feat as well.

Baseunit.PNG


Feats list

  • dual wield light- lets you dual wield light weapons
  • dual wield mod- lets you dual wield moderate weapons
  • dual wield heavy- lets you dual wield heavy weapons
  • item toss- lets you toss an item or weapon to another character (passive action)
  • dig- you can dig underground once a turn to avoid engagement (full round action)
  • medic- lets you heal up to your HP to another characters HP (passive action)
  • thief- lets you steal one item on another character (passive)
  • build barrier- lets you construct a barrier of the terrain that takes up a tile to defend against attacks (full round action)
  • build general- lets you build bridges, weapons, and other things based on objects in characters possession (item specific)(full round action)
  • meaty- adds 2 extra HP to total HP
  • spindly- adds 1 extra Move to total Move
  • animal handling- lets your character persuade an animal to become his ally and it will fight with the kings men for rest of *engagement (passive action)
  • persuasion- lets your character persuade enemy characters to fight for the king on the kings men side during rest of engagement (passive action)
  • monster taming- lets your character tame hostile monsters to fight with the kings men for rest of engagement (passive action)
  • pact- enlists a tamed or persuaded character to fight with the kings men permanently until death (full round action)
  • summoner- lets a character place another character on a tile that is within 2 tiles of the caster (passive action)
  • built- your character is strong, so strong that he gains 3 more Capacity slots
  • Mount- With this feat you can an animal (horse) companion that you may ride
  • Backpack- you have an object that increases your capacity +10, you may pass this object to other characters
  • Magic (_____)- the character who takes this feat must choose an element (water, wind, earth, fire, time, shadow, sound). You are able to fire an element based attack range 5 that deals 2 damage Or you may accentuate another feat.

Weapons:

  • knife- 1 Atk / 0 Df/ 0 Move/ 1 Capacity
  • short sword- 2 Atk/ 0 Df/ 0 Move/ 2 Capacity
  • long sword- 3 Atk/ 0 Df/ 0 Move/ 2 Capacity
  • claymore- 4 Atk/ -1 Df/ -1 Move/ 3 Capacity
  • glaive- 4 Atk/ -2 Df/ -1 Move/ 3 Capacity/ this weapon hits targets 2 tiles from character
  • hatchet- 2 Atk/ -1 Df/ 0 Move/ 1 Capacity
  • tall cleaver- 3 Atk/ -2 Df/ Move/ 1 Capacity
  • battle axe- 4 Atk/ -2 Df/ 0 Move/ 2 Capacity
  • halberd- 5 Atk/ -2 Df/ -1 Move/ 4 Capacity/ this weapon hits targets 2 tiles from character
  • club- 2 Atk/ -1 Df/ 0 Move/ 1 Capacity
  • large club- 4 Atk/ -1 Df/ -1 Move/ 2 Capacity
  • war pillar- 6 Atk/ -2 Df/ -2 Move/ 4 Capacity/ this weapon can destroy solid terrain/ this weapon hits targets 2 tiles form character
  • spear- 3 Atk/ -1 Df/ -1 Move/ 3 Capacity/ this weapon hits targets 2 tiles from character
  • crossbow- 1 Atk/ 0 Df/ 0 Move/ 3 Capacity/ this weapon can hit a target 5 tiles away
  • shortbow- 2 Atk/ -1 Df/ 0 Move/ 3 Capacity/ this weapon can hit a target 8 tiles away
  • longbow- 2 Atk/ -1 Df/ 0 Move/ 3 Capacity/ this weapon can hit a target 10 tiles away

Armor:

  • padded leather- 1 Df/ 0 Move/ 1 Capacity
  • hardened leather- 2 Df/ -1 Move/ 1 Capacity
  • wood plate- 2 Df/ 0 Move/ 2 Capacity
  • stone plate- 3 Df/ -2 Move/ 2 Capacity
  • iron full- 4 Df/ -2 Move/ 3 Capacity
  • boulder- 6 Df/ -3 Move/ 4 Capacity

Beasts:

  • Dog- 4 Move/ 4 Atk/ 2 Df/ 2 Capacity/ 2 HP /cost 1claim
  • Bull- 2 Move/ 6 Atk/ 4 Df/ 8 Capacity/ 2 Hp /cost 1claim
  • Horse- 6 Move/ 2 Atk/ 0 Df/ 8 Capacity/ 3 Hp