Just to note, the defense on all mobs has been changed. The maximum is now 3 DEF for any Mob. I don't want to list it all here because it'd just be overkill. Most if not all fighting types have been lowered to 3. Rogueish types have been lowered if not remain the same of 2. Magical casting Mobs are either 0 or 1 depending on type. If you need to know more please e-mail me at ThineOffering@aol.com. Thank you.
A lot has changed in the game BATTLES: Win or lose that I thought would be good to post. If you are using previous rules from this post, negate them and use the following. I hope that you are enjoying my game and if there is anything I can do, including sending you a new copy of the cards themselves, write me at ThineOffering@aol.com
RULE CHANGES:
#-or-some: The Player may only play the # of LP or less with any Spell or Ability. The number is the maximum amount of LP a Mob may use for that Spell or Ability. If the Mob does not have enough LP to spend for the maximum amount, a lesser amount may be used. The amount of LP used for #-or-some Spells or Abilities is subtracted from the Total LP amount every time it is used.
MOB CHANGES:
Warrior – DEF: 3
Barbarian – DEF: 2 The Barbarian may only use 3-or-some of the LP for BESERK. Also, An ATT roll of 20 DOES NOT do double damage. The Barbarian will always do at least 1 attack against the Opponent Mob, meaning that the Barbarian may do up to 4 hit per turn because the Barbarian gets 1 Attack + LP spent.
HOWL: (previously WAR CRY) roll (10+LP) VC during the GO Action.
Paladin – DEF: 3. AID: is now a Turn Action
Ranger – DEF: 3. CALLED SHOT is now a (5+LP) VC roll and CALLED SHOT negates the DEF of the Opponent Mob.
Cavalier – VIGILANTE: is now (LP*2) less Damage from a foe. CHARGE: The charging party may use any Ability or Spell they want to use unless that Spell or Ability is a Busy or Fallow Spell or Ability. Only the Mobs that are Active may do anything.
Thief – STEAL: The Thief has a (8+LP) VC chance of stealing (1+LP) worth of anything besides HP, ATT and DEF. Once stolen, STEAL quips down 1 for the LP Total every time STEAL is used. The VC for STEAL remains the same as in the beginning of the game.
Thug – (description) BACKSTAB: The Thug BACKSTABS an Opponent Mob doing massive damage with a knife. The Thug has (2+LP) to work with but can only use 2-or-some plus a base of 2 for BACKSTAB multipliers. Therefore the Thug may do up to 4 times the Damage on his Turn.
Assassin – ASSASSINATE: now (1+LP) VC chance for assassinating a foe. GUISE: The Assassin chooses one Opponent Mob and places it in the Umbra, Inactive, if the roll is successful.
Joker – PRANK: (T) The Joker plays around with all the little toys on the playing field. An Opponent Mob hits another Opponent Mob, doing Max DMG if the Joker rolls (8+LP) VC, but the Opponent Mob attacking must be Active. If the roll is successful, the Opponent Mob attacking becomes Inactive after hitting his friend. The attacking Mob goes into Mobile Position while the defending Mob goes into Defence Mode.
Fire Mage – FIREBALL: (G) (T) Duh, fireballs are made of fire. The Fire Mage does 3-or-some D6 FIREBALL DMG to any number of Opponent Mobs in a one zone on the Opponent’s side. Roll (8 + LP) VC on the GO Action to see if the Fire Mage successfully charges up a FIREBALL. If the roll is successful the Fire Mage becomes Busy. The next available Turn Action, the Fire Mage unleashes the FIREBALL with no success rolls needed, the Fire Mage does 3-or-some D6 DMG to all Mobs in a chosen zone AUTOMATICALLY. If the Fire Mage is “Hacked” while Busy, the Fire Mage and any number of Mobs in the Umbra take 3-or-some D6 DMG. The Fire Mage does not need to cast FIREBALL immediately after the GO Action; the Fire Mage may remain Busy for any amount of time, but needs to release the FIREBALL sometime that round. The Fire Mage starts out with (2 + LP) D6 FIREBALL DMG.
FIREWALL: A FIREWALL quips down one every time it is used until there no FIREWALL left.
Ice Mage – ICEBOLT: ICEBOLT is a 4-or-some Turn Action.
FREEZE: (description) How do you make a snowman sneeze? Freeze him.
Air Mage – DEF: 0. FLY: If the Air Mage rolls (12+LP) VC on the GO Action, he flies. The Air Mage becomes Busy once the Air Mage rolls successfully. If the Air Mage is hit in the air, he take (1+LP) D4 DMG.
AIR BOLT: AIR BOLT is 4-or-some.
Earth Mage – DEF: 1. METEOR SHOWER: The Earthmage cannot be “Hacked” while busy and the Earthmage cannot pull himself away from being busy. The Damage for METEOR SHOWER quips down 1 every time a meteor hits a Mob, on the Earth Mage’s side or the Opponents side.
Mystic – DEF: 1. LIGHT: every ally heals (LP*3) HP every time that Mob becomes Mobile.
Shaman – DEF: 0. PEACE PIPE: roll (8+LP) VC now. DANCE: DANCE, DANCE the Shaman can DANCE there is no CHANCE when the Shaman can DANCE. DANCE negates all Spells and Abilities as if they have been used if the Shaman rolls (10+LP) VC on the play phase of the Opponent Mob. DANCE can only work on Spells and Abilities, not ATT rolls.
Theurgist – RETRIBUTION (G) (B): Roll (10+LP) VC to see if the Theurgist becomes Busy during the GO Action.
Necromancer - SUMMON DEAD: the Mob summoned comes back with (LP*4) HP and “but only the riginal ATT and DEF, not the MP adjusted amount” is now deleted. The summoned Mob may use his adjusted amount of ATT and DEF.
DISINTEGRATION: The grass grows greener if you take care of it. The grass doesn’t grow at all if you disintegrate it. DISINTEGRATION scourges all Opponent Mobs from the Umbra, only, for (2+LP) D4 Damage. The damage DISINTEGRATION does is rolled once for all Mobs in the Umbra. DISINTEGRATION is All-or-none and causes the necromancer to become STUCK after casting it. Mobs that were Busy are now considered “Hacked”.
Cleric – DEF: 2
Druid – DEF: 1
Warlock – DEF: 0. SUMMON DEMON: (T) (B) The Warlock summons up a Demon from the dark nether to call him into combat and protect him. Roll (8+LP) VC as a Turn Action to make the Warlock Busy, showing the Players that there is a Demon on the field. If the Warlock is attacked or the subject of a spell or ability, the Demon may absorb the effects if the Warlock rolls (8+LP) VC, but the Warlock will become “Hacked” and the Demon would go away. If the Warlock is “Hacked” because the Demon failed to protect him, the Warlock gets STUCK and takes DEMON ATTACK DMG.
DEMON ATTACK: (T) Wanna dime for a Quarter? Once the Demon has been summoned, the Warlock must make the Demon Fallow as a Turn Action to Attack. The next Turn Action, if the Demon is Fallow, roll (8+LP) VC to cast DEMON ATTACK. If the Warlock fails this roll, the Warlock is “Hacked” and becomes Inactive. If the Warlock casts DEMON ATTACK successfully the DEMON does the Warlocks THP in HP DMG to the Opponent Mob and the Warlock takes DEMON ATTACK (LP) DMG + 1.
Light Mage – AURA: (G) (B) AURA is now a GO Action. If a Spell or Ability affects more than one Mob, it only affects the Mobs that are not protected from the AURA. If there are no more Mobs in the Portal or on the Stage on the Light Mage’s side, the Round ends and all Mobs on ALL sides become Active, starting a new Round, even previously STUCK Mobs. If a Mob becomes Busy on the Light Mages side, that Mob may still use their Turn Action or Out-of-turn Action, but once they leave the Umbra, they no longer benefit from the AURA.
NEW: (G) (F) NEW is now a GO Action
Illusionist – DEF: 0. DIGUISE: quips down 1 every time it is used.
Fighter – DEF: 3. GRAPPLE: (T) The Fighter GRAPPLES a foe if the Fighter rolls (11+LP) VC doing (1+LP) D4 Damage to the Opponent Mob…
Gladiator – ARENA: If the Gladiator misses, the Opponent Mob can strike back, doing damage to the Gladiator if the hit is successful. The Opponent Mob will then become Active; whether they hit or not.
Evoker – LIGHTNING STRIKE: LIGHTNING STRIKE is a 4-or-some Turn Action…LIGHTNING STRIKE hit AUTOMATICALLY, but the Evoker becomes STUCK instead of Inactive after the lightning strikes
Time Mage – DEF: 0. ENTROPY: As a Turn Action, make any Mob on either side Inactive, no matter what their position is on the playing field.
Dark Mage – DEF: 0. BALLS: (T) The Dark Mage rolls his balls along the floor, where they stop nobody know. If the Dark Mage rolls (10+LP) VC, the Dark Mage can roll for his position. If the Dark Mage fails this roll, the Dark Mage takes (1+LP) D6 DMG. After the Dark Mage successfully casts BALLS, roll a D6, 1-2 to put the Dark Mage in the Stuck Position, Roll 3-4 to put the Dark Mage in the Fallow Position and 5-6 to put the Dark Mage in the Busy Position all on the Opponents side. Every time an Opponent goes into any one of those zones, they have a (10+LP) VC chance of taking (1 + LP) D6 Damage. Once one Mob has been damaged, BALLS turns off and the Dark Mage becomes Inactive on the Dark Mages side. The Dark Mage can still be “Hacked” per the Spell and Ability descriptions, which means that Mobs can still attack the Dark Mage and cast Spells and Abilities at him from the same side he’s on. Once “Hacked”, the Dark Mage gets STUCK on the Dark Mage’s side.
Two quick changes I've made to BATTLES; one:
for the Joker, PRANK now allows the opponent Mob doing Max DMG to do Max DMG to the joker if the joker misses the PRANK roll.
two:
for the Gladiator, LEAP will cause the Gladiator to get STUCK if the Gladiator misses the LEAP roll. The Gladiator may choose to become Inactive instead of leaping. In addition, LEAP is now a (10+LP) VC Ability.