Page 1 of 2

Changes BATTLES: WOL

PostPosted: Sat May 26, 2007 9:30 pm
by Plopez8
The Warlock now reads:

Warlock: ATT: 12 DEF: 1 DMG: D4 HP X 2
SUMMON DEMON: (G) (B) (F)
The Warlock summons up a Demon from the dark nether to aid him in combat and protect him. Roll (6+LP) VC as a Go 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 (6+LP) VC, but the Warlock will become “hacked” and the Demon would go away. As a Turn Action, roll (6+LP) VC to become Fallow, or just wait until the end of the round where the Warlock AUTOMATICALLY becomes Fallow on the End Round Action.
DEMON ATTACK: (T) (F)
When the Warlock becomes Fallow, the Demon can attack on that Player’s next turn if the Warlock rolls (6+LP) VC, doing the Warlocks THP in damage, but the Warlock takes (LPX2) + 1 DMG. The DMG the Warlock receives is done before the Total Hit Points affects an Opponent’s Mob. So subtract (LPX2) + 1 from the Warlock’s THP first, and then the Warlock uses the end result as the damage that demon does.

Some minor changes to the Light Mage:

Replace Busy with Fallow in the spell NEW.

Clear a few things up about Rank; One person rolls for both player's rank, the rank should be the same for both players.

Fire Mage now reads:

Fire Mage: ATT: 12 DEF: 1 DMG: D4 HP X 1
FIREBALL: (T)
Duh, fireballs are made of fire. The Fire Mage throws a 3D6 FIREBALL into any zone on the Opponent's side. The Fire Mage has only 2+LP D6 FIREBALLS to throw so if there are any less than three, consider FIREBALL to be all-or-some, otherwise only a Maximum of 3D6 can be thrown at one time.
FIREWALL: (T) (PP)
Walls are made to keep people out, but when they’re made of fire, they really hurt. When the Fire Mage casts Firewall, place the Fire Mage in the STUCK, Busy or Fallow positions. For the rest of the game, the Fire Mage has the option to stay in that position indefinitely, until “Hacked”, or leave the zone and become Inactive. If an Opponent Mob Attacks, casts a Spell or uses an Ability that requires a Mob to come out of that zone, that Opponent Mob takes (2+LP) D6 Damage. A FIREWALL is permanent as long as the Fire Mage is in the zone AND the Damage is also permanent. The FIREWALL goes down and the Fire Mage becomes Inactive if the Fire Mage is “Hacked”. The Fire Mage need only roll (5+LP) VC to cast FIREWALL.

I especially apologize for this, the Fire Mage, being that he was too, way too, powerful. So here's my second attempt, let me know if you like it.

Paul

Fire Mage and Necromancer

PostPosted: Sun May 27, 2007 4:46 pm
by Plopez8
The fire mage could read that for every Mob in that zone, he does D6 damage. So if there are 3 Mobs in the Zone, the Fire Mage does 3D6 Damage.

Necromancer needs work. I just annihilated a friend of mine with one disintegration at about 13 LP. So I made up the rule, you have to roll 8+LP VC for every Mob to see if you disintegrate it.

Other than that, things are running smoothly.

PostPosted: Mon Jun 11, 2007 1:20 pm
by Plopez8
Two additions to the core rules and quick changes in some of the Mobs. The following reads after the All-or-some explaination in the rules book:

+#: Some Spells and Abilities have a minimum number needed to cast or use. Simply add the Total column to the number of the + and that is how many times that Spell or Ability is used for All-or-some Spells or Abilities.
#-or-some: There is a maximum to how many LP can be spent for that particular Spell or Ability. This means that no more than the number given can be used in a single Turn Action.

With this in mind:
Fire Mage -- FIREBALL 3-or-some spell
Evoker -- LIGHTNING STRIKE 4-or-some spell
Barbarian -- BERSERK 5-or-some ability

PostPosted: Sat Jul 28, 2007 8:46 pm
by Plopez8
There should be a new version of the game bwol soon. To sum up the changes, add 2 points to every chance for viceral spells and abilities and max LP for spells and abilities is now 5. Refer to the old rules for all-or-some spells and abilities; there is no longer 3-or-some, 4-or-some, etc.. Also, GSKIA rank reads: Choose two lower rank cards and use both of them in the game. Thanks, Paul.

PostPosted: Thu Aug 09, 2007 2:33 pm
by Plopez8
Changes have been made to the website. These include what I have explained in the previously reply. Now, one roll for Rank assignment; Changes in Rank Cards; changes in the VC of most if not all Mobs; changes in LP assignment, there is a 5LP max assignment for Spells and Abilities; and finally there is a LP min/max for every card. I hope you enjoy this game. Thank you...

Paul Lopez

PostPosted: Mon Aug 20, 2007 6:45 pm
by Plopez8
If and when this game becomes commercial, there will be different rules, which I am going to share with you now. The first and most important change will be to Rank. Rank will no longer be a die roll at the beginning of the game. Rather, it is a Level, which you the Player, will have after you have used and collected cards and want to trade them in for higher Rank. This is done with a method I call Battle Bucks. Every card is going to have 5-10 Level Points instead of the fill-in-the-blank at the bottom of each card. So, Battle Bucks are based on the Level Point of every Mob. If you have a 5 Level Point card, you use it and get 1 Battle Buck. Level Point 7 is 3 Battle Bucks, etc. Everything else is pretty much the same. So let me know what you think...

Paul

PostPosted: Wed Sep 12, 2007 9:39 pm
by Plopez8
Evoker now becomes STUCK after casting Lightning Strike.

Light mage now has the ability to cast AURA on the GO Action. In addition, AURA does not go down if a mob from the light mages side get’s hit or cast a spell on…also with the light mage, new affects only Opponent Mobs, not the Light Mages Mobs…

Fire Mage fireball hits automatically, I didn’t see that when I made the amendments a while back. Firewall quips down one every time FIREWALL is used on an Opponent Mob. I’m debating making the Fire Mage Stuck after hitting with a fireball. Let me know what you think…

Warlock I forgot about mentioning if the Warlock fails his Summon Demon roll to put the Demon into attack position, he becomes “Hacked”.

PostPosted: Fri Sep 14, 2007 10:11 am
by jeffmoore
Hey Paul,

This all looks like great work in the evolution and development of your game... have you considered talking to the folks over at ... it's affiliated with 1km1kt and is just full of folks discussing rpg games development!!

PostPosted: Fri Sep 14, 2007 9:08 pm
by Plopez8
The Joker now reads:

Joker: ATT: 11 DEF: 2 DMG: D4 HP X 2
JOKE: (T) ABILITY
Hahaha, the joke’s on you! The joker thinks it’s funny if a Mob hits themselves with their own weapon. Roll (12+LP) VC to see if an Opponent Mob gets it. If the roll is successful, the Opponent Mob takes maximum Damage from its own weapon. This is a Turn Action that does not require an ATT roll to hit, but cannot be counted as an ATT roll, either.
PRANK: (T) SPELL
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 (10+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 Defense Mode.

PostPosted: Sat Oct 06, 2007 5:54 pm
by Plopez8
I would like some feedback on this because it changes the rules for the Fire Mage quite a bit. If you cast FIREBALL in a zone with 3 people, each person takes 1D6 damage each if the Fire Mage uses 3 LP. If the Fire Mage uses 6 in that same zone, each Mob takes 2D6. So for each Opponent Mob, use that many LPD6 for AUTOMATIC Damage.

Also, the Barbarian, when using BERSERK rolls for BESERK as a Turn Action and then wails on his Opponent until he misses or until LP runs out. What this means is that the Barbarian can do up to LP ATTs, but once he misses, the rest of the LP is compromised and the Barbarian stop going BERSERK.

I was also thinking about using the Necromancer in the same way the Dark Mage is used. The Necromancer rolls for DISSINTEGRATION and is placed on the Opponent's side in one of the three zones. So whenever a Mob enters that zone, she takes LP D4 Damage and the DISSINTEGRATION quips down 1 every time it is used. Tell me what you think...

Paul