LZBrickMan42 wrote:I think it is almost there. Just a few more tweaks, and it is ready for play-testing...whenever I get around to doing that. Latest changes allow things like inducing roll penalties on enemies and the example for building a new ability adds Telekinesis (inspired by Halflife gravity gun rules over in experimental weapons).
Fun note: if you used Telekinesis with AOE, you could quite easily create this:
Telekinesis: 1d6 (4)
AOE: Circle (+2)
Duration: Quick (-1") (+1/2)
Circumstance: Common: Only To Build (-1/4)
Cost: 11.2 ~ 11 CP
The Brikomancers can summon arkane forces of Ther-Moset, the god of Palastiks, to assemble raw briks into walls and light constructions in only a turn.
Sloopofwar wrote:My mind is melting trying to figure all this out. I can't even attempt to imagine how long a game using these figures would take. AGES. The perfect brikwars game is one you never have to look of stats or rules a single time. I never did in an entire forum battle. Something comes up just fudge it!
Abilties represent a core rule of action for a creation. They are atomic
rules with no frills or anything terribly interesting in and of themselves.
They are purchased in levels of power, which are either 1/2d6 or a flat 2
units of effect. For instance, if you buy 1d6 of Attack, you bought 2
levels of Attack (1/2d6 collapse into full d6 and a remainder). There are
ways of switching Abilities between 1/2d6 and flat 2, but that is discussed
Abiltiy Mods are the flavor and spice you add to base Abilities. They either
make them more powerful (Advantages, which have a positive cost) or less powerful
(Limitations, which have a negative cost). The sign of the cost is there to
indicate whether or not an Ability Mod is a Limitation or Advantage; not how
to use them to modify a base Abilty's cost.
there isn't a rule in there that you don't already know in some form.
Tzan wrote:Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.
I agree with Warhead.
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