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| Stickwars 6th Edition; I will get it eventually! | |
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| Tweet Topic Started: Jun 29 2012, 10:42 PM (150 Views) | |
| digiexpert | Jun 29 2012, 10:42 PM Post #1 |
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Welcome, welcome to the latest attempt at Stickwars. This is using the Sixth Edition rules (and yes there are totally six editions of stickawars), which are a bit different from the barebones rules you know. BASIC RULES Underlined are different sections, Bold are defined in a bit more detail in the glossary. You are a Stickman Avatar. You have a Class, which has a Class Level, which rates your ability with that class, and will be gone into more detail later. This Class can be changed at any time, though with penalties. New this edition, you also have a Race. This Race functions almost like a second class, on top of being the main provider of variety to your Avatar's appearance. Also new this edition are Items. Items are pieces of equipment or consumables that grant various stat bonuses and abilities. Items have their own section. Lastly, Skills have been introduced, which are various talents/feats that your character possesses. They are detailed more in their own section. The way Scene Changes are handled is also changed, and is addressed in the glossary. Your goal is, as always, to be last Stickman standing via screen knock out or via depletion of your opponent's subjective health total. Classes and Races Your class and Race are important decisions. They influence your Stat Growth and your abilities. Your Class and Race each have one Stat they are good at, and one they are poor at. Overlap does stack, so you can be double bad at something or double good. Stats that you are good in increase faster, and Stats you are bad at increase slower. A double-bad stat cannot increase at all, leaving you stuck with however much in that stat you get from Items. You may still change Class at any time, though it is still a full Scene action. Doing so also resets your Class Level to 1. Races may not be changed. Items Items are a new feature in Stickwars Sixth Edition. Items are weapons, armor, consumables or other objects important enough to have a stat value attached to them. There are no pre-defined Item slots, just a couple rules: You can only have one Item equipped to any given slot, and you only have two hands for handed Items. However, a two-handed (or more) Item may be held in one hand, just not used without two (or more) hands to use it. If an Item goes in another slot, unless mentioned otherwise, it is one-handed for the purposes of holding it, though it still must be equipped to the proper slot to use it. Some Items are Class-Specific, meaning they can only be used by someone who possesses one of the Classes mentioned on the Item. Any one else may hold the Item, but may not otherwise equip it. If you change classes while in the possesion of a Class-Specific Item, it remains equipped but is treated as if all its stats are zero. An item may not be removed from someone who has it equipped or held without purchase of the Skill Knock Off. In order to create new Items, they must be Crafted. Crafting is done as a partial-turn action. To do it, simply name two Items either in your possession or unowned, and say you are crafting them. These two Items are then combined into a new item. Generally, two Items for the same Class create an Item for the same Class, two non-class specific Items create a non-class specific Item and two Items for different classes may become anything. What two Items create is up to me, though I won't do something as stupid as make an Item no one can use in their current class. I have the ability to say certain items (such as major pieces of terrain) may not be crafted. You gain one Item at the beginning of the game. You decide the slot when you create your Character. The item you gain will be Class Specific. Stats and Skills There are Eight major Stats in Stickwars: Strength, Dexterity, Intelligence, Speed, Mana, Accuracy, Defense, and Agility. Strength determines lifting ability and melee strength, Dexterity determines ranged weapon damage, Intelligence determines skill with Crafting, Speed determines how fast you move, Mana determines how good you are with magic, Accuracy determines how precise you are with ranged attacks, Defense determines how well you can roll with damage, and Agility determines how quickly you can perform actions. These are not the only uses for these stats, just examples. To raise a Stat, use it. Lift things or punch people to increase strength, craft to raise INT, take defensive maneuvers to increase defense. You gain more for a successful attempt than a non-successful one, though defensive maneuvers that succeed and still don't actually defend against anything still act as if they succeeded. You gain favored Stats faster than weak Stats. Double-weak Stats cannot be raised in this way. Skills are bought with Experience or Skill Points. Experience is earned on level up and can be used to buy Stats or Skills. If used to buy Stats at a rate of One Experience to one Stat, you do not gain Skill Points. Whenever a Stat goes up by one, you get one Skill Point for that stat, which can be used to buy a Skill of the equivalent Stat. Skills may be bought at any time as part of your move. Skills Sorted By Stat Strength: Unarmed Fighter: 10 Points: Doubles unarmed damage, but halves damage with weapons. Bar Fighter: 5 Points/Level, 5 levels: Increases damage with improvised weaponry Buff Up: 10 points/level, 6 levels: At the start of each round, gives a 1d4/6/8/10/12/20 point buff to Strength for that round. If you buy this skill you cannot buy the similar skills for any other stat. Dexterity: Knock Off: 5 Points/Level, 10 levels: With any hit, gain a Level% Chance of removing a random item from the target. Rolled separately for each target of an attack. Knocked Off Items are unequipped and flung to a spot an equal distance from the player who knocked the item off and the one who had the item equipped. Critical Hit: 5 Points/Level, 10 levels: With any hit, gain a Level% Chance of doubling the damage to all targets of the attack. Rolled for the entire attack. Skilled Stretcher: 10 points/level, 6 levels: At the start of each round, gives a 1d4/6/8/10/12/20 point buff to Dexterity for that round. If you buy this skill you cannot buy the similar skills for any other stat. Intelligence: Fast Learner: 5 Points/Level, 5 levels: When you change classes, you retain more of your changed Favored Stats. At level 5, treat Double-Weak Stats as if they were Single-Weak Stats. Resourceful Fighter: 10 Points/Level, 5 Levels: Allows you to use Level 1/2/3/EX/Deluxe (by level) Items of another class. Study Break: 10 points/level, 6 levels: At the start of each round, gives a 1d4/6/8/10/12/20 point buff to Intelligence for that round. If you buy this skill you cannot buy the similar skills for any other stat. Speed: Marathon Runner: 15 Points/Level, 5 Levels: For each level, move 20% farther per round. Buying this skill prevents you from buying Walking On Air. Walking On Air: 10 Points/Level, 10 levels: For each level, up to level*10% of the distance you move may be not on solid surfaces, so long as you end on a solid surface. Buying this skill prevents you from buying Marathon Runner. Super Sprinter: 10 points/level, 6 levels: At the start of each round, gives a 1d4/6/8/10/12/20 point buff to Speed for that round. If you buy this skill you cannot buy the similar skills for any other stat. Mana: Utility Magic: 10 Points/Level, 4 levels: For each level, once per Area you may use Mana in place of another stat (to be announced when you are told it requires a skill check) Clairvoyance: 15 Points/Level, 10 levels: You have Level% chance of being told you are going to be attacked, if you are, per round. Mana Surge: 10 points/level, 6 levels: At the start of each round, gives a 1d4/6/8/10/12/20 point buff to Mana for that round. If you buy this skill you cannot buy the similar skills for any other stat. Accuracy: Sharpshooter: 5 points/Level, 5 levels: Gain a level*10% increase to the range of thrown weapons. Stick The Landing: 5 points/Level, 5 levels: Gain a level*10% increase to jump distance. Test The Wind: 10 points/level, 6 levels: At the start of each round, gives a 1d4/6/8/10/12/20 point buff to Accuracy for that round. If you buy this skill you cannot buy the similar skills for any other stat. Defence: Can't Touch This: 20 points/level, 5 levels: You have a Level% chance to passively dodge an attack that you can see or are otherwise aware of. Sturdy Hold: 10 points/level, 5 levels: You have a Level*5% reduction to knockback from attacks that hit you. Iron Fortress: 10 points/level, 6 levels: At the start of each round, gives a 1d4/6/8/10/12/20 point buff to Defense for that round. If you buy this skill you cannot buy the similar skills for any other stat. Agility: Disarm: 10 points/level, 5 levels: You have a 5*level% chance to, if attacking your opponent's weapon with a melee weapon or your bare hands, take their weapon if you have the hands to hold it and still finish the attack. Master Marksman: 15 Points/Level, 5 Levels: You have a level*5% chance of immobilizing a limb on the target. If you immobilize an arm, they may not use any weapons held in that hand. If you immobilize a leg, they have their movement halved for the turn. The immobilized limb is picked randomly after the immobilization is rolled for. The limbs are Dominant Hand, Off-Hand, Left Leg, Right Leg. Contortionist: 10 points/level, 6 levels: At the start of each round, gives a 1d4/6/8/10/12/20 point buff to Agility for that round. If you buy this skill you cannot buy the similar skills for any other stat. Flow of Play Play starts with all players standing in more or less equaly advantaged spots of the same Area. Each player privately sends their move to me, and I use those moves to draw the Scene. Players are unaware of one another's moves until they do them, so one must use their intuition, foresight, and common sense to figure out when they are going to be attacked. After each move, I also award Stat increases and present the stats of Items created via Crafting or gained in other ways. After all of this is posted, each player sends me their next move, and the process repeats. Glossary Avatar: This is your representation in the game. You have a Class, Race, and Stats Area: Each set of Scenes is an Area. It is the first number in the X:Y scene notation. Class: Your class can be whatever you come up with, with no real limits other than that the name should explain what you do. It provides one of your Favored Stats and one of your Weak Stats. It may be changed at any time, as your entire action for the Scene Class Level: How good you are at doing your thing. Each level also allows you to use Items of the corresponding level, with 4 Corresponding to EX Items and 5 corresponding to DX items. 5 is the max level. Crafting: Combining two Items to make a new Item. Two Class-specific Items of the same Class tend to make an Item of that Class. Two non-Class Specific Items tend to make non-Class Specific Items. Two Items specific to different Classes can make either type. DX Items: DX items are considerably stronger than Level 3 items, and require you to be level 5 to use. Unless Crafted with another DX item, Crafting them makes an Item lower level than the other item used. EX Items: EX items are the strongest kind of item. They require Level 4 to use, and cannot be crafted. After five turns, EX items disintegrate. Experience Points: Whenever you gain a Class Level and at the start of the game, you gain Experience Points, which you can use to buy Stats and Skills. When you buy Stats this way, you do not gain Skill Points. Experience Points must be spent at level up, or they are lost. Race: You have a race, which may not be changed at any time, baring possible crafted items. They aid your abilities and provide one of your Favored Stats and one of your Weak Stats. If a race isn't a common race, it should be descriptive of what it is. Scene: The smallest unit of time, each turn is a Scene. The second number on X:Y. Scene Change: Every 10 Scenes, the Area changes to a new location. Skills: Skills are various abilities, bought in levels, that aid you passively. Skill Points: When you gain Stats, you gain one of these in that Stat, which can go towards any Skill in that Stat. Stats: Strength, Dexterity, Intelligence, Mana, Defense, Speed, Agility, and Accuracy. These determine various things your characters can do. Each point gets you a Skill Point to be spent on Skills. --- To Join: Fill this out and post it: Avatar Name: Race: Class: Starting Item: And you gain 15 Experience to spend on Stats and Skills, which you spend when you join. Edited by digiexpert, Oct 11 2012, 11:30 PM.
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