Darkness Rising - Rules (v2.0)

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Darkness Rising - Rules (v2.0)

Postby MarbitChow » Sun Nov 18, 2012 8:43 pm

Darkness Rising - Rules (v2.0)

Announcements
UPDATE: Squad rules have been added. Rules should now be complete. Please review the rules and post any questions or concerns.

Please only post discussions about the new rules here. I'll be starting another thread for the game itself, in which you can update your characters.

There are significant changes to the combat and magic system. For those that haven't been following the rules discussion or the New Batch thread, combat now includes critical success and failure chances. Also the old Combat Modifiers are now free for all Military units to use - they don't have to be purchased any more, and you can use as many as you have levels - so Mighty Blow x4 is an option. Cover and Dodge are now combat modifiers, and they're limited against a certain # of attacks, so you can overwhelm a dodging character with multiple shots. Basically, the game's become significantly more deadly, making mounts and bodyguards much more valuable. (Bodyguard is now easier to get, since it has no requirements.)

I think I've tweaked almost every school of magic as well. Foolamancy, Luckamancy, Healamancy and Dollamancy are implemented or rewritten now, and Croakamancy and Shockamancy were tweaked. Shockamancy lost Hiya (Hoboken is now 1st level and cheaper to cast), and gained a Shockamancy counterspell. Croakamancy gained the ability to spawn more units for less Juice at higher levels, but Skeletons now have to match the unit they're uncroaked from - no more magical bows popping out when you uncroak a Warrior.

Please read through all the rules carefully, and let me know your thoughts.

Links
Last edited by MarbitChow on Tue Nov 20, 2012 9:05 am, edited 2 times in total.
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Re: Darkness Rising - Rules (v2.0)

Postby MarbitChow » Sun Nov 18, 2012 8:44 pm

Unit Creation, Leveling, and Special Abilities

Character Creation

A player selects from one of the following builds.

Warrior: 5 Combat / 5 Defense / 14 Hits. 8 Square Move. 8 Overland Hex Move. Assault. 3 AP to purchase abilities. Special: Military
Spearman: 5 Combat / 4 Defense / 12 Hits. 8 Square Move. 8 Overland Hex Move. Strike. 3 AP to purchase abilities. Special: Military
Archer: 7 Combat / 3 Defense / 10 Hits. 8 Square Move. 8 Overland Hex Move. Fire. 2 AP to purchase abilities. Special: Military
Flier: 4 Combat / 4 Defense / 8 Hits. 12 Square Move. 12 Overland Hex Move. Fire. Special: Flying. Special: Military
Caster: 3 Combat / 1 Defense / 4 Hits. 8 Square Move. 8 Overland Hex Move. Fire. Special: Caster (choose type - see Magic below), 8 Juice.

If a build gets AP to begin with, it can be spent purchasing Additional Abilities (see below).

Item Slots
Each unit can equip at most 1 Crown/Hat, 1 Armor, 1 Weapon, 2 Rings, 1 Bracer and 1 Cloak. All magic items must belong to one of these slots. Crowns can only be worn by the designated Overlord of a side. Beast, Inhuman and Mount units cannot equip items.

Leveling
Upon leveling, each unit gains 1 AP, +4 Hits and 3 Combat Stats.
Each Combat Stat can be spent for +1 Combat, +1 Defense, +4 Hits, or +4 Juice.
In addition, units with Flying gain +2 Overland Hex Move each level, and Casters gain +8 Juice each level.

Upon leveling, Casters can choose to spend their AP on a spell in their discipline. Casters can also choose to purchase the 1st spell in another discipline for 1 AP, but they do not get the Bonus listed for specializing in that discipline.

Attacks
Assault: Deal Combat+2d6 Hits of damage to an adjacent opponent, reduced by their Defense.
    Rage: At 4th level, a unit with Assault can make one additional Assault against the same target.
    Fury: At 8th level, a unit with Assault can make one additional Assault against the same target. Stacks with Rage.
    Whirlwind: At 8th level, a unit with Assault that kills an adjacent opponent can make an additional Attack against a new adjacent opponent. Kills made by the additional attack can trigger additional Whirlwind attacks.

Strike: Deal Combat+2d6 Hits of damage to an opponent who is adjacent or up to 2 squares away, reduced by their Defense.
    Lunge: At 4th level, when attacking an Adjacent enemy unit, a unit with Lunge can make a Strike against a unit behind their primary target as well. Cannot be used with Sweep.
    Sweep: At 8th level, a unit with Lunge can choose to sweep 3 adjacent targets. Cannot be used with Lunge. Cannot target a rider on a Mount (although the mount can be targeted).

Fire: Deal Combat+2d6 Hits of damage to any opponent on screen that they have clear line-of-site (RLOS) to, reduced by their Defense.
    Quick-shot: At 4th level, units with Fire gain an additional Fire against any target.
    Flurry: At 8th level, units with Fire gain an additional Fire against any target. Stacks with Quick-shot.
Note: Fire attacks cannot target individual members of a Squad unless they have the appropriate ability (although see below). The actual squad member hit is determined by the GM. Also, Squads and enemy units that are adjacent to an allied unit cannot be targeted by a Fire attack at all.

However, if a squad is split into 'sub squads' (in other words, if none of the units in one subgroup are adjacent to any members of another subgroup), units with Fire they can select which *subgroup* they're firing at, although they still cannot target individual members of the subgroup. Thus, units that stand alone, away from all other members, form a 'subgroup' of 1 unit, which can be targeted.

Critical Success And Failure
For normal attacks, exceptionally high or low rolls result in additional bonuses / penalties. On an 11 or 12, the roll is a Critical Success, and the roll gains an additional +4 Critical Bonus / level of the attacker. On a 2 or 3, the roll is a Critical Failure, and the roll gains an additional -4 Critical Penalty / level of the attacker or defender, whichever is greater. If the Attack total is 10 or more less than the defense total after a Critical Failure, the attacker is also Stunned for 1 round.

Additional Abilities
Additional Abilities are unique modifiers. Each can only be purchased once. Units CAN take abilities that they don't have the requirement for, if they can gain the requirement through some other means (magic items, caster abilities that grant a special, etc.) but the unit will only be able to use that ability while they fulfill the requirements.

Dance-Fighting (1 AP): All units in the same stack with Dance Fighting get +1 Combat / +1 Defense for every 2 dancers in the stack, rounded down. The bonus from Dance-Fighting does not apply to attacks against structures; only attacks against units can be modified in this manner. A unit with Dance Fighting can drop from a stack freely at any time, but joining an existing stack after the turn has begun counts as an action for that unit. The bonus takes effect after the action completes, so this bonus cannot be used to protect against attacks that occur simultaneously with the dancer's action. Cannot be purchased by Uncroaked or Constructs.
[Requires Uncroaked special or Thriller] Shufflin' : (AP N/A - See Thriller) All units in the same horde with Shufflin' get +1 Combat / +1 Defense for every 6 dancers in the stack, rounded down. Behaves as Dance-Fighting with regard to structure damage, dropping and joining the horde.

Well-armed (1 AP): Unit gains an additional +3 Combat
Well-protected (1 AP): Unit gains an additional +3 Defense
Beefy (1 AP): Unit gains an additional +8 Hits.

[Requires Beefy, Level 4] Chunky (1 AP) : Unit gains an additional +12 Hits.
[Requires Chunky, Level 8] Thick As A Brick (1 AP) : Unit gains an additional +16 Hits.

[Requires Caster] Juicy (0.5 AP): Unit gains an additional +8 Juice.
[Requires Juicy] Succulent (0.5 AP): Unit gains an additional +12 Juice.

[Requires Military] Heavy (3 AP): Unit gains +7 Combat Stats. Unit gains +3 Combat Stats each time they level (in addition to the base +3 they are already entitled to). Units with Heavy cannot ride a mount.

[Requires Military] Skilled (1 AP): Unit can select an additional two (2) Combat Modifiers.
[Requires Skilled, Level 4] Well-Trained (1 AP): Unit can select an additional three (3) Combat Modifiers.

[Requires Military] Leadership (3 AP): All units in the same stack get +1 Combat / +1 Defense per level of the highest level character w/ leadership. Only the highest bonus applies. Max Leadership bonus +3/+3. The bonus from Leadership does not apply to attacks against structures; only attacks against units can be modified in this manner. A leader can use his action for the turn to restack (he can reassign his bonuses to any units that are not already in another stack). This allows up to 14 units to gain the benefit from Leadership over the course of a round. Units in the new stack gain the benefits after the current action completes, so the Leadership bonus cannot be used to protect against attacks that are simultaneous with the Leader's action.
[Requires Leadership] Improved Leadership (1 AP) - Increase max Leadership bonus to +6 / +6
[Requires Improved Leadership] Commanding Leadership (1 AP) - Increase max Leadership bonus to +9 / +9

Bodyguard (1 AP) - Half of the Hits inflicted upon a target (rounded up), from any source, that this unit is Body-guarding is inflicted upon this unit instead. If two units with Bodyguard are Body-guarding the same target, that target takes no damage, the Body-guarding units absorb the damage instead. The attack on the guarded unit is calculated as normal, but all hits inflicted are distributed to the bodyguards instead. Cannot be used with Guard and Interpose. (Note: Since damage is rounded up, odd Hits will deal more damage to paired bodyguards. Example : 9 Hits are split as 5 Hits each to 2 bodyguards.)
[Requires Bodyguard] Elite Bodyguard (1 AP) - Unit can Body-guard 2 units simultaneously, as long as those units are adjacent to the Body-guard and each other.

[Requires Military, Non-Construct/Uncroaked] Regent (1 AP) : A city managed by this unit generates an additional 10% Shmuckers.
[Requires Level 4, Regent] Comptroller (1 AP) : A city managed by this unit generates +100 Shmuckers / Level. This bonus is added after the bonus for Regent.
[Requires Level 4, Regent] Logistician (1 AP) : A city managed by this unit generates +0.5 UP / Level.

[Requires Level 4, Military, Non-Construct/Uncroaked] Paragon (1 AP) : All units of the same build as this unit (Warrior, Spearman, Archer, or Flyer) in this unit's stack get +1 Combat / +1 Defense Inspiration Bonus.
[Requires Paragon, Leadership] Trainer(1 AP) : Each turn, a trainer can grant +1 Training XP to up to 8 units of the same build as the Trainer. A trainer must be at least 2 levels higher than any unit he trains.
[Requires Paragon, Well-Protected] Guardian (1 AP) : Unit gains an additional +4 Defense. Paragon Inspiration Bonus increases to +2 Defense.
[Requires Paragon, Well-Armed] Berserker (1 AP) : Unit gains an additional +4 Combat. Paragon Inspiration Bonus increases to +2 Combat.
[Requires Paragon, Regent] Inspiration(1 AP) : While this unit is a Manager, any unit of the same build as this unit that is popped in this city gains the Elite special.
[Requires Trainer] Instructor(1 AP) : An Instructor can train an additional 8 units each turn.
[Requires Archer, Paragon] Call The Shot (0 AP) - Unit is allowed target individual members of a squad, as well as units that are adjacent to allied units.

(Training XP is not available to any units on any turn in which Combat XP is awarded.)

[Requires Mount] Stable (0.5 AP): Mount gains +4 Defense bonus vs. Dismounting attacks. Can be purchased more than once.
[Requires Mount] Swift (0.5 AP): Mount gains +2{+2} Move. Can be purchased more than once.
[Requires Mount] Leaper (1 AP): Mount gains Agile special.
[Requires Mount] Imprinted (1 AP): Select an unit (the 'Imprinted Rider'). Mount gains +4 Combat / +4 Defense while that unit is it's rider. If the imprinted rider is killed, another rider can be imprinted after spending 2 Turns with the mount.
[Requires Mount, Imprinted] Dressage (1 AP): When ridden by its Imprinted Rider, mount can split its move, moving before and after the rider acts.
[Requires Level 4, Mount] Destrier (1 AP): Allows Mount to be ridden by a Heavy unit.

[Requires Construct] Fluffy (1 AP): All Attacks made by this construct deal 1/2 Subdue damage. Construct cannot inflict normal damage.
[Requires Construct] Agility (1 AP): Construct gains Agile special.
[Requires Construct] Explody (1 AP): Construct gains Explode, which allows the unit to spend an action to destroy itself and do 2d6 damage to all adjacent units. Damage ignores defense. (Construct does not explode if destroyed by any other means..)
[Requires Construct, Explody] Unstable (1 AP): If construct is destroyed, it does 2d6 damage to all adjacent units. Damage ignores defense. Can be triggered by the automatic destruction caused by Explode.
[Requires Construct] Speedy (1 AP): Construct gains +4{+0} Move.
[Requires Construct] Statuesque (0 AP): Construct cannot leave the hex it is created in. Construct only requires 1/2 the normal juice to create.
[Requires Construct, Heavy] Wallbanger(1 AP): Grants Siege(1)
[Requires Wallbanger] Wallbreaker (1 AP): Upgrades unit to Siege(3)
Last edited by MarbitChow on Tue Dec 18, 2012 6:22 pm, edited 9 times in total.
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Re: Darkness Rising - Rules (v2.0)

Postby MarbitChow » Sun Nov 18, 2012 8:44 pm

Combat

Combat Sequence
Each round consists of Phases. The total number of phases in a round is equal to the highest base Combat score of any unit on both sides +1. Each unit in a round can Move once and Act once. If a Unit is going to Move, it must do so before it Acts. Anything that a unit wants to do (including Attacks, casting spells, using potions or scrolls, performing a Combat Maneuver, picking up a body, etc.) uses up its Action for the round unless otherwise noted.

At the beginning of the combat, Stacks and Combat modifiers are declared and applied. Once combat begins, restacking and changing Combat Modifiers requires spending an action to Regroup. All units on the defending sides also start with a Delayed Move and a Delayed Action.

Units gain a new Move and Action on the Phase that corresponds to their base Combat score. If a unit wants to take an action that is conditional based on the outcome of a certain phase, it must act on the next phase.

A unit's move drops to 0 if it moves into a square that is adjacent to an enemy unit (unless otherwise noted : see Dodge and Agile), or when the unit takes its Action.

A unit can choose to completely delay its Move and/or Action until the next round. If it still has a Delayed Move and/or a Delayed Action at the start of its next phase, it does not gain a new one.

Opposing units who attempt to move simultaneously into the same square are resolved in the same way as a Bull-Rush (see below), but this does not cost either unit their Action.

Combat Squads

Command Unit: For NPCs, any unit with Leadership, Paragon or Caster. All player-controlled units are considered Command Units.
Stack: A unit can only belong to 1 stack at a time. A stack is limited to 8 units. Units in a Stack cannot also be in a Horde.
[Requires Uncroaked or Thrilleror Bone Warlord] Horde: A unit can only belong to 1 horde at a time. A horde is limited to 24 units. Units in a Horde cannot also be in a Stack.

All Stacks and Hordes are Squads. Each Squad has a Squad Leader. Any unit can be a Squad Leader. If a Squad Leader drops from a stack (due to a Regroup action or being croaked), the former Squad Leader can designate a Command Unit in the Squad to become the Squad Leader as part of the Regroup action. If no other Command Units are in the Squad, all members of the Stack are dropped as well, and each will need to spend a Regroup action to join a new Squad. Squad Leadership is not visible to other Sides.

If the Squad Leader is a Command Unit, the Squad Leader can freely change a Squad's Order at the start of each round for their Squad. Units with Leadership can also issue a Squad Order for any Squad. If a Squad receives conflicting orders, order of resolution is: Squad's Leader, then Chief Warlord, then Highest Leadership, then Closest Leader.

In large-scale encounters, units that aren't in a Squad will only act to preserve themselves - the events of the battlefield are too complex for them to try to decide what the best course of action is. Command Units and Units with Free Will (Player Characters) are always able to determine their own actions.

All Squads have an Order which is made up of one Tactic, and one Attack [Target]. The default Order is Hold, Target (Any). Orders are set at the start of Combat, and can only be changed at the start of each round.

Attack [Target] - Target must be a unique identifier, and is applied to the entire squad. Examples: Target (Unit Name, ex. 'Tod'), Target (Unit Type, ex. 'Faeries'), Target (Unit Proximity, ex. 'Closest Units'), Target (Units with Abilities or Specials, ex. 'Leadership'), Target (None), Target (Any: same as Closest)

Tactics:
Hold - Melee units remain where they are, but attack any unit that comes in range.
Delay - Delay moves and actions until orders change
Rally (X,Y) - Move towards a particular coordinate.
Bull Rush (X,Y) - Move towards a particular coordinate, attempting to Bull Rush enemy units that obstruct the path to the coordinate
Withdraw (X,Y) - Move wounded units, and any unit that cannot attack this turn, away from the fight and towards the designated coordinate

Specials
Mining: Unit can Mine for Gems in a Mine, or a City in Mountain terrain.
Fabricate: Unit can create Equipment (Mining Picks, etc.)
Military: Unit gains access to Combat Modifiers.
Elite: Unit gains +1 Combat, +2 Defense, and +5 Hits.
Scout: Scout units do not auto-engage enemy units. Scout unit upkeep is half normal.
Construct: Unit is immune to Stun, Healmancy and Turning. Unit cannot gain XP.
Beast: Unit is a beast. Regardless of hits, Beasts may be instantly croaked by any unit on their same side by spending an action.
Inhuman: Unit is not a humanoid unit, and cannot be uncroaked. Unit cannot gain XP.
Uncroaked: Unit is immune to Stun, Healmancy and Turning. Each turn, unit suffers Normal Decay (-1 Combat, -1 Defense, -2 Hits) unless otherwise prevented. Every 3rd turn, unit also suffers Extended Decay (-1 Combat, -1 Defense, -3 Hits), which cannot be prevented. Unit cannot gain XP.
Skeletal: Unit is Uncroaked. Unit gains +6 Skeletal Defense vs. Fire Attacks.
Mount: Unit can carry another non-Heavy unit. All normal Attack, Strike, and Fire actions directed at the mounted unit strike the Mount instead. The mount and rider are considered to be Adjacent to each other, and all units that are Adjacent to the mount are also considered Adjacent to the rider. Dismounting: Any enemy unit adjacent to a mounted unit can choose to make a dismounting action. Attacker rolls 2d6, +1d6 for each additional enemy unit aiding in the dismount. If this number exceeds the Mount's modified defense, the Mounted unit is dismounted. Dodging: If a mount is Dodging, the rider is also considered to be Dodging as long as the rider remains mounted. Mounts with a rider cannot be in stack unless their rider is also in the stack.
Transport (X): Unit can carry X other units. (These units can be heavy.) All riders are considered adjacent to this unit and all other riders. Riders are NOT adjacent to non-rider units that are adjacent to this unit. This unit does not act as a shield for riders. Riders can be dismounted as normal (see Dismounting above). This unit cannot dodge.
Siege(X): Unit does Xd6 structural damage to a wall, door, tower, or other structure. Attack ignores structure's defense.
Digging(X): Unit does Xd6 structural damage to a wall, door, tower, or other structure. Attack ignores structure's defense. Unit can create a tunnel X squares long through dirt each round. Each square must be adjacent in a cardinal direction (N/E/S/W) to a previous square; diagonal moves are not allowed when digging.
Agile: Unit does not lose it's move when it enters a square that is adjacent to an enemy. Units with Agile cannot bull-rush a square, but can still be Bull-Rushed.

Status Effects
Immobilized: Immobilized units lose any delayed Moves, and do not regain their Move each phase while Immobilized. Immobilized units defense cannot receive bonuses to their Defense, and receive a -2 Immobilization Penalty while Immobilized.
Incapacitated: Incapacitated units lose any delayed Moves and Actions, and do not regain their Move and Action each phase while incapacitated. Incapacitated units have a 0 Defense, which cannot be modified. Wards and Negation effects still work normally on incapacitated units.
Stun: Stunned units lose their next Move and Action. If unit is currently delaying a Move and/or an Action, unit loses those instead. (So a unit delaying an action when stunned loses their current action and their next Move, but can use an Action on their next Phase.) Constructs and Uncroaked are immune to Stun.
Calm: Unit automatically delays their Action, although they can still Move. Any attack against a Calm unit breaks the Calm and allows them to immediately respond, even if the attack has no effect or is negated. Any adjacent unit can awaken a Calm unit by spending an Action. Unless otherwise noted, Calm targets that are not Constructs or Uncroaked will surrender if all units on their side are Calm, Incapacitated, or croaked.

Combat Modifiers
Combat modifiers only apply to units with the Military special. These modifiers represent the skill and tactical awareness that these units possess. When applying multiple combat modifiers, a unit cannot reduce their effective Combat or Defense below 1. A unit can apply one (1) Combat Modifier for each level they possess. The same combat modifier cannot be selected more than once / level. Special Abilities can be purchased to increase this limit.

Block : Get Defense +3 and Combat -2.
Mighty Blow : Get Combat +3 and Defense -2.
Guard : Get Combat -2. Any adjacent ally gains +3 Defense against any opponent that is adjacent to the Guarding unit against 1 attack / level.
Interpose : Get Defense -2. Any adjacent ally gains +3 Defense against any opponent that is adjacent to the Guarding unit against 1 attack / level.
Support : Get Combat -2 for the round. Any adjacent ally targeting the same enemy as you gains +3 Combat for 1 attack / level. For Fire attacks, an entire squad counts as a enemy.
Coordinate : Get Defense -2 for the round. Any adjacent ally targeting the same enemy as you gains +3 Combat for 1 attack / level. For Fire attacks, an entire squad counts as a enemy.
Dodge: Get Defense +3 against 1 attack / level.
Take Cover: Get Defense +4 against 1 attack / level. (Requires terrain that grants cover.)

Special Combat Maneuvers
Regroup: A unit can drop from its current stack, join a new stack, and change all Combat Modifiers by spending an Action to Regroup. See Stacks and Hordes for more information.

Bull Rush: A unit can attempt to enter a square (or squares) that have enemy units in them. A mount/rider pair is treated as a single unit, using the mount's stats. Each unit rolls 2d6 (+1d6 if unit is Heavy; +1d6 for each square the unit occupies; also see Dodging). If the Bull-Rushing unit's roll beats all other rolls, the unit occupies the square, and other units are pushed back 1 square, moving to an adjacent open space. Other allied units are moved to make room for the displaced units if there are no open spaces. If there are no valid squares for all displaced unit to move to, the Bull-Rush fails.

Bull Rush is treated like an attack. Instead of doing damage, the effect is to force the target(s) out of the square so that the attacker can occupy it. Taking that last square doesn't count as a move; it's the result of an action. Other units can still prevent the rushing unit from reaching an adjacent square next to the target due to the normal adjacency rules, if they're between the attacker and the target.

Example:
Attacker in C1 attempts to bull rush a unit in C8. Enemy units are in B8, C8, and D8. C8 is dodging, B8 and D8 are not.
Attacker moves to C7. Since they are now adjacent to B8 and D8, they lost their remaining move.
Attacker uses Bull Rush for their action. Defender in C8 is dodging, so they automatically lose. C8 is moved to C9, and Attacker now occupies C8.
If there were non-dodging units in B7 and D7, attacker would lose their remaining move when they entered C6, and would thus not be in range for the bull rush attack.

Subdue: Any unit that is adjacent to an enemy unit can choose to use a Subdue Attack instead of their regular Attack. Subdue Attacks are resolved the same way normal attacks are, but inflict Fatigue damage instead of regular damage. In addition, after every Subdue Attack, a single d6 is rolled, the result of the action is modified based on the result:

    1-3: Attack does 1/2 Fatigue damage.
    4-5: Attack does Full Fatigue damage.
    6: Attack does full normal damage.

Any time a unit with Fatigue takes normal damage, all fatigue damage is converted immediately to lost Hits.

Situational Modifiers
Elevation : Unit who are at a higher elevation than their opponents receive a +4 Elevation Defense Bonus per elevation level difference, and cannot be targeted by Assault or Strike actions. The maximum elevation level is 4. Most walls and siege structures are at elevation 1 or 2; most towers are at elevation 2 or 3.
Hostile Squares: Units that enter a square that is adjacent to an occupied enemy square must end their move, if both units are at the same elevation.

Carrying
Picking up a willing unit or a body (corpse or incapacitated unit) is an action, and ends the lifter's move.
Heavy units can carry a single non-heavy unit or body. A carried unit receives a -2 Combat / -4 Defense penalty, but may otherwise cast or act normally.
Heavy units carrying another unit cannot take an action while carrying the unit, and receive a 1/3 movement penalty.
Two heavy units can carry a single heavy unit. The carrying units must remain adjacent for the entire path that they carry the unit.
Units carrying a body can choose to receive a +4 cover bonus from the body.

A non-heavy unit can drag a non-heavy unit or body. A dragged unit has a 0 defense and cannot act.
Regular units dragging another unit cannot take an action while dragging the unit, and receive a 1/2 movement penalty.
Two regular units can drag a single heavy unit. The dragging units must remain adjacent for the entire path that they drag the unit.

Units that are carried gain the status Immobilized while carried. They lose this status once they are no longer carried. (Immobilize status gained from other effects is not removed.)
Last edited by MarbitChow on Wed Dec 19, 2012 9:37 am, edited 9 times in total.
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Re: Darkness Rising - Rules (v2.0)

Postby MarbitChow » Sun Nov 18, 2012 8:44 pm

Magic and Magic Items

Magic
All spells are RLOS unless specified otherwise. Casters can purchase spells outside of their primary discipline, as long as they have more spells in their discipline than they have in any non-primary disciplines. (So, if you have 3 spells in Healmancy, you can have 1 in Shockamancy and 1 in Luckamancy, or 2 in Croakamancy.)

Scrolls
Scrolls are triggered items that duplicate the effects of the spell or effect inscribed on them. Only casters can use scrolls. Casting a scroll counts as an action. Casting a scroll does not consume any Juice. The scroll is destroyed when used. Scrolls can be passed freely between adjacent units as a free action.

Potions
Potions are triggered items that target the potion drinker. Any humanoid unit can use a potion. Drinking a potion counts as an action. The potion is destroyed when used. Potions can be passed freely between adjacent units as a free action. A Healmancy potion can also be used on an incapacitated unit.

Clevermancy (Healmancy)
Healmancy
Only 1 Ward can be in effect on a target at a time. If target receives a ward when a ward is already in place, target chooses which ward remains.
Bonus: Caster who specializes in Healmancy can create a Revitalize, Remove Status, Reset, Damage Ward, Status Ward, or Hardened Ward Potion if they know the spell. Potions cost 8x the spell's casting cost in Juice. This cost can be paid for over multiple turns.

    Revitalize - Heal up to (8 * Caster Level) Hits to 1 target (1 Juice / 8 Hits)
    [Requires Revitalize] Remove Status (1 AP) - Removes a single Negative Status Effect of Caster's choice on 1 Target (5 Juice)
    [Requires Revitalize] Revitalize Group (1 AP) - Heal up to (4 * Caster Level) Hits to each of up to 3 adjacent targets (1 Juice / 8 Hits plus 2 Juice / Target)
    [Requries Revitalize] Burnout (1 AP) - Caster reduces their current and maximum Hits by gaining a -1 Hit Burnout modifier and immediately gains 2 Juice. Caster can exceed their normal maximum Juice. Burnout modifiers last until the start of the next turn. Burnout does not require an action to use. Juice gained from Burnout must be immediately applied to a spell, and cannot be used for potion creation.
    [Requires Revitalize] Damage Ward (1 AP) - Absorbs up to (4 * Caster Level) damage on 1 Adjacent target. (1 Juice / 4 Hits)
    [Requires Revitalize Group] Reset (1 AP) - Completely heal a single target and remove all Negative Status Effects. (10 Juice)
    [Requires Damage Ward] Wardbuster(1 AP) - Completely removes a Ward from a single target. (3 Juice)
    [Requires Reset] Mass Revitalize (1 AP) - Heal up to 4 * Caster Level Hits to each of any number of targets in the hex. (1 Juice / 8 Hits plus 2 Juice / Target)
    [Requires Damage Ward, Remove Status] Status Ward (1 AP) - Negates 1 Negative Status Effect per 2 caster levels on 1 Adjacent target. (4 Juice / Status Effect)
    [Requires Status Ward] Hardened Ward (1 AP) - Absorbs up to 4 * Caster Level Damage on 1 Adjacent target. While warded, target is immune to Negative Status Effects. (16 Juice + 1 Juice / 4 Hits)
    [Requires Mass Revitalize] Reset Hex (1 AP) - Completely heal and remove all Negative Status Effects from any selected units on the caster’s side. (8 Juice / Target)

Clevermancy (Luckamancy)
Luckamancy boosts and curses last until used, and can persist over multiple turns if not used. Only one of Lesser Boost, Lesser Curse, Greater Boost or Greater Curse can be on a unit at a time.
Bonus: Caster who specializes in Luckamancy rolls twice when using Fire actions or casting Shockamancy spells (but not scrolls), taking the better of the two rolls. At 4th level, all Fire action and single-target Shockamancy spell rolls are automatically maxed instead. This does not modify the side's Karma.

    Lesser Boost/Curse - The next time a unit rolls for an action (attack or spell), the results are rolled twice, and the more beneficial (boost) or less beneficial (curse) of the two rolls are applied. (1 Juice)
    [Requires Lesser Boost/Curse] Multi-Target (0.5 AP) - Caster can apply a lesser or greater boost or curse to one additional target for each level the caster has. (1 Juice/target + Cost of all boosts/curses)
    [Requires Lesser Boost/Curse] Luck Ward (0.5 AP) - Any hostile actions that directly target the caster cannot be modified by Karma.
    [Requires Lesser Boost/Curse] Luck Thief (1 AP) - The next action the target takes that requires a dice roll uses one less d6 to resolve. Caster gains a "d6" token. Caster can have as many "d6" tokens as they have levels. Caster can choose to spend a "d6" token to add an additional 1d6 to any attack they make or spell they cast that uses at least 1d6 to resolve. (1 Juice + 5 Karma)
    [Requires Luck Thief] Lucky Charm (0.5 AP) - Caster can transfer any number of their "d6" tokens to another unit. (5 Juice + 10 Karma + 5 Karma/token)
    [Requires Multi-Target] Lucky Streak (0.5 AP) - Caster can stack multiple boosts or curses on a given unit, up to 1 boost or curse for each level the caster has. (1 Juice/stack + Cost of all boosts/curses)
    [Requires Lucky Streak] Wild Ride(1 AP) - Critical Success range becomes 10-12 and Critical Failure range becomes 2-4 for all units in the hex until the start of the caster's next turn. (20 Juice)
    [Requires Wild Ride] Greater Boost/Curse (1 AP) - The next time a unit would roll for an action (attack or spell), use the maximum (boost) or minimum (curse) possible result for the dice instead. The attack or spell is rolled as normal, but the side's Karma is adjusted as if the alternate roll was a 12 or 2.(4 Juice)
    [Requires Greater Boost/Curse] Boost Side (1 AP) - All units on this side (no matter where they are) gain a Lesser Boost, if they do not already have a boost. This spell can be paid for over multiple turns, but once begun, the caster can cast no other spell until it completes or the caster cancels it. Since newly-popped units are counted each turn, the cost of the spell may increase each turn. Units that croak will likewise decrease the cost. Constructs and Uncroaked DO count towards the totals. (1 Juice / 2 units)
    [Requires Greater Boost/Curse] Increase Pop Rate (1 AP) - A Random Encounter is generated with 4 hexes of the caster. (10 Juice, 25 Karma)
    [Requires Increase Pop Rate] Control Spawn (1 AP) - A Random Friendly Beast or Friendly Inhuman is generated with 4 hexes of the caster. (25 Juice, 50 Karma)

Boost/Curse interaction: Boosts and Curses can cancel each other out. A Lesser Boost will negate a Lesser Curse, and vise versa. Greater Boosts and Curses behave similarly. A Greater Boost can negate up to 5 Lesser Curses, and a Greater Curse can negate up to 5 Lesser Boosts at a time. A Lesser Boost/Curse has no effect on an existing Greater Boost/Curse.
Karma Adjustment: Karma is normally adjusted by the difference between the original roll and the new roll. If the new roll is a Critical (either Success or Failure), Karma is adjusted by an additional 10 points in the appropriate direction.

Hippymancy (Flower Power)
Bonus: Caster who specializes in Flower Power can choose to have damage inflicted by Caster that would normally kill a target reduce the target to 1 Hit and Stun the target for 2 rounds instead.

    Space Out - Target is Calm for 2 rounds. (1 Juice)
    [Requires Space Out] Peace Sign (1 AP) - Target Calm for 4 rounds.(3 Juice)
    [Requires Space Out] Entangle (1 AP) - Target is Immobilized by vines for 2 turns. (4 Juice)
    [Requires Peace Sign] Groove (1 AP) - Up to 3 adjacent targets are Calm for 2 rounds. (5 Juice)
    [Requires Entangle] Call Fire Flower (1 AP) - Summons a Fire Flower in target square. Fire Flower lasts until slain. (16 Juice)
    [Requires Entangle] Choking Vines (1 AP) - Target is Immobilized by vines for 3 turns. Target takes 2d6 Hits / turn. Ignores Defense. (8 Juice)
    [Requires Choking Vines] Call Treant (1 AP) - Summons a Treant to fight for the caster. Treant will leave at the end of the combat. (40 Juice)
    [Requires Groove, Level 8] Give Peace A Chance (1 AP) - All enemy units are Calm, but do not surrender. Any hostile action by any enemy unit removes the Calm effect from all enemy units. (30 Juice)

Naughtymancy (Croakamancy)
Units created by Croakamancy during combat arise where they died, unless otherwise noted. Hits lost via Decay cannot be restored by any means. Croakamancy units are able to act on the same round that they are created, at the end of the round on which they are created, after all other units have gone. They can react as normal, based on their combat stat, starting on the next round. Unless otherwise noted, all units created by Croakamancy last until destroyed or decays.
Bonus: Caster who specializes in Croakamancy can extend their senses through any Uncroaked they create. Caster can negate Normal Decay by recasting the spell that created the unit each turn at 1/2 the Juice cost. Extended Decay occurs on the 3rd turn and cannot be prevented.

    Reanimator - Animate a single Croaked humanoid unit (friend or foe) as a Minor Uncroaked (treat as Warrior with Beefy and Uncroaked special). (4 Juice)
    [Requires Reanimator] Bone Puppeteer (1 AP) - Create a Skeleton (treat as Warrior w/ Beefy and Well-Protected. Unit also gains the Skeletal special) from a single Croaked humanoid unit (friend or foe). Croaked units with the Spearman build can be uncroaked as Spearmen (Beefy, Well-Protected, Skeletal), and Croaked units with the Archer or Flier build can be uncroaked as Archers (Beefy, Skeletal). (8 Juice)
    [Requires Bone Puppeteer, Level 4] Uncroak (0.5 AP) - Animate a single fallen humanoid or beast unit (friend or for) as an Uncroaked. Unit has same Com/Def/Hits and abilities as when alive, but gains the Uncroaked special. EXCEPTION: Caster units are uncroaked as Level 1 Warriors. (16 Juice)
    [Requires Bone Puppeteer, Level 4] Pall Raiser (0.5 AP) - Animate a up to one fallen unit (friend or for) per caster's level as a Minor Uncroaked, or one unit per 2 caster levels as Skeletons. This spell can also be used to negate Normal Decay on units created by either Reanimator or Bone Puppeteer.(12 Juice)
    [Requires Reanimator, Dance Fighting, Level 4] Thriller (0 AP) - The Caster, and Uncroaked and Bone Horrors created by this caster and in the same Horde with this caster gain Shufflin'.
    [Requires Bone Puppeteer, Level 4] Bone Warlord (1 AP) - All Minor Uncroaked, Skeletons, and Uncroaked created by this caster and in the same Horde with this caster gain the Military special and +1 Leadership Combat / +1 Leadership Defense bonus for each level this caster has.
    [Requires Bone Warlord, Uncroak, Pall Raiser ] Croakamancer's Call (1 AP) - Uncroak and Pall Raiser mana costs are halved. Extended Decay for units maintained by this caster occur every 5 turns instead of every 3.
    [Requires Croakamancer's Call ] Bone General (1 AP) - Caster may uncroak three (3) times as many units with Pall Raiser or Uncroak as normal.
    [Requires Uncroak, Level 8] Trioxin (1 AP) - Animate all fallen humanoid units in the hex as Minor Uncroaked. All units created by this spell decay to dust at the start of the caster's next turn. (45 Juice)

Naughtymancy (Shockamancy)
Against Plus-sized targets (targets that occupy more than one square), Shockamancy spells that affect multiple squares will do the specified Plus-Sized damage for each additional square the target has in the area of effect. Riders on mounted targets that are hit with a multi-square shockamancy spell take half the base damage, excluding plus-sized damage, that their mount takes, rounded down.
Bonus: Caster who specializes in Shockamancy can create Juice Restoration Potions. Max Juice that the potion can restore is 4x Caster's level. It costs 8x Juice restored in order to create the potion. This cost can be paid for over multiple turns.

    Hoboken - Deal Combat+2d6 to 1 target. Ignores defense. OR Deals 2d6 SP to 1 structure. (1 Juice)
    [Requires Hoboken] Grounding(1 AP) - Negate 1 Shockamancy Spell or Effect. If the spell or effect targets the Shockamancer, negating the spell does not require an action. (5 Juice)
    [Requires Grounding] TooGeeWonSee (1 AP) - Deal 3d6 to up to 4 enemy targets in a 2x2 square. Plus-Size Damage: +1d6. Ignores defense. (4 Juice)
    [Requires Grounding] CitrusParty (1 AP) - Stuns the target for three (3) turns. (5 Juice)
    [Requires TooGeeWonSee] Ickypron (1 AP) - Deal Combat+2d6 to up to 3 targets. Ignores defense. Targets are stunned for one turn. (7 Juice)
    [Requires Ickypron ] Burninate (1 AP) - Deal 3d6 to all targets in a 3x3 square area. Plus-Size Damage: +1d6. Ignores defense.(12 Juice)
    [Requires Ickypron ] Hobobarbie (1 AP) - Deal Combat+1d6 to any targets of caster's choosing in a 3x3 square area. Plus-Size Damage: (Caster's Level). Ignores defense. (15 Juice)
    [Requires Hobobarbie, Level 8] 4Chan (1 AP) - Deals Combat+1d6 to any targets of caster's choosing in a 5x5 square area. Plus-Size Damage: (Caster's Level). Ignores defense. Surviving targets are stunned for one turn. (35 Juice)

Eyemancy (Foolamancy)
Unless otherwise noted, all Foolamancy spells last until the target attacks or the target's next turn begins. A unit can only have one Foolamancy spell active on them at a time. Casting a Foolamancy spell is not noticeable to enemy units - enemy Foolamancy castings do not appear in the Results section, and PC castings are only visible to their side.
Bonus: Caster who specializes in Foolamancy gain an additional +2/Level on their Spot rolls against another caster's Foolamancy.
Spot Check : Any unit with Leadership and any caster can detect a Foolamancy by making a Spot check. Unit rolls 2d6 + (3 * level); if total exceeds the Foolamancer's Level * 5, the unit detects that something is amiss. This roll is subject to Criticals and Luckamancy.

    Glamour - Change apparent unit Type [Warrior, Spearman, Archer, Flier, Caster], Level, Combat, Defense, Wounds, Max Hits, Max Move, Side, Attack Modifiers, and Additional Abilities of any humanoid unit. 2 Units / Level can be veiled in this manner. (1 Juice / Target)
    [Requires Glamour] Projection (0 AP) - Create semi-transparent glowing image of whatever the caster desires. (0 Juice) [ROLE-PLAY ONLY:] Projection can be used to dramatically change the perceptions of a single target, making them believe that a beast is stalking them, or that dozens of units are present that aren't really there. This feature of Projection is not available during combat scenarios.
    [Requires Glamour] Chimera (0.5 AP) - As Glamour, but can also add or remove [Uncroaked, Construct, Beast, Inhuman]. Can target up to 4 units / level. (1 Juice / Target)
    [Requires Glamour] Subtlety (0.5 AP) - This caster gains an additional +1/Level to spot another foolamancy or to prevent their foolamancy from being discovered.
    [Requires Glamour] Baffle (1 AP) - Obscures target square(s), preventing RLOS into or out of the designated area. Effect is unique to each caster. Common effects include mist, fog, smoke, ash, black tendrils, etc. Max 8 Squares / Level. Each square must share a full border (not just a corner) with another square (in other words, all squares must be adjacent to another square, and diagonal doesn't count for adjacency). (1 Juice / 2 squares)
    [Requires Glamour] Phantasm (1 AP) - Create up to 8 illusionary units (single-square, 2x2, or 3x3 in size). Caster determines all stats for units. Illusionary Units last for 5 rounds. (2 Juice / unit)
    [Requires Baffle] Crypsis (1 AP) - Hide up to 1 target/level completely from view (grants a dodge bonus based on Caster's level, even if target is not dodging; cannot be targeted by RLOS spells). (2 Juice / target)
    [Requires Crypsis] Advanced Crypsis (1 AP) - As Crypsis, but units remain concealed even after attacking. (3 Juice / Target)
    [Requires Phantasm] Facade (1 AP) - Create illusionary structures and terrain, which can be used to conceal units, existing structures and terrain in a 15x15 square area. (10 Juice)
    [Requires Facade, Baffle] Obfuscate (1 AP) - Apply as many Baffle, Facade and Chimera as the caster desires within a given hex. (25 Juice)

Spookism (Dollamancy)
Dollamancers create Doll constructs and Accessories. Accessories are items that are have a limited number of charges or uses. If the item possesses charges, the item vanishes when the last charge is consumed and the effect that the item grants expires. If the effect has a duration, the item must be worn until the duration expires. Removing it prior to that will cancel the effect, and if the item has no more charges remaining, it will vanish immediately. If the item has uses, the number of uses are restored to full at the beginning of the side’s Turn. All accessories must be equipped to be used. Equipping any item requires 1 Action. All Accessories are created in the Dollamancer's square.

Bonus: Caster who specializes in Dollamancy can choose to spend Juice instead of a charge for any Dollamancy Accessory they have created and equipped. Juice cost is 1/2 the cost required for 1 charge in the item creation. Caster can also create Rainments, allowing them to change their (or other units') clothing each turn.

    Craft Minor Accessory - Allows caster to create a standard minor Accessory (see below).
    [Requires Craft Minor Accessory, Level 4] Craft Accessory (1 AP) - Allows caster to create a regular Accessory (see below). Caster also gains a custom Minor Accessory that they can create.
    [Requires Craft Accessory, Level 8] Craft Major Accessory (1 AP) - Allows caster to create a major Accessory (see below). Caster also gains a custom Accessory that they can create.
    [Requires Craft Minor Accessory] Craft Lesser Golem (1 AP) - Allows caster to create Lesser Golem (treat as Warrior with 1 AP and Construct special, but without the Military special). (16 Juice)
    [Requires Craft Lesser Golem] Repair Golem (0.5 AP) - Allows caster to partially or fully repair a damaged Golem. The caster can control exactly how much is repaired. (1 Juice / 4 Hits repaired)
    [Requires Craft Lesser Golem] War-Gamer (0.5 AP) - All Constructs created by this caster and stacked with this caster gain the Military special and +1 Combat / +1 Defense for each level this caster has.
    [Requires Craft Lesser Golem, Level 4] Craft Golem (1 AP) - Allows caster to create Golem (treat as Level 2 Warrior with the Construct special, but without the Military special). (32 Juice)
    [Requires Craft Golem] Craft Greater Golem (1 AP) - Allows caster to create Greater Golem (treat as Level 3 Warrior or Spearman with the Construct special, but without the Military special). (48 Juice)
    [Requires Craft Greater Golem] Craft Golem Mount (1 AP) - Allows caster to create Golem Mount (treat as Level 2 Warrior or Spearman with the Heavy*, Mount and Construct specials, but without the Military special). (64 Juice)

Minor Accessories
    Cloak : Negate Fire (1 Charge) (8 Juice)
    Cloak : Negate Attack/Strike (1 Charge) (8 Juice)
    Cloak : Negate Shockamancy (1 Charge) (8 Juice)
    Throwing Spear : Requires Strike. Grants Fire (1 Charge) limited 8 square range** (8 Juice)
    Balanced Dagger : Requires Attack. Grants Fire (1 Charge) limited 6 square range** (5 Juice)
    Warpaint : Grants +1 Combat Signamancy Bonus to Adjacent Unit until the start of their next Turn (1 Charge) (8 Juice)
    Lil’ Bag O’ Rocks : Requires Construct. Grants Fire (5 Charges) limited 8 square range** (20 Juice)
Accessories
    Cloak : Negate Fire/Attack/Strike (1 Charge) (12 Juice)
    Blaster : Grants Hoboken (at 8 Combat) (Max 1 Charge / Level) (10 Juice / Charge)
    Knight Cap : Stores 1 Potion, allows Unit to consume potion as a Free Action. Potion cannot be removed from Cap once created. Potion and Cap are destroyed upon use. (12 Juice + Potion)
    Spear Quiver : Requires Strike. Grants Fire (3 Charge) limited 8 square range** (28 Juice)
    Dagger Sash : Requires Attack. Grants Fire (6 Charge) limited 6 square range** (32 Juice)
    Fleet Boots : Grants Agility for 1 Round (Max 1 Charge / 2 Levels) (25 Juice)
    Big Bag O’ Rocks : Requires Construct, Siege. Grants Range 8 to Siege attacks. (40 Juice)

Major Accessories
    Jet Pack : Grants Flying until the start of the unit’s next Turn (1 Charge) (24 Juice)
    Thinking Cap : Grants Immunity to Foolamancy until the start of the unit’s next Turn (1 Charge) (24 Juice)
    Net Gun : Grants ability to Capture adjacent unit (1 Charge) (24 Juice)
    Master Blaster : Grants Hoboken (at 15 Combat) (X Uses / Turn) (48 Juice / Use) (Max 3 uses/Turn)
    Stealth Cloak : Grants Invisibility to Unit as long as it remains motionless (1 Use / Turn) (48 Juice)
    Party Hat : Stores 2 Potions, allows Unit to consume either potion as a Free Action. Potions cannot be removed from Party Hat once created. Party Cap is destroyed once both potions are consumed. (36 Juice + Potions)
* - Heavy is a free special, and does not consume any AP the unit is otherwise entitled to.
** - Elevation counts as 2 squares / level. Normal flight elevation is 2 levels up.
Last edited by MarbitChow on Sat Dec 15, 2012 6:19 pm, edited 14 times in total.
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Re: Darkness Rising - Rules (v2.0)

Postby MarbitChow » Sun Nov 18, 2012 8:45 pm

Cities and Structures

Cities
City upgrade costs (in Shmuckers): 1->2 = 4,000; 2->3 = 9,000; 3->4 = 16,000; 4->5 = 25,000
Each city has a number of Unit Points (UP) it must spend each turn. A city's UP depends on its level.

City Management
By default, cities produce UP and Shmuckers based on their level. Capital cities produce an additional +200 shmuckers / level.
Each city MUST use up their UP each turn popping something in that city.

    City Level 1 : 1 UP, 200 Shmuckers
    City Level 2 : 2 UP, 800 Shmuckers
    City Level 3 : 4 UP, 1800 Shmuckers
    City Level 4 : 8 UP, 3200 Shmuckers
    City Level 5 : 16 UP, 5000 Shmuckers
A city that does not have a Manager suffers a -25% Shmuckers penalty each turn.

A "basic unit" is any non-caster unit that uses the Character Creation rules.
A "zed unit" (0-level unit) is any non-caster unit that has one of the 3 basic combat types (Warrior, Spearman, or Archer), but does not gain any AP to spend during creation.
Special units also have UP costs. See the Beastiary for specific costs.

4 UP : 1 basic unit.
2 UP : 1 basic Garrison unit
2 UP : 1 zed Archer
1 UP : 1 zed Garrison Archer
1 UP : 1 zed Warrior or Spearman
1 UP : 1 Gobwin Miner or Gobwin Craftsman
0.5 UP : 1 zed Garrison Warrior or Spearman
0.5 UP : 1 Garrison Gobwin Miner or Garrison Gobwin Craftsman

Note: Gobwin and other natural allies don't require or use a City's UP. Instead, popping each unit cost 25 shmuckers/UP. Naturally Ally 0.5 UP units must be popped 2 at a time.

Gobwin special units:
Miner : [2 Combat / 2 Defense / 6 Hits / 8{8} Move. Assault. Special: Mining. Equipment: Mining Pick]
Craftsman : [1 Combat / 2 Defense / 6 Hits / 8{8} Move. Assault. Special: Fabricate.]

Manager : Any unit with leadership can be designated Manager of a city. In order for the city to get the bonus for a manager, the unit must be in the city at the start of the turn. A city cannot have more than 1 Manager designated each turn.

Unit Upkeep
Each unit costs 5 Shumckers * Effective UP Cost * Level (minimum 1). Units with Leadership cost 2x that calculated cost, while Casters, being unique and powerful units, cost 4x upkeep. Units with the Scout special cost 1/2x the calculated cost. Garrison units can be promoted to regular units by paying 8x their current upkeep cost. Effective UP Cost is the cost for the unit if it were popped as a Level 1 unit.

Examples:
A Zed warrior pop costs 1 UP, so their upkeep is 5 shmuckers/ turn. Once they level to Level 1, they're now effectively 4 UP units instead 1 UP units, so their upkeep increases x4 to 20/turn. Zed Archers start w/ 10/turn upkeep, and leveling to 1 increases that to 20/turn as well. Either unit leveling to 2 would then increase upkeep to 40/turn.

A Zed Garrison Warrior's upkeep startes at 2.5 shmuckers / turn. Once he levels, he's now a Basic Garrison unit, so 10/turn. Leveling again increases him to 20/turn. Promoting him to a field unit at this point costs 160 shmuckers, and his upkeep increases to 40/turn.

HINT: You can effectively double your city's production by popping a unit as garrison and paying the promotion costs of 40/UP (320 for Dis, 640 for Tenebris).

City Structures
All City Structures have Structure Points (SP), which are similar to Hits for units. An attack must specify that it does Structural Damage in order to damage a structure's SP.

Immobile Structures
Gate: A city gate has a base 20 SP, +10 SP / City Level.
    (opening, closing, and barring gate details pending.)
Walls: Each 4-square section of wall has a base 25 SP, +25 SP / City Level. The top of the wall is considered Elevation Level 1.
Defensive Tower: A defensive tower has 20 SP, +20 SP / City Level. The top of the wall is considered Elevation Level 2.
Spell Tower: A spell tower has 20 SP, +20 SP / City Level. The top of the wall is considered Elevation Level 2. A city can only have 1 spell tower.
    Any offensive spell can be stored in a Spell tower. Each tower can store 2 spells, +1 per City Level. All spell effects are based on the Caster's stats at the time of casting.
    Spells cost 10 + (3x Spell Cost) Juice to store in the tower
    Stored spells can only target flying units. Any caster or unit with Leadership that is atop the tower can trigger the spells.
    All Fire attacks against Flying units made by a Caster from a spell tower gain a +4 Tower Combat bonus per City Level.

Structure Enhancements
Crenelations (Walls, Towers): Units at the edge of the wall can Take Cover.
Arrow Slits (Walls, Towers): Units behind Arrow Slits can Take Cover. Cover bonus is doubled.

Mobile Structures
All mobile structures require operators. Operators must have the Military special. A Heavy unit counts as 2 regular units. Mobile structures cannot be placed on Mounts or Transports. Mobile structures are popped like normal units.

In order to make a Siege attack, each Siege Structure must spend an Action to Launch, Pour, Smash, or Reload. Each required operator must also contribute an Action as well. If the structure doesn't have sufficient operators, the Action fails. All Mobile Structure Actions occur on Phase 0.
Launch : Deals listed structural damage to a structure in RLOS. If used against units, deals double the Structural Damage and ignores defense. Requires Reload and Unlimber.
Pour : Deals listed damage to all units in area of effect. Area of Effect must be adjacent to the structure, and also includes all elevations for those same squares lower than the structure. Requires Reload.
Smash : Deals listed damage to an adjacent structure.
Reload : Structures that require Reload must have all operators spend an action to reset the structure before it can be used again.
Unlimber : Locks a structure into position, so that it can use a Launch action. Structure must still be loaded before it can fire. Structure cannot be moved while Unlimbered.
Limber : Unlocks a structure so that it can be moved. Automatically unloads the structure. Structure cannot be Reloaded or Launched while Limbered.

Heavy Ballista (4 UP, 18 SP): Requires 2 operators. Grants Launch for [2d6 Structural Damage]. Move 4{8}.
Catapault (4 UP, 12 SP): Requires 4 operators. Grants Launch for [3d6 Structural Damage]. Move 4{8}.
Cauldron (4 UP, 24 SP): Requires 4 operators. Requires 2 operators. Grants Pour for 6d6 Damage (ignores defense) (2x2 Square). Does not inflict Structural Damage. Move 6{0}.
Assault Tower (8 UP, 35 SP): Requires 4 operators. The Top of the Assault Tower is considered Elevation Level 1. Unless the tower has Arrow Slits, operator Units inside the tower are completely concealed, and do not have RLOS on the field. Max 4 units inside, 4 units on top. Move 4{8}.
Covered Ram (4 UP, 20 SP): Requires 4 operators. Blocks RLOS except for same elevation. Grants Smash for [2d6 Structural Damage]. Move 8{*}.
Ram (2 UP, 10 SP): Requires 4 operators. Grants Smash for [2d6 Structural Damage]. Move 8{*}.
* - Rams and Covered Rams can be pulled by a riderless Mount or moved by their operators. They gain the Overland Move of the Mount or slowest Operator.

Equipment
Mining Pick (Weapon Slot): Replaces unit's normal Attack with Assault, also grants Smash for d6/2 Structural Damage.
Rally Banner (Weapon Slot): Replaces unit's normal attack with Assault. Grants ability to issue Rallying Cry order.
Net (Weapon Slot): (Requires 2 units) Allows units to Carry a hostile Immobilized or Incapacitated unit.
Bone Cart: (Requires 2 Mounts to pull) Cart can carry 8 bodies. Bodies in the cart will not depop.

Structure Destruction
Destroying a gate simply makes the gate squares passable.
Destroying a 4-square section of wall will collapse the 4 squares above it, 2 squares in. Any non-flying units standing there will fall. (Falling damage is a hidden mechanic.)
Destroying a tower (mobile or otherwise) will collapse the entire tower. Any non-flying units standing there will fall.
Units that are underneath the collapsing structures also take falling damage, exactly as if they had been standing in the squares above them.
Last edited by MarbitChow on Mon Dec 10, 2012 2:01 pm, edited 12 times in total.
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Re: Darkness Rising - Rules (v2.0)

Postby MarbitChow » Sun Nov 18, 2012 8:45 pm

Beastiary and Additional Reference Information

Beastiary
UP (X) : Unit Point costs, and minimum level of city required to pop.

Bad Ass : [ 16 Combat / 18 Defense / 30 Hits. 14 {24} Move. Strike. Special : Flight, Beast, Mount. 32 UP (4) ]
Balrug : [0 Combat / 1 Defense / 4 Hits. 8 {40} Move. Special : Inhuman, Flight, Transport(4). 32 UP (4)]
Dark Archon : [12 Combat / 12 Defense / 16 Hits. 12 {16} Move. 8 Juice. Special : Spell Sense, Foolamancy(Projection), Flight, Heavy, {1 Random : Hoboken, Leadership(1), Dance Fighting, Foolamancy(Crypsis), Thinkamancy(Thinkagram), Dollamancy(Craft Lesser Golem)}. Gains an additional ability from random pool each level. 64 UP (5)]
Fire Flower : [6 Combat / 2 Defense / 10 Hits / Fire. 0 {0} Move. Special: Inhuman.]
Heck Pup : [6 Combat / 6 Defense / 16 Hits / Assault. 14 {12} Move. Special : Pyrohalitosis, Agile, Beast. 8 UP (3)]
Imp : [1 Combat / 2 Defense / 4 Hits. 8 {16} Move. Special : Flight, Crypsis (self only), Inhuman. 1 UP (2)]
Less Bone Dagron : [15 Combat / 10 Defense / 100 Hits / Strike. Special: Skeletal; Burninate; Does not Decay] 80 UP (5)]
Naughty Kitty : [9 Combat / 12 Defense / 20 Hits / Attack. 10 {12} Move. Special : Beast, Mount. 8 UP (3)]
Last edited by MarbitChow on Tue Dec 11, 2012 2:41 pm, edited 3 times in total.
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Re: Darkness Rising - Rules (v2.0)

Postby MarbitChow » Sun Nov 18, 2012 8:46 pm

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Re: Darkness Rising - Rules (v2.0)

Postby MarbitChow » Sun Nov 18, 2012 8:46 pm

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Re: Darkness Rising - Rules (v2.0)

Postby WhirdCheese » Sun Nov 18, 2012 9:06 pm

THANK YOU! I'VE BEEN MEANING TO ASK YOU TO UPDATE THE FIRST POST!
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Re: Darkness Rising - Rules (v2.0)

Postby 0beron » Mon Nov 19, 2012 12:00 am

Since the combat modifiers have become free, I have to redesign my golem templates, so I'll PM you about that. However, in light of this, can Constructs and Uncroaked, can they use their caster's level instead of their own level to determine how many modifiers they can use at once? Perhaps making Wargamer and Bone Warlord carry this ability?
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Re: Darkness Rising - Rules (v2.0)

Postby MarbitChow » Mon Nov 19, 2012 12:08 am

0beron wrote:Since the combat modifiers have become free, I have to redesign my golem templates, so I'll PM you about that. However, in light of this, can Constructs and Uncroaked, can they use their caster's level instead of their own level to determine how many modifiers they can use at once? Perhaps making Wargamer and Bone Warlord carry this ability?
They'll be using their own levels, not their caster's. Wargamer should also grant the Military special to constructs.
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Re: Darkness Rising - Rules (v2.0)

Postby 0beron » Mon Nov 19, 2012 12:13 am

....I'm not finding Military in the list of specials.
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Re: Darkness Rising - Rules (v2.0)

Postby WaterMonkey314 » Mon Nov 19, 2012 12:15 am

For Combat Modifers, 1) are they exchangable (e.g. can a lvl 4 unit declare 4 x Block and then change to 4 x Mighty Blow)? 2) Is Take Cover supposed to be +4 DEFENSE as opposed to Combat?
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Re: Darkness Rising - Rules (v2.0)

Postby 0beron » Mon Nov 19, 2012 12:20 am

Oh nevermind I understand now....soooo, presently my Golems can't do aaaanything -_- I REALLY need to get to level 3 asap...
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Re: Darkness Rising - Rules (v2.0)

Postby MarbitChow » Mon Nov 19, 2012 12:23 am

0beron wrote:....I'm not finding Military in the list of specials.
Fixed. Basically, it's just a flag that says the unit isn't a caster; it's a requirement for Combat Modifiers, and that's about it. I'll probably clean up anything that says non-caster to say Military.

WaterMonkey314 wrote:For Combat Modifers, 1) are they exchangable (e.g. can a lvl 4 unit declare 4 x Block and then change to 4 x Mighty Blow)? 2) Is Take Cover supposed to be +4 DEFENSE as opposed to Combat?
Fixed Cover & Dodge to say Defense. You can switch from any combination to any combination, but doing so requires spending an action. Note that in the new rules, you can dodge while attacking. Also note that not all units can dodge (or take cover) now. Mounts and Casters have become a bit more vulnerable.

0beron wrote:Oh nevermind I understand now....soooo, presently my Golems can't do aaaanything -_- I REALLY need to get to level 3 asap...
Sure they can. They're just not awesome engines of destruction when you're just a level 2 caster. :D
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Re: Darkness Rising - Rules (v2.0)

Postby WaterMonkey314 » Mon Nov 19, 2012 12:33 am

Two additional comments:

1) The cost for a Hardened Ward is much higher than a regular ward than seems justified - it protects against Status Effects, but is that really worth 3 x the juice of Remove Status Effect? (Or alternatively, more than half of Triage's current juice.)

2) Would it be an abuse of the rules as intended if I took Burnout and used it to gain an additional 84 juice per turn for Warding units? (Since Triage has 22 Hits now, leaving 21 hits for Burnout at 4 juice / hit = 84 juice).
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Re: Darkness Rising - Rules (v2.0)

Postby ETheBoyce » Mon Nov 19, 2012 1:25 am

I like the idea of Grounding, I don't like that I'm forced to take it <_<
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Re: Darkness Rising - Rules (v2.0)

Postby Nnelg » Mon Nov 19, 2012 1:40 am

I'm content with the Foolamancy rules now. :)

(Except for the "Mind Boop" spell. That seems to me as not in the spirit of the school; it's something that belongs in Thinkamancy, really.)
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Re: Darkness Rising - Rules (v2.0)

Postby MarbitChow » Mon Nov 19, 2012 8:48 am

WaterMonkey314 wrote:1) The cost for a Hardened Ward is much higher than a regular ward than seems justified - it protects against Status Effects, but is that really worth 3 x the juice of Remove Status Effect? (Or alternatively, more than half of Triage's current juice.)
2) Would it be an abuse of the rules as intended if I took Burnout and used it to gain an additional 84 juice per turn for Warding units? (Since Triage has 22 Hits now, leaving 21 hits for Burnout at 4 juice / hit = 84 juice).

1) Removing status requires that you are in the combat. Warded units won't necessarily be in the same hex as you, especially as the campaign world expands. Also, it's REALLY hard to remove stun on yourself when you're stunned.

2) It would not be an abuse of the rules. Burnout is intended for use in an emergency - it HURTS. But doctors physically punish themselves in our world to save others.

But the Juice that it returns might be a bit high; I may knock it down to 2 Juice / hit instead. You'd still be able to use it off-turn, regardless.

ETheBoyce wrote:I like the idea of Grounding, I don't like that I'm forced to take it <_<
It replaces "Hiya", which you never use, and Hoboken's casting cost was halved. You basically got it for free, plus you can now defend yourself against another shockamancer without needing Vinny. Quit yer bitchin.

Nnelg wrote:(Except for the "Mind Boop" spell. That seems to me as not in the spirit of the school; it's something that belongs in Thinkamancy, really.)
It's the only way I could model a game-world effect for the ability to selectively change the perceptions of a single individual. The 'foolamancy that works on 1 person' effect doesn't work on PCs since they as players can just see whatever everyone else sees. Since most units only do one thing, the foolamancer gets to pick the thing they do it to, and when. And when a PC uses it, I'm pretty sure that between all players involved, an illusion could be devised in the situation to justify any action they'd want the NPC to take. At least this way there wouldn't be 4 days worth of argument as to whether the individual would actual DO that thing.

And since the PCs will NEVER get a Thinkamancer, I'm okay with exposing thinkamancy-type magic to other schools, if it's justifiable.
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Re: Darkness Rising - Rules (v2.0)

Postby Werebiscuit » Mon Nov 19, 2012 9:04 am

MarbitChow wrote:Combat

Combat Modifiers
Combat modifiers only apply to units with the Military special. These modifiers represent the skill and tactical awareness that these units possess. When applying multiple combat modifiers, a unit cannot reduce their effective Combat or Defense below 1. A unit can apply one (1) Combat Modifier for each level they possess. The same combat modifier cannot be selected more than once / level. Special Abilities can be purchased to increase this limit.

[Dodge: Get Defense +3 against 1 attack / level.
Take Cover: Get Defense +4 against 1 attack / level. (Requires terrain that grants cover.)

I'm not getting how this works with the bolded and underlined statements. At level 4 I can select 4 different combat modifiers but why the once /level ? shouldn't it be that I can select them only once ? no need for the per level unless at level 4 i can select the same one 4 times.... and if so why state it as the 1st statement then forms the limit ?

The first statement also appears to contradict the additional special abilities purchasable
MarbitChow wrote:[Requires Military] Skilled (1 AP): Unit can select an additional two (2) Combat Modifiers.
[Requires Skilled, Level 4] Well-Trained (1 AP): Unit can select an additional three (3) Combat Modifiers.



perhaps some examples to add clarity would be in order ?

In the campaign thread MarbitChow wrote:(OOC : Just a quick reminder: as the new rules become finalized, players are allowed to re-optimize their build in light of new mechanics.)

I was assuming so but glad to hear it, officially. :D
Last edited by Werebiscuit on Mon Nov 19, 2012 9:23 am, edited 2 times in total.
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