Brumble

An omen of grave illness and choking thorns that adopted the orphaned son of a forgotten tribe, nobody knows whether Brumble is the name of the boy or the beast.  Only the strength of the young child’s love rivals the lumbering monstrosity’s affinity for the mire.

Health: 59

Guardian of the Swamp
Bumble is guardian of what other might find unpleasant.  Though the swampland would cause it no harm, Brumble extends the courtesy to his allies in battle.
(Passive)
You and your allies do not take damage from “Thorns” and are unaffected by “Bud of Thorns”, “Swamp”, and “Contained Swamp”.  This passive works even when Brumble is on the sidelines, but not when it is dead.

Basic Attack
Brumble lashes at its foes with its tongue with enough force to push enemies away.  The sticky gunk that collects thorns inside of it spreads to its enemies with each attack.
(Light Attack)
Cost: 1 Action
Range: Melee
Effect: 4 physical damage and the enemy gains the effect “Sticky Tongued” for 2 turns.  If the enemy already has the effect “Sticky Tongued”, they gain the effect for 3 turns instead.
(Heavy Attack)
CD: 3
Cost: 2 Movement
Range: Reach 1
Effect: 6 physical damage, the enemy gains the effect “Sticky Tongued” for 2 turns, and pushes 2 spaces.  If the enemy already had the effect “Sticky Tongued”, they gain the effect for 3 turns instead.

“Sticky Tongued”
(Effect – Debuff)
If an enemy switches out or is forced to switch out, the next enemy to switch in immediately loses all Movement.
(Triggered)
Trigger: When you trigger “Thorns”, Sticky Tongued gains the effect, “At the start of your turn, if you aren’t standing on Thorns, you take 4 physical damage.  If you’re grounded, the space beneath you’s terrain type is changed to thorns.

Thorn Shoot
Brumble spews a nasty concentration of the thorns in its body at the enemy.  These sinister thorns grow on flesh as easily as they grow in the ground.
(Active)
CD: 5
Cost: 1 Action 1 Movement
Effect: Shoot a “Bud of Thorns” with velocity 1 space diagonally upward and 1 space forward.

“Bud of Thorns”
(Projectile)
Location: Middleground
(Triggered)
Trigger: An enemy or object capable of taking damage collides with “Bud of Thorns”.
Effect: Bud of Thorns is destroyed and the enemy or object gains the effect “Festering Thorns” for 3 turns.
(Triggered)
Trigger: “Bud of Thorns” collides with a space.
Effect: “Bud of Thorns” is destroyed and the space’s terrain type and each adjacent space’s terrain type is changed to thorns.  Then, for each space’s terrain type that changed to thorns from something other than thorns, reduce the cooldown of “Thorn Shoot” by 1 turn.

“Festering Thorns”
(Effect – Debuff)
When you use a Movement or take damage from “Thorns”, you take 2 physical damage.  When this effect expires, the enemy gains the effect “Festered Thorns” for 1 turn.

“Festered Thorns”
(Effect – Debuff)
You cannot gain Movement on your turn.  You may use an Action to take 4 physical damage and gain 2 Movement, removing this effect.  Otherwise, when this effect expires, the enemy gains the effect “Lesser Festered Thorns” for 1 turn.

“Lesser Festered Thorns”
(Effect – Debuff)
You gain 1 less Movement on your turn.  You may use an Action to take 2 physical damage and gain 1 Movement, removing this effect.

“Thorns”
(Terrain)
(Triggered)
Trigger: A player starts their turn on thorns or changes the terrain type of thorns.
Effect: 4 physical damage.

Swamp Shoot
Brumble spews a noxious ball of liquid.  While nauseating to enemies, this sphere all contains everything necessary for Brumble to create its own personal swamp wherever it wants.
(Active)
CD: 8
Cost: 1 Action 1 Movement
Effect: Shoot a “Contained Swamp” with velocity 1 space diagonally upward and 1 space upward.

“Contained Swamp”
(Projectile)
Location: Middleground
Brumble may stand on “Contained Swamp” as though it were a platform if “Contained Swamp” has a bubble counter on it.
(Active)
Cost: 1 Movement
Effect: Move “Contained Swamp” 1 space horizontally.  Use this ability only once per turn, and only if “Contained Swamp” has a bubble counter on it.
(Triggered)
Trigger: An enemy or object capable of taking damage collides with “Contained Swamp”.
Effect: “Contained Swamp” is destroyed and the enemy or object gains the effect “Swamp Sickness” for 2 turns, or “Lesser Swamp Sickness” for 2 turns if “Contained Swamp” has a bubble counter on it.  Then, if “Contained Swamp” doesn’t have a bubble counter on it, reduce the cooldown of “Swamp Shot” by 3. If “Contained Swamp” has a bubble counter on it, instead put a bubble counter on the “Swamp.”
(Triggered)
Trigger: “Contained Swamp” collides with a space.
Effect: “Contained Swamp” is destroyed and each space in play with the terrain type “Swamp” changes to the terrain type “Thorns”. Then, the collided space’s terrain type changes to “Swamp” and it gains a bubble counter.

Swamp Sickness
(Effect – Debuff)
When you use a Movement, if you don’t have the effect “Nauseous” you gain the effect “Nauseous” for 2 turns.

Lesser Swamp Sickness
(Effect – Debuff)
When you use a Movement, if you don’t have the effect “Nauseous” you gain the effect “Nauseous” for 1 turn.

Nauseous
(Effect – Debuff)
You gain 1 less Action on your turn.  You may use 2 Movement to take 6 physical damage and gain 1 Action, removing this effect.

Swamp
(Terrain)
At the start of the turn, remove a bubble counter from “Swamp”.  If you do, put a “Contained Swamp” with velocity 3 upward 2 spaces above it.  Moving through the “Swamp” costs an additional movement.

Rolling Shoot
Brumble releases a tiny sphere of pure swamp nastiness that grows in strength as it rolls across the landscape.  Though comically slow, this ball is known to have leveled entire villages by itself.
(Active – Ultimate)
Cost: 1 AP 2 Movement
Effect: Create a “Rolling Spoil” with velocity 1 forward that ignores gravity.

“Rolling Spoil”
(Projectile)
Location: Middleground
When “Rolling Spoil” collides with a wall, it changes direction to move clockwise, if moving right, or counterclockwise, if moving left, so that it continues to slowly move along the walls, ceiling, and other terrain.  When “Rollin Spoil” moves, it gains 1 charge.
(Triggered)
Trigger: “Rolling Spoil” moves over “Thorns”.
Effect: “Rolling Spoil” gains the effect “Impending Doom!” for 1 turn.
(Triggered)
Trigger: “Rolling Spoil” collides with an enemy.
Effect: “Rolling Spoil” is destroyed and the cooldown for “Rolling Shoot” is reset.  As long as it has 3 or more charge counters on it, “Rolling Spoil” deals 10 physical damage, plus 2 additional physical damage for each charge counter on it.

“Impending Doom!”
(Effect – Buff)
This “Rolling Spoil” deals double damage – watch out!

Notes to consider:
-Brumble’s “Rolling Spoil” could possibly increase in size when rolling over patches of thorns.
-Brumble’s “Rolling Spoil” could help propagate “Thorns”.
-Brumble’s “Rolling Spoil” could revert non-thorn, non-swamp terrain back to normal.

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Dea

The only daughter of Oltone’s leader, Dea became the Altar of Souls and learned to view and interact with the spirits of the world.  When a hired torturer kidnapped and mangled her during the war, her strength of spirit reanimated her into an undying monstrosity.

Health: 62

Weaken Soul
Dea’s affinity for the spiritual allows her attacks to strike at the very souls of her enemies.
(Triggered)
Trigger: Dea or a source of Dea’s deals magical damage to an enemy.
Effect: The enemy gains the effect “Weakened Soul” for 3 turns, stacking with previous instances of “Weakened Soul” up to 5 times and refreshing the duration of previous instances to 3 turns.

“Weakened Soul”
(Effect – Debuff)
When you are dealt magical damage, that damage is increased by 1.  If “Weakened Soul” is stacked 3 times, the additional damage is increased from 1 to 2.  If “Weakened Soul” is stacked 5 times, the additional damage is increased from 1 to 3.  If an enemy switches out or is forced to switch out, they take 2 damage for each stack of “Weakened Soul”.

Basic Attack
With a flick of her wrist, Dea destroys pieces of her opponents’ souls.  With some difficulty, Dea can swing her shackles at her enemy, pushing them back while the chains bind them to the ground.
(Light Attack)
Cost: 1 Action
Range: Within 5
Effect: 2 magical damage.
(Heavy Attack)
CD: 7
Cost: 1 Action, 1 Movement
Range: Melee
Effect: 5 physical damage.  The enemy is pushed 1 space away and is grounded.  Then, the enemy cannot gain Movement next turn.

Summon Siphon Spirit
Dea summons small flickering spirits that slowly siphon the enemy’s soul while nourishing the strength of her own.
(Active)
CD: 6
Cost: 1 Action
Range: 1 space directly above
Effect: Summons a siphon spirit directly above Dea.

“Siphon Spirit”
(Summon)
Health: 3
Location: Middle ground
Behavior: Hovering 1 space off of the ground, siphon spirits will check if they are carrying a charge or not.  If they aren’t, they will move 1 space towards an enemy, dealing 1 magical damage and gaining 1 charge for each point of damage dealt if ending that movement adjacent to an enemy.  If they are, they will move 2 spaces towards Dea, healing for 1 for each charge and losing all charges if ending that movement adjacent to Dea.  When a siphon spirit dies or Dea switches out, on the ground beneath it, place a 1 space tombstone unless there is already a tombstone there.  Then, reduce the CD of Summon Siphon Spirit by 3 turns.

“Tombstone”
(Object)
Location: Foreground
(Triggered)
Trigger: An enemy starts their turn adjacent to a tombstone.
Effect: 1 magical damage.

Epitaph
Purging the soul from the grave, Dea tears open the earth beneath a tombstone in a ghastly burst of the afterlife.
(Active)
CD: 2
Cost: 1 Action, 2 Movement
Range: Infinite
Effect: Choose a tombstone.  That tombstone erupts into a vertical column in the background, dealing 18 magical damage and destroying all other objects and terrain.  The vertical column lasts 1 turn, preventing enemies standing it it from gaining Movement and causing enemies within 2 spaces that move away from it an additional Movement.

Soul’s Defiance
Dea instills rebellion in the enemy’s soul, causing them to struggle internally.
(Active – Ultimate)
Cost: 1 Action
Range: Infinite
Effect: The enemy gains the effect “Soul Rebellion” for 5 turns.

“Soul Rebellion”
(Effect – Debuff)
This effect cannot be removed.  You cannot switch out or force to be switched out.  You gain 1 less Movement on your turn.  At the start of your turn, you take 1 magical damage.  Whenever you would deal damage, you instead deal half that much damage, rounded down.  If you die with this effect on you, Dea gains the use of Lesser Soul’s Defiance.

Lesser Soul’s Defiance
(Active)
Cost: 1 Action, an enemy has previously died while under the effect of “Soul Rebellion”
Range: Infinite
Effect: The enemy gains the effect “Soul Rebellion” for 2 turns.

Naldwul

Those who think that Naldwul’s penguin suit looks silly know nothing of his frigid nature.  A powerful battlemage, Naldwul hails from the shivery peaks of Galindh and serves the Circle of Twelve as the icy ambassador of the north.

Health: 68

Frigid Footing
Wherever Naldwul goes he brings winter with him, freezing the ground beneath him.
(Passive)
Effect: Whenever Naldwul walk off of a space, that space’s terrain type is changed to ice.

“Ice”
(Terrain)
If after being pushed or pulled a player is on ice, they are pushed or pulled an additional 1 space.  If a player starts their turn with a momentum counter on ice, they are forced to move 1 space in the direction of that momentum counter.

Basic Attack
Naldwul’s weapon of choice is a large fish encased in solid ice.  With enough force, enemies caught in Naldwul’s swing get spun around, sometimes right out of the fight.
(Light Attack)
Cost: 1 Action
Range: Reach 1
Effect: 5 physical damage, pushes the enemy 0 spaces. (This will push them 1 space away if they are standing on ice because of the additional distance pushed over ice.)
(Heavy Attack)
CD: 2
Cost: 1 Action
Optional Cost: 1 momentum counter
Range: Melee
Effect: 8 physical damage. Then, Naldwul and the enemy switch places and are pushed 0 spaces away from each other.
Optional Effect: After damage, both Naldwul and the enemy are switched out.  Then, both of the new combatants are pushed 0 spaces away from each other.

Freeze
Naldwul encases his enemy in ice.
(Active)
CD: 9
Cost: 1 Action
Range: Within 4
Effect: The enemy gains the effect “Frozen Solid” for 4 turns.

“Frozen”
(Effect – Debuff)
You cannot gain Movement or Action on your turn, and buffs do not count down each turn.  When damage would be dealt to you, that damage is prevented, and that many shatter counters are placed on “Frozen”.  When you are pushed off of ice, that ice is destroyed and “Frozen” gains 2 shatter counters.  If “Frozen” has  24 shatter counters or more on it, the effect is removed and the enemy takes 28 magical damage.

Icicle Eruption
Naldwul pools the ice on the ground into a burst of jagged shards of ice.
CD: 6
Cost: 1 Action, 3 adjacent spaces with terrain type ice centered on the origin
Optional Cost 1: 7 adjacent spaces with terrain type ice centered on the origin
Optional Cost 2: 2 Movement with the requirement of Naldwul being on the sidelines
Range: Area X between 3 and 6 with origin O
___Y
__YYY
_YYXYY
YYXOXYY
Effect: Deals 20 magical damage.
Optional Effect 1: Area increased from X to X+Y, damage increase from 20 to 28 magical damage.
Optional Effect 2: Naldwul is able to cast this spell from the sidelines at an additional cost.

Bitter Cold
Calling on the winds of the shivery peaks, Naldwul can coat the battlefield with the winter weather he is so accustomed to.
(Active – Ultimate)
Cost: 1 Action
Effect: You gain the effect “Winter” for 11 turns.

“Winter”
(Effect – Global)
When you gain this effect and at the start of each of your turns, the whole battlefield is coated with snow, dealing 1 magical damage to everything that isn’t Naldwul.  Each space’s terrain type that isn’t ice is changed to snow, and each space’s terrain type that is snow is changed to ice. (The terrain type snow doesn’t do anything other than override other terrain types.)

Airomn

Raised by a foster family, Airomn is a promising enlistee in the Erhendor military. Airomn’s apathetic nature takes the backseat to his duty to his country as he fights endlessly, relying on his ancient shield Pyrmyra as both his offense and defense.

Health: 75

Pyrmyra
Airomn’s ancient shield absorbs incoming a portion of all incoming damage, building defensive strength while gaining energy used to power Airomn offensively.
(Triggered)
CD: 1
Trigger: Airomn is dealt damage.
Effect: That damage is decreased by 1 for every 2 charges Airomn has.  Then, Airomn gains 1 charge (max 4).

Basic Attack
Airomn brandishes Pyrmyra as a weapon, bashing his enemy.  By bracing himself, Airomn can swing Pyrmyra in a powerful arc hitting a large area while pushing enemies away.
(Light Attack)
Cost: 1 Action
Range: Melee
Effect: 6 physical damage
(Heavy Attack)
CD: 3
Cost: 1 Action, 2 Movement
Optional Cost: 2 charges
Range: Area X with character origin O
_YYY
_XXY
OXXY
Effect: 6 physical damage, 6 magical damage, pushes the enemy 2 spaces
Optional Effect: Area increased from X to X+Y,  damage increased  from 6/6 to 6/10 physical/magical damage, push increased from 2 to 3 spaces.

Shield Impact
After an enemy attacks either Airomn or his ally, Airomn rushes in counterattacks.
(Triggered)
CD: 4
Optional Cost: 2 charges
Range: Enemy must be in range of Airomn’s follow-up attack after movement.
Trigger: Airomn or an ally are dealt damage by an attack or ability, but not effects, terrain, or other sources.
Effect: If Airomn isn’t your active character, he switches in from the sidelines. Then, Airomn moves up to 2 spaces directly towards the enemy and makes a light attack, dealing an additional 4 physical damage.
Optional Effect: Effect changed from light attack to heavy attack, ignoring both Action and Movement requirements in the cost.  Optional costs may still be paid.

Rally the Troops
Airomn raises the morale of his allies, sending them charging into battle with new-found courage.
(Active)
CD: 2
Cost: 1 Action
Optional Cost: 2 charges
Effect: Airomn switches out with an ally on the sidelines, and they gain the effect “Rallied!” for 3 turns.  Then, that ally may make a light attack. 
Optional Effect: Effect changed from light attack to heavy attack, ignoring any Action requirements in the cost.  Optional costs may still be paid.

“Rallied!”
(Effect – Buff)
Your light attacks and heavy attacks deal an additional 2 physical damage.

Hero’s Judgment
Pyrmyra bathes Airomn in radiant light, causing him to become temporarily invincible while building up a powerful heal for his allies.  Enemies that cut through the light weaken its heal, but are greeted by vengeance.
(Active – Ultimate)
Cost: 1 Action
Optional Cost: Any number of charges
Range: Infinite
Effect: Airomn gains the effect “Hero’s Reckoning” for 4 turns with 12 peaceful counters on it.  When “Hero’s Reckoning” expires, both Airomn and the active enemy take damage equal to half the number of vengeful counters on it.  Then each of Airomn’s allies are healed for an amount equal to the number of peaceful counters on it.
Optional Effect: Initial peaceful counters increased by 3 per charge paid.

“Hero’s Reckoning”
(Effect – Buff)
This effect cannot be removed.  Airomn cannot switch out or be forced to switch out. Whenever Airomn would be dealt damage, that damage is prevented, that many peaceful counters are removed from “Hero’s Reckoning” and that many vengeful counters are placed on “Hero’s Reckoning”.

Arena Excerpt #1

A lot of my miscellaneous writing recently has been related to The Arena, so I figured I’d occasionaly post from excerpts for others to read! :D

“I’ll take that trade any day!”

“No Koreig, look!” she shouted from the sidelines. “H-he’s zipping the wound closed.”

His grip on his crescent axe tightened as he felt the pain running up his thigh.  When his axe had torn a deep gash into his opponent’s chest, releasing an arc of blood that speckled his grin, he didn’t mind the chunk his opponent’s pike had unexpectedly taken out of his upper thigh.  For a split second it felt like success, but as his opponent ran his fingers along the edges of the gash, pulling his flesh back together as if he had just zipped a zipper shut, his grin faded.

“Leaving him unscathed and me wounded… Damn it, he fights just like an experiment, but I thought…” he cursed, finishing his query internally, I thought that Jeppetto was a respected citizen of Galindh?  This thing can’t be an experiment, but then what is he?

His opponent retracted the pike into the zipper slot in the palm of his hand, leaving it open. As suddenly as his weapon had appeared, it was hidden once more. After stretching out his hand, the enemy extended an arm towards Koreig, mockingly gesturing him forward.

“You’re really starting to piss me off, freak!”

Placing his other hand on his axe, Koreig ran forward with an incredible burst of speed, ignoring the pain stabbing at his leg as he surged with rage.  When he got close enough to his opponent, he braced himself just in time to spot the tip of the pike peeking through an open zipper on his opponent’s foot.  With not a moment to lose, Koreig pulled his charge’s momentum backwards as the pike tore through the air less than an inch in front of his face.

“That trick isn’t going to work on me again now that I know it’s coming, you freak!”

Spinning around the pike clockwise, Koreig dodged to the left of the pike while using the added force of the swing to arc his axe across his opponent’s upper arm, severing it off cleanly.  Without losing his momentum, Koreig continued to run past his opponent a good distance before turning to face him.  As he turned to face his opponent, his opponent was zipping off the stub of his severed arm, stopping the rapid blood loss.

“It wasn’t that you can’t be cut, it’s just that the cut wasn’t deep enough,” Koreig sneered.  “Zip it off all you like you freak, I’m winning the arm game 2-1!”

It when was when Koreig mentally tallied the score that he realized something was terribly wrong.  His eyes darting across the ground around his opponent, and he realized that the arm he had cut clean off what nowhere to be found amidst the small pool of blood.

He could’ve possibly retracted it into that zipper of his, Koreig thought, but that doesn’t explain the blood. Damn it, I hate dealing with these freaks, they’re so hard to predict.

“Koreig, behind you!”

Unsure of what his teammate was shouting about, Koreig turned to look over his shoulder only to see his opponent’s hand wrap its fingers around his face.  The hand at the end of the arm that was crushing his face was attached to his shoulder, flesh bound together by a metal zipper that he hadn’t even felt placed.  In the moment before he had cut off his opponent’s arm, his opponent had somehow unzipped his arm, rezipping into Koreig’s flesh without him feeling it.

“Damn it!” he shouted, biting at the fingers as they tried to hold his mouth shut.  “Get this freaky thing off of me!”

The fingers continued to press firmly against Koreig’s face as he gnashed at them while trying to pry them away with his offhand, a distinct chuckling emanating from his opponent.  His opponent reached across his own lips, peeling back a zipper that was stifling his hearty laughter.

“Looks more like 3-1 to me,” his opponent jeered. “Oh dear, I’m losing terribly, aren’t I?”

Rules for “The Arena”

This is the first draft of the rules for The Arena.  Most of the rules are subject to changes as they are play-tested, and a lot of general gaming terms are used that would normally be elaborated if this wasn’t the abridged rules.  Feel free to ask for clarification!

Getting ready to play:

  • Players are given a chance to agree on a stage.  Otherwise, a stage is selected randomly.
  • Players are given a chance to decide who picks first.  Otherwise, a person is selected randomly to pick first.
  • Player 1 picks one character
  • Player 2 picks two characters
  • Player 1 picks two characters
  • Player 2 picks one character
  • Each player puts their first picked character onto their starting position, putting the other characters on the sidelines.
  • Each player marks that all of their characters are at their starting maximum HP value.
  • Each player gains one “Stylish Action!”
  • The game starts, and Player 2 goes first.

Taking your turn:

  • Your abilities cooldown by one turn.
  • Gain two Movement and one Action for the turn.
  • Perform each effect that says “At the start of your turn”
  • Gravity takes effect.
  • Objects in motion take effect (projectiles move, summons perform actions, etc.)
  • You may use Movements and Actions, in any order.
  • Perform each effect that says “At the end of your turn”

Movement:

You may use a Movement to move your character one space in any direction and face that direction, including diagonally.  The following effects modify your movement:

Gravity: At the start of your turn, if you are not standing on top of the ground or a grounded surface, you gain an Airborne Counter.  Then, you move straight down one space for each Airborne Counter you have.  If this causes you to touch the ground or a grounded surface, you lose all your Airborne Counters.

Momentum: At the end of your turn, if you used multiple Movements in the exact same direction and you don’t have a Momentum Counter, you gain one in that direction.  While you have a Momentum Counter, for the first time each turn you use multiple Movements in the exact same direction, you move an additional space in that direction.  Conversely, it costs an additional Movement to move in the opposite direction.  At the end of your turn, if you didn’t use multiple Movement in the exact same direction and you do have a Momentum Counter, you lose it.

Grabbing and Lifting: If you end a Movement adjacent to a stationary object you may grab that object, becoming grounded.  If you are grabbing a stationary object that is you are able to pass through, you may use one Movement to move directly on top of it.  You are always able to pass through stationary objects that do not occupy a space but instead appear between spaces, like floating platforms.

Actions:

Actions may be used to perform your characters attacks and abilities.  These attacks and abilities are incredibly unique, and should be evaluated on an ability-to-ability basis.

“Stylish Action!”:

Each player starts the game with one “Stylish Action!” At any point in time, you may use your “Stylish Action!” to pause the game, gaining an Action that you must immediately use.  Then, the game is unpaused.

Switching Characters:

If you want to change which character you are fighting with, you may use a Movement and an Action.  If you do, you gain the buff “Switching…”

“Switching…” [buff] – At the start of your next turn, if your character has both a Movement and Action available, your active character and a character of your choice from the sidelines switch places.

When you switch characters, all buffs and debuffs are removed from your character.  Note that global buffs and global debuffs are associated with a player, not a character, so these will remain in effect.