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Parties of adventurers battle it out in the depths of a dungeon to see who
will emerge victorious!
Adventurer can become one of 4 different character classes, either Warrior,
Thief, Cleric or Mage. Each character class has its own strengths and
weaknesses.
Each adventurer starts with a certain amount of hit points (hp) and toughness
(tg). Every time an adventurer is zapped they lose a single point of toughness.
If their toughness is reduced to zero, the adventurer has been defeated, their
battle suit will be deactivated and the adventurer will lose a hit point. Should
their hit points ever reach zero, the adventurer is eliminated (exception: See
the description of the "Resurrect" spell below).
As the game progresses and the adventurer earns experience points (xp), the
player will grow in their experience level for that class, becoming stronger and
gaining extra powers as they advance. As the adventurer goes up in experience
level their hit points, toughness and shot speed increase. The Warrior's
abilities increase the fastest as they go up levels, followed by the Thief, then
the Cleric, and the Mage's abilities increase the slowest.
Description of classes:
Warrior:
The Warrior is the simplest class to play. The Warrior is tough and
becomes stronger in a stand-up fight faster than any other class. The Warrior's
only special ability is the Cure Light Wound (CLW) potion, which they get as
they advance in experience level. Unused CLW potions accumulate as they advance.
To use a CLW potion the Warrior simply holds in their trigger. This restores
their hit points to full and will reactivate the Warrior if they were
deactivated.
Thief:
The Thief is slightly weaker in normal combat than the Warrior. The Thief has a number of special abilities they can use.
Steal: If the Thief missile-locks an opponent they can Steal
experience points from the opposing adventurer which are given to the Thief. The
longer they missile-lock the opponent, the more experience they
steal.
Hide In Shadows: To "Hide In Shadows" the Thief holds in their
trigger until their battle-suit announces "Stealth Activated". The Thief's lights
will deactivate and other players will no longer be able to get a lock-on tone
to the Thief. To "Come Out Of Shadows" the Thief simply holds in their trigger
again. While the Thief is "Hiding In Shadows they cannot fire normal shots, but
only attempt the Backstab attack.
Backstab: A Backstab can only be done by a Thief who is "Hiding In Shadows". To perform the Backstab the Thief missiles the opponent, who will get no missile warning. A Backstab bypasses all toughness and will do multiple hit points damage dependant on the Thief's experience level.
Cleric:
The Cleric is weaker again than the Thief. The Cleric's special abilities
are their spells. Cleric's gain access to new spells as they advance in
experience level. When a Cleric casts a spell they are unable to cast the same
spell again for a period of time, until their God grants them that spell again.
The higher the spell level, the longer the wait. See the sections below on "How
to select and cast a spell" and the descriptions of the Cleric's
spells.
Mage:
The Mage is the weakest character class in normal combat. As with the
Cleric, the Mage's special abilities are their spells, which they gain access to
as they progress in experience level. However unlike the Cleric, the Mage's
ability to spells is only limited by the amount of Mana they have. As a Mage
progress in experience levels, their maximum Mana also increases, and any time
they are not casting a spell their Mana will always slowly restore to its
maximum value. For a Mage, even trying to cast a spell uses up a small amount of
their Mana. When they do cast a spell, an additional amount of Mana is used
dependant on the spell level.
How To Select And Cast A Spell:
Casting spells is the most complicated aspect of this game, however for
the two spell-casting character classes (Cleric and Mage), it is vitally
important.
Firstly the adventurer must begin their casting by going into spell-casting
mode. To do this the adventurer holds in their trigger until the battle-suit
announces "Special Online". While in spell-casting mode, the adventurer is
helpless. Once they are in spell-casting mode the adventurer must immediately
begin selecting their spell. They select the spell by pulling their trigger the
same number of times as the number of the desired spell on their spell list.
As an example:
A Cleric goes into spell mode.
They then pull their trigger once.
At this stage the Cleric has selected the first spell on the Cleric's Spell List.
If they pull their trigger again, they have selected the
second spell on the Spell List.
And so on
If the adventurer reaches the last spell on their Spell List and pull their
trigger again, they have cycled their spell selection back to the first
spell.
As each spell is selected the battlesuit will either give a positive beep
or a negative beep to indicate if the spell is available or unavailable to
the adventurer. Spells can be unavailable either because they have been cast
recently (Cleric only), or the adventurer does not have enough Mana (Mage only),
or the adventurer is not high enough experience level to earn the spell yet.
Once the desired spell is selected, the adventurer must stop pulling their
trigger. Once 3 seconds have passed since the last trigger pull, the adventurer
automatically returns to normal Combat mode with their spell selected. As they
come out of spell mode the battle suit will give a positive beep or a
negative beep to indicate if the spell was successfully selected.
If a spell-caster with a selected spell is deactivated the spell is lost.
Cleric's Spell List:
Heal / Injure: When this spell is selected it is used on the next
player the Cleric zaps. If that adventurer is on the Cleric's team, then they
are healed a number of hit points dependant on the Cleric's level, and they are
reactivated if they were currently deactivated. When used against an enemy
adventurer, the adventurer is deactivated regardless of toughness and a number
of hit points is deducted dependant on the Cleric's level.
Bless / Curse: When this spell is selected it is used on the next
player the Cleric zaps. If that adventurer is on the Cleric's team, then the
adventurer is Blessed. This gives the adventurer a good random Lingering Effect,
e.g. faster shot speed, increased toughness, etc. If the adventurer was from the
opposing team, they are Cursed, which gives them a bad random Lingering Effect,
e.g. slower shot speed, lower toughness.
Dispel Magic: When this spell is selected it is used on the next
player the Cleric zaps. This spell removes all Lingering Effects or Spirit Links
on that adventurer.
Spirit Link: When this spell is selected it is used on the next player
the Cleric zaps. From then on, any experience points that the adventurer should
get are instead awarded to the Cleric. Also, any hit points removed from an
adventurer are also given to the Cleric as a bonus.
Resurrection: When this spell is selected it is used on the next
player the Cleric zaps. When an adventurer is first eliminated they have a short
period of time in which if any Cleric cast resurrect on them, the adventurer is
restored to the mission, although their experience level is halved.
Mage's Spell List:
Magic Missile: When this spell is selected it is used on the next
player the Mage zaps. This spell bypasses all toughness and deals multiple hit
points damage dependant on the Mage's level.
Shield: This spell is activated the moment the Mage successfully
selects it. This gives the Mage themselves a bonus to their toughness. Multiple
Shields have no extra effect.
Fireball: Once this spell is selected the Mage is given the ability to
missile-lock adventurers. When the Mage missile-locks their first target, the
spell begins casting, and they can then missile-lock others for another 4
seconds. During this time, any target missile-locked is immediately deactivated.
When the 4 seconds is over a large amount of damage is distributed amongst all
those adventurers the Mage sent down with their spell.
Time Stop: This spell is activated the moment the Mage successfully
selects it. This immediately causes all enemy adventurers to become helpless as
their phasers stop working for just less than a minute! This spell is very
demanding on a Mage and while it is in operation, the Mage's mana does not
replenish.
Notes: Each target can only be destroyed once. To destroy a
target, it must only be zapped once. When a target is destroyed it gives the
adventurer a random effect e.g. a Bless, a Curse, bonus experience, take away
experience, increased experience level, lose an experience level, or even
nothing.
The Warbot will reactivate periodically during the game. Once
reactivated, it will give a random effect the same as a destroyed target to the
first adventurer it sees. Once it has done this it will go to sleep for a
while.
If an adventurer receives more than one random effect in a short space of
time, the random effects have a greater chance of being bad.
Recommended Game length: 15 minutes.
Skill levels: All players of each character class play at the same
level.
Scoring:
| Event |
Score |
| Deactivate Enemy |
100 |
| Zap Enemy |
10 |
| Deactivate Team Member |
-100 |
| Activate Spell |
100 |
| Zap Tam Member |
-10 |
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