----------------------- --- Chaos Elemental --- ----------------------- ************* *** Rules *** ************* all elemental abilities are of type magical and are of their element's type (earth, air, fire, water, spirit, void), but not Move or Dagger ************* *** Start *** ************* Move - pay 2 EP of any element: move 1 space Dagger - pay 2 EP of any element: 2 damage, 1 range, melee type ******************** *** Chaos Levels *** ******************** 0g Chaos Level 0 - 1 die; max 4 EP/element; 2 CP/turn 6g Chaos Level 1 - 1 die; max 7 EP/element; 3 CP/turn 12g Chaos Level 2 - 2 dice; max 10 EP/element; 4 CP/turn 22g Chaos Level 3 - 3 dice; max 13 EP/element; 6 CP/turn 25g Chaos Level 4 - 3 dice; max 16 EP/element; 8 CP/turn 35g Chaos Level 5 - 4 dice; max 20 EP/element; 10 CP/turn EP means elemental points CP means chaos points there are 6 different types of EP that you may have, one for each element your maximum for each of them is indicated above, depending on your chaos level you may only spend CP at the beginnings of your turns; you may spend X CP to produce an EP of any element where X is the number of times you have produced an EP of that element this turn + 1 if you gain spirit such that your spirit exceeds your HP your HP will equal your spirit and each EP produced to this effect will cost an additional CP; if you lose HP such that your HP is less than your spirit your spirit will equal your HP ******************* *** Chaos Rolls *** at the start of each turn, roll the number of 6-sided dice indicated for your Chaos Level each face of the die should map to an element like this: 1: Earth, 2: Air, 3: Fire, 4: Water, 5: Spirit, 6: Void you gain abilities related to each element that you rolled depending on how many of that element you rolled, as shown below you may not use abilities of an element unless you roll it on your chaos dice 1 Chaos Die - you may use the element until your next turn 2 Chaos Dice - you may use the element until your next turn gain 1 EP in the element you may use supers for the element 3 Chaos Dice - you may use the element until your next turn gain 2 EP in the element you may use supers for the element you may gain 1 EP of the element by paying 2 EP of the opposing element as many times as you want, any time 4 Chaos Dice - you may use the element until your next turn gain 3 EP in the element you may use supers for the element you may gain 1 EP of the element by paying 1 EP of the opposing element as many times as you want, any time you may gain 1 EP of the element by paying 2 EP of any non-opposing element as many times as you want, any time *********************** *** Earth Abilities *** *********************** 3g Fist - pay 2 Earth EP: 3 damage, 1 range, melee type; super: 4 damage 1 push back 14g Tunnel - pay 2 Earth EP: you are now tunneling; you may stop tunneling at any time during your turn and must stop tunneling at the end of your turn; while tunneling you may not be attacked, take damage, use any abilities except you may pay 2 Earth to move 1 space, or occupy the same spaces as other characters, walls, barriers, and the exit; if you stop tunneling on the same space as another character, wall, or barrier which cannot occupy the same space as, both you and the character, wall, or barrier are destroyed or killed; if you stop tunneling on the same space as the exit, you exit the level super: you may use any element to move while tunneling and may remain tunneling in between turns if you start tunneling this turn 13g Earthquake - pay 8 Earth EP: all squares on the board except levitating characters take 3 damage each; replace all semi-barriers that this destroys at random locations rerolling possible telefrags ********************** *** Fire Abilities *** ********************** 3g Flame - pay 2 Fire EP: 2 damage, 7 range; super: burn 2 6g Fireball - pay 5 Fire EP: 5 damage, 2 damage at 1 radius, infinity range; super: 2 push back, 1 damage at 2 radius 16g Explode Wall - pay 5 Fire EP: 6 range, target wall is destroyed, 2 damage at 1 radius; super: destroy all walls and barriers adjacent to target wall ********************* *** Air Abilities *** ********************* 7g Wind - pay 6 Air EP: 8 push back, 8 range; super: 7 push back, move up to 1 space forward 7g Levitate - pay 3 Air EP: move up to 2 spaces, until the end your next turn you are levitating; super: move up to 3 spaces instead 11g Tornado - pay 5 Air EP: 2 damage, infinity range LOS, move target other character 3 spaces with push; super: move any characters adjacent to target character up to 2 spaces with push 15g Fly - pay 4 Air EP: move 2 spaces, until the end of your next turn you are flying and levitating; super: move up to 3 spaces *********************** *** Water Abilities *** *********************** 3g Splash - pay 2 Water EP: 1 damage 2 push back, 5 range; super: 2 damage, 2 push back, infinity range 5g Icesheet - pay 3 Water EP: place a barrier with 5 HP on any occupiable space adjacent to you; super: this barrier may not be destroyed until the end of your next 3 turns 9g Freeze - pay 4 Water EP: 1 damage, infinity range LOS, target character skips their next 2 turns and may not be attacked until their turn after; super: target character may be attacked directly after they have skipped their second turn ********************** *** Void Abilities *** ********************** 6g Nullify - pay 4 Void EP: 6 damage, 5 range; super: target character loses 3 max. HP until the end of the level, this may not reduce a character's max HP below 1 18g Void Space - pay 8 Void EP: 5 range, target space is now occupied by void; anything on target space is destroyed and target space may not be moved, attacked, or targetted through; this may not target spaces occupied by characters unless they are hidden; may target empty spaces; if a space occupied by an invisible character is made void that character is killed; super: change cost to 4 Void EP 7g Reaper Bonus - pay 1 Void EP: use only if a character is damaged, that character takes N damage where V is the number of Void you have directly before using this effect divided by 3 (round down) ************************ *** Spirit Abilities *** ************************ 6g Heal - pay 1 Spirit EP: infinity range LOS, target character gains 4 HP, may not target self; super: this may target downed characters 4g Soulstrike - pay 2 Spirit EP: 3 damage, 4 range; super: this costs 1 Spirit, infinity range LOS 30g Summon Unicorn - can't use this ability except as super super: pay 10 Spirit EP: spawn an extra Unicorn spirit character on the board at a random space under your control; if it spawns on a character: choose a new random location; if it spawns on gold, a barrier, or a wall, it is destroyed; Its abilities are: gain 2 actions per turn; 8 starting and max HP; 1 action, move 2 spaces; 1 action, 4 damage, 2 range; 2 actions, move up to 4 spaces in any one direction and then attack in that direction for 8 damage at 1 range, charging; 2 actions, 6 damage, infinity range, energy Unicorns may not take damage from Demons, Void attacks, or Vampires; any character that destroys a unicorn is killed; this may pick up gold at 0 range, any time; this may drop gold at 1 range (diagonals); if unicorn exits with gold the gold goes to unicorn's controller