-------------- --- Undead --- -------------- This character was created by my cousin Chris, not me. It hasn't been played before. ************* *** Start *** ************* you are never downed, this means your HP may go down to one greater than your negative max HP without being downed, but if you reach your negative max HP, you are killed; if any effect causes you to gain HP you take twice that much damage instead; you start with 2 Death Points; each time you kill a primary or secondary character you gain 1 Death Point; you are evil; ******************** *** Quick Levels *** ******************** 0g Quick Level 0 – gain 1 action per turn 12g Quick Level 1 – gain 2 actions per turn, you must spend 1 Death Point to purchase this 23g Quick Level 2 – gain 3 actions per turn, you must spend 2 Death Points to purchase this 50g Quick Level 3 – gain 4 actions per turn, you must spend 3 Death Points to purchase this **************** *** Weapons **** **************** you may not use any weapon more than once per turn; any weapon with a value for 'MP' causes you to gain that amount of current, max, and starting MP, that amount is also lost when you stop using the weapon 0g Dagger – uses 1 hand; pay 1 action: 1 range, 1 damage, melee type 3g Soul Knife – uses 1 hand; pay 1 action: 1 range, 2 damage, melee type; pay 1 action: 0 range, 1 damage, can target downed characters; 8g Sword – uses 1 hand; pay 1 action: 1 range, 4 damage, melee type 10g Double-Edged Sword – uses 1 hand; pay 2 actions: 1 range, 4 damage, melee type, this attacks twice 9g Razor Sword – uses 2 hands; pay 1 action: 1 range, 4 damage, melee type, powerful type, this has a 1/6 chance of causing target to lose use of 1 hand until the end of next board, each time this happens you may purchase Arm one additional time 7g Doomblade – uses 1 hand; pay 1 action: 1 range, target character’s max HP is reduced by 2 until end of board, melee type, magical type 16g Deathblade – uses 2 hands; pay 1 action: 1 range, 3 damage, melee type; pay 1 action: 1 range, target character is marked; use 1 turn, 1 range, target marked character takes damage equal to their max HP, melee type, magical type, powerful type; 12g Enchanted Sword – uses 1 hand; 1 MP; pay 1 action: 3 damage, 2 range LOS, when this successfully attacks a character it gains 1 MP, melee type, magical type 5g Magic Staff – uses 1 hand; 3 MP; pay 1 action: 1 range, 2 damage, melee type; you may use spells while this is in hand; 8g Magic Wand – uses 1 hand; 2 MP; pay 1 action: this gains 1/2 MP; you may use spells while this is in hand; 4g Soul – uses 0 hands; 1 MP; you may only purchase this if you have killed a primary or secondary character since you last purchased this; you must spend 3 Death Points to purchase this; 11g Soul Shield – uses 1 hand; this is armor with 3 HP and 1 protection, but you may use its other abilities when it has 0 HP; pay 1 action: 1 damage, 1 range, melee type, this does triple damage with parry, if this damages a character on a turn in which they become downed Soul Shield gains 1 HP permanently, Soul Shield may not gain more than 1 HP per character per board in this fashion; pay 1 action: 1 damage, 0 range, magical type, if this kills a character Soul Shield gains 1 protection permanently, this may only target downed characters; this may only be purchased once; ***************** *** Abilities *** ***************** 9g Parry – any time, you may attack a melee type attack targeting you and spend the actions for the attack next turn, the damage the attack would deal is reduced by the damage your attack deals, you may only use this ability if you have enough actions to attack with the weapon on your next turn, the weapon can not be used next turn 13g Arm – gain 1 hand; this may not be purchased normally, see Razor Sword description 17g Rot – you gain an additional Death Point each time you kill a character; you must spend 3 Death Points to purchase this 28g Evil Force – pay 2 Death Points: destroy 1 attack targeting you, take 1 damage, any time 20g Deathmatch – use 1 turn: infinite range LOS, target character enters a deathmatch with you, target character may avoid entering the deathmatch by losing half its HP (round down) and giving you half its gold (round down), if the character refuses the deathmatch, you may not use this ability on that character again on this board; when two characters are in deathmatch they must move toward each other or attack each other, they may not voluntarily move away, move onto an exit, attack anything else, or drop gold, the deathmatch ends when one character is downed or killed, when one character is damaged by another character, or when one character resigns, if a character resigns it loses half its HP (round down) and gives half its in level gold (round down) to the other character ************** *** Spells *** ************** you may not use spells unless an ability says you may and no other ability says you may not, see magic wand and magic staff MP costs must be paid from a weapon in hand and/or by spending death points, you may only use one spell ability per turn 9g Dark Flame – pay 1 action: 6 range, 3 damage, fire type 10g Evil Blast – pay 2 actions: 8 range, 5 damage 1 pushback, 2 damage at 1 radius, explosive type 16g Frozen with Fear – pay 1 action: 3 range LOS, 2 damage, water type, target character loses its next 2 turns and may not be damaged until the beginning of the turn after 13g Grasp Of Death – use 1 turn: 1 damage, 1 range, powerful type, target character loses their next turn 17g Curse – pay 1 action, 1 MP: 2 range, target character is cursed; a cursed character takes one more damage on all attacks, and it deals one fewer damage on all attacks, but still at least one damage per attack, damage per shot may be 0, but the total for the attack must be least 1 18g Mark Of Death – pay 1 action: 2 range, target character is marked; pay 1 action, 1 MP: choose a marked character, that character takes 2 damage 21g Winter Wind – pay 1 action, 1 MP: 4 range, target character is impacted by wind in the direction of this attack until they are downed or the level ends, magical type; wind: at the beginning of each of the impacted character's turns, the character moves 1 space with push in the direction of the wind, it movees 2 spaces instead if it is flying 19g Remove Soul – pay 1 action, 1 MP: 1 range, target downed character is no longer downed and may not be downed until the end of the board, powerful type 22g Weakness – use 1 turn, X MP: X-1 damage, 3 range, X is target character’s current HP, this may not be prevented 12g Rest in Peace – use 1 turn, 1 MP: 0 range, target downed character may not be damaged until it is no longer downed, must stay downed until it is at full HP, and loses every third turn starting with its next turn until it is no longer downed ************* *** Forms *** ************* you may only use one form in level; you may not purchase any forms except Zombie unless you have downed a character; you must spend 2 Death Points to purchase a form, except Zombie; Swap Weapon - pay SwapActionCost actions; swap a weapon in hand with one in storage 0g Zombie – has 2 hands; you have 5 storage; 0 SwapActionCost 6g Skeleton – has 2 hands; evasion 1/3; all your attacks deal 1 additional damage; you may not use spells; you have 2 storage; 1 SwapActionCost; 9g Reanimating Skeleton – has 2 hands; evasion 2/3; all your attacks do 2 additional damage; you may not use spells; if you are damaged or are the target of a successful attack you are downed and lose your next turn; use 1 turn: you are no longer downed, you lose 1 max HP until the end of the level, your HP now equals your max HP; you have 3 storage; 1/2 SwapActionCost; 12g Werewolf – has 2 hands; use 1 turn: you are now in wolf form; while in wolf form characters lose all normal abilities and gain abliities: gains 3 actions per turn; may not pick up gold and must drop all gold when entering wolf form; pay 1 action: move up to 2 spaces; pay 1 action: 3 damage, 1 range, melee type, if this downs a character not in wolf form they are healed to full HP, are in wolf form, and are under your control until they are no longer in wolf form; all damage dealt to a character in wolf form is reduced to 1; pay 1 action: you are no longer in wolf form and your turn ends; if you are downed you leave wolf form; if a character in wolf form does not damage a character not in wolf form for 5 turns it is no longer in wolf form; 18g Vampire – has 2 hands; you have 1 storage; 1 SwapActionCost; Suck Blood - pay 1 action: 0 range, this may only target downed characters, you gain 1 HP (this overrides the other law) up to your max and deal 1 damage, if one effect is prevented they both are; 19g Lich – has 2 hands; you may use spells; double the MP of all your weapons; you have 2 storage; 0 SwapActionCost; 17g Death Knight – has 3 hands; all your attacks deal 2 additional damage; you have 3 storage; 0 SwapActionCost; 7g Ghost – has 1 hand; evasion 1/2; hide infinite range LOS; you may use spells; you may not use powerful-type attacks; you may occupy the same space as characters and barriers; all your melee-type attacks do 2/3 damage (round up); 11g Banshee – has 1 hand; you may use spells; you may not use powerful-type attacks or Deathmatch; Wail - use 1 turn: any character within infinite range LOS of you is afflicted by Wail until it begins its turn not in LOS of you, a character afflicted by Wail takes 2 damage at the beginning of each of its turns, must move away from you, and may not voluntarily move toward you or attack you, you may only use this ability twice per board; 10g Shadow – has 2 hands; hide infinite range LOS; you may occupy the same space as other characters; at the beginning of the board choose one of the main eight directions to be sunlight; pay 1 action: change the direction of sunlight by 45 degrees; you do not appear where you are, you appear on the edge of the nearest wall, barrier, or character in the direction of sunlight, you attack and are attacked and effected as though you were actually there, pushback and movement impact your actual location; 21g Poltergeist – you may use spells; you may not use melee-type attacks; gain 1 action per turn; evasion 1/2; you are invisible and remain invisible no matter what effects you use; you may occupy the same space as characters and barriers; you may not pick up gold; pay 1 action: 2 range (2 diagonals), move anything on target space up to 2 spaces with push, this may move walls, if this moves gold onto the door, you gain that gold out of level; if you are damaged or seen you are killed; **************** *** Terrains *** **************** you may only use one terrain on each board; you must spend 2 Death Points each time you purchase a terrain (except Dungeon); 0g Dungeon – no effects 5g Swamp – lose 1 action per turn; all your attacks deal 2 additional damage; increase your HP by 1/3 (round down); 13g Plains – gain 1 action per turn; all your attacks deal 1 additional damage; lose 1/3 of your HP (round down); 11g Mountains – lose 1 action per turn; you may spend 3 actions to move 2 spaces over a wall; you may not be hidden, but may still be invisible; 9g Fire – all attacks deal burn equal to 1/2 the damage they deal (round up); lose 1/2 of your HP (round down); 14g Air – gain 2 actions per turn; you are always levitating; all attacks deal 2 additional damage to you; all your attacks deal 1 fewer damage; lose 1/3 of your HP (round up)