Post by Sevventh on Jan 5, 2016 20:03:02 GMT -6
I feel like Mushroom Kingdom would be the "first level" or dungeon, so nothing too crazy should happen in this.
Drafting out some enemies and features for the level is how I'll start making this. I've got some ideas for the way basic enemies will work. Also, I have an idea for the level to branch out! I think 1 floor should have a warp pipe marker or space that if you end a dungeon (not movement) on a warp pipe, you'll get to choose between going the normal route or the maybe tougher yet more rewarding pipe route.
Quick key!
Name (Life)
-(Attack numbers/die rolls)
Range #, Power #, Priority #
Effects
-etc.
Special Ability if applicable
Enemies:
Goomba (3 life)
-(1-4)
R1, P1, S1
BA: Advance 1
-(5-6)
R1, P2, S0
SoB: Advance 2
Goombas can also be defeated when you have switched sides and ended your movement adjacent to one.
Koopa (5 life)
-(1-3)
R1, P2, S1
BA: Advance 1
-(4-5)
R1, P1, S4
BA: Advance until adjacent
AA: Advance as far as possible
-(6)
RN/A, PN/A, S0
Soak 5
Pirahna Plant (3 life)
-(1-6)
R1-X, P2, S1
X is the number rolled
Lakitu (12 life)
- (1-2)
RN/A, PN/A, S6
BA: Advance up to 4 spaces.
- (3-4)
RN/A, PN/A, S6
BA: Retreat up to 4 spaces.
- (5)
R1, P2, S4
AA: Place a Spiny in the range of this attack and advance up to 2 spaces.
- (6)
R3, P2, S4
AA: Place a Spiny in the range of this attack and retreat up to 2 spaces.
Spiny (6 Life)
-(1-4)
R1, P1, S1
BA: Advance 1
-(5-6)
R1, P2, S0
SoB: Advance 2
Each time you move into a space adjacent, you lose 1 life. Each time a Spiny moves into a space adjacent to you, you lose 1 life.
Hammer Brother (14 life)
- (1-3)
R1-3, P5, S4
BA: Advance 1
- (4-5)
R3-6, P5, S6
BA: Retreat 1
- (6)
RX, P3, S3
Petey Pirahna (22 life)
- (1-2)
R1, P4, S3
Stun Guard 4
BA: Advance 2.
AA: Repeat this attack once.
- (3-4)
R2-4, P3, S5
OH: The target cannot move for the rest of the beat.
- (5-6)
R1, P6, S1
Soak 1, Stun Guard 4
BA: Advance up to 4 spaces.
Drafting out some enemies and features for the level is how I'll start making this. I've got some ideas for the way basic enemies will work. Also, I have an idea for the level to branch out! I think 1 floor should have a warp pipe marker or space that if you end a dungeon (not movement) on a warp pipe, you'll get to choose between going the normal route or the maybe tougher yet more rewarding pipe route.
Quick key!
Name (Life)
-(Attack numbers/die rolls)
Range #, Power #, Priority #
Effects
-etc.
Special Ability if applicable
Enemies:
Goomba (3 life)
-(1-4)
R1, P1, S1
BA: Advance 1
-(5-6)
R1, P2, S0
SoB: Advance 2
Goombas can also be defeated when you have switched sides and ended your movement adjacent to one.
Koopa (5 life)
-(1-3)
R1, P2, S1
BA: Advance 1
-(4-5)
R1, P1, S4
BA: Advance until adjacent
AA: Advance as far as possible
-(6)
RN/A, PN/A, S0
Soak 5
Pirahna Plant (3 life)
-(1-6)
R1-X, P2, S1
X is the number rolled
Lakitu (12 life)
- (1-2)
RN/A, PN/A, S6
BA: Advance up to 4 spaces.
- (3-4)
RN/A, PN/A, S6
BA: Retreat up to 4 spaces.
- (5)
R1, P2, S4
AA: Place a Spiny in the range of this attack and advance up to 2 spaces.
- (6)
R3, P2, S4
AA: Place a Spiny in the range of this attack and retreat up to 2 spaces.
Spiny (6 Life)
-(1-4)
R1, P1, S1
BA: Advance 1
-(5-6)
R1, P2, S0
SoB: Advance 2
Each time you move into a space adjacent, you lose 1 life. Each time a Spiny moves into a space adjacent to you, you lose 1 life.
Hammer Brother (14 life)
- (1-3)
R1-3, P5, S4
BA: Advance 1
- (4-5)
R3-6, P5, S6
BA: Retreat 1
- (6)
RX, P3, S3
Petey Pirahna (22 life)
- (1-2)
R1, P4, S3
Stun Guard 4
BA: Advance 2.
AA: Repeat this attack once.
- (3-4)
R2-4, P3, S5
OH: The target cannot move for the rest of the beat.
- (5-6)
R1, P6, S1
Soak 1, Stun Guard 4
BA: Advance up to 4 spaces.