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So, I made a War Game
I needed to clean my Palit from the other project I'm working on, so I made this. It's far from polished, but still. It's vaguely based on Elden ring and Pokimon types, so it may be strange. I'd make it a PDF for you to read, but I can't figure out how, so I'm putting it in the text below (It doesn't let me post it with tables either, so I'll likely have to post the elemental table secretly, sorry). Still, I hope you all have fun with it.
The Shattered Realms: The great war is a tactical
The Shattered Realms: The Great War is a tactical, narrative-driven tabletop wargame where players command armies from unique factions, each with its own strengths, weaknesses, and lore. The goal is to outsmart, outfight, and outlast your opponents through a combination of strategic unit activation, tactical positioning, and dynamic battlefield events. With elemental types that also affect how battles gose. The goal was to dimple, kill the enemy champion. Champion
Elements
Every unit and faction has an element. If you don’t know what damage it is, add the numbers up and that’s the damage modifier for the type.
The Champion Elements
There is a special third type that all Champions have, those Types being Strength, Wisdom, and Courage. These three spacial types adorn all Champions.
Strength
Wisdom
Courage
Core Components:
Miniatures: Representing your army (infantry, cavalry, monsters, Championes, etc.).
Battlefield Map: Modular and varied terrain compatibility (forests, rivers, ruins, high ground, etc.).
Action Dice: Standard six-sided dice used to activate units and resolve actions (combat, movement, magic, etc.).
Faction abilities: Detailing special abilities, upgrades, and unit traits specific to each faction.
Unit Stats Sheets: To track wounds, abilities, and status effects of individual units.
Tokens/Markers: For tracking morale, unit conditions, status effects, etc.
Stat block layouts
Type: They types that a creature is
wounds: how many hits they can take before they must be taken off the field and are considered dead.
Damage: how many d6 they use on their attacks. It also labels whether they are ranged, or melee attackers.
Movement: how many inches they can move per round unless abilities are used
Notes: Some lore tidbits
Abilities: List of abilities they can use on their turn (If they have any). These include passive and ones that must be activated.
Gameplay Overview:
1. Army Composition:
Army Points System: Players build armies using a point system, where each unit has a point cost. Players create balanced forces based on these points.
Units: Include standard infantry, archers, cavalry, spellcasters, monsters, and Champion units. Each unit has unique stats (Attack, Wounds, Movement, Morale).
Custom Traits: Some units have customizable traits, such as elemental affinity, leadership bonuses, or magical powers.
Champion: You can only have 1 Champion in your army at a time.
2. Battlefield Setup:
Modular Map: The battlefield is created using hex tiles or a grid system. Terrain features (forests, ruins, rivers) affect movement, combat, and tactical choices.
Deployment Zones: Players deploy their armies within designated zones at opposite ends of the battlefield.
3. Turn Structure (5 Phases):
Command Phase:
Players check the morale of units by rolling for each of them, and activate any special abilities from Championes or faction abilities that will affect this round.
Movement Phase:
Players move their units according to their movement stats and the terrain.
Units can charge or maneuver, taking advantage of tactical positions.
Action Phase:
Combat: Units engage in combat, rolling dice based on their stats to attack and defend.
Ranged Combat: Archers, spellcasters, and siege units can attack from a distance up to a certain amount of inches, however they can not deal the final wound at distances further than 5 inches.
Melee Combat: Units in close proximity fight in hand-to-hand combat.
Magic & Abilities: Units with magical or special abilities can cast spells, summon creatures, or enhance nearby units.
Morale Phase:
Players check morale for units that suffered heavy casualties or are facing certain conditions (e.g., charges, failed actions).
Units may become disordered, retreat, or flee if morale drops too low.
Champions or leaders provide morale boosts to nearby units.
End Phase:
Remove destroyed units and check for special conditions or objectives (such as holding key locations).
Activate your faction abilities for the next round.
4. Unit Activation & Dice Rolls (Action Dice System):
Action Dice Pool: At the start of each turn, each player has a pool of Action Dice equal to the number of units in their army. Players assign dice to activate units and resolve their actions.
Activation Roll: This triggers upon a unit’s actions, like attacks or abilities that effect other units.
Champion Leadership: Champion units can boost activation chances or grant additional actions to units near them.
Reaction System: When it's not their turn, players can spend Action Dice to react to enemy actions (e.g., intercepting a charge, casting a counterspell, or firing at an enemy unit before they act).
5. Morale & Leadership:
Morale Checks: Units with low morale may fail to act, retreat, or break from the battle. Morale is influenced by leadership, casualties, and events during the game.
Leadership Aura: Championes and generals boost the morale of nearby units. Each Champion has a Leadership Roll that, if successful, can help units pass morale checks or give bonuses to their actions.
Morale Tokens: Track a unit’s morale. If a unit’s morale drops too low, they may flee the battlefield or become ineffective in combat.
6. Combat Resolution (Dice Rolls):
Attack & Wounds Rolls: Combat is resolved by rolling Action Dice (typically 2–3 dice per unit). The attacker rolls to hit, while the defender rolls to resist. Each die that meets or exceeds a set threshold is a success.
Critical Hits: Rolling the highest value on the dice (e.g., 6 on a d6) results in a critical hit, causing extra damage or triggering a special effect.
Damage Calculation: The number of successes determines how much damage is dealt, factoring in the defender’s resilience.
7. Player abilities & Battlefield Effects (Optional):
Event Cards: At the start of each Round, players draw an Event Card that introduces a random event, such as:
Magical Storm: All spellcasting units gain extra power, but also cast.
Fog of war: Line of sight is reduced to max 8 inches for this round.
Divine Favor: A unit gets a boost to their next attack or morale.
These events keep the battlefield dynamic and unpredictable, forcing players to adapt their strategies.
Distant chaos: Chaos in the distance gives disadvantage as the sounds of chaos happen in the distance.
Healing leaves: All units regain 1 wound, and holy creature’s deal double attack.
8. Objectives & Victory Conditions:
Objective-Based Victory: Scenarios have specific victory conditions, such as:
Total Conquest: Destroy all enemy units.
Territory Control: Occupy key locations on the battlefield for a set number of turns.
Champion Assasination: The main goal is simple, kill the champion of the opposing player.
Assassination: Kill the enemy Champion unit.
Survival: Survive against overwhelming odds or hold out for a set number of turns.
Victory Points (VP): Players earn Victory Points for completing objectives. The player with the most VP at the end of the game wins.
9. Campaign Mode:
Players can engage in campaigns where the outcomes of battles carry over to future games. Championes can gain experience, level up, and acquire new abilities or equipment. Armies can change over time, gaining new units or losing key members based on the results of each game.
Factions
1. The Ironclad (Heavy Infantry & Siege Warfare)
Faction Theme: A disciplined, industrial empire driven by ruthless militarism and technological prowess. Their armies consist of heavily armed foot soldiers, war machines, and siege engines.
Faction Unique Abilities:
Iron Wall: Ironclad Infantry can form a defensive wall, gaining a bonus to Wounds when grouped together.
Overcharge: Steam Knights can overcharge their engines to gain extra movement and attack power for one turn, but they take damage after using it.
Siege Supremacy: Your artillery units roll an additional attack die when firing at enemy units behind cover or fortifications.
Faction Traits:
Unyielding Resolve: Units in the Ironclad Dominion have high morale and are less likely to break under pressure. They receive a +1 bonus to all morale checks.
Siege Masters: The faction excels at long-range bombardment and siege warfare. Siege weapons (like catapults, cannons, and ballistae) have increased range and deal extra damage to fortified units or structures.
Mechanized Machines: Certain units, like Steam Knights or Iron Golems, are powered by clockwork technology. These units have increased wounds and can ignore terrain penalties.
Units:
Ironclad Infantry: (cost 1 point) Heavy infantry with high Wounds and low mobility. They can form defensive lines and hold positions effectively.
Type: Armored
wounds: 5
Damage: 3 (Melee)
Wounds: 4
Steam Knights: (Cost 5 points) Armored cavalry on mechanical horses, ideal for charging and breaking enemy lines. Their mechanical Crucible allows them to move through difficult terrain more easily.
Type: Water and Armored
wounds: 7
Damage: 5 (Melee Charge)
Wounds: 4
Ability: inflict burn upon attack and
Artillery (Bombard Cannons, Ballistae): (Cost 10 points) Siege weapons that can target enemy units from a distance, with powerful, long-range attacks.
Type: water and radiant
wounds: 4
Damage: 6 (Ranged)
Wounds: 2
Ability: heal nearby allies by 1 wound each round and
War Machines (Iron Golem, War Juggernaut): (Cost 12 points) Massive, slow-moving constructs with a high amount of wounds and devastating melee attacks.
Type: Radiant and Armored
wounds: 12
Damage: 6 (Melee)
Wounds: 6
Ability: prevent enemies from healing, and ignore 1 wound inflicted once a round.
Champion: Lord Ironhammer, Warden of the Steel
Type: Radiant, Magic, and Strength
wounds: 12
Damage: 7 (Melee)
Wounds: 6
Movement: 10
Notes: A towering figure in thick, enchanted steel armor. Lord Ironhammer is an expert in defensive warfare, using his mechanical prowess to command machines and fortify positions.
Abilities:
Aetheric Barrage: Deals 8 damage to a group of enemies within a 4-inch radius, with a 2-turn cooldown. The magical blast can hit multiple units at once.
Arcane Ward: Once per game, Veloria can cast an area-wide shield around friendly units, reducing incoming damage by half for one turn.
Summon Elemental: Veloria can summon an elemental creature (like a fire or water elemental) to fight alongside her. The elemental has 6 wounds and deals 4 damage, but only lasts for 3 turns.
Champion: Lady Oxavia Ironhammer, Demigod of metal
Type: Radiant, Armored, and Courage
wounds: 12
Damage: 7 (Melee)
Wounds: 6
Movement: 10
Notes: The heir to her father’s throne and power house of magic abilities. A said to be a demi god of Metal and Radiance. Often seen as a pillar of Radiant power and harboring a genuine love for the average person. Feeling deep joy for her troops' celebrations and all consuming rage when those close to her get attacked. Yet, she still holds a secret ambition that could be seen as heretical. An unexplained intrusive thought that repeatedly haunts her and makes her smile. She doesn’t know why, but she wishes to hunt and kill a god. To hunt and dismember a god and claim a trophy from them. Although she can’t quite hunt gods yet, Champions are close enough for now.
Abilities:
Burning charge: twice a game, Take her and every allied creature within 8 inches of her, and move forward 12 inches in one direction, ignoring normal obstacles and moral checks that would otherwise be made.
Ritchuse furry: When an enemy unit kills a friendly creature in Oxavia’s line of sight, Axavia get’s one extra die for every unit she saw killed. This effect lasts for a round and only activates on trigger. If this effect is triggered, Oxavia must try and kill that unit next round.
Hunting time: As soon as Oxavia sees or is seen by another Champion, she and any troops within 5 inches of her deal double damage to that champion regardless of types.
Champion: Sir Balder Ironhammer, Master of the forges.
Type: Radiant, lightning, and Wisdom
wounds: 8
Damage: 8 (Melee)
Wounds: 5
Movement: 10
Notes: Balder is the younger brother of Oxavia, and youngest son of lord Ironhamer. Often forgotten because of his position in the background.
Abilities:
Burning charge: twice a game, Take her and every allied creature within 8 inches of her, and move forward 12 inches in one direction, ignoring normal obstacles and moral checks that would otherwise be made.
Ritchuse furry: When an enemy unit kills a friendly creature in Oxavia’s line of sight, Axavia get’s one extra die for every unit she saw killed. This effect lasts for a round and only activates on trigger. If this effect is triggered, Oxavia must try and kill that unit next round.
Hunting time: As soon as Oxavia sees or is seen by another Champion, she and any troops within 5 inches of here deal double damage to that champion regardless of types.
2. The Firefront Order (Magical Masters & Elites)
Faction Theme: A secretive order of wizards and scholars who control ancient magics and command powerful arcane forces. They rely on knowledge, control of magic, and mystic creatures to dominate the battlefield.
Faction Unique Abilities:
Arcane Surge: A caster can channel a surge of power, re-rolling failed spellcasting rolls once per game.
Spell Reflect: If an enemy spell is cast within range of an Arcane Guardian, the player may attempt to reflect the spell back at the enemy.
Summon Elemental: Once per game, summon a powerful elemental to fight for you. The elemental can only be summoned in areas where magic is particularly strong.
Faction Traits:
Arcane Power: Spellcasters in the Firefront Order gain bonus spellcasting power. They can cast spells at higher levels and with greater range.
Etheric Resonance: Once per game, players can use Etheric Resonance to draw upon the power of the ancient realm, giving all friendly spellcasters +2 to their casting rolls for one turn.
Mystic Wounds: Firefront Order units gain resistance to magical attacks and have a special ability to deflect spells cast by enemies within range.
Units:
Apprentice Mages: (Cost 2 points) Low-cost, weak units with limited spellcasting abilities. They can assist with magical support or fire weak projectiles.
Type: Fire
wounds: 3
Damage: 4 (range 25 inches)
Wounds: 2
Battle Sorcerers: (Cost 8) Experienced spellcasters who can cast powerful spells, summon creatures, or manipulate the battlefield.
Type: Fire and Magic
wounds: 5
Damage: 5
Wounds: 3
Ability: on attacks, inflict burn for two rounds, and heal when they have the burn effect.
Fire spirit (Elementals, Summoned Spirits): (Cost 14 points) Mythical creatures that can be summoned to fight for the Firefront Order. They’re powerful but ephemeral, often disappearing after being defeated.
Type: Fire and Spirit
wounds: 10
Damage: 6 (Melee)
Wounds: 5
Ability: Inflict burn on attack and ignores one wound a round.
Fire Drake: (Cost 18 points) Elite warriors protected by magical wards, combining high Wounds with potent offensive spells.
Type: Fire and draconic
wounds: 8
Damage: 4 (Magic)
Wounds: 4
Ability: Force all creatures in your sightline not to move towards you or away from you, and inflict burn upon attack.
Champion: High Keeper Sylas, Warden of the Wilds
Type: Fire, Crucible, and Wisdom
wounds: 10
Damage: 5 (Melee)
Wounds: 4
Movement: 6
Notes: Sylas is an ancient protector of the forest, with the ability to command the beasts and Crucible spirits to fight alongside him. He is a powerful hybrid of warrior and spellcaster.
Abilities:
Crucible’s Wrath: Deals 7 damage to all enemy units within a 4-inch radius and causes them to become "Entangled" (unable to move for 1 turn).
Beast Call: Summons two wolfkin warriors (4 wounds, 5 damage each) to fight on the battlefield for 3 turns. This ability has a 3-turn cooldown.
Healing Grove: Creates an area where friendly units heal 2 wounds at the start of each turn for 3 turns. This ability has a 4-turn cooldown.
Champion: Lord Yarig, FireSide Knight
Type: Fire, armor, and wisdom
wounds: 8
Damage: 6 (Melee)
Wounds: 4
Movement: 6
Notes: Yarig is a known pilgrim that has captured the hearts of ash and embers. They are renowned for their magic and his powers over the dead. Often seen as his one true controversial trait. Yet his joyful personality hides an ambitious mind. Even helping to bring the Firefront together as its head propagandist.
Abilities:
Ash Hall: Block the Line of sight of any creature in Lord Yarig’s line of sight for a round .
Fire call: Boost any fire type friendly creatures on the field, and attack anyone within Lord Yarig’s line of sight, and boost any moral checks made by allies by 2 advantages
Ashen Oxilery: Once a game, summon back 6 Apprentice mages who have been killed at half wounds, and only having the type of “Fire”.
Champion: Exavior Scorchmen, Fire helm Kingsmen
Type: Fire, Magic, and Strength
wounds: 8
Damage: 8 (Melee)
Wounds: 4
Movement: 6
Notes: A Rot cleaner renowned for destroying rot in all its forms. Oftentimes even resorting to gunpowder and walls of bonfires to contain a very angry rot giant. His reason for joining the Firefront order mostly because he originally needed more funding to fight the rot. When the war started though, he became oddly officiant of roughting people into very unfortunate positions. Along with generally having an odd skill in hand to hand combat. Even developing his own combat style based on lighting himself on fire and using rot in controlled bursts. Much to the terror of his enemies. Still, his most notorious actions are often tied to the extreme lengths he’ll go to combat rot and disease quickly, even if it means a high body count.
Abilities:
Impromptu infection: If attacking, for two rounds, the target Courage take 1 wound every 3 inches they move.
Cauterizing flow: Inflict 1 wound on a creature and remove all effects and status effects from that creature.
Purge the plague: All Allied deal double damage to rot creatures, and are neutral to any element effects if the creature targeted has a status effect.
3. The Branchbound Baronies (Crucible & Beastfolk)
Faction Theme: A coalition of Keepers, forest guardians, and beastfolk who have united to protect their lands from invaders. Their forces rely on Crucible magic, the strength of wild beasts, and guerrilla tactics.
Faction Unique Abilities:
Pack Tactics: Beastfolk units gain a bonus when fighting in packs (e.g., when within 2 hexes of another Beastfolk unit).
Crucible’s Wrath: Use your magic to summon a storm, reducing enemy accuracy and movement for a turn.
Healing Circle: Create an area of healing where all units inside regenerate wounds each turn.
Faction Traits:
Natural Resilience: Units in the Branchbound Baronies have a natural resistance to damage from natural terrain (forests, rivers, etc.). They are also faster in forested areas.
Beast Bond: Many of the faction’s units can bond with animals and beasts, giving them enhanced combat abilities or the ability to command wild beasts to fight.
Healing Grove: The Branchbound Baronies can create zones of healing, where friendly units within range heal a small amount of wounds every turn.
Units:
Keeper Guardians: (Cost 1 Point) Spellcasters with the ability to heal allies and command Crucible spirits. They can also create terrain-based effects, like roots or vines to entangle enemies.
Type: Crucible
wounds: 6
Damage: 4 (Magic)
Wounds: 3
Beastfolk Warriors (Wolfkin, Bearkin): (Cost 5 points) Animal-like warriors with enhanced physical strength. Wolfkin are fast and agile, while Bearkin are strong and resilient.
Type: Crucible and Beast
wounds: 4
Damage: 5 (Melee)
Wounds: 2
Ability: This creature has advantage on moral checks, and can cause moral checks to any troops who sees them kill another unit.
Great Beasts (Dire Wolves, Forest Giants): (Cost 6 points) Large, powerful creatures that can deal significant damage and disrupt enemy formations.
Type: Crucible and beast
wounds: 8
Damage: 6 (Melee)
Wounds: 4
Ability: This creature can force out a roar when taking two wounds, and ignores terrain effects.
Vinebinders: (Cost 10 points) Specialists who can create barriers of thorns and roots, slowing down or impeding enemy movement.
Type: Beast and Magic
wounds: 10
Damage: 7 (Melee)
Wounds: 3
Ability: once a round, whenever this creature is attacked they automatically attack a creature close to it, and moral checks are made with advantage.
Champion: High Keeper Sylas, Warden of the Wilds
Type: Beast, Draconic, and Courage
wounds: 8
Damage: 5 (Melee)
Wounds: 4
Movement: 6
Notes: Sylas is an ancient protector of the forest, with the ability to command the beasts and Crucible spirits to fight alongside him. He is a powerful hybrid of warrior and spellcaster.
Abilities:
Crucible’s Radiance: All friendly creatures who are within 4in of you gain advantage on their moral checks, and heal 1 wound every round.
Beast Call: Summons two wolfkin warriors (4 wounds, 5 damage each) to fight on the battlefield for 3 turns. This ability has a 3-turn cooldown.
Healing Grove: Creates an area where friendly units heal 2 wounds at the start of each turn for 3 turns. This ability has a 4-turn cooldown.
Champion: Hearthime, The Barbarian king
Type: Beast, Armor, and Strength
wounds: 10
Damage: 5 (Melee)
Wounds: 4
Movement: 8
Notes: A fierce bavarian chef who is known to wander the world looking for worthy opponents. Yet he’s chosen to become part of the branchbound. All this despite him once being the ruling general of this land before he was discarded in an age of rule.
Abilities:
Crucible’s Wrath: Deals 7 damage to all enemy units within a 4-inch radius and causes them to become "Entangled" (unable to move for 1 round).
Rawr of the crucible: once a round, A massive rawr is let out, all enemy creatures in a 12 inch radius must make a moral check or run away screaming. Hearthime has advantages against these individuals.
Deadly thicket: Any enemy creature within 4 inches of this creature Courage take a wound when this creature moves away. Any friendly creatures can choose to move with Hearthime.
Champion: Isabel Dragoneater, “New queen”
Type: Beast, Crucible, and Wisdom
wounds: 8
Damage: 5 (Melee)
Wounds: 4
Movement: 8
Notes: The exiled ruler of a long dead kingdom now lost beneath the waves of blood and rot. Now she marches with this new land with allies to claim a seat as queen of these lands. The lands her people was once driven out of.
Abilities:
Crucible’s Crown: Whenever an enemy is within 6 inches, they Courage have disadvantage on moral rolls, and must do it every movement they make. Along with dealing double damage to dragon enemies.
Call of the Crucible: All crucible type creatures, any attacks that have their damage reduced by their type is made neutral.
Royal Retribution: Any creature that wounds Isabel Courage take double damage from all troops the round after.
4. The Ashen legion (Undead Legion & Dark Sorcery)
Faction Theme: A dark and ancient army of the dead, controlled by necromancers and built from the bones of fallen warriors. Their focus is on overwhelming numbers, death magic, and the control of souls.
Faction Unique Abilities:
Raise Dead: Once per game, a Necromancer can raise a unit of skeletons from any destroyed enemy unit.
Cursed Blade: Death Knights can curse an enemy unit with their weapon, reducing its combat effectiveness for the rest of the battle.
Soul Surge: Sacrifice Soul Tokens to increase the power of your necromancers’ spells, either summoning more units or weakening enemies.
Faction Traits:
Endless Hunger: Undead units do not suffer morale checks and can be raised back to life once per game. They also gain a bonus to attacks when within range of a friendly necromancer.
Soul Harvest: Every time a unit from the Ashen legion destroys an enemy unit, the player gains Soul Tokens, which can be spent to raise new units or empower spells.
Dark Rituals: Necromancers can sacrifice Soul Tokens to summon undead units or cast powerful dark rituals.
Units:
Skeleton Warriors: (Cost 1 Point)Basic undead foot soldiers, weak in terms of Wounds but easily replenished with Soul Tokens.
Type: rot
wounds: 4
Damage: 4 (Melee)
Wounds: 2
Death Knights: (Cost 3 points) Undead cavalry with stronger armor and high offensive capabilities. They can charge and disrupt enemy formations.
Type: Spirit and Rot
wounds: 8
Damage: 6 (Melee)
Wounds: 5
Ability: When an enemy dies around you, they can not be resurrected, and this creature can attack automatically one last time when it hits 0hp.
Necromancers: (Cost 8 points) Dark spellcasters who control the forces of death. They can raise new undead units and cast powerful curses or life-draining spells.
Type: Spirit and Magic
wounds: 5
Damage: 2 (Magic)
Wounds: 3
Ability: Bring back any allied rot or magic creatures within 3 inches of you, and all allies have advantage on moral checks when in your sightlines. This ability does not apply when they’re freshly resurrected.
Grave Terrors: (Cost 12 points) Large, monstrous undead creatures that can cause fear and havoc, disrupting enemy lines.
Type: Rot and Magic
wounds: 10
Damage: 8 (Melee)
Wounds: 4
Ability: this creature can regain 1Hp for every two dead creatures it eats, and force a moral check to all creatures who can see it.
Champion: Lady Morrigan, the Soul Reaper
Type: Spirit, Armored, and Courage.
wounds: 10
Damage: 6 (Melee)
Wounds: 4
Movement: 4
Notes: Lady Morrigan is a necromancer and death knight, combining the power of life and death. She is a force of darkness, raising the dead and draining the life force of her enemies.
Abilities:
Soul Drain: Steals 4 wounds from a single enemy and heals Morrigan for the same amount. This can be used to heal herself in combat.
Raise Undead: Once per game, Morrigan can raise 4 fallen skeleton warriors from nearby dead units (each with 4 wounds and 4 damage).
Fear of the Grave: Forces enemy units within a 6-inch radius to roll for morale. Any unit that fails the morale test must retreat 3 inches.
Champion: Old Grey eyed, the Crown sovereign
Type: Rot, water, and wisdom
wounds: 6
Damage: 0 (Melee)
Wounds: 4
Movement: 6 in
Notes: Lord Grey eyed is one of if not the first undead, making him very special to those of rot and spirits. The fact he’s considered a demi god is just a bonus in that regard.
Abilities:
Stagnant presession: 3 times a game, If Old Grey eyed is killed, four friendly units can be sacrificed to resurrect him with half wounds, along with only being able to move if four other units are with him.
Equivalent exchange: While Old grey eye is active, once an enemy unit is killed, you can resurrect units of equal or lesser point cost. This effect does not apply to creatures killed while old grey eyes aren't on the field.
Royal protection: When an enemy unit is within 5 inches of old grey eyes, all friendly units have advantage on all rolls, but must rush to old grey eyes and defend them.
With Death as my Witness: Any enemy creature reduced to half its max wounds, who is within line of sight from old grey eye, automatically tack 2 wounds each round they remain there.
Champion: Ancient Alicia, the Dreaming death
Type: Spirit, Umbrel, and Strength
wounds: 8
Damage: 6 (Melee)
Wounds: 4
Movement: 8 in
Notes: She is a dreaming spirit and is often considered the demi-god of dreams.
Abilities:
Sleeping Monster: All allied creatures are given a passive boost to morale checks.
Waking storm: When awake, inflict wounds on all enemies in this creature’s eyesight and inflict another wound and inflict an additional wound. Along with forcing all who can see her to immediately make a moral check, this only works on Champions once a round.
Calming Umbrel: All creatures under this commander ignore all double damage caused by their Rot and spirit typing. Along with ignoring any disadvantages of her own types besides strength.
5. The Red Hollows (Elite Warriors & Blood Magic)
Faction Theme: A military order of highly trained warriors, blood mages, and holy knights. They are fierce, disciplined, and ruthless, using both martial prowess and blood magic to strike down their foes.
Faction Unique Abilities:
Blood Magic: Sacrifice wounds to cast powerful spells or enhance attacks. The more wounds sacrificed, the more potent the effect.
Vanguard Charge: Crimson Knights gain an extra attack die when charging an enemy unit or when charging a unit with less than 3 units in range.
Blood Shield: Once per game, a Blood Mage can create a blood shield that protects all friendly units within a small radius for one turn, reducing incoming damage.
Faction Traits:
Blood Price: The Red hollows can empower themselves with blood magic, sacrificing their own wounds to enhance their abilities. Each unit can sacrifice 1 wounds to gain +1 to attack or Wounds for the rest of the turn.
Warrior’s Honor: Units in the Red hollows become stronger when fighting enemies in close combat. They gain a +1 bonus to attacks against units within 1 hex.
Blood Pact: Championes can form pacts with nearby units, granting them temporary boosts to attack or Wounds in exchange for their wounds.
Units:
Crimson Legionnaires: Heavy infantry who excel in close combat, with high attack values and special training that makes them effective at holding the line.
Type: Blood
wounds: 6
Damage: 5 (Melee)
Wounds: 4
Blood Mages: Spellcasters who use blood magic to fuel their powers. They can deal damage to enemies, heal allies, or boost the power of other units by sacrificing wounds.
Type: Blood and Magic
wounds: 4
Damage: 4
Wounds: 2
Ability: Take half the hp equal to half the damage allies dealt to an enemy (Rounding down). Along with giving this unit’s own hp to others using its turn.
Crimson Knights: Mounted warriors who charge into battle with devastating attacks. They are equipped with magical weapons that can cut through armor.
Type: Blood and Armored
wounds: 7
Damage: 7 (Melee)
Wounds: 5
Ability: When successfully damaging a creature, take half the damage you did as Hp for this crimson knight, and can not be killed by ranged attacks.
Blood Fiends: Demonic creatures summoned through dark blood rituals. They have high wounds and can cause chaos among enemy ranks.
Types: Blood and Frenzy
wounds: 12
Damage: 9 (Melee)
Wounds: 4
Ability: Attack all creatures around this unit without spending an action, and making the enemies that survive its attack make a moral check.
Champion: General Rhaegar, Blood-Drinker of the Crimson Host
Type: Blood, Magic, and Courage
wounds: 10
Damage: 8 (Melee)
Wounds: 4
Movement: 8 in
Notes: Rhaegar is a legendary warrior and master of blood magic. His combat skills are unrivaled, and he can sacrifice his own life force to enhance his abilities or devastate his enemies.
Abilities:
Blood Rage: For 2 turns, Rhaegar gains +3 damage and +1 movement, but he loses 1 wounds per turn while in this state.
Blood Sacrifice: Rhaegar can sacrifice up to 4 wounds points to deal 8 damage to any enemy unit within 6 inches. This ability has a 3-turn cooldown.
Crimson Shield: Once per game, Rhaegar can shield a nearby friendly unit from all damage for 1 turn, redirecting any damage back to Rhaegar.
Champion: Lord Halter, The Crimson crown
Type: Blood, Draconic, and Strength
wounds: 12
Damage: 9 (Melee)
Wounds: 5
Movement: 4 in
Notes: Halter is a draconic mass that is known for their bulkiness and deadly blood
Abilities:
Blood retaliation: Whenever he is attacked, all within 3 inches of him are attacked for 4 damage.
Blood gourger: When nearby an enemy with under half their wounds, he can eat them to recover 1 wound. He can not do this for Champions.
Red rush: Once per game, Halter can let out a barrage of blood spikes to upon a 6 in circle of enemies. These attacks have advantage, and Any who survives of this attack Courage be inflicted with burn.
Champion: Barla, The Flayed Lady
Type: Blood, Spirit, and Wisdom
wounds: 8
Damage: 20 in (range)
Wounds: 4
Movement: 10 in
Notes: Barla is an ancient entity that is rarely seen outside of battle. When she is in battle, all fear it.
Abilities:
Spectral dance: All creatures who see her must make a moral check every time she is in line of sight of those units. If they fail that moral check, they Courage scatter in different directions.
Skinned visage: You can not be hit by range attacks from units under half their wounds.
Blood rain: twice a game, activate a field wide ability that makes all blood type creatures have advantage on moral and attack checks, and half the movement speed of all creatures not blood type have their movement halved. This effect lasts for 2 rounds.
Minor factions
Minor factions are those without their own abilities or Champions. Instead being independent bands of people who can independently be hired.
The Poacher knights
Themes: The Poacher knights are a former group of knights and soldiers who have long since been reduced to piracy. Pirate like clothing and modifications over many different knightley garb. Their fall came when their lord's young son was eviscerated by bandits. Sending him into a deep depression. With their village and supplies dwindling, they began renting themselves out as mercenaries to try and make due, and maybe help their lord have some favor in whatever comes after this war. That burning hope burns in the heart of all their troops. A Hope to help their lord and save their lands from irrelevant and starvation. Even if they must work with less savory groups.
1. Briggon Dredgers
(Cost: 1 Point)Type: Armored
Damage: 2 (Melee)
Wounds: 2
Defence: 2
Movement: 5 in
Ability:
Fortified Stance: If the unit remains stationary for one round, they heal 1 Wounds for the following round. They can forgo doing this to themselves to do it to a friendly creature within 2 inches of it
2. Rivermouth Skirmisher
(Cost: 6 Points)Type: Armored, water
Wounds: 4
Damage: 6 (Melee Charge)
Defence: 4
Movement: 8 in
Ability:
Devastating Charge: When the Rivermouth skirmisher moves straight towards an enemy, they deal +2 damage on their first melee attacks after that . If there are 5 or more within 6 inches of each other, they can all take a free movement action together up to 8 inches.
3. Siege bodies
(Cost: 10 Points)Type: Spectrel, Water
Wounds: 5
Damage: 7 (Ranged)
Movement: 8 in
Defence: 3
Ability:
Overwhelming Barrage: When the Siege Hammers hit a unit, they have a 50% chance of inflicting a “Weakened” status, reducing enemy Wounds by 2 for one round.
Drowned Recalibration: Once per game, a group of 6 Siege Hammers can “recharge” their energy, restoring 1 wound to themselves or a nearby friendly water type unit.
5. Deck Squire
(Cost: 8 Points)Type: Armored, water
Wounds: 6
Damage: 6 (Ranged)
Defence: 3
Movement: 8 in
Ability:
Aether Burn: Any enemy unit hit by a Deck Squire suffers 1 additional wound at the start of their next round as if they are drowning.
Waterlogged shield: Once per game, Deck Squires can activate a shield, reducing wounds they take this round by 3 until the next round.
4. Sea wolf Knight
(Cost: 15 Points)Type: Armored, Radiant
Damage: 8 (Melee)
Wounds: 7
Defence: 4
Movement: 10 in
Ability:
Indomitable Presence: Titanic Constructs cannot be moved by enemy abilities that force movement (such as knockback or being dragged).
Salt in the wound: once a game, if someone tries to recover wounds in a sea wolf knight’s sight, you can choose to make that ability deal damage instead.
The Congregation of Aurther
Themes: A old congregation that was forcibly disbanded by the old order. Many are forced to carry the remains of their temples on them as an eternal punishment, unless they convert. Yet, now that the land is at war, many are wanted for their abilities and powers. With the largest amongst them, these architect Pilgrims, have begun to use their burdens as parts of them. Some use seven food doors like shields, Pieces of stained glass like eternally sharp blades, chandeliers and censors like flails, status like bartering rams, their chains letting them attack at a range, and much more. With The undead temple guardians of The Gueneveir knights now wander with groups of those still faithful carrying their burdens, and hold congregations.
1. Aurther Monk
(Cost: 1 Point)Type: umbrel
Damage: 2 (Melee)
Wounds: 2
Movement: 5 in
Defence: 2
Ability:
Umbrella Exaltation: All creatures within 5 inches of an Aurther Monk count as umbrel creatures.
2. Bors Umbrella Abit
(Cost: 6 Points)Type: Umbrel, Magic
Damage: 6 (Melee Charge)
Wounds: 3
Defence: 3
Movement: 6 in
Ability:
Call to arms: three of these entities can prevent any damage from Ranged weapons for any characters within 3 inches of each Umbrella Abit. However, if it’s within 5 inches, this ability is ignored.
3. Percible penitent
(Cost: 10 Points)Type: umbrel, Armor
Damage: 7 (Ranged)
Defence: 3
Wounds: 5
Movement: 5 in
Ability:
Umbrel Destruction: once a game, for an entire round, if at least one of these units fall, all enemy creatures are treated as radiant type for a round
Purging dark: have advantage against radiant type creatures.
4. Gueneveir Knight
(Cost: 8 Points)Type: Armored, umbrel
Wounds: 9
Damage: 7 (Melee)
Defence: 4
Movement: 8 in
Ability:
Undead Sentinel: This creature can not be forcibly moved, and automatically makes a free melee attack towards anyone who moves within 8 inches of it.
Umbrel lullaby:
5. The Architect Pilgrims.
(Cost: 20 Points)Type: Armored, Umbrel
Damage: 14 (Melee)
Defence: 5
Wounds: 6
Movement: 5 in
Ability:
Crushing weight: All melee attacks ignore reduced damage when it comes to type.
Meat Shield: three times a game, If a creature is within 5 inches of an Architect Pilgrim, the architect pilgrim can choose to move in front of the creature under attack, and redirect the attack to itself.
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More on the update
Currently making the stress tables for the game (For those of you who play the Alien RPG or Mothership, you know exactly what I'm making). For those unaware, I'm going with a Stress point system. This largely is put in with d6 systems, so I'm gonna use a d6 dice pool system (My fellow dice goblins rejoice). Currently, I'm basing the tables on the fear responses of flight, fight, freeze, and fawn. With a mixed table to show that they can be mixed together (And maybe directly say the players and GM can make their own panic tables just to make it extra clear that you can do that). I also officially have a name for this RPG. It's called A.R.C. Based on its default setting.
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Okay, update time bout that TTRPG
So far, so good. It's on paper playable, but I haven't play-tested that (Play tests are the most important part, I know), and they are currently, the skeleton of it is done. I am currently using a basic setting for it (But it can be swapped out for the SCP universe, as promised). Overall, it's the state blocks that I'm scared about making the most of. I've mostly worked with the Dc20 State blocks and made some fan monsters for that system, so I'm gonna use that as a reference and see what they drew inspiration from (I may also draw combat info from World of Darkness since its combat system is quick, deadly, and overall narratively impactful). I hope this update to the process is good. I may release some more polished stuff (The player sheet, some rules, parts of the setting, L v Up mechanics, exe). If you think that be fun, Please put your support in the comments below. Also, since this is still early on, you still have a chance to influence how this goes.
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Bout the SCP TTRPG Thing
Okay, more people than expected liked that, so I'm going to try my hand at making a TTRPG that can easily be used for SCP (I probably won't make it explicitly SCP because that's way too much pressure, and I don't believe I can do it the justice it deserves). So, I'll spin something up and post it here for free because I think it would be fun to make. (Please remember, I am but one mortal, and it will be free. I'll try and make it as high quality as possible, but it would be anything but quick and may take some polish). If you have any ideas for what to put in it, go nuts and leave a comment, and I may add them to it.
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SCP TTRPG Idea
You know, an SCP TTRPG would be a fun idea. Add some stuff similar to Mothership, maybe some things from Call of Cthulhu TTRPG, and maybe if people really want combat some stuff from DC20 or Pathfinder (Though Personally, I think that subtracts from the game feel, although It can work depending on the game feel). And since someone mentioned it (And it does have a good fit), some elements from Parinoia would fit well too. Overall Idk, let me know if you guys would like me to make something like that.
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Savage Food Service
An idea for a beat 'em up and a food preparation game. With "The Pancake Purgatory", a mix between a waffle house, denies, and Berger king. with Levels like Castle Crasher but themed off a menu. It has cooking mechanics similar to Overcook 2, with the added mechanic of throwing things. It would also be multi-player, with the character select screen being each unlocked character frozen in a block of ice in a large freezer. When everyone is ready, the screen turns and you see Timothy "The Tyrant" reaching from an open door.
Story Bellow
The story would revolve around you being thawed out and waking up in a kitchen area. with Timathy above in the rafters sitting on a makeshift thrown. His reason for unthawing you is simple, he became the district manager for the entire food chain of Pancake Purgatory. Then rose up the ranks after the apocalypse started, before taking over the position of district manager. The problem was he got almost all his employees killed and sacrificed the rest to get away. He's thawed you out and put bomb collars on you to fight for his survival, he even has a remote to detonate them if you get any ideas. So, off you go to reconquer an empire for this apocalyptic food tyrant. The employee restroom acts as their armory and shop for items from vending machines. You are being pulled from the freezer to weather the rush-hour siege because the manager let everyone else be killed in the madness. All variants of the employee have two standard attacks. the melee attack, and the through attack. Both are used for feeding "the people wall" and fending off the hoards of rats. the ghost of other dead employees, and angry people of the crowd wall who walked into an employee-only section. That would be Lv 1, with "The People Wall" being the first boss, who you need to feed with the randomized food it demands (A Pancake burger, cheesy fries, a syrup shake with extra (2) scoops of cookie crumbs, a sausage and sauce sandwich, the mash and mush merger, and other made up foods). Lv 2 is about cleaning the place after it. Fighting the grime monsters, the rats, the piles of garbage, and the standard rat enemies. with a massive timer spanked above a child's sludge bomb that the players need to disarm and make sure it gets rearmed by enemies.
#art#game idea#post apocalyptic#beat em up#cooking game#Castle Crasher#Overcook 2#fast food inspired
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Defend the Tower idea
What if you had a 3d platform and tower defense game. Where you could place down structures and use class powers. The target is to keep your structure from being drained by a pack of creatures, with certain creatures to spice up the combat and enemy count.
Maybe there can even be a mechanic similar to Salmon Run in the platoon games. With the core game being most similar to Dungeon Defenders. Maybe you can charge the item you're guarding with the fuel of those you kill, with transporting a resource back to recharge the item you're guarding possibly being part of the game. Maybe there are some elements from Planet Engineer, like one class having conveyor belts, another a catapult, another a collector, and the last one a small collector who helps collect these resources.
Player elements: These elements would also swap out the element being used.
Fire: Makes towers use fire attacks (And by extension, having lingering damage over time from the fire), and increases player damage. While taking more damage from frost
Frost: Having the towers do frost damage (And applying the freezing effect that slows down enemies hit with it to all the players and towers' attacks) and granting the player more defense. While taking more damage from thunder.
Thunder: Chain damage and range towers (and lets the player deal thunder damage), and increases the player's speed. while taking more damage from earth.
Earth: Increases the health of all structures built by this player, and lets them heal next to any player structure. while taking more damage from fire.
Player Classes: The classes that would be in the game (This will also use their bass elements without modifications).
Worrier (Fire): Mellay based and focused on clearing things. Having three charge-up powers to choose from. The first ability charges quickly and effectively and gives you a grenade that explodes on a large area, the second option is a barrel you can through like Donky Cawn that barrels down a lain leaving a trail of elemental energy that will explode at the end of its path, the last one taking the longest to charge and acts as a massive damage boost to you. increasing your difference and damage.
their structure is a catapult that can through the items players collect somewhere else. like onto a conveyor belt or a storage bin, maybe even one of the wizard's sprites (Sprites, catapults, and could even load these things with the resource, or maybe unload it like heroes depending on the item).
Wizard (Frost): Largly floaty and seen to jump around. They have a constant attack. With you being able to choose from three major abilities. The first ability is the ability to pick from a massive elemental power shot. The next option is to cause an elemental storm that points in a cone and deals its damage. The last option is to call upon elemental birds that circle around an area and attack creatures with the lowest health, when that creature dies they move on to the next enemy, they leave at the end of a timer.
The mage can also summon a little helper to collect resources automatically in an area as long as their node isn't destroyed. They can act with anything the players can interact with. Their next special structure is a tower that lays out a small damage of your element over a large area. Others will be landmines. low cost, low expectations. it explodes and gets destroyed.
Engineer (Thunder): quick and largely focused on supporting structures. With their bass structure having the ability to boost structures around it also tends to be the second fastest class. The first option for chargeable ability is overcharge, which lets them overcharge all structures in the area, increasing their attack speed and damage to the structure. The next option lets you cause all your structures to heal other structures near them. The last option is to launch a massive rocket that deals a large amount of damage.
They can make conveyor belts, wich have a limited amount you can place. anything put on these conveyor belts will be carried along. Though, these things will destroyed.
Scout (Earth): The most agile class and often sneaking around, able to throw powers and ability to fix structures and heal allies. While also primarily being a ranged archer. Their low-cost ability lets them do an AOE healing effect, next an enhancement shot that causes an explosion-based attack. The last charge action would be an ability that heals and increases the charge of all other players around them.
The Scout can place a structure that has a storage capacity that hooks up to other player structures to create storage items to not overwhelm machines.
Enemy Modifiers
Armored: Making enemies slower, but take less damage.
Healer: Able to heal the Hp of enemies near this one.
Besurk: when an enemy hits half health, they gain double damage and can run quicker.
leading role: These creatures can initiate a charge, they can do this operatically.
Fire Touched: Takes less damage from fire, and deals fire damage. While taking more damage from frost
Thunder Touched: Takes less damage from thunder, and deals thunder damage. While taking more damage from earth
Frost Touched: takes less damage from frost, and deals frost damage. While taking more damage from Thunder.
Earth Touched: Takes less damage from Earth, and deals earth damage. while taking more damage from fire.
Enemy Ideas
Sprigin: The basic small enemy that comes in bulk and swarms quickly. Alongside having the ability to be thrown by larger enemies.
Hog Ridder sprigin: A Sprigen riding a hog as their mighty stead. They are always charging and deal more damage than other goblins. often dealing double damage to those they charge into.
Back-Packer sprigin: A small Sprigin creature who carries a backpack of explosives that when killed, explodes. But if they get to a target or an obstacle, they'll set up the explosives, scream to make all the other enemies back away from the explosives, and run away themselves becoming a regular goblin before the explosion goes off, dealing a hefty amount of damage to the structure.
Gremlin: Small magic user of minimal skill, often acting as a range unit and saboteur of towers. Frequently having skills to jump around and over places with some invisibility power.
Archer: A range unit that sicks in the back and attacks with a bow. They are primarily there to apply cover and range support for allies. If attacked up close, they do have a danger and smock bomb they can use at close range, but will often just try and find a better position.
Skeleton: A Skeleton that unless attacked in its shattered state after being attacked, will reform at half health. They can also consolidate their bones during this process to regain health, at the cost of merging.
Rough: Quick and swift. With an invisibility tactic to try and sneak up on the back line of the defenders to deal massive damage to them then run away. If they can't reach their target. They'll act as shorter-range archers that deal more damage. After three shots, they'll run away to another position.
specter: Strange beings who hover over obstacles and tackless damage from physical sources. but normal damage from magic. They also tend to lift and farry over creatures across gaps and over obstacles sometimes.
Shield Mage: A sorcerer who weald powers over frost magic, they often boost the occasionally providing cover fire over their allies and wield a shield for their own protect. With a larger health pool than your average goblin.
Sword Mage: boosting the attacks and ferocity of the other enemies around it. Alongside using the powers of fire. It also often provides a more aggressive and wielding a sword and staff to make lunge attacks and fire beverages.
Lance Mage: a mage with powers over thunder magic. They specialize in making enemies go quicker in charges, and chain damage through their spell. Welding a lance to help with this.
Staff Mage: a mage with power over Radiant magic. They increase a constant area of effect that hurts those who aren't their allies. With them also specializing in healing their allies slowly while in their damage ora.
troll: Tocken big enemy, often seen as a slugger and minny boss (They also have one hell of a throwing arm). They are powerful physical targets.
Grand Serpent: Another big enemy that acts as a mini-boss, and is long and speeds up the enemies by its long body, alongside them trying to eat smaller enemies to regain hp. They also can do quick dashes and charge quickly as an attack.
Swooper: Flying enemies who specialize in being low health high traversal areas. Able to steal resources or attack structures. possibly even sporadically carrying small enemies so that when they're shot down, they drop the enemy above where they fell. They also do swoop attacks, hence the name.
Huntsmen: A Boss who actively hunts a specific player, and puts down their own traps. mines, enemy cages, and some boost enemies. they have quick attacks and are quicker than most other bosses. All while having some of the lowest health of any boss.
Grand Mage: A powerful boss of the raid who holds a shield and a spear. Flinging one of six elements. Fire, ice, thunder, and radiant. Who specializes in throwing smaller enemies with their magic, launching long-range attacks, causing a damaging AOE, increasing speed for charges, or summoning smaller creatures. They also hover above the ground, and make it over gaps the enemy normally can't.
Dark knight: Another boss that is powerful and does double damage to structures, causes charges for all enemies, and increases their damage. With a special attack to cause other creatures to rush to his Aid and come to his position. He can even deal more damage to the one who dealt the most damage to him.
Day Screacher: A boss who can fly and chuck small and medium creatures around while flying around and frequently swooping around them. With screech ability for range abilities, and a chance to dodge attacks before making a swoop.
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Soulslike Cyberpunk setting
This is admittedly an idea I've been letting rattle around in my head for a while. It's not fully thought out, but I have thought about how it work for a while.
Basic Idea
My idea is to combine the concepts of blood born with cyberpunk ethics. With some inspiration from Overkill. You wake up in a cyber city overwhelmed by a medical power source called "Spark" by the company who discovered it, Steven Cyberware. Your very existence is considered an affront to company policy and an unwanted factor the corporation doesn't want to understand or use (Think of it similar to Far Zenith from Zero Dawn). So they send a clean-up crew to destroy the isolated island lab you're on. You likely die (And rise out of a light blue sea of geometry onto an island with a lighthouse observatory known as Shoreline) or run away (you'll be invited to the Shorline, a cyberspace isolated and hidden in the network where people like you may hide). In Shoreline, a chip and jovial person known as "S.k.I.E." will meet you. A friendly and acts as a shrine made of the game. You'll also find other NPCs here who you can meet in the real world as well. Other NPCs who've come here for one reason or another.
The shoreline is a hub world, With it largely being where docs amongst the small coastline with small huts and shops. on the boats With the centerpiece of S.k.I.E.'s Lighthouse and observatory. Where she can use concentrated Spark and data you get from enemies to upgrade your stats. Further on in the game, This place will slowly change. The Sea will start to show faces and limbs of glitching complexions of grey, boats trying to prepare to depart. At the end game, the sea will be red as the sky sparks and sputters. Boats in the distance or at the docks wrecked or sinking. The place is now marked and surrounded by beings wanting to feed. S.k.I.E. Now showing some worry, as she tries to hide their fear behind a smile. Trying not to think about what could happen to her. (Here, you could possibly catch her crying, to which she'll stop and say she's fine if asked. If you can listen to her out of sight though, you could hear her talk to herself in private. trying to focus on anything but the fear of oblivion she might be subjected to, or worse, she stays conscious as she's torn apart by eldrich things. You may even see her mind degenerating as bits of it go away. eaten by uncaring gods. Her anger and sadness at not being able to remember the faces of people they care for. She's terrified and trying to hide it so you may complete her mission of helping you, the thing she was made to do. But she also doesn't want to die).
The Save system is made up of transition nodes. Massive cell towers that many have plugged into so they can escape the nightmare inflicted upon them by corporations and spark. With Ancient beings coming from another realm to feast upon spark. Some plugging in and never coming back. You need to activate these nodes to fully create systems online (Kinda like how you need to unlock towers to fast travel in breath of the wilds). Around the area, there are fabricator Nodes. Acting as the primary save points. Where some will actively be around these Nodes to top up on spark. A vital resource to survive outside the Corporations and the City Council. With Many enemies are robots or cybernetically enhanced guards and creatures from one of those two factions, or gangs. Later on, spark creatures will emerge. Often around unoccupied Spark nodes.
The goal of the game is to either destroy all five Spark capacitors, or your original mission of getting to the top of Marigold Tower, a luxury tower for the high society in the past, now a fortified fortress where the companies keep the portal open and keep harvesting Spark from the grey world. The High society doing nothing but maintaining their lifestyle and power. To them, they'd rather rule the world, even if it's nothing but ashes than ever lose power. They'll die eventually, so what about the consequences. They also want you and others like you gone. To them, you're spit in their face by someone who defied them, and an unknown variable. Some smarter ones will try and use you for their own ends (connected to one of the endings). But in the end, they will prioritize their power and pride over others.
Lastly (For now), there would be "The Spark Beings". Those Eldrich gods mentioned earlier. These are otherworldly beings who consume Spark. Alongside having some intelligence and motives you don't get to fully know. They do want to eat though. Which can collapse the entirety of society and everyone who has spark even remotely near them (Everyone who still lives). This is actually something your creator is interested in. I should explain your Creator.
Your creator and by extension creator of the shoreline is named Alisa Burg and her persona is "Hustin Hills". A former tech billionaire who helped build up the corporate society and its reliance on spark. However, she was kicked out of high society and forced out of the oppressive corporation she helped found. Alongside being forbidden to continue her research which was deemed company property. However, as soon as the eldrich beings where dicovered, she started drafting up plans. Eventually becoming one of the most wanted people in the city as a result of body snatching from the morg, illeagal experimentation with trademarked technology, and other such crimes. One of which was you. (With your purpose not being to save the world, but to instead assign yourself or your creature into one of these eldrich gods).
Combat
Combat focuses on dodging and striking. With All enemies holding the resource known as "Spark". A resource that acts as your health. You can even recover health by bathing in the Spark that spews out of enemies. The most spark is gotten either by striking an enemy during an attack where you can get a slight healing, or striking a death blow that gives you some Hp and refills a charge of your Spark Charg (Estice flask equivalent). You can also recharge weapon abilities with these. With quick weapon changes and modifications also being key.
Cybernetics act as special talismans or charms that can help certain things happen. With Chips acting like spells, your caricature can be used for spells. With Extra spark being restored by either attacking an enemy right after they make an attack. landing a death blow, or by getting a reacharge.
it'll largely be melee-based, with range weapons tacking sparks. With most everything ranged needing it to power up, or use as ammunition.
#GameIdea#BloodborneInspired#Cyberpunk#lovecraftian#BreathofTheWildInspired#DarkSoulsInspired#ShadowDieTwiceInspired#ZeroDawnInspired
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