Interminable Grindfest

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In the grim darkness of 2043, there can be no war.

The government surprised everyone when it kept its word. After using overwhelming force to remove everything that could be used as a weapon from the civilian population, they actually did as they said they would, and disarmed theirselves. Finally, the revolution has a chance!

Characters

Characters can be all sorts of people.

Health

The amount of damage a character can take before falling unconscious.

Healing Surges

The number of surges a character can use before resupplying.

Surge Value

The amount of health a character regains when using a Healing Surge.

Character Attributes

A player character starts with 5 in one attribute, 4 in one attribute, and 3 in the remaining two.

Aim: Used as a factor in attacks.

Force: Used as a factor in attacks.

Constitution: Used as a factor in health.

Concern: Used as a factor in buffs to other creatures.

Actions

The number of actions a character can take each turn.

Minion

A minion automatically heals to full health at the end of each character's turn. Usually, minions have very few hit points to compensate.

Weapons

While knives, iron bars, cars, and chains have been eradicated, there are still water balloons, nerf guns, and wifflebats.

Tags

The tags identifying the weapon. A creature must be proficient in all of a weapon's tags in order to use it.

Range

The nearest and furthest away the weapon can hit.

Attack

You can spend 1 action to perform this attack.

Follow Attack

When an opponent exits a hex within range, you automatically perform this attack.

Parry Attack

When an opponent attacks you while within range, you automatically perform this attack.

Backstab Attack

When an opponent attacks someone other than you while within range, you automatically perform this attack.

List

Wifflebat: [Two-Handed] [Bruising] [Melee]

Range: 1-2 spaces.
Attack: Aim+2*Force damage
Follow Attack: Force damage

Boxing Glove: [One-Handed] [Bruising] [Melee]

Range: 1 space.
Attack: Aim+2*Force damage
Parry Attack: Force+2 damage.

Swim Noodle: [Two-Handed] [Bruising] [Melee]

Range: 2-3 spaces.
Attack: Aim+2*Force damage
Follow Attack: Force-1 damage.

Nerf Pistol: [One-Handed] [Nerf] [Ranged]

Range: 2-10 spaces.
Attack: 2*Aim damage

Nerf Rifle: [Two-Handed] [Nerf] [Ranged]

Range: 3-20 spaces.
Attack: 2*Aim+Force damage
Must be reloaded before each attack. Reloading takes 1 action.

Nerf Chaingun: [Two-Handed] [Nerf] [Ranged]

Range: 3-15 spaces.
Attack: Aim+Force damage
Follow Attack: 1 damage

Nerf Pump Autogun: [Two-Handed] [Nerf] [Ranged]

Range: 2-15 spaces.
Attack: Aim+Force damage. May expend additional attacks before reload for +1 damage per attack expended.
Follow Attack: 1 damage
Must be reloaded after 8 attacks. Reloading takes 2 action.

Squirt Gun: [One-Handed] [Water] [Ranged]

Range: 2-8 spaces.
Attack: 2*Aim+1 damage

Supersoaker: [Two-Handed] [Water] [Ranged]

Range: 3-15 spaces.
Attack: Aim+Force+2 damage

Bucket: [Two-Handed] [Water] [Ranged] [Awkward]

Range:1-3 spaces.
Attack: Aim*2+Force*2 damage
Must be reloaded before each attack. Reloading takes 1 action, and can only be done at a water source such as a faucet or pond.

Armor

Diving Suit: You take half damage from [Water] attacks.

Styrofoam Plate: You take half damage from [Nerf] attacks.

Stacked Belts: You take half damage from [Bruising] attacks.

Porcelain: You never take more damage from an attack than your Surge Value.

Endless Sweaters: You take 1 less damage from each attack.

Resupply

Every fourth battle, the players encounter a [Supply] enemy. Defeating it resupplies all their supply-limited abilities.

Classes

Each player controls a single character, which has some class. After every Resupply, the players gain a new skill point. After every three Resupplies, the players get +1 to one of their character attributes, which may not be their highest one.

A skill point can be spent to purchase a new level 1 skill. To upgrade a skill to the next level, a player must spend a number of skill points equal to the next level's number (2 skill points to upgrade from level 1 to level 2, 3 skill points to upgrade from level 2 to level 3, and so on)

Chef

Have you ever tried to cut sushi with safety scissors? Clean a pan when it's been welded to the stove to prevent removal?

Health: 50 +5*Constitution

Healing Surges: 9 +3*Constitution

Surge Value: 12 +Constitution

Actions: 3

Skills

Salt Pouch: Usable once per resupply, this creates a 2 space radius burst within 5 spaces, which lasts for 1d4 rounds. All creatures in the burst become blinded, losing their ability to make Follow Attacks, Parry Attacks, and Backstab Attacks for as long as they remain in the area and for 1 round thereafter.

Level 2: The Salt Pouch also deals 1d6 [Eye] damage to any creature that starts its turn in the area.
Level 3: Choose one:
The area lasts for 2d4 additional rounds.
The Salt Pouch may be used one additional time per resupply.
Level 4: Choose one:
Creatures in the area can't make normal attacks while within the area.
Creatures who begin their turns in the area lose 1 action.
Level 5: Choose one:
Creatures that start their turns in the area take another 2d6 [Eye] damage.
Creatures remain blinded for 1 additional round.

Delicious Food: Usable twice per resupply, a target within 5 spaces may spend a Healing Surge to heal an amount of health equal to their Surge Value + the Chef's Concern.

Level 2: Delicious Food can be used two additional times per resupply.
Level 3: Choose one:
Delicious Food's range increases by 5 spaces.
Delicious Food heals 1d6 additional health.
Level 4: Choose one:
Delicious Food also targets the Chef.
Delicious Food also targets all allies 1 space away from the primary target.
Level 5: Choose one:
When used, the target(s) may choose to spend additional Healing Surges for additional Healing.
Each target also gets 1 additional action on its next turn.

Hermit

A very few people have been lost in the woods for so long that they escaped the weapon purge entirely. Luckily for everybody else, they didn't have particularly dangerous weapons in the first place.

Health: 40 +4*Constitution

Healing Surges: 6 +2*Constitution

Surge Value: 10 +Constitution

Actions: 3

Skills

Hatchet: This [Two-Handed] [Lethal] [Melee] weapon can be used to make an attack for Aim*2 + Force*3 damage, with Range 1-2. Whenever it is used to attack, there is a 50% chance that it will break after the attack, becoming unusable until you resupply.

Level 2: The Hatchet deals 1d6 additional damage.
Level 3: Choose one:
The Hatchet's chance of breaking decreases by 15%.
The Hatchet can also be used to perform Follow Attacks, for the same damage and same chance of breaking.
Level 4: Choose one:
The first time the Hatchet would break, only the axe head falls off. Attacks made with it only deal Aim + Force damage, and it only has Range 1.
The Hatchet deals 2d6 additional damage.
Level 5: Choose one:
The Hatchet's chance of breaking is halved.
The Hatchet's maximum range increases by 2.

Musket: This [Two-Handed] [Lethal] [Ranged] weapon can be used to make an attack for Aim*3 + Force damage, with Range 4-40. It can only be used once per resupply.

Level 2: The Musket deals 1d6 additional damage.
Level 3: Choose one:
The Musket may be used one additional time per resupply. It takes a minute to reload.
The Musket can be fired around corners, reflected off up to one obstacle.
Level 4: Choose one:
The Musket may be used one additional time per resupply. It takes a minute to reload.
The Musket deals 2d6 additional damage.
Level 5: Choose one:
The Musket can hit other creatures along the same line as that from the Hermit to the target, dealing Aim+Force damage to each one.
The Musket wound festers, dealing 1d6 damage per round for the next 4 rounds.