Properties:
Sidescroll
Mayhem: Dungeoneers may walk to squares of solid ground as normal, and target
any adjacent square as normal. Dungeoneers have line of sight through solid
ground, but not line of effect.
Jump Around: All creatures gain a fly speed of 4.
Undeniable Gravity: At the end of each turn, all creatures not on solid ground fall directly down and take falling damage as appropriate. Creatures who fall in Columns 1, 2, 14 & 15 take 100 falling damage. If a creature falls into an occupied square, all creatures in that square take an equal amount of falling damage. The falling cannot be reduced or negated in any way.
Escalating Returns: Conscious unbloodied creatures automatically succeed on saving throws to catch themselves from falling. Unconscious creatures automatically fail saving throws to catch themselves.
Melee attacks that hit and do damage also have the following effects based on the hit points of the target after the triggering attack is resolved:
Jump Around: All creatures gain a fly speed of 4.
Undeniable Gravity: At the end of each turn, all creatures not on solid ground fall directly down and take falling damage as appropriate. Creatures who fall in Columns 1, 2, 14 & 15 take 100 falling damage. If a creature falls into an occupied square, all creatures in that square take an equal amount of falling damage. The falling cannot be reduced or negated in any way.
Escalating Returns: Conscious unbloodied creatures automatically succeed on saving throws to catch themselves from falling. Unconscious creatures automatically fail saving throws to catch themselves.
Melee attacks that hit and do damage also have the following effects based on the hit points of the target after the triggering attack is resolved:
Unbloodied: push 1
Bloodied: push 2
Dying: push 5
Death From Above: Melee attacks targeting creatures on a row below the attacker gain a +5 bonus to damage rolls.
Special Items: On the Dungeon Master’s turn during odd-numbered rounds, a Special Item spawns randomly on one of 4 the crate icons. Unless described otherwise on the card, all Special Items are 5 lb. objects that do not require free hands to use. Dungeoneers who fall prone immediately drop all held Special Items. Special Items disappear when dropped.
Terrain Powers
Respawn Terrain Power
At-Will (teleportation)
Trigger: You start your turn dead, dying or begin your first turn of the encounter.
Effect (No Action): If you are dying, you die. You regain all hit points and healing surges, remove all failed death saves and conditions, refresh all encounter powers and power points, and teleport to a random respawn platform. If the destination platform is occupied, that creature dies.
Kiling Spree Terrain
Power
At-Will (1/turn)
At-Will (1/turn)
Trigger: You reduce 2
or more enemies with at least 1 hit point to 0 or fewer hit points during the
same turn.
Effect (free action):
Gain an action point. You may spend more than 1 action point per encounter, but
only 1 per round.
Shifting Lands:
During even-number rounds on the Dungeon Master’s
turn rounds, a random terrain power activates. Each terrain has a new feature
and a predominant terrain power that remains active until the end of the next
round.
Planet Zebes: All squares in rows I and below are filled will lava. The lava counts as solid ground but difficult terrain. Each creature who willingly enters or starts its turn in the lava takes 10 fire damage.
Planet Zebes: All squares in rows I and below are filled will lava. The lava counts as solid ground but difficult terrain. Each creature who willingly enters or starts its turn in the lava takes 10 fire damage.
Dream Land: While this card is in play, one 20 ft. tall Whispering Tree (difficult terrain) appears in columns 6-8. It makes the following attack on the dungeon master’s turn:
Wispy Woods Terrain Power
Target: All creatures on the map.
+6 vs Fort
Hit: Push 3 squares from the left edge of the map.
Target: All creatures on the map.
+6 vs Fort
Hit: Push 3 squares from the left edge of the map.
Sector Z: New Terrain: While this card is in play, two Fighter Jets (solid ground) appear in locations chosen by the Dungeon Master.
Arwing Assault Terrain Power
Trigger: A creature starts it turn on solid ground that is not a fighter jet.
Target: The triggering creature.
+8 vs AC
Hit: 2d8 damage, and knocked prone.
Trigger: A creature starts it turn on solid ground that is not a fighter jet.
Target: The triggering creature.
+8 vs AC
Hit: 2d8 damage, and knocked prone.
Hyrule Castle: While this card is in play, a 15-foot tall whirlwind appears in square L8. The whirlwind is difficult terrain, and blocks line of sight and line of effect. At the end of each turn, it moves 3 squares in a random direction (left or right).
Hyrule Whirlwind Terrain Power
Trigger: A dungeoneer willingly enters or starts its turn in the whirlwind.
Target: The triggering dungeoneer.
+6 vs Ref
Hit: 2d6 cold and thunder damage and push 3 squares from the center of the whirlwind.
Trigger: A dungeoneer willingly enters or starts its turn in the whirlwind.
Target: The triggering dungeoneer.
+6 vs Ref
Hit: 2d6 cold and thunder damage and push 3 squares from the center of the whirlwind.
Item Cards:
Home
Run Bat Item
Wondrous Item
Property: Targets of your melee attacks are considered unconscious for the purposes of Escalating Returns.
Wondrous Item
Property: Targets of your melee attacks are considered unconscious for the purposes of Escalating Returns.
Starman Item
Consumable
Free Action
Effect: Gain immunity to forced movement and resist 5 all until the end of your next turn.
Hammer Item
Wondrous Item
Property: You are dazed and cannot fly.
Property: Aura 1
Creatures within the aura are
subject to the following attack:
+7 vs. Fort
+7 vs. Fort
Hit: 20 damage
Miss: 10 damage
Effect: push 3
Ray Gun Item
Wondrous Item
Property: Ranged attacks made using this weapon can benefit from Escalating Returns (i.e. gain push effects based on the hit point totals of the target after resolving the triggering attack. Unbloodied: Push 1; Bloodied: push 2; Dying: push 5)
At Will Range 10
Minor Action
+6 vs Ref
Hit: 5 radiant damage.
Heart
Container Item
Consumable
Free Action
Effect: You are restored to full health and automatically save against all conditions currently affecting you.
Consumable
Free Action
Effect: You are restored to full health and automatically save against all conditions currently affecting you.
Poké Ball Item
Consumable + Conjuration Range 5
Standard Action
A dungeoneer can throw the ball at an unoccupied square within range to summon a random Pokémon.
1. Snorlax
Snorlax emerges from the Poké Ball and flies straight into the air, only to fall back down crush all below.
Close Burst 3
Special: The Snorlax has line of effect to all squares.
+6 vs Fort
Hit: 2d6 force damage, and knocked unconscious (save ends).
Snorlax emerges from the Poké Ball and flies straight into the air, only to fall back down crush all below.
Close Burst 3
Special: The Snorlax has line of effect to all squares.
+6 vs Fort
Hit: 2d6 force damage, and knocked unconscious (save ends).
2. Starmie
Starmee fires repeated unrelenting blasts in a line across the map.
Close Line 5 in a random direction (left or right) from origin square.
+8 vs AC
Hit: 1d8 radiant damage , push 1, and repeat the attack against the target.
Starmee fires repeated unrelenting blasts in a line across the map.
Close Line 5 in a random direction (left or right) from origin square.
+8 vs AC
Hit: 1d8 radiant damage , push 1, and repeat the attack against the target.
3. Charizard
Charizard fires a blast to either side, dealing fire damage and pushing all
around it.
Close Burst 3
+6 vs Ref
Hit: 2d6 fire damage and push 2 squares.
Close Burst 3
+6 vs Ref
Hit: 2d6 fire damage and push 2 squares.
4. Koffing
Koffing spews smoke, luring opponents closer.
Close Burst 4
+6 vs Will
Hit: pull 2 and the target takes ongoing 10 poison damage and is dazed (save ends).
Close Burst 4
+6 vs Will
Hit: pull 2 and the target takes ongoing 10 poison damage and is dazed (save ends).
Well... that pretty much covers it perfectly. The music and sound effects are so incredibly stuck in my head now!
ReplyDeleteGreat work, man. It's relatively streamlined (there is so much going on in the source material), yet it captures the feel of Super Smash Bros. really well.
ReplyDeleteI'm looking forward to seeing this guy in play.
Thanks to both of you!
ReplyDeleteAs you know I tried to streamline it even more, but Ross was right in that it was lacking in awesomeness.
I'm thinking of running this pbp in September.
YES!
DeleteFor Special Items, do PCs drop items when they are given the prone condition by attacks (Arwing Assault) or only when they "fall" prone?
ReplyDeleteDo conscious, bloodied PCs make saves as normal to prevent forced movement off of precipices or into hindering terrain?
Yes to both.
Deletehaving the jets appear to the DM's discretion might raise issues of fairness in a game. I would suggest picking for or six potential spots and then rolling to see where they end up.
ReplyDeletequestion. Is a charge from one platform to another legal? can I charge from L8 to H11 if there's an enemy at H12?
ReplyDeleteSorry for not responding sooner. It's my intention to have them stay where they are in the pic above.
Delete