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=== CHARACTER CREATION === The point behind Angry Miniatures is to make a game where you can have a battle between any team of miniatures from any fantasy line. The overall process is fast, simple, includes very little calculating, and is one of the funnest parts of the game. Try this by reaching into your bucket of minis (if you have one) and pulling out 3 random minis. Now stat them up! ==== Step 1: Three Primary Stats ==== [[Image:Charsheet.jpg|thumbnail|border|right|upright=2|Preliminary character sheet. Small enough for about 4 to fit on a single page.]] You have 9 points to distribute how you want among 3 stats. Mind, Body, and Spirit. These 3 stats directly act as your defenses. There can be no less than 1 point in any stat, and no more than 7. So you could have a guy be jack of all with 3/3/3, or a guy uber in one and weak in the others with 7/1/1. Beware the later, because you may hit hard and be tough in one defense, but if anyone hits your other defenses you're screwed. Each stat is referenced to tables and fill in the remaining necessaries on the character sheet. ==== Step 2: Table Look-ups ==== This is the only time in playing this game that you will use tables. I swear. First, choose what type of attack this character will have. A character may only have 1 attack type. This is to keep things simple and interesting. There are 3 attack types: * '''Melee''' obviously can only effect enemies in adjacent squares, but hits hardest of the 3 attacks. * '''Range''' uses the Distance value to determine its reach. You cannot make a Range attack on an adjacent enemy. * '''Magic''' also uses the Distance value for reach. It's generally weaker than Range attacks, but has an aoe. Which means the target square you hit, hits all figures adjacent to it. Once that is chosen, calculate your characters Health (hit points) by referencing its Body score to the following table: {| border="1" cellspacing="0" cellpadding="5" align="center" ! Body ! Health |- | 1 | 3 |- | 2 | 3 |- | 3 | 4 |- | 4 | 4 |- | 5 | 5 |- | 6 | 5 |- | 7 | 6 |- |} Next calculate your characters Speed (movement in squares per turn), by referencing its Spirit score to the following table: {| border="1" cellspacing="0" cellpadding="5" align="center" ! Spirit ! Speed |- | 1 | 4 |- | 2 | 4 |- | 3 | 5 |- | 4 | 5 |- | 5 | 6 |- | 6 | 6 |- | 7 | 7 |- |} Then if it is a Melee character, reference its Body and Spirit scores (added together) to the following table to get its Melee attack value. If it's a Magic or Range character, move on to the next table. {| border="1" cellspacing="0" cellpadding="5" align="center" ! Body+Spirit ! Melee Attack |- | 2 | 4 |- | 3 | 5 |- | 4 | 5 |- | 5 | 6 |- | 6 | 6 |- | 7 | 7 |- | 8 | 7 |- |} If it is a Range character, reference its Body and Mind scores (added together) to the following table to get its Range attack value. If it's a Magic character, move on to the next table. {| border="1" cellspacing="0" cellpadding="5" align="center" ! Body+Mind ! Range Attack |- | 2 | 3 |- | 3 | 4 |- | 4 | 4 |- | 5 | 5 |- | 6 | 5 |- | 7 | 6 |- | 8 | 6 |- |} If it is a Magic character, reference its Spirit and Mind scores (added together) to the following table to get its Magic attack value. {| border="1" cellspacing="0" cellpadding="5" align="center" ! Spirit+Mind ! Magic Attack |- | 2 | 2 |- | 3 | 3 |- | 4 | 3 |- | 5 | 4 |- | 6 | 4 |- | 7 | 5 |- | 8 | 5 |- |} Finally, the last table is for Distance (reach of magic and range attacks). This is only for Range and Magic characters. Melee may skip this table. Reference your Mind score to the following table: {| border="1" cellspacing="0" cellpadding="5" align="center" ! Mind ! Distance |- | 1 | 5 |- | 2 | 5 |- | 3 | 6 |- | 4 | 6 |- | 5 | 7 |- | 6 | 7 |- | 7 | 8 |- |} ==== Step 3: Perks, Flaws, and Crits ==== This is where the personality of the figure comes into play. The idea is you look at your characters miniature, and choose 1 Perk that looks like it fits the description of your mini. Then choose 1 Flaw. Then choose 1 Crit. There may be multiple Perks and Flaws that fit the description, but you have to choose 1 for each. Like the ones that works best for your character. Perks and Flaws generally act as feats, coming into play during their descriptions. Some of them adjust scores, like your defenses or speed. Others are situational. They are based on common tropes seen on minis. Crits are abilities that trigger when your dice come up with certain results. So they don't happen that often, but they do awesome things. The following list is a work in progress. I hope to create enough of them to represent something found on most fantasy minis on the market. I will also be including rules later for making your own Perks and Flaws if nothing seems to fit. A note for choosing Perks and Flaws: There are ones that can obviously cancel each other out or don't apply at all. A Perk that adds +1 to your Speed should not be chosen along with a Flaw that subtracts -1 from your Speed. Also avoid choosing Flaws that don't apply to your character, such as choosing a -1 to Melee Attack Flaw for your Magic character. * '''PERKS''' ** Multi-class: This character may choose up to 2 different attack types, but has a -1 to each. ** Busty: +1 to defense rolls vs Male figures. No effect vs female or androgynous figures. ** Spikey Bits: If defending in melee, this character deals 1 extra damage if it wins the melee roll. ** Winged/Hovering: This character can ignore hindering/difficult terrain for movement. ** Has Companion(companion creature on same base as primary figure): This character cannot be flanked. ** Oversize Weapon: +1 to Melee or Range Attacks ** Bearded: During each attack roll, reroll 1 Ace die. ** Small: +1 to defense rolls vs Melee and Range attacks. ** Multi-limbled: +1 to grapple attacks. ** Amphibious: This character has no penalty for moving through water. ** Berzerk/Rage: This character may not be a Range or Magic character. Opponent cannot deal damage against this character if it wins the defense roll vs melee. ** Swift: +1 to Speed ** Brutish: +1 to Health ** Magic Resistant: +1 to defense rolls vs Magic attacks. ** Scope/Goggles: +1 to Distance ** Wicked Staff/Wand: +1 to Magic attacks ** Long Weapon/Whip: Melee attacks reach an additional 1 square. ** Dangerous Mind: When defending vs Magic, this character may deal damage to the attacker the same way a defender deals damage to an attacker in Melee. * '''FLAWS''' ** Unpainted(literally if the figure is unpainted. primed only does not count): This character cannot gain any positive modifiers for any type of roll. This does not include the bonuses granted by this characters other Perk and Crit. ** No Helmet: -1 to defense roll vs Range attacks ** Fat: -1 to Speed ** Chainmail Bikini: -1 to defense rolls vs Melee attacks ** Small: -1 to Melee attacks ** Stupid: This character cannot be a Magic character. -1 to defense rolls vs Magic attacks. ** Cowardly: This character cannot deal damage if it wins the melee roll while defending. ** Unlucky: Each time this character makes a defense roll, reroll 1 Face die. ** Gangly/Scrawny: This character cannot be a Melee character. -1 to Health. ** One-Eye/Eye-patched: -1 to Distance ** Flammable: -1 to defense rolls vs Magic attacks ** Unwieldy Armor: This character cannot move through difficult/hindering terrain. * '''CRITS''' ** Dynamic Attacker: When attacking, re-roll the 2 Ace dice. ** Dynamic Defender: When defending, re-roll the 2 Ace dice. ** Frost Magic: Targets of your Magic attack have their Speed values reduced to 0 during their next turn. ** Stealthy: When defending vs Range or Magic attacks, re-roll once any Number dice. ** Fire Magic: Targets of your Magic attack take 1 automatic damage at the beginning of its next turn. ** Volatile Magic: Increase your Magic attacks AOE value by 1 for each Ace in your roll. ** Dual-wielding: This character may make a second free separate attack on the same or another figure, but with a -1 to the attack. ** Forceful Weapon: When attacking in Melee, move the target figure 1 square in any direction for each Ace in your attack roll. ** Magic Buff: When attacking with Magic, any friendly figure within your Distance gains +1 to Speed and +1 to its attack during its next turn. ** Commanding: After your attack is resolved, one adjacent friendly figure may make a free attack, but with a -1 to the attack roll, and it may not Crit on that attack. ** Magic Heal: After your Magic attack is resolved, heal 1 friendly figure within your Distance 1 Health for each Ace dice in your roll. ** Regenerate: After your attack is resolved, heal 1 Health. ** Tactical Genius: After your attack is resolved, the next attack on your target gains a +1 bonus. ** Tail Sweep: After your Melee attack is resolved, the target is considered knocked prone.
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