Megaton

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Revision as of 20:00, 23 April 2009 by 1d4chan>MagicJuggler
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Faction List

-Hylians: Rank and-file spearblocks, with a smaller core of elite foot knights, archers, and ball-and-chain infantry. They have the Lore of Light as their magic, which bolsters courage, blinds enemies, etc. -Kokiri Forest: A reclusive force of nature...people avoid this area for it being cursed...occasionally the Great Deku Tree may dispatch its Deku servitors into the wild war for unfathomable goals. They have rock-hard static shooting, due to the ability to entrench themselves in the ground, with decent secondary aerial harassment ability. -Death Mountain Gorons: Lightning bruisers, all. They can roll around, and defeat enemies by their sheer impact. Their monopoly on bomb flowers gives them deadly close-range artillery support. They wield the Lore of Fire. -Zoras: Expert swimmers all, and lithe and agile. They have expert martial artists, fin boomerangs, and the ability to summon Jabbu-Jabbu's avatar into combat. They wield water. -The Shiekah. They still exist. These are the ninja faction. The Lore of Shadow lets them control undead, and manipulate the powers of darkness. -The Gerudo: Our light cavalry faction, with decent close-ranged support in their Bandit leaders armed with dual scimitars. The Lore of Spirit is a mix of illusion and trickery. -Mercenaries: Numerous other smaller groups, from Lizardmen Tribes (capable of taming Dodongos) to undead composers Sharp and Flat, may be available for hire.

Game System

Core attributes would be: Move: How many inches a turn a model can move. Hearts: How many hit points the target has before it can die. Magic: Damage: All damage is done in powers of 2. For instance, half-heart, quarter heart, heart, 2 hearts, 4 hearts, etc. Defense: All damage is reduced by a factor of this. Any damage that is less than a quarter of a heart is discarded.

Fill in some other stuff like speed/etc...