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SpiritPlumbersFlavor 1: Northern America, 198x. Disco, hair metal, BBSs, all that fun stuff. Fewer lawyers, please. Spirits have begun to show up with the advent of modems, and are speculated to parasite the new intelligence that exists in phone wires. Standalone. Flavor 2: Land Cascadia 198x. VERY british. Spirits are known to be psi impression of past inhabitants, but there has been a resurgence thanks to a leyline fracture. Waylights minigame. Story: Either way, spirits aren't very dangerous per se, but have become a problem lately. They do cause fright or brief possession and can be a danger to kids, the elderly, etc. Spirit plumber teams enter haunted houses to clear them. This quickly becomes a bit of a sport, spiritplumbing outfits (2-5 people usually) allow tourists/thrillseekers to join in, and split into subteams that can compete for captures. Good business all around. Plumbers are spooked out and run away rather than being killed, spirits are hauled off rather than destroyed. Rarely, an actually dangerous spirit must be dealt with. Prep: Pick a board. Pick a grid size for it (square). Spirit player places psi-meter traces upon plumber board/subboard entry, one per room, then two per room, etc. These have a move of 4 but can move through walls. When in line of sight, they are revealed as a spirit type; this does NOT end their move (and may allow for extra move). Default movements: All units move either 4 or 6, diagonals count 2-3-5-6 (so units that move 4 can only move diagonally twice). No overwatch. Everything either moves and attacks, attacks and moves, or skips one or either, as per its player's choice, but a full movement must be made in one go. Spirits can phaseout instead of attacking. This lets them make their move as psitraces again - slower, but can go through walls or other entities. They can be attacked while phased out. They phase back in at the end of turn. Ranged combat: Roll, hit on or above what's indicated by the weapon. There is no armor or life points. On a hit, target suffers indicated effect. Default range is LoS. Close combat: Roll as many dice as indicated, sum results, compare. If the attacker wins, the defender suffers the indicated effect. If the defender wins, attacker is pushed back 1 square if there is room AND the defender wants it to be so. If there's a tie, nothing happens. HtH attack cannot be diagonal. Deploy trap: A spirit who is free to move is trapped on a 6. A spirit who is tagged or tangled is trapped automatically. Walking up to a tangled spirit or having a tagged spirit move towards a trap is encouraged. Deploying a trap replaces attacking. Plumber Squad force: One pro, 3 rookies. Loadout must be chosen at start. Spirit force per plumber player: 1 blob, 1 wraith, 1 vapor, 1 repeater, 3 crawlers, 3 floaters, 3 slimers.
Attack effects:
OPTIONAL: Plumber kit (pros only), pick zero/one/two:
OPTIONAL: Spirit powers, global. Pick zero/one/two:
Victory condition: All plumbers run away / all spirits are trapped. |