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  1. In Chimera, players control a total of eight cards divided into 1 Avatar Card and 7 Skill Cards.
  2.  
  3. CARD TYPES
  4.  
  5. AVATAR
  6.  
  7. Name: The name of the card
  8.  
  9. Race: An avatar may only use ability cards that share their race symbol
  10.  
  11. Vitality (): When your avatar’s vitality is reduced to 0, you lose
  12.  
  13. Endurance (): Damage is first subtracted from endurance before being subtracted from vitality
  14.  
  15. Dexterity (): An avatar ignores endurance if their dexterity is double (or more) than an opponent’s evasion
  16.  
  17. Evasion ():An avatar ignores damage if their evasion is (double or more) than an opponent’s dexterity
  18.  
  19.  
  20. SKILL
  21.  
  22. Race: An avatar may only use ability cards that share their race symbol
  23.  
  24. Speed: Speed determines which ability card activates first, it is dictated by a game of Rock Paper Scissors, one of which is listed on the card.
  25.  
  26. Cooling: Cooling is the number of turns a player has to wait before using the same card again. When the "Cool Down Diamond" is in the top-right corner after a round (except the round it was played in) it is returned to the owner's hand.
  27.  
  28. Skill: The effect of the card. Skill cards can have up to three separate skills.
  29.  
  30. GAME PLAY
  31.  
  32. Each player starts the game with their Avatar face up on the table and their seven ability cards concealed from their opponent in their hand. The game is played in rounds where players perform actions simultaneously. There are three phases in a round.
  33.  
  34. COMBAT
  35.  
  36. 1. Each Player selects one card from their hand and places it face-down
  37. 2. Both cards are flipped face-up
  38. 3. Speed is compared, the card who wins RPS activates first. If it is a draw, the abilities activate simultaneously*
  39. 4. The first effect of the faster card activates and resolves
  40. 5. The first effect of the slower card activates and resolves
  41. 6. The second effect (if any) of the faster card activates and resolves
  42. 7. The second effect (if any) of the slower card activates and resolves
  43. 8. The third effect (if any) of the faster card activates and resolves
  44. 9. The third effect (if any) of the slower card activates and resolves
  45. 10. Players proceed to the “Cooling Phase”
  46.  
  47. *Rock is faster than scissors, scissors is faster than paper and paper is faster than rock.
  48.  
  49. (Note: I might change this to a linear 1-2-3 system because RPS doesn't make actual sense when Speed doesn't work like that)
  50.  
  51. Combat Phase Sub-Step: Damage Calculation
  52.  
  53. When an ability deals damage, it is first reduced by the defending avatar’s endurance before the result being subtracted from the defending avatar’s vitality.
  54.  
  55. If the offending avatar’s dexterity is at least double the defending avatar’s evasion, the defending avatar’s endurance is ignored.
  56.  
  57. If the defending avatar’s evasion is at least double the offending avatar’s dexterity, it ignores all damage dealt.
  58.  
  59. Melee (), Ranged () and Magical () are the three different types of damage in Chimera. Some cards may refer to specific types of damage such as “Cancel all Melee Damage” which stops all damage dealt by Melee effects but does not stop any damage dealt by Ranged or Magical abilities
  60.  
  61. Cooling Phase
  62.  
  63. (1) All cards with a blue star in their top right corner are added back to their respective player’s hand
  64. (2) Each Player rotates all cards that are still in the Cool Down zone ninety degrees clockwise
  65. (3) Add the card you just played this round to the Cool Down Zone (positioned upright)
  66. (4) Players proceed to the “Regeneration Phase”
  67.  
  68. Regeneration Phase
  69.  
  70. (1) The vitality of each avatar is restored by one
  71. (2) Players proceed to the combat phase
  72.  
  73. READING CARD SKILLS
  74.  
  75. Chimera is created with the intent of having the cards to be language-independent. What this means is that skills are represented by icons rather than text. However people still need to learn what the Icons mean.
  76.  
  77. Skills are lined up in a column of three on the left-side of a skill card. The top skill is the first skill, the bottom skill is the last. Skills either affect the Player's Avatar () or the Enemy's Avatar (). Skills fall into three seperate categories
  78.  
  79. Attack - This is represented by one of the 3 Damage Types listed earlier. If you use this skill, you deal the same number of damage to your Opponent of that type equal to the number on top of the Icon. (Example: is the number "4" on top of the "Ranged Damage" Icon which means "Deal 4 Ranged Damage").
  80.  
  81. (De)Buff - This skill affects one of the four main Avatar attributes (Vitality, Endurance, Dexterity, Evasion). Buffs to any attribute other than Vitality last until the end of the next round. If a skill is buffing (increasing) an attribute,the icon of the attribute it is buffing is colored red., If a skill is debuffing (decreasing) an attribute, the icon of the attribute it is debuffing is colored red.
  82.  
  83. (Example 1: is the number "1" on top of the "Dexterity" icon which is "Blue" and is on the "Square Back" which means "Increase Your Avatar's Dexterity by 1".)
  84.  
  85. (Example: 2 is the number "1" on top of the "Endurance" icon which is "Red" and is on the "Circle Back" which means "Decrease Enemy Avatar's Endurance by 1")
  86.  
  87. Cancel - Cancel Skills have a cancel icon () on top of the attribute it is cancelling.
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