DND Dnd Is a Standard Laserforce Mission, Where Adventurers Can

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DND Dnd Is a Standard Laserforce Mission, Where Adventurers Can DND DnD is a standard Laserforce mission, where adventurers can become a Warrior, Thief, Cleric or Mage. Each character class has its own strengths and weaknesses. Each adventurer starts with a certain amount of hit points (HP) and toughness (TG). Every time an adventurer is zapped they lose a single point of toughness. If their toughness is reduced to zero, the adventurer has been defeated, their battle suit will be deactivated and the adventurer will lose a hit point. Should their hit points ever reach zero, the adventurer is eliminated (unless however, someone is able to use the Resurrection spell) As the game progresses and the adventurer earns experience points (XP), the player will grow in their experience level for that class, becoming stronger and gaining extra powers as they advance. As the adventurer goes up in experience level their hit points, toughness and shot speed increase. The Warrior’s abilities increase the fastest as they go up levels, followed by the Thief, then the Cleric, and the Mage’s abilities increase the slowest. Classes: Warrior The Warrior is the simplest class to play. The Warrior is tough and becomes stronger in a stand-up fight faster than any other class. The Warrior’s only special ability is the Cure Light Wound (CLW) potion, which they get as they advance in experience level. Unused CLW potions accumulate as they advance. To use a CLW potion the Warrior simply holds in their trigger. This restores their hit points to full and will reactivate the Warrior if they were deactivated. Thief The Thief is slightly weaker in normal combat than the Warrior. The Thief has a number of special abilities they can use. Steal: If the Thief missile-locks an opponent they can Steal experience points from the opposing adventurer which are given to the Thief. The longer they missile-lock the opponent, the more experience they steal. Hide In Shadows: Activated by holding the trigger until it is announced, this ability disables all lights on the battle suit, and the target cannot be locked onto. When in this mode, the Thief cannot attack normally, but may attempt the Backstab ability. Backstab: Only usable when hidden in the shadows, it is a missile shot that cannot be detected by the player. A Backstab bypasses all toughness and will do multiple hit points of damage dependent on the Thief’s experience level. Cleric The Cleric is weaker again than the Thief. The Cleric’s special abilities are their spells. Cleric’s gain access to new spells as they advance in experience level. When a Cleric casts a spell they are unable to cast the same spell again for a period of time, until their God grants them that spell again. The higher the spell level, the longer the wait. Heal/Injure: When this spell is selected it is used on the next player the Cleric zaps. If that adventurer is on the Cleric’s team, then they are healed a number of hit points dependent on the Cleric’s level, and they are reactivated if they were currently deactivated. When used against an enemy adventurer, the adventurer is deactivated regardless of toughness and a number of hit points is deducted dependent on the Cleric’s level. Bless/Curse: When this spell is selected it is used on the next player the Cleric zaps. If that adventurer is on the Cleric’s team, then the adventurer is Blessed. This gives the adventurer a good random Lingering Effect, e.g. faster shot speed, increased toughness, etc. If the adventurer was from the opposing team, they are Cursed, which gives them a bad random Lingering Effect, e.g. slower shot speed, lower toughness. Dispel Magic: When this spell is selected it is used on the next player the Cleric zaps. This spell removes all Lingering Effects or Spirit Links on that adventurer. Spirit Link: When this spell is selected it is used on the next player the Cleric zaps. From then on, any experience points that the adventurer should get are instead awarded to the Cleric. Also, any hit points removed from an adventurer are also given to the Cleric as a bonus. Resurrection: When this spell is selected it is used on the next player the Cleric zaps. When an adventurer is first eliminated they have a short period of time in which if any Cleric cast resurrect on them, the adventurer is restored to the mission, although their experience level is halved. Mage The Mage is the weakest character class in normal combat. As with the Cleric, the Mage’s special abilities are their spells, which they gain access to as they progress in experience level. However unlike the Cleric, the Mage’s ability to spells is only limited by the amount of Mana they have. As a Mage progress in experience levels, their maximum Mana also increases, and any time they are not casting a spell their Mana will always slowly restore to its maximum value. For a Mage, even trying to cast a spell uses up a small amount of their Mana. When they do cast a spell, an additional amount of Mana is used dependent on the spell level. Magic Missile: When this spell is selected it is used on the next player the Mage zaps. This spell bypasses all toughness and deals multiple hit points damage dependent on the Mage’s level. Shield: This spell is activated the moment the Mage successfully selects it. This gives the Mage themselves a bonus to their toughness. Multiple Shields have no extra effect. Fireball: Once this spell is selected the Mage is given the ability to missile-lock adventurers. When the Mage missile-locks their first target, the spell begins casting, and they can then missile-lock others for another 4 seconds. During this time, any target missile-locked is immediately deactivated. When the 4 seconds is over a large amount of damage is distributed amongst all those adventurers the Mage sent down with their spell. Time Stop: This spell is activated the moment the Mage successfully selects it. This immediately causes all enemy adventurers to become helpless as their phasers stop working for just less than a minute! This spell is very demanding on a Mage and while it is in operation, the Mage’s mana does not replenish. Casting Spells: Casting spells is the most complicated aspect of this game, however for the two spell-casting character classes (Cleric and Mage), it is vitally important. First, the adventurer must begin their casting by going into spell-casting mode. To do this the adventurer holds in their trigger until the battle-suit announces “Special Online”. While in spell-casting mode, the adventurer is helpless. Once they are in spell-casting mode the adventurer must immediately begin selecting their spell. They select the spell by pulling their trigger the same number of times as the number of the desired spell on their spell list. As an example: A Cleric goes into spell mode. They then pull their trigger once. At this stage the Cleric has selected the first spell on the Cleric’s Spell List. If they pull their trigger again, they have selected the second spell on the Spell List. And so on If the adventurer reaches the last spell on their Spell List and pull their trigger again, they have cycled their spell selection back to the first spell. As each spell is selected the battle suit will either give a positive beep or a negative beep to indicate if the spell is available or unavailable to the adventurer. Spells can be unavailable either because they have been cast recently (Cleric only), or the adventurer does not have enough Mana (Mage only), or the adventurer is not high enough experience level to earn the spell yet. Once the desired spell is selected, the adventurer must stop pulling their trigger. Once 3 seconds have passed since the last trigger pull, the adventurer automatically returns to normal Combat mode with their spell selected. As they come out of spell mode the battle suit will give a positive beep or a negative beep to indicate if the spell was successfully selected. If a spell-caster with a selected spell is deactivated the spell is lost. Notes: Each target can only be destroyed once. To destroy a target, it must only be zapped once. When a target is destroyed it gives the adventurer a random effect e.g. a Bless, a Curse, bonus experience, take away experience, increased experience level, lose an experience level, or even nothing. If an adventurer receives more than one random effect in a short space of time, the random effects have a greater chance of being bad. All players play at the same skill level. Scoring: Event Score Deactivate enemy 100 Zap enemy 10 Deactivate own team member -100 Zap own team member -10 Activate spell 100 .
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