Traduzione italiana di un gioco WarpSpawn
http://www.angelfire.com/games2/warpspawn/WD.html
a cura di Alessandro Crespi © 2005 – alecrespi@alice.it
Gioco di dadi per 2 partecipanti.
Ogni giocatore rappresenta un guerriero.
Ogni giocatore ha bisogno di 1D10.
Scrivete i punteggi su un foglio oppure usate le monete per quantificare l’energia.
Vince il primo giocatore che reduce l’avversario a 0 PF.
Una faccia (1) costituisce l’ ADDER.
Se ottieni un ADDER, tiri il dado nuovamente ed aggiungi 10 alla forza totale del nuovo lancio.
Una faccia (2) costituisce il DOUBLER.
Se ottieni un DOUBLER, ritiri il dado 2 volte e decidi quale risultato tenere.
Le altre 8 facce sono combinazioni di ATTACCO o DIFESA.
L’ATTACCO o la DIFESA hanno un Valore di Forza.
Il Valore di Forza è sempre un punteggio multiplo di 10.
I giocatori scelgono il proprio guerriero.
Ogni guerriero standard comincia con 100 PF.
Comincia per primo il giocatore che ottiene il numero più alto lanciando 1D10.
Ogni Turno è suddiviso in 3 fasi:
1. Attacco
2. Difesa
3. Danno
L’attaccante (cioè il giocatore in turno) lancia il dado.Se ottiene un ADDER tira nuovamente ed aggiunge 10 alla forza totale ottenuta.
Se ottiene un DOUBLER rilancia due volte il dado e sceglie quale risultato tenere.
Se ottiene un risultato di DIFESA, allora termina il suo turno.
Se ottiene un risultato ATTACCO, allora si può procedure alla fase successiva.
Il difensore (l’altro giocatore) lancia il proprio dado.
Se ottiene un ADDER tira nuovamente ed aggiunge 10 alla forza totale ottenuta.
Se ottiene un DOUBLER rilancia due volte il dado e sceglie quale risultato tenere.
L’attaccante provoca tanto DANNO (inteso in PF) al difensore quanto è il totale della sua Forza di Attacco.
Se il difensore ha ottenuto un risultato di DIFESA, sottrae la Forza della propria difesa dal danno totale ricevuto. (considerate risultati negativi come nulli)
Neutralizza: (ATTACCO) L’avversario sale le prossime 2 fasi di Attacco.
All Out: (ATTACCO) In fase di attacco, tirare di nuovo il dado e raddoppiare il punteggio.
A = Attacco
D = Difesa
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Sword A 304 Dagger A 205 Hilt Punch A 106 Hack & Slash A 407 Shield D 308 Dodge D 409 Parry D 200 Chain Mail D 10
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Lance A 304 Broad Sword A 305 Armor D 206 Kite Shield D 307 Great Helm D 208 Furious Assault A 309 Charge A - All Out0 Plate D 30
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Thrown Dagger A 304 Dagger A 205 Sap A 106 Leather Armor D 107 Dexterity D 308 Back Stab A 409 Run D 300 Hide D 30
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Battle Axe A 304 Kick A 105 Overhead Smash A 406 Leap D 407 Throw Axe A 108 Berserk A - All Out9 Reflexes D 400 Feel no Pain D 20
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Long Sword A 304 Bow A 305 Elven Chain D 206 Fleet of Foot D 207 Arrow A 408 Dodge D 209 Parry D 200 Agility D 20
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 War Hammer A 304 Armor D 205 Shield D 206 Axe A 307 Sturdy D 208 Crossbow A 309 Shield Bash A 100 Grim Determination D 40
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Staff D 104 Magic Missile A 105 Fireball A 406 Lightning Bolt A 307 Charm A - Neutralize8 Circle of Protection D 409 Magic Shield D 300 Blur D 20
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Armor D 204 Prayer D 205 Shield D 206 Blessing D 207 Mace A 208 Crushing Blow A 409 Heal - - Regain 10 Lost Hits0 Smite A 401D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Scimitar A 304 Tough Hide D 205 Stab A 206 Disembowel A 407 Helm D 208 Spiky Armor A 109 Shield D 300 Piecemeal Armor D 30
1D10 Risultato Tipo Forza Note
1 Adder
2 Doubler3 Maul A 304 Great Strength A 405 Barrel Attack A 206 Rampage A - All Out7 Regenerate - - Regain 10 Lost Hits8 Thick Hide D 309 Immune to Pain D 300 Great Bulk D 20
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Spear A 304 Round Shield D 305 Thrown Spear A 306 Short Sword A 307 Breast Plate D 308 Wrestle A 109 Greaves D 100 Dodge D 30
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Trident A 404 Net A - Neutralize5 Dagger A 206 Feint A - Neutralize7 Dodge D 408 Skill D 109 Evade D 400 Toughness D 101D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Short Sword A 304 Thrust A 405 Pilum A 306 Tunic D 207 Helmet D 108 Shield D 309 Discipline D 100 Defend D 30
1D10 Risultato Tipo Forza Note
1 Adder
2 Doubler3 Foil A 104 Disarm A - Neutralize5 Sword Breaker A - Neutralize6 Lunge A 207 Parry D 408 Block D 309 Run Through A 300 Guard D 30
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Knockdown A 104 Cutlass A 305 Sword Play D 206 Knife A 207 Jump D 308 Duck D 309 Sidestep D 200 Low Blow A 40
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Tulwar A 204 Parry D 405 Slashing Steel A 206 Dagger A 107 Cut Throat A 308 Whirling D 209 Catch D 400 Throw Sand A - Neutralize1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Poisoned Blade A 304 Stiletto A 10
5 Garrote A 10
6 Stealth D 30
7 Surprise A - Neutralize8 Retreat D 409 Deathblow A 300 Shadows D 30
1D10 Risultato Tipo Forza Note
1 Adder
2 Doubler3 Vertical Cut A 304 Horizontal Cut A 305 Katana A 306 Kai A - All Out7 Armor D 108 Parry D 309 Speed D 300 Force of Will D 30
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Knife A 304 Lost Boys A 105 Alligator A 506 Indians A 107 Fly away D 308 Quick D 209 Nimble D 200 Tinkerbell D 30
1D10 Risultato Tipo Forza Note
1 Adder2 Doubler3 Hook A 204 Rapier A 205 Cannon A 306 Pirates A 207 Set Trap - - All Out8 Hostages D 509 Parry D 200 Stubborness D 30 Basic Warriors are 300 points:100 Hit points100 points distributed to Attacks100 points distributed to Defenses"All Out" Attacks are worth 10 points"Regain 10 Lost Hits" Defenses are worth 20 points"Neutralize" Attacks are worth 20 points
XP = Experience PointsEvery time you defeat a lesser warrior get 1 XP.Every time you defeat an equal warrior get 5 XP.Every time you defeat a greater warrior get 10 XP.Each 10 XP allows you to do one of the following:1. Add 10 to one of your Attacks2. Add 10 to one of your Defenses3. Gain 10 Hit Points4. Create a new Attack or Defense with a Force = 10.The new Attack or Defense shares a Die roll Indicator (1-10)with one of your existing results and can be used instead ofthe original at your discretion during combat. For Example:The Samurai turns in 10XP to gain a new Attack he callsWakizashi (Short sword) with a Force = 10. He assigns thisnew attack to his #7 slot which already has the Defense of"Armor" (Force = 10). So from now on, every time he rolls a#7 he can choose to have it mean either Armor or Wakizashi.
FAQ's1. Situation: I roll the Adder, then the Doubler. How is thathandled? We have been using a spot ruling that only the last onerolled is applied.A. You get +10 (from the Adder) then roll again twice(from the Doubler) and pick one of the results.2. What if I roll the Doubler then an All Out Attack? Madebasically the same ruling as #1, above.A. In this case you picked the "All Out Attack" which then allows youto make another roll.3. Does Neutralize automatically affect the target? We've beenreading it as 'Yes'.A. Good point. Some defense against "Neutralize" attacks should beallowed. I rule that a defense of 20+ Force should negate aNeutralize Attack.4. Can you Double a Neutralize to 4 turns? We read that as 'No'.A. I would agree that Neutralize Attacks cannot be doubled. 1D10 Risultato Tipo Forza Note
1 Adder
2 Doubler3 Lance Charge A 304 Combat Frenzy A - No damage5 Stab A 106 Disembowel A 307 Iron Bow A 308 Full Armor D 409 Shield D 400 Helm D 20
1D10 Risultato Tipo Forza Note1 Adder2 Doubler3 Club A 404 Great Strength A 505 Frenzy A - No damage6 Rampage A - All Out7 Regenerate - - Regain 10 Lost Hits8 Thick Hide D 309 Immune to Pain D 300 Great Bulk D 20
1D10 Risultato Tipo Forza Note
1 Adder
2 Doubler3 Adder Overwhelming numbers4 Tough Hide D 205 Scimitar A 206 Disembowel A 207 Helm D 208 Shortbow A 209 Shield D 300 Piecemeal Armor D 30Notes: I've equated the extra Adder to be equivalent to an Attack 40
1D10 Risultato Tipo Forza Note
1 Adder
2 Doubler3 Doubler Inhuman reflexes4 Bow A 305 Arrow A 206 Fleet of Foot D 207 Shortswords A 308 Dodge D 209 Parry D 200 Agility D 20I've equated the extra Doubler to be equivalent to anAttack 20 and Defense 20
1D10 Risultato Tipo Forza Note
1 Adder
2 Doubler3 War Hammer A 304 Armor D 305 Shield D 206 Axe A 307 Shrug it off D - All Out8 Throwing Hammer A 309 Shield Bash A - All Out0 Grim Determination D 40Gimli has both an all out attack and an all out defense thatbehaves similarly.
1D10 Risultato Tipo Forza Note
1 Adder
2 Doubler3 Staff Parry D 104 Kinetic Blow A 105 Glamdring A 406 Staff Strike A 207 Entrance A - Neutralize8 Sphere of Protection D 409 Shadowfax A - All Out0 Experience D 20
1D10 Risultato Tipo Forza Note
1 Adder
2 Doubler3 Slash A 404 Kick A 205 Overhead Smash A 506 Leap D 407 Tempted by Ring A - Neutralize Self8 Berserk A - All Out9 Reflexes D 400 Feel no Pain D 20Neutralize Self - as neutralize, but to Boromir (hence he gets +20 A)
1D10 Risultato Tipo Forza Note
1 Adder Becomes Doubler2 Doubler3 Narsil A 30 Can become Anduril4 Dagger A 205 Hilt Punch A 106 Hack & Slash A 407 Shield D 308 Endurance - - Regain 10 Lost Hits9 Parry D 400 Chain Mail D 10Special rule - Once per battle, Narsil can be reforged into Anduril.As Anduril it is worth 50, but the Adder changes to a Doubler.Announce before rolling attack, and the changes are permanent fromthen on.
1D10 Risultato Tipo Forza Note
1 Doubler
2 Doubler Hobbit Luck3 Thrown Pan A 304 Dagger A 205 Kick A 106 Short D 107 Agile D 308 Sting A 409 Run D 300 Hide D 30
1D10 Risultato Tipo Forza Note
1 Doubler
2 Doubler Hobbit Luck3 Shortsword A 404 Dagger A 305 Kick A 206 Short D 107 Defend Gondor A - All Out8 Ent Drought - - Regain 10 Lost Hits9 Run D 400 Hide D 30
1D10 Risultato Tipo Forza Note
1 Doubler
2 Doubler Hobbit Luck3 Shortsword A 404 Dagger A 305 Kick A 206 Short D 107 Backstab A - All Out8 Ent Drought - - Regain 10 Lost Hits9 Run D 400 Hide D 30
1D10 Risultato Tipo Forza Note
1 Doubler
2 Doubler Hobbit Luck3 Doubler Invisibility4 Sting A 505 Kick A 306 Short D 107 Wear Ring A - Neutralize8 The Old Wound A - Neutralize Self9 Run D 300 Hide D 40Neutralize Self - as neutralize, but to Frodo (hence he gets +20 A)
1D10 Risultato Tipo Forza Note
1 Adder
2 Doubler3 Bow & Arrow A 204 Stealth D 305 Longsword A 406 Agility D 407 Dagger A 108 Sharp Vision D 109 Endurance A 300 Shield D 20
Submitted by Brian Rayburn
1D10 Result Type Force Notes1 Adder2 Doubler3 Rune Axe A 404 Punch A 205 Dwarven Resilience D 306 Berserker Rage - - All-Out7 Dodge D 308 Block D 209 Ignore Pain D 200 Head Butt A 30
1D10 Result Type Force Notes1 Adder2 Doubler3 Chain Mail D 404 Dagger A 205 Parry D 206 Dragon Sword A 407 Shoulder Bash A 208 Disarm - - Neutralize9 Dodge D 100 Step Back D 30
Submitted by Brian Rayburn
1D10 Result Type Force Notes1 Adder2 Doubler3 Stake A 304 Acrobatics D 305 Slayer-Fu A 406 Scent of the kill A - All Out7 Parry D 308 Healing Factor D - Regain 10 Hits9 Tough D 300 Slayer Strength A 40
1D10 Result Type Force Notes1 Adder2 Doubler3 Duck D 304 Axe A 405 Spirits & Charms D - Regain 10 Hits6 Kung-Fu A 207 Stake A 308 Parry D 309 Incantation A 100 Defensive Stance D 20
1D10 Result Type Force Notes1 Adder2 Doubler3 Drop Fang A 304 Undead D 405 Vamp-Fu A 406 Claws A 307 Regenerate D - Regain 10 Hits8 Block D 309 Scent of blood A - All Out0 Resilient D 20
1D10 Result Type Force Notes1 Adder2 Doubler3a Drop Fang A 303b Mist Form D 304 Talons A 305a Undead D 505b Rending Blow A 206 Vamp-Fu A 407 Regenerate D - Regain 10 Hits8 Block D 509 Mesmerize A - Neutralize0 Scent of blood A - All OutWEREWOLF (350 pts) HITS: 1401D10 Result Type Force Notes1 Adder2 Doubler3 Regenerate D - Regain 10 Hits4 Claw Swipe A 305 Fangs A 406 Leap D 307 Battle Frenzy A - All Out8 Dodge D 309 Regenerate D - Regain 10 Hits0 Wolf-Fu A 30
1D10 Result Type Force Notes1 Adder2 Doubler3 Spiky Bits A 304 Rough Hide D 305 Dodge D 306 Demon-Fu A 407 Bony Plates D 308 Fangs A 209 Energy Bolt A 300 Block D 20
1D10 Result Type Force Notes1 Adder2 Doubler3 Doubler Infernal Power4a Rune Blade A 404b Parry D 205a Bloodstone Armor D 305b Spiked Gauntlets A 206 Mighty Punch A 407 Demon-Fu A 308 Regenerate D - Regain 10 Hits9 Dodge D 400 Stunning Roar D - Neutralize
1D10 Result Type Force Notes1 Adder2 Doubler3 Claw A 204 Bite A 305 Block D 306 Grapple A 107 Dead Man Walkin' D 308 No Pain D 209 Chomp! A 400 Relentless D 20
1D10 Result Type Force Notes1 Adder2 Doubler3 Confusion A - Neutralize4 Call Lightning A 305 Mystic Wall D 406 Telekinetic Daggers A 207 Invoke the Goddess D - Regain 10 Hits8 Athame A 309 Witch-Fu D 200 Spirits & Charms D 20
1D10 Result Type Force Notes1 Adder2 Doubler3a Witch-Fu A 203b Spell Shield D 204 Soul Blast A 405 Invoke the Goddess D - Regain 10 Hits6a Tempus Fugit A - All Out6b Witch-Fu D 307 Hex A - Neutralize8 Athame A 409 Call the Elements D 300 Block D 20
1D10 Result Type Force Notes1 Adder2 Doubler3 Crossbow A 304 Sword A 205 Mesh Shirt D 306 Charm D - Regain 10 Hits7 Kung-Fu A 408 Daggers & Stakes A 109 Kung-Fu D 100 Talisman D 40
1D10 Result Type Force Notes1 Adder2 Doubler3 Claws A 404 Mucous Spit A - Neutralize5 Scaly Hide D 406 Bite A 307 Energy Blast A 308 Dark Secrets D 409 Evil Magic D 30
0 Creep-Fu D 20
Shadow WarriorsBy Brian Rayburn (scarecrowking@unclebear.com)Shadow Warriors is a background setting for ongoing games. Each character is a being that exists beyond the boundaries of themortal sphere. Most can become younger or older at will, but each being of Shadow can recognize another on sight. Most havelong-reaching schemes that they wish to see to fruition. However, with immortality and power comes arrogance, and they seeeach other as obstacles in their power plays. Therefore, most attack each other on sight, or at the earliest opportunity. Mosthave an unseen (in normal games, at least) mentor, another creature who has been on Earth for centuries amassing power. Thissimply gives a background for the character to be and have what he does.One important difference from the warriors described in the basic rules is that Shadow beings can never truly die, at least not ina way understandable to mortals. Truly powerful majicks would be needed to permanently banish even one from our plane ofexistence, and sorcerers of that caliber are unique, if not extinct. To reflect this in game terms, each time a character is broughtto 1/10 of their starting Hits, they may yield, and no Shadow being can pass the opportunity to know, if even for only a while,that they held the upper hand. Of course, if a blow brings a character to 0 Hits, the victim is dead.For a while. See, Shadow creatures can reform. At a cost. Each time this happens, subtract 10 from the Force of one Attackor Defense, or 10 Hits permanently. The point value of a character reforming this way should be adjusted down as well. Thelost points can be bought again with XP as normal, but if the character dies again, 10 more points have to be subtracted again.If a character insists on fighting until they are reduced to below 30 points, then that character’s life force is banished back to theShadow Realms, to work it’s way back up the ranks of the dark masses to again wield the power to manifest in our realm.Another difference is that a character actually inhabits a mortal body, even if that body was crafted by the creature’s force ofwill. As such, a character is limited to one ‘supernatural’ attack form, such as manifesting claws or spitting a stream of venom.Many times these traits resemble animal abilities, in a twisted way. Although characters begin with only one supernatural ability,more can be obtained. Each time you force another Shadow being to reform, you may absorb some of his essence. Aftertallying the XP for the battle, if the winner has enough XP to purchase a new Attack or Defense, she may decide to make it thesame type as the defeated character’s supernatural trait. If a defeated character has more than one already, the winner maychoose one. Here’s some examples:Miranda Thorne and Gregor Kaprov have met in battle in the main building of her mentor’s corporate empire. Both beingbeginning characters, each has one supernatural trait. Miranda designated one Attack as ‘Claws’, which she took at Force 30.Gregor can transform his face during combat, and manifest an Attack as ‘Fanged Bite’, which he allotted 40 Attack Force to.Miranda gains the upper hand, and rips Gregor’s throat out. Since they were of equal point value, Miranda gains 5 XP. Sinceshe also made Jasmine yield a few months ago, that brings her to 10XP. She decides to spend the XP immediately, and take onGregor’s trait. She decides to keep with the theme set by her Claws, and decides hers will manifest as a more felineappearance. She places it as the second option of her #4 slot, as ‘Fanged Bite 10’, and is now a 310 pt character. In a fewweeks Gregor will be back. He will have lost 10 points from the Force of one Attack or Defence, or his Hits, but will still havethe trait ‘Fanged Bite 40’, assuming he didn’t subtract the 10 points from that trait. Gregor is now a 290 pt character.Existing abilities can be improved upon, and even expanded. For example, if a character took ‘Winged Retreat Defense 20’ astheir #6 slot, she could buy ‘Wing Slap Attack 10’ as a new ability at any time she has the XP.Before a Battle, roll on the chart below to see where your encounter takes place.1 Beach Uneven footing gives all Attacks –10 Force2 Alley Roll 1d10 at the beginning of each turn. Someone stumbles upon you and the battle ends if a 1 is rolled.3 Warehouse Shelves and crates give all Defenses +10 Force4 Corporate Boardroom Desks, tables, and chairs prevent All Out attacks, treat as a lost attack5 Place of Darkness Mystic vibes give all Attacks +10 Force6 Unholy Site Once per Battle, each Immortal may choose to trade any single Defense roll of 40 or higher to heal up to 20 lost Hits7 Opera House Smooth stage gives all Defenses –10 Force8 Rocky Ground All Force scores are at –109 Parking Garage Roll 1d10 at the beginning of each turn. Someone stumbles upon you and the battle ends if a 1 is rolled.0 Nexus to the Shadow Realm All Force scores doubledShadow Warriors
1D10 Result Type Force Notes1 Adder2 Doubler3 Dodge D 304 Tiger Stance A 205 Claws A 306 Acrobatic D 407 Boot Knife A 208 Roll With It D 109 Mental Discipline D - Regain 10 Hits0 Sleeve Pistol A 30
1D10 Result Type Force Notes1 Adder2 Doubler3 Big Fist A 204 Bigger Boot A 305 Knock Away D 106 Dodge D 307 Fanged Bite A 408 Padded Overcoat D 309 Choke A 100 Block D 30
1D10 Result Type Force Notes1 Adder2 Doubler3 Wicked Little Knife A 104 Leaping Kick A 305 Nimble Little Minx D 306 Winged Retreat D 207 Eye Rake A 208 Wicked Big Knife A 409 Parry D 300 Slide Roll D 20
1D10 Result Type Force Notes1 Adder2 Doubler3 Back Flip D 204 Venom Spit A 305 Silver-Headed Cane A 106 Parry D 207 Serpent Stance A 308 Custom Trench Coat D 309 Spinning Leap D 300 .45 Magnum A 30
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