Kastles and Koopas: More New Rules!
| Hello everyone! I have teamed up with a fellow smash competitor to bring you all new universal rules for Kastles and Koopas! Additionally I will be showing you all Charizard today. AP: Action points used for attacks. At the beginning of each player’s turn they gain action points for each character as specified on each character sheet. Action points disappear if they are not used within the player's turn unless otherwise specified. Certain universal actions, such as throwing an object (K. Rool's crown, etc.), will cost the standard one (1) Action Point to be performed. Bosses, Kings and Queens: Certain characters may only be played as the King or Queen of a given game, these characters will only have their base movement and cannot be restricted or have their movement enhanced outside of their own movement enhancing abilities. If you have a “Boss” character as your Queen and that character were to fall, remove all other characters from the board, except both players' kings. Return all other characters to the board that were removed this way back to where they were before they were moved when the kings clash in this state. The kings' positions do not reset. ALSO! I have finally decided on a board size of 11x11 with a 5v5 format this also makes the DDZ a singular circle in the middle of the board, where if youre in the zone you deal and take double damage Recoil: Damage dealt to a character by themselves, typically when burning lots of AP on one attack. Health has been generally tripled universally, movement options stay the same. Passive Effect: New name for when a character has, well, a passive effect. Now for Charizard! Charizard is a Bruiser Boss Character. HP: 18 AP: 2 Movement Options: Mix between the Knight and the Bishop, flying over opponents moving diagonally 3 Circles. Passive Effect: Wild Fire: Charizard keeps unspent AP throughout the game. Kill Option: Fly: AP Cost: 1/3 Charizard flies up in the air and drops down on the next turn 2 Circles in any direction, dealing 3 Hitpoints of damage. The attack will immobilize the opponent for 1 turn. Charizard may spend 3 AP to fly back down on the same turn and deal 6 hitpoints of damage. Cannot attack on landing turn. Special Ability: Flare Blitz: AP Cost: 2/4/6 Charizard will charge a Flare Blitz for 3 Turns separately or in a row. It can then use it at any time, whirling around in a twist of flame and charging at the opponent 4 circles in any direction, dealing 9 Hitpoints of damage. Charizard takes 4 hitpoints of recoil from this attack. May spend 4 AP to only charge for 2 turns instead of 3. If 6 AP is spent, skip charging and recoil entirely. Special Ability: Breaking Limits: If Charizard has 10 AP during the game, it may spend eight AP to Mega Evolve. When Mega Evolving flip a coin, on heads mega evolve into X, on tails mega evolve to Y. Special Ability X: Savage Might: X takes 9 hitpoints of recoil damage from Flare Blitz and takes 5 recoil from Fly, but deals an additional 5 damage per attack. Special Ability Y: Raging Inferno: Y gains Flamethrower. Flamethrower travels 2 circles forward, dealing damage equal to AP spent on the first circle and 3 hitpoints of damage on the second circle. After being used on the next two turns both circles will only deal 2 hitpoints of damage. If Mega Charizard Y doesn’t use Fire Breath for 3 turns, it will deal 1 extra hitpoint of damage on each circle. Has infinite uses. [link] [comments] |