Aether Arena

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Grimm
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Joined: Wed Mar 07, 2012 6:57 am

Aether Arena

Post by Grimm »

Image

Aether Arena is a tactical,grid based, arena game where you and your opponent will be controlling a team of elemental fighters to battle against each other. Each fighter will have a unique set of stat points, a basic attack, and 3 special abilities. To cast abilities each team will be given Action Points or AP for short that will replenish at the start of your turn. AP can also be used to boost your basic attacks, and move your fighters across the arena. The arena will consist of full cover, half cover, and impassable terrain with more to come.

The Arena:


Image
http://i.imgur.com/rHv7keu.jpg

Fighters:
There are 4 elements currently used, Earth, Fire, Water, and Wind.
Each element will then have their 4 classes of fighters, Tank, Warrior, Mage, and Ranger.

Image

On the left side of the card(shown below) is the fighter's unique name, their unique set of stat points and a blank spot for their art. On the right side you have their element, class, and their set of abilities with AP costs and descriptions.

Image

Stats:

Every fighter will consist of these 6 stats:

HP Health Points
MV Movement
DF Defense
AR Armor
DG Damage
RG Range

Health Points determines how much damage the fighter will take before being removed from play.

Movement is how many squares the fighter can move. Fighters may move up to 1 diagonal square and cannot move through allies or enemies unless an ability says otherwise. To perform a movement action one must spend 1 AP. A fighter may not move twice even if they have MV left over.

Armor will determine how difficult the fighter's armor is to penetrate.

Defense is how well the fighter can maneuver.

Damage is how hard the fighter can strike with their weapons and abilities.

Range determines how far the fighter's attacks can hit. When declaring the range of an attack you may count 1 diagonal square and cannot shoot through allies or enemies unless an ability says otherwise.

Action Points:

Action Points(AP) are replenished at the start of your turn and are separate from your opponent's. You do not have to spend all your AP on your turn as some abilities can only trigger on your opponent's turn. When a fighter dies on your team you will subtract the total amount of AP you get every turn by 3.

How to damage the enemy:

Basic Attacks:
After you spend the AP and have selected a target within RG, roll 2d6 and add your DG stat. If it is higher then your target's DF stat then roll another 2d6 add DG and compare it to your target's AR stat. If it is higher then their AR, subtract the roll+DG to determine how much you to take away from their HP.

(2d6 + DG) > Target's DF
if yes
(2d6 + DG) > Target's AR
if yes
(2d6 + DG) - Target's AR = how much you damage the target's HP

Boosting:
Spend 1 additional AP to boost the sum of your next die roll on your Basic Attack by +2. You may boost your Basic Attack(s) against DF, AR or both. You must declare Boosting before you roll your dice unless an ability stats otherwise.

Phases:

You will go through these phases with each of your fighters.

Main Phase: After you declare what fighter you are activating you may spend AP to move or cast abilities. This can occur before or after the Battle Phase but not both. When you end your movement you may pick a direction to face. As soon as a die is rolled to damage another player, Main Phase is over. In the Main Phase effects may take place or end.

Battle Phase: This phase may take place before or after Main Phase or not at all. In this phase fighter may cast abilities and attack other characters. For abilities that can be only activated on the opponent's turn, as long as the player has the AP to cast it, you may cast it at anytime.

End Phase: This is the last phase that happens. In this phase, effects that are on a character will be taking affect or ending.

Effects:

Burn: Take 1 damage at the start of the fighter's Main Phase, then roll 1d6 on a 1-3 Burn cancels in affect roll a 4-6 Burn stays. Player may spend 2 AP to remove Burn from the affected fighter after the damage has been dealt.

Knocked Down: -1 DF to the affected fighter. After activating the fighter spend 1 AP to recover them.

Poison: -1 to the affected fighter's next Attack Roll. A fighter may be Poisoned twice to reduce their next Attack Roll by -2. Poison may only stack up to two times.

Stat Cards:

Wind http://i.imgur.com/eYXyvMm.jpg?1
Water http://i.imgur.com/WPrEWHQ.jpg?1
Fire http://i.imgur.com/17rxE6o.jpg?1
Earth http://i.imgur.com/dr6WNp8.jpg


Criticism is always appreciated

Thank you,
Grimmark

http://tinyurl.com/zqrhuxy
Last edited by Grimm on Wed Jan 25, 2017 12:29 pm, edited 33 times in total.
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Grimm
Posts: 10
Joined: Wed Mar 07, 2012 6:57 am

Lego Logics

Post by Grimm »

This is the physical version made from Legos nicknamed Lego Logics
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Last edited by Grimm on Mon Dec 14, 2015 8:18 am, edited 1 time in total.
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Grimm
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Joined: Wed Mar 07, 2012 6:57 am

Ability Previews

Post by Grimm »

A battle scene featuring many powerful abilities. Blue and Red bases to show the two teams apart. The enemy Archer sends an arrow flying towards the Illusionist. He quickly spawns out Clones to protect himself as he Teleports out of sight. Berserker readies up his Burning Axe to land some heavy attacks against the enemy Illusionist. The enemy Illusionist Clones himself to conjure up a Blizzard. Guardian armors up with his Shield Wall to protect his fellow teammates from taking further damage. The Archer Marks the Target on the Berserker to help his allies pinpoint his weak spots and this is only the beginning...

Image

Bigger Image http://imgur.com/rvRaRCh
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Grimm
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Joined: Wed Mar 07, 2012 6:57 am

Holiday Break

Post by Grimm »

Update!
Taking a quick holiday break as I have been working weekdays and burned myself out on making the art. I just wanted to give a quick update to show that there is still progress being made.

Here is a sneak peak of Set 2!
As a Water Warrior, one must flow through the battlefield adjusting to whatever comes at them. They wither away at their opponent as a river erodes the earth you stand on. Don't face your back to them or the waves will carry you away. The Assassin is not one to be taken for granted.

ImageImage
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Grimm
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Ability Bars

Post by Grimm »

I am back with some more art. Here are the ability bars for the 1st set of fighters. Hope you enjoy :D

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Grimm
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First Copy!

Post by Grimm »

I have not posted much on the game as I decided to create a physical copy of Aether Arena to play test. I finished all 16 fighters and their ability art and printed them out as stickers. On the board you can see the 16 fighters with their abilities surrounding them. Under those we have the Arena where the fighters will be battling against each other and to top it off we have the cover art.

Image
http://imgur.com/7UE56ge
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Grimm
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Joined: Wed Mar 07, 2012 6:57 am

Finished Fighters!!

Post by Grimm »

Here are the rest of the cards so that you may print and test the game out yourself.


Wind
http://i.imgur.com/eYXyvMm.jpg?1

Water
http://i.imgur.com/WPrEWHQ.jpg?1

Fire
http://i.imgur.com/17rxE6o.jpg?1

Earth
http://i.imgur.com/dr6WNp8.jpg
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