
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:

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.

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.

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