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<blockquote data-quote="ghearus" data-source="post: 5018752" data-attributes="member: 59105"><p>One of the classic games of the Faire Arcana has been a Wisps and Wraiths, simple game of arcane skill. Developed by the master wizard Telechus to train his students, this game is relatively simple to learn, but difficult to master.</p><p></p><p></p><p>Typically a group of arcane initiates will make a wager, and the winner will take the pot. Note: this hasn't been play tested yet!</p><p></p><p></p><p> <strong>Wisps and Wraiths</strong></p><p></p><p> </p><p> <strong>Game Overview</strong></p><p></p><p> Wisps and Wraiths is a game of arcane skill between 2-4 players. The game takes place on a 9x9 illusory "arena" that the competitors collaborate to create. The objective is to start your turn with your Wisp in control of the square at the center of the arena, called the Nexus.</p><p> <strong>Setup</strong></p><p></p><p> Each player selects a side of the arena, and the center square of that side becomes their “origin” square. Determine initiative normally, and the game proceeds. An origin square and its adjacent squares are controlled; only that origin squares owner can enter or move into those squares. Wisps and wraiths may not enter each other’s squares. Only wisps may enter the square at the center of the board.</p><p> Determine the highest level contestant. This level sets the difficulty level of skill checks for the contest. For example, if the highest level is 12, use the values Easy: 10, Medium: 16, Hard: 21; these numbers are taken from the Skill Check Difficulty Class (page 61 in the DMG, updated in Errata).</p><p> When a Wisp or a Wraith enters play, it has hit points equal to its owners Arcana score. If these hit points are depleted, the Wisp or Wraith is destroyed and must be respawned on the players next turn.</p><p> <strong>Game Play</strong></p><p></p><p> At the beginning of each round the player can spawn a wisp or a wraith if theirs is absent from the arena. A player may then move either their Wisp, or their Wraith.</p><p> In order to move a wisp or a wraith, the player can make an Arcana check; if the check is greater than the Hard DC, then you may move 6 squares, medium, 4 squares, and Easy 2 squares. Failing the roll allows a Wisp or Wraith to move 1 square.</p><p> If you are moving a Wisp, and it ends its movement in the Nexus, then each other players may move their Wraith one square, if their Wraith is on the board.</p><p> If you are moving your Wraith, and it ends its movement adjacent to an opponent’s Wraith or Wisp, you may make an implement attack, Int or Char vs. Will, dealing 1d8 + Int damage to the Wraith or Wisp. If the target is a Wisp in the Nexus, the Wisp grants combat advantage, and the attack deals an additional 1d6 damage.</p><p> After the movement and any resulting attack resolves, the players turn ends.</p><p> <strong>Winning the Game</strong></p><p></p><p> When a player begins his turn with his Wisp in the Nexus, he may choose to make an opposed Arcana check against another opponent’s. If the check is successful, the other opponent’s Wisp is permanently removed from the game, although the player may continue to move and attack with their Wraith until it is destroyed. If the check fails, the players Wisp takes 1d4 damage, and the other player may attempt to move his Wraith as an immediate reaction.</p><p> If a player’s wisp is the only one left on the Board, that player is the winner. Each of the losing players loses one healing surge.</p></blockquote><p></p>
[QUOTE="ghearus, post: 5018752, member: 59105"] One of the classic games of the Faire Arcana has been a Wisps and Wraiths, simple game of arcane skill. Developed by the master wizard Telechus to train his students, this game is relatively simple to learn, but difficult to master. Typically a group of arcane initiates will make a wager, and the winner will take the pot. Note: this hasn't been play tested yet! [B]Wisps and Wraiths[/B] [B]Game Overview[/B] Wisps and Wraiths is a game of arcane skill between 2-4 players. The game takes place on a 9x9 illusory "arena" that the competitors collaborate to create. The objective is to start your turn with your Wisp in control of the square at the center of the arena, called the Nexus. [B]Setup[/B] Each player selects a side of the arena, and the center square of that side becomes their “origin” square. Determine initiative normally, and the game proceeds. An origin square and its adjacent squares are controlled; only that origin squares owner can enter or move into those squares. Wisps and wraiths may not enter each other’s squares. Only wisps may enter the square at the center of the board. Determine the highest level contestant. This level sets the difficulty level of skill checks for the contest. For example, if the highest level is 12, use the values Easy: 10, Medium: 16, Hard: 21; these numbers are taken from the Skill Check Difficulty Class (page 61 in the DMG, updated in Errata). When a Wisp or a Wraith enters play, it has hit points equal to its owners Arcana score. If these hit points are depleted, the Wisp or Wraith is destroyed and must be respawned on the players next turn. [B]Game Play[/B] At the beginning of each round the player can spawn a wisp or a wraith if theirs is absent from the arena. A player may then move either their Wisp, or their Wraith. In order to move a wisp or a wraith, the player can make an Arcana check; if the check is greater than the Hard DC, then you may move 6 squares, medium, 4 squares, and Easy 2 squares. Failing the roll allows a Wisp or Wraith to move 1 square. If you are moving a Wisp, and it ends its movement in the Nexus, then each other players may move their Wraith one square, if their Wraith is on the board. If you are moving your Wraith, and it ends its movement adjacent to an opponent’s Wraith or Wisp, you may make an implement attack, Int or Char vs. Will, dealing 1d8 + Int damage to the Wraith or Wisp. If the target is a Wisp in the Nexus, the Wisp grants combat advantage, and the attack deals an additional 1d6 damage. After the movement and any resulting attack resolves, the players turn ends. [B]Winning the Game[/B] When a player begins his turn with his Wisp in the Nexus, he may choose to make an opposed Arcana check against another opponent’s. If the check is successful, the other opponent’s Wisp is permanently removed from the game, although the player may continue to move and attack with their Wraith until it is destroyed. If the check fails, the players Wisp takes 1d4 damage, and the other player may attempt to move his Wraith as an immediate reaction. If a player’s wisp is the only one left on the Board, that player is the winner. Each of the losing players loses one healing surge. [/QUOTE]
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