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Wish Upon A Star

In Round 8 of WUAS, a wish regarding a Destiny Star space was made. Due to the magnitude and complexity of the wish, it is listed here on its own page.

The original wish (direct quote):

I wish for a Destiny Star to always be somewhere on the map (even "out of bounds"). If someone ends their turn on this star it will be consumed and a new one will fall from the heavens next turn. When you consume the Destiny Star you may pick one of several classes which give you an active ability and additional stats, you can't pick the same class more than once. All percentages are rounded down. If multiple players end their turn on a Destiny Star it is destroyed and a new one appears elsewhere. All percentages are rounded down but always equal at least 1.

As long as the effects of the wish remain in play, exactly one Destiny Star space will be in play. A player who ends their turn on the Destiny Star can choose a class. Players can have multiple classes but can only have one instance of each class. A player who has multiple classes can only use one of their abilities on a given turn. If multiple players end their turn on the Star, neither player is promoted and the Star silently moves elsewhere.

By convention, all percentages in the class effect listing below are rounded down and will always be at least 1. The available classes are as follows.

Warrior
Instead of moving regularly, you may charge in a direction. If you charge, you will move either twice your MOV or until stopped. You will stop if you would run off the board or if you hit another player. In the latter case, you deal damage equal to your ATK (mitigated by DEF) and stop on the space before that player. (+2 HP, +2 ATK, +1 DEF)
Rogue
On your turn, you may choose to enter stealth mode. When you do so, you may only move at 50% of your usual MOV but you may perform all actions (aside from the initial entry into stealth mode) privately by messaging the GM. (+3 ATK, +2 MOV)
Hunter
You have an animal companion whose stats are 50% of your own. Your pet can interact with other players and board tiles as though it is a player, but it cannot use the Altar. The animal companion has two bags, with which it can store and use two items. You directly control your companion's actions as long as you are a Hunter. (+1 HP, +1 ATK, +1 DEF, +2 MOV)
Priest
On your turn, you may heal yourself for 10% of your maximum HP, rounded down. Alternatively, you may heal another player within 5 tiles of you for 20% of your maximum health. When you reach the Altar, you gain a benefit from the GM proportional to how much you healed other players. (+2 HP, +3 MOV)
Shaman
You may lay down a totem which projects an aura in a diameter of 50% of your MOV. You may only have one totem out at a time. The aura can do one of the following (+1 HP, +1 ATK, +1 DEF, +1 MOV, +1 stat based on totem)
  • Fire - Increases the ATK of nearby players by 20%. May change nearby tiles into fire or lava themed tiles.
  • Water - Heals players standing near it for 10% of their maximum HP every turn. May change nearby tiles into water themed tiles.
  • Earth - Slows MOV of nearby players by 33%. May change nearby tiles into grass or earth related tiles.
  • Wind - Doubles the DEF of nearby players. Additionally purges tainted and other unnatural effects nearby, converting any unnatural spaces into either their original space or a wind themed space.
Warlock
You may place a curse on an adjacent player. The cursed player takes 25% of your ATK in damage each turn for 3 turns. If you curse a player who is already cursed by you, you reset the counter and update the damage, as necessary, but the curses do not stack. (+2 HP, +3 ATK)
Mage
You may blink (teleport) for 20% of your MOV in a cardinal direction of your choice. (+2 ATK, +1 DEF, +2 MOV)
Druid
You may evoke the power of a tile you are on or an adjacent tile, using that power on yourself or any other player. (+2 HP, +1 ATK, +1 DEF, +1 MOV)
Paladin
You may choose not to engage in combat when landing on the same space as another player. Additionally, you deal 50% more damage to any player who has purposely killed another player. (+3 HP, +2 DEF)

Additionally, Nefarian has the ability to declare a unique penalty for each class. These penalties are as follows.

Warrior
Your strength becomes your weakness! You must charge in a random direction. If you hit Nefarian, you take damage equal to the damage you inflict to him.
Rogue
Stop hiding and face me! You cannot use stealth this turn. You are teleported to a space underneath Nefarian. All non-Rogues can use stealth this turn.
Hunter
The Hunters become the hunted! Your pet will move toward you and attempt to attack you. Your pet deals half damage this turn.
Priest
The light serves me now! You are required to use your healing ability on Nefarian this turn. This does not benefit you.
Shaman
Show me what your totems can do! You are forced to lay a totem down near Nefarian. These totems only benefit Nefarian and do not provide anyone else with benefits. Any negative effects to Nefarian are negated.
Warlock
See what happens when you play with magic you do not understand! You must summon an Infernal nearby. Infernals last 2 turns and deal 4 fire damage to players on the same space, or 1 fire damage on adjacent spaces.
Mage
You should be more careful when you play with magic! You will automatically use your blink ability at the end of your turn in a random direction.
Druid
The wild is mine to control! You must channel the effect of a nearby space. If the space has positive effect, it is used on Nefarian. If it has negative effect, it is used on you.
Paladin
I've heard you have many lives. Show me! You must engage in combat this turn. Nefarian takes no damage this turn. Any Paladin who fails to inflict damage will be dealt 1 to 3 damage by Nefarian's shadowflames.
Mortal (no class)
Just what can you do, exactly? You will randomly suffer one of the above penalties.
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