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Re: Have a look to my NEW Heroes!

PostPosted: September 26th, 2013, 10:14 am
by Kaiyanwang
I modified the Frost Spells above. Now they should be more in line with the other spells in the game.

I created the Wild Shapes for the Druid.

Rules: Wildshapes are special spells of the Druid. They are subjected to all the limitations and bonus of spells but cannot benefit from artifacts unless explicitly stated. They are spells that allow the druid to assume the form of an animal to gain flexibility. Each Wild Shape it's activated at the beginning of the Druid turn and does not consume an action. Nonetheless, you cannot activate more than one Wildshape at time. The effect of the Wild Shape lasts for 3 turns or until there are enemies visible (enemies somewhat controlled or charmed enemies do not count), whichever is higher. Each animal modifies in a specific way the Druid's profile. Druids cannot use items, potions and artifacts when wildshaped, but other Hero's spells can be cast on them (this of course counts for enemy spellcasters too!). There is a Spell Secret for Wildshapes too, and the Sacred Mistletoe boosts their power.

Special Rules that will become universal (a là Blood Bowl like Block and Dodge) have an explanation in parenthesis when explained here.

Starting WildShapes:
Wolf: The Wolf changes the Druid's attack dice to 2 and defense dice to 2. The Wolf has Fleet (move 3d6, discard one), Track (as Ranger, Wandering Monsters do not strike fisrt but wait Morcar's turn) and Ferocity (you attack diagonally since it's a long base for the miniature). This Spell is then discarded.
Boar: The Boar changes the Druid's attack dice to 2 and defense dice to 2. The Boar has Diehard (one shield is enough to negate all the enemy skulls) and Ferocity. This Spell is then discarded.
Lion: The Lion changes the Druid's attack dice to 3 and defense dice to 2. The Lion has Ferocity. This Spell is then discarded.

Wolf is versatile, Boar is good in defense and Lion is made to deal damage. The druid must wisely choose which kind of support give to the party.

In place of a normal Spell Secret, there is a fourth Wildshape for the Druid.
Spider: The Spider Changes the Druid's attack dice to 2 and defense dice to 4 because of the hard carapace of the beast. The spider attacks cannot be defended from since they are poisonous. The Spider has Ferocity. This Spell is then discarded.

Then, an Artifact, the Sacred Mistletoe, boosts the wildshapes to adapt them to the endgame.

Sacred Mistletoe: This item can be only carried by the Druid. The Wild Shapes of the Druid are made more potent by this true sign of Druidic Circles. The Wolf can use Grab (like Yety, or Plague Demons* in my version) for 1 Turn. The Boar gains 1 additional dice in defense, and the Lion has his attack dice dropped to 2, but gains Doublestrike (attacks twice, the second attack cannot be defended to, like Polar Bear that in my version is a Daemon, the Bloodletter*). The Spider can drop a Web on an enemy forcing it to skip a turn unless it rolls a 6 on a d6, but this immediately ends the Spider Wildshape (regardless the enemy saves or not from the effect).

*Again, I have the minis :P of the animals, too

Re: Have a look to my NEW Heroes!

PostPosted: October 3rd, 2013, 4:57 pm
by Daedalus
I personally like the idea of using the BQP scroll spells, and went with some of the lesser ones for Hero choices (Frost spell group) in a thread started by AerynB here. My opinion is to have Cold Touch to have one effect, not two. Split the spell if you want both healing and damage effects. Of course, this lowers its power, which you may not be after.

Re: Have a look to my NEW Heroes!

PostPosted: October 4th, 2013, 8:57 am
by Kaiyanwang
Point being, I wish to stick to the formula of 3 base spells + 1 special slightly stronger (in other schools, is one element + one elf spell - Wizard of Morcar's spells became element too, just renamed). This is because the fourth spell is given to players that, after defeating the WoM, find a Tome and an Orb artifact that enanche theyir power and knowledge. So a Tome or Orb possessor choosing water would get Deep Sleep in addition to the three normal water spells.

The rationale behind the Cold Touch would be a spell flexible like the Genie. It can deal damage, but the caster must be in contact, which is not trivial in some case (at least for the Wizard) or is a minor healing like soothe (but just 2 BP, half of Earth and Water healing spells).

Is true that I did not include the Bridge (other people in this website did, I did see the thread and the downloadable spells) and the Bridge is cool (pun intended).

I could drop the first spell since is less original, or drop Cold Touch outright since it just replicates what other school do, somehow better somehow worse. This is perhaps the best solution.

:?: I have to think.Maybe I could even expand more and add to each school a fifth spell. Dunno.

Nonetheless, Daedalus, thanks! The link was useful and you have been insightful. And the idea of items boosting single spells intrigues me, since, as an example, I find that after a while the fire spell should have their damage dealt enhanced.

I do wonder if I could do that with some artifact. Or cursed artifact. Somethig like:

"Crown of the Damned: This dangerous artifact is an ancient relic of the War Wizards of old and promotes an aggressive and reckless use of sorcery. When casting a spell dealing damage or attacking targets with Combat Dice, the caster can decide to take a MInd Point of damage to deal one damage more, or to roll an additional dice."

Something like this.

Re: Have a look to my NEW Heroes!

PostPosted: October 4th, 2013, 10:26 am
by Kaiyanwang
In the meanwhile, nice item for Witch, Wizard and Sorcerer.

Dagger of Binding (Familiar)
Witch, Sorcerer and Wizard Only. You can summon once per quest the Familiar in place of an action of casting a spell. You can then when possible cast a spell on the familiar if it is adjacent to you. Later during the quest, the Familiar can cast the stored spell during any of you turns. But be wary: if is killed, you lose the spell for that quest. The Familiar stats are movement 6, Attack 1, Defend 1, Body 1, Mind 4, and is too weak to open doors or interact with items (but can trigger traps).

I try to post a draft of armory and from that Monk, Barbarian and Assassin special toys. Stay tuned.

Re: Have a look to my NEW Heroes!

PostPosted: October 6th, 2013, 8:51 pm
by Daedalus
Kaiyanwang wrote: And the idea of items boosting single spells intrigues me, since, as an example, I find that after a while the fire spell should have their damage dealt enhanced.

I do wonder if I could do that with some artifact. Or cursed artifact. Somethig like:

"Crown of the Damned: This dangerous artifact is an ancient relic of the War Wizards of old and promotes an aggressive and reckless use of sorcery. When casting a spell dealing damage or attacking targets with Combat Dice, the caster can decide to take a MInd Point of damage to deal one damage more, or to roll an additional dice."

Something like this.

Not sure if you've seen this thread about boosting spells, so here's a link, just in case.

Re: Have a look to my NEW Heroes!

PostPosted: October 7th, 2013, 4:53 am
by Kaiyanwang
Priceless.

And yes, no artifacts. At least, not only. It must come from armory. Especially for fire spells.
Probably, I will add 1 spell per school from a "magic shop" in the endgame, or obtainable from the middle quests (reworked Ogre horde, perhaps).

There is so much good in the thread. Thank you very, very much.

Re: Have a look to my NEW Heroes!

PostPosted: October 10th, 2013, 3:49 am
by Kaiyanwang
Small update:

(I) The Ranger power is slightly upgraded. Not only wandering monsters lose the attack, but the Ranger will position them in the same room or part of corridor. This to represent better the fact that he is able to track them. Elf and Ranger will have a reworked version of the Elven Bow, not ablt to one-shot enemies anymore, but more durable:

"Nemesis Bow: Elf and Ranger only. This is a normal bow that allows to attack with two dice distant, visible, nonadjacent targets. Nonetheless, once per Quest, the bearer can declare to launch an Arrow of Death. The arrow will strike with 4 dice of damage that is not possible defend against "

Note: I am considering to give the bow either dice number 5 for the arrow, and/or to not require line of sight for the Arrow of Death only.

(II) The Monk will gain Monk's Vestment, sort like the Wizard equipment. This will increase his chance of defending from an attack, negating all the skulls, from 55% to 70%. Assuming 7 chapters of game (base to frozen horror) this should be available from episode 4 (generally the Ogre Horde). Further Playtest could allow a fourth dice (80% of success) for chapters 6 and 7 (reworked elf and barbarian quest) but so far is not in schedule.

(III) Mercenaries for the Marshall. They are divided in Soldaten (normal) and Doppelsöldnern (double paid, more awesome), The Marshall will start with one of the Soldaten, but he will be able to buy a Bribe and a Contact With the Lord from the Armory, indestructible equipments that allow to hire one Soldat more, and to have one of the Soldaten substituted with a Doppelsöldner, respectively. Finally, an artifact can be found, the Lost Family Tree, which demonstrates that the Marshall is really from aristocracy and smells good even when covered with Goblin blood, so can hire two Doppelsöldnern. The Marshall will not have the abilty to wield two handed weapons, so no ranged attacks or battle axe for you, mein Leiter.
The mercenaries will join the Marshall at the beginning of the quest, count as Heroes for any purpose, and are just re-hired if they die for the glory of the Emperor. No gold is consumed, this is a Marshall ability.

I am working to a martial maneuver card system, but it's just scratches and the sheer playtest needed to balance it scares me. But in case, just in case, the Marshall would be able to have the Mercenaries use these maneuvers as orders, because the Emperor says so.

Here the fellows: Movement, Attack (ranged), Defense, Body, Mind. Firearms are one/quest, Pistolier and Arquebusier are de facto assault troops. You cannot hire copies, so 1 duelist and one scout is ok, two crossbowmen not.

Soldaten
Bowman 7 1(2) 3 2 2 Ranged attack 2
Duelist 9 2 3 2 2 None
Halberdier 6 3 3 2 2 Diagonal Attack
Pikeman 8 2 3 2 2 Diagonal Attack
Pistoler 7 2 3 2 2 Ranged attack 2 no save allowed 1/quest

Doppelsöldnern
Crossbowman 6 1(3) 3 2 2 Ranged attack 3
Scout 9 2 3 2 2 Trapfinding
Arquebuiser 6 3 3 2 2 Ranged attack 4 no save 1/quest
Greatsword 5 4 5 2 2 None
Currassier 4 2 3 2 2 Diehard (one shield saves all).

For the balance, remember that they have 2 Body Points only :skeleton:

New updates will come, I will try to draft the armory ASAP. Let me know what you think please!