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Hero types and races

Discuss the creation of new Heroes and share Heroes you've created.

Re: Hero types and races

Postby Daedalus » March 4th, 2014, 11:18 pm

I playtested a Dwarf Troll Slayer in the Manse Macabre from the Play by Post forum.

From a previous thread:

Daedalus wrote:
    You are the Troll Slayer.
    You are a fearless warrior,
    neglecting defense for a
    fierce attack. You go
    beserk when attacking in
    combat, rolling 1 extra
    Attack Die but also 1 less
    Defend Die.

    ________________________________________________
    _Attack Dice_|_Defend Dice_|_  Body  _|_  Mind  __
    ___3 or 2____|____1 or 2  ___|___  7  ___|__  3  ____

      Movement...........2 Red Dice
      Starting Weapon...Short Sword
      Starting Armor.....None
      A Troll Slayer never uses
      Crossbows or plate mail.
This version of a Troll Slayer gives up improved trap disarming and 1 combat die in defense while fighting. He also gives up the crossbow and plate mail, two high-end pieces of equipment. He gets an extra combat die when attacking. He also retains his standard combat dice in defense against attacks that occur before he himself can attack. This includes the first attacks of a wandering monster he triggers as well as ranged attacks before he is in battle.
..
UNCLE ZARGON
Image
WANTS.. YOU


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Re: Hero types and races

Postby Gold Bearer » March 5th, 2014, 8:03 pm

Iron Breaker: A2 D3 S6 B7 M3
Race: Dwarven (Dwarf). Class: Iron Breaker. Equipment: Axe, Banded Mail, Buckler, Helm.
Special Rules: Rune Of Stone, defends with black shields as well as white. Can use a Battle Axe one handed.
Veteran: Can attack with an extra dice if you don't move + can use a Great Axe one handed.
Master: Optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster + optional dispel attempt against an enemy spell cast in the same room or corridor, a skull it's unaffected, a white shield dispels it and a black shield dispells it and the spell is lost.
Legend: Black shields count as two shields.

Hammerer: A4 D2 S6 B7 M3
Race: Dwarven (Dwarf). Class: Hammerer. Equipment: Great Hammer, Helm.
Special Rules: +1A using any type of hammer. Additional +1A with any type of hammer if you don't move.
Veteran: Additional +1A using any type of hammer if you move no more than half rate.
Master: Optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster + optional dispel attempt against an enemy spell cast in the same room or corridor, a skull it's unaffected, a white shield dispels it and a black shield dispells it and the spell is lost.
Legend: Defends with black shields as well as white.

Long Beard: A3 D3 S6 B6 M4
Race: Dwarven (Dwarf). Class: Long Beard. Equipment: Sword, Banded Mail, Buckler, Helm.
Special Rules: +1A with one handed weapons. Can attack twice in hand to hand combat with two one handed melee weapons if you don't move.
Veteran: Can attack twice in hand to hand combat with two one handed melee weapons if move no more than half rate.
Master: Optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster + optional dispel attempt against an enemy spell cast in the same room or corridor, a skull it's unaffected, a white shield dispels it and a black shield dispells it and the spell is lost.
Legend: Defends with black shields as well as white.

Miner: A3 D3 S6 B7 M3
Race: Dwarven (Dwarf). Class: Miner. Equipment: Double Axe, Banded Mail, Helm.
Special Rules: Special Rules: Automatically spots and disarms falling rock traps in the same room or corridor. Additional +1D against falling objects.
Veteran: +1A using any type of axe if you move no more than half rate.
Master: Optional dispel attempt against any hostile spell affecting you by rolling a combat dice, on a skull it's unaffected, a white shield counters it and a black shield rebounds it back against the caster + optional dispel attempt against an enemy spell cast in the same room or corridor, a skull it's unaffected, a white shield dispels it and a black shield dispells it and the spell is lost.
Legend: Defends with black shields as well as white.

Gully Dwarf: A2~ D2 S6 B7 M3
Race: Dwarven. Class: Tunnel Warrior. Equipment: Two Axes.
Special Rules: Can disarm traps using the Tool Kit rules as standard and the Dwarf rules when using a Tool Kit. Can use any one handed axe and/or one handed hammer in each hand and use them to attack the same target twice in succesion if you move at half rate and can use them to attack two different targets if you don't move.
Veteran: Can add two one handed axes and/or hammers combat dice together in one melee attack if you don't move + can attack twice in succession against two different targets if you move at half rate + can use one Great Hammer one handed (always two handed to throw).
Master: Can attack the same target twice or two different targets with two one handed axes and/or hammers before and/or after moving at full rate + can use one Great Hammer or one Battle Axe one handed.
Legend: Can attack with two one handed axes and/or hammers against the same target and allowing them to only attempt to defend against the first attack if you don't move + can add two one handed axes and/or hammers combat dice together in one attack if you move at half rate + can use one Great Hammer, Battle Axe or Great Axe one handed.

Runesmith: A2 D3 S6 B7 M3. You are a skilled Dwarven Runesmith capable of enchanting items who is held in greet esteem by your people.
Race: Dwarven (Dwarf). Class: Runesmith. Equipment: Runed Hammer (one rune of fire), Runed Dagger (one rune of fire), Runed Splint Mail (two runes of speed), Runed Amulet (one rune of protection).
Special Rules: Runed equipment (see below).
Veteran: Can engrave one rune on each item that has none.
Master: Can engrave master runes.
Legend: Can engrave three runes on each item.
Runes: You can engrave any non magical item between Quests protecting it from spells and making weapons usable against ethereal targets. You will place a rune on the equipment of allies for 10% of the items base value or 20% for a master rune. A runed item adds 5% to its base sale value for every rune for every rune and 10% for a master rune.
Rune of fire on non magical weapons giving +1A against monsters vulnerable to fire.
Master rune of fire on non magical weapons allowing black shields to automatically cause 1BP damage against targets vulnerable to fire.
Rune of speed on non magical armour giving it +1S to it's maximum speed.
Master rune of speed on non magical armour allowing the user to move diagonally at a rate of 1.5S.
Rune of protection on a generic item allowing you to igonore the affect of an enemy spell on the combat dice roll of a black shield, white shield for two runes and any shield for three runes.

Rune Priest (Dwarf): A2 D3 S6 B6 M4 L0M Equipment: Hammer, Dagger.
Special Rules: +1A against Chaos and Undead, can heal 2BP and/or MP of his own or anyone he's directly adjacent to per Adventure instead of attacking, healing any amount at a time.
Veteran: Can use your attacking action to Turn Undead once per Adventure, causing any Undead monsters in the same room or corridor to loose 1BP on the roll of a skull (roll separately for each).
Master: Can Turn Chaos instead of Undead once per Adventure.
Legend: Can Turn Undead and/or Chaos but not at the same time twice per Adventure.

And...

Windling: A2 D1 S16 B4 M6 L2M
Race: Windling. Class: Wing Warrior. Equipment: Sword.
Special Rules: Choice of six Elf spells. Can move through enemies. Magic Aura means you defend with one dice as standard. Treated as an ordinary Elf for eqipment accept you can't use any type of armour and you can use the same weapons as the Wizard accept you can use any type of bows or one handed swords. Use the total of three dice for running.
Veteran: All Elf spells.
Master: Can attept to Transfix or Chill Touch by rolling a combat dice, on a skull you succeed, on a white shield you fail but don't loose an action, on a black shield you fail and loose your attacking action + Magic Aura means you defend with two dice as standard.
Legend: Can Transfix and Chill Touch + Magic Aura means you defend with three dice as standard.
:)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

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DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Hero types and races

Postby Teldurn » April 22nd, 2014, 2:04 pm

I have 5 races (Human, Elf, Dwarf, Dragonkin, Halfling) that can combine with 22 different classes for 110 different possible race/class combinations. Some combinations are obviously more preferred than others because of their natural synergy, but it's still possible to get those oddball combos, too.

Read more: http://goo.gl/8EMm6A
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Check out Broadsword, a love letter to 90s dungeon crawling board games.


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Re: Hero types and races

Postby chaoticprime » April 22nd, 2014, 5:00 pm

Image

I messed this up. Change Barbarian to BP/MP +1/-1, and change EQUIP to +2. Meanwhile, change Warrior EQUIP to +1.


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Re: Hero types and races

Postby torilen » April 23rd, 2014, 9:28 am

Well, I asked for suggestions...and wow.
Thanks for the comments...lots of great ideas out there. Definitely gives me
some stuff to work with.

Oh, and Teldurn - holy mackerel that's a lot of combinations.


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Re: Hero types and races

Postby Teldurn » April 23rd, 2014, 10:01 am

torilen wrote:Oh, and Teldurn - holy mackerel that's a lot of combinations.

Yep! :D I like to give players plenty of options.
War is not the answer...unless the question is, 'What is not the answer?'

Check out Broadsword, a love letter to 90s dungeon crawling board games.


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