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Assassin You are the Assassin, a trained adventurer who moves fast and kills faster. When you inflict damage you instantly kill your enemy, regardless of his Body Points. Your armoury options are restricted, so use your advantage well if you are to survive. |
Movement | Attack Dice | Defense Dice | Body Points | Mind Points |
2d6min=4 | 1 | 2 | 7 | 3 |
Starting Weapon: Dagger (you may use only short blades) Starting Armour: None (you may not use Shield or Plate mail |
Malcadon wrote:I have been thinking about making more blank templates for monsters, mercenaries and cards in general (each with their own needs). But I'll do that on a dedicated thread. (Where would I even post something like this, on this forum?)
Jazzdrummer wrote:Malcadon, do you think the Rogue is balanced against the other heroes?
Malcadon wrote:Jazzdrummer wrote:Malcadon, do you think the Rogue is balanced against the other heroes?
Compared to the other Heroes, he is weaker. His is mostly do to the low amount of Body and Mind Points. All other Heroes total out to 10, but this guy is only 7. But at the same time, each Hero has an advantage: The Barbarian gets a starting Attack dice of 3; The Dwarf can disable traps with great skill; The Elf has 1 spell group; and The Wizard has 3 spell groups (this is balanced out by heavy limits on armor and weapon use).
The Rogue has three advantages: the ability to disable traps with great skill; the ability to backstab; and a special dagger-throwing ability. His primary disadvantage is his slight limited armor/weapon-use (but not as extreme as The Wizard). His ability to disable traps should be a given (as in, not penalizing his Body and Mind Point total), just like The Dwarf. His backstabbing ability is a real advantage, as he could keep using it with ether: maneuvering around monsters (with facing rule); or greeting (attacking) new monsters. Regardless how it is used, the +2 to melee attacks is a huge advantage, especially how you can use it multiple times a Quest. The dagger-throwing ability is a small advantage, but not equal to knowing even a single spell group. It is a one-off ability (once a Quest), and in the end, it costs one whole dagger to use (25gp). This ability is not worth a whole Body or Mind Point!
If you make his Body Points 6 (strong like The Elf) and his Mind Points 3 (smart like The Dwarf) (basically, +1 each), then he would be more balanced (it would total 9, but backstabbing his a huge advantage, and the dagger-throwing ability is balanced out by limited armor/weapon-use).
So there you go!
Jazzdrummer wrote:I was going to use the flanking idea which would grant the thief +1 on the attack and remove the natural ability to disable traps. With these subtle changes in mind, would you still raise his body and mind points by one?
The Thief You survived on the streets by stealing and cunning. You have refined your craft to become a highly skilled stalker and cutthroat. You are not a strong fighter, but you have the ability to disable traps with great skill, hide in shadows, take things without being seen, and to strike at the hearts of inattentive monsters. (see rule sheet for more info) |
Movement | Attack Dice | Defense Dice | Body Points | Mind Points |
2d6 | 1 | 2 | 5 | 2 |
Starting Weapons: Dagger Starting Armor: None |
Special Rules for the Thief Rules for Invisibility: As long as you are invisible, you may only move and perform no action save for free actions (open doors, drink potions, etc.). Enemies will ignore you, and should you enter a new room that is occupied by monsters, they will remain inactive until a visible Hero comes within sight (use Inactive markers to note these monsters). If you do any other action, you will become visible. If a monster uses a range weapon to attack a visible Hero beyond the invisible Thief (that is, the invisible Thief is stand in-between the monster and it's target), the Evil Wizard Player rolls a Combat Die. If a White Shield is rolled, the Thief is attacked instead, but with an extra Combat Die to defense. Anything else would mean that the monster attacks the original target in the normal way. Weapons and armor usable by the Thief: Bow, Bracers, Cloak, Dagger, Shortsword, Sling and Staff. The Thief has the following skills: Hide in Shadows The Thief can, as an action, become invisible. If you somehow become visible, and you will not be able to become invisible again until there are no monsters in sight. Backstabbing If you are invisible, you may attack an adjacent monster in a way where it would not be able to make a defense roll. Once you make the attack, regardless of outcome, you are no longer invisible. Pickpockets If you are invisible in a room occupied by monsters, you may search it for treasure. The Evil Wizard Player rolls a Combat Die from behind the screen in secrete. If anything but a White Shield is rolled, the Hero remains invisible. If a White Shield is rolled, the Thief is no long invisible, and the player may not know until the monsters start attacking when it is their turn to act! Trap Mastery You may disarm a trap by rolling anything but a Black Shield. If you roll a Black Shield, you trigger the trap, take its effects, and it is the end of your turn. |
Jazzdrummer wrote:I think it looks great. I've got a few comments and questions:
...
I totally love the concept for sure man. Thanks for your contribution to this discussion.
Jazzdrummer wrote:1. I like the whole Hide in Shadows idea. Here's another version I came across here on the website just for comparison sake:
STEALTH : If no enemies are in sight the character may declare he is using stealth. During this time he may only roll one red die for movement. If he encounters any enemies he must roll a red die for each of his mind points. If the thief's roll is greater than the total mind points of all enemies in line of sight, he remains in stealth. This is broken if he takes any actions other than movement or opening doors, coming within one square of an enemy or failing his mind points roll. While in stealth he may backstab an enemy. In doing so the enemy may not roll defense.
What do you think? Interesting version. A bit more complicated but pretty cool. If you went with this version of the skill you might want to give the thief a mind point value of 3.
Jazzdrummer wrote:2. I'm not familiar with the bracers, cloak, sling, or bow. What are the stats for these items?
Jazzdrummer wrote:3. Does the thief have a tool kit or his is ability innate like the dwarf?
Jazzdrummer wrote:4. Typo on the word perform right at the beginning of the invisibility rules section.
Jazzdrummer wrote:So with your version as long as the thief is out of sight of monsters he can spend an action to hide in shadows?
Jazzdrummer wrote:The only time a die is rolled is if the thief is between a monster and the target of that monsters ranged attack? Is that correct?
Jazzdrummer wrote:Also if the thief fails his pickpocket roll does he still draw a treasure card. Does his turn immediately end?
Jazzdrummer wrote:I like it a lot. I'll try out Carl's, yours, and Sotiris' assassin some more this weekend.
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