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Dr. Who Headless Monks

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Dr. Who Headless Monks

Postby Theopolis » June 27th, 2014, 10:11 am

Never know where a fan of The Doctor may be hiding...

For those of you not in the know the Headless Monks are reoccurring villains in Dr. Who who believe evil is rooted in the mind. To combat this they remove their own heads and lock them in a vault. The neck is just sort of knotted off and they go about their business as usual. They carry a long sword and have the ability to hurl lightning at targets that can chain from one person to another. Sounds like a good reoccurring villain(s) to me! I'm going to use them as a third party (Heroes/Mentor, Chaos/Zargon and the Order of the Headless Monk) to occasionally pop up and harass my players.

Headless Monk
Movement: 6
BP: 5
MP: 0 <=== no head
AD: 4 (4!) <==== factorial damage from lightning
DD: 3

Chain lightning: a monk may cast a crimson bolt of lightning that does 4AD of damage that can be defended normally. If the bolt does damage it chains to another target doing a normally defended 3AD of damage. The chain may continue, dropping 1AD per square, until all 4 spaces have been used.

Wording is a bit clunky but it gets the point across. If the heroes are in a line the bolt can hit all of them. If they are spread out more than 4 squares it can only hit one. Plus as EW you have to figure out how you want the bolt to travel for maximum damage. Least DD to most DD or vice versa.

Here's a lovely representative images:
http://tardis.wikia.com/wiki/File:DW_6x ... _Monks.jpg

And the mini's I was thinking of using:
Image
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Re: Dr. Who Headless Monks

Postby Teldurn » June 27th, 2014, 2:49 pm

I've never watched Dr. Who, but I like the concept and the mechanics (and the choice of mini is very nice!), but I think as it stands it is too overpowered. It should have a restriction of not being able to wear any armor or use any other weapon or something like that.
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Re: Dr. Who Headless Monks

Postby Gold Bearer » June 28th, 2014, 10:04 am

Good choice for an enemy. They fit quite well. It makes me want to come up with weeping angel rules. :)

Theopolis wrote:For those of you not in the know the Headless Monks are reoccurring villains in Dr. Who who believe evil is rooted in the mind.
Recurring? I thought they were just in Demons Run?

Teldurn wrote:I've never watched Dr. Who
:shock: You've never seen Dr Who! Okay, you need to watch Blink. Make sure you're not going to be disturbed, get comfortable and sit back. If you don't want to watch every episode since the reboot after that then I seriously fear for your soul. There's nothing else like Dr Who.
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Re: Dr. Who Headless Monks

Postby gootchute » June 28th, 2014, 10:39 am

Theopolis wrote:Never know where a fan of The Doctor may be hiding...


There are dozens of us! DOZENS!
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Re: Dr. Who Headless Monks

Postby Theopolis » June 28th, 2014, 11:15 am

Gold Bearer wrote:Good choice for an enemy. They fit quite well. It makes me want to come up with weeping angel rules. :)

Theopolis wrote:For those of you not in the know the Headless Monks are reoccurring villains in Dr. Who who believe evil is rooted in the mind.
Recurring? I thought they were just in Demons Run?
I guess it was my wishful thinking making them reoccurring.
Teldurn wrote:I've never watched Dr. Who
:shock: You've never seen Dr Who! Okay, you need to watch Blink. Make sure you're not going to be disturbed, get comfortable and sit back. If you don't want to watch every episode since the reboot after that then I seriously fear for your soul. There's nothing else like Dr Who.
Agreed! Blink is a great stand alone episode that will get you hooked.

The weeping angels would be hard to do. You'd need line of sight and maybe facing rules and if you could treat them like furniture when they are stone that could help. They'd get the wandering monster attack immediately trait. The attack and defend wouldn't be too bad but how would you deal with the time travel? Maybe time=space so the hero would be teleported to a different part of the board instantly? There might be something there. Now if you had lighting rules the Vashta Nerada would be awesome! They reanimate fallen monsters and heroes. Strip flesh in an instant and hide in the shadows...
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Re: Dr. Who Headless Monks

Postby Teldurn » June 29th, 2014, 3:33 pm

Meh, I don't watch much TV anyway. I don't plan on starting back up now. I've been fine not being a Whovian this long in my life, I'll be fine not experiencing it some more. Fear for my soul all you wish. :)
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Re: Dr. Who Headless Monks

Postby Gold Bearer » June 29th, 2014, 6:13 pm

No I'd fear for your soul if you watched Blink I didn't like it. Trust me, you won't regret it. ;)

Theopolis wrote:The weeping angels would be hard to do. You'd need line of sight and maybe facing rules and if you could treat them like furniture when they are stone that could help. They'd get the wandering monster attack immediately trait. The attack and defend wouldn't be too bad but how would you deal with the time travel? Maybe time=space so the hero would be teleported to a different part of the board instantly? There might be something there. Now if you had lighting rules the Vashta Nerada would be awesome! They reanimate fallen monsters and heroes. Strip flesh in an instant and hide in the shadows...
The angels could be a lot of fun if they're done right. They don't need the time travel element, they don't always do that anyway. It's a stone gargoyle... until they turn their back.

I've managed to come up with rules for the silence as well that would work really well. At the end of the quest tell them that they were in there and that they killed them all, well played, have some gold. :)
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
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: Dr. Who Headless Monks

Postby Theopolis » June 29th, 2014, 9:35 pm

Gold Bearer wrote:The angels could be a lot of fun if they're done right. They don't need the time travel element, they don't always do that anyway. It's a stone gargoyle... until they turn their back.
Yeah I guess it is more like a gargoyle trap that isn't detectable until they attack. So you'd have a statue that comes after them and can attack if not being looked at directly.

Gold Bearer wrote:I've managed to come up with rules for the silence as well that would work really well. At the end of the quest tell them that they were in there and that they killed them all, well played, have some gold. :)
Ha! Except you'd miss the great lightning disintegration attack. Although you could just remind them that they entered with five heroes. You remember Fred right?

Teldurn wrote:I've never watched Dr. Who, but I like the concept and the mechanics (and the choice of mini is very nice!), but I think as it stands it is too overpowered. It should have a restriction of not being able to wear any armor or use any other weapon or something like that.
So I'm thinking the lighting would be a once per quest and the AD and DD could be dropped down one each. I'm assuming after the heroes have encounter them a few times they go to the top of the priority list to take down.
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Re: Dr. Who Headless Monks

Postby Tott » June 30th, 2014, 9:02 am

or start with 'girl in the fireplace'
loved that episode!
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Re: Dr. Who Headless Monks

Postby TMU » July 12th, 2014, 11:09 am

Movies and TV series are indeed a great place to get new monsters/heroes! :)
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