Re: Thoughts on the New Warlock Hero?
Posted: Thursday October 29th, 2020 12:58am
While of course I'd want my Paladin (crusher of undead), Mystic (battle mage), Ranger (its in the name), and Cleric (healer), how about some other ideas?
I want to see the Mimic Hero... he can eat pieces of furniture to restore his health (trapped treasure chests give him indigestion, but he can spit out the gold). Can't really wear armor, but he has some natural defense, being made of faux wood and quasi-metal and demi-stone.
The Living Trap Hero. He can make Monsters fall into him, or drop on their head, or chuck himself at them like a spear. Fellow Heroes who pass through him suffer the same effects, so watch out!
The Gambler. Whenever he finds gold he can double his fortune, but beware, sometimes his luck can run out! Gamble with a monster and if you play your cards right, you can take his gear!
The Janitor. Nobody notices him, as he slips through dungeons. He doesn't fall for traps. Spells include "caution: wet floor" and he can sprinkle that stuff on the blood to prevent alerting nearby monsters after a kill.
Blacksmith. He's strong but he's also a craftsman. He can find metal from various sources (treasure, furniture, discarded gear from dead monsters) and fashion it into weapons and armor. He can improve existing gear or turn rusty and broken weapons into useful pieces.
Spelunker. Has the best knowledge of dungeons and can map things out without alerting the enemy. Able to hide from bad guys while locating the most likely path to the goal.
Split. Randomly changes from mild mannered Sir Jekyll (who is fast but weak) to high-statted Lord Hyde. Found potions allow him to control his volatile mutation.
Soul sucker. Has to kill to stay alive. Can go over max body/mind, but can also transfer some of his life force to others. Watch out, if no monsters are around, he may be coming for you, his former friend!
Scavenger. Doesn't search for treasure, but gets whatever he needs from killing monsters or dismantling furniture.
Sapper. Starts with explosives to blow through walls (leaving breaches behind that his friends can walk through... roll 1 white die, if it's a black shield there is a cave in... equivalent to a falling block trap). If he runs out, he can create more explosives from potions (replenished between quests). Can also use bombs to blow up monsters or open pits in the floor.
Charmer. He can challenge a monster to a one on one fight. If he wins, the monster becomes an ally and fights by his side. As with mercenaries, they have to be paid (either in spoiled meat or gold, or they'll desert you) Skilled with sword and buckler.
Merchant. Gets discounts on most gear at the shops. Able to parley to buy goods in dungeons as well. Wears an expensive cloak that provides extra protection.
Alchemist Wizard: collects materials to generate new spells/scrolls and artifacts. Can sometimes regenerate the used spells of others or steal spells from bad guys.
Beastmaster. Weak fighter, but summons animals to do the fighting for him (or has a familiar type animal) and a distraction when he needs to escape.
Shapeshifter. A stealthy assassin... he gains the abilities of the ones he kills.
Midas cursed. This warrior needs gold, literally, to stay alive! If he runs out of treasure and coin, he turns into a wraith and becomes a danger not only to the enemy, but also to his friends!
Partner him with the Merchant.
Gemini. This Hero is split into two figures. The two must split up, if they stay together they start to weaken. One figure is able to fight and cannot be harmed, while the other can be harmed and cannot fight. Every few turns, the roles switch. A token designates the fighter from the soft target.
Prospector. Along with his faithful (but at times stubborn) mule, this prospector is good at finding treasure and can occasionally dig through walls. He's also less susceptible to Pit and falling block traps. His pickax serves as a decent melee weapon and he also gets a torch each Quest.
Highlander. Every time he kills a enemy, he takes his head... and with it, his power. This increases his fighting prowess, but also increases his quickening meter. if it gets too high, it must be dispersed in one of several ways (equivalent to a spell). If not, then the power erupts in a devastating effect like a firestorm or earthquake that can harm his allies, and damages his mind points. With each turn he can recover from basic (1 BP) wounds. If he is killed, his body remains on the board, and will revive after a random number of turns. Meanwhile his "corpse" has no defense, and can be beheaded by an enemy, and this is the only way he can truly die. The one who kills him in this way gets a boost in power.
Wrestler. He can throw furniture around to damage the enemy. He can put monsters into bearhugs to prevent them from moving, do damage, and even crush the life out of them (test of strength, roll red dice against each other to determine advantage). Eschews normal weapons for bare-handed (or single use makeshift weapons) fighting and grappling. Slow, but tough.
Martial Artist. Uses the enemy's force against them. Can disarm and incapacitate the enemy or slip out of their grasp. Able to parry some attacks or projectiles. Ninja could be a variation on this.
I want to see the Mimic Hero... he can eat pieces of furniture to restore his health (trapped treasure chests give him indigestion, but he can spit out the gold). Can't really wear armor, but he has some natural defense, being made of faux wood and quasi-metal and demi-stone.
The Living Trap Hero. He can make Monsters fall into him, or drop on their head, or chuck himself at them like a spear. Fellow Heroes who pass through him suffer the same effects, so watch out!
The Gambler. Whenever he finds gold he can double his fortune, but beware, sometimes his luck can run out! Gamble with a monster and if you play your cards right, you can take his gear!
The Janitor. Nobody notices him, as he slips through dungeons. He doesn't fall for traps. Spells include "caution: wet floor" and he can sprinkle that stuff on the blood to prevent alerting nearby monsters after a kill.
Blacksmith. He's strong but he's also a craftsman. He can find metal from various sources (treasure, furniture, discarded gear from dead monsters) and fashion it into weapons and armor. He can improve existing gear or turn rusty and broken weapons into useful pieces.
Spelunker. Has the best knowledge of dungeons and can map things out without alerting the enemy. Able to hide from bad guys while locating the most likely path to the goal.
Split. Randomly changes from mild mannered Sir Jekyll (who is fast but weak) to high-statted Lord Hyde. Found potions allow him to control his volatile mutation.
Soul sucker. Has to kill to stay alive. Can go over max body/mind, but can also transfer some of his life force to others. Watch out, if no monsters are around, he may be coming for you, his former friend!
Scavenger. Doesn't search for treasure, but gets whatever he needs from killing monsters or dismantling furniture.
Sapper. Starts with explosives to blow through walls (leaving breaches behind that his friends can walk through... roll 1 white die, if it's a black shield there is a cave in... equivalent to a falling block trap). If he runs out, he can create more explosives from potions (replenished between quests). Can also use bombs to blow up monsters or open pits in the floor.
Charmer. He can challenge a monster to a one on one fight. If he wins, the monster becomes an ally and fights by his side. As with mercenaries, they have to be paid (either in spoiled meat or gold, or they'll desert you) Skilled with sword and buckler.
Merchant. Gets discounts on most gear at the shops. Able to parley to buy goods in dungeons as well. Wears an expensive cloak that provides extra protection.
Alchemist Wizard: collects materials to generate new spells/scrolls and artifacts. Can sometimes regenerate the used spells of others or steal spells from bad guys.
Beastmaster. Weak fighter, but summons animals to do the fighting for him (or has a familiar type animal) and a distraction when he needs to escape.
Shapeshifter. A stealthy assassin... he gains the abilities of the ones he kills.
Midas cursed. This warrior needs gold, literally, to stay alive! If he runs out of treasure and coin, he turns into a wraith and becomes a danger not only to the enemy, but also to his friends!
Partner him with the Merchant.
Gemini. This Hero is split into two figures. The two must split up, if they stay together they start to weaken. One figure is able to fight and cannot be harmed, while the other can be harmed and cannot fight. Every few turns, the roles switch. A token designates the fighter from the soft target.
Prospector. Along with his faithful (but at times stubborn) mule, this prospector is good at finding treasure and can occasionally dig through walls. He's also less susceptible to Pit and falling block traps. His pickax serves as a decent melee weapon and he also gets a torch each Quest.
Highlander. Every time he kills a enemy, he takes his head... and with it, his power. This increases his fighting prowess, but also increases his quickening meter. if it gets too high, it must be dispersed in one of several ways (equivalent to a spell). If not, then the power erupts in a devastating effect like a firestorm or earthquake that can harm his allies, and damages his mind points. With each turn he can recover from basic (1 BP) wounds. If he is killed, his body remains on the board, and will revive after a random number of turns. Meanwhile his "corpse" has no defense, and can be beheaded by an enemy, and this is the only way he can truly die. The one who kills him in this way gets a boost in power.
Wrestler. He can throw furniture around to damage the enemy. He can put monsters into bearhugs to prevent them from moving, do damage, and even crush the life out of them (test of strength, roll red dice against each other to determine advantage). Eschews normal weapons for bare-handed (or single use makeshift weapons) fighting and grappling. Slow, but tough.
Martial Artist. Uses the enemy's force against them. Can disarm and incapacitate the enemy or slip out of their grasp. Able to parry some attacks or projectiles. Ninja could be a variation on this.