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Water elementals- stats suggestions?

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Water elementals- stats suggestions?

Postby SasaPK » Thursday November 15th, 2018 8:20pm

Hi all, newbie to the forum here with my third post... (yay go me! :lol: )

Anyway, I was wondering if anyone had created any elemental monsters? I’m hoping to create a first home brew quest to slot into the middle of the main game ones, and I’d like to use a fountain objective that will end up being guarded by a water elemental. As the fountain water is the objective, I’d like this elemental to be tough...maybe even have some spells?

Any ideas and suggestions on stats would be welcome!

Thanks

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Re: Water elementals- stats suggestions?

Postby benvoliothefirst » Friday November 16th, 2018 1:59am

This has been on my mind recently, since I was looking at the US spell card backs, which clearly have pictures of the elementals on 'em, and wondering why they don't make an appearance in the game. I bet you could look 'em up in the 1992 Warhammer Quest Roleplay Book. Gimme a few days.
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Re: Water elementals- stats suggestions?

Postby Anderas » Friday November 16th, 2018 6:43am

You're free to use any stats you like.

Counter question:

In which context do you want to use those elementals?
Which size has your model?

They should be VERY different:

* Conjurable by the good wizard as a single monster (adds BP to the group like a healing spell!)
* Be a minor nuisance conjurable in HORDES by some evil wizard and have 20 mm high models
* Be a monster on their own, like fimir mummy and the like
* Be a pre-Boss Monster to suck in one or two healings before the real Boss comes
* Be a Boss Monster with some kind of door guard, at the end of the level
* Be a Boss Monster without some kind of door guard facing an entire group completely alone, at the end of the level
* Be the single and only monster in the entire dungeon and have a 80 mm high model :o :lol:


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Re: Water elementals- stats suggestions?

Postby benvoliothefirst » Friday November 16th, 2018 10:06am

I bet there's a Final Fantasy example of each of those scenarios, some with multiple forms and increasing difficulty for each, too!
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Re: Water elementals- stats suggestions?

Postby knightkrawler » Friday November 16th, 2018 11:48am

how about a special ability? every time it is attacked, it may immediately move next to another hero and attack that hero. it does not have an action, but can only move during its own turn, but it may move through heroes.

this has to be playtested with different stats for the heroes and for the elemental.
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Re: Water elementals- stats suggestions?

Postby SasaPK » Sunday November 18th, 2018 3:00pm

Thanks for the replies and suggestions. In response to the question about context... I’m thinking I want it to be end of quest boss, although a surprise so a door guard would make sense. I want them to think they cleared the monsters and just need to collect the fountain waters... then it would trigger the appearance of the elemental, followed by the door out being shut with perhaps the wall of ice card thing from WoM. Can’t leave till it’s dead.

I like the idea of special abilities... will have to have a think. Should be hard to kill due to the image of swords and axes splashing through an elemental feels like it wouldn’t do much damage :D

Elemental using Magic would be good but I’m a bit wary of inventing a whole bunch of spells just for one quest, don’t wanna over-cheese it :/ . Perhaps an ice- spear style or crossbow-like range attack of throwing icicles which is addition to normal damage adds a movement penalty or something?
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Re: Water elementals- stats suggestions?

Postby j_dean80 » Sunday November 18th, 2018 5:37pm

I would do something along the lines of the water elemental and the wizard fell out of graces so the wizard lost that set of spells. He then has to fight the water elemental, defeat, and recapture it in a ring of power or something of sorts. The water elemental can use the water spells to fight. The wizard must defeat it by freezing it with something.

Something similar can be setup for the other elements as different one off quests.
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Re: Water elementals- stats suggestions?

Postby mitchiemasha » Sunday November 18th, 2018 9:22pm

I was working on 4. Each a bonus spell for a hero who had that element of magic. 2 used miniatures, the Fire and the Giant from Dragon Strike, Water and Air are effects for now.

https://1drv.ms/u/s!Aj6mCg4zDHcPi7xCFYdHXGFmADNCgg

The link should show as an image but it's also a psd. The idea still needed some tweaking.


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Re: Water elementals- stats suggestions?

Postby benvoliothefirst » Monday November 19th, 2018 10:54am

He oughtta have a "drown" special attack... envelops the hero like a gelatinous cube and they have to pass a body check to swim out!

Also should be susceptible to both ice and fire magic... you can either freeze him or boil him away.
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Re: Water elementals- stats suggestions?

Postby lestodante » Sunday November 25th, 2018 2:32pm

Elementals are one things I thought often, especially when I think about a Wizard quest Pack...
There are 4 dedicated miniatures made by Citadel in the 80's, and they look exactly like the figures on the cards, except for the Fire one, wich I don't like so much like the other 3, maybe because it looks more like a small spiteful demon.
My idea was that the Wizard (or the Elf) can conjure one of them spending some Mind Points and also rolling a dice test. If the test is succesful, you can place the miniature of the Elemental on the board. It can stand and fight by your side as long as:
1) there are enemies in front of you;
2) you have enough mind points (because it consumes 1 MP for each additional turn to control the Elemental);
3) until an evil character defeat it;

Another idea is (not featuring any additional miniature) that GENIE is already the Air Elemental... so when you use that spell you are invoking the air elemental.
Now we only need to make 3 additional cards for the other 3 elements, for example:
Golem (Earth) - defensive
Phoenix (Fire) - offensive
Triton (Water) - curative
Each of the 3 cards are strong enough like the Genie spell but with different effect plus they can have an additional use like the Genie can be used to attack or to reveal a room.
And obviously now we also need to create 1 more spell to be assigned to the Air Spells set. So each spells set can now have 4 cards instead of 3!

citadel elementals.jpg
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