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New Frontier: Bogenhafen

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Re: New Frontier

Postby Gold Bearer » July 12th, 2016, 6:22 pm

Hmm. Where's that hero from? I thought the only one you'd made was the monk.

Okay, as there's a lot of my heroes being used as NPCs in the next quests you can have two of your own heroes each this time and any one of mine. When (if) one of your own heroes dies I'd prefer you to replace them with one of mine because after these quests they'll only be two of mine being used. That's one of the reaons I wanted a oarty of six, so there could be four of mine and one each of your own.

I'm glad the two skills you removed are tracking and bounty, those are the two I'm not sure about. Trap sense is a bit iffy because if you can search for traps in there's monsters it basically makes traps completely redundant, but I suppose you still have to give up your attacking action to do it. We'll use it as written so only in rooms, not corridors.

Bounty Hunter
M8 A3 D2 BP6 MP4 - Broadsword, Lether Armour.


* KNOW YOUR FOE - As your are an expert in your quarry, you may reroll your attack once per round if you rolled no Skulls in the attack.

* TRAP SENSE - As you are a master trapper, you can search for traps in a room even if there is a monster in the room.

* DISARMING TRAPS - You can disarm any trap as if you have a toolkit. If you have a toolkit, you can disarm traps automatically.

* MAGIC LORE - You have spent some time with Arcane teachers, so you can read and use Scrolls. Handy items to carry for any hardened Bounty Hunter.

I like him/her. :)

Micky
Own = Monk: Sigung
Own = Bounty Hunter: ?
Mine = Archer: Will

Sotiris
Own = ?
Own = ?
Mine = ?
: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: New Frontier

Postby MadMickyG » July 13th, 2016, 2:01 am

I am happy to use two of yours and one of mine. Just wanted to see if you have anything like him. I am playing him through any singular quests I do solo.

He's not uber, but he is clever. And having the ability to use scrolls is helpful. He has to play smart, as he is not full on in any area. There is plenty of Bounty Hunter in the Inn, but I have collected some skills to set something I like.
Would be interested to see you set one up following your level progression.
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Re: New Frontier

Postby Gold Bearer » July 13th, 2016, 3:43 am

Closest I've got to that is the gnome.

Gnome
You are a keen eyed Gnome, who lacks the physical resilience of an actual Dwarf but you are completely immune to hostile magic.

Race: Dwarven. Class: Treasure Hunter. M6(8) A2 D3 BP5 MP5
Equipment: Hammer, Dagger, Banded Mail, Helm.
  • You are immune to hostile magic.
  • You are able to see inside a Cloak Of Shadows as well as in ordinary darkness.
  • You are able to disarm traps using the Tool Kit rules as standard or using the Dwarf's rules if you're using a Tool Kit.
  • You are able to search for treasure in a room that's already been searched and if it hasn't been searched you can take two treasure cards instead of one, or one if there's treasure listed in the quest notes. If two treasure cards have already been taken in the room (or one treasure card if the room has listed treasure) it can't be searched for treasure again.
  • You need both hands to wield a Broadsword or to attack diagonally with a Spear.
Veteran: Hammer Skill
  • You attack with an extra combat dice when you attack with any type of hammer.
Master: Casting
  • You become a level zero Magician and draw a random spell from the Chaos deck at the start of an adventure which is used in the normal way.
Legend: Infusion
  • You become a level one Magician and draw an additional two spells from the Chaos deck at the start of an adventure for a total of three spells which are used in the normal way.
  • You become immune to Transfix and Chill Touch.
: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: New Frontier

Postby Sotiris » July 13th, 2016, 4:20 am

I would like to try your Paladin again.

My Alchemist gallery/image_page.php?album_id=9&image_id=1426

And for 3rd hero a barbarian/fighter type hero. Where can i look for them?
My new unpublished boardgame on Tabletopia free platform:
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Re: New Frontier

Postby Gold Bearer » July 13th, 2016, 4:58 am

Alchemist is all good. I'm not entirely keen on the US can cast a healing spell after death rule but as a special ability rather than a general rule I don't mind.

Dead hero classes are unavailable (other than your own) until a hero reaches champion level. If a hero that has completed at least three quests dies then they can be replaced by hero classes that have already been used.

I have some other priest type heroes. If you take one of these then the third hero is a core hero and the fighter, warrior and mountain dwarf are the barbarian types.

Rune Priest
Race: Dwarven (Dwarf). Class: Rune Priest. M6 A2_ D3 BP6 MP4
Equipment: Hammer, Dagger, Banded Mail.
  • You are a level zero Magician (can use Scrolls).

  • You attack with an extra combat dice in melee when attacking Chaos or Undead Monsters.

  • You are able to use your attacking action to heal 2BP and/or MP (two in total) of your own or a directly adjacent target per Adventure, healing any amount at a time and are also able to heal between Adventures but you're then using up your quota for the next Adventure.
Veteran
  • You are able to Turn Undead once per Adventure (using the new Turning rules listed for the Paladin).
Master
  • You are able to Turn Undead once per Adventure and Turn Chaos once per Adventure.
Legend
  • You are able to Turn Undead twice per Adventure and Turn Chaos twice per Adventure.


Acolyte
Race: Human. Class: Acolyte. M8 A1&1 D2 BP5 MP5
Equipment: Two Daggers.
  • You are a level zero Magician (can use Scrolls).

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are able to Turn Undead or Chaos once per Adventure (using the new Turning rules listed for the Paladin).

  • You are able to dual wield with two one handed blades and use them to attack twice in the same turn if you move no more than half rate.

  • You can only use Equipment that can be used by the Wizard except that you can use one handed swords.
Veteran
  • You are able to dual wield with two one handed blades and use them to attack twice in the same turn with no movement penalty.
Master
  • You are able to use your attacking action to heal 3BP and/or MP (three in total) of your own or a directly adjacent target per Adventure, healing any amount at a time and are also able to heal between Adventures but you're then using up your quota for the next Adventure.
Legend
  • You are able to Turn Undead and/or Chaos (not at the same time) twice per Adventure.


Cleric
Race: Human. Class: Cleric. M8 A1 D2 BP5 MP5
Equipment: Club.
  • You are a level one Magician and get three random Talisman spells.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are able to use your attacking action to heal 5BP and/or MP (five in total) of your own or a directly adjacent target per Adventure, healing any amount at a time and are also able to heal between Adventures but you're then using up your quota for the next Adventure.

  • You are unwilling to wield bladed weapons and most ranged weapons and are only able to use Equipment that can be used by the Paladin except that you're unable to use two handed melee weapons and helmets or shields of any type and you're are only able to wear armour that the Wizard can wear.
Veteran
  • You are able to Turn Undead once per Adventure (using the new Turning rules listed for the Paladin).
Master
  • You are able to heal an extra 3BP and/or MP (eight in total) per Adventure.
Legend
  • Roll a combat dice at the start of your turn if you've lost any BP or MP, on a white shield you heal 1MP and on a black shield you heal 1BP.


Cultist
Race: Human. Class: Cultist. M8 A1/ D2 BP5 MP5
Equipment: Dagger.
  • You are a level two Magician and get six random Talisman spells, any of which can be traded once for random replacements, putting replaced spells back in the deck after you've finished trading.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are unable to use two handed melee weapons, helmets or shields of any type and ranged weapons but you're still able to throw weapons that can normally be thrown and you're are only able to wear armour that the Wizard can wear.
Veteran
  • You are able to give up all other actions to trade one spell for a random replacement, putting the replaced spell back in the deck after you've finished trading.
Master
  • You are able to trade one spell for a random replacement once per turn without loosing an action, putting the replaced spell back in the deck after you've finished trading.
Legend
  • You are able to give up all other actions to trade any number of spells for random replacements, putting replaced spells back in the deck after you've finished trading.


High Priest
Race: Human. Class: High Priest. M8 A1/ D2 BP5 MP5
Equipment: Pole.
  • You are a level three Magician and get nine random Talisman spells.

  • Your natural Magical Aura gives you a basic defence of two combat dice.

  • You are able to Turn Undead once per Adventure (using the new Turning rules listed for the Paladin).

  • You are only able to use Equipment that the Wizard can use.
Veteran
  • You are able to Turn Chaos instead of Undead once per Adventure using the same rules.
Master
  • You are able to either Turn Undead twice or Turn Chaos twice per Adventure.
Legend
  • You are able to Turn Undead and/or Chaos (not at the same time) three times per Adventure.

Edit:
I've made a few changes to these to balance them and neaten them up. I need to update my hero thread.
Last edited by Gold Bearer on July 13th, 2016, 9:22 am, edited 1 time in total.
: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: New Frontier

Postby MadMickyG » July 13th, 2016, 9:13 am

GB, perhaps make the TRAP SENSE limit as long as the monster is not adjacent or diagonally adjacent. Noone would search for a trap with a monster so close by. It's more common sense than a rule.
Gnome looks interesting, but if it's okay with you, I think I'd like to take my Bounty Hunter, Sammas.
Check out my dabblings in writing.
https://www.facebook.com/pages/Madhouse ... 4179561807
Feel free to let me know what you think. All comments/criticisms welcome.


Rewards:
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Re: New Frontier

Postby Sotiris » July 13th, 2016, 9:24 am

Gold Bearer wrote:Alchemist is all good. I'm not enturely keen on the US can cast a healing spell after death rule...

Ignore this rule, no problem. I'll pick up the Earth spell school.
I'll also choose the Cleric and the Mountain Dwarf.
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


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Re: New Frontier

Postby Gold Bearer » July 13th, 2016, 9:31 am

I've update the last post with more priest type heroes and made a few alterations.

MadMickyG wrote:GB, perhaps make the TRAP SENSE limit as long as the monster is not adjacent or diagonally adjacent. Noone would search for a trap with a monster so close by. It's more common sense than a rule.
Gnome looks interesting, but if it's okay with you, I think I'd like to take my Bounty Hunter, Sammas.
Do you want to take him instead of the monk?

If you really want both you can have two of your own heroes each to start with and then down to one if one dies (replaced with one of mine). I'll update the trap rule, it makes sense.

Micky
Own = Monk: Sigung or Bounty Hunter: Sammas
Core = Archer: Will
Other = ?

Sotiris
Own = Alchemist: ?
Core = ?
Other = ?

~or~

Micky
Own = Monk: Sigung
Own = Bounty Hunter: Sammas
Mine = Archer: Will

Sotiris
Own = Alchemist: ?
Own = ?
Mine = ?

If you're only having one of my heroes each it can be a core hero but doesn't have to be.

Edit:
Sotiris wrote:
Gold Bearer wrote:Alchemist is all good. I'm not enturely keen on the US can cast a healing spell after death rule...
Ignore this rule, no problem. I'll pick up the Earth spell school.
I'll also choose the Cleric and the Mountain Dwarf.
You beat me to it.
: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: New Frontier

Postby MadMickyG » July 14th, 2016, 12:32 am

Gave Monk a go, it's Sammas' turn. Does he get the Amulet from previous quest?
Check out my dabblings in writing.
https://www.facebook.com/pages/Madhouse ... 4179561807
Feel free to let me know what you think. All comments/criticisms welcome.


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Re: New Frontier

Postby MadMickyG » July 14th, 2016, 6:37 am

Think I might make the third one the Assassin.
I know you said his attacking rules would be a possible issue, but you could use something similar to the horde mechanic I mentioned regarding his/her attack. Ooh, a fem fatale! Mwahahaha.

What say you sir?

Her name will be.................Nissa!
Check out my dabblings in writing.
https://www.facebook.com/pages/Madhouse ... 4179561807
Feel free to let me know what you think. All comments/criticisms welcome.


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