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Mercenaries

PostPosted: September 12th, 2014, 4:51 pm
by Gold Bearer
BATTLE MAGICIANS

These are designed as mercenaries but they can be used as regular heroes as well by just giving them 5BP. If you want them to have random movement then 6 = the highest of two dice, 8 = two dice and 10 = the highest two of three dice. I don't know how much information, if any, to put at the bottom of the cards. Type (battle wizard/battle sorcerer/battle mage), race, spells, equipment, equipmemt restrictions and levelling up rules would be much too cluttered. I'm not sure how much they should cost to hire, I'm thinking maybe 500 or 600.

Battle Magicians have an extra defence defence dice due to their magic aura (which is included in their stats) and can use the same eqipment as the Wizard except that they can use Pole-Arms and one handed blades (axes don't count). Battle Wizards can't throw. Daggers can attack diagonally and quarterstaffs can attack diagonally and two straight squares away if the square between is empty. Talisman Spells: http://forum.yeoldeinn.com/viewtopic.php?f=38&t=2454&p=41844#p41844


Battle Wizards

Fire Mage
Race: Human. Equipment: Broad Sword. Spells: Fire spells, Fireball and two randon Talisman spells.

Sage
Race: Human. Equipment: Broad Sword. Spells: Air spells, Lightning Bolt and two randon Talisman spells.

Priest
Race: Human. Equipment: Sword. Spells: Water spells, Water Walking and two randon Talisman spells.

Druid
Race: Human. Equipment: Sword. Spells: Earth spells, Healing and two randon Talisman spells.

Ice Mage
Race: Human. Equipment: Spear, Cloak Of Protection. Spells: Finger Of Death, Ice Wall, Skate, Soothe and two randon Talisman spells (Fireball is treated as Ice Bridge and Skate can be used anywhere).

Warlock
Race: Human. Equipment: Spear, Cloak Of Protection. Spells: Darkness spells, Curse and two randon Talisman spells.

Seer
Race: Human. Equipment: Dagger, Bracers, Cloak Of Protection. Spells: Detection spells, Divination and two randon Talisman spells.

Alchemist
Race: Human. Equipment: Dagger, Bracers, Cloak Of Protection. Spells: Protection spells, Alchemy and two randon Talisman spells.


Battle Sorcerers

Magus
Race: Human. Equipment: Quarterstaff, Bracers. Spells: High Mage spells.

Magi
Race: Human. Equipment: Quarterstaff, Bracers. Spells: Storm Master spells.

Witch
Race: Human. Equipment: Long Sword. Spells: Necromancer spells (summoned and raised monsters defend with white shields).

Shaman
Race: Human. Equipment: Spear, Cloak Of Protection. Spells: Orc Shaman spells (summoned monsters are conjured instead of being moved from elsewhere and defend with black shields).


Battle Mages

Enchanter
Race: Elf. Equipment: Sword. Spells: High Mage spells, Mesmerism and two random Elf spells.

Invoker
Race: Elf. Equipment: Sword. Spells: Storm Master spells, Immobility and two random Elf spells.

Summoner
Race: Elf. Equipment: Sword. Spells: Necromancer spells, Displacement and two random Elf spells (summoned and raised monsters defend with white shields).

Conjurer
Race: Elf. Equipment: Sword. Spells: Orc Shaman spells, Barrier and two random Elf spells (summoned monsters are conjured instead of being moved from elsewhere and defend with black shields).


Fire Mage.jpg
Sage.jpg
Priest.jpg
Druid.jpg

Re: Mercinaries

PostPosted: September 12th, 2014, 4:57 pm
by Gold Bearer
Ice Mage.jpg
Warlock.JPG
Seer.jpg
Alchemist.JPG

Re: Mercinaries

PostPosted: September 12th, 2014, 5:00 pm
by Gold Bearer
Magus.jpg
Magi.jpg
Witch.jpg
Shaman.jpg

Re: Mercinaries

PostPosted: September 12th, 2014, 5:02 pm
by Gold Bearer
Enchanter.jpg
Invoker.jpg
Summoner.jpg
Conjurer.jpg

Artwork credits:
Fire Mage - MagicnaAnavi
Sage - Anna Steinbauer
Priest - Ashfield2
Druid - Dleo Black
Ice Mage - Negrea Alex
Warlock - Unknown (sorry)
Seer - Lisa Buijteweg
Alchemist - Dan Dos Santos
Magus - Uildrim
Magi - Argent Sky
Witch - Maxias
Shaman - Anotherwanderer
Enchanter - Yobtaf
Invoker - Manuelelapuca
Summoner - Bpsola
Conjurer - Melodyoflost


These rules for levelling up are wip. They'll be able to train at their respective collage.

Battle Wizards

Fire Mage
Veteran: Roll a combat dice when you cast Fireball, on a skull it's cast as normal, on a white shield you can discard any spell instead, on a black shield you don't have to discard a spell.
Master: Roll a combat dice when you cast Fireball, on a skull you don't have to discard a spell, on a white shield you can discard any spell instead, on a black shield it's cast as normal.
Legend: Can summon a Fire Elemental once per Adventure giving up all other actions and using two spells including at least one Fire spell.

Sage
Veteran: Can replace either or both Talisman spells with random replacements at the start of an Adventure after all other characters have drawn there spells but before they've seen them.
Master: Can write a scroll for a random spell from a random spell set between every Adventure.
Legend: Can summon an Air Elemental once per Adventure giving up all other actions and using two spells including at least one Air spell.

Priest
Veteran: Transfix and Chill Touch immunity.
Master: Immunity to hostile spells.
Legend: Can summon a Water Elemental once per Adventure giving up all other actions and using two spells including at least one Water spell.

Druid
Veteran: Can use Herbs.
Master: Can mix Herbs together to increase the over effect.
Legend: Can summon an Earth Elemental once per Adventure giving up all other actions and using two spells including at least one Earth spell.

Ice Mage
Veteran: Can attempt to Chill Touch by rolling a combat dice, on a skull you succeed, on a white shield you fail but don't loose an action, on a black shield you fail and loose your attacking action.
Master: Can Chill Touch.
Legend: Can cast Monsoon once per Adventure discarding any spell.

Warlock
Veteran: Can attempt keep a cast a spell by using one BP, roll a combat dice and on a skull it's kept, on a white shield it's discarded but you keep the BP and on a black shield it's discarded and you loose the BP.
Master: Can attempt keep a cast a spell by using one MP, roll a combat dice and on a skull it's kept, on a white shield it's discarded but you keep the MP and on a black shield it's discarded and you loose the MP.
Legend: Can cast Inferno once per Adventure discarding any spell.

Seer
Veteran: One Fate point per Adventure (can't be carried over between Adventures).
Master: Two more Fate points per Adventure (can't be carried over between Adventures).
Legend: Can cast Typhoon once per Adventure discarding any spell.

Alchemist
Veteran: Can make 30gp between every Adventure.
Master: Can make a random potion between every Adventure.
Legend: Can cast Quake once per Adventure discarding any spell.


Battle Sorcerers

Magus
Veteran: Take an extra spell by rolling a combat dice and choosing which Chaos Sorcerer spell to asign to skulls and white and black shields before you roll.
Master: Level three Magician + Other two Chaos Sorcerer spells + Can use Components to cast Protection, Detection and Darkness spells.
Legend: Can use Components to cast the rest of the spells + Can substitute one of the listed spell Components for another to cast Protection, Detection and Darkness spells but can't use more than one of the same Component.

Magi
Veteran: Take an extra spell by rolling a combat dice and choosing which Detection spell to asign to skulls and white and black shields before you roll.
Master: Level three Magician + Other two Detection spells + Can substitute one of the listed spell Components for another to cast Detection spells but can't use more than one of the same Component.
Legend: Can use Components to cast the rest of the spells + Can substitute one of the listed spell Components for another to cast Darkness and Protection spells but can't use more than one of the same Component.

Witch
Veteran: Take an extra spell by rolling a combat dice and choosing which Darkness spell to asign to skulls and white and black shields before you roll.
Master: Level three Magician + Other two Darkness spells + Can substitute one of the listed spell Components for another to cast Darkness spells but can't use more than one of the same Component.
Legend: Can use Components to cast the rest of the spells + Can substitute one of the listed spell Components for another to cast Detection and Protection spells but can't use more than one of the same Component.

Shaman
Veteran: Take an extra spell by rolling a combat dice and choosing which Protection spell to asign to skulls and white and black shields before you roll.
Master: Level three Magician + Other two Protection spells + Can substitute one of the listed spell Components for another to cast Protection spells but can't use more than one of the same Component.
Legend: Can use Components to cast the rest of the spells + Can substitute one of the listed spell Components for another to cast Detection and Darkness spells but can't use more than one of the same Component.


Battle Mages

Enchanter
Veteran: Can attempt to Transfix by rolling a combat dice, on a skull you succeed, on a white shield you fail but don't loose an action, on a black shield you fail and loose your attacking action.
Master: Can Transfix.
Legend: Level four Magician + Fire spells.

Invoker
Veteran: Can give up movement instead of attack to cast.
Master: Can give up half movement instead of attack to cast and can give up all movement to cast twice.
Legend: Level four Magician + Air spells.

Summoner
Veteran: Can summon an Earth, Air, Fire or Water Elemental once per Adventure giving up all other actions and using any four spells.
Master: Can summon a Forest, Shadow or Ice Elemental once per Adventure giving up all other actions and using any four spells.
Legend: Level four Magician + Water spells.

Conjurer
Veteran: Can conjure a Pixy once per Adventure.
Master: Can conjure a Fairy once per Adventure.
Legend: Level four Magician + Earth spells.

Re: Mercinaries

PostPosted: September 12th, 2014, 5:50 pm
by chaoticprime
Mercenaries.

Re: Mercinaries

PostPosted: September 12th, 2014, 6:56 pm
by Gold Bearer
DOH!

Re: Mercenaries

PostPosted: September 17th, 2014, 9:52 am
by Daedalus
The females look more like Escorts.

For random movement, I'd suggest some slightly different rolls.

  • Move 6: roll 3 dice, discard highest
  • Move 8: roll 3 dice, discard lowest
  • Move 10: roll 4 dice, discard 2 lowest

Re: Mercenaries

PostPosted: September 17th, 2014, 11:13 am
by JasonMCM
Daedalus wrote:The females look more like Escorts.

That is because Female Armor Sucks.

Re: Mercenaries

PostPosted: September 17th, 2014, 12:58 pm
by Gold Bearer
Daedalus wrote:The females look more like Escorts.
Well that's a type of mercenary. That's nothing this is my old seer before I stumbled on a decent replacement while I was looking for something else.
Z Seer.jpg
She's still wearing a lot more than the barbarian! It's funny how the best looking one is the one showing the least flesh (alchemist) and the second best is the one showing the second least flesh (shaman). Score for subtlety. I don't care if they look like escorts as long as they look like what they're supposed to be, and I think they do. Ignoring the sex appeal they're good pictures in their own right.

Daedalus wrote:For random movement, I'd suggest some slightly different rolls.

  • Move 6: roll 3 dice, discard highest
  • Move 8: roll 3 dice, discard lowest
  • Move 10: roll 4 dice, discard 2 lowest
I think it would be easier to stick with the old way because it means rolling less dice and it fits in better with the full set of random movement conversions. M1 = lowest of three dice, M2 = lowest of two dice, M4 = one dice, M6 = highest of two dice, M8 = two dice, M10 = highest two of three dice, M12 = three dice.

JasonMCM wrote:
Daedalus wrote:The females look more like Escorts.

That is because Female Armor Sucks.
:) They're not allowed to wear armour, but if they were I'm sure they wouldn't be wearing much of it.

Re: Mercenaries

PostPosted: September 17th, 2014, 1:25 pm
by knightkrawler
Gold Bearer wrote:That is because Female Armor Sucks.
:) They're not allowed to wear armour, but if they were I'm sure they wouldn't be wearing much of it.[/quote]

They can always wear black leather armor.