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Character Kits

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Re: Character Kits

Postby Templar » November 7th, 2012, 2:23 am

Enchanters

Class: Elf

Battlemage
Attack: 2
Defence: 2
Body: 6
Mind: 4
May take one spell group.

Bounty Hunter
Bounty Hunter.JPG

Advantages:
- May take one spell group.
- Allways counts skulls and black shields as hits when using a shooting weapon.
- Moves 2D6+1 squares.
Disadvantages:
- May only take two of the spells from his chosen spell group.
- May only use armour without advanced rules.
- -1 mind point.

Illusionist
Illusionist.JPG

Advantages:
- May take one spell group.
- May move freely over squares that would otherwise be disallowed or in other ways hinders movement BUT this does not apply for traps or furniture that hinders line of sight. If the illusionist uses this advantage an ends his movement in such a way that he can attack an opponent, he may conduct TWO attack actions.
- Has access to the spell Magical Mirror, that may be cast up to five times each quest: ”This spell can target the illusionist himself. He may may then choose a visible square up to two squares away. The evil wizard must treat this square as if the illusionist is immideately moved there, and must thus place any visible furnitures and monsters from that square. However, none of the monsters placed may be activated, as per the rules for unattentive monsters.”
- May use armour that otherwise is only usable by a Mage.
Disadvantages:
- May only use weapons that can be used with a shield.
- Moves 1D8+2 squares.
- May only take one of the following spell groups: Air, Light, Water.
- May not use armour that affects movement.
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Re: Character Kits

Postby Templar » November 19th, 2012, 12:22 pm

Temple Guard
Temple Guard
Attack: 1
Defence: 3
Body: 5
Mind: 5
May take one spell group.

Avenger
Avenger.JPG

Advantages:
- Before her first mission, the Avenger must shoose a monster type as her preferred enemy. The choice is permanent and will be assosiated with the character from then on. The Avenger will always reroll misses against this monster type.
- Always counts black shields and skulls as hits when attacking with a weapon that allows for diagonal attacks.
- Can buy steel crossbows from the armoury: ”The steel crossbow allows you to roll four combat dice in attack BUT you must give up one of your movements before you may use the steel crossbow again. You may not use the steel crossbow against an opponent who is adjecent or diagonally adjecent to you You may not use a shield when using the steel crossbow. Costs 450 gold coins Weapon May only be used by an Avenger.”
Disadvantages:
- May not use situationally dependent pieces of armour.
- -1 mind point.
- May only take two random spells from her chosen spell group.

Holy Warrior
Holy Warrior.JPG

Advantages:
- Always ignores one hit when she is the victim of a normal attacks.
- If the holy warrior uses her basic weapon she rolls an eight sided die simultaneously with the attack roll. If the result is 1-2, a normal attack is performed. If the result is 3-4, the target rolls one less die in defence to a minimum of 1. If the result is 5-6, the holy warrior may perform a bonus attack agianst the same or a different target (without the 8-sided die). I the result is 7-8, the amount of hits rolled are quadrupled.
- +1 body point.
- Moves 2D6+2 squares.
- May perform an attack in the middle of a movement, and may then finish the movement. This attack is counted as the action of the turn.
Disadvantages:
- May not use armour.
- May only take one of the following spell groups: Air, Light, Water, Fire, Earth, Wilderness.
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Last edited by Templar on December 25th, 2012, 6:39 am, edited 3 times in total.
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Re: Character Kits

Postby Daedalus » November 23rd, 2012, 5:51 pm

That is one dizzying array of Hero options. I'm amazed at how you find new ways to express abilities with dice. Though it might mess with the concept, one thing I'd like to see is to have some of the lengthier descriptions leaned down. For instance, the Bounty Hunter description is very economical. It makes for a good read and can fit onto a Hero Card easily. Something like the Skald feels overloaded in comparison.

Of course don't take my critical comments too seriously, as HQ fans tend to get reactionary when the rules are expanded outside of the (overly) simplistic formula. It's easy to tear down, but the real work on this forum is accomplished with creative efforts like your character options. Cool work.
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Re: Character Kits

Postby Templar » December 11th, 2012, 6:07 am

|_P Thanks! I still have more kits to post (all mages are yet to be done) but I'm just finishing up my Masters thesis, and have been crazy busy the last month, so they wont be ready for a while...

You are right about the lengthy descriptions. The text that reads now are basically what I envision for the kits, but they should be shorten-able (is that a word??) at least to some extent. One thing that might help is to streamline the "X-times per quest" advantages so that only a few lines would be needed to set them apart. Also, kits with special equipment availible to them should have corresponding equipment cards to go with the kit, which would significantly cut down on text space.

I will look into it when I find the time :mrgreen:
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Re: Character Kits

Postby Templar » January 18th, 2013, 5:14 pm

Runesmith
Runesmith
Attack: 2
Defence: 1
Body: 6
Mind: 3
Has access to Runes


Experimentor
Experimentor.JPG

Advantages:
- May use armour that otherwise is only usable by a Mage.
- When striking a power rune, roll a combat die. If a skull is rolled the power rune is struck with double effect. If a white shield is rolled nothing happens and the action is lost. If a black shield is rolled, nothing happens, the action is lost, and in addition no action may be taken the following turn and you may not try to strike that rune again this quest.
Disadvantages:
- May only use weapons that can be used with a shield.
- May not use shooting weapons.


Fanatic
Fanatic.JPG

Advantages:
- Can by Warhammers from the armoury: ”The warhammer allows you to roll two combat dice in attack. Enemies attacked with the warhammer rolls two less defence die to a minimum of one. Costs 250 gold coins. Weapon. May only be used by a fanatic.”
- May use two warhammers at the same time instead of using a warhammer and a shield. When he does this he may attack twice, but only white shields counts as hits in attack rolls.
- +1 defence.
- The fanatic may at the beginning of a turn in which an enemy is visible, up to five times every quest, choose enter a state of trance. If he does, the following applies:
> The fanatic rolls one additional die in defence. He also defends with both white and black shields.
> The fanatic rerolls all attack dice that results in misses.
> The fanatic rolls one die less for movement.
> The trance ends when there are no more enemies visible
Disadvantages:
- May not use other armour pieces than shields and helmets.
- Only has access to Power Runes.
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Evil Sorcerer: Morcar
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