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werewolf hero

Discuss the creation of new Heroes and share Heroes you've created.

Re: werewolf hero

Postby mitchiemasha » December 16th, 2017, 4:23 pm

If there's nothing to attack when rolling the 6 (5+ for 4 Mind), the hero can move the dice but once something is in range, the hero will lose it. From that space is where the range starts. A hero would need to move carefully when sensing that smell is getting too much for them. Remember they can still smell at distance, it just when they get too close, when too excited. Adding this to the mod opens up more control to use it effectively.

If used for character it would need High Mind. If as a curse, this is bad news for the barbarian. He's going to need a Talisman to not have to put him down. Which for those who use this to give the Wizard an extra spell set, a good way to nerf him for a few quests. UK Talismin gives 2M not 1.


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mitchiemasha

Halberdier
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Re: werewolf hero

Postby mitchiemasha » January 19th, 2018, 12:53 am

So here's my Werewolf mod as written

"Werewolf: If 1Md6 is higher than your Mind, Melee
everything attackable in reach, the other Md6 Arc.
If nothing to attack, move as normal but be careful,
the smell of anything too close, in your arc during your
move, will be too much to control, you will attack"

as featured here Character Creation


Rewards:
Destroyed a Zombie! Encountered a menacing Chaos Warlock!
Prince
mitchiemasha

Halberdier
Halberdier
 
Posts: 1473
Joined: August 14th, 2014, 2:05 am
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Champion Group Member

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