• Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

The Far East - Samurai, Ninja, Shaolin Monk & Daoist Priest

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

The Far East - Samurai, Ninja, Shaolin Monk & Daoist Priest

Postby Gold Bearer » April 6th, 2018, 4:56 pm

You are the Samurai, highly trained in martial combat in both offensive and defensive techniques. You favour solidity and close combat over mobility and ranged combat but you are well trained with all manner of weaponry. You are also able to adapt to different situations to increase your chances of a successful combat.

Samurai
Race: Human. Class: Samurai. Equipment: Sword, Padded Armour.
Movement: :roll6: :roll6: (Lowest two of three when in a Stance).
Attack: :skull: :skull:
Defend: :whiteshield: :whiteshield:
Body: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart:
Mind: :blueorb: :blueorb: :blueorb:

  • At the start of your turn you can choose to go into an Offensive or a Defensive Stance, in either Stance you're movement is reduced to a maximum of the lowest two of three dice (six if you're using set movement rates), in an Offensive Stance you have +1 dice in melee attacks and -1 defence dice against melee attacks until the start of your next turn and in a Defensive Stance you have -1 dice in melee attacks and +1 defence dice against melee attacks until the start of your next turn.

Veteran
  • Black shields are counted when defending melee attacks.
Master
  • Black shields are counted when making melee attacks.
Legend
  • Black shields are counted twice when making melee attacks and defending melee attacks.


You are the Ninja, deadly and silent. You are able to use your mystical powers and heightened senses to evade attacks or avoid being seen altogether and can even teleport over short distances. You reject all forms of armour, preferring mobility and using your supernatural levels of stealth to strike from the shadows.

Ninja
Race: Human. Class: Ninja. Equipment: Five Ninja Stars, Sword, Dagger.
Movement: :roll6: :roll6: :roll6: - Highest two.
Attack: :skull: :skull:* - Can attack diagonally with one dice (Dagger).
Defend: :whiteshield:*
Body: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart:
Mind: :blueorb: :blueorb: :blueorb: :blueorb:

  • You can move before and after using your main action but can't increase your total movement.

  • When you're physically attacked roll a dice for every skull the attacker rolled before you defend, if any of them are black shields you Evade the attack.

  • At the start of your turn you can choose to go into Stealth until the beginning of your next turn, you use the lowest of three dice for movement and when you're targeted by an attack or spell (doesn't apply to spells that effect an area) the attacker rolls one standard dice and if they roll above their MP you roll one dice for every dice the attacker rolled before you defend, if any of them are either shield you Evade the attack, if they rolled equal to or under their MP use your standard Evasion rule.

  • When you roll for movement the lowest of the three dice can be used to Teleport to an available square in range in the same room or corridor as a free action as part of your movement but this can't be used to increase your overall movement, you can't Teleport while you're in Stealth.

  • If you roll all black shields in an attack then they count as undefendable hits.

  • A Ninja Star can be used to make a throwing attack with one combat dice and a white shield can be rerolled once.

  • Roll a combat dice when you set off a trap, on a white shield it's revealed and doesn't trigger and on a black shield it does trigger but you can move to directly adjacent square if there's one available to avoid the trap.

  • You never fail a standard jump and make a long jump on anything other than a black shield.

  • You are unable to use two handed melee weapons or any type of shield or helmet or wear any type of armour.

Veteran
  • You can throw two Ninja Stars if you don't move.
  • You use the lowest of two movement dice when in Stealth.
  • If you don't roll any white shields in an attack then black shields count as undefendable hits.
  • When you roll for movement the lowest of the three dice can be used to Teleport to an available square in range in the same room or corridor as a free action as part of your movement, you can't Teleport while you're in Stealth.
Master
  • You can throw two Ninja Stars if you move no more than half rate.
  • You roll one movement dice when in Stealth.
  • If you don't roll any white shields in an attack then skulls instead of black shields count as undefendable hits.
  • When you roll for movement the middle of the three dice can be used to Teleport to an available square in range in the same room or corridor as a free action as part of your movement, you can't Teleport while you're in Stealth.
Legend
  • You can throw three Ninja Stars if you don't move.
  • You use the lowest two of three movement dice when in Stealth.
  • If you don't roll any white shields in an attack then skulls and black shields count as undefendable hits.
  • When you roll for movement the highest of the three dice can be used to Teleport to an available square in range in the same room or corridor as a free action as part of your movement, you can't Teleport while you're in Stealth.


You are the Shaolin Monk, you live and breath martial arts. You dislike using bulky weapons or any kind of armour but your physical training allows you to strike hard and channel you Qi into your attacks as well as anticipate and evade enemy strikes while you mental training allows you overcome hostile magic.

Shaolin Monk
Race: Human. Class: Shaolin Monk. Equipment: Staff.
Movement: :roll6: :roll6: :roll6: - Highest two.
Attack: :skull: :skull: - Bonus included, can attack diagonally (Staff).
Defend: :whiteshield:*
Body: :redheart: :redheart: :redheart: :redheart: :redheart:
Mind: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb:

  • You attack with an extra combat dice in melee.

  • You can make an empty handed Qi Strike using one combat dice that can't be defended.

  • When you're physically attacked roll a dice for every skull the attacker rolled before you defend, if any of them are white shields you Evade the attack and if any of them are skulls and it's a melee attack you also get a Counter Strike, you immediately make an out of turn melee attack or Qi Strike if you can reach the attacker.

  • When an enemy spell is cast you can choose to ignore its effects but you roll a combat dice and loose 1BP on a skull and 1MP on a black shield.

  • Roll a combat dice when you set off a trap, on a white shield it's revealed and doesn't trigger and on a black shield it does trigger but you can move to directly adjacent square if there's one available to avoid the trap.

  • You fail a jump on a black shield instead of a skull and successfully make a long jump on either shield.

  • You are unable to use any type of shield or helmet or wear any type of armour and can only use a two handed melee weapon if it's a Pole-Arm.

Veteran
  • When making an Evasion roll you roll one dice for every skull and black shield rolled in the attack.
  • You can make an empty handed Qi Strike using one combat dice that can't be defended and a black shield also counts as a hit.
  • You can attack with two one handed melee weapons without the bonus attack dice if you don't move.
Master
  • When making an Evasion roll you roll one dice for every skull and white shield rolled in the attack.
  • You can make an empty handed Qi Strike using one combat dice that can't be defended and a black shield counts as a hit and forces the target to lose their main action on their next turn.
  • You can attack with two one handed melee weapons without the bonus attack dice if you move no more than half rate.
Legend
  • When making an Evasion roll you roll one dice for every dice rolled in the attack.
  • You can make an empty handed Qi Strike using one combat dice that can't be defended and a black shield counts as a hit and forces the target to miss their next turn.
  • You can attack with two one handed melee weapons with the bonus attack dice on one of the attacks and without a movement penalty.


You are the Daoist Priest. Through intense meditation you have come to realise that mind, body and spirit are entwined and use this enlightened knowledge to channel mystical energies and renew yourself and your comrades. You are also a well trained martial artist who knows how to turn offence into defence.

Daoist Priest
Race: Human. Class: Daoist Priest. Equipment: Magician Staff.
Movement: :roll6: :roll6:
Attack: :skull: :skull: - Can attack diagonally (Staff).
Defend: :whiteshield: ( :whiteshield: )*
Body: :redheart: :redheart: :redheart: :redheart: :redheart:
Mind: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb:
Spirit: :greenorb: :greenorb: :greenorb: :greenorb: :greenorb:

  • One SP can be transferred to your BP or MP during your own turns.

  • When your BP and/or MP is restored and it would be enough to take you above your maximum any excess can be used to restore your BP or MP but this can't take you above your maximum of either.

  • You can use your main action to transfer one of your BP or MP to a directly adjacent target at the cost of 1SP but this can't take the target above their maximum.

  • You are a level 0 Magician, allowing you to use Magician only items such as Scrolls.

  • You defend with an extra combat dice against melee attacks when using any type of sword or staff.

  • When an enemy spell is cast you can choose to ignore its effects but you roll a combat dice and loose 1BP on a skull, 1MP on a white shield and 1SP on a black shield.

  • You are unable to use any type of shield or helmet, can only wear armour that can only by used by a Magician and can only use a two handed melee weapon if it's a Pole-Arm.

Veteran
  • You start each Quest with 6SP.
  • Any amount of SP can be transferred to your BP and/or MP during your own turns.
  • When your BP and/or MP is restored and it would be enough to take you above your maximum any excess can be used to restore your BP, MP and/or SP but this can't take you above your maximum of any or restore a greater total amount of points.
  • You can use your main action to transfer any amount of either your BP or MP to an adjacent (including diagonally) target at the cost of 1SP per BP or MP transferred but this can't take the target above their maximum.
  • You start each Quest with one random Divine (the three Japanese spells) spell, the spell isn't discarded when cast but casting a spell costs 1SP, casting is a separate action (spells from scrolls are still cast using your main action) so it doesn't prevent you from performing another action.
Master
  • You start each Quest with 7SP.
  • Any amount of SP can be transferred to your BP and/or MP at any time except during the turns of individual Monsters.
  • When your BP and/or MP is restored it can be used to restore your BP and/or MP freely and if it would be enough to take you above your maximum then any excess can be used to restore your SP but this can't take you above your maximum of any or restore a greater total amount of points.
  • You can use your main action to transfer any amount of either your BP or MP to a target in the same room or corridor at the cost of 1SP per BP or MP transferred and can transfer up to the same amount of the other at no cost but this can't take the target above their maximum of either.
  • You start each Quest with two random Divine spells, spells aren't discarded when cast but casting a spell costs 1SP, casting is a separate action (spells from scrolls are still cast using your main action) so it doesn't prevent you from performing another action.
Legend
  • You start each Quest with 8SP.
  • When your BP and/or MP is restored it can be used to restore your BP, MP and/or SP freely but this can't take you above your maximum of any or restore a greater total amount of points.
  • You can use your main action to transfer any amount of your BP and/or MP to a target in sight or in the same room or corridor at the cost of 1SP but this can't take the target above their maximum of either.
  • You can use 1SP to reroll one dice of any roll, only one dice of any roll can be rerolled.
  • You become a level 1 Magician and start each Quest with the Divine spell set, spells aren't discarded when cast but casting a spell costs 1SP, casting is a separate action (spells from scrolls are still cast using your main action) so it doesn't prevent you from performing another action.
Last edited by Gold Bearer on April 10th, 2018, 6:20 pm, edited 11 times in total.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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!
Gold Bearer

Crossbowman
Crossbowman
 
Posts: 1723
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Advertisement

Make a small donation to Ye Olde Inn!

Donate via Paypal

Every cent received goes toward Ye Olde Inn's maintenance and allows us to continue providing the best resources for HeroQuest and Fantasy Gaming fans.

Re: Far East - Shaolin Monk & Daoist Piest, Ninja & Samurai

Postby Jazzdrummer » April 6th, 2018, 10:43 pm

Excellent work man. I can't wait to try these guys out as well as your samurai and ninja. I look forward to seeing how creative you get with them.


Rewards:
Created a Hot Topic.
User avatar
Jazzdrummer

Chaos Warrior
Chaos Warrior
 
Posts: 108
Joined: May 19th, 2014, 7:45 am
Location: North Carolina
Forum Language: English (United States)
Hero:
Usergroups:
Champion Group Member

Re: The Far East - Samurai, Ninja, Shaolin Monk & Daoist Pri

Postby Gold Bearer » April 8th, 2018, 1:01 pm

Cheers Jazzdrummer, really looking forward to hearing how you get on with them.

Edit:
Samurai and Ninja now done. The samurai's much simpler than the other three, simple is always better but not at the expensive of losing the coolness of the skills. It's just that this one does what I want very simply and it's a nice balance the other three more skill heavy members of this group. I think the ninja's rules should work quite well.

I think the priest was a bit weak so I've allowed light armour for an extra defence dice and the ability to heal other characters as well as BP/MP overflow skills. It looks rule heavy but nearly all of the progression skills are just an improvement to existing ones. Progression skills can be hidden from the players until they reach that level if you think they'll be too much to take in, it might actually be more exciting for them that way anyway.

Thanks to Cynthialee for the idea of using an offensive or defensive stance and thanks to Jazzdrummer for the trap avoiding skill. |_P

Edit:
Ninja's teleport altered slightly and it can now be used from the start and also added move-attack-move because a ninja really should have that ability.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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!
Gold Bearer

Crossbowman
Crossbowman
 
Posts: 1723
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: The Far East - Samurai, Ninja, Shaolin Monk & Daoist Pri

Postby Jazzdrummer » April 9th, 2018, 10:35 am

This is great stuff Gold. I've started Kellar's Keep and will add in some of these guys as I go. Very well thought out and, most importantly, thematic.


Rewards:
Created a Hot Topic.
User avatar
Jazzdrummer

Chaos Warrior
Chaos Warrior
 
Posts: 108
Joined: May 19th, 2014, 7:45 am
Location: North Carolina
Forum Language: English (United States)
Hero:
Usergroups:
Champion Group Member

Re: The Far East - Samurai, Ninja, Shaolin Monk & Daoist Pri

Postby Gold Bearer » April 10th, 2018, 6:27 pm

Cheers. Couple of minor improvements, the Qi strike improves through the level ups now so it's much cooler as it should be and doesn't become a redundant skill later on and the Japanese spells aren't discarded when they're cast so they work more like they do in the Japanese version but the priest can't wear light armour now so a maximum of four defence dice with bracers and a cloak of protection. That should be it now for these four, Shaolin's my favourite I think.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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!
Gold Bearer

Crossbowman
Crossbowman
 
Posts: 1723
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member

Re: The Far East - Samurai, Ninja, Shaolin Monk & Daoist Pri

Postby MadMickyG » April 20th, 2018, 6:08 pm

Stances hey? Sounds familiar. ;)

Nice looking classes Gold.

Just wanted to point out that monks are trained in a multitude of weaponry. But you need to have a few limits, otherwise they become too strong.
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:
Created a Hot Topic.
User avatar
MadMickyG

Necromancer
Necromancer
 
Posts: 334
Joined: December 1st, 2014, 7:54 am
Location: Gold Coast QLD Australia
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Artists Group Member Champion Group Member

Re: The Far East - Samurai, Ninja, Shaolin Monk & Daoist Pri

Postby Gold Bearer » April 26th, 2018, 9:33 am

Yea I know but a battleaxe wielding monk just doesn't work for me. They're trained in a wide variety of eastern weapons, including double handed weapons, but I don't think that would carry over to European style big weapons.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Expanded Combined Spells: viewtopic.php?f=38&t=4296

A psychedelic substance occasionally causes psychotic behaviour in people who have not taken it. - Terence McKenna
DMT - The Spirit Molecule: https://www.youtube.com/watch?v=fwZqVqbkyLM


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!
Gold Bearer

Crossbowman
Crossbowman
 
Posts: 1723
Joined: June 4th, 2012, 4:21 pm
Forum Language: British English
Hero:
Evil Sorcerer: Morcar
Usergroups:
Adventurers' Guild Group Member Champion Group Member


Return to Heroes

Who is online

Users browsing this forum: No registered users and 1 guest