Reiksguard SpearHere is a new hero in the works for my game. The idea is to have a more defensive hero and to try out abilities that utilize formations or positional bonuses also. The hero has a military background which makes sense for the abilities. Spear types are the hero's weapon (as per my son's request). My wording might not be the best on the abilities, but hopefully it makes sense without diagrams.
BP: 6
MP: 4
Atk: 2
Def: 2
Starting Weapon: Spear
Starting Armour: None
Magic: None
Restrictions: No bows. Can only use the spear, javelin, and halberd. Hold max. 3 javelins.
Abilities:
1. Pincer Attack: An enemy is adjacent to the hero and an ally is positioned on the opposite, adjacent space of the enemy. The hero gains +2A against that enemy.
2. Push Back: An ally is adjacent to the hero and also diagonally adjacent to the enemy. The hero gains +1A against that enemy. If the enemy survives the attack, they are pushed back 1 space. An enemy that is pushed back into another character, wall, or object loses their next turn and stays on the same space. An enemy that is pushed back into an empty space does not lose a turn.
3. Spear Point: An ally is adjacently behind the hero and an enemy is adjacently in front of the hero. The hero gains +1A against that enemy. If the adjacent enemy is killed and there are unused skulls on the combat dice, the next enemy behind the killed enemy is damaged, without defending.
New Armoury Items:
Javelin 100G 3A, thrown only but lost once thrown, Reiksguard Spear only
Spear 150G 2A, can attack diagonally, can be thrown but lost once thrown
Halberd 400G 3A, two handed, can attack diagonally, Reiksguard Spear only
Tower Shield 500G +2D, Reiksguard Spear only
AlchemistWith inspiration from the Alchemist threads on the forum, I made this version of the Alchemist. I was hoping to keep the class fairly simple but still have a discovery mechanic that makes it fun to get new potions.
BP: 5
MP: 5
Atk: 1
Def: 2
Starting Weapon: Dagger
Starting Armour: None
Magic: Alchemy Deck
Restrictions: Same armoury restrictions as the wizard, except they can use leather armour. Can use a shortsword. Cannot use bows.
Abilities:
1. Alchemy: In between quests, the Alchemist chooses up to a total of 6 alchemy potions from their discovered alchemy potions to take with them for the next quest. Unused alchemy potions cannot be saved as they only last for one quest.
◦ The Alchemist can take any number of Common potions and a max 1 of any one Uncommon/ Rare/Very Rare potion.
2. Discovery:
The player would have two piles from the Alchemy deck: A discovered potions pile and an undiscovered pile.
In between quests, the Alchemist rolls CD equal to their MP. 2 white shields discovers an Uncommon potion. 3 white shields discovers a Rare potion. 2 white shields and 1 black shield discovers a Very Rare potion. Multiple discoveries can occur in the same roll of dice.
If a discovery is made, the Alchemist gathers all the cards of that discovered potion type (Uncommon, Rare, Very Rare), removing the already discovered potions, and shuffles them. Take the top card. That potion is now available to the Alchemist to select whenever they select from the alchemy deck.
When the Alchemist encounters a cupboard or cabinet, they roll for discovery when using the search for treasure action.
When the Alchemist encounters an alchemy bench, they roll for discovery and gain an extra 2 alchemy potions when using the search for treasure action.
Potions Deck:
The Alchemist starts with only the Common potions available to choose from. They must discover the other potions.
Alchemy Potions.zip
1. Common:
• Alchemist’s Fire – Thrown, target takes 1BP of damage if they roll a skull on 1CD.
• Smoke Bomb – Thrown, target loses their next turn if they roll a skull on 1CD.
• Vial of Acid – Thrown, target uses -1A on their next turn if they roll a skull on 1CD.
• Potion of Strength – Hero gets +1A on their next melee attack.
2. Uncommon:
• Potion of Fire Breath – Adjacent or diagonal attack, 3A.
• Elixir of Illusion – Enemies attacking the hero roll -1A. Lasts until the hero cannot see any enemies.
• Potion of Stone – Hero negates 1BP damage next time they take damage.
• Sticky Gum – Thrown. The target cannot move on their next turn.
3. Rare:
• Potion of Health – Restore 2BP, cannot gain more BP than your max BP.
• Potion of Poison – Thrown, 2A to target. Target rolls 1CD and becomes poisoned if they roll a skull.
• Incendiary – Thrown, 3A to target. Splash damage of 1A to all adjacent spaces (including diagonal). Characters taking splash damage roll 1A and take damage if they roll a skull.
• Potion of Confusion – Thrown. When the target next attacks, they must roll 1CD. If they roll a white shield, they attack as normal. Anything else on the die results in a failed attack.
4. Very Rare:
• Oil of Sharpness – Hero gains +2A with a bladed weapon until they cannot see an enemy.
• Blast Charge – Use on a closed door to blow it open. Any character behind the door in a straight line takes 2BP damage, undefended. Any characters behind and diagonal (one space) to the door lose their next turn.
• Potion of Invisibility – Hero becomes invisible and cannot be attacked. The effect is lost once the hero performs an action.
• Rejuvenating Salve – If another hero is unconscious and you take the treat wounds action, the unconscious hero is restored to 2BP and does not take a Lingering Wounds card.
DeathwalkerInspired by Frosthaven, I created a Deathwalker hero. This hero is a caster that needs Shadows to cast spells.
BP: 4
MP: 6
Atk: 1
Def: 2
Starting Weapon: Dagger
Starting Armour: None
Magic: Shadow Deck
Restrictions: Same armoury restrictions as the wizard.
Abilities:
The Deathwalker uses Shadows (Shadow Tokens) to cast spells from the Shadow Deck. The Deathwalker starts each quest with 4 Shadows. A max of 5 Shadows can be available to the Deathwalker.
1. Summon Shadows: Shadows are acquired when the hero:
◦ Reduces an enemy’s BP to 0, killing them = 1 Shadow.
◦ Using a card’s ability from the Shadows Deck = amount determined by the card.
◦ Searching a room with a tomb or grave = 1 Shadow.
Shadow Deck:
Shadow Spells.zip
• Apparition: Cost = 2 Shadows. This card can be played when the Deathwalker takes damage. Teleport the hero to any free space within line of sight and take no damage.
• Meld With the Dark: Cost = 3 Shadows. For each Shadow the hero has, including the cost, add +1A to make a melee attack. Discard all Shadows.
• Lingering Rot: Cost = 1 Shadow. This card can be played when an enemy is killed. The Deathwalker immediately makes a melee attack +1A to any adjacent enemy of the killed enemy.
• Call to the Shadows: Sacrificing movement and an action this turn, the hero calls to the Shadows when no enemies are in line of sight. Gain 1 Shadow. Cannot have more than 5 Shadows.
• Rest in Shade: Cost = 1 Shadow. Heal 1BP.Cannot be used on other Heroes.
• Dark Summon: Cost = 2 Shadows. Place a Shadow Beast figure in a free space within line of sight. Only 1 Shadow Beast can be in play. Shadow Beast – 2BP, 0MP, 2A, 2D, 6MV. The Shadow Beast moves on the Deathwalker’s turn.
• Rage of the Shadow: Cost = 1 Shadow, ranged attack, 2A or cost = 2 Shadows, ranged attack, 3A.
• Spirit Circle: Cost = 2 Shadows. All enemies that are within a 3x3 radius, centered on the Deathwalker, must roll 1A. If a skull is rolled, the enemy loses 1BP. Lasts for 2 of the hero’s turns, including this one.
• Shadow Step: Cost = 1 Shadow. The Hero can walk through enemy spaces this turn.
New Armoury Items:
Spirit Totem 400G Allows the Deathwalker to use Lingering Rot without direct line of sight. Only walls, closed doors, and building structures block line of sight.
Ritual Dagger 120G 2A, if 2CD land on a black shield, the Hero receives 1 Shadow, Deathwalker only.
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