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I was thinking about making a Monk hero class.

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

Re: I was thinking about making a Monk hero class.

Postby Phoenix » Monday October 13th, 2008 1:48am

Actually, i'm a moron... That isn't it. I currently don't have a pretty package for my advanced rule-set... As of right now it is located here. It's in a .doc format.

Feel free to ask any questions for clarifications or to make comments.
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Re: I was thinking about making a Monk hero class.

Postby drathe » Monday October 13th, 2008 1:33pm

Phoenix wrote:Perhaps this could be changed to:
Base ability: Punch/Kick - 1 Combat each (can attack 2 different or same opponent(s))


I like this idea. It also goes well with the addition of brass knuckles and spiked boots. If the Monk can only afford the one, then they can choose which monster to kick, or punch for the extra combat die.

Phoenix wrote:Ability: Focused Mind - Gives an additional combat die in attack


Should this be at the expense of a Mind Point?


Now there's a whole lot of great ideas flowing in this thread. Ideas that may not fit well with a Monk might fit better with another new class. Brainstorming helps the evolution of great ideas. Keep up the good work everyone!


Phoenix, you do have a nice preview of your Imperial Academy, you still have a link to it to share? I know I still have the copy I nabbed.

EDIT: Found it!
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Re: I was thinking about making a Monk hero class.

Postby Milk » Tuesday October 14th, 2008 9:56pm

Phoenix wrote:Perhaps this could be changed to:
Base ability: Punch/Kick - 1 Combat each (can attack 2 different or same opponent(s))
Brass Knuckles: Punch gives 2 Combat dice
Spiked Boots: Kick gives 2 combat Dice


I think this is a rather novel idea setting specific weapons or weapon-like items to specific combat abilities.
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Re: I was thinking about making a Monk hero class.

Postby JasonMCM » Monday March 31st, 2014 12:03pm

So here I go necroing the oldest post in the New Heroes section, but I have me a Monk to share and believe that new threads are only for 'new' topics. :D
I don't have a pretty hero card as of yet, but may make one if I ever have time (and someone actually will be playing said monk.)

Monk
Stats
BP: 5
MP: 5
Movement: 2 red dice
Attack: 1
Defense: 2
Starting gear: Staff
Gear restrictions: Unable to use the Battle Axe. Unable to use any armor.
Skills:
Defensive Combat: When performing an attack action you may reduce your attack strength by any number of dice, if your attack strength is reduced to 0 you do not roll an attack but the action is still spent. Until your next turn increase all defense rolls you make by this number of dice.
Quick Strikes: When attacking you may attack multiple enemies instead of just one. Divide your attack dice however you see fit among monsters that you could normally attack. The monsters defend as normal.

Please let me know what you think. (And no one is allowed to mention the Orc's Bane as its ambiguousness along with additional targets that could possibly not be orcs would explode my brain. :geek: )
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Re: I was thinking about making a Monk hero class.

Postby Gold Bearer » Monday March 31st, 2014 3:10pm

Nice. Here's mine as he stands at the moment:

Monk: A3/ D2 S8 B5 M5 L0M
Race: Human. Class: Monk. Equipment: Staff.
Special Rules: Gets +1A with all melee weapons in hand to hand combat. Can't use shields or helmets or any type of armour accept for Bracers. Magic Aura means you defend with two combat dice as standard. Roll a combat dice at the start of your turn if you've lost any BP or MP, on a white shield you heal 1MP and on a black shield you heal 1BP.
Veteran: One Fate point.
Master: Two more Fate points.
Legend: Can heal 5BP and/or MP of his own or anyone he's directly adjacent to per Adventure instead of attacking, healing any amount at a time. You can heal between Adventures but your then using up your quota for the next Adventure.

He's a weapons expert martial arty type monk like the OPs. That healing ability might be a tad OP (the other OP). One in three chance of healing a BP every turn. Can't use hardly any armour though and only 5BP, so maybe.

JasonMCM wrote:Please let me know what you think. (And no one is allowed to mention the Orc's Bane as its ambiguousness along with additional targets that could possibly not be orcs would explode my brain. :geek: )
You could just reword it to say that it gives an additional attack with two combatdice against if you're attacking an orc to keep it simple.


Edit: For the Quick Strikes skill can you attack, move and then attack again? I take it you can, but it would also make sense if you couldn't. You could also allow him to break up his movement as well so he doesn't have to start next to a target to attack more than one (assuming they're not positioned just right). Nice skills by the way. They're simple. I may have to steal them for items one or two of my more combat orientated heroes if that's okay.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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Re: I was thinking about making a Monk hero class.

Postby JasonMCM » Monday March 31st, 2014 4:51pm

Gold Bearer wrote:For the Quick Strikes skill can you attack, move and then attack again?

Not in the way I do turns. :D (Anyone else is free to do it as they see fit.)

As follows is JasonMCM's rules for unit turns
    Each unit has 2 phases to its turn. (Unless extra are granted by an artifact or spell.)
    There is no set order to the phases, but each one must be completed in full before another can start.
    The two phases are the Movement Phase and the Action Phase.
    At the start of a turn all rolls for movement phases are rolled. If a movement phase is added mid turn roll for that movement phase immediately.
    The actions that you can do during your action phase are as follows; Attack, Cast a Spell, Disarm A Trap, or Search for ONE of the following (Traps, Doors, or Treasures).
    Spells and effects like the one generated by swift wind give an additional Movement Phase to a unit to be used before the end of that unit's next turn.
    The heroic brew gives an extra action phase that can only be used to attack that must be used by the end of that unit's turn.
    The Orc's ban gives an extra action phase that can only be used to attack one or more orcs only if the first action phase was used to attack at least one orc.
    The wand of magic gives an extra action phase that can only be used to cast a spell if the first action phase is used to cast a spell.

First time I have ever written that down, so if anything doesn't make sense I have probably just wrote my thoughts down poorly. (This didn't originate entirely in my own head either, I borrowed the meat and potatoes of it from one HQ site or another... Allied Hero Quest maybe?)

To make a long post longer, With the above rules Quick Strikes can only be done before or after a move on a normal unaltered turn. :D
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Re: I was thinking about making a Monk hero class.

Postby Daedalus » Monday March 31st, 2014 5:54pm

It's been a while for me, but your action system reminds me of Slev's HeroQuest Revised revision.
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Re: I was thinking about making a Monk hero class.

Postby JasonMCM » Monday March 31st, 2014 8:08pm

Daedalus wrote:It's been a while for me, but your action system reminds me of Slev's HeroQuest Revised revision.

It could be that, I know that I have read that one too...
Darn now I'm going to have to scour the interwebs to figure out who birthed that idea. :D
At least everyone knows that it isn't originally mine so they won't try and give ME the credit for it.
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Re: I was thinking about making a Monk hero class.

Postby Count Mohawk » Monday March 31st, 2014 8:47pm

Slev's not too hard to find, his website is the first result if you Google "Hero Quest Revised". There's a hugenormous, 800-post, 7-year-running topic about the system and his 12-Quest-Pack epic on Old Scratch forum, if you care to look there. He's taken down most of the materials in preparation for the final push to release the finished product, but I have copies of all his custom cards and Quests, if you want them.


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Re: I was thinking about making a Monk hero class.

Postby Gold Bearer » Wednesday April 2nd, 2014 12:37pm

JasonMCM wrote:
Gold Bearer wrote:For the Quick Strikes skill can you attack, move and then attack again?

Not in the way I do turns.
I'd make am exception for that skill so that he can attack before and after moving, or it will only be useful if there's at least two monsters next him at the start of his turn or if they happen to lined up with one empty square between them.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

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