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posticon ISLAND WARS, Long, long ago, in a world far, far a way... a STAR WARS mockup in a Warhammer World


All perversions and misrepresentations of names fully intentional. The story will be patterned after the Star Wars stories (the property of Lucas Films, and no challenge to such rights is here intended). However, there may be many inaccuracies and incongruous comparisons. Also, the story line may be changed to help provide variety and to give the game a life of its own within the Warhammer setting.

Please check the replies to this topic for my custom characters that will be adventuring in this game. All four slots filled : Dari as Jedi (Jaedai), Grogling as Rogue-Smuggler, Mick as Dwarf Engineer, and Eku as Sea Elf Princess

Intro:

Long, long ago in a Warhammer World far, far away...

An evil Empire of Chaos, death and corruption holds nearly unchallenged control over the entire huge world. A massive ocean, or sea, covers the entire world, dotted with thousands upon thousands of islands, of all sorts of sizes, inhabitants, and climates. Many islands are one-isle nations, while many others are grouped together to form single nation states, but over them all is the mighty iron hand of the empire.

The evil empire reigns supreme having a chokehold on the freedoms of all the island peoples and literally enslaving many of the peoples of the "lessor races". The Mighty Imperial Naval Fleet dominates the sea, preventing free trade between the isles or greatly diminishing it through high taxes. Many self-motivated sea captains have taken to the lucrative though questionable employment of smuggling goods under the Empire's very nose.

The Empire has built a very powerful super weapon, the Death Island, a floating artificial island that is supposed to be capable of destroying entire islands and even island groupings with one mighty blast of its Death Cannon. A very degrading method was used to construct the weapon: thousands of dwarfs were forcibly subjugated to slave labor!

In the midst of this chaos, malevolence, and corruption, small forces of the formerly socalled "civilized races" have banded together to form an organized Rebellion. Though their resources are limited and numbers small compared to the Empire, they have fighting spirit and very skilful warriors. Even this though seems of negligible help when faced with the controlling, overpowering Dark Side of the Force on the side of the Empire, since the Jaedai, the once powerful champions of the Light Side of the Force, have all been hunted down and executed -- with the minor exception of a handful that are presumed dead (missing in action).

The evil Emperor, Impalpable, a most powerful Lord of Chaotic Change has commissioned his apprentice and executioner, the powerful Vampire Lord Dark Invader, to take care of a matter of some importance: the Rebellion has somehow obtained the plans for the construction of Death Island. This giving the remote possibility that they may discover a means by which it might be destroyed, Lord Invader must apprehend the perpetrators and recover the plans.

And, this is where the story begins: Near the out-of-the-way desert island called Tattleton, a diplomatic vessel, the ____ (name to be created), is making its steady progress across the great ocean world toward a distant island, when the flagship of Lord Invader, the Executioner a great Island Destroyer, hoves into view, more quickly traversing the great sea and closing upon the much smaller vessel.

The Island Destroyer's mighty guns are silent as Lord Invader desires personally to board the ship and apprehend the person he believes to be smuggling the illegally-gotten Death Island plans, her name, Princess Cita from the great artistic and peace-loving Ilse of Aldranean. Therefore, the great ship grapples with the much smaller ship and begins to reel it into one of its many small ship ports, for easy boarding.


When the game begins, the Sea Elf Princess shall have a battle aboard her vessel, having Rebellion NPCs as her allies. I will let the other players command some of the rebel forces (just for fun!). Those forces will surprisingly be orcs, goblins, and dark elves, showing that in this far-flung Warhammer world races are actually working at getting along with one another. They will have to defend against Lord Invader himself and countless numbers of his Skeletroopers.

Stay tuned! Return here for updated info on the game creation process and for the four custom characters' documentation.

Custom Character Classes in brief:


Jaedai (Played by Dari) -- a wizard-like warrior with much more fighting skill, fewer wizard spells and has special Force powers (as spells). He will have a Power Sabre with special Sabre Skills. A fighter and healer. He will be faced with many important decisions between using his metaphysical powers OR his physical prowess OR some sort of compromise (or balance) between the two. (A normal wizard will be tweaked into this character.)

Sea Elf Princess (Played by Eku)(a modified version of my new Sea Elf) -- Good at shooting, survival and negotiation (A female Elf Ranger Knight will become this princess.)

Rogue/Smuggler(Played by Grogling) -- sort of an outlaw type character who is good at shooting, piloting a vessel (as captain, of course, whenever possible), and pulling all sorts of neat fighting tricks (i.e. rough-housing). (A Witch Hunter will be made into a Rogue-Smuggler for this game.)

Dwarf Engineer (played by Mick) -- a dwarf with an attitude, great crossbow skills (comes with a modified pistol crossbow), and a knack for mechanical things (A Fire Wizard is being transformed into this character emoticon)

Of the above four characters, the Jaedai will be the most complicated.

Last edited by OldWarrior, 19/Jul/2006, 3:01 am


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Re: ISLAND WARS -- Jaedai Basic Rules


I just added the available beginning Force Powers for the Jaedai in this edit. Also, the detailed beginning Force Power Descriptions will appear in a reply to this post.

More editing will likely occur, but this should give the reader a good idea of what this warrior will be like. Note: the Jaedai should be failry good at healing, but have little or no actual Wizard's attack spells. Even the "steal the enemies wounds to heal the good guys" types of spells will be off limits to the Jaedai.

The Jaedai
Not yet completed, but here is alot of the basic rules. The method and tables for beginning Force Powers (spells) is yet to be created, since the entire Force Powers list is still being developed (or spell book).

Title: Jaedai Padawan
Wounds 1D6+8
Move 4
Weapon Skill 3
Ballistic Skill 5+
Strength 3
Toughness 3(4)
Initiative 4
Attacks 1
Pinning Roll 4+
Beginning Power (Tokens) 2D6


WEAPON
Power Sabre
This is the Jaedai's (and the Saedith's) weapon of choice with which he constantly practices. It does normal damage of 1D6 + Strength (3). But, see under Skills for other advantages depending upon the choice of a beginning style. The Power Sabre is made of special purified metals forged with great skill, heat and magical powers, giving it superior balance, perpetual sharpness and magical properties. It has been said that this blade can slice through armour and non-magical weapons (maybe so, if certain skills are aquired), and that it is able to help the force-using wielder to more accurately combat insubstantial foes. It counts as a magical weapon and may accurately be used against daemons, Greater Daemons, and ethereal beings. (See Power Sabre section for Sabre Skills at higher levels.)

CLOKE
Heavy Cloak
+1 Toughness.
(This is NOT armour, and may be worn by a Wizard.)

SKILLS

Deflection (6+) (a Force/Sabre Skill)
This allows the Jedi to "deflect" incoming missiles (projectiles) of a physical nature on a 6+ (5+ as Knight, 4+ as Master and Lord). Deflection is his ability to anticipate projectiles before they hit (while using Power Sabre only -- works against all solid projectiles -- not effective against area effect, fire or magic). This is not to be confused with the Parry skill (which only applies to melee attacks).

If a missile is successfully deflected there is also a chance that it will turn back to strike the one that fired it. Roll 1D6 for each deflected missile, on 5+ as Padawan (4+ as Knight and Master, and 3+ as Lord), the missile is returned and inflicts the same damage upon its shooter as it would have caused on its target.

Power Sabre Style (Choose your style.): The Jaedai must choose a beginning sabre style, either Aggressive or Defensive, which will remain with him for his entire career (mostly). Before choosing, it may be good to review the available Sabre Skills for leveling up. No less than six (3 for each style) of those skills will be enhanced by one style or the other.

If he chooses the Aggressive style, the Power Sabre cause +1 damage on a successful to hit roll AND on a natural 6 to hit, the damage ignores all non-magical armour.

If he chooses the Defensive style, he has the Parry 6+ skill versus all incoming melee attacks; meaning that if a melee attack actually hits him, he rolls 1D6 and on a roll of 6 the blow is parried by his Power Sabre doing no damage (improves to 5+ as Master, and 4+ as Lord).


Force Powers

Force powers work exactly like the Wizard's spells as regards the use of current and stored power. The Force powers have a casting cost just like spells. Some of the Jaedai's Sabre Skills also depend upon his use of Force power (magic power). The Jaedai may NOT use any spells or Force Powers listed under Dark Side Powers, and the Saedith may NOT use any spells or Force Powers listed under Light Side Powers. The Jaedai/Saedith begins with three Force Powers (see their separate descriptions below). These are all determined according to the method outlined below. 

Two notes for clarification: 1. The Jaedai will get +1 to the Power roll at BL 2, +2 at BL 3, and so on until BL 10, when he will get the current power roll +9 (This is the same way I handle the Wizard's current power each turn. Of course, a roll of 1 is always only 1 current power.) 2. The Jaedai begins with 2D6 stored power (power tokens) as opposed to the Wizard's 1D6. And, like the Wizard, he may re-roll power tokens dice one time each if he rolls a 1, keeping the second result. Yes, this is an advantage, but so much of what the Jaedai does is dependent upon the Force power available to him and he is not quite as adept as the Wizard in various applications of magic. In fact, in many cases it might take both a Jaedai and a Saedith to equal a powerful wizard in pure magical abilities (Such comments are made only with the original Wizard of Warhammer Quest in mind.).

A further difference the Jaedai has is that each time the Winds of Magic surge (a natural roll of 6 for the Power Phase), he regains one point of stored Force power (power token) up to his starting value.

Jaedai (Light Side User -- a Dark Side User, the Saedith, will be available in the final documentation, but for this game only the Jaedai is available) begins with one Light Side Healing Power, one Defense, and one Special. The Force Powers are chosen from the tables below.

Beginning Jaedai Force Powers

NOTE: Any Force Powers that have an asterisk (*) next to their names, are different in one or more ways than the Wizard's spells with the same names. (See new reply to this post for full beginning Force Power descriptions.)

Beginning Healing Power (only one): Choose whether you will start with Cure Small Wounds* or Finger of Life. No other healing powers are available until you have one of these two.

Beginning Defense Power (only one): Roll 1D6 (re-rolling a 1 if desired, but you must keep the second roll). The result is the power of the beginning defense powers you may choose from. Below is a listing of all the beginning Defense Powers. If you roll a 6, you may choose from any of the powers listed in this table (1 through 5).

1 - Minor Force Pull - Minor Distraction
2 - Feign Death* - Force Push
3 - Mind Trick - Force Protection - Sense Danger
4 - Force Restraint - Rebound*
5 - Blur* - Dampen Pain
6 - Choose any of the above


Beginning Special Power: (only one) Roll 1D6 (re-rolling a 1 if desired, but you must keep the second roll, unless it is a 3, which is also re-rolled). The result is the power of the beginning Special powers you may choose from. Below is a listing of all the beginning Special Powers. If you roll a 6, you may take the May the Force Be with You power or choose from any other powers listed in this table.

1 - Burst of Speed - Open
2 - Strengthen - Understand Others - Telepathy - Zone of Silence*
3 - (Re-roll Dice for Special power)
4 - Force Jump - Force Vision
5 - Invisibility* (only one available)
6 - May the Force Be with You - (OR choose any Beginning Special Force power)



SPECIAL RULES

Magic Resistance

Due to his innate tendency to sense the Force (magical power in WHQ) and to channel its power for his protection, the Jaedai begins with Magic Resistance 6+. This improves when he gains titles (5+ as a Knight, 4+ as Master and Lord). This natural Magic Resistance rating may only be increased by +1 per spell or item no matter what magic resistance they are supposed to give (maximum adjusted magic resistance may never be better than 3+ to successfully resist).

Armour
Never wear armour, or helms or use shields. But, a cloak or other protection is fine -- anything a wizard can use to increase his defense.

Treasure
He is able to use any items that can be used by at least TWO of the following: Wizard, Elf, Barbarian. Also, he may use certain wizard-only treasures to enhance his ability to tap into and channel the life force about him. A list of prohibited items should follow soon.

Gold
The Jaedai (only and not the Saedith) receives 5 gold (or experience) for each wound healed on another.

See one of my replies to this topic for the Power Sabre Skills. They may be learned when leveling up.



Last edited by OldWarrior, 31/Jul/2006, 9:33 am


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Re: ISLAND WARS Custom Characters (Sea Elf Princess and Dwarf Engineer)


These custom characters are still being created, but I will post their latest rules here. Though, I may need to add one or more replies to this topic in order to get all their rules posted.

Sea Elf Princess

Title: Nobly Born
Wounds 1D6+7
Move 4
Weapon Skill 3
Ballistic Skill 3+
Strength 3
Toughness 3
Initiative 5
Attacks 1
Pinning Roll 3+


Note: Join with Elf Ranger Knight as the Sea Elf Princess in this story may have some interesting skills and/or spells to learn along the way. The spells may come into play if she learns that she may actually have some latent Jaedai ability. emoticon

Equipment:
Long Bow (Str. 4) one shot per turn (but see First Shot Attack skill)
Long Knife (Str 2). Whenever the Sea Elf Princess gets a natural 6 to hit using her Long Knife she causes an additional 2 wounds (modified as usual). Yes, she may cause a death-blow with her Long Knife.

One Healing Potion: obtained from her cousins, the wood elves, while visiting an Elf Quarter. The potion heals 1D6 wounds on a single warrior.

Sea Wafers (1D3+1): very similar to elf waybread, but are not as light and, according to the wood elves, not as tasty. Each Sea Wafer restores 1 wound to the warrior that eats it. These Wafers spoil by the end of an adventure on a 1D6 roll of 1 or 2.

Bandages (1D3+1): The Sea Elf Princess has some rudimentary knowledge of first aid. When she tries to apply a bandage to a fallen comrade, her attempt succeeds on a roll of 3+ (instead of 4+ for the common warrior).

Skills:

Dodge 6+ Same as the Elf's Dodge skill.

First Shot Attack (ballistic only): at the beginning of each monster event (all inclusive -- UE, regular room, or even Objective Room --, but subject to GM's judgment) whenever monsters first appear, whether they ambush or not, the Sea Elf Princess gets to shoot off one arrow at any single monster at the start of the Monster Phase, even if adjacent to her. This represents her ability to spot the enemy at a distance and to hear them approaching before others do. Thus it is assumed that she has time to get in one shot while the monsters approach (so technically, she does not really shoot at an adjacent target, she just shoots at the monster before it takes the adjacent position. This attack is also assumed to be made before the monsters decide whom they will be attacking, though the Sea Elf Princess may determine her target with the knowledge of where the monsters will be standing once they make their attacks. To clarify, this skill only works at the begininning of each new monster event AND will not be allowed if the Sea Elf Princess is currently adjacent to monsters placed in a previous monster event.

Negotiator The Sea Elf Princess is an excellent negotiator. For events that involve communication and negotiation she gets +1 to any table rolls or tests (such as Initiative test for discerning the intent or motivation of an NPC). Also, any non-monster events, hazards, and etc. that are of a detrimental nature and that involve other people may be avoided (treated as uneventful) on a 1D6 roll of 6.

Armour, Weapons, and Treasure

The Sea Elf Princess may wear any armour available to her wood elf cousins (normal Elf). She may generally use anything that the Elf can use with the following exceptions: She cannot make potions out of healing herbs. She may buy them and have a fellow Elf (normal wood elf) process the potions for her (perhaps sharing one for payment), if one is in her party; She may buy waybread, but it costs twice as much for her as it does for the normal Elf, because the wood elves feel it an insult that the Sea Elves would produce an inferior likeness to waybread and pass it off as of equal quality.


Dwarf Engineer

Title: Engineer Apprentice
Wounds 1D6+8
Move 4
Weapon Skill 3
Ballistic Skill 4+
Strength 3
Toughness 4(5)
Initiative 2
Attacks 1
Pinning Roll 4+


Equipment:

Modified Pistol Crossbow - Stregth 3; 3 shots every other turn (takes one turn to reload); Modified Range 6 (if fired beyond range the target is at -1 to hit per square beyond). All the normal ballistic rules apply. See also Enhance Ballistics skill.

Quick Reload Modification - During any of his turns (even during reloading), while NOT adjacent to monsters and while not shooting, the Dwarf Engineer may switch his Pistol Crossbow over from normal loading rate to a quick loading rate that allows two shots per turn at strength 2. This means that he is able to reload more quickly, reloading two quarrels immediately after shooting them off, but the technique causes the shots to lose a little of their power. Switching back again has the same requirement (not shooting and not adjacent to monsters, though moving is okay, because he is an engineer).

Axe - Does normal damage of 1D6+3 (strength of dwarf). Though it is a common axe, the Dwarf Engineer may visit the Dwarf's Guild and have runes inscribed upon it.

Rope - May be used to escape a pit. May have other uses. Roll 1D6 each time a warrior's weight or similar weight tests the rope's strength. On a 1 or 2 it has broken.

Armour - Light Chainmail +1 Toughness

Skills:

Enhance Ballistics This is an ability of the Dwarf Engineer to tinker with certain ballistic weapons (pistols, muskets, and crossbows). He may be able to enhance their usefulness by experimenting with them when they first come into the party's possession (more on this in his full documentation). Starting out, he has already successfully modified his Pistol Crossbow (see above).

General Engineering The Dwarf Engineer is an engineer. Therefore, he is good at engineering things. emoticon He gets a +1 to any dice rolls involving the use of ropes, lock picks, and tools of any type. Also, (especially important in roleplay) he gets an additional +1 to any initiative tests related to engineering (such as finding secret doors or passages, or disarming a trap, picking a lock, making a rope, and etc.). See page 166 in the RolePlay Book (dwarfs tend to be good at these things already, but the Dwarf Engineer is even better). This skill is specifically helpful, should the Dwarf Engineer find himself on a Sea-going vessel that needs extra machanical care to maintain its precarious balance between superior usefulness and being adrift at sea.

Last edited by OldWarrior, 16/Jul/2006, 12:06 pm


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Re:


ahh. what the hell emoticon

I would like to join.. im just about to create a new game, so I should have warrior slots enough..

I would like to join with a Jedi.. emoticon
8/Jul/2006, 11:29 pm Link to this post Send Email to Dari   Send PM to Dari
 
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Re: ISLAND WARS,


Okay, Dari.

That's one player so far.

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Re: ISLAND WARS: Jaedai Power Sabre Skills


Power Sabre Skills

The Power Sabre is the Jaedai's weapon of choice. If he practices as he should and depends much upon the Force, he will become much more skilled and powerful while wielding it against his foes. Every time he levels up, roll 1D6. On a 3+ roll once on the following Power Sabre Skills Table. Luck may not be used to re-roll this dice (nor for that of the table roll), but if he has found a Jaedai Mentor that is of greater experience than he is, this roll will succeed on a 2+ (only failing on a roll of 1).

Roll 2D6 on the following table if the Jaedai gains a new Power Sabre Skill. If the Jeadai is being trained by one more experienced than he, he may choose the skill roll or the one just before or the one just after on the table (but see notes on results 2 and 12). If the result is a skill he has already received, roll again until a new Power Sabre Skill is rolled. The skills which require the spending of power to use must be voluntarily activated, while those that do not require power are automatic.

2 - Cut Through Obstacle (Cost 4 power per turn attempted) He may now use his Power Sabre to cut through a wall, a floor, a door or a ceiling. It takes one whole turn, in which time he may not attack, nor use his sabre to deflect or parry. At the end of the turn, roll 1D6. On 4+ (3+ as Master and Lord) his sabre cuts an opening (a way through or out). On a roll of 1, he cannot cut through the substance, for it is too difficult. Otherwise, a failed roll does not prevent further attempts in subsequent turns. If cut through ceiling (sometimes the floor, or an outside wall, depending upon the adventure and the depth of the current dungeon) the opening may then be used to escape the dungeon.

Note: if 2 is the natural dice roll result (two 1s), then the Jaedai may not choose another Power, even if he has a more experienced mentor. He may however re-roll on this table if he already has this skill. The original result of 2 will also prevent him from choosing this time on the re-roll -- must accept the first new skill rolled.

3 - Unstoppable Strike (Costs 3 power per turn to use)
No monster abilities that decrease or ignore damage will work (such as Ignore Pain, Ignore Blows, and etc.; but, Dodge still works and armour still modifies damage unless it is ignored by another sabre skill)

4 - Sabre Flurry (Costs 1/2 BL rounded up +2 power to use)
A number of times per adventure the Jedi may now double his attacks for one turn (Knight 1 time, Master 2 times, Lord 4 times) while using his Power Sabre and expending the Force power needed to sustain the flurry of attacks.

5 Parry (Melee only) (Costs 1 power each turn to use)
From now on the Jaedai may attempt to parry each incoming blow on 6+ (as Knight, 5+ as Master, and 4+ as Lord).

If the Jaedai has the Defensive Sabre Style his Parry skill is better yet: 5+ as Knight, 4+ as Master, and 3+ as Lord.

6 - Improved Deflection (Costs 1 power per turn for +1 Deflection and an additional 1 power per turn per other warrior protected)
He gains a +1 to his Deflection skill (now 4+ as Knight and 3+ as Master and Lord, but only while spending 1 power per turn). Additionally, he may now defend himself and another (other) warrior(s) behind him or next to him (+1 other warrior as Knight, +2 others as Master, +3 others as Lord). Note on cost: for example, it costs 3 power per turn to defend three warriors in addition to himself. This greatly improves the original Deflection skill, but NOT the Parry skill. Also, it does NOT improve the likelihood that a deflected projectile will hit the shooter.

If the Jaedai has the Defensive Power Sabre style, this improvement costs him nothing when used only for himself (still costs 1 power per turn per other warrior protected).

7 - Throw Sabre (Costs 5 power; costs 2 more power for each target after the first one in the same attack)
This one attack takes the place of all his normal attacks, a one-shot ballistic attack. He must have LOS to his target. Roll to hit using ballistic skill, damage caused is the same as a melee attack but without the Jaedai's strength added. All his Sabre damage and effects are based upon the ballistic to hit roll for this attack.

The Sabre is recovered at no power cost if the Jaedai has Force Pull. If he does not yet have that Force ability, then he must physically be in the same or an adjacent square as the last target hit in order to recover his power sabre.

At higher titles (Master up to two total targets, Lord up to three), the sabre may then be guided to hit a second and third target (all with one attack) whether or not the first target was hit or killed. However, the Jaedai must guide the thrown Sabre in a straight line, a curve, or etc. (but the trajectory must make sense). A separate ballistic to hit roll must be made for each target.

8 Destroy Weapon or Armour (Cost = 2 power per attempt. Cost = 4 power per attempt versus magical weapon or magical armour for Agressive style only)
This is a special designed attack that may be done instead of a normal attack versus one opponent once per attack . If attempted, the Jaedai must state he is using this skill and whether he is targeting his opponent's non-magical weapon or armour, and then must roll to hit as normal. If he hits, roll another 1D6. On 5+ (as Knight; 4+ as Master, 3+ as Lord) the attack actually does destroy the targeted item; whether the destroy roll is successful or not, the entire attack should be figured as usual based upon the original to hit roll, then after figuring actual wounds caused (after all modifiers that are allowed) subtract only 50% of the wounds from the target. Note: even though a weapon or armour may have been destroyed, their respective modifiers still apply for this attack.

If the Jaedai has chosen the Agressive Power Sabre style, he may also use this skill to target a monster's magical weapon or magical armour (at a total cost per attempt of 4 power). However, this task will prove a bit more difficult, only succeeding on a 6+ as Knight (5+ as Master, and 4+ as Lord).

9 Extra Damage (No power cost)
+1D6 wounds on a natural 6 to hit (as Knight; 5+ as Master, and 4+ as Lord).

If the Jaedai adopted the Aggressive Sabre Style his attack now does +1D6+2 wounds in addition to the original +1 wound for a total of Damage Dice+1D6+3+Strength on a natural 6 to hit (5+ as Master, 4+ as Lord).

10 Accuracy (No power cost)
Much practicing has paid off in more accurate wielding of his Power Sabre. The Jaedai now has +1 to hit while using his Power Sabre.

If the Jaedai has the Defensive Power Sabre style, this skill also makes him at times harder to hit, granting +1 Weapon Skill for defense only (whenever a monster attacks him) while wielding his Power Sabre.

11 Ignore Armour (No power cost)
Ignore all non-magical Armour on every successful to hit roll while using the power sabre.

If the Jaedai uses the Aggressive style, this skill will also enable him to ignore magical armour on a natural 6 to hit.

12 Ignore Toughness (No power cost)
Ignore all Monster Toughness while using Power Sabre.

Note: If the natural result of the dice roll is 12 (two 6s), the Jaedai may choose this skill or any other skill on this table that he does not already have. This is true regardless of how much experience his trainer has.


Last edited by OldWarrior, 24/Jul/2006, 11:25 am


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Jaedai's Beginning Force Power Descriptions


"LS" is Light Side; "N" is Neutral; "*" is Wizard spell modified for the Jaedai; a numeral before the name is the casting cost; "=" means that it works the same as the Wizard's spell; the name of a Wizard's spell after the Force power name shows that the name has been changed.

I will try to underline the aspects that are different.

BEGINNING AVAILABLE POWERS

HEALING

1 Cure Small Wounds* (LS)
Pick any Warrior on the board (including the Jaedai) and heal 1 of his Wounds. Each individual Warrior may only have this power used on him once per turn. However, there is a chance that this power may fail. Roll 1D6. On a roll of 1 it fails.

3 Finger of Life (LS/=)
Pick any Warrior on the board (including the Jaedai) and roll 1D6. On a score of 1, 2 or 3 the power has no effect. On a score of 4. 5 or 6 the chosen Warrior has that many Wounds healed.

DEFENSE

1 Minor Force Pull ( N/Drop*)
Pick any Monster on the same board section as the Jaedai and roll 1D6. On a score of 6 any one weapon that it is holding is forcefully ripped from its grasp. He cannot attack this turn as he retrieves it. This power may have other uses (RP).

1 Minor Distraction (N)
May be used against any one monster (no more than once per monster) at the time of placement at the beginning of any non-Objective Room monster event (randomly generated for rooms and Unexpected Events). Roll 1D6. On 5+, that monster is distracted from the battle and is not place (or is immediately removed). No one gets the gold (or experience) for any monsters that are so distracted, although if more than one monster generated by the event actually participates in the combat, the party still gets any normally generated treasure.

2 Feign Death* (LS)
This power puts the Jaedai into a trance state in a prone position on the floor. While in this state, he may do nothing. No Monster will attack him unless there are no other Warriors standing, in which case the Monster automatically hits. However, any monsters that successfully resist (Magic Resistance) may attack him (hitting automatically).

2+(1/2 level rounded up) Force Push (LS)
The Jaedai may Force push any monster (except Large Monsters), warrior, or moveable object within 6 squares range (requires LOS). The target is pushed backwards in a straight line away from the Jaedai Apprentice 1D6+1 (+2 as Knight, +3 as Master; +4 as Lord) squares. A monster or warrior that hits a wall may have the wind knocked out of them (be stunned and do nothing for one turn -- treat as prone -- not applicable to daemons and ethereal) if they fail a toughness test (at +1 to the difficulty per square short of the total rolled for the Force push). The push stops whenever the target hits a solid obstruction such as a wall, but the model passes through other models without disturbing them (assumed it is that other models are constantly in motion like the future). Any target that cannot fly (or is not levitating), will fall into a pit or fire chasm (flying or levitating targets will remain suspended over the pit or chasm) if it stops (at the end of the Force push) over an opening. The target may suffer from whatever it falls into (a monster or warrior will die if they fall into the Firechasm), but the push itself will not damage the monster, because the Jaedai is trying to avoid directly damaging the target with the Force. This may be used with Levitate to prevent the target from falling.

3 Mind Trick (N/=Confuse*)
The Jaedai waggles his fingers and speaks words of assurance to the opposing target causing it to forget its role.

Roll 1D6 each time this is attempted. On 4+ as Knight (3+ as Master, 2+ as Lord) it is successful. Pick any Monster on the same board section as the Jaedai. This turn it loses 1 attack. This may not work versus main characters in designed adventures; nor does it work against any magic users, daemons, ethereal, or Large Monsters (except Giants -- they can sometimes be tricked -- a Giant gets 4+ to resist each Mind Trick attempt; and, yes it will work versus many of the undead in the ISLAND WARS adventure.).

The Mind Trick may have certain uses in roleplay.

3 Force Protection (N/=Glittering Robe)
This power creates a cloak of magical energy around the Jaedai that can absorbs up to 1D6 Wounds.

3 Sense Danger (N)
The Jedi warns the party of an ambush preventing its occurrence on a successful roll: 6+ as Knight, 5+ as Master, 4+ as Lord. This Force Power may only be used if the power points are spent immediately upon the placement of the new group of monsters. If used with a successful Force Vision (on the same event), it only costs 1 power point instead of 3 to attempt.

4 Force Restraint (N/= Ice Tomb*)
Pick any model that lies within the Jaedai's line of sight and roll 1D6. If the score is less than or equal to the target's Toughness the spell has no effect. If the score exceeds the target's Toughness it is restrained by invisible bands of the Force energies about it and may not move or fight. While thus helpless, the target cannot be attacked, because the Force barrier is impenetrable from either side.

Note that for every 2 extra points of power the Jaedai adds to cast this spell you may add +1 to the dice roll to see if the target is restrained. The target remains so immobile as long as the Jaedai continues to spend power points equal to the target's Toughness each turn.

4 Rebound* (N)
Pick any Warrior within line of sight including the Jaedai. Each time he is physically attacked this turn roll 1D6. On a score of 6 all the Wounds that the attack inflicted are rebounded onto whoever caused them. Note that this power does not rebound spells or other Force Powers. To clarify: figure the total damage amount before modifiers that the warrior would have taken, then apply that to the attacker subtracting modifiers.

5 Blur*(N)
Roll 1D6; on 4+ as Knight (3+ as Master, 2+ as Lord) all attacks made against the Jaedai (only) are at -1 to their to hit roll for this turn.

5 Dampen Pain (N/Iron Skin*)
The Jaedai calls upon the Force to increase his ability to shrug off physical pain.
This turn the Jaedai (only) is at +2 to his Toughness.


Last edited by OldWarrior, 17/Jul/2006, 10:31 am


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Jaedai's Force Power Descriptions Continued


SPECIAL

1 Burst of Speed (N) (Fleet of Foot *)
Upon casting this spell, the Jaedai (no other target) gets +1 Move this turn. May only be used a number of times per turn equal to the Jaedai's Title advancement (once as Apprentice, twice as Knight, thrice as Master, and four times as Lord..)

1 Open (N/=)
The Jaedai may open any non-magical lock on the same board section as himself. Any traps on the lock are set off as normal.

2 Strengthen (LS/Strength*)
Pick any Warrior on the board (Including the Jaedai). This turn he is at +1 strength. Each individual Warrior may only have this spell cast on him once per turn. Note: the strength increase will apply for combat and for strength tests (such as for web or net breaking). Therefore, the class has been changed.

2 Understand Others (N/Tongues*)
This power allows the Jaedai to understand anything said, or even thought (surface thoughts loudly thought), regardless of the language the words are spoken in. It does not allow the Jaedai to speak another language. When used to pick up on surface thoughts, this power may fail. Roll 1D6. The roll is successful on 5+ as Knight, 4+ as Master, and 3+ as Lord.

2+(number of board sections distant) Telepathy (N)
The Jaedai may use this power to communicate silently with others who understand his language by means of sending a mental message (a sending of thoughts, of reasonably short length per sending -- say one to three lines of information, or one to two short to average sentences). It requires also that the Jaedai has at least met the receiver of the message in person. No, this does not allow the Jaedai to hear the receiver's response to his message, unless the receiver is able to communicate in the same fashion and also sends a message back to the Jaedai. As a Knight the Jaedai may us Telepathy to communicate with the target up to three sections away. As Master this increases to six sections away, and as Lord there is no limit as long as enough power is spent to send the communication. It costs an additional power point for each board section beyond the same one. Beware, if this power is used in an attempt to communicate with powerful enemies, especially those strong in the Force.

2 Zone of Silence* (N)
The Jaedai calls upon the Force to create a pocket of silence than takes in the whole room.

Works only in the same board section. For the rest of the turn no sound can be heard on this board section, nor can any sound be heard to come from this board section. Any spells, chants and etc. requiring audible words be spoken cannot be used unless this Force power is dispelled or personally resisted (Magic Resistance). As the Jaedai gains experience this zone of silence may be expanded to adjacent board sections at +2 cost per section. He may expand the effects to one adjacent section as Master, and two adjacent sections as Lord. This zone of silence does not prevent the use of Force powers, since they do not rely upon the spoken word.

4 Force Jump
The Jaedai may leap over any one square (only one as Apprentice) provided that there is room between the obstruction and the ceiling and there is an empty space in which to land. He may jump farther by spending 1 more power per square beyond the first one to be jumped (these are all squares he is jumping over). There is a maximum number of squares that he can jump over:: Knight = 2, Master = 4, Lord = 6. If the Jaedai uses Force Jump in the same turn that he uses Force Speed or Advanced Force Speed, he may jump one additional square at no extra cost (provided he has spent the 4 power needed to be able to jump). So, while using the combined powers, he may jump over two squares before having to spend any additional power. The Jaedai may Force Jump out of a pit (landing next to it, or up to 2 squares away as Master, and up to 4 squares away as Lord).

4 Force Vision (N/Second Sight*)
On a successful roll (5+ as Knight, 4+ as Master, 3+ as Lord), this power allows the Jaedai to determine what is in a room before the Warriors enter it. Once used this power allows you to look at the next Event card in the Event deck just before the Warriors enter a room and reveal it, rolling on tables if necessary. Unlike the Wizard's spell, this power does not allow the Jaedai to change the event. Force Vision may only be cast once per room. When used with Sense Danger, Sense Danger will only cost 1 power point.

5 Invisibility*(N)
This power makes the Jaedai (only) seem to be invisible, while he is not actually invisible as the Wizard can be. While appearing invisible the Jaedai may carry out any action except attacking an opponent: moving, healing, defensive Force powers, and etc. are therefore valid actions, while throwing his Power Sabre at a monster, firing a bow, pushing a monster into a pit, and etc. are not. Magic resistance may enable a monster to see him. Roll Magic Resistance, because this power is directly applied to the minds of the Jaedai's enemies. If successful, only the model that has resisted may see and attack the invisible Jaedai. Roll any Magic Dispel also. If Magic Dispel is successful, the Jaedai's power to appear invisible has failed entirely, and all foes may see and attack him. Of course, he may then also attack them.

6 May the Force Be with You (LS/Weaponmaster - other than class, it is the same)

Pick any Warrior on the board (including the Jaedai). This turn he gets an increase in his Weapon skill: +1 if the Jaedai is an Apprentice, +2 if he if he is a Knight, +3 if he is a Master, and +4 if he is a Lord.

Last edited by OldWarrior, 17/Jul/2006, 10:32 am


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The Rogue-Smuggler


Rogue-Smuggler

Title: Scoundrel
Wounds 1D6+8
Move 4
Weapon Skill 3
Ballistic Skill 4+
Strength 3
Toughness 3(4)
Initiative 3
Attacks 1
Pinning Roll 5+


Heavy Leather Vest - Provides +1 Toughness. Roll 1D6 at the end of each adventure. On a 1 or 2, the vest has worn out and must be replaced in order to have proper protection.

Jagged Dagger - Causes 1D6+2 wounds (normal mods, unless a 6 to hit). If he rolls a natural 6 to hit, then roll on the Deadly Dagger Table (found in the Melee Fighting section).

Modified Pistol - (with enough powder & shot for one adv.). The pistol's accurate range is 6 sq. (+2 in normal load mode), & causes 1D6+6 Wounds. It takes one whole turn to reload the pistol, but he may not reload his pistol in normal mode while adjacent to a monster, nor if he attacks in any way. He may break pinning, move & reload in the same turn (but, see Quick Load Modification).

Accuracy Sight (attachment) - It helps make the pistol accurate at a longer range. While using the accuracy sight, he has an accurate range of 8 in normal load mode & +1 to hit if fired at a range of 4 or less (not cumulative with Pointblank skill). Targets beyond range 8 are at -1 to hit per square beyond.

Quick Load Modification - A dwarf engineer has modified this pistol with a quick loader device that blocks part of the loading chamber making for less shot and powder to fill and allowing for faster reloading, but at the expense of firing power. It takes one turn to switch the loading mode from normal to quick (or to switch back again) while not firing the weapon, not attacking monsters, and not being adjacent to a monster (though movement is okay). He may begin his turn next to a monster, but he must move away to switch the mode. This involves making sure that the loading chamber is empty beforehand and filled up again afterwards. While using the Quick Reload mode, the pistol is at Strength 3 for damage, accurate range of 6 with a -1 to hit for each square beyond 6. He does not get the +1 to hit for targets at 4 or less range, but he does get to use the Pointblank skill for adjacent monsters.

This mode allows the Rogue-smuggler to shoot and reload in the same turn, and even to reload while adjacent to a monster, provided that he first successfully breaks pinning (though he need not move). By this method, he may shoot monsters at point blank range a little more often. Clarification: he must break pinning before shooting or before reloading. He only needs to break pinning once per turn. If he cannot break pinning, then he cannot shoot (if loaded), nor can he reload, but he may switch to a melee weapon as usual.

Pistol Jamming - With the modifications the pistol may get jammed. On a natural 1 to hit, the pistol's mechanisms have jammed. It takes one turn (movement is okay) and the Rogue-smuggler must not be adjacent to a monster at the end of his turn (Warrior Phase) to get it unjammed. However, this only unjams the thing, & it will take another turn to reload before he can fire it no matter which loading method he is using.

Marksman and Pointblank Skills

Marksman - On a natural 6 to hit using any ballistic weapon, add +1D3 wounds (not modified for toughness or armour). This represents his excellent marksmanship learned while in military training, which enables him to shoot more precisely, thus finding a weak place in armour &/or monster hide.

Pointblank - While using any pistol, the Rogue-smuggler may shoot a monster at pointblank range (adjacent to him), but, only if he first breaks from pinning &/or ends his move next to his target. A pointblank shot is at +1 to hit & a successful hit does +1D3 wounds unmodified for toughness & armour. The Pointblank skill may be used with either loading mode of his modified pistol. Effects are combined with those of Marksman on a 6 to hit (total of 2D3 extra wounds).

MELEE FIGHTING

Though the Rogue-Smuggler is generally better at shooting his enemy, he at times will need to pull out his dagger or roll up his sleeves and plunge into a good brawl. It is at times like this that his knowledge of less than fair fighting will come quite in handy.

Taunting Remarks Skill - This skill is quite suitable to a rogue. Whenever he actually hits his opponent in melee combat & that opponent survives the damage, roll 1D6 to see if he remembers a good taunt in time to get in a good jibe & maybe an extra jab. On a 5+ as a Scoundrel (and as Honourable Smuggler, and on 4+ as Hero of Rebellion and Rebel General), he taunts his opponent. If successful, roll 1D6 on the Taunting Remarks Table.

Taunting Remarks Table - Roll 1D6 on this table whenever you have a successful taunt roll after hitting a monster but not killing it.

1 - "Say Uncle" = The monster gets upset and immediately attacks you at -1 to hit (This is an extra attack.)
2 - "Say, it looks like your leader is getting pounded by my buddy over there." = (If this taunt is used against the actual leader, use the Say Uncle result instead.) The monster is at -1 to hit warriors for the rest of the turn, at which time it finds out that you just fibbed to it. If it turns out to be true, this monster gets +1 attack for the rest of the combat, but all his attacks are at -1 to hit.
3 - "Hey, what's that on your face, part of your last meal or just plain ugliness?" = While the monster tries to figure out what you are talking about you stomp on its foot, toe, appendage, or whatever, causing 1 unmodified wound.
4 - "Did you know you might be able to hurt somebody if you actually got ahold of the right end of your weapon?" (properly extended your claws, or such like for non weapon-bearing monsters) = This monster is at +1 to be hit in melee combat for one whole turn (until the end of the Rogue-Smuggler's next turn) while it tries to regain its confidence.
5 - "Your momma is ugly and she dresses you funny." = The monster looks a little befuddled. Then if able to speak it repeats, "Momma? Ugly? Dresses? Funny? Oh, funny" and, whether able to speak or not, the monster laughs so hard that it doesn't attack anyone this turn and is at +1 to be hit in melee combat for one whole turn (until end of the Rogue-Smuggler's next turn).
6 - "Hey, did you know that you have GARMENTS on your back?" = The monster tries to look at its back to see what in the world kind of things are on its back. Meanwhile, you get one more immediate attack against it at +1 to hit. If you hit it and it doesn't die, you just might get to taunt it again (Roll to see if you taunt). emoticon

Deadly Dagger Table - Roll 1D6 on this table whenever you get a natural 6 to hit using any dagger or knife as a melee weapon.

1 = The dagger got stuck in or on part of the beast, armour, hide, whatever, and the Rogue-Smuggler is at +1 to be hit for the Monster Phase of this same turn AND he may not attack any more this turn (if he has more than 1 attack) while he works to retrieve his dagger -- taunting is allowed, but the garments taunt (#6) result counts as a "Say Uncle" (#1) result instead. At the end of the turn (after Monster Phase) the monster in which the dagger was stuck will receive an additional 1D3 wounds with no modifiers whatsoever, cannot be ignored, dodged, or anything, as it suffers from more cutting and bleeding caused by the dangerous weapon.
2-3 = dagger causes 1 extra wound unmodified for toughness or armour
4-5 = dagger causes 2 extra wounds unmodified for toughness or armour
6 = dagger causes 1D3+2 extra wounds not modified for anything (cannot be dodged or ignored)

Melee Weapons
He may use any melee weapon that the Elf may use, including magical and magically enhanced melee weapons, but nothing designated as Elf only and nothing that is two-handed. He may also use singe-handed axes. However, anything larger than a dagger or a knife incurs a -1 to hit penalty, since he prefers ballistic weapons and knife fighting. He is right at home with knives and daggers of any type. They are well-suited to Alehouse brawls and alley fights, of which he seems to have more than his share.

Ballistic Weapons
The Rogue-Smuggler favors powder weapons, but may also use bows and crossbows. All Fletcher & Gunsmith items are available to him. He may shoot beyond the range of a weapon with range limit, but at -1 to hit per square beyond range. And, yes he may throw any throwing weapons available at the Weaponsmith's. Also, he may be able on occasion to obtain (for a price) certain attachments for missile weapons. If he has a Dwarf Engineer in his party, the engineer may be able to modify his ballistic weapons when they are first found or purchased.

Armour
The Rogue-Smuggler cannot wear as much armour as some more sturdy fighters, since he depends a bit more upon his resourcefulness in combat & heavier armour would hinder his fighting style. In addition to his leather vest, he may wear furs (at no penalty). He may wear leather armour or light armour instead of his leather vest. He may use a normal shield, but not a Great Shield. He also may wear a Leather Helm or an Open Helmet, but nothing heavier.

Treasure
The Rogue-Smuggler may use any treasure (including armour, helms and shields) that an Elf may use as long as it is not an Elf only treasure.

Smuggling Skill - (settlements) -

Last edited by OldWarrior, 20/Jul/2006, 5:17 am


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Re: ISLAND WARS, Long, long ago, in a world far, far a way


You really do love rules don't you emoticon

That is looking great! I've had a long day full of death and destruction but will give it my full attention on a day off. Sometimes a 9 to 5 job looks so tempting!
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