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Ken563 Profile
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Help finding/Making homemade rules? (Evil Warriors + Enemy Tables)


this place is pretty quiet thought there might be some more people online to help.

I am desperately looking for the rules for:-

Goblin Spider Rider
Some sort of Skaven magic user
Monster tables for good guys.

(Admin EDIT: Added to the subject)

Last edited by OldWarrior, 6/Nov/2011, 12:13 am
9/Nov/2007, 10:54 pm Link to this post Send Email to Ken563   Send PM to Ken563
 
kodarr Profile
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Re: Help finding/Making homemade rules?


did you want player rules for monsters? Like scaven, goblin, and orc heroes?
12/Nov/2007, 3:21 pm Link to this post Send Email to kodarr   Send PM to kodarr
 
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Re: Help finding/Making homemade rules?


yeah,

I remember a spider rider.

cant find the rules though

also need some sort of skaven magic user

and good guys as monsters
13/Nov/2007, 12:22 am Link to this post Send Email to Ken563   Send PM to Ken563
 
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Re: Help finding/Making homemade rules?


I'll see what I can come up with.
13/Nov/2007, 1:37 am Link to this post Send Email to kodarr   Send PM to kodarr
 
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Re: Help finding/Making homemade rules?


skaven grey seers in the roleplay book are magic users. or do you need a different kind? if so higher or lower level? they have 4 levels of them in the book pg 113
13/Nov/2007, 2:35 am Link to this post Send Email to kodarr   Send PM to kodarr
 
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Re: Help finding/Making homemade rules?


I need them as player characters
13/Nov/2007, 4:23 am Link to this post Send Email to Ken563   Send PM to Ken563
 
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Re: Help finding/Making homemade rules?


ah ok. I'll try and make one. Can't promise it to be play tested but I'll try to balance it out best I can.
13/Nov/2007, 11:26 am Link to this post Send Email to kodarr   Send PM to kodarr
 
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Re: Help finding/Making homemade rules?


Here ya go Ken563, a skaven magic user class. I just finished making it so give me feedback on it. It looks balanced to me I tried matching abilities up with things already in existance. Hopefully it will play out well.
Oh one more thing i forgot to put in the profile when getting starting spells it starts with one healing and one attack spell but no defense spell.

Skaven Seer
 
STARTING AS A SKAVEN SEER
Any player may start the game as a Skaven Seer rather than one of the Warriors in the Warhammer Quest box. All of the rules for creating a new Warrior apply, unless stated elsewhere in this character pack. The profile for a Skaven Seer is as follows:
  
Wounds 1D6+6
Move 4
Weapon Skill 2
Ballistic Skill 6+
Strength 3
Toughness 3
Initiative 3
Attacks 1
Pinning Roll 4+

EQUIPMENT
The Skaven Seer starts with a Seer Staff. This Staff allows the Skaven Seer to attempt to dispel an enemy spell before its outcome is decided. This ability costs 6 power points to use. However the result of the spell then is with held in the staff and the Seer can unleash it later at a cost of 1 power point. Only one spell can be held in the staff at a time and dispel cannot be used if a spell is currently in the staff. Using the spell from the staff empties the staff and it no longer has the spell held.

WEAPONS
The Skaven Seer starts the game armed with a Sword. The sword causes 1D6 Wounds plus his Strength (3) every time he hits his foe.

ARMOUR
The Skaven Seer does not have any armor and therefore has an overall Toughness of 3.

SPECIAL RULES
The Skaven Seer has the ability to see into the future once per adventure. When an event card comes up that the Skaven Seer dislikes he can opt for a second event card to be drawn. He then can choose which event he would rather encounter.

SKAVEN SEER AND TREASURE
The Skaven Seer may only use items of treasure that the Wizard can use.
 
ADVANCED RULES
SEER STAFF
In addition to the rules for the Basic Game, in between adventures, the Seer Staff can be enchanted to help in the effectiveness of it. The Skaven Seer can have one enchantment per battle level on the staff.

ARMOUR
The Skaven Seer cannot wear armour since would impede upon his magic casting.

SETTLEMENTS
The Skaven Seer may visit all the normal locations whilst in a settlement except he cannot visit the temple, and has an alehouse roll of 2D6. On top of the normal places the Skaven Seer can also visit the Sewers.

SEWERS
If the Skaven Seer visits the Sewers, he then has a few different options he can take. First off he can try his hand at selling something at the black market among the skaven that are living within the sewers, and second he can attempt to gather information by conversing with the skaven in the sewers. Usually they are pretty knowledgeable and could be talked into giving some information for pay.

Selling at the Black Market – you choose an item then roll a D6 and consult the chart below. You can only sell one item per visit and can only visit once after each adventure. Once you roll you cannot back out of a sale unless you rolled a 3 in that case you keep the item.
Roll a D6
1 – you item was stolen and the culprit got away you got no gold for it.
2 – you receive half price for the treasure you were trying to sell round up to nearest 5.
3 – no one is interested and you don’t sell it.
4-5 – you receive listed price for the treasure.
6 – you receive double gold for the item.

Gathering Information from Skaven – you roll D66 then consult the result and lose the gold it costs. If you don’t have the gold you end up getting ruffed up and start the next adventure with d6+3 wounds less than your starting wounds. To a minimum of 1 wound.
Roll a D66 check
11 – 16 – you gathered nothing of use.
21 – 24 – you were given false information that doesn’t help you and costs you 20 gold. Next adventure you cannot use your Seer ability.
25 – 26 – you learn of an item in the next dungeon. During the revealing of a treasure card if the card is simply gold you can discard it and draw a new card until you find a non gold item and assume this is what the person was talking about. This costs you 30 gold.
31 - 36 – You learn of a trap in the next dungeon that will aid you and your party in avoiding it. The first trap that you or a party member trigger has a +3 for any ally to avoid it being forewarned about it. this costs you 20 gold.
41 - 43 – You are told of an assassin out to kill you. You have -1 to all attack rolls next dungeon due to late nights and very little sleep. This costs you 10 gold.
44 – 46 – You learn of a passcode that will let you pass the first encounter you come across. Ignore the first encounter of monsters that the players run into you get the gold for each creature that would have been in this encounter. This costs you 30 gold.
51 – 56 - You hear of a massive creature within the dungeon. Next encounter with monsters is increased to an encounter 1 Battle level higher than your party. This costs you 10 gold.
61 – 66 – You learn of nothing important but had 10 gold stolen from you.

EXPERIMENTATION LAB
The Experimentation Lab is a special location, and can be found on a roll of 7 or more as for usual special locations. The Experimentation Lab serves as the place where the Skaven Seer trains to go up levels and also as a place the Skaven Seer can get his Seer Staff enchanted.

Enchantments – These are extra things that can be grafted onto the Seer Staff. Each costs gold to put on and only one of each enchantment can be placed on a staff. You can never double up on the same enchantment.

Gold cost – name - ability
300 – Warp Power – Expend 2 Power Points: Roll a d6 on a 6 heal 2d6 life to target player.
500 – Pestilent Breath – Expend 4 Power Points: Roll 1d6 + toughness for each creature adjacent to the
Skaven Seer. If that number is 1-7 then each creature takes 1d3 wounds with no modifier for toughness or armour.
700 – Warp Lightning – Expend 4 power points. Deal 2d6 damage to one creature within sight of your
hero. No modifiers for toughness or armour.
500 – Wither – Expend 2 Power Points+ 1 Power point per Battle level. Adjacent creature takes 1d6 +
battle level wounds with no modifiers for toughness or armour.
400 – Putrefy – Expend 7 Power Points. All enemies on one tile must roll a d6. Each one that rolls 5+ are
ok and able to act as normal. Any rolling below that cannot move or attack in the current monster phase.
700 – Scorch – Expend 8 Power Points. A single monster of the Seers choice takes 4d6 fire damage with
no modifiers for toughness or armor.
800 – Power Booster - +1 Power Point when you roll anything other than a 1.
2000 – Power Saver – Anytime you roll a 6 store 1 Power token onto your character as your staff
channeled it to you and reduce your power for the turn to a 5. You can never go above 6 power tokens on your character in this way.
400 – Seer - +1 to the number of times you can use your Seer ability.
500 – Flames – Expend 2 Power Points: Roll a D6 any time attacked this turn by an adjacent creature if it
hits you. On a 5-6 it takes 1 wound not modified my toughness or armour.
 
TRAINING
At the Experimentation Lab, the Skaven Seer may be trained up to the next battle-level, if he has enough gold to pay for the training. The Seer gains spells as if it were a wizard, however roll only 2 dice instead of 3 for his spells.
 
CHARACTERISTIC TESTS
The Seer resembles the Wizard in terms of skill and abilities but is also good with disarming traps and the underground like a Dwarf. The Seer will be good in situations such as picking a lock, bluffing an enemy, disarming a trap, and deciphering runes. On the other hand, tests involving brute strength he will not be so good at such as barging aside. Being a skaven, he will not be very good at negotiating with most humanoids.
  
 
SKAVEN SEER BATTLE-LEVEL TABLE
 
Battle- Level Gold Title MOVE WS BS Str Damage Dice T Wounds I A Luck WP Power Pin
1 0 Novice 4 2 6+ 3 1 3 1D6+6 3 1 - 3 1D6 4+
2 2000 Champion 4 2 6+ 3 1 3 2D6+6 4 1 - 4 1D6 4+
3 4000 Champion 4 3 6+ 3 1 3 2D6+6 4 2 1 4 2D6 4+
4 8000 Champion 4 3 5+ 3 1 3 3D6+6 4 2 1 4 3D6 4+
5 12000 Hero 4 3 5+ 3 2 4 3D6+6 4 2 2 4 4D6 3+
6 18000 Hero 4 4 5+ 4 2 4 4D6+6 4 2 2 5 5D6 3+
7 24000 Hero 4 4 5+ 4 2 4 4D6+6 4 3 2 5 6D6 3+
8 32000 Hero 4 4 5+ 4 2 4 5D6+6 5 3 3 5 7D6 3+
9 45000 Lord 4 4 4+ 4 3 4 5D6+6 5 3 3 5 8D6 3+
10 50000 Lord 4 4 4+ 4 3 4 6D6+6 6 3 3 5 9D6 3+

13/Nov/2007, 2:42 pm Link to this post Send Email to kodarr   Send PM to kodarr
 
Ken563 Profile
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Re: Help finding/Making homemade rules?


Thanks Kodarr, will test this with my group on thursday..

And please its just Ken.

It's nice to see some activity on these boards again.

Keep on Questing!
13/Nov/2007, 11:44 pm Link to this post Send Email to Ken563   Send PM to Ken563
 
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Grey Seer Battle-Level Table, Questions, Suggestions and Etc...


Hello, fellow gamers!

I sure hope I am not "butting in" here.

Here is an image of the Battle-Level Table with the stats offered by Kodarr:

--Log in or sign up to see linked image content--


Please let me know if I got any of the stats incorrectly placed in the table.

Clarification:

When you say
quote:

The Seer gains spells as if it were a wizard, however roll only 2 dice instead of 3 for his spells.

do you really mean that the Seer rolls 1 dice less than the Wizard does to gain spells each time he trains?

The reason I ask this is because the Wizard rolls a number of dice equal to his new Battle-Level. My guess is that you got the 3D6 from the first example the RolePlay book gives, which is of a Wizard training to BL 3 from BL 2.

If it is alright with you, Kodarr, I would be glad to host a copy of this warrior on my website once you think you are finished with it -- or even in its present state and then replace it with the latest version as it is revised -- assuming that you might revise it as play-testing sometimes reveals some things.

Ideas on Spell-casting I am thinking that a skaven might not learn the same types of spells as a normal Wizard -- at least not all of them. Perhaps, eliminating some of the more human-oriented (whatever that means) spells and replacing them with some more skavenish types could be done at some point. It is just an idea. Although, many of my ideas have a tendency to require some work. emoticon

Question: Did you intend for the Warp Power enchantment to be unlikely to work?

quote:

Warp Power – Expend 2 Power Points: Roll a d6 on a 6 heal 2d6 life to target player.



I am just wondering. I can certainly see that the 2D6 wounds healed is a great benefit and that you wouldn't want it to work overly easily. In my opinion though, it would seem that one-sixth of the time is a very bad rate of success.

Another Question Did you intend that the Seer would still only have his original roll of 1D6 for Power Tokens at BL 2? I am referring to the Power stat where 1D6 appears at both BL 1 and BL 2.

Suggestion; Could the Seer be able to "see" more into the future and/or more often as he gains in experience/at higher Battle-Levels or perhaps at each title advancement?

Last edited by OldWarrior, 21/Nov/2007, 3:22 pm


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