The White Wolf
Established
Roleplay posts: 16
Registered: Dec 31, 2015 10:15:44 GMT -8
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Post by The White Wolf on Mar 16, 2016 14:10:49 GMT -8
I plan to host a Fantasy Sandbox HeroScape game. For anyone wishing to enter, please post your character cards here. In HeroScape, players take turns moving their character around a hex-based map, and they had the opportunity to attack another character if they were within range. Attack/defense was measured using attack and defense dice. Heroes had more than one vitality, and so could survive multiple wounds, while Squads only had 1 life; for now, however, we're only going to focus on Heroes. Each character also had special, unique powers, a max of about 3-4, but some only had 1 or 2, that gave them specific advantages over their opponents.
Name: Your Heroes name. Right now, I would very much prefer you to use a character you play as on TFS, but I will not disallow other characters. Life: Your characters vitality. Decent Heroes had 5 life; however, if you feel your character deserves more, feel free to give them more. 9 is the max, and that would mean that character is extremely powerful. Move: Most Heroes typically had 5 move; this is how many spaces you are allowed to move per turn. Armored characters who had more defense may have had 4 move, and quicker characters had 6 or more. 9 is the max, but that would mean you are super fast. Range: The max range is 9, but such a thing was usually reserved for highly skilled archers and snipers. Typical archers may have had 5-7 range. All melee characters had 1 range. Characters within 1 range of each other (adjacent) were considered 'engaged'; characters who tried to leave engagement suffered the possibility of being attacked without being able to defend. Attack: How many attack dice you roll when you try to attack someone. I think Heroes had an average of 4-5 attack, but powerful characters had even more than that. Defense: How many defense dice you roll when you defend against an attack. Most heroes had 4-5 defense, with the more powerful characters having more. Special Abilities Each character had special abilities. Please look at the Special Abilities section down below for more information. Choose 1-2 special abilities (for now) that fits your character.
Special Abilities Special abilities were unique skills and abilities a character had. Some abilities enhanced other characters (granting adjacent characters additional move, range, defense, and attack, or healing), while some abilities allowed them to 'break the rules' (flying, disengagement, avoiding ranged attacks, etc), and some were just special attacks (special attacks are different than normal attacks for certain reasons, but I won't go into them this early). Auras: An aura ability granted adjacent characters additional move, range, attack, and defense. These abilities were usually reserved for supporting characters, who followed other characters around to enhance another character's fighting prowess. Rule-breakers: Characters with rule-breaking abilities allowed them to ignore rules of the game. For example, some characters could not be attacked by normal ranged attacks; other characters could fly (ignoring engagement rules and terrain rules); some characters forced an opponent to attack only them; some characters were allowed to attack twice per turn; some characters could roll a d20 to heal/injure/mind control characters; some characters dealt more damage to flyers, or other certain types of characters. If you have an idea, or aren't sure how to word something, just ask! Special Attacks: A 'normal attack' uses the character's default range/attack, but some characters had special attacks that changed that. For example, Ralf has 1 range and 4 attack, but he could have had a special attack called 'Throwing Axes' that granted him 4 range and 3 attack. A dragon might have 1 range and 5 attack, but might have a special fire breathing attack granting 5 range and 4 attack, with the added bonus that all characters adjacent to the target are also affected.
Wave I: Heroes of TFS Ralf Valgard
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Jun of the Celadine
Widely Known
Roleplay posts: 1,410
Age: 28
Physical Description: Jun is a human adult, standing 5’4”. She is wiry and fit at approximately 120 lbs. She has olive skin, dark brown hair ending just above her shoulders, and slight epicanthic folds over her dark almond eyes. Her face is squarish with a small chin. Her skin is dotted with battle scars, and her left arm is heavily bandaged due to an unknown affliction.
Clothes and Equipment: Jun possesses a vast collection of seeds, herbs, insects, and scrolls hidden in various pouches in her armor. These serve as reagents for her multitude of spells. Her armor consists of a customized, long-coat style gambeson that is stuffed with a matrix of seeds and plant fibers. Fitted on top is a set of brass-like, enchanted half armor (chest piece, pauldrons, and tassets) which gives off a warm aura. She has an open-faced, burgonet style helmet and coif of the same materials.
Her most notable "weapons" are Blackbean and Resonance. Blackbean is an elephant-sized demon crow which has served with Jun for many years as a mount and as a bodyguard. A minor enchantment allows him to disguise himself as a regular crow. Resonance is an azure blue longsword with a mind of his own. He can intercept minor attacks and can teleport to his owner. He can also use a personal reserve of magic to aid in the casting of a single spell.
Allegiances: Isra
Player's online availability : Frequently
Registered: Mar 27, 2015 22:57:52 GMT -8
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Post by Jun of the Celadine on Mar 22, 2016 13:34:00 GMT -8
Are you still doing this? Sounds interesting to me. Tell me if this works:
Jun of the Celadine
Life: 3 - Just a young female Move: 4 - Relatively light armor, not an athlete Range: 7 - Magic is ranged Attack: 7 - Elemental spells/light constructs Defense: 6 - Armor is enchanted, magic spells for defense
Special Abilities: Teleportation - Can evade an attack and move to another space within range, but cannot act next turn. Can only use 3 times per game. Resonance Spell - Raises Range and Attack to 9 for one turn, but cannot act next turn. Can only use 3 times per game.
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Deleted
Roleplay posts: 0
Registered: May 5, 2024 22:56:53 GMT -8
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Post by Deleted on Mar 22, 2016 18:15:41 GMT -8
All the below are medium size, 5 height, disciplined personality and of the samurai class.
Name: Quintus Solaris Life: 5 Move: 6 Range: 1 Attack: 4 Defense: 4 Special Abilities ----- Quintus Solaris' Command - Instead of taking a turn with Quintus Solaris, you may take a turn with one of the following that you control; Solarian Samurai or Solarian Archer. ----- Adjacent Tough 1 - When rolling defense dice for Quintus Solaris, if Quintus is adjacent to at least one figure who follows a lawful deity/cause or is strongly driven by duty or vengeance that you control, add one automatic shield to the defense roll.
Name: Solarian Samurai Life: 1 Move: 6 Range: 1 Attack: 3 Defense: 5 Figures Per Squad: 3 Special Abilities ----- Counter Strike - When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai. ----- Bloodlust - For every opponent's figure a Solarian Samurai destroys, place a purple Experience Marker on this card. When attacking with Solarian Samurai, roll one additional attack die for each Experience Marker on this card. A maximum of 3 Experience Markers can be placed on this card.
Name: Solarian Archers Life: 1 Move: 5 Range: 6 Attack: 2 Defense: 3 Figures Per Squad: 3 Special Abilities ----- Counter Strike - When rolling defense dice against a normal attack from an adjacent attacking figure, all excess shields count as unblockable hits on the attacking figure. This power does not work against other Samurai.
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Jarkoopi, Kepesk Altiui
Dedicated
The mountaintop guardian shadows his lands...
Roleplay posts: 380
Age: 1023 Years
Physical Description: Size (At standing pose): Height: 39 feet at the shoulder, Length: 104 feet
Eye color: Yellowish-White
Scale color: Light Blue, reflects a dull White in direct light
Dragon Species: European Dragon
Dragon Type: Chromatic
Dragon Color: Blue
http://i.imgur.com/Ba7kzgX.jpg
As a storm dragon, his hide and flesh can generate an electric charge passively when threatened, much like an eel, and can naturally and instantly release it upon being touched by a foreign organism or object.
As a human he takes the appearance of a man in the age range of forties to fifties, averagely built besides being a few inches taller than the average Joe and dressed in clean leather armor and worn blue cloths.
Clothes and Equipment: Two small leather pouches tucked under wings
He owns his father's ancestral unique magical scale mail. It is enchanted to break on impact and the shards return his body and reform into a different piece of armor until it is struck, then it repeats the steps.
A set of personal shoulder pads forged by Brock the forge master. It focuses the passive electricity in his hide into a beam of magic energy which blasts away targets.
Weaponry: Claws, Breath Attack (Lightning), and Bite
Treasure Hoarding: Minimal, mainly gems sometimes gold.
While as a human, he wields a magical long-sword, not much is known about his weapon, as he rarely uses it.
Allegiances: Isra (Loosely)
Player's online availability : US Central Time, Weekends: 8 AM to 11 PM, Weekdays: 6 AM to 9 PM
Registered: Mar 24, 2015 12:41:54 GMT -8
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Post by Jarkoopi, Kepesk Altiui on Mar 22, 2016 20:02:03 GMT -8
Jarkoopi joins the game. ((Due to him being a dragon, he is going to appear mildly OP or strong))
Life: 7 Move: 4 (See special abilities) Range: 1 (See special abilities) Attack: 7 Defense: 7
Specials: Lightning Strike: For one turn Jarkoopi's Range is raised to 7 and his attack now ignores Defense and will also get a free attack on anyone adjacent to his target (allies included) until his turn is over (4 turn cooldown?) Lightning Dash: For one turn Jarkoopi's Move is raised to 8 and his defense becomes 8. (3 turn cooldown) Roar: Any non-hero (EX: not named characters) units engaged with Jarkoopi loses a turn, also ends Jarkoopi's turn (2 turn cooldown?)
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Ralf Valgard, the White Wolf
Dedicated
Varan Adventurer
Roleplay posts: 299
Age: 25
Physical Description: An athletically-built man weighing 160 lbs and standing 6 feet high. He has fierce blue eyes set into a wolfish face. His dark brown hair is usually pulled back into a braid on the back of his head. Well-groomed facial hair, for which he is proud of, covers the bottom half of his face.
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Clothes and Equipment: Ralf's primary possessions include his Hirhanic Shield, Mariah's Dagger, his Ancestral Sword, and his Ki'Gar.
The Hirhanic Shield is able to absorb various forms of energy: physical, magical, or otherwise. He can release this energy in the form of shockwaves on command. This item was a gift from his friend Hirhan.
Mariah's Dagger was looted from Mariah's corpse in Aozora. The dagger is able to absorb magical energy from its victims.
Ralf's ancestral sword is of exquisite make; it is an ancient weapon forged in a forgotten age using a rare material. It has the potential to channel 'the Power of the Old Gods', but Ralf is oblivious to this and the weapon is never used.
Ralf's ki'gar, or 'kin garb', is blue with white borders. A white wolf's head is emblazoned in the center, with the family name "VALGARD" written across the bottom. He usually wears the garment as a scarf or cowl.
Currently Ralf carries a a two-handed battle-axe.
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Allegiances: His Family, Himself, His People - in that order
Registered: Jul 21, 2015 14:42:16 GMT -8
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Post by Ralf Valgard, the White Wolf on Mar 24, 2016 13:09:53 GMT -8
So @medsy obviously knows what's up. Good job, those look great. You even have the sizes, class, and personality. But I was gonna wait on that stuff. The 'master set' will just be some heroes, either fighting each other and fighting a bunch of goons I make up. I was gonna slowly introduce the more 'advanced' stuff like bonding powers and such. Jun of the Celadine Jun's tiny life and small move is a good counter to her powerful range and attack, and her defense. But a Teleportation ability has been in HS before: But we will twist it. Basically, instead of moving or attacking on her turn, she could teleport anywhere on the battlefield. There are no 'cooldowns' in HS, so she can use this as many times as she wants. And Jun will take no disengagement attacks. How is that? Resonance is okay, but she can use that all day, every day, no limits. But that's only two additional range and two additional attack dice. Jun is fine as she is, but Resonance spell seems a little redundant (especially cause 7 standard attack dice is pretty killer anyway). Jarkoopi, Kepesk Altiui Dagons were a big part of the game, and each one was a powerful adversary in their own right. Like I told Jun, no cooldowns in HS. Jarkoopi's 4 move is pretty balanced, and his 7 everything is pretty powerful, but we will see how it works out (I'm not gonna nerf anybody anyway). You don't need defense dice when moving; the only real issues there would be if he is moving and disengaging (if you're in melee with someone, and move a space, then they get a free hit on you); so basically, his dash ability would just let him move 8 spaces and NOT take disengagement penalties. Also, he should have the Flying ability, but I can put that in the official character post later. And his Roar ability will just remove 'order markers' from adjacent characters. Might not make sense right now, but you'll all get it later.
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Ralf Valgard, the White Wolf
Dedicated
Varan Adventurer
Roleplay posts: 299
Age: 25
Physical Description: An athletically-built man weighing 160 lbs and standing 6 feet high. He has fierce blue eyes set into a wolfish face. His dark brown hair is usually pulled back into a braid on the back of his head. Well-groomed facial hair, for which he is proud of, covers the bottom half of his face.
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Clothes and Equipment: Ralf's primary possessions include his Hirhanic Shield, Mariah's Dagger, his Ancestral Sword, and his Ki'Gar.
The Hirhanic Shield is able to absorb various forms of energy: physical, magical, or otherwise. He can release this energy in the form of shockwaves on command. This item was a gift from his friend Hirhan.
Mariah's Dagger was looted from Mariah's corpse in Aozora. The dagger is able to absorb magical energy from its victims.
Ralf's ancestral sword is of exquisite make; it is an ancient weapon forged in a forgotten age using a rare material. It has the potential to channel 'the Power of the Old Gods', but Ralf is oblivious to this and the weapon is never used.
Ralf's ki'gar, or 'kin garb', is blue with white borders. A white wolf's head is emblazoned in the center, with the family name "VALGARD" written across the bottom. He usually wears the garment as a scarf or cowl.
Currently Ralf carries a a two-handed battle-axe.
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Allegiances: His Family, Himself, His People - in that order
Registered: Jul 21, 2015 14:42:16 GMT -8
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Post by Ralf Valgard, the White Wolf on Oct 9, 2016 6:46:14 GMT -8
Here is an example of Jun of the Celadine in HeroScape form: I decided not to put Resonance on the card, cause it seemed redundant, and because I ran out of time (as is noticeable by the sloppy work I did). Jun would be a character who could get anywhere on the map in an instant, and would prove to be quite deadly with her superior range and attack. She's squishy with only 3 life, but more than makes up for it with her high defense. Even when under fire, Jun would be able to teleport to safety.
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Ralf Valgard, the White Wolf
Dedicated
Varan Adventurer
Roleplay posts: 299
Age: 25
Physical Description: An athletically-built man weighing 160 lbs and standing 6 feet high. He has fierce blue eyes set into a wolfish face. His dark brown hair is usually pulled back into a braid on the back of his head. Well-groomed facial hair, for which he is proud of, covers the bottom half of his face.
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Clothes and Equipment: Ralf's primary possessions include his Hirhanic Shield, Mariah's Dagger, his Ancestral Sword, and his Ki'Gar.
The Hirhanic Shield is able to absorb various forms of energy: physical, magical, or otherwise. He can release this energy in the form of shockwaves on command. This item was a gift from his friend Hirhan.
Mariah's Dagger was looted from Mariah's corpse in Aozora. The dagger is able to absorb magical energy from its victims.
Ralf's ancestral sword is of exquisite make; it is an ancient weapon forged in a forgotten age using a rare material. It has the potential to channel 'the Power of the Old Gods', but Ralf is oblivious to this and the weapon is never used.
Ralf's ki'gar, or 'kin garb', is blue with white borders. A white wolf's head is emblazoned in the center, with the family name "VALGARD" written across the bottom. He usually wears the garment as a scarf or cowl.
Currently Ralf carries a a two-handed battle-axe.
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Allegiances: His Family, Himself, His People - in that order
Registered: Jul 21, 2015 14:42:16 GMT -8
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Post by Ralf Valgard, the White Wolf on Oct 9, 2016 10:16:24 GMT -8
And now my next hastily-made character card: Jarkoopi, Kepesk Altiui Jarkoopi is a power house, to be blunt. Even with 4 move, his Flying ability allows him to get around the map unhindered. At 7 life, Jarkoopi has a lot of staying power, and can deal lots of damage; his defense will make him hard to hit. Once Jarkoopi gets into position, his special ability almost guarantees damage. Jarkoopi will be able to jump into the fray and attract the attention of every opponent, and has the stats to stay until the late game.
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Ralf Valgard, the White Wolf
Dedicated
Varan Adventurer
Roleplay posts: 299
Age: 25
Physical Description: An athletically-built man weighing 160 lbs and standing 6 feet high. He has fierce blue eyes set into a wolfish face. His dark brown hair is usually pulled back into a braid on the back of his head. Well-groomed facial hair, for which he is proud of, covers the bottom half of his face.
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Clothes and Equipment: Ralf's primary possessions include his Hirhanic Shield, Mariah's Dagger, his Ancestral Sword, and his Ki'Gar.
The Hirhanic Shield is able to absorb various forms of energy: physical, magical, or otherwise. He can release this energy in the form of shockwaves on command. This item was a gift from his friend Hirhan.
Mariah's Dagger was looted from Mariah's corpse in Aozora. The dagger is able to absorb magical energy from its victims.
Ralf's ancestral sword is of exquisite make; it is an ancient weapon forged in a forgotten age using a rare material. It has the potential to channel 'the Power of the Old Gods', but Ralf is oblivious to this and the weapon is never used.
Ralf's ki'gar, or 'kin garb', is blue with white borders. A white wolf's head is emblazoned in the center, with the family name "VALGARD" written across the bottom. He usually wears the garment as a scarf or cowl.
Currently Ralf carries a a two-handed battle-axe.
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Allegiances: His Family, Himself, His People - in that order
Registered: Jul 21, 2015 14:42:16 GMT -8
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Post by Ralf Valgard, the White Wolf on Oct 9, 2016 10:26:44 GMT -8
Now me Ralphy Ralf is pretty standard, a minor tank who excels in melee. However, he is able to distract opponents and force them to attack him instead of his allies; combined with his Hirhanic Shield and his Battle Fury, Ralf promises to hold his own against a horde of opponents.
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Jarkoopi, Kepesk Altiui
Dedicated
The mountaintop guardian shadows his lands...
Roleplay posts: 380
Age: 1023 Years
Physical Description: Size (At standing pose): Height: 39 feet at the shoulder, Length: 104 feet
Eye color: Yellowish-White
Scale color: Light Blue, reflects a dull White in direct light
Dragon Species: European Dragon
Dragon Type: Chromatic
Dragon Color: Blue
http://i.imgur.com/Ba7kzgX.jpg
As a storm dragon, his hide and flesh can generate an electric charge passively when threatened, much like an eel, and can naturally and instantly release it upon being touched by a foreign organism or object.
As a human he takes the appearance of a man in the age range of forties to fifties, averagely built besides being a few inches taller than the average Joe and dressed in clean leather armor and worn blue cloths.
Clothes and Equipment: Two small leather pouches tucked under wings
He owns his father's ancestral unique magical scale mail. It is enchanted to break on impact and the shards return his body and reform into a different piece of armor until it is struck, then it repeats the steps.
A set of personal shoulder pads forged by Brock the forge master. It focuses the passive electricity in his hide into a beam of magic energy which blasts away targets.
Weaponry: Claws, Breath Attack (Lightning), and Bite
Treasure Hoarding: Minimal, mainly gems sometimes gold.
While as a human, he wields a magical long-sword, not much is known about his weapon, as he rarely uses it.
Allegiances: Isra (Loosely)
Player's online availability : US Central Time, Weekends: 8 AM to 11 PM, Weekdays: 6 AM to 9 PM
Registered: Mar 24, 2015 12:41:54 GMT -8
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Post by Jarkoopi, Kepesk Altiui on Oct 9, 2016 13:44:20 GMT -8
And now my next hastily-made character card: Jarkoopi, Kepesk Altiui Jarkoopi is a power house, to be blunt. Even with 4 move, his Flying ability allows him to get around the map unhindered. At 7 life, Jarkoopi has a lot of staying power, and can deal lots of damage; his defense will make him hard to hit. Once Jarkoopi gets into position, his special ability almost guarantees damage. Jarkoopi will be able to jump into the fray and attract the attention of every opponent, and has the stats to stay until the late game. wicked
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Legion Master Zhax
Dedicated
In jail.
Roleplay posts: 105
Age: 24 Years
Physical Description: Avian yet Reptilian
5' 3" tall, bipedal legs
Strange marking on right side of neck
Clothes and Equipment: Light torso and leg plate armor
Dual 12" daggers
Hook and rope
Neurotoxin blow dart gun
Pots of flammable oil, and toxic gas
Player's online availability : Meh
Registered: Oct 3, 2015 11:16:18 GMT -8
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Post by Legion Master Zhax on Oct 9, 2016 14:00:45 GMT -8
Name: Zhax Life: 4 Move: 6 Range: 1 Attack: 4 Defense: 3
Specials: Agile Aggressor - Attacks at range 1 from an opponent add 1 defense to Zhax's stats for that attack and turn (multiple attacks that turn stack)
Quick feet - does not suffer disengagement penalties
Edit: Name: Kiggy Bandit Life: 3 Move: 5 Range: 1 Attack: 3 Defense: 1
Specials: Quick feet - does not suffer disengagement penalties
[No proper image, use Zhax's as a placeholder]
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Jun of the Celadine
Widely Known
Roleplay posts: 1,410
Age: 28
Physical Description: Jun is a human adult, standing 5’4”. She is wiry and fit at approximately 120 lbs. She has olive skin, dark brown hair ending just above her shoulders, and slight epicanthic folds over her dark almond eyes. Her face is squarish with a small chin. Her skin is dotted with battle scars, and her left arm is heavily bandaged due to an unknown affliction.
Clothes and Equipment: Jun possesses a vast collection of seeds, herbs, insects, and scrolls hidden in various pouches in her armor. These serve as reagents for her multitude of spells. Her armor consists of a customized, long-coat style gambeson that is stuffed with a matrix of seeds and plant fibers. Fitted on top is a set of brass-like, enchanted half armor (chest piece, pauldrons, and tassets) which gives off a warm aura. She has an open-faced, burgonet style helmet and coif of the same materials.
Her most notable "weapons" are Blackbean and Resonance. Blackbean is an elephant-sized demon crow which has served with Jun for many years as a mount and as a bodyguard. A minor enchantment allows him to disguise himself as a regular crow. Resonance is an azure blue longsword with a mind of his own. He can intercept minor attacks and can teleport to his owner. He can also use a personal reserve of magic to aid in the casting of a single spell.
Allegiances: Isra
Player's online availability : Frequently
Registered: Mar 27, 2015 22:57:52 GMT -8
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Post by Jun of the Celadine on Oct 11, 2016 12:05:47 GMT -8
lol I see you went with kawaii Jun.
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Ralf Valgard, the White Wolf
Dedicated
Varan Adventurer
Roleplay posts: 299
Age: 25
Physical Description: An athletically-built man weighing 160 lbs and standing 6 feet high. He has fierce blue eyes set into a wolfish face. His dark brown hair is usually pulled back into a braid on the back of his head. Well-groomed facial hair, for which he is proud of, covers the bottom half of his face.
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Clothes and Equipment: Ralf's primary possessions include his Hirhanic Shield, Mariah's Dagger, his Ancestral Sword, and his Ki'Gar.
The Hirhanic Shield is able to absorb various forms of energy: physical, magical, or otherwise. He can release this energy in the form of shockwaves on command. This item was a gift from his friend Hirhan.
Mariah's Dagger was looted from Mariah's corpse in Aozora. The dagger is able to absorb magical energy from its victims.
Ralf's ancestral sword is of exquisite make; it is an ancient weapon forged in a forgotten age using a rare material. It has the potential to channel 'the Power of the Old Gods', but Ralf is oblivious to this and the weapon is never used.
Ralf's ki'gar, or 'kin garb', is blue with white borders. A white wolf's head is emblazoned in the center, with the family name "VALGARD" written across the bottom. He usually wears the garment as a scarf or cowl.
Currently Ralf carries a a two-handed battle-axe.
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Allegiances: His Family, Himself, His People - in that order
Registered: Jul 21, 2015 14:42:16 GMT -8
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Post by Ralf Valgard, the White Wolf on Oct 11, 2016 12:35:59 GMT -8
lol I see you went with kawaii Jun. Decided to use your current avatar. Zhax, I might make more this weekend. EDIT: There's a better way of doing them, I just gotta download the right stuff. These are sloppy and done with MSPaint.
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Aesath
Established
Roleplay posts: 46
Age: 82 Years
Physical Description: Size (At full standing pose): Height: 8 feet, Length: 16 feet
Eye color: Bright Turquoise
Scale color: Copper, metallic, smooth to touch
Dragon Species: European Dragon
Dragon Type: Metallic
Dragon Color: Copper
http://i.imgur.com/uEoD3de.jpg
Human form: A devilishly handsome and sly man with brown hair and blue eyes.
Clothes and Equipment: Scales/Claws/Teeth
Breath Weapon(s): Line of acid, Slow gas
Player's online availability : Too much
Registered: May 29, 2015 8:36:00 GMT -8
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Post by Aesath on Oct 12, 2016 4:41:42 GMT -8
Name: Aesath Life: 6 Move: 5 Range: 4 Attack: 4 Defense: 6 Special Abilities: Corrosive attack, Aesath's standard attack peels away at metals and other materials, his attacks lower his opponent's attack and defense by 1 permanently, BUT his attack must do damage to the target's life pool for it to apply
Flying, (same as Jarkoopi's flying ability)
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Ralf Valgard, the White Wolf
Dedicated
Varan Adventurer
Roleplay posts: 299
Age: 25
Physical Description: An athletically-built man weighing 160 lbs and standing 6 feet high. He has fierce blue eyes set into a wolfish face. His dark brown hair is usually pulled back into a braid on the back of his head. Well-groomed facial hair, for which he is proud of, covers the bottom half of his face.
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Clothes and Equipment: Ralf's primary possessions include his Hirhanic Shield, Mariah's Dagger, his Ancestral Sword, and his Ki'Gar.
The Hirhanic Shield is able to absorb various forms of energy: physical, magical, or otherwise. He can release this energy in the form of shockwaves on command. This item was a gift from his friend Hirhan.
Mariah's Dagger was looted from Mariah's corpse in Aozora. The dagger is able to absorb magical energy from its victims.
Ralf's ancestral sword is of exquisite make; it is an ancient weapon forged in a forgotten age using a rare material. It has the potential to channel 'the Power of the Old Gods', but Ralf is oblivious to this and the weapon is never used.
Ralf's ki'gar, or 'kin garb', is blue with white borders. A white wolf's head is emblazoned in the center, with the family name "VALGARD" written across the bottom. He usually wears the garment as a scarf or cowl.
Currently Ralf carries a a two-handed battle-axe.
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Allegiances: His Family, Himself, His People - in that order
Registered: Jul 21, 2015 14:42:16 GMT -8
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Post by Ralf Valgard, the White Wolf on Oct 13, 2016 14:57:06 GMT -8
Downloading PhotoShop to make better cards. I am using army cards from the Magic: The Gathering edition of HeroScape; the original ones were unique but noticeably 'cumbersome'. These new army cards look much better overall; they are more streamlined. And I would let all of us play a free for all game once the cards are made and everyone is happy with them - but only if you guys would want to. All I would have to do afterwards would be to create a battle map. The maps are divided into hexagonal tiles. A character like Ralf or Jun would take up one tile; Aesath or Jarkoopi, on the other hand, might take up two tiles (see Mimring). When it is your turn you can move up to however many spaces your MOVE stat tells you. If it says five, you can move up to 5 spaces. When counting for elevation, each 'layer' counts towards that too. But you can only 'climb' up elevation if your height permits you; notice Jun's height is 4; she cannot move onto elevation that is 5+ spaces. Similarly, if Jun 'jumps' off of elevation that is 5+ more layers then she rolls for fall damage. If you are on higher elevation than your opponent, then you get additional attack/defense dice as well. I will need to re-skim the rules.
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