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The Warlock of Firetop Mountain» Forums » Variants

Subject: Building unique characters - variant rss

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Tiago Perretto
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This is a variant for the game which uses classes for the adventurers and the ability to create them using points, and not rolling dice.

Every player has a number of points to spend in order to create his character.
Total points to spend: 14
Every character starts with:
Skill – 6
Stamina – 12
Luck – 6


Points are spent on this basis:
+1 Skill = 2 points for each addition – Maximum Skill: 10
+2 Stamina = 1 point for each addition – Maximum Stamina: 24
+1 Luck = 1 point for each addition – Maximum Luck: 12

Also, the PCs have classes and there are points to be spent on special abilities / advantages. A maximum of 2 abilities can be chosen. Every class has one disadvantage, and the adventurer will have it regardless if takes abilities/advantages or not.

Note: If you want, to further counter the boost in Power given by the advantages/abilities, consider as all creatures have +1 Skill and +2 Stamina, including Zagor himself.
Abilities/advantages that are allowed to take an Attribute over the maximum limit.




BARBARIAN

Rage (1 point) – When the Barbarian rages his total Skill is lowered in 1 point for the duration of the encounter, but every attack he strikes will deal 3 points of damage.

Too Big for Small Traps (1 point) – If the Barbarian encounters a Trap, he ignores its ill effects, and just take the treasure – the Barbarian can leave the room in your next turn regardless of the Trap effects.

Strong as an Ox (1 point) – The Barbarian gains +3 Stamina.

Strider (2 points) – The Barbarian gains +1 movement.

Disadvantage – Not good with words – The Barbarian receives -1 to all rolls made in fixed encounters that don’t involve combat (i.e.: all, except the Dragon and Zagor) – this also applies for the Fool, and is +1 for the amount of money asked by the Trader to sell his treasure. Finally, The Barbarian pays 1 more gold for whichever person he hires, except the Larder.




WARRIOR

First blood (1 point) – When the Warrior hits the first blow in a fight, for the next two rounds of that encounter the Warrior receives +1 Skill and +1 damage.

Precise strike (1 point) – When spending Luck to increase damage, if the attack hits, the Warrior deals 4 points of damage. This can be combined with the First Blood ability.

Shield (1 point) – When suffering damage from attacks (not traps, or curses or other gamign effects, like escaping, the Hell Hound breath or by not paying Shylock – but it can be used against a Fireball from the Wizard or an arrow shot by the Elf), the Warrior can take damage on his Shield – he can take 1 point on it by each hit taken (so he would receive 1 on himself and 1 on the shield, in a normal attack). The Shield has 8 Stamina and cannot be repaired once it loses all its Stamina.

Trained (2 points) – The Warrior gains +1 Skill.

Disadvantage – High honor – The Warrior receive +1 to all rolls made when Escaping a combat (if the total is 7, the Warrior receives +1 damage), and he can’t flee before fighting for at least 3 combat rounds. Also, if the Warrior flees, he loses 1 Luck, regardless of the result of the Escaping roll. Finally, the Warrior can’t attack an adventurer with less than 10 Stamina nor he can kill another adventurer – if na attack of the Warrior would kill an adventurer, the combat is over, the Warrior takes 1 random treasure from the defeated adventurer, which is then moved 4 spaces away – this doesn’t count as fleeing for the defeated adventurer, so there is no roll for the Escaping chart. And the Warrior isn’t allowed to attack the same adventurer again until he has 10 or more Stamina or for 4 rounds, whichever comes first.




DWARF

Dungeoneering (1 point) – The Dwarf can always use the tunnels properly, even without a Lantern. When using a tunnel passage the Dwarf gains +1 movement.

Big appetite (1 point) – The provisions of the Dwarf are plentiful, and recover 5 Stamina when eaten instead of 4. Also, the Dwarf may eat up to TWO provisions in the same turn, and receive the benefits of both.

It feels like home (1 point) – The Dwarf gains +2 movement in the Maze section and also can peak at the Maze tiles as if he has the Map treasure.

Strong Will (2 points) – The Dwarf is immune to Hypnotic Eye treasure and the special power of the Vampire. He also can’t be target by the curse of the Hexmaster.

Disadvantage – Racial hate – The Dwarf can’t flee fights that involve Goblins, Orcs and Trolls. Also, these types of enemies have +1 Skill and +1 damage when fighting the Dwarf.




ELF

Nimble (1 point) – Rooms won’t end the Elf movement when he has no encounter in them. Spend 1 movement to pass by a room – the Elf can, then, continue moving if he has more movement points.

Archer (1 point) – If the Elf attacks another adventurer in a corridor, he gains a free attack (as usual, both roll Skill, buth if the opponent wins, he deals no damage – he Just dodged the arrow). If the attack hits, the Elf deals 4 damage. This attack can happen at a maximum distance of 4+1d6 spaces. The attack doesn’t trigger a combat, but the Elf can shoot na arrow than move to start a fight. The Elf has 6 arrows in his quiver.

Waybread (1 point) – The Elf carries 4 provisions of Waybread. Each once, once eaten, will heal 6 points of Stamina. And the last one will also recover 1 Skill point, if the Elf have lost one prior to eating it.

Critical Blow (2 points) – The Elf, when rolling 11 in combat, will do 4 damage, if he wins the round. And when rolling 12 in combat, will do 6 damage, and will always win the combat round, regardless of what the opponent rolls.

Disadvantage – Golden Child – Due to delicate digestive system of the Elf, normal provisions only heal the Elf for 2 points of Stamina. Also, the Elf can’t gamble in the Gambling Halls.




WIZARD
Note: The Wizard cannot cast two spells in the same encounter.

Fireball (1 point) – Before the combat starts, the Wizard can cast Fireball and deals 1d6+1 damage to an enemy. Due to this, if the enemy isn’t killed by the Fireball, and the Wizard enters in battle Just after, the enemy has -1 Skill in the first round of battle. The Fireball can be used against another adventurer, one up to 4 spaces away, and will have the same effect, except that the adventurer can Test Luck, and if he pass, He suffers only half damage (rounded up). The Wizard can cast Fireball a total of 4 times in the game.

Invisible Shield (1 point) – After the Wizard casts Invisible Shield, for the whole encounter, every time the Wizard suffers a hit, roll 1d6 – if the result is a 1 or 2, the damage is lowered to 1 Stamina. The Wizard can cast Invisible Shiled a total of 3 times in the game.

Mist Form (1 point) – After casting Mist Form the Wizard can pass by a room ignoring the encounter and continue his movement on the other side. Passing by the room is a free movement. The Wizard can’t take the treasure, but he can look the encounter token. This spell can’t be used against Zagor himself. The Wizard can cast Mist Form a total of 2 times in the game.

I’m your Master! (2 points) – You can win encounters without fighting. Up to two times, the Wizard can use his resemblance with Zagor to fool some foes. The Wizard test his Luck and, if lucky, the creature Will believe the Wizard is Zagor, so he will let you take the treasure and leave. If the Wizard fails the Luck test, the creature will have a free attack against the Wizard – the Wizard takes 2 points of damage. This won’t work against the Vampire, and can’t be used in Fixed Encounters.

Disadvantage – Too much time in the library – The maximum Skill for the Wizard is 8 and the maximum Stamina is 16. And the Hexmaster will curse the Wizard for only 1 gold piece.




CLERIC
Friends in High Places (1 or 2 points) – The Cleric gains +1 Luck (1 point) or +2 Luck (2 points).

Minor / Major Heal (1 point) – The Cleric can cast Minor or Major Heal spells to heal himself or other adventurer. The Major Heal recovers 1d6+1 Stamina. The Cleric can cast Major Heal 3 times. Minor Heal always heals 2 Stamina, and has no limit of times that it can be used. Either uses of Heal spends the Cleric’s turn, just like eating a provision, and they can’t, of course, both be used in the same turn.

Bane of the Undead (1 point) – Undead creatures have -2 Skill against the Cleric. Also, the Cleric can always fight against the Wight, even without a magical weapon.

Blessed (2 points) – The Cleric can’t be cursed by the Hexmaster.

Disadvantage – We are all brothers! – The Cleric can’t attack other adventurer, but can defend himself if attacked, he just can’t initiate the fight. But, when encountering another adventurer, he can ask for the tithe – if the adventurer willing gives one of his treasures (or 3 gold), the cleric bless him for +1 Skill for the next two combat rounds (not against the Cleric). If the adventurer don’t want to give a treasure, or can’t pay the gold (or don’t want to pay), the Cleric can test Luck, and, if lucky, a miracle will happen, and treasures may change hands. The Cleric takes one treasure, at random, from the other adventurer he encountered, then the Cleric chooses: keep the treasure – if so, the Clerics gives one of his treasures at random, for the other adventurer – but the Cleric can choose to separate one treasure before the other adventurer take one. Give back the treasure – if so, the other adventurer has -1 Skill for the next two combat rounds (it counts if against the Cleric). The Cleric can only ask for the tithe 2 times for each adventurer. After this their debit to the Gods is considered paid. If the Cleric is unlucky nothing happens, but, by the protection of the Gods, if unlucky, the Cleric doesn’t lose Luck.




What do you think?

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