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Subject: [WIP] Pregenerated Heroes for Whack & Slaughter rss

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Kai Scheuer
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Hi there

Whack & Slaughter is a skirmish game allowing you to field about pretty much any one of your miniatures as a Hero on the battlefield.

After a playtest, one of the gamers threw in the idea to offer pregenerated Heroes.

The idea irritated me initially, since the first iterations of the game included pregenerated Heroes.

The current edition ... doesn't. Aside from the Hero you create during the tutorial at the beginning.



So, I made up my mind to think up 8 different Heroes for you to print out and play with:

A druid, an elemental mage, a demonic guard, a fencer, a huntress, a monk, a paladin and a pirate.

I'll generate those print and play heroes with the HeroMachine.
My first question to you:
What would you like better - having the Heroes have generic denotations (such as "elemental mage") or have them proper names (such as .. uh .. "Karl", "Ludwig" or whatever .. uhmm .. I think, if you vote for proper names, I'll let you do the naming ... )

Poll
Generic denotations or proper names?
Generic denotations
Proper names
      4 answers
Poll created by schattentanz


(I know, this question has been asked before more than once. Apparently, I just lack the proper keywords to get the answers ... )

Also, I'm tinkering with a name for the "book" ... I thought of "the hateful 8" - alas this name has already been assigned to something ... greater ...

Ideas?



Thank you and kind regards,
Kai
 
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The Heroic 8! I prefer the generic as I like to create my own names and back stories for characters.
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Kai Scheuer
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The Herioc 8 .. hehe .. that sounds cool, actually .. thanks for the idea



Let's begin the journey with the fencer / skirmisher:



Born and raised in the dark alleys of Anderlund, this guy has learnt to kill in order to survive.
Fast movement and a knack for not being seen along with superior handling of his deadly blades are the tools of his trade.

This guy is a melee specialist: His attributes make him hit hard and reliable.
His skills are:
- Backstab
- Shadow Meld
- Jog
- Counterstrike

Jog allows you to move faster than all the other Heroes, so take advantage of this skill as often as you can to get from terrain to terrain.
Do not end your move in direct line of sight of an opposing Hero, since you lack any defensive attribute. Instead use Shadow Meld to vanish from plain sight for ranged attacks and to reduce damage you receive.
Use Counterstrike whenever you are stuck in melee combat, so your opponent won't attack you without being attacked first.
And of course use backstab to combine a single movement action with a free attack action.



Ok, everyone.
How should we name this guy?



Thank you and kind regards,
Kai
 
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Kai Scheuer
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Next:

The Druid



Not only does the druid live in the forest among beasts, he has become part of them.
See the wolf over there? Care to guess, whether it is an actual wolf or rather the druid?

The druid is a magic user, tapping the lore of the wild to do his biddings.
His skills are:
- Awaken
- Spirit Bond
- Thorns
- Regrowth
- Shapeshift

Spirit Bond is used to control the Druid's animal companion, the lynx. You don't need to spend an action or to roll dice to control the lynx - you do so only when you want to heal or resurrect him.
Speaking of resurrecting, Awaken is your skill of choice, if one of your teammates falls and needs to be resurrected in place to move on from where he fell.
To prevent your teammates from falling, Regrowth lets them endure longer in battle, recovering their health steadyly, turn after turn.
Cast Thorns to attack attackers.
And when you feel like everything is under control, cast Shapeshift to become a direwolf to wreak havoc among your opponents.



Name suggestions for the driud, anyone?



Thank you and kind regards,
Kai
 
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Kai Scheuer
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And another caster joins the ranks of the 8:

The elemental mage



From early childhood on, the elemental mage has been trained in the mystic arts. Now she has mastered the control of the elements.

The elemental mage is a magic user, bending the elements to his will.
Her skills are:
- Disenchant
- Fireball
- Icy Prison
- Riding The Wind
- Master Of Elements

Master of elements enhances the effects of your elemental spells (and all of your other spells are elemental spells), so keep it up as long as possible. Disenchant violently removes enchantments from other Heroes, Fireball incinerates them (and everyone who is stupid enough to stand too close by), Icy Prison slows your opponents down, in case someone gets too close and Riding The Wind allows you to move your allies at your discretion.



Name suggestions for the elemental mage, anyone?
 
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Kai Scheuer
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And another caster joins the ranks of the 8:

The huntress



Another lady of the woods, armed with a deadly longbow and accompanied by the only being she can trust, you will never see her coming. You'll have to deal with the bear first anyways.

The huntress actually is a team of two:
The huntress herself and her bear. Being a companion, the bear only gets one action per turn. He does make up for that with his durability, though.
The bear can not use any skills. Instead the huntress skills are:
- Basic Animal Training
- "Dash"
- Scavenger's Shot
- Aimed Shot

You need Basic Animal Training to control your bear, and to heal him, when there is need. Use "Dash" whenever you do not use a(nother) skill action, in order to grant your bear another action (a movement action).
Scavenger's Shot gives you an advantage, as soon as an opponent is in base contact to one of your allies. Which is easy to arrange for you, since you can control your bear to wherever you want him to be.
Aimed Shot is your attack of choice, when you don't need to move, so you can deliver even more damage.


Name suggestions for the huntress, anyone?

(Thinking about it, I think, I'll go with the generic names, too ... either you give them names or they keep their "class names" which sound pretty cool, too..)



Kind regards,
Kai
 
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Kai Scheuer
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Next in line:

The Demonic Guardian



Right from the depths of Hadesheim steps this creature, half human, half beast, to bring doom upon his foes. And pretty much everyone is his foe.

The Demoic Guardian is a fighter with some basic protection. He hits hard and is able to defend some of the incoming damage.
His skills are:
- Berserk
- Bloodlust
- Shield Up

Shield Up reduces your speed but raises your defense significantly. Then again, it can only be used, if you do not attack this turn. (Note: What you may do, though, is: attack and then use Shield Up, as you do not attack any further that turn!)
If you are bound for whatever reason to kill an opponent with one blow, you can turn Berserk, raising your attack strength at the cost of defense. (And yes, you may turn Berserk and then use Shield Up in one turn for a strong attack and a medium defense).
If you are sure to deliver the killing blow to an opponent, use Bloodlust to move right on towards the next opponent.


Name suggestions for the Demonic Guard, anyone?



Kind regards,
Kai
 
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Kai Scheuer
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Next in line:

The Monk



Caring for the health of others prior to himself, the Monk has been trained in the angelic arts of healing and protecting others.

The Monk is a magic user lacking any offensive abilities. He makes up for this in defense and in keeping his team alive, though.
His skills are:
- Life Boon
- Overwatch
- Purge
- Damage Reversal
- Greater Protection

Life Boon is the classic healing spell restoring life to a target. Use purge to get rid of unwanted conditions from attacks. Overwatch returns life on a slow but steady basis per turn and gives a bonus when ended prematurely (such as by the elementalist's disenchant), Damage Reversal negates damage and turns it into life instead while Greater Protection not only recovers life on a per turn basis but reduces incoming damage as well.



Name suggestions for the Monk, anyone?



Kind regards,
Kai
 
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Kai Scheuer
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Next:

The Paladin



With the fury of righteousness, the paladin won't hesitate to swing down her hammer of justice onto her enemies.

The paladin is a melee combatant. With heavy armour as well as a protective spell she is very hard to take down. Then again, she doesn't hit too hard, either.
Her skill is:
- Guardian

Guardian is a spell. Being cast with just 1 blue pip, it lasts until the end of target's next 1 turn.
If you cast it on yourself, it lasts for the current turn only.


Name suggestions for the paladin, anyone?



Thank you and kind regards,
Kai
 
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Kai Scheuer
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Last in line:

The Pirate



Living a harsh life on sea, the Pirate is a fierce melee combatant as well as a deadly markswoman.

The Pirate is a mix of a melee and a ranged combatant. With a Voodoo Spirit to protect her (or at least to scare some attackers) as well as her ability to reload after shooting, she is a force to be reckoned with.
Her skills are:
- L'Ingleson
- Fast Reload

L'Ingleson is a Voodoo Spirit. Once successfully cast, it throws incoming melee or ranged damage directly back at the attacker who needs to defend against it in some way or another.
Use Fast Reload each time you shoot to prevent yourself from getting a reload token.


Name suggestions for the pirate, anyone?



Thank you and kind regards,
Kai
 
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Kai Scheuer
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And I've got a cover:

 
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