Guardian - Ninja
(3 STR; 14 DEF; 5 Life)
Ability 1: Passive: The ninja may attack on the same turn he sprints.
Ability 2: (1 card): {Blinding Powder} Target adjacent Foe gets a -2 to his rolls untill start of your next turn.
Guardian - Paragon
(4 STR; 15 DEF; 5 Life)
Ability 1: Passive: The paragon may attack a unit 2 spaces away
Ability 2: (1 card): {Inspiration} The paragon lowers his Def by 2 to increase Target ally's STR by 1 until the start of your next turn.
Hero - Witch Doctor
(2 STR; 14 DEF; 6 Life)
Passive Ability: The Witch doctor may sprint on every turn instead of every other.
5 Valor: (1 card): {Voodoo Hex} Target opponet may not use character abilities until start of your next turn.
10 Valor: Passive: If at the end of the turn the Witch Doctor doesn't move, he heals himself 1 point of damage.
15 Valor: (2 cards): {Voodoo Storm} Each opponent character within 6 spaces takes (3 STR) of damage. All those hit may not use character abilitiesuntil start of your next turn.
Just a few ideas I have, Lets hear what you all have to say about your own ideas!
YES! I've been waiting for someone to post about new characters! We're really excited to see what kinds of interesting ideas the community comes up with. These kinds of conversations are great catalysts for drawing out what people like about the game and want to see in the future- which helps us decide where to focus our development. By all means- suggest away!
FYI, we have several concepts on the burner ourselves- though we want to wait a bit before releasing any info about them since the game is still pretty fresh.
Guardian- Hoplite
2 STR, 18 DEF, 6 LIFE
Passive- Allies next to Hoplite receive a +1 DEF and STR bonus
2 Cards "Phalanx"- +4 DEF to all allies in a horizontal line of sight
Dark Knight - Guardian
(4 STR; 15 DEF; 6/6 HP)
Passive ability: +1 damage on roll of natural 20s
(Enstrength) {1 card}: Lose 2 life to gain 3 STR for the rest of the turn. [The life change isnt reverted, just STR at end of turn]
Cleric - Hero
(3 STR; 13 DEF; 6/6 HP)
Passive ability: Healing spells gain +1 effect
5 valor: {1 card}: [Holy Missle]: a 3 STR attack to a character in LoS.
10 valor: Whenever you heal with a card, draw another card.
15 valor: {2 card}: Deal 3 STR attack to all opponents in los, an heal all friendly units for 1 in LoS.
Demon - Guardian
(3 STR; 14 DEF; 5/5 HP)
Passive ability: Heals himself for the amount of damage he does on attack (maximum of 2).
(Demonic Transfer): {2 cards}: The demon and any other friendly unit in LoS changes positions on the board.
(These ideas originated, and changed for my own personal liking from Tors10)
Hero - Battle Mage
(2 STR; 16 DEF; 6 Life)
-Passive Ability: The Battle Mage only gets 2 mana per turn.
-5 Valor: (1 card): {Stat reversal} The battle mage loses 3 Def to gain 3 Def until the start of your next turn.
-10 Valor: Passive: The Battle Mage gains an additional 1 mana per turn. And he can only use one ability per turn [So the 15 and 5 wont stack]
-15 Valor: (2 cards): {Ultra Buff} The Battle mage loses 2 Def for all allies gain 2 Str until the start of your next turn.
Guardian - Enforcer
(0 STR; 18 DEF; 5 Life)
-Passive Ability: For each mana you have at the moment of his attack, The enforcer gains 1 STR.
-(1 card): gain 1 mana
Guardian - Archer
(2 STR; 12 DEF; 6 life)
-Passive ability: The Archer may attack twice per turn.
-Passive ability: The Archer may attack any unit in LoS.
-(2 cards): The Archer may attack a third time this turn
guardian : retarius a warrior that uses a net and trident.
srt 3 def 14 life 6
passive:with attack roll if higher than 15 net immobilizes unit.as well as any damage done.
miss next turn to throw trident at any target in los .
not sure if this is any good but maybe you could tweak it ?
HelpIcantflys idea tweaked for him
Guardian (NAME)
{STR 3; DEF 14; life 6)
passive: If target takes melee damage from from (NAME), they become entangled until next turn.
Spear throw: (1 card): Instead of a melee attack (NAME) can throw his spear against anyone in LoS for same damage as his melee attack.
Centaur
1s 14d 6hp
3x 1 die attack.
(Flight?)
2x sprint distance
Guardian - Dwarven Gunslinger
(2 STR; 14 DEF; 5 Life)
Ability 1: (2 card): {Grenade} Dwarven Gunslinger may make a +2 STR AOE (see fireball) attack against any visible unit.
Ability 2: (1 card): {Balisitic Shot} Dwarven Gunslinger may make a +1 STR attack against any visible unit.
Note: Normal attack is surrounding unit, not ranged.
Guardian - Dwarven Brawler
(2 STR; 16 DEF; 6 Life)
Ability 1: Passive: {Drunk Rage} If the Brawler takes damage, he recieves +1STR until the end of players next turn.
Ability 2: (1 card): {Defender} +1 Defense to each visible ally, -1STR to Dwarven Brawler, until the end of players next turn.
Hero - Dwarven Rune Lord
(3 STR; 15 DEF; 6 Life)
Passive Ability: Dwarven Rune Lord's presence inspires nearby troops. +1 DEF to adjacent allies. (Presence bonus does not apply to Rune Lord).
5 Valor: (1 card): {Rally} Dwarven Lord blows his Battle Horn, all visible allies recieve +1STR until the end of their turn.
10 Valor: Passive: Dwarven Rum -- Imbues allies with a sense of greatness. +1 to all allies attack dice rolls.
15 Valor: (2 cards): {Dwarven Bread} +1 Life, +1 STR, +1 Damage bonus to target ally.
Thought I should give a defensive themed cohort a whirl. We have elves, so why not some smelly dwarves eh? Hahaha.
Question Fin.
on the Gunslinger it says +X Str on his abilities. Does this mean (base Str +X) or just X?
And I have 1 problem with the Dwarven brawler his "defender" ability. You might as well not have him lose STR, because you wouldnt use that ability before you attack, using it afterwards your STR doesnt matter.
Otherwise keep the ideas coming!
For the gun slinger, the idea is that those +STR on the abilities, only apply for that ability. So your base + the STR bonus for that specific special attack.
So you get a bonus to your strength just for that ability, but if you use your normal attack, its your base strength again.
And yes, on the defender for the brawler, I did want something that would stop it from being a straight bonus., but not for it to just be a crappier version of the warriors ability.
Quote from: tors10 on August 26, 2009, 08:44:12 PM MT
Centaur
1s 14d 6hp
3x 1 die attack.
(Flight?)
2x sprint distance
WOW, i hope that this was an intentional reference to my flying centaur of doom that pretty much broke one version of the very early board game. Centaur + Flight + Enrage = certain death to all.
Guardian - Ghost
(3 STR; 13 DEF; 6 life)
Passive: Ghost can only move 3 spaces per turn instead of the normal 5, but can walk through (not land on) walls.
Scare (1 card): Target adjacent target loses -2 on his rolls (to a minimum of 1)
Quote from: helpicantfly on August 25, 2009, 06:50:14 PM MT
guardian : retarius a warrior that uses a net and trident.
This is actually one of the characters we had on the backburner- Gladiator with net and trident- I'm amazed to learn there is actually an official name for this type of warrior. I like the idea of the net being damage based vs. guaranteed, though this power should definately require a card as well.
Ensnare (1): Roll 2 attack dice against surrounding unit. If unit takes damage, it is immoblized. (Perhaps also suffers a Defense penalty of -1 or -2 if the ability costs 2 cards)
How about a hero type
Druid: 2 attack 14 def 6/6
maybe discard 4 cards to shapechange into a character that's in combat. Does this at 10 valor. Discard 2 cards, at 8 valor, can summon an additional creature from your hand, or maybe their own type of creature. Maybe give some variance to the creatures she can summon, like a bear or alligator..something like that.
i like summoning in this game, so how about a different route.
Golem Lord: 2 attack, 15 def, 5/5
5 valor, discard 1, can heal any ally summon in play.
8 valor, discard 3, can summon extra summon.
15 valor, discard 3, destroy target summon in play..
something like that.
sorry if i'm a complete nub at the character ideas. I'll have more as i play the game more.
On a side note, i do like the ninja, but maybe make it so he can vanish/invis for a turn or so and move without anyone seeing him.
The valor abilities unlock at 5/10/15 not 5/8/15.
But I do have an interesting idea.
Hero - Warlock
(STR 3, Def 14, HP 6/6)
Passive: When using a spell card, the warlock may discard cards from his hand instead of paying it with mana (1 card discard = 1 mana replaced).
5 Valor: {1 card}: (Soul link): A friendly target in LoS, will take the damage for the warlock until the start of your next turn. (If the unit dies, the warlock dies too)
10 valor: When you discard the first card for using a spell, it is now worth 2 mana instead of 1.
15 Valor: {Rest of your mana}: Refresh): Draw cards = to the mana you had.
Guardian:Dwarven Beserker
4attack 14def 6/6life
passive:attacks at least 2 around him
passive:any attacks that hit against him, he can make an attack back.
discard 2:can take 2 attacks against 1 unit adjacent
something like this, of course tweak to non game breaking status, if you feel it does. I would like to see some sort of dwarven units, would be nice.
in response to ross on me char yep ok so make it 1 card to use with the added -2 def.
no lower than 11 of course would be good to combat the higher defensive units in the end game.i would not have it deal damage reason being you could buff him to hit and sit there just doing dam / immob over and over. of course no reason u cant throw your spear at him.thats why in the original idea u had to miss your next turn(well you got to go pick up your spear) i think this needs more thought ...
Quote from: maltross on September 03, 2009, 12:29:47 PM MT
Guardian:Dwarven Beserker
4attack 14def 6/6life
passive:attacks at least 2 around him
passive:any attacks that hit against him, he can make an attack back.
discard 2:can take 2 attacks against 1 unit adjacent
something like this, of course tweak to non game breaking status, if you feel it does. I would like to see some sort of dwarven units, would be nice.
Ill clean it up a bit for ya:
Guardian:Dwarven Beserker
(4attack 14def 6/6life)
Passive: When Dwarven beserker kills a unit, all adjacent enemy units take 1 damage.
{2 card}: (Whirlwind): Make a 2 STR attack to all adjacent units (friendly and foe alike)
Quote from: diesbudt on September 04, 2009, 03:27:17 AM MT
Quote from: maltross on September 03, 2009, 12:29:47 PM MT
Guardian:Dwarven Beserker
4attack 14def 6/6life
passive:attacks at least 2 around him
passive:any attacks that hit against him, he can make an attack back.
discard 2:can take 2 attacks against 1 unit adjacent
something like this, of course tweak to non game breaking status, if you feel it does. I would like to see some sort of dwarven units, would be nice.
Ill clean it up a bit for ya:
Guardian:Dwarven Beserker
(4attack 14def 6/6life)
Passive: When Dwarven beserker kills a unit, all adjacent enemy units take 1 damage.
{2 card}: (Whirlwind): Make a 2 STR attack to all adjacent units (friendly and foe alike)
Oh, i like that.
Note: Given that this set has one Hero Mage, two Guardians, and three Creatures, the cost to purchase will probably be $15 or $20
Hero Mage - Beastmaster
(ST - 5, DF - 12, HP - 6)
Cornered Animal (Passive): Beastmaster obtains +2 Defense for each adjacent wall when melee attacked
5 Valor - Summon Animal (Discard 1 Card): Summon an animal of your choice (wolf, giant eagle, or a snake) to an adjacent target space. If another is summoned, the existing one is destroyed. If the Beastmaster is slain, the existing animal is destroyed.
10 Valor - Effortless Recovery (Passive): Recovery spells cost 0 mana
15 Valor - Summon Animal Horde (Discard 2 Cards): Roll 1 attack die (+6 modified) against all enemies (including those not visible)
Guardian - Whisperer
(ST - 2, DF - 16, HP - 5)
Suggestive Thoughts (Discard 2 Cards): Move target enemy up to 2 spaces and cause target enemy to attack another unit
Psionic Shield (Passive): Psionist cannot use Mind Control or Psychic Blast on Whisperer
Guardian - Cloaked Ranger
(ST - 4, DF - 13, HP - 5)
Cloak (Passive): Location hidden to opponents if the Cloaked Ranger is out of the line of sight
Bow and Arrow (Passive): Can attack any visible unit
Creature - Wolf
(ST - 2, DF - 12, HP - 2)
Loyalty (Passive): Wolf will not attack Beastmaster
Creature - Giant Eagle
(ST - 2, DF - 12, HP - 2)
Aerial Assault (Passive): Giant Eagle may attack any unit visible to Beastmaster
Creature - Snake
(ST - 2, DF - 11, HP - 1)
Poisonous Venom (Passive): Any unit damaged by Snake's attack becomes poisoned*
* Poison: One damage is incurred at the end of the next turn and one damage at the end of the following turn (the Bless ability by the Paladin may now remove this effect)
Thief.
STR 3 DEF 14 LIFE 6
ability (1 card cost ) if thief hits steal a card.
passive ability dodge. Roll dice equal to number rolled evade 1 DAM for each higher than 16.
again feel free to tweak it as still not sure etc...
Vampire.
STR 3 DEF 17 LIFE 5
passive instead of movement flight so can go over walls units etc but no sprint.
1 card if attack hits drains 1 life to the vampire never exceeding his max life.
again feel free to tweak ...
GIANT
STR 5 DEF 17 LIFE 5 MOVEMENT 3
passive attack area upto 2 squares away in los.
1 card if standing by a wall picks it up and hurls it rolling 3 dice.
not sure if u can make walls disappear yet but thought it was fun ...
and feel free to tweak ....
MONK
STR 2 DEF 16 LIFE 6
1 card healing touch.
1 card extra 2 dice on summons and undead.
again feel free to tweak ..
Quote from: helpicantfly on September 04, 2009, 10:58:05 AM MT
Vampire.
STR 3 DEF 17 LIFE 5
passive instead of movement flight so can go over walls units etc but no sprint.
1 card if attack hits drains 1 life to the vampire never exceeding his max life.
again feel free to tweak ...
GIANT
STR 5 DEF 17 LIFE 5 MOVEMENT 3
passive attack area upto 2 squares away in los.
1 card if standing by a wall picks it up and hurls it rolling 3 dice.
not sure if u can make walls disappear yet but thought it was fun ...
and feel free to tweak ....
that would be cool to pick up the walls and throw them
Stone Demon - Guardian
(3 ATK, 15 DEF, 5/5 Life)
Passive: {Stone Strike} The Stone Demon may make an attack to any opponent adjacent to the same series of Wall tiles that the Stone Demon is adjacent to.
Stone Form: {2 cards} Until the start of your next turn, all sources of damage the stone Demon takes does 1 less damage.
Pirate - Guardian
(4 ATK, 14 Def, 6/6 Life)
Passive: The pirate cannot be immobilized
{1 card}: The pirate may make an attack in any LoS for 4 STR instead of his normal attack this turn.
Bone Golem - guardian
(5 ATK, 19 DEF, 4/4 Life)
Passive: The Bone golem cannot be healed, Augumented or revived.
Passive: The Bone golem cannot move more than 4 spaces on his turn, and cannot sprint.
Hero - Fortune Teller
(3 ATK, 14 DEF, 6/6 Life)
Passive: Any character that melee strikes Fortune Teller become immobilized until the end of their next turn.
5 Valor: {1 card} your opponent discards a card from his hand
10 Valor: Passive: Whenever Fortune Teller does melee damage to an opponent's unit, its controller discards a card at random from his hand.
15 Valor: {1 card}: Lose all unused mana. Make an attack on an adjacent unit doing (***{2 x mana lost} +1 STR ) (to a Max of 10 STR) against him. If the attack lands the units controller must discard a card.
could the fortune teller attack do a min of 2 dmg, say, if she doesn't have any cards?
Quote from: diesbudt on September 04, 2009, 04:34:19 PM MT
Passive: {Stone Skin} All rolls of 20 do no damage to Stone Demon, However rolls of 1 do.
I'm a little confused by this one, diesbudt. Effectively, these two conditions cancel each other out, making the ability seem rather puzzling.
Well Ross, because of his high defense, through augumentation you can get to 20 def. And since stone skin wouldnt allow any damage at 20 either, he would be unhittable. So to balance it out, placing a chance to hit on the other spectrum would mean he could still be hit at 20 defense, otherwise yea they do cancel each other out.
Demon Lord(Hero)
4att 16def 4/4life
Valor 5: Demon Lord's guardians receive +2 def, while in LoS.
valor 10: Discard 2 cards, Demon lord can summon a Devil Minion. No limit to devils summoned.
Valor 15: Discard 4 cards, Devil minions recieve +str/+def=to the number of Devil Minions in play
Barbed Devil(Guardian)
3att 15def 5/5life
passive: Any ranged attack Barbed Devil makes is at +2str.
discard 2: Barbed Devil's ranged attacks receive +4 to his rolls.
Think of him mostly as a ranged.
Fallen Angel(Guardian)
2att 14def 5/5life
discard 1 card to generate one mana
discard 2 cards to heal target for 3 Life, or grant +3 str, or +3 def
Thinking of these as the UnHoly Trinity pack or something, maybe even do a version of them called the Holy Trinity..something like that. Tell me if i'm getting carried away with these.
diesbudt- Rolls of 20 always hit as a universal rule (regardless of Defense value) and Defense can never go below 11 (hence a roll of 1 would never hit). I see that you are trying to compensate for the unhittability of breaking the 20 hit rule (since that would not be fair) but it's unnecessarily complicated to modify this rule with "Rolls of 1 always hit", since, regardless of the spectrum end, the chance of rolling a 1 or 20 is equal at 5%.
What about:
Stone Skin: 1 Damage is automatically prevented from each attack against Stone Demon.
This would achieve the effect of making Stone Demon exceptionally hard to hit, but not impossible to kill. The only warning I have against passive Defensive abilities like this, however, is that they can lead to long, dragged out dice slugging (as we discovered in the board game). I would certainly recommend this cost at least a card (like, he turns into a statue to get the boost).
Ok Ross i changed it, and balanced it out a bit by your suggestion but also lowering his defense 1 point so a few more attacks may hit.
Chanced upon this while browsing the forum, and decided to post my own:
Nature's Guardian
Druid - Mage
(3 Strength, 13 Defense, 5 Life)
Passive, Friend of Nature: Player's elemental summons gain +1 Life (and only the 4 elementals; not the golems or the skeletons)
Valor 5, 1 Card, Nature Reverence: Place a wood wall on target space (cannot be used if you control 3 or more wood walls)
Valor 10, 1 Card, Emergency Heal: Target visible ally with 1 Life left recovers 2 Life
Valor 15, Passive, Nature Avatar: Druid gets +3 Life (the Druid is a mage that starts with a lower life, and +2 seems kind of low for a Valor 15 ability)
Ranger - Guardian (attack is melee, not range)
(2 Strength, 14 Defense, 6 Life)
1 Card, Crossbow: Roll 1 attack dice against a visible unit
1 Card, Double-Strike: Roll 2 attack dice against a surrounding unit
Shifter - Guardian
(3 Strength, 13 Defense, 7 Life)
1 Card, Lycanthropy: +1 Strength, +1 Defense and attack causes Immobilize until start of next turn
1 Card, Swipe: Roll 1 attack dice against surrounding units in the direction you are facing (basically, the unit in front, the unit to the front-right, and the unit to the front-left, in terms of the direction the Shifter is facing)
Wood Wall - Creature
(0 Strength, 15 Defense, 2 Life)
Passive, Wall: Acts as a barricade until defeated (if, due to game mechanics, a Creature also cannot act as a Wall, a Creature is still a pretty good foil, if it blocks a Warrior, or prevents Fighter Mage from using Flash to get your mage)
Passive, Grounding: Redirects all electricity into the ground (prevents Lightning Bolt, both the spell and the Sorc's valor ability, taking 0 damage and preventing it from penetrating to targets behind the wall)
Coven Sisters
Witch - Mage
(2 Strength, 12 Defense, 6 Life)
Passive, Magic Lineage: Player generates 1 additional Mana at the start of each turn
Valor 5, 1 Card, Conversion: Generate 1 Mana, -1 Defense until start of next turn
Valor 10, Passive, Mirror Invocation: Attacking units must roll 1 dice of 12 or higher to be able to attack normally; otherwise, all rolls misses (basically, attack unit must roll
1 dice; if it is 12 or higher, they will attack as per normal, otherwise, all rolls will be treated as being lower than the Witch's defense), but not applicable to magic and if the attacking unit misses, the Witch loss a card. If there is no card left, this ability cease to work.
Valor 15, 1 Card, Soul Sisters: Transfer 2 Life from an adjacent Guardian, Witch +2 Life (basically drains life of ally Guardian)
Seer - Guardian
(2 Strength, 13 Defense, 6 Life)
1 Card, Premonition: Target surrounding ally gains +2 Defense
1 Card, Foresight: Target visible ally gains +1 Strength and add 1 to all dices until start of next turn (this add 1 to all dice includes abilities and spells, unlike the Bard's Inspire)
Huntress - Guardian (although her abilities are ranged, her standard attack is melee)
(1 Strength, 14 Defense, 6 Life)
1 Card, Archery: Roll 2 attack dice against visible unit
1 Card, Seeking Arrow: Roll 2 attack dice against a unit up to 4 spaces away
Unthemed
Healer - Mage
(0 Strength, 14 Defense, 6 Life)
Passive, Medical Training: Player's Recovery spell modifiers get +1 absolute value
Valor 5, 1 Card, Healing Aura: Surrounding units recover 1 Life (regardless whether ally or enemy, and Healer himself don't recover)
Valor 10, 1 Card, Blood Magic: Converts 1-3 Life to the same amount of Mana (this is random, similar to sprint; especially scary in situations where you need 1 more Mana for Healing Hand, and has exactly 3 Life left)
Valor 15, Passive, Broken Vow: Healer gets +3 Strength
**Just changed a typo and adjusted the Huntress and Ranger's Strength and abilities due to being easily overpowering (7 attack rounds with 2 cards, for just 1 Guardian in the very first round can pretty much finish off any unit). I also adjusted the Shifter's Strength as he is also slight overpowering.
***Second adjustment, as Witch's Mirror Invocation is too powerful, so nerfed it a bit, by making it not applicable to magic and that there has to be cards, plus the witch losses card for each attack missed.
****Third amendment, as I forgot to adjust the Wood Wall's abilities. Added a new one, called Grounding.
Man I always love reading these. I'm going to have a tough time choosing which new characters to implement in the game once I can afford some new artwork. But perhaps some of the abilities on this forum will carry over to upgrades for existing characters in the next major release version I'm planning.