@ inknowinternet:
Read the ToC again
I'm going to lay down some point-by-points on anything I've missed shortly - both here and in the other threads.
@ inknowinternet:
Read the ToC again
I'm going to lay down some point-by-points on anything I've missed shortly - both here and in the other threads.
I did it on Ritalin. I got me some good grades. Now I work me the night shift.
Your home for Homebrew on the PP boards
The Homebrew Locator
The IKWiki
Mira ad-Zahari
Mercenary Minion Character Solo
“Menoth may be the creator of man, but she is the destroyer. She is blessed by her convictions, and she will not stop until she has sent every zealot back to their god.”
- Orlack Fenhowler
SPD 7 STR 5 MAT 7 RAT 8 DEF 16 ARM 12 CMD 8
Damage 5 FA C PC 3
MERCENARY - This model will work for Cygnar and Khador.
MINION - This model will work for Circle and Trollbloods.
AD-ZAHARI
Pathfinder
Extinguisher - Enemy models cannot gain soul tokens from models destroyed by this model’s attacks.
Prowl - This model gains Stealth while within terrain that provides concealment, the AOE of a spell that provides concealment, or the AOE of a cloud effect.
Sniper - When damaging a warjack or warbeast with a ranged attack, choose which column or branch suffers damage. Instead of rolling damage on a ranged attack, this model can inflict 1 damage point. A model that participates in a combined ranged attack loses Sniper until the attack is resolved.
WEAPONS
"Harkai" RNG 14 ROF 1 AOE - POW 12
Blessed - When making attacks with this weapon, ignore spell effects that add to a model’s ARM or DEF.
Fidai BladePOW 3 P+S 8
Anatomical Precision - When this model’s melee damage roll fails to exceed the ARM of the living model hit, that model suffers 1 damage point.
Thresher (* Attack) - This model makes one melee attack with this weapon against each model in its LOS and this weapon’s melee range.
FLUFF
Like most Idrians in the Protectorate of Menoth, Mira ad-Zahari was ceremoniously given a surname in accordance with Menite practices. Unlike many Idrians, however, her tribe devoted itself to the Khalpautiym, the violent resistance against the Menite incursion. Taught in the ways of subterfuge and stealth, she became a Fidai infiltrator on her fourteenth birthday and operated as a spy in Sul. A quiet girl with a knack for imitating accents, she passed for several years as a Sulese housemaid. She was eventually discovered and forced to flee across to Caspia via forgotten aqueducts. Ad-Zahari spent years flitting from one city to another, lost and alone, but hardened by the experience. By necessity, she picked up urban know-how and thieving skills to complement her already formidable skills as a scout. This served her well when she eventually found a place in a Thuria-based chapter of the Daggermoor Rovers. Upon earning the use of a rifle, she found her true passion: slaying Menites by bullet. Mobile even by Rover standards, and an impressive crack shot and survivalist, she became feared by Khadoran Menite border officials, who she assassinated even in her free time. Unfortunately, the border skirmish fiasco left her irrevocably separated from her squad. Fortunately, she picked up another.
Mira ad-Zahari has an almost religious reverence for her gun. A nearly unidentifiable Radliffe Long Rifle, she has modified it to be lighter and sturdier, with a revolver chamber and detachable alchemical scope. The gun is truly a thing of beauty, and she refers to it by name: Harkai (Destruction). Ad-Zahari prides herself on the fact that she is far from helpless if ever caught in close quarters. Her original Fidai training has left its mark, and she weilds a machete-like short sword with brutal precision.
I apologize.... this model is a repost of one earlier in this thread, but I put her back here to consolidate her with her Scav Company bretheren.
Last edited by iknowinternet; 12-15-2010 at 11:22 PM. Reason: Removed Fearless and AD to give her less overlap with Eiryss
Orlack Fenhowler
Mercenary Minion Trollkin Character Solo
“Dhunia thirsts for the blood of one of us. I’m her favorite son. Unfortunate for you.”
- Orlack Fenhowler
SPD 5 STR 8 MAT 7 RAT 4 DEF 11 ARM 18 CMD 8
Damage 8 FA C PC 3 Base M
MERCENARY - This model will work for Cygnar and Khador.
MINION - This model will work for Trollbloods.
FENHOWLER
Commander
Pathfinder
Tough
Heal (*Action) - Choose a friendly living model B2B with this model. That model heals d3 damage points.
Magic Ability [7]
-Stone Spray (*Attack) - Stone Spray is a SP 8, POW 12 magic attack. On a critical hit, the model hit is knocked down.
-Upheaval (*Action) - RNG CMD. For one round, models without Pathfinder beginning their activations within this model’s command range cannot run or charge.
WEAPONS
Stone Buckler POW 1 P+S 9
Bull Rush - Gain an additional die on charge attack damage rolls with this weapon.
Powerful Charge - This model gains +2 to charge attack rolls with this weapon.
Dhunian AxePOW 5 P+S 13
Magical Weapon
FLUFF
Though from a lineage that traced strong roots back to Bragg, Olack’s kith was particularly superstitious, and when he was born under an ominous sign, they abandoned him well outside their native swamp. But the blood of Bragg coursed through the young Trollkin, and he survived – and even thrived – on fortitude drawn from blood and earth. He drew more than just fortitude from the Earth, however. Over the years, wandering from kriel to kriel, Orlack Fenhowler felt more at home in the open woods than in any village. He felt a connection to a great warmth and great strength radiating from the very stones around him. He found that Dhunia herself had embraced him and unlocked his latent mastery of stonestuff. Awakening one morning to find this gift, he tore a chunk off the nearest boulder with his bare hands and used his will to fashion it into a shield, swearing to spread the love of Dhunia to those who deserved it, and her undying wrath to those who did not.
Last edited by iknowinternet; 12-15-2010 at 11:26 PM. Reason: Removed Fearless and Backswing
Cassius Faust
Mercenary Minion Character Solo
“Huh. I didn’t know metal burned that fast.”
- Cassius Faust, upon first lighting a warjack on fire.
SPD 6 STR 4 MAT 4 RAT 4 DEF 14 ARM 12 CMD 8
Damage 5 FA C PC 2
MERCENARY - This model will work for Cygnar, Khador, and the Protectorate.
MINION - This model will work for the Thornfall Alliance.
FAUST
Immunity: Fire
Magic Ability [8]
-Fireball (*Attack) - Fireball is a RNG 10 magic attack. A model hit by this spell suffers a POW 10 magical damage roll. On a critical hit, a model hit by this spell also suffers Continuous Effect: Fire.
-Pillar of Fire (*Action) - Place 3” AOE anywhere completely within this model’s command area where it does not touch a model’s base, an obstruction, or an obstacle. The AOE is a cloud effect that remains in play for one round. Models entering or ending their activation in the AOE suffer a POW 12 Damage Type: Fire damage roll.
-Force Shield (*Action) - This model gains +4 ARM for one round.
Whiplash - When an enemy model misses this model with a magic attack, the attacking model becomes the target and is automatically hit by the attack. AOE magic attacks that miss are centered on the attacking model. This model is the point of origin for all these attacks.
WEAPONS
Thermal Spear POW 5 P+S 9
Pilot Light - When this model hits with an attack with this weapon, center a 3” AOE on the model hit. Models in the AOE suffer a POW 8 Damage Type: Fire blast damage roll and Continuous Effect: Fire
FLUFF
Though Cassius grew up in New Larkholm within shouting distance from future ally Decklan Torcail, his upbringing could not have been more different. Left as the only son of his doting father after his mother died in childbirth, Faust grew up in one of the poorest districts of town. While his father worked as a menial day laborer, Faust was often left to his own devices. Mischievous from the beginning, his pranks took on a far more dangerous tone when his sorcerous powers manifested at the age of five. After accidentally burning down the small shack he shared with his father, the elder Faust had no choice but to deliver his son to Jonas Mahler, a local brother of the Fraternal Order of Wizardry, who vowed to help Cassius channel his powers in a more positive – and less flamboyant – way. Unfortunately, Mahler soon found that his promise was not easily fulfilled, as the young Faust tested him at every turn. Nevertheless, he introduced Cassius not only to the extent of his sorcery, but also to the more disciplined arts of wizardry and alchemy. The brilliant young ward took to them rapidly, but age did nothing to dampen his fiery spirit. Impressed with his pupil’s progress, and hoping to break him of his willfulness, Mahler sent Faust to the Fraternal Stronghold in Ceryl, where he continued his education and became a respected, if not admired, member of the Fraternal Order. Possessing a particular knack for evocation magic and the alchemical synthesis of acids, Faust proved to be a danger in the confines of the stronghold, so he was given as many field assignments as possible. Upon one of these jaunts, he befriended his hired bodyguard Decklan Goodsmith and both impressed and frightened the entire Leatherskin Irregular convoy when he incinerated a group of highwaymen and seemed completely unfazed by their screams. In reality, Faust’s sadistic streak is minor, but he lacks any real concept of pain empathy, looking at the magical destruction he sows as one would a fine painting or impressive piece of mechanika. In battle, this makes him a tremendous asset, as he is always pushing himself to put the “finishing touches” on his Art. In a traditional setting like the Fraternal Stronghold, it only brought him trouble. The final straw came when Faust performed an unsanctioned alchemical experiment in one of the smaller Ceryl archives, which quickly set a stack of extraordinarily rare m****cripts ablaze. As a punitive measure, the authorities of the Fraternal Order cast him out of the organization. Free from the cloistered world he had grown tired of, but unsure what to do, he chanced upon an old friend at a tavern, and the rest – as they say – is history.
Cassius Faust is a force of nature. Staggeringly intelligent and possessed of a strangely magnetic personality, he nonetheless sometimes fails to understand basic human emotions. This makes him merciless on the battlefield, and he has been known to obliterate entire squads of soldiers and not even blink. He does truly love his work, and takes great pride in his magical ability. He is, however, fully aware of his limitations, and works well in conjunction with other specialists, especially his three closest companions. He provides cover in the form of pillars of fire and impassable force shields. Faust’s mastery of fire-based magic is unparalleled, and almost all of it stems from his natural sorcery, whereas his more elaborate, less blunt evocations stem from wizardry. He wields a special staff with a cleft spearhead that hides a mechanikal explosive socket, and allows him to channel his force magic (he tends to fling fire from his left hand, which is slightly blackened from constant use). In addition to his weapon, he wears a reinforced greatcoat and a bandolier filled with numerous vials of different alchemical agents. His favorites are highly caustic acid flasks, poisonous vapors, and flammable grease. Some of these vials contain curative elixirs, but Faust appears to have no organizational system for them, making anyone not familiar with his concoctions equally likely to quaff acid as Corben’s Curative.
Last edited by iknowinternet; 12-15-2010 at 11:29 PM. Reason: Dropped MAT one point
@ inknowinternet:
Updated the ToC AGAIN (thanks.....)
Scav Company now have their own entry. Is Levitt Ballard associated with Scav Company at all? If so, I'll move him there.
Point by points for each to come.
I did it on Ritalin. I got me some good grades. Now I work me the night shift.
Your home for Homebrew on the PP boards
The Homebrew Locator
The IKWiki
Nah. Levitt Ballard is separate. Sorry to throw them all on at once, but considering the fluff and the stats, i couldnt fit it all in one. I've had these guys kicking around in my head since I ran an IKRPG game.
Two thoughts (other than the fact I keep feeling tempted to shout "Katsu!" whenever I imagine Faust using Fireball)
Mira's Fidai blades may better suit Swashbuckler than Thresher, minor change but thematically Thresher is more about swinging something heavy in a wide arc, while swashbuckler is more a dispaly of skill.
Fausts MAT feels one little point too high, it makes Pilot Light more of a certainty than a surprise bonus I think.
"Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."
- Victor Hugo (1802-85)
First thing's first. I've edited Zane Leary's entry, giving him stats and notes. He's ready for some suggestions and critique. He's the "I will break your toys" kind of caster, and thus might have some invisible friends in the way of Gremlins.
@iknowinternet
I'll get to the Junker Hulks in due time. I will be making them a Light Warbeast, as one of Zane's abilities I wrote it would be a bit broken on a 'Caster character if he could throw in a heavy.
As for the Scavs, I would say I would buy them if they were made into models. I have a soft spot for the Devil Dogs, another scavenging/wrecking company. And each of the characters have a great backstory.
The only "complaint", if you could really call it one, is that the new Circle Warlock is also called "Cassius".
@simon sez
I'm sorry, but I'm rather married to the "hammer" idea, Rhulic as it may seem.
I don't know if this would help you, but I spent some time traveling Africa. I got malaria, which is why I chose the callsign "Feverdream". It was hell. Oops, sorry for the sidetrack. I do know quite a bit on the languages and ethnic groups of Western Africa, and have studied some on the Ethiopian Amhara, and a few non-Masai ethnic groups of Kenya. A long time ago, I tried to think up an African Warmachine-esque game where the casters were "Warsingers", that made their own kind of cortex, but it was akin to a Skorne sacral stone. They would appeal to spirits to inhabit the stones, and give them bodies of earth, metal, and wood for the spirits to walk around in. The different type of animating spirit would demand different bodies, and of course, bring along different abilities.
But really, isn't there enough cool stuff in the Iron Kingdoms to work with?
@Jaren
I really appreciate the bump you gave the thread. As for the "final say", I suppose I should exercise that, but I'd definitely want to hear supporting arguments from all those who helped create models/ideas. I just hope people are willing to live with any minor changes, such as fluff (as in my want of a female ogrun warlock for La Grande).
Last edited by Feverdream; 10-13-2010 at 07:36 AM.
Lord Carver: 5-2-0
Carved: Kaelyssa, pMorghul, pVlad, Harkevich, pVayl
Carved up by: Karchev, pKaya
I'm a little worried about him having Scramble, as I'mpretty sure it was mentioned in fluff that no-one had accomplished it before Haley. I see an OR there, what alternatives were you thinking of? Also, you didn't give us the stats/rules for spike driver and his gun.
Your spirit stones bear an unsettling resemblence to the Life Tablet constructs I'm imagining. A life tablet is a rough square of clay which a member of the crocus guild molds with his fingers or a smaller precision tool to indent a set of glyphs, which act like a sort of password to open up the ley lines that run under Zu and power much of its advanced industry; the Wallahs that are basically a labour force of automatons, trains that levitate over ley lines of stone platforms with a large glyph carved on its underside, and the war constructs.
When Af-Wahl crafts a Wallah, what he has actually done is carved a glyph into a life tablet and thrown it on the ground, where ambient energy from the ley lines construct a humanoid shape out of nearby materials, usually rocks, twigs and soil. Because the Life Tablets are using ambient energy, rather than being an earth elemental, they can form a construct from any element, which will be the defining feature of one of the Warjacks I'm writing.
Recall the Hydra teeth that conjured skeleton warriors in Jason and the Argonauts, and you will have a good idea what I mean.
"Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."
- Victor Hugo (1802-85)
ARRRRRRRRRGH! Thank you for informing me of that. I thought I had fully copied-and-pasted from my worksheet. I took out Scramble as I was unaware that was Haley's signature spell. I was thinking of Magnus' Arcantrik bold, which makes a warjack stationary if damaged. Or maybe signiature spell #2, Gremlinize, which would be a standard damage spell but with the added effect that if it hits a warjack, it can disable a chosen system for a round, much like Wrong-Eye's Voodoo Spell. Only the spell may not affect Movement.
As Africa has a wide variety of cultures, I thought of four main "groups", or "themes" of Casters/Units, based on the directions. Those of the "West", would have sculptures of raw iron and wood, and contain ancestral spirits, so they look more like caricatures of warriors. They'd be rather plain, but rusty, and have a look like "How do these things even walk, let alone fight so fiercely?" Axes would also be a predominant motif. This is a weird amalgam of Yoruba, Fulani, Fon, Wolof, and Dogon ideas. Despite the fierce warrior culture, the Westerners are also the biggest merchants among the people of the "far-off" lands (I never specified Zu), and will not undertake any trade venture without having a "Moneywitch" present to bless the trade. What cannot be won by money can be won by war.Your spirit stones bear an unsettling resemblence to the Life Tablet constructs I'm imagining. A life tablet is a rough square of clay which a member of the crocus guild molds with his fingers or a smaller precision tool to indent a set of glyphs, which act like a sort of password to open up the ley lines that run under Zu and power much of its advanced industry; the Wallahs that are basically a labour force of automatons, trains that levitate over ley lines of stone platforms with a large glyph carved on its underside, and the war constructs.
When Af-Wahl crafts a Wallah, what he has actually done is carved a glyph into a life tablet and thrown it on the ground, where ambient energy from the ley lines construct a humanoid shape out of nearby materials, usually rocks, twigs and soil. Because the Life Tablets are using ambient energy, rather than being an earth elemental, they can form a construct from any element, which will be the defining feature of one of the Warjacks I'm writing.
The Southerners are ones who are more into "animal" spirits. Their constructs are large, garish caricatures of animals. In fact, these flashy, clashing motifs may be something that frightens and confuses opponents. The look like hunched over mounts of roots and mud, wrapped in brightly-colored cloths, and donned with an animal "mask". This, admittedly, isn't so much the beliefs of the actual tribes from Southern Africa, but rather a blend of those cultures, with some of the Canadian "First Nations" ideas (well, more like just the totem fetishes). Throw in a bit of Masai, along with some Kenyan, Tanzanian, and even Zulu motifs, spray them down with bright paints, and you get my idea for Southerners. The "stones" they came up with are houses for the animal spirits that wish to help in this fight.
The Northerners would be what I imagined your Zulese Expeditioners to be. I started with the Ethiopian Amhara, and added blends of ancient Egyptian, Coptic, and a little bit of Greek, then cover it all in Menoth's trappings. But rather than be an extremely zealous group bent on domination, they tended to be rather reserved, quiet, often hiding their creator's teachings, rather than forcibly "preaching" them. They guard sacred artifacts, and the "stones" for their constructs tend to be little pieces of these artifacts and molded into the "cortex", then consecrated by large temple services. These people would be more defensive in nature, but might strike where they feel it may prevent future incursions in their lands.
BUT you have a different vision, and if you want to toss some ideas for some more "Amhara" flavor (which is usually consisting of a LOT of cinnamon), I can try to help.![]()
Lord Carver: 5-2-0
Carved: Kaelyssa, pMorghul, pVlad, Harkevich, pVayl
Carved up by: Karchev, pKaya
Hey, you people, could you maybe help me developing a story for my Zu project?![]()
Lord Carver: 5-2-0
Carved: Kaelyssa, pMorghul, pVlad, Harkevich, pVayl
Carved up by: Karchev, pKaya
I'd be willing to help some, too, but I just need a general idea of what you want to accomplish.
Following: my faction is based on the zu, from the southern continent, they are a race of warrior, hunter and shaman's. Basically the other factions search their land for resources and the Zu repel them... or try to... and they are like... kind of an indian race, as you see in my thread, they are allied with the race of the totem hunters. Their warbeasts will be animals from the lands around them (have no idea what animals live there, yet, I am looking for monsternomicon informations)....
I hope thats enough for a raw idea.
I'm loving Scav company. Did you say those are converted PC's from a tabletop game? They seem to have a ton of character.
I don't know if this is the right place for this, or if it's more appropriately placed in another thread; you guys let me know.
It's probably a case of me getting a bit ahead of myself, but I'd really like to see some workable, halfway balanced rules for designing "generic" warcasters for each of the factions. You know, distill them down to their base characteristics and offer a points-buy system for starting stats, spells, etc. I know that the better one wanted it to be, the more stupidly detailed and time-consuming the ruleset would have to be, but what do you guys think about the feasibility of something like this being generated here on the forums? It seems like it might really add something to a more narrative campaign if people could use their own "homebrew" warcasters.
Sure 'nuff. They're refugees from an IKRPG game i had planned out that never saw the light of day. That's why they have so much fluff, and why some of that isn't reflected in their rules (ie: Faust's acids or Decklan's grenades and pistols.
Glad you like 'em!
Good news!!! I'm brewing up the sideshow warlock I've been hinting at, and should post his prelim stats soon, but since Hordes isn't really my game, he's gonna need some major input to make sure he works right.
Fluff-wise, the circus passes him off as a tatooed man, but he's really a full-blooded Grymkin whose flesh is mottled with sigils of power that shift to reflect the deepest fears of his victims. He's a masochist foremost, and he casts mind altering spells and gets a bonus for cutting himself for fury, which, combined with another rule and his very odd feat, makes him capable of replicating his own FURY to stupid levels and makes him able to run with very few beasts in tow. He's all about spellslinging, debuffs, and terror. I'm considering adding a character light beast that has an affinity with him, representing the only beast the sideshow ever willingly lets him pal around with during peacetime, since he's a scary old bastard into torture and whatnot.
@ Feverdream:
re: Zane:
I like the Feat idea. When you get some basics fleshed out I can help with the wording if you want.
For a 4th spell, some kind of offensive buff would fit. Target friendly model/unit gains Berserk, maybe?
Shadowbind works on Denny 'cause she isn't a melee powerhouse. The opposite is true here since he's REALLY going to want to lock down as many models as he can. If you like the debuff, Baldur's Weight of Stone might work.
I think the Scattergun is fine.
@iknowinternet:
re: Scav Company:
I really like these guys - lots of personality.
Decklan Goodsmith:
Do you want him to be able to Tune-Up Rhulic 'jacks? Cause right now he can. Also, IIRC isn't it a *Action?
Grievous Wounds on a SPR template is just nasty. Trolls will HATE this guy.
Gearboxer looks fine. Odd that Decklan can't fix him though.
Orlack:
ARM 18 strikes me as high but 17 would feel too low so I guess it's fine.
Spells are fine.
Bull Rush feels more like it should add Beatback instead of another die. Basically he has weapon specialist by another name. He's also more adept at fighting with his shield than with his weapon (when charging anyway).
Honestly, I'd pay 4 for him and not feel ripped off.
Cassius:
Does Fireball cause Fire damage?
I get the feeling that he's going to be in EVERY eFeora list I make. EVER.
EDIT: Updated ToC.
Last edited by Jaren; 10-13-2010 at 11:38 PM.
I did it on Ritalin. I got me some good grades. Now I work me the night shift.
Your home for Homebrew on the PP boards
The Homebrew Locator
The IKWiki
@ Shane From The Haute:
There are some General Warnoun templates on the IKWIKI. Link is in my sig.
As for putting something up on the boards, it might be a worthwhile companion to this thread - somewhere for prospective Homebrewers to start off.
I did it on Ritalin. I got me some good grades. Now I work me the night shift.
Your home for Homebrew on the PP boards
The Homebrew Locator
The IKWiki
MESMER, ILLUSTRATED HORROR
Mercenary Minion Grymkin Sideshow Warlock
“I must warn the faint of heart to look away, for within his skin lies pure terror”
- Ringmaster Stelleyla, introducing the Illustrated Horror
SPD 7 STR 6 MAT 7 RAT 3 DEF 17 ARM 14 CMD 7 FUR 8
Damage: 14 Warbeast Points: +4
FEAT: Endless Nightmare
The hideous tattooed grymkin is adept at exploiting the fears of others. Just when things appear to be at their worst, Mesmer presses the advantage and taps the sigils inscribed in his skin, renewing the unearthly anger of his beasts and unleashing a ceaseless torrent of mind-altering magic. Even the most disciplined soldiers cower when they realize that they have no chance of waking from this nightmare.
Remove up to 3 FUR from each beast in Mesmer’s battlegroup that is currently in his control area. For one round, when Mesmer casts an offensive spell or animus that hits its target, he may immediately gain 1 FUR.
MERCENARY - This model will work for Cryx
MINION - This model will work for Circle, Legion, and Skorne
Animosity [Zane Leary] - This model cannot be included in an army that includes one or more models of the listed type.
SPELLS
Affliction COST 3 RNG 8 AOE - POW - UP Yes OFF Yes
When a damage roll resulting from a direct hit fails to exceed the ARM of the target enemy model/unit, the affected model suffers 1 damage point.
Blood Rain COST 3 RNG 8 AOE 3 POW 12 UP No OFF Yes
Blood Rain causes corrosion damage. Models hit suffer the Corrosion continuous effect.
Horrific Visage COST 2 RNG 6 AOE - POW - UP Yes OFF No
Target friendly model/unit gains Fearless and Terror.
Marked for Death COST 2 RNG 8 AOE - POW - UP Yes OFF Yes
Target enemy model/unit suffers –2 DEF and loses Incorporeal and Stealth and cannot gain those abilities while affected by Marked for Death. Friendly Faction models can target an affected model regardless of LOS.
Torment COST 2 RNG 10 AOE - POW 12 UP No OFF Yes
When a model is damaged by Torment, for one round it loses Tough, cannot heal or be healed, and cannot transfer damage.
Pain Mirror COST 3 RNG 6 AOE - POW - UP Yes OFF Yes
When an attack would do damage to target enemy model, this model heals that much damage, then Pain Mirror expires. Pain Mirror may be cast once per turn.
MESMER
Abomination
Feign Death - This model cannot be targeted by ranged or magic attacks while knocked down.
Fury Taint - This model is a warlock and retains all warlock benefits, but cannot transfer damage to beasts it controls. Instead, this model gains +1 ARM for every FURY point currently on it.
Masochism - When this model cuts itself for FURY, it gains 2 FURY for every one point of damage inflicted.
Oath of Silence - This model does not have the Commander advantage.
WEAPONS
Flenser POW 4 P+S 10
Magical Weapon
Continuous Effect: Corrosion
Armor Piercing (*Attack) - When calculating damage from this attack, halve the base ARM stats of models hit that have medium or larger bases. This attack gains +2 to damage rolls against models with small bases.
Inflict Pain - When it hits a warbeast with this weapon, this model can place 1 fury point on or remove one fury point from the warbeast.
Mortifying Grasp POW 2 P+S 8
Magical Weapon
Disfigure - When an enemy living model is hit with this attack, it suffers -2 CMD and cannot give or receive orders for one round.
Spirit Anchor - Incorporeal models hit by this attack lose Incorporeal for one round.
There are certain entities in Western Immoren that even the Nightmare Empire fears. Chief among those is the silent horror known only as Mesmer. One of the oldest grymkin to still walk Caen, Mesmer is a testament to the psychological and physical damage one can inflict even upon oneself. A tall and gaunt otherworldly man-creature, Mesmer’s frail frame belies a supernatural strength and cunning that is fitting for a creature known by the Orgoth as “the Avatar of Nightmare.” Little is known about Mesmer, except that his silence stems from the fact that he cut his own tongue out of his head, and continues to do so every time it grows back. His pallid skin is covered in writhing sigils that contain massive wells of magic energy that Mesmer can tap to enrage his beasts or loose bone-snapping, mind-melting spells. Many of these sigils were carved into his skin with Mesmer’s own dagger, seemingly the only blade capable of giving him a permanent wound.
Why would a circus of entertainments ever associate itself with such a madman? Mesmer was drawn to the sideshow for the same mysterious reason that other, equally despicable grymkin like Gristle and Flay came. Some would attribute it to the magnetic presence of the queen Rusalka, others merely to the availability of fresh bodies to torment. Whatever the case may be, Mesmer will not -- or cannot -- say.
NOTES:
Mesmer is a full-blooded grymkin used by the show for their "tattooed man" attraction. He is actually an old avatar of nightmare worshipped by the ancient barbaric Molgur, but since they died out, he seeks only to spread horror insidiuously. What better place to do that than on display? His tattoo sigils can shift into an illustration of your greatest fear, and his tongue-less mouth is frozen into a rictus smile. One of the more terrifying and inhuman of the sideshow members, his closest allies are Gristle/Flay (for being so similar to him) and Aristikez(?) the Skorne for a similar interest in sado-masochism.
He is meant to be played as a spellslinger, and along with his feat and special rules, he can really get away with running only one beast (preferably Mara) and still having loads of fury. The downside is that he must hurt himself to do this, but clever use of Pain Mirror can mitigate this.
Last edited by iknowinternet; 12-16-2010 at 01:19 AM. Reason: Replaced the space filler Mind Ripper with Torment, from pMorghul
MARA
Minion Grymkin Sideshow Character Light Warbeast
“Only that tattooed madman in the corner knows where she came from, and neither of them are talking.”
- Zane Leary
SPD 6 STR 8 MAT 6 RAT 5 DEF 14 ARM 15 FUR 4 THR 9
FA C PC 6 Base M
Damage Spirals: Light Beast - Low end
ANIMUS: Psyche Weapon
COST 2 RNG SELF AOE - POW - UP No OFF No
This model gains Arcane Assassin [Arcane Assassin rules]. Psyche Weapon lasts one turn.
MARA
Terror
Affinity [Mesmer] - While in Mesmer's CTRL area, Mara may be forced to gain Incorporeal for one round. If Mesmer is in B2B when Mara is forced for this affinity, he gains Incorporeal for one round.
WEAPONS
2x Spirit Touch POW 4 P+S 12
Open Fist
Magical Weapon
Scream RNG SP8 ROF 1 AOE - POW 10
Critical Stagger - On a critical hit, the model hit loses its initial attacks and cannot make special attacks for one round.
A curiosity even among a gallery of curios, the unsettling and unrecognizable beast known only as Mara is rarely exhibited in traveling shows. After Mara’s first billing as “The Incredible Living Ghost” several guests complained of horrible headaches, some went blind altogether, and a few simply disappeared from the tent. To this day, nobody in the sideshow knows what happened. Ringmaster Stelleyla considered getting rid of the phantom beast, and had Zane Leary attempt to throw her out, but the blighted champion was violently thwarted by Mesmer, and Stelleyla ultimately reconsidered. The conflict has kept Leary and Mesmer at constant odds with each other. Leary sees Mesmer as a new and more sinister kind of blight, and Mesmer sees Leary as his prime target for torment. The sideshow now keeps Mara chained alongside Mesmer, and the two seem to keep each other calm, aware that they could simply turn insubstantial and slip the bonds any time they wish.
Like her master, Mara is only loosed when great trouble comes to the sideshow, for she is simply too unpredictable to be released otherwise. While Mara is docile and solid, other sideshow warlocks have been able to control her to great effect on the battlefield, but always with a nagging fear in the back of their mind. Zane Leary has described the sensation as being “like a single blighted wasp lightly stinging the back of your brain.” Mara truly becomes the stuff of nightmares when controlled by the silent madman, Mesmer. As if feeling the pain Mesmer inflicts on himself, Mara shifts in an out of reality, appearing behind her enemies and howling, clawing them with talons that phase through the toughest of armor entirely.
NOTES:
Mara (a play on the Scandinavian words for nightmare and the Buddhist demon/avatar of death) is visually hard to pin down. I see her as a giant warped fae, solid at some points and incorporeal at others. She is quiet most times but can be loosed like a banshee (hence the spray attack). This isn't meant to be a super-powerful beast, just one that can be used creatively, as a fury battery, and has a badass animus (which may be overcosted, I'm not sure).
This is the only beast that the sideshow regularly lets Mesmer near, since he has a nasty habit of permanently damaging the minds of all the other beasts he connects to.
Damage spirals are left blank because I wasn't really sure what to give her, but I'm thinking something around Basilisk or Grenadier levels, mostly in the Spirit branch. The mind branch should have the least circles, as a representation of the horror she has experienced while linked to Mesmer.
Mara is NOT an undead.
Last edited by iknowinternet; 10-20-2010 at 07:17 PM. Reason: Changed Animus and Affinity, hopefully final version
Oh... my... Menoth! I love it. I love it more that you've worked in Zane already. Weaving tales in like that make he roll with th punches on weaving the whole damn tapestry. Mesmer gets my vote. Loopy's my next project, then Vahna Pukki (with all apologies to Finland), a ancient Satyr of the great north that became a Skirov boogeyman. I was the punisher of children for their misdeed, but would reward them if their parents could plead their "justness". Otherwise, he'd be the "Eater-of-Babies" of legend. But as legends come and go, and Vehma Pukki's legend has waned, the old goat traveled north to sleep it off for a few hundred years....
Lord Carver: 5-2-0
Carved: Kaelyssa, pMorghul, pVlad, Harkevich, pVayl
Carved up by: Karchev, pKaya
Man I'm loving brewing these sideshow models. I'm loving the positive feedback even more! Once the whole FoH: Sideshow is more complete, I envision a tier list for Mesmer that includes the Skorne, Gristle/Flay, Mara, Rusalkas, Harlequins, and the Redcaps if they ever get statted. I figure he'll take the darker half of the circus under his Tier, and leave the more human, more flamboyant aspect like Destor DiMontrose to the others.
That's a great starting point! What I'm hoping to accomplish, in the end, is a workable system for customizing Warcasters starting from a basic template which varies a bit by faction. Probably using a points-buy system to upgrade stats just a bit and get equipment and spells, and with a few different feats to choose from. I know it's one heck of a large project, but I figure, "Hey, why not? I don't have enough frustration in my life, or enough drains on my already minimal hobby time!" Hehehe.
@ iknowinternet:
Mesmer:
8 FUR is interesting given his feat and that he can camp for armour. This could be the balance point for him.
For his feat - do you mean REMOVED Fury (as written) or that Mesmer LEECHES the Fury.
Spells look fine.
For "Masochism", I think the game term is "leeches Fury from his life force". Parry is a bit much - if he needs to leave melee, he can camp FUR and just eat the freestrike.
Saxon's ability is called "Inflict Pain".
Mara:
The Animus is iffy. ALL the Sideshow 'locks are going to have to be balanced with the knowledge that they COULD be Incorporeal. Farrow and Gator 'locks too, unless you make her Sideshow ONLY. Incorporeal Zane is a SCARES me. Incorporeal Mesmer scares me MORE (but then, that's kinda the point).
@Shane From The Haute:
If you ever get something like that rolling, let me know and I'll lend you a hand.
I did it on Ritalin. I got me some good grades. Now I work me the night shift.
Your home for Homebrew on the PP boards
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@Jaren
Some of the wording is definitely going to need some work, since I'm rusty on Hordes mechanics.
His feat is designed to remove the Fury, NOT leech it, since he'll be gaining it another way.
I'm going to remove Parry. It wasn't originally on him, and I'm not sure why I added it. I'm also going to drop his base ARM back down to 13. He's pretty much naked and his stats should reflect that.
I still dont have the wording for Mind Ripper or Inflict Pain since I don't have any of the Hordes books and can't find my FT PDF.
FURY 8 is intentional. This guy is a nasty spellslinger and his feat relies on you hitting with those spells. Keep in mind that with his exceptionally low WB points and Masochism ability, he's not going to really be relying on beasts to fill it up... But he's going to take a hurting because of that. He's also not terribly survivable unless you're camping that FURY, but since he'll likely be using it to throw spells and upkeep, he won't have much left to overboost (other than his feat turn). His high fury belies a good deal of risk management.
Mara's animus probably isn't balanced, even when it costs 3. I'm thinking i'll swith it wih her affinity and give her an animus that turns target model/unit's attacks Blessed. The affinity can be something like where she has to be forced and can gain incorporeal, making her another beast entirely with Mesmer, and probably better fitting her fluff.
Again... I WILL make these changes... just as soon as I can get to a computer and not use this damn phone keyboard.
@ inknowinternet:
You could always give Mara "Selective : This model may only be included in a Battlegroup controlled by Mesmer".
I did it on Ritalin. I got me some good grades. Now I work me the night shift.
Your home for Homebrew on the PP boards
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I edited Leary's entry. Took away Shadowbind and replaced it with a Critical armor piercing. I figure his MAT is high enough that he rarely would want to boost, in order to get more melee attacks on a hard target, thus making the effect nice, but unreliable. It would certainly make a pairing with Ashlynn uber-dangerous, but the likelihood of that happening should also be slim.
I can't find a comparable spell for the "adding berserk" on a unit, so I made one up, but I feel it should come with the benefit of an increase in STR and/or MAT. You hit harder and more accurately, but you risk totally mauling your own forces.
I think this fighting style would fit quite in with Leary's emo story. He wants to protect people, but his cancerous blight and psychologically unhealthy upbringing makes it difficult to control himself, to which he may end up hurting the ones he loves. It could make for an interesting playstyle on the tabletop.
And make him really emo...
I have to admit. I'm kind of digging the idea of two warlocks in the same faction that have an animosity towards each other. As in, they truly will not be in the same battlefield. Such a thing is unheard of, but... hilarious. It really isn't a bother since they're Minions. So, I'm totally cool with that.![]()
Last edited by Feverdream; 10-15-2010 at 05:28 AM.
Lord Carver: 5-2-0
Carved: Kaelyssa, pMorghul, pVlad, Harkevich, pVayl
Carved up by: Karchev, pKaya
You know what would be a sweet spell on Mesmer?
Inner Demons- RNG: 10 AOE: - POW: - UP: Yes Off: Yes
Target enemy model/unit gains the Abomination advantage
What a headache that would be for your opponent if you cast it on a non-Fearless unit; having to take command checks every turn, losing the use of a whole unit if you fail, especially if they have no dispel effects. Doubly so if you are against the clock.
~I think Selective to Mesmer is the best solution, I'm not overly worried about him using it since most factions have magic weapon access, and between it's high cost, his frailty and the number of upkeeps he has, it will be more situational than perhaps we first imagine.
"Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."
- Victor Hugo (1802-85)
@ simon sez:
I agree. While Incorporeal on Mesmer gives him an assassination run, it's a risky move unless he camps. On Zane it's a death sentance for someone.
@ Feverdream:
I like Zane's Feat. I'd keep it at 3" since it covers more ground than one Primed unit would.
He should be FUR 6 not FOC 6, yes?
I'm mulling over another Merc 'caster. He should be up soon-ish.
Also, Updated ToC.
Last edited by Jaren; 10-16-2010 at 12:23 AM.
I did it on Ritalin. I got me some good grades. Now I work me the night shift.
Your home for Homebrew on the PP boards
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Another transfer from the IKWIKI. Thanks to Uncle Biggins for the feat re-word.
Major John Aras, Cygnar Ally Warcaster
Fluff isn't final yet - be patient!
SPD 6 STR 6 MAT 6 RAT 5 DEF 14 ARM 16 CMD 8 FOC 6
Damage: 15 Warjack Points: +5
Special Rules
Cygnar Ally Warcaster
John will work for Cygnar.
While included in a Cygnar army, John is a Cygnar model. While included in a Mercenary Contract army, John is a Mercenary model.
Animosity [Traitors]
This model may not be included in an army that includes Magnus the Traitor, Magnus the Warlord or Jaren Cross.
Hit the Deck!
This model cannot be hit by AOE attacks. If it would be hit by an AOE attack, it is instead knocked down. While this model is knocked down, ranged attacks targeting it automatically miss.
Weapons:
Mage Blade POW 5 P&S 11
Magical Weapon [Icon]
Hand Cannon RNG 12 ROF 1 AOE - POW 12
Feat
Creaping Barrage
Place 6 3" templates completely within Aras's control area. At the beginning of Aras next control phase remove all templates that are not completely within his control area and then move all remaining templates 8" towards a choosen table edge then remove all templates from play. Models entering, ending their movement in or touched by the moving AOE suffer an unboostable POW 12 damage roll.
Spells
Spell Cost Range AOE POW UP OFF
Entrench 2 8 - - X -
Target model/unit gains cover and does not suffer blast damage. Entrench expires if an affected model moves, is moved, is placed or becomes engaged. Entrenched models do not block LOS.
Indirect Fire 3 8 - - - -
Instead of attacking normally, target friendly model with a ranged or magic AOE attack may place the appropriate template anywhere completely within range of the weapon, regardless of LOS. The template then deviates normally.
Over the Top! 3 Self CTRL - - -
Friendly Faction warrior models in John's CTRL gain Fearless and must charge during their next activation. Affected models gain Assault during this charge.
Gas Shell 4 10 4" - - X
Living models under the AOE when it is placed and models that end their movement in the AOE suffer Corrosion. A Gas Shell AOE is a cloud effect that stays in play for one round.
High Explosive Shell 4 12 3" 6 - X
A model directly hit has it's ARM halved when resolving damage.
Air Burst 2 8 3" 10 - X
All models in the AOE suffer POW 10 blast damage rolls.
--------------------
I'm an amateur Great War historian so that's where this guy comes from. I can see him leading Trenchers in a Cygnar army or maybe joining the Laelese Resistance. I'll have tiers and such up later on.
Last edited by Jaren; 10-18-2010 at 12:14 AM.
I did it on Ritalin. I got me some good grades. Now I work me the night shift.
Your home for Homebrew on the PP boards
The Homebrew Locator
The IKWiki
Here's the story for Loopy. And again, I warn that it's probably a bit disjointed. Now that I've written the fluff, I'm asking for suggestions on abilities and spells.
Naturally, she will have something like "Oath of Silence", where she cannot give or receive orders, and people can't use her command rating (which will be abysmally low, anyway). I imagine a Morghul/Ashlynn cross in that she will have paper for armor, but her wildly leaping and pirouetting about make her almost impossible to hit. No ranged weapon, but her two bare fists, infused with her supernatural rage, would be magical weapons. That wraith never imagined being punched in the face by a 17-year-old girl... Beast-centric spells, of course, and I can see Forced Evolution immediately. I also wonder if Pain Response would be something that isn't broken on a warlock. Maybe something where she rolls an additional die on attack and damage rolls in the round following she suffers damage from an enemy attack?
======================
Ms. Loopy Pennyworth
As with many of the so-called artifacts of the Wernitov New Umbrean Sideshow, perhaps none is more mysterious than the one that the circus folk call Ms. Loopy Pennyworth.
One evening, a young lass walked into the Wernitov Sideshow Village north of Laedry. She appeared to be no older than eight years of age, and she was all alone. One would not think that a mere child could cause a near panic among a hamlet of strange and disfigured people, but the savage look in the girl’s eyes unsettled nearly everyone. The bloody wolf skins covering her body, along with the gore caking her black hair all helped to put people off.
Never mind the fact that this filthy girl was garbed in chunks of flesh and blood from a wild animal, or that she, for all intents and purposes was a wild animal, it was her apparent heritage that had the Sideshow abuzz. She displayed a strange beauty under all the filth, her features not unlike that of a Rynnish noble, but her ears had a slight point to them, suggesting an elfin parent. But this could not be possible, right?
The girl lingered on the outskirts of the Sideshow Village for a year. When the inhabitants finally got used to her presence, some would start throwing food for her, to which the child would drop to all fours and devour like some hungry scavenger unwilling to let another creature try to steal her meal. It wasn’t until one day King Daggerheels strutted to where the girl was feasting. The two locked eyes and begun a staring contest that some say lasted for a week. As expected, the young girl lost, but it was said that the king was so impressed, he crowed to the sky, and then bade the girl to follow him into the village. The girl would growl and snarl and claw at everyone she was introduced to, until she got to Devara, one of the seamstresses. The girl did last out at Devara, but the old Morridane woman brought her hand to up her shoulder, then gave the child a severe whack across the face, shouting, “No child should be behavin’ roun’ polite company like ye, ye loopy spitbucket!” The child, sufficiently cowed by an actual parental figure, would soon come to treat Devara like a mother, who ended up calling the child “Loopy” since then.
Over the years, Loopy’s demeanor would soften, making her quite amiable to everyone in the “family”. Devara has allowed the girl one thing that it seems Loopy never had: a childhood. Devara had cleaned the child up, making her look more or less normal. Loopy was loathe to give up the wolf skins she arrived in, so Devara ended up sewing a nice floral dress that incorporated the wolf skins as decoration. The girl would spend her time trying to do things normal little girls would do, like dance in meadows and weave flowers into her hair. She also started a collection of Ordic pennies, which soon led to her “surname” Pennyworth. Loopy never learned to speak, and every now and then, Loopy will throw a tantrum, as old habits die hard. Strangely, these tantrums seem to agitate all the animals in the Menagerie. When she was calm, the beasts were calm. When she was angry, the beasts were really angry. Rumors started spreading that the child shared a strange link with the beasts. “Professional courtesy among fellow monsters,” some would joke.
During one of the Sideshow’s travels, the caravan was attacked by some rogue mercenaries looking for an easy target. Devara was out by a river washing the circus’ clothing when beset by a two ne’er-do-wells and their rusty Nomad. The likely felt that a little murder of some “unimportant” person would cure their boredom. One of the pair then commanded his warjack to strike down the unfortunate woman. When the machine’s battle blade was lifted, a loud howl echoed through the area. Without warning, the brigands found themselves beset by Loopy, who proceeded to rip the limbs off their steam-powered warrior, all with her bare hands. Her fists pounded dents into the machine’s thick metal plating, leaving everyone aghast at the supernatural strength that was being displayed before them. After the Nomad was ripped to pieces, Loopy picked up the battle blade and hurled it at one of the men. The force of the spinning blade split the man in two. The now-dead man’s partner in crime lifted his gun to try and shoot the “beast”, but he soon found himself swarmed by bears and other large beasts, which ripped him limb from bloody limb.
Since that day, things have changed. Loopy would disappear from time to time while on the road, taking a few beasts from the Menagerie with her. She would only return days later, everyone carrying scrap parts or dead bodies from some unfortunate army that no one knew was nearby…
Lord Carver: 5-2-0
Carved: Kaelyssa, pMorghul, pVlad, Harkevich, pVayl
Carved up by: Karchev, pKaya
You've been really helpful to me on the Zu thread, I hope I can do the same for you now.
For a Trencher leader he doesn't really offer them that much; admittedly stacking Dig In and Entrench would be a sick DEF bonus, or to randomly dig in to solid rock, and Fearless is always nice, but Trenchers can already Dig In, and Assault, it's just that between the Bombs, the guns and CRA, they often don't want to engage in melee.
Maybe if you gave a boost to damage in melee spell say: "model/unit gains an additional dice on melee damage rolls while under a cloud effect" or a spell that mimics alchemical mask so that they can fire through a smoke bomb dropped by the first rank, or a hog wild variant so they can:
A) Drop smoke bombs.
B) Advance out of smoke bomb
C) Shoot through smoke bomb
Creeping Barrage is a little odd, I don't think I've seen a Feat that lasts more than 1 round before. Is the POW 12 boostable?
Maybe if you are a fan of AOE's, the following may be appealing as an alternative?
"Whenever a friendly Faction model performs a ranged or magic AOE attack within this models control area, after the attack is resolved make another deviation roll and resolve blast damage on any models under the AOE. Lasts one turn."
Almost a Wildfire for blasts, ties in great with all the boom-booms Trenchers can dish out (WA's, Cannon Crew, Marshalled Grenadiers, Commandoes) likely more proliferation than Creeping Barrage, and no need to have 6 spare AOE's to use when you want to pop your feat.
"Let's not be English, French or German any more. Let's be European. No, not European, let's be men. Let's be humanity. All we have to do is get rid of one last piece of egocentricity - patriotism."
- Victor Hugo (1802-85)
Loopy's fluff is superb! I can't wait to see her stats.
Something to keep in mind. With Loopy and Mesmer, this faction has 2(!) casters without the Commander advantage. With all the Terror and Abomination abilities this army already throws around (and we can expect more when Gristle and Flay enter), it's imperative that we have a means of high CMD. What if Stellelya was a low-cost character model with CMD out the wazoo and rallying abilities (like any good show promoter!)? That way, every sideshow army has a way of mitigating its generally low CMD without sacrificing the theme.
I want to apologize to everyone first. You all have wonderful projects going on, and I did say I was going to help out. I have either been busy with work and painting (commissioned), or I've been writing for the Sideshow. As I'm no good with the numbers side of things, I'm refraining from comment on that. If you need something more "fluffy", I can help out there!
So...
Well, dammit. I had already fleshed out Loopy in my head before Mesmer came along, but now I should probably do some rethinking.
At least, that was my first thought before continuing to read...
So, Stelleyla could be something like a cross between a Skarlock, Heirophant, First Mate Hawk, and Madeline Corbeau? I like it. Maybe have a list of abilities, only one of each can be used per turn, that affect the Warlock she's attached to, or as a general "sideshow models immediately rally" pulse, or even Inspiration [Sideshow], though that might make her broken with certain casters. She might also have "Professional Courtesy", and not work with any of her fellow full-blooded Fae, such as Mesmer, and Vahna Pukki (the "satyr" Warlock I'm working on, just for fun).With all the Terror and Abomination abilities this army already throws around (and we can expect more when Gristle and Flay enter), it's imperative that we have a means of high CMD. What if Stellelya was a low-cost character model with CMD out the wazoo and rallying abilities (like any good show promoter!)? That way, every sideshow army has a way of mitigating its generally low CMD without sacrificing the theme.
Some notes I'm making on Loopy, though, are: How much STR? Combo Strike? Chain Attack: Smite? Jump? Fury amount?
I'm also wondering about the non-Character units. I think I may just give them a designation, beyond "Sideshow", such as "Rabble". The Rabble would be the key word for certain solos to work with, much like the "Sea Dog" designation works for the Privateers.
Lord Carver: 5-2-0
Carved: Kaelyssa, pMorghul, pVlad, Harkevich, pVayl
Carved up by: Karchev, pKaya
Mara's animus and affinity have been edited to make it so that she is hopefully balanced and can still be included with any Sideshow lock (and this time they have a reason for doing so). I felt that it necessitated a raise in her PC.
The wording of the animus and affinity may be kind of wonky, but tell me what you think!
As for Loopy, an ability like Treewalker might be kind of fluffy, wher she gets a big DEF bonus for taking the fight to the woods. What do you want her feat to be? Some sort of STR buff to beasts?
I think a pain response BOND might not be too OP for her... one where one beast of hers gains a buttload of power if Loopy is hurt and can come closer to her to defend her. Alternatively, give her an ability similar to the Iron Sentinel ability on Field Mechaniks, where they get DEF/ARM bonuses for being B2B with jacks, only hers would be something like "Big Brother," and it does the same for beasts.
She should probably have Brutal Charge, just based on the fluff. Fury 7 doesn't sound out of place, as long as she's a buff caster and not a spellslinger. Does Kromac still have Jump? I always felt like that was WAY OP on a lock like him, but maybe on this little brain-damaged feral girl who hits like bricks and falls apart like a wet newspaper, it might not be too bad.
Keep her base STR low and just have a MASSIVE POW on the fists, to reflect she's still just a young girl with some weird powers.
Last edited by iknowinternet; 10-17-2010 at 04:07 PM.
@Feverdream
I have jsut a Suggestion for the Warlock Loopy Pennyworth...
Using Kromac the Ravenous as a Starting Template, maybe You could fashion her in "Two Forms"...
The "Flower Girl" will be a Peaceful Support Warlock with Healing Powers and perhaps a "Berserker Soothing Effect" that will Leach Excess Fury from Warbeasts on the Edge of Frenzy...
When "The Dung Hit The Fan" she will put on the Wolf-Pelt Head over her, be overcome by Barbarian Rage and go in Combat Mode.....
@ simon sez
Thanks for the feedback. Glad I could help with the Zu army.
Entrench isn't supposed to stack with Dig In - that's a result of old Dig In wording and will be fixed.For a Trencher leader he doesn't really offer them that much; admittedly stacking Dig In and Entrench would be a sick DEF bonus, or to randomly dig in to solid rock, and Fearless is always nice, but Trenchers can already Dig In, and Assault, it's just that between the Bombs, the guns and CRA, they often don't want to engage in melee.
In a Cygnar list he'll have access to all the Trencher synergy that already exists so I moslty left that out. I'm not sure if he'll even have Trenchers in his Tier as a Merc. I honestly pictured Entrench on Steelhead Riflemen or Long Gunners.Maybe if you gave a boost to damage in melee spell say: "model/unit gains an additional dice on melee damage rolls while under a cloud effect" or a spell that mimics alchemical mask so that they can fire through a smoke bomb dropped by the first rank, or a hog wild variant so they can:
A) Drop smoke bombs.
B) Advance out of smoke bomb
C) Shoot through smoke bomb
Good catch. UNBOOSTABLE rolls. And doesn't pKrueger's Feat last into the next round?Creeping Barrage is a little odd, I don't think I've seen a Feat that lasts more than 1 round before. Is the POW 12 boostable?
Creaping Barrage is the aspect of this character that's gotten the most testing, acutally. It's not as brutal as it looks.Maybe if you are a fan of AOE's, the following may be appealing as an alternative?
"Whenever a friendly Faction model performs a ranged or magic AOE attack within this models control area, after the attack is resolved make another deviation roll and resolve blast damage on any models under the AOE. Lasts one turn."
Almost a Wildfire for blasts, ties in great with all the boom-booms Trenchers can dish out (WA's, Cannon Crew, Marshalled Grenadiers, Commandoes) likely more proliferation than Creeping Barrage, and no need to have 6 spare AOE's to use when you want to pop your feat.
@ inknowinternet:
I like the update of Mara. Question : does Mesmer only gain Incorporeal WHILE in B2B with her or does he gain it for 1 round if he WAS in B2B when she was forced?
Last edited by Jaren; 10-18-2010 at 12:13 AM.
I did it on Ritalin. I got me some good grades. Now I work me the night shift.
Your home for Homebrew on the PP boards
The Homebrew Locator
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It was supposed to be something like 1) they get into B2B. 2) Mara activates if she hasnt already and forces for the Affinity 3) she runs in and wrecks a bit of face 4) the now-incorporeal Mesmer runs off and does his ghosty bidness.I like the update of Mara. Question : does Mesmer only gain Incorporeal WHILE in B2B with her or does he gain it for 1 round if he WAS in B2B when she was forced?
So yeah, the wording is unclear, but I dunno how to clarify it.
An incorporeal/Arcane Assassin Mara would only be left with one FUR to spare, meaning a charge and nothing else, so it's not useless, but it's balanced. Mesmer doesn't do much damage in melee and he certainly doesnt want to get engaged, so I figure he'd use it pretty defensively. Someone like Zane or Loopy could get great use out of the animus, without all the Incorp shenanigans.