User:ChristTrekker
This page holds my ideas and random thoughts.
Contents
abilities
damage shield
Kind of like an inverse drain. Instead of you hitting others and getting part of their damage as health, when others hit you they take part of the damage. Decreases the effectiveness of your attack though (just like attacks with other special effects, e.g. stun, do).
discourage
Adjacent foes treated as fearful. (Fearful units do not get ToD bonuses typical to their type.)
encourage
Adjacent allies treated as fearless.
enthrall
An enthralled unit switches allegiance to the side of the attacker until cured (e.g. by white mage or resting in a village). He fights at half damage (as if slowed) while enthralled. Loyal and undead units are immune.
inspire
Related to leadership, gives bonus to damage of adjacent allied units. It gives +5% base bonus to same-level units, increasing/decreasing 5% per level difference between this unit and the allies. This base increases by 5% per level. So by level 3, you can inspire level 5 allies by 5%, and level 1 allies by 25%. Thus, not as good as true leadership for lower level allies, but has the perk of affecting same and higher level allies.
intimidate
Anti-leadership, it makes adjacent foes do 25% less damage for every level they are lower than this unit.
speed
Adjacent allied units that have not begun to move yet have +1 MP.
wise
Increases defense by 5% (10?) on all terrains, to a max of 90%.
foolish
Decreases defense by 5% (10?) on all terrains, to a min of 10%.
races
hoflit
Little people (base MP 4) of a pastoral nature. Friendly with humans, with small villages in their lands. Some characteristics of dwarves and elves, including traits healthy and dextrous, though never both at once. Units have relatively good defense in all terrains, with little movement penalty except water.
units
bard
Neutral (mostly) humans who combine aspects of wizards and warriors, usually with 3+ attack options (albeit weak), but with a special inspire ability too. This and other abilities make these unique to play.
Level 0 yarn spinner. Slash melee, ranged piercing.
Level 1 bard. Move, defense, resistance like rogue mage. 4x3 melee slash, 6x2 ranged magic fire and cold.
Level 2 blade. The master of armed showmanship, has very versatile attack options, though like all bards none is truly powerful. Based on fencer, but no skirmish, only -10% blade/pierce/impact resist, 6 MP, better HP. Also no inspire, since performance is non-oral, but intimidate instead. Slashing and piercing melee 3x6 marksman, ranged piercing 3x4 (knives), 8x1 magical cold ranged. Has a damage shield 5x2 bladed parry. At level 3, sword attacks go to 4x6, knife 4x4, magic 9x2, parry goes to 5x3.
Level 2 cantor. Based on white mage (same move and defense, and half the arcane resistance), but more even split between fighting and magic (10% resist blade/impact/pierce). Lawful. Heals+4. 7x2 melee impact, 8x2 ranged arcane. The inspire ability is increased by 10% but only works on lawful aligned (religious zeal/fervor). Level 3 Hymnist gets illuminate but not cure or heal+8. Both attacks go to 10x3.
Level 2 illusionist. The 'default' progression from bard. 7x3 bladed melee, magic attacks go to 8x2, and can distract adjacent foes (whiz-bang dust cloud) so their ZoC is ignored. Level 3 goes to 10x3 melee, magic attacks to 8x3 and still distract.
Level 2 skald. Closest to warrior, no magic attacks. Melee attacks are impact. Level 3 gains encourage.
dwarvish runesmith
Level 0 is a scribal apprentice. Does 7-2 impact melee.
Level 1 is a scribe. Learning the basics, but runes are not yet able to invoke magical effects. Does 10x2 impact melee (nonmagical).
dwarvish timekeeper
Lightly armored (blade/impact/pierce resistances 10% lower) dwarf fighter functions something like a bard, in a dwarvish way. 5 MP. 34 HP. Keeps the beat, speed allies. 7x3 impact melee (mallets).
Level 2 dwarvish time warrior increases to 11x3 impact melee. 51 HP.
Level 3 dwarvish time master gains leadership. 15x3 impact melee, add 9x1 bladed range (hatchet). 70 HP.
falconer
Human. Loyalist or knalgan, has a neutral level 0 (yeoman falconer). Typical (16?) HP, 6x2 pierce melee (dagger), 5 MP.
Bonus at all levels is that he can see an area as if he had hawk-fast movement (2 MP greater than his, except caves or indoors) because the falcon scouts for him.
Both stay neutral at level 1. Typical (30?) HP, 6x1 ranged dagger, add 5x4 blade melee (sword) for loyalist or 7x3 impact melee (mace) for knalgan.
Level 2 (knight falconer for lawful loyalist, falcon master for neutral knalgan) has 40-45 HP, 7x2 ranged slash (falcon). Loyalist goes to 7x4 sword, knalgan gets 9x3 mace.
Level 3 (baron falconer, falcon lord) is mounted (move 7) has 50-55 HP. 9x2 ranged slash. Loyalist goes to 10x4 sword and gains 7x3 mace, knalgan 13x3 mace and gains 5x4 sword.
Special at level 3 is that adjacent enemies are distracted (think of different term because this one is already used) by the hawk, always losing initiative, against all their opponents.
Alternate level 3 for knalgans is gryphon lord. Like a human gryphon master, 60 HP, 18x2 blade melee (marksman), add ranged attack (10x2 sling). No sight range improvement. No distraction ability.
Maybe elven falconer as alternate advancement for ranger, instead of avenger. They train their birds to attack as well as distract, though the ranged attack is only 6x4 blade. The sight range improvement applies.
herbalist
Human. Loyalist or knalgan. Faster (6) that most healing units with low terrain penalty. Ranged (blowgun, 6-1) and melee (staff, 3-2) attacks are relatively weak, HP similar to shaman/mage, heal +2, ambush (forests, marshes, grasslands—used to sneaking onto private property to hunt for ingredients). Level 2 goes to move 7, better HP, +3 heal, staff 4-2, blowgun 8-1, gains dagger melee attack (5-2, poison), healthy (normally a dwarf-only trait). Level 3 gains skirmish, better HP, +4 heal, cure, 5-2 staff, blowgun 9-1 poison, 5-3 dagger. Overall weak in combat (though poison is useful it's not fast), but a quick way to get some healing around the field and useful for scouting. Probably cheaper to produce than shamans.
hoflit fighter
Short sword (melee) and exceptionally adept with slings. Level 1 skirmish, level 2 ambush.
hoflit thief
Dagger (melee) and sling (ranged), but weak damage. Level 1 ambush and concealment, level 2 skirmish.
mage initiate/dark initiate
A level 0 start for mage and dark adept tracks. Maybe already exist. Mage initiates designated "white initiate" or "red initiate" for plot reasons, though both advance to same level 1 "basic training" level before diverging again.
will o' wisp
A level 0 loyal unit (i.e. familiar) for white mages. Move 8, no terrain penalties except deep water, 1x1(‼) melee/range attacks, very low HP, good defenses and resistance to most things, heal +4. Level 1 gains skirmish (so it can't be trapped and killed so easily). Level 2 gains move 9, and illuminate.
little sizzler
A level 0 loyal unit (i.e. familiar) for red mages. 4-2 melee fire, 6-2 ranged fire. Advances to level 1 fire guardian.
unicorns
Resistance -20% pierce, 10% impact, 20% cold.
Level 0 unicorn foal. MP 6, 10x1 melee pierce charge (horn), 6x2 melee impact (hooves). 10% arcane resistant.
Level 1 unicorn. MP 7, 15x1 melee pierce charge, 7x2 melee impact. Heal+4. 30% arcane resistant.
Level 2 silver unicorn. MP 8, 20x1 charge, 9x2 melee impact, 5x3 ranged magic arcane. Heal+8. 50% arcane resistant.
Level 3 great unicorn. MP 8, 25x1 melee pierce charge, 10x2 melee impact, 10x3 ranged arcane magical. Heal+8, cures, illuminates, teleport (between temples). 70% arcane resistant.
vampire
Alternate advancement from Dark Sorceror. More a mystic-oriented path, vampires have appealed to the dark gods for this transformation rather than relying on their own magicks. Incredibly strong and charming, they are potent in combat and can even sway the allegiance of victims.
Level 3 vampire. MP 5. Low move cost due to flight (1 in most terrain, 2 in forest or water). Nightstalk. Resist blade/impact 0%, pierce 20%, cold 50%, fire -30%, arcane -20%. 23x1 melee pierce drain (bite), 3x1 melee pierce enthrall (bite), 9x3 melee impact marksman (fists), 14x2 ranged cold magical (chill wave).
campaigns
Battle for Magic (working title)
Basic plot device has been used before: magic-users of different stripes must put aside differences to overcome opposing force that wants to eradicate all magic.
Sub-plot involves friendship between cousins, children of minor nobility in a small district, one whose family fell into hardship and became the black sheep.
Challenge: creating a mage-centric campaign that works.
"Rampaging monsters" will be a frequently-encountered theme, as well as "reach an objective in time to stop natural disaster". Leadership of the group rotates between them, depending on the scenario. Though mage-centric, very few traditional mages can be recruited, as they are all busy trying to save the world elsewhere—those available will be rogue mages (unit from Liberty/FoaP). Most recruitable units will be human.
characters
- Jaxon (lawful male white initiate, the "good son") (use recolored, modified follower sprite from FoaP)
- Dayle (neutral female red initiate, red-headed and hot-tempered but good-hearted) (use recolored child sorceress sprite from FoaP)
- Tiburth (chaotic male dark initiate, split loyalty between his family and his order)
story/levels
Jaxon, Dayle, and Tiburth are cousins of minor noble houses, second children all, and thus relieved of most responsibilities of being heir. The three practically grew up together, and sometimes felt closer to each other than they did to their own brothers and sisters. The families of Jaxon and Dayle had means to send them to the magical academy of Anduin. Tiburth's family lands had felt the brunt of an orcish incursion in the previous generation, and several years of bad crops left most very poor. Tiburth's father was well-meaning but unskilled with finances, and left the family not much better off than his subjects. Jaxon and Dayle promise to write their cousin about their studies to the extent they could, and Tiburth promised to keep them apprised of what their elder siblings were doing at home.
Unknown to Jaxon and Dayle, Tiburth seeks out training in the magical arts from less reputable sources out of desperation to help his family and homeland. While Jaxon and Dayle are still but initiates, learning the very basics of spellcraft, they are privy to information about a threat to the very fabric of magic in the world. The alterations to their script that come with writing magic, and nuances in wording and tone, were noticed in their letters home by Tiburth, who was learning the same things from his own teachers. When it became clear that the great mages of Anduin had no solution, and having heard rumors about the necromancers having similar struggles, Tiburth shared what he knew with his teachers...
1 Anduin
One evening in the academy, Luxorin (mage of light) and Heath (arch mage) are discussing the upheavals in the magical tapestry of the world. Anduin has had to deploy most of the senior mages in the world to stave off severe fluctuations of the ether and just hold things together. If magic should erupt uncontrolled, it could devastate the physical plane as well. Their attendants are Jaxon and Dayle. Suddenly a dark portal appears, and two shock troopers, four shadows, and a necromancer (Qaylöd) appear. Luxorin and Heath are surprised and start to react in defense, but Qaylöd announces he is just there to talk, and that since night is falling and experienced staff at the academy is diminished enough to make a direct portal like this possible, it would be best to listen. Luxorin and Heath acquiesce, and Qaylöd summarizes that the dark mages are seeing the same things the white and red orders are. With magic unsettled, they are at risk of become subjects of the dead if a rift should occur, rather than their masters. Since they don't want that, they seek an alliance to try to find the source of the problem, and resolve it. Luxorin and Heath ask how Qaylöd knew the white and red orders faced this problem, and she gestures to her attendant who had almost escaped notice so far: Tiburth. He reveals his secret training to his astonished cousins, and how he deduced certain things from the letters of Jaxon and Dayle.
No senior mages can be spared by either group, but Jaxon, Dayle, and Tiburth, as aides to the highest-ranking mages available, are assigned to seek out a solution, as their common history and kinship is seen as a benefit. Each is given an item to help them (to be determined). It is hoped that the ancient dragon Ghidsaurs (from FoaP) will have helpful info. The three set off by ship to the mainland.
They get there and find tentacles from the deep attacking the port (must defeat them, no recruiting but some help from sailors and town citizens). This is seen as further evidence of magical turmoil, as those monsters would not normally venture into shallow water and attack a major settlement. If one of our three adventurers kills the final monster, one woodsman becomes loyal (later advancing to bowman).
? some level
Orcs fighting saurians, and our adventurers are caught in the crossfire (survive). A few turns in, the witch doctor (a unit from FoaP) and oracle notice the odd party and halt the battle. They, too, have noticed the magical fluctuations, and when they realize our group is trying to find a solution, they allow them to pass.
? another level
On the way (to somewhere) they encounter a herd of unicorns (unit from FoaP) trying to defend against mudcrawlers commanded by a nightcrawler (level 2 chaotic variant) (defeat him). Since they have only pierce attacks they are not very successful until the adventurers show up. Jaxon volunteers to stay behind to try to stop the mudcrawlers from respawning again. The thankful herd sends a unicorn foal (loyal) with Dayle and Tiburth. (After the next scenario, Jaxon rejoins them, and more unicorn foals can be recruited, which gives greater access to healing.)
? meeting Ghidsaurs
Not sure what the challenge is, yet.
Upon meeting Ghidsaurs, they learn that the three of them do not possess the full spectrum of abilities needed to stop the threat. But Ghidsaurs cannot aid more than this, because the magical fluctuations have weakened him almost to death. He shares a bit of knowledge that enables them to summon loyal familiars (will o' wisp, little sizzler, and vampire bat). The appropriate type can hereafter be recruited by the scenario leader, but there's only one loyal one.
After some pondering what that ancient dragon meant (he has to fly away to a crystal chamber while he still has the strength, and they cannot ask him) since they have all three orders (colors) of magic assembled already, an passing comment about "no such thing as blue or green wizards" leads someone to think "what would blue or green magick look like if it did exist though". Maybe he referred to non-human magics. (Silly, arrogant humans!) Mermen, elves, and dwarves also wield potent magic, and are surely affected by this as well. All must be united.
? some level
Our adventurers, led by Tiburth, must actually aid some undead against villagers. These dead aren't being controlled by anyone and don't want to rise; they want to return to peaceful rest. (Defend lead zombie until he reaches his destination.) The magical fluctuations have awoken them unnecessarily, and the villagers are pre-emptively attacking out of fear. Here we learn that, though most dark mages crave power, Tiburth sees his embrace of this path as the only way to regain some measure of standing for his family. Thus his treatment of the dead is not solely to control them, but to be their caretaker, and to maintain proper relations between this world and the afterlife. (He may be chaotic, but he's not evil, as his cousins may have wrongly assumed.)
? three separate scenarios
We meet (and advance) a mermaid initiate (which I redefine as a level 0 name to correspond to others) advancing to ????, an elvish shaman initiate (Leaf, advancing to shaman), and a dwarvish scribal apprentice (advancing to dwarvish scribe). These are in similar situations as our adventurers, sent out to find the source of the problem, and have a small group (4-6 level 1) sent with them that we can recall later. We can't recruit more of those types though.
I like the idea of alternately having a wose (Anoak, with a magician level 3 alternative to ancient wose) instead of an elf. Maybe there could be an option in the story to decide which will go, which will stay and defend the forest.
? final
The six adventurers must assemble properly around an artifact (positive [Jaxon] across from negative [Tiburth], water [mermaid] across from earth [dwarf], wood [Leaf/Anoak] across from fire [Dayle]). They must all be level 3 or better by this time, or it won't work.