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Post by Rainbow Rage on Aug 15, 2011 12:01:48 GMT -5
Hall of Heroes™ A Quick Play RPG Board Game by Rage Inc.
What is it?
Simply put: You work as a team to defeat encounters randomly generated by the Game Master. The further into the game, the harder the encounters and the more you need to advance your character to surpass them. Defeat the final boss and you win.
How to play
You select a character and take turns using Power Cards and Attacks to defeat enemies. Power Cards fall into three categories:
Basic Card: A Basic card is a card you can play but you never discard it. You may only play one Basic Card per turn, and only once per turn. Each character has two Basic Cards associated with him/her.
Attack Card: A card that allows you to perform a special attack or boosts your attack capabilities in some fashion. After you use an Attack Card you put it back in your Attack Stack.
Tactics Card: A tactics card allows you to do some special action, perhaps move in an irregular fashion, heal, or interact with other characters. It's quite diverse, but as an Attack Card, once it is used, you put it back in the Tactics Stack.
At the start of each encounter, you begin play with both your Basic Cards and then one of each of the Attack Cards and Tactic cards of your choice.
At the end of each of your turns, you may draw a card. If you did not play Attack cards this turn, you may draw an additional card. If you did play an Attack card this turn, you must draw one less card. Other cards may impose other modifiers or replace the amount of cards drawn in a turn.
What is an Attack?
Several cards say 'make an attack' This is something you can regularly do without playing a card, but many cards allow you to do this. An attack is done by rolling a d6 and then adding your Power attribute. Subtract the enemy's armor attribute and you inflict that much damage to the enemy, provided the total is greater than 0. Unless a card states otherwise, you must be adjacent to the target to perform an attack.
What is an Action?
Each turn you get a Move Play and an Action Play. Many cards allow you to do something in place of an Action Play, but typically the only other Action Play you have is attack (as detailed above) and the only Move Play you have is Move. There is also such thing as a Quick Play, which there is no limit to the amount of quick plays you can perform in a given turn.
What is a Saving Throw?
A saving throw is used to end ongoing effects or prevent magical damage from even being taken. To make a saving throw, roll a d6. You pass if you roll equal to or under your Willpower attribute.
Is there a Maximum Hand Size?
At the end of your turn, after you have drawn cards due to the die roll, if you have more than seven cards in your hand, including basic cards, you must discard as many non-basic cards into the stack until you are back down to seven.
How do I move?
As a Move Play, you can move equal to your Speed. If you move out of a square adjacent to an enemy, that enemy may use a standard attack against you as a quick play. Cards that grant movement do not provoke this.
That is all you need to know, the characters are detailed below.
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Post by Rainbow Rage on Aug 15, 2011 12:25:00 GMT -5
JarethThe Dawn of TwilightHP - 40 Stats: Power 5 Mind 1 Armor 4 Willpower 3 Speed 6 Special: Rage (Each time Jareth takes damage, he gains 1 Rage. Whenever he makes an attack, he may choose to lose any amount of Rage to add that much to his Power for that attack. Jareth may not have more than 5 rage at a given time.) Unbridled Wrath (Each time Jareth kills an enemy, he may draw a random Attack Card.) Basic Power CardsBull Rush (Quick Play) Jareth can not be in melee to use this card. Jareth gains +2 Speed and Power this turn, but he must end his turn adjacent to an enemy to gain this effect. Sunder Attack (Action Play) Jareth performs an attack against an enemy. Inflicts -1 Armor for one turn. Attack Power CardsBerserker Rage (Quick Play) Jareth gains +2 Willpower and Power for 1d6 turns but loses 2 Armor while this bonus is active. Deep Wound (Action Play) Jareth performs a melee attack and gains +5 Power against the enemy. Inflicts Immune Healing for one turn. Leap Attack (Action Play) Before making this attack, Jareth may move up to 4 squares. Jareth performs a melee attack and gains +4 Power against the enemy. Red Gryphon Strike (Action Play) Jareth performs a melee attack and gains +3 Power against the enemy. Inflicts Immobile for one turn. Shoulder Charge (Quick Play) Jareth can not be in melee to use this card. Before the turn ends, if Jareth moves adjacent to an enemy and attacks it, he may inflict Stun for one turn. Whirlwind Attack (Action Play) Jareth performs a melee attack against all enemies adjacent to him. Tactics Power CardsBlood Rage (Quick Play) Jareth may draw a number of random Attack cards equal the amount of Rage he gained since his last turn. This card may not be played if Endless Fury was used during this time. Endless Fury (Quick Play) Jareth instantly gains up to 5 Rage. Hamstring (Quick Play) Everyone struck by Jareth this turn is slowed. A Saving Throw ends this effect. Might Makes Right (Quick Play) Jareth and all allies gain +2 Power for one turn. Second Wind (Action Play) Jareth must be at or below half health to use this Tactic. Jareth heals himself to full health and can draw an additional card this turn. Sprint (Move Play) Jareth moves 10 squares.
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Post by Rainbow Rage on Aug 15, 2011 12:42:28 GMT -5
TristanA Reunion Before DyingHP - 36 Stats: Power 3 Mind 3 Armor 4 Willpower 3 Speed 6 Special: Aegis (At the start of Tristan's turn he may elect any single enemy that is not adjacent to him but is adjacent to an ally; Teleport that target to any square adjacent to Tristan) Swordmage Bond (As a Quick Play, Tristan may discard a non-basic attack card to draw a random Tactics card) Basic Power CardsLightning Lure (Action Play) Tristan performs an attack against an enemy he can see. He may pull that enemy closer towards him a number of squares equal to his Mind attribute. Sword Burst (Action Play) Tristan performs an attack against all adjacent enemies, but he must use his Mind attribute in place of his Power attribute to inflict damage. Attack Power CardsAstral Assault (Quick Play) Use this Attack card when a non-adjacent ally is subject to damage from a Melee power. Move the attacker adjacent to Tristan and re-roll the attack against Tristan instead. After this attack is resolved Tristan performs an attack against the attacker. Flame Blade (Quick Play) Tristan gains +4 Power for one turn. Flash of Insight (Quick Play) Tristan gains +2 Power for his next attack. If it successfully inflicts damage, he may draw a random Tactics card as a Quick Play. Planar Spite (Action Play) Tristan performs an attack. If the attack successfully inflicts damage, Tristan can teleport the target up to 10 squares away. Inflicts slow for one turn. Shielding Fire (Action Play) Tristan performs an attack, but he uses his Mind instead of his Power, at Range 10. If this effect successfully inflicts damage, the target takes damage equal Tristan's mind attribute each time it inflicts damage, and the attack inflicts that much less damage. A saving throw can end this effect. Thunder Strike (Action Play) Tristan performs an attack. If that enemy attempts to move away from Tristan during their next turn, Tristan immediately performs an attack again as a Quick Play. Tactics Power CardsClarity of Mind (Quick Play) Tristan loses 2 Power and Armor but gains +2 Mind and Willpower. He can end this effect as a Quick Play, provided he did not play the effect this turn. Disruption Field (Action Play) All enemies that Tristan can see are slowed for one turn. Grand Aegis (Quick Play) You may perform your Aegis ability as many times as you desire this turn. Planar Beckoning (Quick Play) Tristan teleports any single ally to any square adjacent to him. Swordmage Inspiration (Quick Play) At the end of your turn, you draw a number of Attack cards equal to your Mind attribute instead of the normal cards you would draw. Swordmage Shielding (Action Play) You and all allies gain a bonus to Armor equal your Mind attribute for one turn.
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Post by Rainbow Rage on Aug 15, 2011 13:13:08 GMT -5
GaeleDominionHP - 40 Stats: Power 4 Mind 1 Armor 5 Willpower 4 Speed 5 Special: Divine Challenge (Each time Gaele begins her turn, she may challenge one enemy she can see for one turn. That enemy gets -2 on all rolls when performing powers that do not target Gaele while under this effect) Lay on Hands (As a Quick Play, Gaele can discard a non-basic card to heal herself or an adjacent ally equal to Gaele's Willpower attribute) Basic Power CardsBolstering Strike (Action Play) Gaele performs an attack against an enemy. Gaele gains +1 Armor and Willpower for one turn. Enfeebling Strike (Action Play) Gaele performs an attack against an enemy. Inflicts -1 Power and Willpower for one turn. Attack Power CardsArdent Smite (Action Play) Gaele performs an attack against an enemy. All enemies she can see count as being affected by her Divine Challenge for one turn. Healing Smite (Action Play) Gaele performs an attack against an enemy. Gaele heals herself an amount of health equal to the damage dealt. On Pain of Death (Action Play) Gaele performs an attack against an enemy, treat the enemy as having 0 Armor for this attack [Range 5]. Saving throw for half damage. Whenever the target inflicts damage, they take damage equal to Gaele's Willpower score. Each time this effect deals damage in this manner, the enemy may make a saving throw to end the effect. Penitent Smite (Action Play) Gaele performs an attack against an enemy. Inflicts slow and -2 Power. The enemy can roll a saving throw each round to end this effect. Reckoning Smite (Quick Play) Can only be used after Gaele takes damage from a melee attack. Gaele performs an attack against that enemy. Strike of Convinction (Quick Play) Gaele performs an attack against an enemy. That enemy loses power equal to Gaele's Willpower attribute. Each time the enemy attacks, after the attack, the target can roll a saving throw to end this effect. Tactics Power CardsArdent Sanction (Quick Play) Use this card whenever an ally takes damage. Gaele takes all of the damage from the triggered attack instead. Clarity of Purpose (Quick Play) Gaele loses 2 Power but she, and any ally within sight, can re-roll all failed saving throws as long as this effect persists. At the end of Gaele's turn, she can end it as a Quick Play. Divine Cleansing (Quick Play) Use at any time. Gaele or an ally she can see may roll a saving throw. Gaele can draw an additional card at the end of her next turn. Divine Might (Quick Play) Gaele or an ally she can see gains a bonus to Power equal to Gaele's Willpower score for their next Melee Attack. Gaele can draw an additional card at the end of her next turn. Meditation (Action Play) Gaele can not perform this action in a turn in which she has moved. Gaele can not move this turn, but at the end of her turn, she draws a number of cards equal to her Willpower score, instead of the normal amount. Pacifism (Action Play) Target is stunned. At the end of each turn, it can roll a saving throw to end this effect. If the target would take damage, the effect immediately ends with no save required.
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Post by Rainbow Rage on Aug 15, 2011 13:24:55 GMT -5
AsherThe Old EmpireHP - 40 Stats: Power 4 Mind 1 Armor 4 Willpower 3 Speed 5 Special: These Are My Minions (Each time an ally plays a Tactics card, Asher gains a strategy point. He can spend 3 strategy points to draw a random Tactics Card) Do That Instead! (Once per turn, Asher may discard a Tactics card as a Quick Play to draw a different random Tactics Card) Basic Power CardsStrike with Me (Quick Play) One ally gains +2 Power against an enemy that Asher has attacked this round with it's next attack. Directed Attack (Action Play) One Ally may immediately perform an attack or use a Basic Power Card as a Quick play, even if they've already used a Basic Power Card this turn. Attack Power CardsCombat Expertise (Action Play) Asher performs an attack against an enemy. Asher and all allies adjacent to both Asher and the target of this attack gain +2 Armor for one turn. Great Cleave (Action Play) Asher performs a melee attack against all enemies adjacent to him. He's Still Standing, you Lout! (Quick Play) Use this card when an ally attacks an enemy and the enemy is still alive. The ally may perform the attack again as a Quick Play. I Hit, You Hit (Action Play) Asher performs an attack against an enemy. One ally also adjacent to that target performs an melee attack against that enemy as a Quick Play. Stay Down! (Action Play) Asher performs a melee attack and gains +3 Power against the enemy. Inflicts Immobile for one turn. Surround Him, Boys (Action Play) Asher performs an attack against an enemy. Asher and everyone of his allies adjacent to that enemy may move one square, provided this move ends adjacent to an enemy. Inflicts -1 Armor for every ally adjacent to the target for one turn. Tactics Power CardsBattle Cry (Action Play) Every other ally may draw a random Attack card. Do it Again! (Quick Play) Use whenever an ally kills an enemy. That ally may immediately take an additional turn after this one. Both Asher and that Ally draw an Attack Card. Kill it Dead! (Quick Play) Every ally gains +3 Power with attacks against one enemy you can see for their next turn. If the target of the attack dies while under this effect, Asher may draw a random Attack card. Move! Move! Move! (Move Play) Asher and every ally that can see him may move equal to their speed. Rallying Cry (Action Play) Every other ally may draw a random Tactics card. That Which Doesn't Kill You (Quick Play) Usable when Asher takes damage. Treat Asher as having double his armor value against the attack and recalculate the damage. If this causes the attack to be reduced to 0 damage, Asher may draw an additional card at the end of his next turn.
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Post by Rainbow Rage on Aug 15, 2011 13:28:31 GMT -5
AustThe Dawn of TwilightHP - 36 Stats: Power 4 Mind 1 Armor 3 Willpower 3 Speed 7 Special: Dual Wield (Once per turn, whenever Aust plays a non-basic Attack Card, he may an attack as a Quick Play) Relentless Assault (Once per turn as a Quick Play, if Aust dealt damage more than once this turn, he may draw a random Attack Card) Basic Power CardsHunter's Eye (Quick Play) Aust gains +2 Power for one turn, but only if he successfully dealt damage to the enemy last turn. Precise Cut (Action Play) Aust performs a melee attack and gains +1 Power against the enemy. Attack Power CardsBegin the Hunt (Quick Play) Aust picks one enemy he can see. Aust gains +2 Speed and Power. This effect ends when that enemy dies or when Aust ends his turn without that targeted enemy being adjacent. Blood in the Eyes (Action Play) Aust performs a melee attack and gains +2 Power against the enemy. Inflicts Blindness for one turn. Crippling Wound (Action Play) Aust performs a melee attack and gains +3 Power against the enemy. Inflicts -2 Power. A saving throw can end the effect. Frenzied Assault (Action Play) Aust performs two melee attacks against the same enemy. Intercept (Quick Play) Use when an enemy moves adjacent to an ally. Aust moves equal to his speed and makes a standard attack against that enemy. Vital Strike (Action Play) Aust performs a melee attack and gains +6 Power against the enemy. Tactics Power CardsBoundless Endurance (Quick Play) Aust may immediately roll a saving throw, heal equal to his willpower score and he may draw an additional card at the end of his turn. Fury of the Hunter (Quick Play) Aust may take another Action Play this turn. Hunter's Stride (Quick Play) Aust immediately moves equal to his speed. Parry and Riposte (Quick Play) Use when Aust is targeted by a melee attack. Aust gains +4 Armor against the triggering attack. If the attack causes 0 damage, Aust gains +4 Power on his next attack against that enemy. Snap Kick (Quick Play) Use when Aust inflicts damage. Inflicts Immobile. Saving throw may end this effect. That All You Got? (Quick Play) Use when Aust takes damage from a melee attack. Aust heals equal to his Willpower score and gains +4 Power against that enemy during his next turn. Can not be used in the same turn as Parry and Riposte.
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Post by Rainbow Rage on Aug 15, 2011 13:36:08 GMT -5
Liu'KanA Song of Light and ShadowHP - 32 Stats: Power 4 Mind 2 Armor 2 Willpower 2 Speed 8 Special: Combat Opportunity (Liu'Kan gains +2 Power to attack adjacent enemies that also have another ally adjacent to them) Cunning (Liu'Kan can choose to draw a number of cards equal to his Mind attribute, instead of his standard number of cards. If he does, he may only draw Tactics cards.) Basic Power CardsTumbling Strike (Action Play) Before or after making this attack, Liu'Kan can move 2 squares. Liu'Kan performs a melee attack against an enemy. Critical Slash (Action Play) Liu'Kan performs a melee attack, but he can add both his Power and Mind to the attack roll. Attack Power CardsCheap Shot (Action Play) Liu'Kan performs a melee attack and gains +2 Power against the enemy. Inflicts Blindness for one turn. Low Slash (Action Play) Liu'Kan performs a melee attack, gaining a bonus of power equal to twice the number of allies adjacent to the target. Inflicts slow. A saving throw can end this effect. Opportunity Strike (Quick Play) Use when an ally successfully deals damage with a melee attack against an enemy adjacent to Liu'Kan. Liu'Kan performs a melee attack against that enemy. Reckless Assault (Quick Play) Liu'Kan performs a melee attack against that enemy. If the enemy is still alive, they may immediately make an attack against Liu'Kan as a Quick Play. Sneak Attack (Quick Play) Use when Liu'Kan begins his turn outside of line of sight of at least one enemies. Liu'Kan gains +5 Power this turn against such enemies. Vital Stab (Action Play) Liu'Kan performs a melee attack, rolling twice and taking the highest result, and adding two to the final result. Tactics Power CardsAdrenaline Rush (Quick Play) Liu'Kan immediately gains another Action Play this turn. Distraction (Quick Play) Use at any time. Target enemy gets -5 Power for one turn, with attacks directed at Liu'Kan. Evasion (Quick Play) Use when Liu'Kan is targeted by an attack. Liu'Kan takes no damage and suffers no ill effects from the attack. Hesitation (Quick Play) Liu'Kan loses 2 Power but gains 2 Mind. This effect can be ended as a Quick Play, provided it wasn't activated this turn. Rethink Strategy (Quick Play) Use when Liu'Kan is successfully damaged by an attack. Liu'Kan immediately draws two cards, from either stack. Swift Stride (Quick Play) Liu'Kan immediately moves equal to his speed.
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Post by Rainbow Rage on Aug 15, 2011 13:41:19 GMT -5
ElsrathThe Dawn of TwilightHP - 28 Stats: Power 3 Mind 3 Armor 2 Willpower 2 Speed 8 Special: Stealth (Elsrath can move before and after performing his Action Play each turn, provided the total movement doesn't exceed his speed. At the start of every turn, if an enemy did not have line of sight to Elsrath, they have -2 Armor agaisnt Elsrath's attacks) Critical Aim (Whenever Elsrath performs an attack, he may discard a non-Basic card to re-roll the attack with a bonus to the final roll equal to his Mind attribute) Basic Power CardsCrippling Shot (Action Play) Elsrath performs an Attack against any enemy he can see. [Range 20] Inflicts Slow for one turn. Shadow Strike (Action Play) Elsrath performs an Attack against any enemy he can see. [Range 20] Elsrath gains +2 Power if at the start of the turn that target did not have line of sight to Elsrath. Attack Power CardsBreathstealing Shot (Action Play) Elsrath performs an Attack against any enemy he can see. [Range 20] Inflicts -2 Armor for one turn. Deadeye Aim (Quick Play) Elsrath gains a bonus to Power equal to his Mind for one turn. Follow up Shot (Quick Play) Use when an enemy Elsrath can see takes damage. [Range 20] Elsrath performs an Attack against that enemy. Leg Shot (Action Play) Elsrath performs an Attack against any enemy he can see. [Range 20] Inflicts -2 Power and Slow for one turn. Piercing Shot (Action Play) Elsrath performs an Attack against any enemy he can see, but treat that enemy as having 0 Armor against the attack. [Range 20] Quick Shot (Quick Play) Elsrath performs an Attack against any enemy he can see, but at -1 Power. [Range 20] Tactics Power CardsBlack Widow Poison (Quick Play) Elsrath's next attack inflicts Black Widow Poison on the enemy. Inflicts Immobile. Saving throw ends the effect. Evasion (Quick Play) Use when Elsrath is targeted by an attack. Elsrath takes no damage and suffers no ill effects from the attack. Hide and Wait (Action Play) Elsrath moves up to his speed. At the end of his turn, he draws a number of cards equal to his Mind score instead of the normal value. Lotus Poison (Quick Play) Elsrath's next attack inflicts Lotus Poison on the enemy. The next time they must roll a saving throw, they automatically fail. Murder Spree (Quick Play) Elsrath gains +2 Power and Mind for one turn. If Elsrath kills an enemy while under this effect, he may draw a card. Sand in the Eyes (Quick Play) Use at any time. Blind an adjacent enemy. Saving throw ends the effect. Elsrath may draw an additional card during his next turn.
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Post by Rainbow Rage on Aug 15, 2011 13:42:55 GMT -5
EllaA Song of Light and ShadowHP - 32 Stats: Power 2 Mind 4 Armor 3 Willpower 5 Speed 5 Special: Close Wounds (Once per turn, as a Quick Play, Ella may discard a non-basic card to reduce the damage an ally takes by her Mind attribute from an attack) Saintly Healing (Each time an ally takes damage, Ella gains a Saint Point. Once per turn as a Quick Play, Ella may spend all Saint Points to heal an ally equal to the amount of points spent) Basic Power CardsBless (Quick Play) One ally Ella can see gains +2 Power for his/her next attack. Shield of Faith (Action Play) One ally Ella can see gains +2 Armor for one turn. Ella draws an additional card this turn. Attack Power CardsDivine Power (Quick Play) Ella gains +4 Power for one turn. Holy Smite (Action Play) Ella performs an attack using her Mind instead of Power, treat the opponent as having Armor 0 for this attack [Area 3, Range 10]; Saving Throw for half damage. All enemies who fail their save are stunned for one turn. Mark of the Sun (Action Play) Ella performs an attack at Power +2. All allies who attempt to attack the target during their next turns gain Power +1. Searing Light (Action Play) Ella performs an attack using her Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. If target failing saving throw, they are also blinded. Saving throw ends this effect. Sun's Vengeance (Quick Play) Use this attack when an adjacent enemy performs an attack. Ella performs an attack against that enemy. Wrath of the Light Bringer (Action Play) Ella performs an attack using her Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 10]; Saving Throw for half damage. If target failing saving throw, they suffer -2 Armor. Saving throw ends this effect. Tactics Power CardsBless Weapon (Quick Play) Ella, or any single adjacent ally, gains a bonus to their Power score equal to Ella's Mind score for their next attack. Dispel Magic (Action Play) Any number of visible allies can roll a saving throw against all effects lingering on them. Heal (Action Play) Heal target ally for 2d6 + Mind health. [Range 10] Recitation (Action Play) Ella and all allies gain +1 Power, Mind and Willpower for one turn. If Ella is under this effect, she can discard any non-basic card as a Quick Play to extend the duration an additional turn. Restoration (Action Play) Target ally heals 1d6 hit points and any effects that could be ended with a saving throw immediately end. [Range 20] Serenity (Action Play) You may not use this power during a turn Ella inflicted damage. Ella can not use any powers that inflict damage for one turn, then draws 3 cards.
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Post by Rainbow Rage on Aug 15, 2011 13:45:59 GMT -5
ZacharDominionHP - 28 Stats: Power 1 Mind 5 Armor 2 Willpower 4 Speed 5 Special: Covenant of Malediction (Zachar may choose to take 1 damage equal time an enemy successfully saves against one of his Cards to force them to re-roll the saving throw) Wrathful Sanction (As a Quick Play, Zachar can discard a non-basic card to re-roll any roll to inflict damage) Basic Power CardsAvenging Light (Action Play) Zachar makes an attack against any enemy he can see, using his Mind instead of power. [Range 20] Treat the opponent as having Armor 0 for this attack. The enemy may make a saving throw for half damage. This attack inflicts +2 damage if the enemy has dealt damage within the last turn. Faith of Talromm (Action Play) Zachar heals himself for 1 health and gains a +1 bonus to Armor and Mind for one turn. Zachar may draw an additional card this turn. Attack Power CardsDamnation (Action Play) Zachar can target up to three enemies with this attack. [Range 10] Zachar makes an attack against these enemies, using his Mind instead of power, treat the opponent as having Armor 0 for this attack. The enemy may make a saving throw for half damage. Any enemy who failed their saving throw is stunned. Saving throw ends this effect. Zachar takes 1d6 damage. Knives of the Soul (Action Play) Zachar can target up to two enemies with this attack. [Range 10] Zachar makes an attack against these enemies, using his Mind instead of power, treat the opponent as having Armor 0 for this attack, with a +4 bonus to the roll. The enemy may make a saving throw for half damage. Any enemy who fails their saving throw, Zachar can move up to three squares. Zachar takes 1d6 damage. Maledictor's Doom (Quick Play) All enemies that Zachar can see gain -2 Willpower for one turn. Rain of Blood (Action Play) Zachar performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Area 3, Range 10]; Saving Throw for half damage. All enemies who fail their save have 0 Armor for one turn. Whispers of Defeat (Action Play) Zachar can target up to three enemies with this attack. [Range 10] Inflicts -2 Power; Enemies who fail to inflict damage while performing an attack under this effect take damage equal to Zachar's Mind attribute. A Saving Throw ends this effect. Word of Ruin (Quick Play) Reduce target enemy's Armor to 0. [Range 20] Saving Throw ends this effect. Tactics Power CardsDemand Justice (Quick Play) Use when an enemy passes a saving throw against one of his effects. The enemy rerolls the saving throw and Zachar can draw a random Attack Card. Guardian Patron (Action Play) You summon a guardian that last for one turn. All allies, including Zachar, gain +2 Armor while adjacent to the Guardian. You may discard a non-basic Card as a Quick Play to increase the duration an addition turn. You may end the effect as a Quick Play to cause one effect that dealt damage to you or an ally adjacent to the Guardian to instead deal no damage. Hand of Judgment (Quick Play) Target enemy can elect to skip his next turn, if they do, they heal 5 health. Should they not elect to do this, they suffer -2 Power and Armor for one turn and Zachar draws an additional two cards during his next turn. Shroud of Awe (Quick Play) Use when an enemy moves within 3 squares of Zachar. Move the triggering enemy 3 squares and draw a random Attack Card. Vanguard's Lightning (Quick Play) Zachar gains +4 Mind for one turn. Vision Once Denied (Action Play) Zachar's Power, Willpower and Mind become 0 for one turn. You may draw three cards randomly.
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Post by Rainbow Rage on Aug 15, 2011 13:47:40 GMT -5
VodisA Song of Light and ShadowHP - 24 Stats: Power 1 Mind 5 Armor 1 Willpower 4 Speed 6 Special: Teleport (Vodis can teleport instead of walk for his movement, ignoring all terrain while doing so. He can also move out of melee without penalty.) Spell Focus (As a Quick Play, once per turn, Vodis can discard any number of Tactics and/or Attack Cards to draw that many Attack Cards) Magic Missile (Action Play) Vodis makes an attack against any enemy he can see, using his Mind score + 1 instead of power. [Range 20] Mage Armor (Action Play) Vodis gains a +2 bonus to Armor for one turn Vodis may draw an additional card this turn. Attack Power CardsAcid Arrow (Action Play) Vodis performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. If the target fails a saving throw, Inflicts -2 Armor. Each time the target rolls a saving throw against this, they take 3 damage. Fireball (Action Play) Vodis performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Area 3, Range 20]; Saving Throw for half damage. The effect inflicts an additional 2 damage beyond what what was rolled. Force Missiles (Action Play) Vodis performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. Vodis may perform this attack against three targets within range. Lightning Bolt (Action Play) Vodis performs an attack using his Mind instead of Power, treat the opponent as having Armor 0 for this attack [Range 20]; Saving Throw for half damage. After the first attack, Vodis immediately attacks the target again as above. Slow (Action Play) Targets enemies [Area 3, Range 10] Targeted enemies roll a saving throw. If it fails, inflicts Slow and -2 Power. Saving Throw can end this effect. Steel to Glass (Quick Play) Target enemy Vodis can see has 0 Power. Saving Throw ends this effect. Tactics Power CardsBull's Stength (Action Play) Target adjacent ally gains +2 Power for one round per Mind Score Vodis has. Dimension Door (Move Play) Vodis may teleport up to 18 squares. Vodis may then teleport any ally who was adjacent to him at the start of them teleport, to any square adjacent to the square he teleported to. Fox's Cunning (Quick Play) Vodis gains +4 Mind for one turn. Haste (Action Play) Every other ally gains an additional Action Play or Move Play during their next turn. Polymorph (Quick Play) Vodis gains +5 Power and Armor but can no longer play or draw cards. He can end this effect as a Quick Play, provided he did not cast it this turn. Vodis heals himself for half his maximum hp when casting this spell. Stroke of Genius (Quick Play) At the end of his next turn, Vodis may draw an additional Attack and Tactics card.
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Post by Rainbow Rage on Aug 19, 2011 11:52:03 GMT -5
Next Batch of Characters:
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Post by Rainbow Rage on Aug 21, 2011 21:28:28 GMT -5
JaridethA Reunion Before DyingHP - 28 Stats: Power 1 Mind 5 Armor 2 Willpower 4 Speed 7 Special: Darkness (Jarideth can not be targeted by attacks or cards if he is further than 5 squares away from the character playing that card.) Cursed Blood (Jarideth does not automatically get to draw cards at the end of each turn and is immune to healing.) Empowered Darkness (Action Play) Jarideth's Darkness ability is no longer affected by range for one turn. Jarideth draws two cards. This card can not be played two consecutive turns in a row. Curse of the Altium (Action Play) Target that Jarideth can see can not draw cards or be healed for one turn. Jarideth draws one card. This card can not be played two consecutive turns in a row. Attack Power CardsBlindness Curse (Quick Play) Target that Jarideth can see is blind for one turn. Jarideth draws a random Attack card at the end of this turn. Crippling Curse (Quick Play) Target that Jarideth can see can not move next turn. Jarideth draws a random Attack card at the end of this turn. Death Curse (Quick Play) Target that Jarideth can see has 0 Armor for one turn. Jarideth draws a random Attack card at the end of this turn. Eldritch Shot (Action Play) Can target any enemy that Jarideth can see, provided they can not target Jarideth. Jarideth rolls a standard attack, but rolls twice, takes the highest and then adds his Mind score to the total damage dealt. Treat the target as having 0 armor for this attack, but they can make a saving throw for half damage. Shot in the Dark (Action Play) Can target any enemy that Jarideth can see, provided they can not target Jarideth. Jarideth rolls a standard attack, but rolls twice, takes the highest and then adds his Mind score to the total damage dealt. Wracking Shot (Action Play) Can target any enemy that Jarideth can see, provided they can not target Jarideth. Jarideth rolls a standard attack, and then adds his Mind score to the total damage dealt. At the end of target's turn, it must roll a saving throw or take 3 damage, a saving throw ends the effect and prevents the damage. Tactics Power CardsBlood of the Altium (Quick Play) Jarideth gains +4 Mind for one turn. Call Darkness (Quick Play) Jarideth bestows his Darkness ability upon another ally for one turn. Jarideth draws a random Tactics card at the end of this turn. Intimidation (Quick Play) Jarideth moves target enemy that he can see a number of squares equal to his Mind. Jarideth draws a random Tactics card at the end of this turn. Shadow Walk (Quick Play) Jarideth can walk through walls for one turn. Jarideth draws a random Tactics card at the end of this turn. Special Ammunition (Action Play) Jarideth's attacks during his next turn roll 2d6 and combine the total instead of 1d6. Speed of the Altium (Quick Play) Jarideth takes another turn after this one. During this turn, he can draw no cards, by any means.
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