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2014/03/29 23:40:45
Subject: Re:Visiting Hours - BIG NEWS! - The Miasma War KS Project Announcement 3/29/2014
Noooooooo My Adepticon shopping is ruined! Now every time I look at something I will be thinking that I could just put that money towards the Miasma War KS.
2014/03/30 16:30:15
Subject: Visiting Hours - BIG NEWS! - The Miasma War KS Project Announcement 3/29/2014
Don't worry there is a month between the KS and AdeptiCon
Also, I'm extremely glad to be getting this ball rolling. The miasma war was something we were throwing around for a while, and to see it starting to come to fruition is extremely exciting. And unlike the last KS I have more involvement on the scenarios and direction of the book.
Can't wait to get this going.
This message was edited 1 time. Last update was at 2014/03/30 17:21:41
DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+ Ask me about Brushfire or Endless: Fantasy Tactics
2014/03/30 20:34:02
Subject: Visiting Hours - BIG NEWS! - The Miasma War KS Project Announcement 3/29/2014
Seriously though, it sounds like there will be something for everyone in that book. Mass battle rules, character creation rules, and monster AI (co-op play) rules add tons of flexibility to the base game. I can't wait!
2014/03/30 21:30:31
Subject: Visiting Hours - BIG NEWS! - The Miasma War KS Project Announcement 3/29/2014
Galen wrote: Seriously though, it sounds like there will be something for everyone in that book. Mass battle rules, character creation rules, and monster AI (co-op play) rules add tons of flexibility to the base game. I can't wait!
Its almost as if we've been listening to feedback.
We're also trying to make this a good jumping on point for new folks as every pledge level also includes a copy of the EFT Rulebook PDF.
I may be pretty tapped out from the Dwarven Forge pledge manager likely ending right then, but I will certainly be watching for troll awesomeness . Sculpts anything like those first two sketches would be amazing.
This message was edited 1 time. Last update was at 2014/04/02 04:25:46
We wanted to provide some alternatives/variations to Brushfire players this week, and so we're introducing our first set of "Scenario Templates"; special rules and effects that you apply over the normal objectives of a game. These will not change the normal objectives or scoring, but simply create a twist to your game. Below are three Scenario Templates, but we have more planned for the future. We hope to get enough that players can make a d5 or d10 roll to decide which Template they use.
Scenario Templates These are additional effects that can be added to any battle to change up the strategy or simply to create some variation in play. These Templates are applied to another Scenario to add additional rules that do not otherwise affect the objectives.
Dragon Attack A horrid creature stalks the battlefield. The creature is just a maw of death and an armless body. “Dragon” a soldier whispers. You are not even sure you could wound it, let alone slay such a beast. You hope and pray its hunting eyes turn towards your foe instead.
Ozymandias, The Dragon MS - 6 ES - 6
Place a 120mm Model of Ozymandias or a 5” Template on any table edge where it is equidistant from both player’s deployment zones. If no such table edge exists place it anywhere on the table where it is equidistant from both deployment zones.
The Dragon is an invulnerable model that cannot be killed. At the beginning of each turn it makes 3 deviation rolls, and move the Dragon, following each roll in sequence. Each squad that the Dragon passes through suffers 4 Attacks of 2 DE, Ignores All Armor. The opposing player rolls to hit.
Though the Dragon cannot be killed, it can be slowed. During each Activation, if at least 2 attacks successfully hit the Dragon, the number of deviation rolls it makes are reduced by 1. The Dragon always makes at least 1 Deviation roll. The opposing player rolls to evade.
Models, such as Aquitar’s Legionnaire, that can make attacks after an enemy Movement phase, trigger such abilities after each Dragon deviation roll. If hit, using the same rules as above, the Dragon makes no further deviation rolls that turn.
Night Battle You always hated fighting at night, but at least your opponents are hampered as much as you. A bullet or two flies past, far wide of the target. You will have to get in close to finish this.
The Following Rules apply during Night Battle:
Models without the Sniper special rule have their range reduced by 5” on all Ranged Attacks, to a minimum of 5” RNG.
Line of Sight is blocked by any obscuring terrain over 1” instead of 2”.
Models must have LoS BEFORE Moving to be able to Charge.
The total distance of a Cavalry Charge is halved.
Models do not receive a +2 bonus when Charging. Anti-Charge and other charge bonuses still apply.
Models with Signal Lanterns and Models that target them treat LoS through obscuring terrain as normal, and receive the +2 Charge bonus as normal.
Bombardment You can hear the whistling. Every hour you dread it. You resist the urge to look up, knowing you won't see them coming. Even if you could, there is no way you could react in time. You just hope the Artillery hits their mark instead of straying off course.
Each player will make off the table artillery bombardments against their opponent during the course of the game. At the beginning of Turn 2, the winner of the Initiative roll will follow the rules below to launch an artillery strike. From Turn 3 onward, the players will alternate who makes an artillery strike, regardless of who actually wins the following Initiative rolls.
To make an artillery strike, the player making the strike will declare any point on their left table edge. The attacking player will then roll 1d5 (roll a d10 and halve the result, rounding up) and the other player will roll 1d10. The attacking player’s roll will be the tens and the other player’s roll will be the ones. Place a Large template the rolled number of inches in a straight line to the right of the selected point. So if the attacking player rolls a 4, and the other player rolls a 2, the attacking player will move the template 42 inches across the table from the selected point. This can result in the a distance longer than the table. If the center point is not on the table, the Artillery attack is not made.
The Attacking Player will make a 5” Template Attack using an RS of 6 and 2 DE, Ignores body armor.
Q and A
What are your favorite Scenario Templates/Variations in other games?
Do you prefer when these mechanics affect the core objective?
Do you like when they add new objectives?
And a tease for the Miasma War Kickstarter...The Male Rhapsodist: With the sort of tomboy/punk look Heath gave to the Female Bard-like Rhapsodist, Noah went with a less masculine Dancer-type for the Male.
In the Miasma War Book, this variant will have a different set of spells than the female and will be a decent melee combatant, even when out of MP.
This message was edited 2 times. Last update was at 2014/04/12 14:53:34
Oh whao! Awsome to see some stuff on the dragons, and the Male Dancer is awsome. Always happy to see more stuff from Noah. (Not that heath isn't awsome! Just awsome when all the art isn't him! XD )
What are your favorite Scenario Templates/Variations in other games? I personally like new objectives in my scenario's, and find them the most fun. It's easy to just be able to throw down with your normal armies, but play new objectives. I find stuff like this helps shake up local metas, and is good for the competive helth of a game.
Do you prefer when these mechanics affect the core objective? hhuuuummmmmm...... In Tournament settings, it's nice seeing stuff like varrient FoC's and mechanics to shake up a game from the standard meta. But I don't feel the varrient mechanics should over shadow the core game.
In normal pick up games, i gravitate to playing standard games. To many times players feeling others got unfair adventages, since their standard army did not perform as well as the other person's army.
Do you like when they add new objectives? New objectives are my favorit. =D
What are your favorite Scenario Templates/Variations in other games? Good queston... I'm not a big fan of duing whacky variations on a game. The idea is usually is to make a strategy based game have a huge random element(hence, the dragon), and I don't like that. Altough if it's just different by not a random thingy (like the night scenario), I would try that.
Do you prefer when these mechanics affect the core objective? I'm okay with mixing up the objectives and I love coming up with minmaxing around a new objective.
Do you like when they add new objectives? It shakes up the meta.
The next Visiting Hours is on Brushfire's 4th anniversary, anything in particular y'all would like to see? I would like to know how does your internal testing process works.
I'm not totally sure what I think about it in relation to a dragon, but I love the name Ozymandias (and the Dakka user by the same name, and the historical reference!)
The "dragon" part comes from the Legionnaire/Moleon background as the name Brushfire characters call Snakes. Like Exomorphs theyre a mysterious/legendary creature, refered to by mythological names instead of real world names.
In Redwall, there is a Snake called "Azmodeus". It lured animals to their deaths with hypnotic eyes. The name also just sounds great when you say it 'snake like' adding extra hisses/s sounds into the name. "Asssssmodeussssss"
In Brushfire, we wanted Snakes to be the proto-Pharaohs of Khonshu, in a similar vein to the Scorpion King in real history (not The Rock).
So combining those two ideas, we went with Ozymandias to get the great hissing sound. "Ossssymandiasssss" Go ahead. Say it out loud.
This message was edited 1 time. Last update was at 2014/04/15 16:07:38
The "dragon" part comes from the Legionnaire/Moleon background as the name Brushfire characters call Snakes. Like Exomorphs theyre a mysterious/legendary creature, refered to by mythological names instead of real world names.
In Redwall, there is a Snake called "Azmodeus". It lured animals to their deaths with hypnotic eyes. The name also just sounds great when you say it 'snake like' adding extra hisses/s sounds into the name. "Asssssmodeussssss"
In Brushfire, we wanted Snakes to be the proto-Pharaohs of Khonshu, in a similar vein to the Scorpion King in real history (not The Rock).
So combining those two ideas, we went with Ozymandias to get the great hissing sound. "Ossssymandiasssss" Go ahead. Say it out loud.
I thought is was just a refrense to Azmodeus in all honesty. Speaking of witch. I loved the redwall cartoon.
The new EFT Kickstarter is 5 days away, so Today is another Brushfire VH. We've got 3 more scenario templates to provide you with more selection, and enough to roll randomly on a d6 or d10. AS requested, two of the templates have victory points, creating secondary objectives for your games.
High Value Target Forget about the rest, we cannot suffer that captain to live. Their death would be a blow to the enemy's morale, and a chance for us to gain a groundswell back home.
Each player enlists a free hLVL 1 hero. If this model is on the table at the end of the last turn, the player is awarded an additional Victory Point. If the model is slain or off the table (e.g. in reserve), the opponent is awarded a Victory Point.
Freak Weather Some low pressure system from the west has mixed with some high pressure system from the south. Not sure what it means, but those clouds look freaky. Stay vigilant out there, and be ready for anything.
Not all battles can take place on the firm fields under the best conditions. Sometimes the heavens unleash their armies in the form of storms, winds, and lightning.
At the beginning of each turn, roll a d10 and consult the chart below. The weather effect lasts until the initiative roll of the following turn.
1-2: Blistering Winds: At the start of the turn, roll a deviation die, all models are pushed 1” in the direction of the winds after their activation. If a template weapon should scatter it scatters an additional roll in the direction of the winds.
3-4: Fog: During the turn, ranged attacks suffer -2 RS. In addition, Targets beyond 12 inches gain concealment.
5-6: Downpour: During the turn, models cannot make perform a Charge or Cavalry Charge.
7-8: Muddy Fields: During the turn, Models cannot Rush, and suffer -1 to their Speed.
9-10: Heat Wave: During the turn, all Models suffer -1 to their MS and RS rolls, Models with 3+ AR (or AR Shield) suffer -2 to MS and RS Rolls instead.
Sabotage Intelligence reports that one of the enemy's supply camps is holding vital weapons for their next attack. We only have enough sapping explosives for one chance. Make the right one.
Each player places two 5” Template-sized Supply Camps on their half of the table. Declare each Template as A or B. Secretly write down which Supply Camp is your Key Objective.
If the player has a model on the enemy’s Key Objective at the end of the game, the player is awarded an additional Victory Point.
A squad on an enemy’s Supply Camp, in place of their normal activation, may “Sabotage” the Supply Camp. Place a token to indicate the Sabotaged Supply Camp. Each player may only sabotage one Camp per game.
At the end of the game, if the Sabotaged Camp is the Key Objective, the player is awarded an additional Victory Point. If the wrong Camp is Sabotaged, the opponent is awarded the Victory Point.
Rolling Chart d6 1 - Dragon Attack
2 - Night Battle
3 - Bombardment
4 - High Value Target
5 - Freak Weather
6 - Sabotage
d10 1: Dragon Attack
2: Night Battle
3: Bombardment
4: High Value Target
5: Freak Weather
6: Sabotage
7: Roller's Choice
8: Opponent's Choice
9 - 10: No Template
With the Kickstarter underway and at 65%, Tom and I wanted to do a write up on the home of the Campaign's main character, Frayce Deepwell. Below you will find an RPG style rundown on the Duchy of Deepwell, along with some palette swaps for running a Deepwell Themed party. As EFT grows, We plan to release more of these suggested themes.
We're currently in the lull period for Kickstarters and to keep the momentum going, we ask that you share the KS with anyone who might be interested. If you have a suggested media outlet we may not have spoken to, drop us an email (contact at on-the-lamb dot com) or PM and we will get in contact with them. Thank you in advance for your assistance!
Deepwell Region - Northwest Halleford Population - ~5,000 Hallefordians, ~500 Zeutens Government - Duchy, Member of Highwater Senate
Geography The lands of Deepwell along the border of Halleford and Zeutenheim, bordering the Intercontinental Sea. Castle Deepwell is situated at the mouth of the Whitefjord River, a position that grants the small duchy a large amount of power as a trade city between Zeutenheim, Arganea, and the inland cities of Halleford. The Whitefjord empties into Naiadar Bay, a rocky inlet that appeared inhospitable until Deepwell was founded on the banks.
Heading southeast, Deepwell is a mix of copses, creeks, and wetlands, leaving little room for major farming or larger cities. Outer Deepwell is dotted with small fishing villages where the majority of the population is located. In fishing season, the Aquamancers’ magic overflows the riverbanks causing mild flooding and causing small craft to nearly completely cover the region pursuing sealife seeking to return to their spawning pools. Deepwell floods are a events of celebration and festival instead of periods of disaster.
North of the Scorch, the distinct shift in ecological properties between Halleford and Zeutenheim, Deepwell’s absorbed territories are major sources of coal. As a locale lacking a significant Fire Troll population, the poor quality iron mined in Deepwell is forged into a hybrid Zeuten-Hallefordian steel to ensure sturdy weaponry for the armies of the Duchy.
Life and Culture The average resident of Deepwell enjoys a diet primarily of fish, caught fresh from the coastal waters and the many rivers that cross the terrain. As such, Deepwell is known for seafood dishes. To the outside world, most of Halleford’s cuisine can be traced back to the Duchy. In actuality, Deepwell recipes are markedly different from other Halleford dishes, commonly mixing Zeuten-favored spices into their food.
Deepwell enjoys a quiet religious life, owing much of their quality of life to the worship of Undinite, goddess of Water. The Deepwellish accept Undinite’s law as a fact of life, and take the hardships of life, when they occur, with a grain of sea-salt, knowing that things will change with the ebb and flow of the tides.
All Deepwellians serve one year of ‘active’ military service to the Duke of the lands. Commonly, this standing army defends the region, but after Halleford’s first foray against the Miasma, Deepwell’s army is shattered. Instead, the Duchy relies upon Zeuten reinforcements to protect it. Unlike other areas resenting the protection of Zeuten soldiers, Deepwell’s mixed culture welcomed the troops.
The sea green colors of Deepwell’s banners and uniforms, though not as intimidating as the red on gold of Zeutenheim’s knights, the Deepwell militia blends in with the verdant fields of Halleford, working as an effective camouflage. Like many other Halleford militias, Deepwell trains heavily armored knights supported by adept wizards and light armored troops. Most spell casters indigenous to the region practice aquamancy, water spells powered by Undinite’s blessing.
People and Organizations A century ago, the Eisens, a noble family of Zeutenheim, married into the Deepwell dynasty as a means to settle a trade dispute. As part of the grand arrangement with the Zeuten nobles, Deepwell absorbed the region previously controlled by the Eisens. Down through the next several decades, the two families intermarried numerous times, ensuring the Duchy’s continued sovereignty of the multinational territory.
One of the largest Temples to Undinite in the world sits at Deepwell Mott, nestled south of the capital. Here, the priests and priestesses of Undinite lead worship and weave aquamancy to grow crops, heal the sick, and ensure cool climates counteract the ever present heat of the sun. Recently, the High Priestess Eirona arrived to visit Deepwell Mott indefinitely. The surprising arrival of the girl, infused with the blood of Myrm, has brought many pilgrims to the region, despite the danger of the Miasma.
The new Duke, Frayce Deepwell, took the title in his teens, after his father’s untimely death. An impetuous youth, Frayce spends as little time ruling the Duchy as he can, often leaving his responsibilities to relatives, most commonly, his cousin Trane von Eisen. With the Miasma War at its height, Trane’s detachment of Zeuten soldiers has moved into the Duchy to defend it. Despite Trane’s beratement, Frayce continues to sneak out of the castle for any excuse.
Deepwell Knights Like their Zeuten neighbors, Deepwell employs heavily armored Knights, wearing Deepwell Steel instead of Zeuten Iron. A Crusader model using a Knight's Card is perfect for this setup, make sure to Stalwart to represent their heavy armor and a few MP cost abilities for their connection to Undinite.
Deepwell Aquamancers Experts in water magic, Aquamancers use their connection to Undinite to weave their spells. An Adept using a Gel Wizard's card for a 1C Aquamancer gives Water Blood and Water Element Spells. A Sorcerer's card for a 2C Aquamancer gives a more experienced spellcaster and their core ability still lets the Aquamancer gain Water Blood.
Deepwell Trooper Marked by their Sea Green coloring, Deepwell’s conscripted soldiers are ideal merchant marines and light troops. Squires and Bandits run either as their own cards, or Thieves and Archers respectively, represent the lightly armored Deepwell Troopers. Equip them with Soldier's Boots so they can harass enemies/objectives or Deep Crystal Slivers to act as support for Deepwell's Knights and Aquamancers by healing with their attacks.
This message was edited 3 times. Last update was at 2014/05/10 15:46:42
Hey Folks, 13 Hours to the end of the kickstarter, and with CMONExpo this weekend, we've been really busy!
...Not busy enough to skip the Visiting Hours this week! We've got a little scenario, that was meant to be paired with an Indepth look at Plainskeep, but I hope you will look forward to that on the next VH. Instead, as someone spoiled in another thread, we have a sneak peak at the next Brushfire release!
Back Alley Brawl When that poor courier's parcel scattered across the ground, it only took a few moments for the slum's denizens to go crazy. Whether you're just protecting the goods or keeping them for yourselves, It would be bad form to let anyone else run off with it.
Designer’s Note: This scenario is meant to be played with lots of high level rooftops and close alleyways to really bring home the idea that the players are fighting in the back alleys of Plainskeep.
Party Size - 5-10 Crystals
Setup - Standard Board Size; Standard Deployment, Each model begins with 1 Mug Token x Crystal Cost.
Rules - When a model deals damage with a basic attack, remove a Mug Token from the Target and place it on the attacker’s stat card. Basic Attacks that hit multiple targets may only take 1 Mug Token, the player may choose which model to take a token from.
When a model is killed, place any remaining Mug Tokens in the square where the model was killed. Models may pick up all the Mug Tokens in a square if they end their Move Phase on the square.
Battle End - 8 Rounds
Rewards - At the end of the game, Every two Mug Tokens possessed by your party equals 1 EXP. If one player has more tokens than their opponent, they are awarded an additional EXP.
Multiplayer Note: This scenario can be played with multiple players all competing for victory. Only the player with the highest number of tokens is awarded an additional EXP.
Arctos Nevsky Preview
I just want to put out my personal thanks to everyone who backed the Miasma War Kickstarter, and those that have supported us over the years. You guys are awesome and we wouldn't be doing this without you!
This message was edited 1 time. Last update was at 2014/05/24 13:12:04
Hey everyone! With the Miasma War Kickstarter successfully funded, we've been getting to work on some of the additions to Endless and so with this week's Visiting Hours, we're going to preview one of the Rhapsodist level classes.
So without any further delay or ado, we're present the Witch class!
(Summoner re-color is stand-in art)
Long before the Arganeans instilled an eternal hatred of magic in the people of Rapteras, the Witches of Western Nacre were the city’s resident herbologists and scryers. The covens that operated here were capable of casting spells with far fewer mages than the classical Circles. A trio of Witches could cause crops to grow, drain the life from their enemies, or spy upon the enemies of Rapteras.
The techniques used by Witches drew the attention of the High Elves during their occupation. For decades, they sought to understand the source of the Witches’ magic, but eventually resigned to only using their strength for war. The Arganeans commanded the Air Trolls to infuse sky magic into the Rapterans. This magic “uplifted” the Witches and other people of the city creating a new lifeform. The Arganean experiments created the modern, winged, Rapterans. With slightly avian features, the Rapterans’ bodies became a blend of human and bird and excelled at Air magic and aerial combat. Eventually, more than half the population was transformed and forced to fight for the Arganeans.
After the revolution, the Anti-Magic majority expelled the Witches from the city. They were a sign both of the horrors magic can wrought upon people, and a lasting symbol of the atrocities the Rapteran’s committed against their fellow humans. Forced to wander the mountains of Nacre, the Covens discovered many of the ancient temples of Wiggoth and sought to repurpose them for their own practices. The identity of these secret hollows can be determined by the overgrown Witchroot, a magically attuned vine that Witches are able to control and channel their magic through.
Though exiled by their kin, Witches are mildly accepted among the humans of Nacre, whose lands they have come to inhabit. Tapping into a unique source of magical skill, the Witches are of deep interest to the researchers of the Akademy. It is believed that Witches tap into the minute magical energy of the planet itself, rather than the power of the Crystals, a unique feat among all the spellcasting races of Terra.
Quick Overview The Witch class is a 2C spell casting class, much like the Sorcerer, Summoner, or Cleric. The Witch, much like the fluff above, keeps a wary eye on their lairs and homes through their Witchroot. During their turn, a Witch may forgo their Move or their Action to place a Witchroot token within 4 squares, allowing her to send her little minions out to do her bidding, kind of like Varys from Game of Thrones, but with far fewer people dying at weddings. From there, the Witch may cast spells from the Witchroot and treats the command's point of origin from that token for purposes of range, line of fire, flanking, vantage. In addition to shooting spells from her precious plants, the Witch also specializes in hexing her opponents with status effects. Almost every command the Witch makes can cause some sort of status effect, which not only hinders her opponents, but with the right command setup, can make her more powerful when targeting that model!
So with that, I felt it would be best to show the Witch doing what she does best, hexing and gardening (creating Witchroot tokens ).
I did a small little 3 Crystal fight between a Witch and her Adept apprentice and a Dark Dragoon and a Squire. Because it was a small fight, I wanted a small board to play on, so I only used a 10x10 grid for the fight.
The parties were as follows:
Witch (Summoner model as stand-in) w/ Sky Crystal Sliver and Ring of Protection - Commands: Wicked Hex, Mind Splinter, Pain, Ancient Dust
Adept w/Health Potion - Commands: Mana Shield, Concentration
vs
Dark Dragoon w/ Gloves of Striking, Health Potion - Commands: Stalwart, On the Bounce, Harpoon, Nidhogg's Hunger
Squire w/Ring of Protection - Commands: Assist, Throw Rock
So after I setup the board, I managed to finagle my dad, who has played EFT before into taking on the part of the Dragoon and Squire, because it'd be crazy to play against myself right?
Turn 1Init Order: Witch | Adept ------- Squire | Dragoon
My dad wins initiative with the squire, who gives +1 Def{2} to his Dragoon and the squire and then moves forward. The Witch moves forward and drops a Witchroot (represented by the Gold Murin from OTL's GenCon 2012 booth). The Dragoon and Adept both move closer.
Turn 2Init Order: Witch | Adept ------- Squire | Dragoon
My dad's squire wins initiative for him, and moves forward, but is unable to throw a rock at anyone. The Witch uses her move to drop a Witchroot Token and then casts Ancient Dust on the Squire and hits for a single point of damage. The Dragoon moves forward, but is unable to really hit anything. The Adept moves next to the Witch and uses Learning to cast Ancient Dust on Dragoon and Squire, the spell misses the Dragoon, but hits the Squire for 1 damage.
Turn 3Init Order: Witch | Adept ------- Squire | Dragoon
I finally win initiative! So I move the Witch and use Pain on the Adept, hoping that his Mana shield and concentration would help keep him alive, but I stupidly forgot that he cast a spell last turn and is now down to 1 MP. So the Squire uses Training to give him and the Dragoon +1ATK{2} and moves to gain vantage on an attack against the Adept. He hits for 2 damage, but the Mana Shield soaks 1 damage up (At this moment though I forgot that I had blinded the Squire and my dad would not have been able to throw a rock, oh well he's only played a handful of games). The Adept uses Concentrate and gains 0 MP (oh well :(). The Dragoon then moves forward three squares, and stabs at the Witch. Because of Pain, the poor Adept is caught in the Witch's manipulations and dies to the damage. The Dragoon then bounces backwards to his starting spot.
Turn 4Init Order: Witch ------- Squire | Dragoon
The Squire wins init, moves and uses Throw Rock on the Witch (this time I did remember blind!). The Squire rolls three hits and in response, the Witch breaks her Ring of Protection and whiffs the defense roll and takes 3 damage. The squire loses blind and training. The Witch moves and fires another Ancient Dust from the token the left most token to gain Vantage and fires at the Squire, breaking her Sky Crystal Sliver before doing so. The Witch scores 4 successes, which the Squire could not defend against, and perishes. The Dragoon stays where he is, unsure of where he can move without exposing himself to the Witchroot tokens
Turn 5Init Order: Witch ------- Dragoon.
Witch wins init, creates a token and uses Mind Splinter but even with vantage, she fails to hit. The Dragoon moves forward.
Turn 6Init Order: Witch ------- Dragoon.
The Witch wins initiative and creates a token and uses Mind Splinter, hits the Dragoon for 1. The Dragoon moves forward and attacks with Harpoon. He scores 1 success, but fear kicks in and he misses.
Turn 7Init Order: Witch ------- Dragoon.
The Witch wins initiative, moves and then uses Mind Splinter. With the additional dice from Wicked Hex she hits for 3. The Dragoon scores 2 defensive successes, but Fear drops that to 1. The Dragoon moves forward and uses Nidhogg's Hunger and scores an incredible 4 successes after Fear kicks in. The Witch is unable to stave off the onslaught, and though she controlled and manipulated the fight, the Dragoon held out long enough to claim victory, but at the cost of the Squire.
This message was edited 2 times. Last update was at 2014/06/07 17:31:53
DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+ Ask me about Brushfire or Endless: Fantasy Tactics
2014/06/07 17:57:51
Subject: Re:Visiting Hours - A New Challenger Appears: Witch Preview 6/7/2014
I'm excited to have another MAG focused offensive class. The witch's ability to attack from relative safety makes it a powerful contender.
That being said, it would be out of character for me not to question/critique new options like this, so here goes.
-I must assume witchroot tokens can be walked over, correct? If they could block enemy movement it would seem overpowered.
-you mention using the witchroot for range, flanking, and vantage. Does the witch still need line of sight to targets of their powers cast through the roots? I would worry about them summoning roots and attacking through walls, or from behind buildings otherwise.
-can any witch use any witchroot token? It sounds like yes.
-wildfire seems weak compared to ancient dust, shorter range, weaker status effect, and destroys tokens in the process.
Automatically Appended Next Post: Though I am ambivalent about the addition of Orcs to Endless, the idea of a Rapteran is very exciting. I can't wait to see the art.
I also have an idea for a 3C character Witch
Grand Witch Sabrina
-Creates Sapling tokens, which count as both witchroots and spike traps (or similar.) They would move like a witchroot, and have HP like a trap, but she would lose 1 HP each time one was destroyed.
This message was edited 1 time. Last update was at 2014/06/08 16:30:53
2014/06/08 17:54:27
Subject: Visiting Hours - A New Challenger Appears: Witch Preview 6/7/2014