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Sandy

Eurobricks Fellows
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Everything posted by Sandy

  1. "Look, Scumba. Everything the light touches is our kingdom."
  2. OoC: You will keep everything you have gained thus far, of course, just like you would if you had failed the quest. If you want to continue waiting, please let me know how long you are willing to do that. I don't know what's going on in Bricksandpart's life, but being away this long without at least checking things out is not a good sign.
  3. Without going into details, I think it's too complex to use and not powerful enough in battle in comparison to other expert classes. I get the idea of enhancing weapons and artefacts and such, but I think it's best that we leave that to Anwyl Smokebeard.
  4. 40 levels to go, simple as that!
  5. I think I figured out what to do with the Prophet. I also made some heavy changes to Necromancer in the process to separate the two classes, but I think it worked out for the best of both. Necromancer – These corrupt mages hold reign over death. • Additional Health: +5 • Additional Ether: +5 (+1 per level for classes without base ether) • Weapons: Necromancers use various imposing and magical weapons in battle, such as broomsticks, greatswords, maces, scythes, staves, wands and whips. They can also use gems and scrolls. • Job Traits: Undead Sacrifice – The necromancer can destroy one of their undead allies in or out of battle to restore health to themselves or one of the party members equal to the undead’s level; Spellcasting (see Mage); Spiritism – The necromancer can communicate with the spirits of the deceased to gain information. • Battle Style: Death-defying – Necromancers can raise an army of undead corpses. 1. SHIELD: Raise The Undead – The necromancer summons the corpses of all fallen enemies to join their side in battle. The undead keep the level of the original enemy, but they can only attack with darkness-elemental attacks with strength equal to their level once per round as commanded by the necromancer. Each undead attack costs 1 ether to the necromancer. The undead cannot be damaged and once raised they will follow the necromancer from battle to battle, but if the necromancer is knocked out or inflicted with an effect that prevents taking action, all the undead will disappear. The undead will automatically disappear at the end of each quest. 2. AMPLIFIED HIT/AMPLIFIED SPELL/AMPLIFIED REVIVAL: The necromancer attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power multiplied by the amount of undead raised and added to their level. Instead of attacking or casting a spell, the necromancer can spend 5 ethers to revive a fallen ally with health equal to the power of their amplified attack. (e.g. WP 15 x 3 undead raised + Level 30 = 75 (elemental) damage or restore 75 health to revived ally) 3. HIT/SPELL/REVIVAL: The necromancer attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level. Instead of attacking, the necromancer can spend 5 ethers to revive a fallen ally with health equal to the power of their attack. (e.g. WP 15 + Level 30 = 45 (elemental) damage or restore 45 health to revived ally) 4. MEDITATE/MEAGRE REVIVAL: The necromancer meditates to regain 1 ether. Instead of meditating, the necromancer can spend 5 ethers to revive a fallen ally with 1 health. 5. DAMAGE/NO REVIVAL: The necromancer is struck by the opponent’s attack. Optionally, any attempt of revival fails. 6. SPECIAL DAMAGE/NO REVIVAL: The necromancer is struck by the opponent’s special skill. Optionally, any attempt of revival fails. Prophet (available to Clerics, Mages and Rangers) – These master miracleworkers act on behalf of their deity. • Additional Health: +15 • Additional Ether: +15 (+1 per level for classes without base ether) • Weapons: Prophets can handle any weapon suitable to Clerics, Mages and Rangers, including gems and scrolls. • Job Traits: Healing (see Cleric); Spellcasting (see Mage); Clairvoyance – The prophet can receive vital information or guidance through visions from their deity; Glossolalia – The prophet can speak in any language and communicate with any sentient being • Battle Style: Miraculous – Prophets perform true miracles in battle. 1. SHIELD: Alea Iacta Est – Empowered by their deity, the prophet either attacks or casts a chosen elemental spell on all enemies with strength equal to one to six times their weapon power added to their level, decided by an additional roll which is affected by the lucky-effect. (e.g. WP 25 x 1-6 + Level 50 = 75-200 (elemental) damage to all enemies) The deity then revives all fallen party members and restores the entire party to full health. This does not deplete ether. 2. 2. CRITICAL HIT/GREAT SPELL/HEAL MORE/MEDITATE TO NIRVANA: The prophet attacks or spends 1 ether to cast an elemental spell with strength equal to two times their weapon power added to their level. Instead of attacking, the prophet can spend 1 ether to restore health to themselves or one of their allies equal to the power of their critical attack. (e.g. WP 25 x 2 + Level 50 = 100 (elemental) damage or restore 100 health) Optionally, the prophet can meditate and reach nirvana, recovering full ether. 3. HIT/SPELL/HEAL/MEDITATE WELL: The prophet attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level. Instead of attacking, the prophet can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. (e.g. WP 25 + Level 50 = 75 (elemental) damage or restore 75 health) Optionally, the prophet can meditate well to recover 10 ether. 4. AIM/AIMED SPELL/HEAL LESS/MEDITATE: The prophet attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power only. Instead of attacking, the prophet can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. (e.g. WP 25 = 25 (elemental) damage or restore 25 health) Optionally, the prophet can meditate to recover 1 ether. 5. DAMAGE/NO HEALING/NO MEDITATION: The prophet is struck by the opponent’s attack. Optionally, any attempt of healing or meditating fails. 6. SPECIAL PROOF/NO HEALING/NO MEDITATION: The prophet is struck by the opponent’s special skill, but cannot be inflicted with any negative effects caused by it. Optionally, any attempt of healing or meditating fails. As you see, the necromancer lost the ability to heal, but gained a new trait with which to sacrifice one of the undead allies to restore health, and a skill to revive at the cost of 5 ether. The prophet, on the other hand, can now attack, revive and heal all at the same time with "Alea Iacta Est", and he can now choose to meditate to regain ether. How do you feel about these changes?
  6. Thanks for your detailed feedback, JimBee! It's always appreciated. In the mime's case you have to remember that he has no limitations to what he can equip (with the exception of artefacts that are exclusive to a certain advanced or expert class), so to balance that his skills are nothing special. However, being able to change your entire play style from a tank to a healer to an elemental caster at whim is quite an advantage. That's exactly why Restoration isn't an issue in my mind. Even with Natural Respite, the Paragon would recover 50 health after battle, and it would be rare that his health would've fallen so low in a victorious battle anyway, so why not simplify it and let him be fully healed after every battle? These are supposed to be the most powerful classes in this game, anyway. But that wouldn't be the same situation anymore. Truce gives the tactical option of leaving the Paragon last in the battle order, negating any Free Hits that the enemies might have coming for the party. In a battle against the odds that's a huge advantage, in my opinion, even if the chances of rolling the skill is 1 out of 6. There has been other items than artefacts that give heroes extra power permanently as well. The value is added to the base power, and treated as an addition to the hero's level (not WP). It would be smart for the player to notify it somehow in their character profile, so that QMs wouldn't be confused about the extra points in power. I agree with everything you said. On the other hand the Prophet is a multitasker, but he should have something MORE going on, so that he wouldn't be just a Mime with half of the options. I guess I'm just out of creative juices, so I turn to you guys. How can we make the Prophet as desirable as a class as the Paragon? The two classes are not competitor,s though, since they're both exclusive to different basic classes. I still feel they should be on equal ground in terms of usefulness, anyway. Maybe the job trait "clairvoyance" could give the prophet foresight about the enemy stats before a battle, like that one artefact? Help me out here!
  7. I just saw this set at my local store for 85€. That's $102 with current rates... I couldn't believe my eyes. I want Queen Amidala, but there's a lot cheaper ways for me to get her.
  8. I know it's unlikely that anyone will ever have 200 health, but since the Shield-skill does not cost ether, it's pretty much just a guaranteed full heal to the party (if the prophet has chosen to heal). The best thing about the Shield-skill is that it's totally controlled by the player - if you chose to attack physically, the skill does that; if you wanted to cast a fire spell, the skill burns all the enemies; and if you chose to heal, you won't attack instead like the case is with some other classes. As for Veni Vidi Vici, it's pretty much just "Frenzy", "Sentinel" and "Mug" (with a bit of a twist) rolled into one. I don't see how the protection is overpowered, since any Level 1 knight can do it, too. Just take a look at the rules, and you'll find the battle styles of all the basic classes.
  9. These are the master job classes in their current state. I am hoping to get some player feedback on these, because I'm unsure if I should boost their power or nerf them or what. They are not as unique or complex as the expert classes, more like combinations of the basic classes. I'm also wondering if they are in balance with each other. So please, share your thoughts and make a difference. MASTER CLASSES: Highly accomplished heroes can choose one of three master classes once they reach Level 50. These classes combine and add to the talents of the basic job classes. Mime (available to all) – These master thespians can assume any basic battle style they need. • Additional Health: +20 • Additional Ether: +10 (+1 per level for classes without base ether) • Weapons: Mimes can wield any weapon they want, including gems, scrolls and shields. • Job Traits: Natural Respite (see Barbarian); Diplomacy (see Knight); Healing (see Cleric); Spellcasting (see Mage); Animal Talk (see Ranger); Flee (see Rogue) • Battle Style: Mimicry – Mimes choose one of the six basic battle styles to use each turn. - MIMIC BARBARIAN: The mime assumes the Brutal battle style for the turn. - MIMIC CLERIC: The mime assumes the Blessed battle style for the turn. - MIMIC KNIGHT: The mime assumes the Protective battle style for the turn. - MIMIC MAGE: The mime assumes the Elemental battle style for the turn. - MIMIC RANGER: The mime assumes the Ranged battle style for the turn. - MIMIC ROGUE: The mime assumes the Stealthy battle style for the turn. Paragon (available to Barbarians, Knights and Rogues) – These master strategists are admired by everyone. • Additional Health: +25 • Additional Power: +5 • Weapons: Paragons use weapons suitable to Barbarians, Knights and Rogues, including shields. • Job Traits: Initiative – The paragon’s party can freely use one item per member to prepare themselves at the beginning of each battle; Restoration – The paragon regains full health after each battle; Command – The paragon can command allied or neutral individuals to do his bidding; Retreat – The paragon can lead their party out of battle at will • Battle Style: Tactical – Paragons dominate the entire battlefield. 1. SHIELD: Veni Vidi Vici – The paragon strikes all enemies with strength equal to their weapon power added to their level. (e.g. WP 25 + Level 50 = 75 damage to all enemies) The paragon also gains gold equal to the combined levels of all enemies that were defeated with the strike. The paragon then raises a barrier, protecting the entire party from all damage for the next round. 2. EXTRA CRITICAL HIT: The paragon attacks with strength equal to three times their weapon power added to their level. (e.g. WP 25 x 3 + Level 50 = 125 damage) 3. CRITICAL HIT: The paragon attacks the target with strength equal to two times their weapon power added to their level. (e.g. WP 25 x 2 + Level 50 = 100 damage) 4. TRUCE: The paragon calls for armistice, preventing anyone from attacking for the remainder of the round, Free Hits included. Healing and using undamaging items is allowed. 5. DEFENDED DAMAGE: The paragon is struck by the opponent’s attack. The power of the paragon’s shield decreases the effect of the attack. (e.g. 50 damage – SP 25 = 25 damage) 6. SPECIAL DAMAGE: The paragon is struck by the opponent’s special skill. Prophet (available to Clerics, Mages and Rangers) – These master miracleworkers act on behalf of their deity. • Additional Health: +15 • Additional Ether: +15 (+1 per level for classes without base ether) • Weapons: Prophets can handle any weapon suitable to Clerics, Mages and Rangers, including gems and scrolls. • Job Traits: Healing (see Cleric); Spellcasting (see Mage); Clairvoyance – The prophet can receive vital information or guidance through visions from their deity; Glossolalia – The prophet can speak in any language and communicate with any sentient being • Battle Style: Miraculous – Prophets perform true miracles in battle. 1. SHIELD: Alea Iacta Est – The prophet performs the chosen action (attacking, spellcasting or healing) to all enemies or allies with strength equal to one to six times their weapon power added to their level, decided by an additional roll. (e.g. WP 25 x 1-6 + Level 50 = 75-200 (elemental) damage to all enemies or restore 75-200 health to all allies) Lucky-effect affects the additional roll as well. This does not deplete ether. 2. CRITICAL HIT/GREAT SPELL/HEAL MORE: The prophet attacks or spends 1 ether to cast an elemental spell with strength equal to two times their weapon power added to their level. Instead of attacking, the prophet can spend 1 ether to restore health to themselves or one of their allies equal to the power of their critical attack. (e.g. WP 25 x 2 + Level 50 = 100 (elemental) damage or restore 100 health) 3. HIT/SPELL/HEAL: The prophet attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power added to their level. Instead of attacking, the prophet can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. (e.g. WP 25 + Level 50 = 75 (elemental) damage or restore 75 health) 4. AIM/AIMED SPELL/HEAL LESS: The prophet attacks or spends 1 ether to cast an elemental spell with strength equal to their weapon power only. Instead of attacking, the prophet can spend 1 ether to restore health to themselves or one of their allies equal to the power of their attack. (e.g. WP 25 = 25 (elemental) damage or restore 25 health) 5. DAMAGE/NO HEALING: The prophet is struck by the opponent’s attack. Optionally, any attempt of healing fails. 6. SPECIAL PROOF/NO HEALING: The prophet is struck by the opponent’s special skill, but cannot be inflicted with any negative effects caused by it. Optionally, any attempt of healing fails.
  10. Oh sorry, it wasn't intentional. I just somehow forgot it. I'll add it now.
  11. Ah, of course. But the other hat should then be moved last in the list of equipment, as to not confuse the game manager.
  12. OoC: It's been well over a week since Bricksandparts left, and he hasn't been online ever since, so now I'm asking you players if you want to continue to wait for your QM or have the quest cancelled. The quest has certainly had enough delays already... Please post your opinions and I'll act accordingly.
  13. I don't mind at all, that was a funny way to start a quest that is obviously meant to be more light-hearted. I just noticed, though, that Brickdoctor has three artefacts. Only the two mentioned first should be active (since only two artefacts can be equipped at a time), so the Lover's Locket shouldn't have an effect on him.
  14. A major LOL for that! I've loved to watch the three-pronged quest advance and roll into one for this epic conclusion. I'm definitely rooting for all you guys - players and QMs alike - to end it with a bang.
  15. I was lucky enough to find this set at a toy store in Malaga during my trip for 140€. It was the only copy in the store, so of course I had to snatch it, and I have no regrets. The set is marvelous, the parts are very useful and the minifigs are to die for. I already have plans to use Oola as some sort of serpent priestess in Heroica RPG (just need to add Spitta's snake hood from Ninjago on her).
  16. That's the downside of the expert class - you can only use equipment suitable to anyone or that specific class. That's why it's called "expert".
  17. And the player information. I still have loads to prepare for August, so there won't be any major updates before that.
  18. Okay, I've now updated the first post of the Heroica Hall -topic with all the relevant info (I hope). There seems to have been some sort of discussion about signing up as a team when I was away, and sure, it's possible to post conditional sign-ups, like "I will sign up for Quest #X on the condition that my friend is chosen with me". It's always up to the QM to decide who they pick for their quests, anyway, but so far the pickings have been quite fair in my opinion (in that new players have also gotten a chance to play), so let's hope they stay that way.
  19. I'm back, everyone, and delighted to see the game still up and running! Apparently two of the more active players are on an enforced break, but I guess they only have themselves to blame for that. The game will go on, nevertheless, and next I'll begin the preparations for the 1st anniversary festivities that I promised earlier.
  20. I posted three new quests to the Quest Board, and they'll be all you get before the 20th of July (aside from the on-going quests, of course). As I said earlier, I'm leaving tomorrow morning (it's evening here now) for a 3 week vacation where I will have very rare access to the wonderful world of interwebs, so you're going to have to play nicely without my scrutinizing gaze. If any questions or problems arise, please turn to the current Quest Masters. They should all know this game well enough by now to solve any issue that rises. Have fun, everyone! I'll return with the promised BANG in late July!
  21. ~Three new quests have been posted on the Quest Board (#37 by Capt.JohnPaul, #38 and #39 by Zepher)! All sign-ups will end sometime in July, as deemed by the respective Quest Master.~
  22. IMPORTANT NOTICE!!! I will leave on my three week vacation this Sunday, so if I've discussed about a quest pitch with you previously, and you want to host that quest in July, contact me today or tomorrow and I'll see if your pitch is ready to be put up. This concerns people like Zepher, Capt.JohnPaul and Scubacarrot. It's too late to send in any new quest pitches, I simply don't have time to go through them anymore.
  23. Hi, and thanks for the compliments! It's great to hear that even people not playing this game are fans. The simple answer to your question is that the monster's level determines the amount of damage it does. So an attack from a level 10 monster does 10 damage (ie. takes away 10 health) to a hero that stands in the front row and has no Shield Points. Have fun making this game work in the real world!
  24. Here's my Friendsified avatar, in the spirit of Heroica RPG, of course. And a bigger picture:
  25. Welcome to the game, bekindsorewind! Your character profile is still lacking your character's age, gender, race and the name of its weapon. You should also have an avatar-sized (100x100 pixels) picture of your character. Just add those details, and I can add your character Quiky to the hero roster.
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