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New Race: Golem

 
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stormywaters
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PostPosted: Tue Jul 19, 2011 4:14 pm GMT    Post subject: New Race: Golem Reply with quote

Part 1 of a series of new, single-colored races.

Golem

Raised from the land by both nature and death, fighting both sides, are the Golem.

I thought this race would be cool. Slow, powerful, resilient, relentless. No Cavalry, opting instead for light and heavy versions of Melee and Missile.


Racial Abilities:

Stone Body: Each unit has 1 automatic save.


The Chart

Light Melee

Basher (common): 2x Melee, Melee, Maneuver, Maneuver, Missile

Slugger (uncommon): 3x Melee, 2x Maneuver, 2x Maneuver, 2x Missile, Save

Mauler (rare): 2x Melee, 3x Melee, 2x Save, 2x Maneuver, 3x Rend


Heavy Melee

Smasher (common): Melee, Melee, 2x Melee, Maneuver, Missile

Crusher (uncommon): 1x Melee, 2x Melee, 3x Melee, Maneuver, Save

Pummeler (rare): 3x Melee, 4x Melee, 2x Save, 2x Save, 4x Smite


Light Missile

Tosser (common): 2x Missile, Missile, Maneuver, Maneuver, Melee

Thrower (uncommon): 3x Missile, 2x Missile, Maneuver, 2x Maneuver, Save

Launcher (rare): 3x Missile, 2x Maneuver, 4x Maneuver, 2x Save, 4x Crush


Heavy Missile

Chucker (common): 2x Missile, Missile, Missile, Maneuver, Melee

Heaver (uncommon): Missile, 2x Missile, 3x Missile, Maneuver, Save

Hurler (rare): 2x Missile, 4x Missile, 2x Save, 2x Maneuver, 3x Stone (or different-named ranged Smite)


Magic

Standard magic set, but I thought instead of Cantrip, they could have some sort of "Dispel Magic", but also generates magic during a normal magic roll.


I offset the racial by giving units fewer saves than normal, and few maneuvers compared to most races.

What do you think?
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stormywaters
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PostPosted: Wed Jul 20, 2011 12:00 pm GMT    Post subject: Reply with quote

Updated with tons of new info.

Leave some feedback!!!
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eggsaladsandwich
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PostPosted: Wed Jul 20, 2011 3:57 pm GMT    Post subject: Reply with quote

not really a race, so much as "constructs". There are already "Blade Golems" in the game Very Happy .
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stormywaters
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PostPosted: Wed Jul 20, 2011 4:00 pm GMT    Post subject: Reply with quote

Well they could easily be Earth Elementals, Stone Folk, Earth Forged, or any other suitable name.
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eggsaladsandwich
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PostPosted: Wed Jul 20, 2011 4:19 pm GMT    Post subject: Reply with quote

There were once plans to make elemental type creature dice..believe they were called the "otherworldly" or something like that..supposedly powerful creatures that could both help and harm your forces...that was way back when TSR was producing the game though. Cool
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eggsaladsandwich
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PostPosted: Wed Jul 20, 2011 4:21 pm GMT    Post subject: Reply with quote

between the Dragon kin and the Eldarim, doesnt seem like theres much room for yet alother set of solo-colored dice eh?
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stormywaters
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PostPosted: Wed Jul 20, 2011 4:35 pm GMT    Post subject: Reply with quote

Well, they'd likely be color/ivory, like the undead are.
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cliffwiggs
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PostPosted: Thu Jul 21, 2011 6:41 am GMT    Post subject: Reply with quote

Not to threadjack you, but here's one from the vaults that never got made and never will. You can see how this concept is what eventually lead to the Acolytes.

cliffwiggs wrote:
This is very non-traditional, so consider it as a whole instead of piecemeal. My Notes are in ()’s

Back Story
Quote:
Esfah was in ruins. The war ravaged world was weary. Since the time that Death first attacked his brother bringing forth the filthy Trog™’s, not a single generation had not known the despair of war. To prevent the unavoidable decline of all civilation, The Grand Council of the tribes of the mighty Amazons met for the first time in a hundred generations. The war chiefs of every tribe and all the wisest of all the oracles debated for days to decide the fate of their race. The decisions ultimately reached by the council are unimportant. The most critical event was a decision that was rejected.

One of the many rejected proposals was from a Seer in her third year of the Theologian University of Tarvenehl named Illardia. She had recalled how Death had infected dead Amazonian warriors with his power to produce the relentless Undead. Her idea was that a process could be discovered to infuse their race with the powers of Nature. The astonishing potential of this theory gripped her with the fever of a true fanatic as she presented it to the council.

The righteous outcry at the heretical theory was of legendary proportions. The veteran War Chiefs dismissed her as being simply touched with a madness of the mind. However, so outraged were the University professors in attendance, that they immediately expelled, excommunicated and exiled their former student. They even went so far as so strip Illardia of her citizenship as an Amazonian.

Homeless, landless, even people-less Illardia wandered the plains of Esfah, but she did not wander alone. There were others at the Grand Council who heard her proposal and choose to abandon their tribes and families to follow her. Constantly they looked for the mystical process required to endow themselves with the power of the children of Nature. Such was the ferocity of their search, the single mindedness of their goal, that they began to lose skills and trades through atrophy even as they gained new abilities.

Over the years, this ragtag group of nomads was seen more and more infrequently. Until eventually, like many cults... they just disappeared. The years passed by. The war raged on. The world slowly died. Until eventually the Grand Council met again to discuss the Ages old issue of how to save their culture and way of life.

The attack came without warning on the fourth day of the council. None could withstand the foe. None could even identify the foe. Fire burst from no where to scorch the soldiers in their armor. Water burst from the ground to drown the envoys sent for reinforcements. Mighty winds diverted the missiles of the javelineers causing all to miss their marks. The very earth itself broke up to trap the wheels of the charioteers. It was as if Nature herself had turned against them. The forces of the Amazons began to despair and surrender. Finally the hidden foes came forth.

They were of course the descendants of Illardia and her following, though they were scarcely recognizable as being kindred to the force they had just defeated. That they had obtained their goal through forbidden unspeakable magics was obvious. From the lowest warrior to the greatest mage, they were all infused with the powers of the elements. The captured warriors flinched away as their inhuman captors walked past to avoid touching them. In many ways they were even more unnatural than the Undead, in that they were still alive. Whispers followed them as they patrolled for pockets of resistance. One word was repeated over and over… Eldritch.

Their revenge against the descendants of the council that had condemned them was now complete. However this small part of the Amazonian Plains was not the ultimate goal that Illandra had set forth for them. Thus they turned their sights outwards onto the rest of Eshfar. An unnatural glow caused by their elemental powers emanated from their eyes as they surveyed the highlands, the coastlands and the swamps. All would eventually belong to them.

Nature wept, Esfah burned and the war went on…


The Eldritch:

(The Eldritch, or weird ones, exist to complete the Ivory color combinations as well as make extensive use of mold reuse. The same molds will be used to print 4 different colors that will be mixed together in a single pack a’la Magestorm. Like the dragonkin, this is a single race, so promotions can cross subrace boundaries. The four subraces are named after the inhabitants of the inner elemental planes of existance from D&D, I’ll have to lookup what they are called)

A single racial ability
Elemental Magic: The Eldritch are so in tune to their preferred element that they have lost the ability to cast any other color. (except via a standing stone) So like the undead, the ivory in the Eldritch provides nothing for magic. (To offset this detriment, we would have to make a few key racial spells of each color to provide what we decide they are missing. I also propose that we reintroduce an old concept; since they can only cast a single color of magic.) If their elemental color is present in the terrain, they are allowed to double all magic results, not just ID’s. (This will have to be playtested and balanced against the new racial spells, maybe they get none)

Racial spells:
(I haven’t done an analysis, but just like undead, playtesting will indicate the areas where they are deficient and need help, maybe none since you can have access to all colors (and double magic) if you build the army right.)

A single New SAI
Elemental Ability: (if you think we wouldn’t get sued I’d do this http://www.angelfire.com/tx2/leeloo/images/5th/050cornelius.jpg )
(If we would get sued, something older like these triangle symbols in a square/diamond configuration would work http://occult-advances.org/elements.shtml)
(Like frostwings, this single sai exists on every die of the race. The elemental aspect of the subrace determines the result of the SAI)

Produces 1/per health points of effect based on the elemental color (per health because I don’t want to try to fit 3-4 copies of this icon on a rare)
  • Water – same results as Wave
  • Air – produces the same results as a Fly.
  • Fire – Produces either a normal Smite or a late resolved Smite. (ie the damage is taken after the save results are finalized, so the die gets a chance to produce results for normal damage)
  • Earth - something like a trample, smother, or crush.


Dice themselves(a very solid, geometric, non-chaotic race except for rares)
(6sided)
There are only 9 6-sided units in this race: Melee, Missile, Magic. The missing Cavalry units are made up via the SAI’s, thus the air/blue subrace functions as the cavalry and saving units.

  • Common Melee – ID, Maneuver, Save, Elemental Ability, melee, 2melee
  • Uncommon Melee – ID, 2maneuver, 2save, Elemental Ability, 3melee, 3melee
  • Rare Melee – ID, 3maneuver, 3save, Elemental Ability, 3smite, 4melee (or replace save with 3counter)
  • Common Missile – ID, maneuver, save, Elemental Ability, missile, 2missile
  • Uncommon Missile – ID, 2manevuer, 2save, Elemental Ability, 3missile, 3missile
  • Rare Missile – ID, 3maneuver, 3save, Elemental Ability, 3bullseye, 4missile (or replace the save with 3volley)
  • Common Magic – ID, maneuver, save, Elemental Ability, magic, 2magic
  • Uncommon Magic – id, 2maneuver, 2save, Elemental Ability, 3magic, 3magic
  • Rare Magic – id, 3maneuver, 3save, Elemental Ability, 4 cantrip, 3magic (or make it 2 faces of 3pt cantrip and add an icon to another face)


(Monsters)
I’m of two minds here. Either we have no monsters or we have one monster.
No monsters is easy. The race already consists of 45 dice instead of the normal 20, so its already hard to collect.

If a single monster, it would be an elemental monster and its color would control what its best at via the new SAI.


  • Elemental Monster – ID, Elemental Ability, Maneuver, Cantrip, Elemental Ability, save, Melee, Missile, save, Elemental Ability



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