Re: Boot Camp of Valhalla Design Thread
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As for your idea of a scout, I think that might actually fit pretty well in the direction we've chosen to go--a mechanically hybrid figure that can both pull her weight offensively (perhaps with some kind of multi-attack) and with some light synergy. I, personally, see the figure as much more of a front-line fighter than a nimble scout due to the stance of the miniature and her heavy armor, but I think further clarifying this direction is the next step in this process. So, I think at this point we should start brainstorming powers and statlines in order to start figuring out how we want to represent our chosen direction. Some suggestions so far would be an Ullar warlord or a figure with a Knight's Courage-type power, but feel free to explore other ideas or help refine others. Ideally, we'll be able to put together a few rough design drafts that we can decide between in going forward. |
Re: Boot Camp of Valhalla Design Thread
Honestly, I know it's perhaps not too inspired, but what about something like Elf Leadership, in the vein of MDG? I've always felt like 5 Move was weirdly slow for elves, and a number of the Elves (particularly the Warriors of Ashra) likely wouldn't mind the mobility boost. It's also short and sweet enough to give her some fun combat ability, enough of a small boost rather then heavy bonding to not be frowned on, and gives her a feeling of being a leader.
Perhaps make her an Ullar Warlord on top of that, because let's be honest here, the Armocs could use another friend. |
Re: Boot Camp of Valhalla Design Thread
LEADING THE CHARGE
If this figure is engaged, all Common Elf figures you control may Move one additional space. |
Re: Boot Camp of Valhalla Design Thread
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Re: Boot Camp of Valhalla Design Thread
Well met!
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Theya Wolfsister Ullar, Elf, Inspiring, Warlord, Large, Life 6, Move 8, Range 1, Attack 4, Defense 5. Protector [of Ullar] 13 Choose a Unique Hero you control [that follows Ullar]. If that Hero is attacked by an opponent’s figure within 6 spaces of Theya and receives at least one wound, you may move Theya adjacent to that opponent’s figure and roll a 20-sided die. On a roll of 13 or higher, that figure receives a wound. Wolfsister Theya has the Relentless Personality as well as the one on her card. Wellspring Spear Special Attack Range 1, Attack 3 When Theya attacks with Wellspring Spear Special Attack, she may attack a second time. If she inflicts at least one wound with each attack, remove one wound marker from Theya’s card. Defensive Agility [Reduce Defense to 3] |
Re: Boot Camp of Valhalla Design Thread
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If I may riff on your suggestion somewhat... Bonds of Battle At the start of the game, choose a unique hero you control who follows Ullar (or a unique elf hero, maybe). When [figure name] attacks, if the chosen figure is within 4 clear sight spaces, they may attack one additional time for each wound marker on the chosen figure's card. (up to a maximum of 4, maybe?) I will say, though, that I'm not sure I like the idea of making her a warlord with a power like this. To me, all that does is encourage playing her with the Azurite Warlord rather than with the armocs specifically. Even if we don't go in a direction where the wounds on the chosen figure matter, the easy OM management of them both being bonding heroes would make the power too easy to set up and use. My inclination is that a warlord direction should not have any explicit synergy powers, and instead be synergistic by virtue of her class alone. That's just my take though, others may disagree. Great suggestions so far! Some variation of leadership could be fun as well. Keep 'em coming! |
Re: Boot Camp of Valhalla Design Thread
EWell met!
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I'm also inclined not to be Ullar specific, hence the brackets. Or give her a different Class - Protector. As an Ullar figure, some sort of protector Power was said to make more sense than a purely destructive power. I'm confused about Bonds of Battle. Is Theya allowed extra attacks based on the number of wounds the chosen figure has received? There might be a problem with normal versus Special Attacks. |
Re: Boot Camp of Valhalla Design Thread
I’ve said before that I could see her as the captain of the royal guard, that would make a ton of sense for that ability.
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Re: Boot Camp of Valhalla Design Thread
Moving Archer (spec attack; Range 3, Attack 2)
During the movement phase Theya Wolfsister may fire her bow. Added to Bonds of Battle (which IMHO should only be an extra attack for the chosen figure) would make her a true leader. Her normal attack (even for the bow) could be higher because at that point she's not moving around on a snarly beast. I keep going back to the pic of the figure and thinking Scout over Warlord but I see why the thread's thinking Ullar. |
Re: Boot Camp of Valhalla Design Thread
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Spoiler Alert!
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Re: Boot Camp of Valhalla Design Thread
Does that mean a Disintegration Ray is out of the question? :)
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Re: Boot Camp of Valhalla Design Thread
Well met!
What kind of consensus can we reach as to her Leadership p Special Power? What will SoV accept? Leader/Fighter/Protector with what kind of benefit to what units? The appearance of the sculpt may imply a number of things. 1. Dual Personalities. Inspiring/Relentless for example. 2. Two Attacks. SoV likes simple. We like unique. I like unique use of simple. Double Attack would pass SoV. There might be consensus on a normal and a Special Attack. A normal attack of 4 and a Special Attack of 3 with conditions would be a good balance. Wellspring Spear Special Attack for example. 3. Defense. Armor and Shield - Defense 5 and/or a defensive power related to them. Elf - Defensive Agility. Wolf - Enraged Strike. Has anyone considered that she might be a northern Drow? If I had not already given them to my SoV candidate Kha, I'd suggest giving Theya Double Assault combined with Poisoned Weapons. Double Attack/Poisoned Weapons would work if no range desired. |
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