the other thread---
"Two heads are better then one." The words drift across the room.
The world of light and darkness have always had small things like bits of dialog cross the void to the other side. It how the world of darkness even knew about the other world, but this one bit of advice change the lives of the seven in the room.
"Is that why we lost?" "Maybe we can use it to win this time." "But where are we going to find a two headed leader?" "Give me a moment-" "You idiot! They mean a group of people!" "Okay, where are going to find a group leader?" "Well there are 7 people here..." "And the palace of Jade has a working portal..."
With hastily made plans, the group travel to the Jade palace, were they met a knight of darkest night. They explain and he listen. With a condition, the knight let them pass with the group now 8.
Name: Brian Black
Race: Dark corrupted human formerly imperial human
Class: Black Celestial Knight
Level: 1
Win 1 fight to level
HP: 20/20
Move: 5
Items:
Right hand: Black blade: Sword. +1 counterattack. 2D4 mundane damage
Left hand: Fist: Fist. 1D2 non-lethal damage.
Body:
Head:
Boots:
Trinket:
Passives:
Leader of the Black Celestials: When starting a mission with this unit, a D10 is rolled. On a 6-10 roll, a black knight appears to help with the mission. Regardless of this roll, Brian will leave a knight behind on a successful mission, giving a passive bonus to the area info roll.
Wanted: When starting a mission with this unit, a D10 is rolled. On a 1-4 roll, a Celestial Knight shall appear as an enemy somewhere.
Abilities:
Call to arms: 2 uses per missons. Call a fellow black knight to assist with the current battle. That unit shall leave at battle end if not killed during. This is a free action.
Shadow swap: 1 use per battle. Swap position with an ally. Uses movement action.
Name: Thaum Inoria Malestro
Race: Sorcerer
Class: Wizard
Level: 1
Win 1 fight to level
HP: 10/10
Move: 4
Items:
Right hand: Fist: Fist. 1D2 non-lethal damage.(Can duel use)
Left hand: Fist: Fist. 1D2 non-lethal damage.(Can duel use)
Body:
Head:
Boots:
Trinket:
Passives:
The Beard of power!: If this unit kill another, +1 cast of random spell.
Beard! Flammable!: This unit take +1 damage for ever 2 points of fire damage(min: +1).
Abilities:
Fireball: 4 uses per battle. 6 range. Single target. 1D6 fire damage.
Lightning strike: 3 uses per mission. LoS range. Single target. 3D3 lightning damage.
Ice beam: 2 uses per mission. 5 range. Line targets. 2D3 ice damage. 50% freezing chance.
Name: Stolrak
Race: Lich
Class: Necromancer
Level: 1
Win 1 fight to level
HP: 12/12
Move: 4
Items:
Right hand: Hermit stick: Staff. +2 to dodge. 1D4 mundane damage. Two-handed.
Left hand: N/A
Body:
Head:
Boots:
Trinket:
Passives:
Lord of the dead: This unit count as Ghost and Undead. Living units killed near(3) this unit come back as zombies who will attack living units on a 9-10 roll on a D10.
OCD: If a construct unit dies or cover is destroy in sight of this unit, roll a D10. Miss a turn on 9 or less.
Abilities:
Obey!: 1 use per battle. Melee range. Get an existing undead fully under control. Non-mindless or existing master undead may resist. Charge is not used if resisted but can not be used on that undead again.
Rise!: 10 uses per mission. Melee range. Make an undead out of a corpse. Undead stats are based on body used. An use may be cannibalized into an Obey! If Obey is at zero uses.
Name: Pearl
Race: Succubus
Class: Mutationist
Level: 1
Win 1 fight to level
HP: 13/13
Move: 5
Items:
Right hand: Leather whip: Whip. 2 range. 1D3 non-lethal damage. Causes target to finch if not resisted.
Left hand: Fist: Fist. 1D2 non-lethal damage.
Body:
Head:
Boots:
Trinket:
Passives:
Likeable: Varied bonus to persuading, depending on target. Less of a threat rating to non-mindless units.
Collector: An enemy is randomly selected. If that unit is killed, this unit stop fighting upset at losing her toy.
Abilities:
Harmful mutations curse: 2 uses per mission. 4 range. Single target. Curse the target with 1D3 piercing damage each turn until cured. May be resisted.
Rapid regeneration blessing: 2 uses per mission. 3 range. Single target. Heal the target for 3 health each turn for 4 turns.
Name: Trogdor
Race: Ogre-Kobold
Class: Void Worshiping Druid
Level: 1
Win 1 fight to level
HP: 12/12
Move: 4
Items:
Right hand: Fist: Fist. 1D2 non-lethal damage.(Can duel use)
Left hand: Fist: Fist. 1D2 non-lethal damage.(Can duel use)
Body:
Head:
Boots:
Trinket: Cat horde: +2 to dodge. Enemy units in melee take 1 mundane damage each turn.
Passives:
Cat affinity: Feline classed units are allies to this unit. This unit can speak to feline units
Stoner: This unit has a penalty to resisting mind attacks.
Abilities:
Warp space: 1 use per battle. LoS range. Single target. Causes 1D6 existent damage. May remove an item of the target from existing.
Teleport cannon: 2 uses per battle. 5 range. Single target. Causes 2D2 mundane damage.
Teleport spam: 1 use per misson. All range. All enemy targets. Cause weapon damage to all enemies. Random landing space.
Name: Rankja
Race: Leopardman
Class: Martial Artist Assasin
Level: 1
Win 1 fight to level
HP: 17/17
Move: 6
Items:
Right hand: Cane: Staff. +2 to dodge. 1D4 mundane damage. Two-handed.
Left hand: N/A
Body:
Head:
Boots:
Trinket:
Passives:
Iron fist: This unit has +3 to hit and defence when wielding a martial weapon(staff, fists or tonfas).
With catlike tread: This unit gain no bonus to sneak outside of cover bonuses.
Abilities:
Toss: 2 uses per battle. Melee range. Single target. Move target (5 for same size, 8 for small, 3 for large. Huge is impossible.) spaces. Target is damage for weapon damage. Other units hits take (1D6 for same, 1D4 for small, 2D5 for large.) usually mundane damage. Element units will hit for their element.
Trip: 1 use per battle. Melee range. Single target. Knock an unit prone and deals (1D2 to small, 1D4 for same, 1D8 splash for large(note: hit everyone in melee range of target apart from this unit.)) mundane damage to them.
Name: Lyleth
Race: Umbra
Class: Rogue
Level: 1
Win 1 fight to level
HP: 15/15
Move: 6
Items:
Right hand: Dagger: Knife. X3 sneak attack. 1D3 mundane damage. (can duel use)
Left hand: Dagger: Knife. X3 sneak attack. 1D3 mundane damage. (can duel use)
Body:
Head:
Boots:
Trinket:
Passives:
Shadow born: This unit can break line of sight at will when in shadows unless an enemy in melee range.
Photophobia: This unit take +1 damage for ever 2 points of light damage(min: +1).
Abilities:
Poison stab: 4 uses per mission. As normal attack plus the target is poisoned. Target take 1D2 damage per turn until cured or 4 turns have passed. Can be used with Weapon throw.
Weapon throw: 1 use per battle. 4 range. Single target. Target take single weapon damage and gain 'weapon in wound'. This unit loses that weapon until they make melee attack on target or walk over their corpse. Taking the weapon back deal the weapon damage again plus using it for the attack.
Name: Dave David Davidson XVI
Race: Satyr
Class: Alternative Magewright.
Level: 1
Win 1 fight to level
HP: 9/9
Move: 4
Items:
Right hand: Fist: Fist. 1D2 non-lethal damage.(Can duel use)
Left hand: Fist: Fist. 1D2 non-lethal damage.(Can duel use)
Body:
Head:
Trinket:
Trinket:
Passives:
Alternative magic: This unit can not be silenced.
Claustrophobic: This unit can not start cast when in melee range.
Abilities:
Lesser gate: 2 uses per mission. Summon random lesser monster.
Summon bind: 2 uses per mission. Bind summon beasts to the unit. Last till mission end.
Slow walt: 1 use per battle. LoS range. Self/All enemy targets. All targets in sight of caster get -2 to hit. Last 3 turns.
Exploding runes: 3 uses per battle. 5 range(can bounce). AoE of 1. Causes 1D3 mundane damage in area.
Portal: Allow a group of 4 to enter the world of light
Sleeping place: A snug fit for you eight.
Food:0(-8 per day)
Material:0
Troops:
0
Other:
0
Deeds:you are nobodies.
Small sleeping quarter(100):Room for 20 troops.
Mess tent(50):Make that food go a little longer.
Basic mission control(80):Give small mission map info bonus.
Scrying pool(30):Give small loction info bonus
Recon: Very small scouting mission. Can pick up small amount of resources.
Place one: Seem to be farmlands. May be good for food.
Place two: Seem very build up. Seem like a good place for notoriety.
Place three: You go in blind here. There could be anything.
Place four: Seem like the middle of nowhere. You have no idea.
So, vote on a mission and the away team. Don't worry, there will be things to do at the home base. Not as good as the mission, but what can you do.