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Post by Andrew on Feb 17, 2009 11:03:32 GMT -6
Can do.
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Post by e1567 on Feb 17, 2009 17:26:56 GMT -6
I updated the pic on the main post and added fluff describing last turn.
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Post by Andrew on Feb 26, 2009 23:30:31 GMT -6
These are from the new White Dwarf. Slighty modified.
Character Points Players must keep track of Character Points earned throughout the campaign. Each time your character earns 5 character points, the player may spend these points to make a roll on the Character Advancement Table (below). They keep this bonus throughout the campaign
Earning/Losing Character Points During a battle, characters gain 1 point each time they accomplish one of the following actions:
- Slaying an enemy character or monster - Winning a challenge (enemy is slain or flees from challenge/combat) - Casting a successful spell with irresistable force - Surviving a battle and not fleeing at the end of the game
Characters lose 1 point each time they perform one of the following actions:
- declaring to flee as a charge reaction (a character only ever loses 1 point no matter how many times he flees in a battle) - failing to cast a spell because of a miscast - the character is slain or flees off the table
Character Advancement Table (Roll 2D6) (2-5) New Magic Item. The character may choose a free magic item worth up to 25 points, chosen from the appropriate army book. This magic item does not count against the character's maximum point allowance for magic items.
(6) Characteristic Increase.* Roll again: 1-3 = +1 Strength 4-6 = +1 Attack
(7) Characteristic Increase.* Choose either +1 WS or +1 BS
(8) Characteristic Increase.* Roll again: 1-3 = +1 Initiative 4-6 = +1 Leadership
(9) Characteristic Increase.* Roll again: 1-3 = +1 Wound 4-6 = +1 Toughness
(10+) Legendary Ability. The character may choose an ability from the Legendary Abilities below.
* Note that a character's profile may be increased up to a maximum of 10
Legendary Abilities No legendary ability may be chosen more than once.
Fearsome Reputation. The character causes Fear.
Master of Magic. Wizards only. Choose one Lore of Magic - each time the Wizard attempts to cast a spell from the chosen Lore he adds +1 to the casting roll.
Proficient Warrior. Once per game, the character may reroll one failed to-hit roll and one failed to-wound roll.
Superior Tactician. The player may reroll the dice when determining table sides and who gets the first turn.
Swift Reflexes. The character gains a 5+ ward save.
Sharpshooter. The character may fire a missile weapon in the Shooting phase a number of times equal to his Attacks characteristic rather than only once. All shots must be fired at the same target.
Dauntless. The character is immune to Panic.
Master of Melee. The character may have a free suit of light or heavy armor and a shield. Additionally, the character may choose one close combat weapon and one missile weapon from the weapons lists found in the Warhammer rulebook. These weapon choices are free, and a character may use any of these weapons even if they are not normally permitted by his army list entry. If this ability is given to a Wizard, you may choose weapons as normal, but may not equip him with armor or a shield.
Sneak. This ability may only be employed by a character with a Unit Strength of 1. The character gains the Scout special rule. Cannot be used by a mounted character.
Scale. This ability may only be given to a character with the Scout special rule. The character may scale sheer surfaces such as walls and buildings (handy in a siege!). This means the character treats all undefended obstacles, cliffs, rocks, boulders, scree, and woods as open ground, even if it would normally be counted as impassable. The character may never end his movement in impassable terrain.
Beastmaster. The character has developed a special bond or magical hold over animals and monsters. All friendly monsters within 6" of the character may use the character's Leadership for any Leadership-based tests.
Unlimited Power! Wizards only. Each time the character casts a spell (other than a bound spell), he adds a free power dice to the casting roll. This extra dice may cause a miscast or irresistible force as normal. Should the character miscast, the player must roll twice on the miscast table, and the opponent chosses which result to apply.
Duellist. During a challenge, the character can opt to use one of the following manoeuvres instead of his normal attacks: - Fight Defensively: The character strikes last, with -1 Attack, but all close combat attacks directed at the duellist in return suffer a -1 penalty to hit. - Target Weak Spot: The character strikes last, but his attacks this turn count as Poisoned. Use the character's Strength characteristic for determining armor save modifiers as normal.
Daring Warrior. During a challenge, the character can opt to use one of the following manoeuvers instead of his normal attacks: - Dervish: The character gains +D3 attacks. All close combat attacks directed at him this turn are at +1 to hit and +1 to wound. - Relentless: Declare that the character is using this ability before any dice are rolled on either side. If the character is slain before making his attacks, he still gets to fight before he dies. However, if he is not slain then his opponent receives +1 Attack this turn.
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Post by e1567 on Feb 27, 2009 4:23:45 GMT -6
Im mot so sure i like this system as much as rios's it seems to favor fighters more based on how you get exp easier but simply winning challenges and such. We will have to see if everyone like them any better.
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Post by Andrew on Feb 27, 2009 8:36:45 GMT -6
Okie dokie!
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Post by Andrew on Feb 27, 2009 11:35:40 GMT -6
We can add in an additional point-gain action for Wizards...hmm...like:
+1 for not miscasting at all during a battle, or +1 for dispelling an enemy spell of casting cost 8+
There, simple, effective. I just like these upgrades far better than the other I guess. More variety.
Either that, or we these tables with Rio's advancement rules. And obviously all characters get one roll at the start of the campaign. Well, first winter phase for us.
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Post by e1567 on Mar 3, 2009 13:32:58 GMT -6
Announcement--- Andrew and Bill Rios cannot make it to our 4:30 meeting on wednesday if we still all want to meet for our turns he said he did not care I am still in.
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Post by Pop goes the world on Mar 3, 2009 13:46:39 GMT -6
Well, better kick them out of the campaign, fucker.
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Post by Andrew on Mar 3, 2009 15:11:37 GMT -6
I'll be there. And agree, kick, lol.
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Post by e1567 on Mar 4, 2009 10:54:09 GMT -6
@adam--Them? I just said Rios couldn't make it, how about you calm down and I am sorry you picked the wrong day to not show up and not let me know....... I had to make a decesion about the campaign so I did, let me cry you a river .
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Post by Pop goes the world on Mar 4, 2009 15:38:32 GMT -6
Whatever, dude. I see how it is. Thanks for being such an inclusive and accepting campaign-master.
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