PDA

View Full Version : Wild Men



Sweetcurse
12-02-2009, 03:18 PM
Here’s my idea for Wild Men. Their Summoner is a high priest who sacrifices his warriors as expendable power to bolster troops or himself. I’m sure there’s some broken in here, but with your help maybe I can fix it.

Wild Men of Oblivion Jungle

Summoner

Ru-Doh-High Priest

A-1
L-6
P: Sacrifice:
Once per turn, Ru-Doh may destroy any or all adjacent allies. Add one to his attack for every wound left on the sacrificed characters. The maximum attack he can achieve is 10. Instead of adding to his attack, Ru-Doh may choose to give an ally the boost. If used on an ally, the attack may be increased to a maximum of +2. Ru-Doh may not bolster himself and an ally on the same turn.


Champions:

Ell-Hada-Female Witch
A-2
L-5
S-3
P-Curse:
Once during your turn, Ell-Hada may place, or move, a curse token, onto a game space or character. Cursed characters must re-roll all their successful attacks. Cursed spaces may not be entered by any means. You may not have more than 3 curse in play at a time.



Som-Braz-Panther Scout

A-2-Ranged
S-6
L-5
P: Jungle Stealth:
Som-Braz may only be attacked by adjacent characters. Add two to his attack when adjacent


Man-Chadoh-Jaguar Warrior

A-6-
S-7
L-7
P:Bolas:
Choose an adjacent opponent’s character card currently in play. That card may not move or attack on its next turn. May not target the same character in a consecutive turn.

Commons:

Chi-Vi-Toz-Wariors

A-1
L-2
S-0
P: Fanatical:
If within two spaces of Ru-Doh, Chi-Vi-Toz must end their move adjacent to him.

Hu-Rra-Kahs-Raven Scouts

A-1-Ranged
S-1
L-1
P: Raven Soar:
May move diagonally and over walls unimpeded.

Bru-Jah-Zos-Astro Priests

A-2
S-5
L-3
P: Masters of the Stars:
Once per turn, you may see an opponent’s hand and discard one card of your choice.


I asked an artist friend of mine for some sketches to go with this. Hopefully I’ll have those soon.

Next, Commando Elves!

Sweetcurse
12-02-2009, 03:33 PM
Aesthetically, I envision them as grimy, feral decorated with emerald and onyx and gold. A bit of bone armor and some animalistic features in their faces. No feathers, but some leather and animal skin.

The High priest would have some sort of emerald mask and blood stained robes.

The witch would be dressed in rags with a bone pierced nose, filed teeth and completely covered in black mud carrying a staff and bones for divination.

The Panther warrior would be cat-like, lithe, dressed in black with hints of a panther lineage. The Jaguar would be muscular, a big obsidian blade and bolas with jaguar skins and slight hints of cat in the eyes and teeth, filed teeth of course.


The Chi-Vi-Toz would be haggard, dressed poorly and bare foot, filed teeth. Simple weapons, but a fanatical stare. They wear jungle bits as decoration.

Ravens are stooped and bird like, with short spears and talon feet.

Astro priests have wildly elaborate hair, piercings and other gold decorations.


Maybe I should have the Som-Braz be stealthy only when adjacent to a jungle wall? With a +3 attack adjacent if on the open?

Still working on them but the ideas for power cards are:
Monsoon: A range reducing effect
Moon Frenzy: Ignore one wound, the first wound received maybe?
Emerald Mask Drain: Opponent pays one extra card on his next summon.
Crystal Skull Fascination: You re-roll all failed dice on a single attack.
Stairway of Blood: Either allow to sacrifice diagonal cards, or bolster the sacrifice effect.

mrkurtb
12-02-2009, 04:32 PM
I especially like the abilities of the High Priest summoner and the Female Witch.

Marvin
04-06-2010, 03:27 PM
Ability of Female Witch seems cozy but a problem should be it put new token "Curse" in play;)