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NicodemusII Profile
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Lord
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Chaos Dwarf Quest


 Hope this doens't break any forum rules, posting links to other forums...

--Log in or sign up to see linked image content--

I'm working on a Warhammer Quest Roleplay book for playing adventures as Chaos Dwarfs. It's essentially turning into a complete re-write of the major elements of the Roleplay book, but based on a Chaos Dwarf perspective to events. The book is up to 140 pages right now.

Here's the link - Dwarf Quest

There's a preview pdf up there right now, although it has changed a fair bit since I put those excerpts up. Still, feel free to have a look. It will at least give you an idea where things are going... so a little about that:

There are four new characters in there: Chaos Dwarf Warrior, Chaos Dwarf Annihilator (the guys with the blunderbusses), Chaos Dwarf Sorcerer and a Chaos Dwarf Daemonsmith.

All of the Settlement Events, traveling Hazards, dungeon Events, treasure, spells, etc etc are all re-written for Chaos Dwarfs. This re-write can also be tailored for use by players wanting to use Chaos Warriors, Assassins, Ogres, Outlaws, etc etc. Essentially anyone who has an "evil" alignment (which could also include Barbarians, Wizards, etc). However, things remain Chaos Dwarf-centric.

The Settlement locations are all new, only some of the items will be recognizable from the Roleplay book. One of the major additions besides the characters themselves is the addition of having slaves. The Chaos Dwarfs suffer from low movement (3!) and very little in the way of healing. Their back story notes that they make extensive use of slaves in their society so I figured what better way than to allow them to capture dungeon denizens (effectively a "Stunning Enemies" action, as outlined in the Roleplay book on [sign in to see URL]). The characters can also purchase and sell slaves at the Slave Pits, but the real boon to the party is the ability to bring slaves into the dungeons to act as meat shields, decoys, etc.

Anyway, feedback is welcome... but keep in mind, it's a draft and a lot of typos, rules, skills and items have changed since the posted draft.

Enjoy,
~N
11/Aug/2009, 6:43 pm Link to this post Send Email to NicodemusII   Send PM to NicodemusII ICQ
 
Bruno Profile
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Re: Chaos Dwarf Quest




Wow

it's a killing
There are lot of works...
I am not familiar with the Chaos Dwarfs but that'll change. Thanks to your compendium

When you' re satisfied with your version I'd like to host it directly on the museum

You've done something original, congratulation

Bruno

Ps : there are no rules on the forum... Only one keep the good mood...

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Bruno
http://wquest.free.fr/
12/Aug/2009, 12:05 am Link to this post Send PM to Bruno
 
NicodemusII Profile
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Lord
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Re: Chaos Dwarf Quest


I'd be more than happy to have it hosted here... luckily the pdf is still rather small, even with the artwork and all the pages.

I'll keep you in the loop with progress.
~N
12/Aug/2009, 9:01 am Link to this post Send Email to NicodemusII   Send PM to NicodemusII ICQ
 
Bruno Profile
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Re: Chaos Dwarf Quest


It's a good news...

I've asked help to the Custodian to help you. He love to edit documents. But for the moment he is out of internet.

If you need help in any form ask me.



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http://wquest.free.fr/
12/Aug/2009, 5:00 pm Link to this post Send PM to Bruno
 
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Re: Chaos Dwarf Quest


I've finished to read the compendium
I have just one wish play it in my next session
As I am non native english speaker I'll reread it to be sure to have all the rules
-------
For me the absence of healing is very very annoying
I know you seem to love drain "healing spell" so here's my proposal

The Chaos Dwarf Sorcerer satarts games with two spells
Why not to add this spell
it seems to fit in the background

Life Force

A stream of pure energy flows from the Wizard's fingertips, redirecting a Monster's life-force into one of the Warriors and healing him.

Pick any Warrior on the board, including the Wizard, who has yet to start his attacks. For each Wound that Warrior inflicts this turn, after the target's Toughness and armour have been taken into account, you may heal 1 Wound on a single Warrior of your choosing, including the Wizard. If the chosen Warrior inflicts no Wounds this turn the spell is wasted.

Target: Any Warriors on the board
Duration: One Turn

A casting cost of 3 will allow him to cast him two times if the winds are strong...

Another way is to write a new class class base on Chaos Dwarf Runes
I dunno if it fits on the background and give a way to chant
See Dwarf Runesmith by Peter Haresnape
As you have a "runesmith" in settlement this idea come from here

Another way is that a dameon link to a weapon can heal
I dunno if you've read elric by Moorcook but his sword steals life and soul...

I'll reread the whole things monday when I've access to a printer

Continue the good job

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22/Aug/2009, 7:51 pm Link to this post Send PM to Bruno
 
NicodemusII Profile
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Re: Chaos Dwarf Quest


Thanks for the feedback Bruno.

I agree, the lack of healing is a major problem for the Chaos Dwarf players... for anyone who's wondering - straight healing just doesn't fit well with the flavour or mechanics of Chaos Dwarfs. The other problem of course is their innate Magic Resistance rating. At best all Chaos Dwarfs have MR 6+. So even if there's a Wizard in the party with Healing Hands or another Spell there's a 16.7% chance that the healing spell won't work. Not the situation you want to be in when you're on 1 Wound and the caster is spending the last of their reserve Power to try and heal you!

I like the idea of a Wounds-life link kind of spell and I've been trying to think of a healing spell that fits with the theme of the Chaos Dwarfs and has a low Power cost. Seems like Life Force is a good start but would need some tweaking. For example, at low Battle-levels this would be a good spell with a modest Power cost, but would be broken at higher Battle-levels because for the same Power cost with an Adventurer who might have 4-5 Attacks per turn the healing could be quite high.

Another alternative I've been thinking of is something that might be available in one of the Settlement locations, like an item for purchase, and in particular something that's not a spell so that it gets around their Magic Resistance (at higher Battle-levels some party members could have 50% resistance to any incoming spell!). Bandages and Stone Bread are already listed in the Trademasters Guild shops. I was thinking of something from the Temple of Hashut that could be purchased, like a Cleansing Firebomb that heals Chaos Dwarfs on a 2x2 area or inflicts 1 Wound on non Chaos Dwarfs (so not a great fire weapon, but good for Hashut worshippers).

~N
25/Aug/2009, 5:14 pm Link to this post Send Email to NicodemusII   Send PM to NicodemusII ICQ
 
Bruno Profile
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Re: Chaos Dwarf Quest


I don't think Life Force needs to be tweaken, there's still 15% of chance that it is fizzle...
Now the question is 3 or 4 points
Perhaps 4 will be enough...

Don't worry for highter levels the other healings spells are better because you're sure to inflict damages
Btw this choice of life force spell will be taken in a party of 100% Chaos Dwarf if not there are so much choices emoticon

Stonebread and Bandages are a good complement but not for the first adventure :/

My feedback is always in a party 100% Chaos Dwarf...

The last version is beautiful.

So you'll write a berserker too?

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http://wquest.free.fr/
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Sardaukar74 Profile
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Lord
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Re: Chaos Dwarf Quest


Hi,
Could I get to read your rulebook without having to register to this website?

thanks
25/Aug/2009, 8:42 pm Link to this post Send Email to Sardaukar74   Send PM to Sardaukar74
 
Bruno Profile
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Re: Chaos Dwarf Quest


it's just a forum, you don't have to worries...

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Bruno
http://wquest.free.fr/
25/Aug/2009, 11:45 pm Link to this post Send PM to Bruno
 
NicodemusII Profile
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Re: Chaos Dwarf Quest


Thanks again for the input and feedback Bruno. It's very much appreciated. I've used your Life Force suggestion, with some style changes to try and fit the Chaos Dwarf theme a little better. Here's three new additions to the expansion:

Vampiric Weapon Link Casting No. 2+(Battle-level)
A stream of pure energy flows from the Sorcerer's fingertips infusing daemonic power into a single Adventurer’s weapon and binding it to the Adventurers’ life-force, healing them.
Pick any hand-to-hand combat weapon belonging to an Adventurer on the current board section, including the Sorcerer, who has yet to start his attacks. For each Wound that the Adventurer inflicts using the weapon this turn (after Toughness and armour deductions) you may heal 1 Wound on a single Adventurer of your choosing, including the Sorcerer. The vampiric link lasts for one Attack for every two Battle-levels of the Sorcerer (1 Attack at Battle-levels 1 and 2, 2 Attacks at Battle-levels 3 and 4, and so on). If the chosen Adventurer inflicts no Wounds this turn the spell is wasted.


This addresses the lack of low-cost spells, although it does get more costly as the CD Sorcerer goes up in Battle-levels. I do still worry about balance at higher levels. At higher levels with so many attacks as well as being able to deal out crazy damage the party could go up to their starting Wounds total after one round of combat... even with their Magic Resistance of 16.7%-to-50%. This spell also lets the party go after weaker enemies to heal themselves, and means they could also take out some slaves to heal themselves if the need to.


1D6 Cleansing Firebombs
250 Gold, Stock: 10
These rare magical firebombs can sometimes be found all across the Dawi Zharr realm due to their incredible utility. Bearing the mark of Hashut and created by some of the most powerful High Priests of Hashut in Zharr Naggrund, when thrown a great column of fire erupts in the grim visage of the dark horned god Hashut, billowing black smoke from his nostrils. Cleansing Firebombs may be thrown at any time and affect an area 2 squares by 2 squares. Any Dawi Zharr in the affected area is automatically healed for 1D3 Wounds, while any non-Dawi Zharr units suffer 1 Wound with no modifications for anything (Toughness, armour Ignore Pain, etc.).

From the Roleplay rules in the core game, [sign in to see URL]:
"The only cures that a Warrior on zero Wounds may administer to himself are magic potions and other special magic healing items."
Being a magical item and something that heals only Chaos Dwarfs in the party it has some drawbacks if the party is mixed character types, but can be used when on zero Wounds like other magic items. This will be one of those items every member of the party will be clamoring to get when they visit the Temple of Hashut in any city... provided they are in stock!


The last addition is a rules one for the Sorcerer:
Hashut’s Dark Gift
All Sorcerers are High Priests of Hashut, and as such any Sorcerer may draw on the power granted him through Hashut’s Dark Gift – using the Sorcerer’s own life energy to cast spells, even once he has run out of reserve Power. This temporarily grants the Sorcerer additional Power to cast any single spell, but at the cost of slowly transforming the Sorcerer to stone. This transformation only becomes permanent if the Sorcerer draws on too much of his life energy. The Sorcerer does not in fact directly gain any Power but may immediately cast any single spell he wishes. Each time Hashut’s Dark Gift is used it temporarily reduces one of the Sorcerer’s characteristics for the rest of the Adventure. The allowable characteristics the Sorcerer may choose to be reduced for each spell, and the reductions are:

Power Drawn from Hashut’s Dark Gift

Characteristic Temporary Reduction of Base Value (This Adventure Only)
Wounds -1D6
Move -1
Strength -1D3
Toughness -1D3
Initiative -1D3

Any temporary reduction to a characteristic lasts until the start of the next Adventure – except in those instances where the Sorcerer has drawn so much Power that his normally slow transformation to stone significantly advances and becomes permanent. If the base value for one or more characteristics is reduced to zero or below during an Adventure because of Hashut’s Dark Gift, Hashut will curse the Sorcerer. If this happens any characteristic reduced to zero or below becomes 1 for the remainder of the Adventure, the Sorcerer loses the ability to draw upon Hashut’s Dark Gift again for the remainder of the Adventure, and the base value of the affected characteristic(s) is permanently reduced by -1 (-1D3 in the case of Wounds). Furthermore, the Sorcerer must immediately roll on the Sorcerer Transformation Table.

This fits with the theme and background of Chaos Dwarf Sorcerers, who slowly transform to stone because of their use of Chaos magic. It also addresses the fact that most of the useful Chaos Dwarf spells have a high Power cost and there's a real chance that the Sorcerer will be low on Power often.

~N
26/Aug/2009, 6:39 pm Link to this post Send Email to NicodemusII   Send PM to NicodemusII ICQ
 


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