hypoking Posted March 28, 2014 Report Share Posted March 28, 2014 So we’re ten some months and two-half-waves into this playtest. We are all up to our eyebrows in other people’s bad ideas. We’ve playtested into the wee hours. We’ve pondered theory-faux until the rules bent in on themselves, got up, and danced a tango. So you know what I think we could all use right now? Even more rules wrangling! Let’s just muck around a bit. Staple together some rules we won’t have to playtest or revise, or even live with a few months down the line. Have some fun with it instead of treating every line of text like it like it needs to be burned at the stake or defended to the last breath. It’ll be fun, and at a bare minimum it might give the devs something to laugh at. So here’s the gist. All you have to do is scribble down the contents of a starter box. A master, a totem, a henchman, some minions, maybe an enforcer, and a couple of upgrades. Throw it up here and that’s the end of it. If you’re feeling ambitious throw in a fluff blurb or a few notes on your design choices or intended playstyle. Maybe some concept art if you want to make the rest of us feel like under achievers. We can make a game out of this. We can throw our ideas at the dartboard and see if, by some minor miracle, anybody actually hits. Sometime in May we vote on our favorites to narrow the field down to a few finalists. We trick some poor shmuck into serving as a judge. The winner walks away with some nifty bragging rights and a good time is had by all. Quote Link to comment Share on other sites More sharing options...
Claymore65 Posted March 28, 2014 Report Share Posted March 28, 2014 This sounds like a very fun idea. I'll get working on something soon I think. Nice idea! Quote Link to comment Share on other sites More sharing options...
Dr. Porkenstein Posted March 28, 2014 Report Share Posted March 28, 2014 This sounds nice, I may throw in my Freak Show Quote Link to comment Share on other sites More sharing options...
rancor709 Posted March 29, 2014 Report Share Posted March 29, 2014 Theme List-Frosted Steel 50ss Arcanists List Raspy-Cold NIghts, Child of December and Armor of December Ice Golem-Armor of december Joss-Bleeding Edge tech & Open Current Steam Arachnid swarm Soulstone Miner 2x Ice Gamin Base concept is Raspy Armors up the crew through her Decembers Touch ability adding to the base armor of the crew and dishing out frozen heart. Only 1 living model in the crew which is rapsy. Quote Link to comment Share on other sites More sharing options...
The Godlyness Posted March 29, 2014 Report Share Posted March 29, 2014 Neverborn Crew - 50 - Scrap Pandora -- 3 Pool +Cry for Me [2] +The Box Opens [2] Poltergeist [5] Iggy [5] Insidious Madness [5] Insidious Madness [5] Insidious Madness [5] Mr. Tannen [6] Sorrow [5] Sorrow [5] Sorrow [5] Oh Woe is me for doth seeks my death. Really fragile crew but has enough things that it will make cheating difficult. Quote Link to comment Share on other sites More sharing options...
hypoking Posted March 29, 2014 Author Report Share Posted March 29, 2014 Complex, mufti actor model on a 40mm base. Central figure is a wee gremlin lass in a nondescript white dress. Like most grems of station she's wearing a big hat. In this case its an enormous wide brimmed witches hat, the tip crooked and bent in on itself like a crescent moon. She's wearing a pair of guild-issued combat boots. Behind her is a great big ugly mastiff, kind of beast that looks like it heard of domestication but decided to give it a pass. At her side is snarling baboon with a pair of ratty wings. It is, of course, wearing a bellboy's uniform and cap. Dorothy, Cache 3 Master, Living Gremlin, Refugee DF-7:Mask/WP-4/WD-10/WK-5/CG-5/HT-2 Abilities- Flight, Counterspell Df/Wp () Protected: After failing, enemy models in pulse three must pass a TN 12 walk duel or receive the following condition until the end of the turn: 'Swarmed:' While this model is engaged it may not declare attack actions. Attack actions (1) Feral Guardians (Ml 6 :ram/ Rst:Df/ Rng: :Swipe 4): Target suffers 2/4/4 damage. This action receives to the attack flip when taken as a disengaging strike. -Get em off me!: After succeeding, target receives the following condition until the end of the turn: 'Swarmed.' (1) Ride the West Wind (Ca 6 :ram/ Tn 10/ Rst Df/ Rng 8): Place this model in base contact with the target model. -Buffet: After succeeding, push the target up to 5'' in any direction. -Get em off me!: After succeeding, target receives the following condition until the end of the turn: 'Swarmed.' (1) No Place Like Home (Ca 6 :ram/ Tn14 :mask/ Rst Wp/ Rg 6): Target model's controller places it anywhere in its deployment zone. Tactical actions (0) Gilded Path (Ca 6/ Tn 12/ Rg 6) Target minion or other friendly refugee model takes a (1) walk action. Upgrades Toto - 2 This model gains the following triggers on its Feral Guardians action: -Buffet: After succeeding, push the target up to 5'' in any direction. -:Ram ...and my little dog to!: After damaging, target suffers a 3/3/6 damage flip which may not be cheated. This model may not take the Feral guardians attack action again this activation. -:Tome Falling masonry: After damaging, immediately sacrifice the target unless it discards two cards or two soul stones. Fire & Brimstone - 1 This model gains the following triggers to its Ride the West Wind action: -Up in Smoke: After succeeding discard all scrap, scheme, and corpse markers in 2. -:Tome Conflagrate: After succeeding, target suffers a 2/2:blast/3:blast:blast damage flip which may not be cheated. Grim Intentions - 1 Friendly minions and refugee models in los of this model gain the following ability; Wicked Hero of the Small Folk - 2 This model gains the following abilities: Ragtag Band of Misfits: Crews containing this model may hire up to four ht 1 models regardless of faction. Born Lucky: Friendly models never flip a card for this model when randomizing targets as a result of shooting into melee. Get 'em, My Pretties!: Other friendly models attacking a target engaged with this model get to the attack flip. Tin Monstrosity, Straw Auger, The Coward, and Munchkins to follow. 2 Quote Link to comment Share on other sites More sharing options...
WookieeGunner Posted March 29, 2014 Report Share Posted March 29, 2014 Outcasts: Ring Leader (Master) - Support Master Weapons: Whip - Rng ML2, Trigger-Target is Paralyzed. Remove this condition if the Ring Leader uses the Whip attack again prior to the target's next activation. Pistol - Typical Peacekeeper. Upgrades: The Show Must Go On - Discard this upgrade for a healing flip. The Greatest Show in Malifaux - The Ring Leader may higher models with the Nightmare characteristic as if they were in faction. Lion (totem) - like Cerebus The Amazing Antoinette (enforcer) - High Defense, unimpeded, low wounds Creepy Penguins x3 (minion) - Terror (living) 11 The basic idea is a circus theme. The master is designed to be a support master maybe with Obey (come one come all, come do my bidding y'all). The totem is actually the melee of the group. The enforcer is designed around being the scheme person, very fast and agile but goes down quickly in a fight. The minions are your basic minions with a bit of a Pennywise feel. 1 Quote Link to comment Share on other sites More sharing options...
SBrunner Posted March 30, 2014 Report Share Posted March 30, 2014 WIP Starter Box: Unsettling Sands - Outcast Theme: Arabian, desert, movement and terrain control, bury/unbury tricks and emphasized melee attacks. Master: The Sultan Totem: Magic Carpet Henchman: Janiss Minions: Dervishes x3 Upgrades: Magic Lamp, Earth Wind and Fire, Oasis, Desert Master, Eye for an Eye Other Models: Enforcer: Big Jinn- Upgrade: Loophole Minion: Legionnaires x2 The Sultan (Master, Living) 4 cache Df 4/Wp 6/Wd 12/Wk 4/Cg 6/Ht 2 Abilities: Hard to Wound, Chatty Commanding Presence Attack Capabilities: (1) Falchion (1) "But It's a Dry Heat" (2) Thirst Tactical Capabilities (1) Fire Eater (2) SandstormMagic Carpet (Totem, Construct) 4ss Abilities: Companion, Flight, Insignificant Guardian Blanket Attack Actions: (2) "Snug as a Bug" Tactical Actions (1) "Come Fly with Me"Janiss (Henchman, Living, Sister) 8ss Df/Wp Abilities Hard to Wound, Nimble, Wicked Melee Expert Attack Actions (1) Scimitars (2) Burning Blades Tactical Actions (2) Flurry (1) Quicksand Big Jinn (Enforcer, Rare 1; SPIRIT) 10ss Df/Wp Abilities: Incorporeal, Regeneration +1, Terrifying Melee Expert Attack Capabilities (1) Great Kopesh (MI 5/ (2) Decapitate Tactical Capabilities (1) Zephyr (2) As You Wish 50 mmDervish (Minion, Living) 5ss Df/Wp Abilities: Camouflage, Unimpeded Accomplice Attack Capabilities: (1) Kukris (MI 6/Rst: Df/Rg: 1) (2) Burning Blades Tactical Capabilities: (2) Flurry (0) Dead and BuryLegionnaire (Minion, Living, Rare 2) 6ss Df/Wp Abilities: Unimpeded, Companion Visions of Flame Attack Actions (1) Long Gun (Sh 5/Rst Df/Rg: 12): Target suffers 2/3/5 damage. (1) Bayonet (MI 5/Rst Df/Rg 2): Target suffers 1/3/4 damage. (Rams): After succeeding, push Target up to 3". Tactical Actions (1) Combined Shot: This model forfeits 1 AP to grant a Legionnaire within 6" a [+] to ranged attack and damage flips during Companion activation. (1) Special Ammunition (Ca 4/TN 12): This model gains the following enhancement to his next long gun Attack during this activation. (Crows) Piercing Round: After succeeding, this Attack ignores armor. (Masks) Ghost Round: After succeeding, this Attack ignores Incorporeal. (Rams) Blunt Round: After succeeding, Target is pushed 3". (Tomes) Fire Round: After succeeding, Target gains Burning +1. Well, That's my start! Quote Link to comment Share on other sites More sharing options...
hypoking Posted March 31, 2014 Author Report Share Posted March 31, 2014 Straw Auger, Cost 8/ Cache 5 Henchman, Construct Puppet, Refugee DF-6/ WP-5/ WD-7/ WK-4/ CG-/ HT-3 Abilities- Terrifying (All) 12, Reminder of a Worse Fate Unravel Every Riddle: During the activation phase, play with the top card of your deck revealed. Attack Actions (1) Carrion (Sh 5 :mask/ Rst Df/ Rng 10): Target suffers 1/2/4 damage. This action ignores los. -Distract -Rake the Eyes (1) Wizard's Lesson (Ca 8/ TN 14 :ram/ Rst Wp/ Rng 10): Target must pass a TN 12 Horror Duel. If the target succeeds it heals 2/3/4 damage. Tactical Actions (1) Made of Murders: This model gains the following condition until the end of turn; 'Crow Bait' When an enemy model is killed or sacrificed within 8, this model may discard a card to draw a card. (0) Change of Tune: Put the top card of your deck on the bottom of your deck. 30mm Quote Link to comment Share on other sites More sharing options...
Arkion Posted March 31, 2014 Report Share Posted March 31, 2014 Cool idea. I'll add to this post as I get more ideas. For now... Starter Box: Dire Prospects (Neverborn)Theme: Soulstone prospectors who found more than they bargained for...Master: Old Man WatkinsTotem: Mr. ApplegateHenchman: ClementineMinions: Prospector Quote Link to comment Share on other sites More sharing options...
SBrunner Posted April 1, 2014 Report Share Posted April 1, 2014 Unsettling Sands UPGRADES Oasis 1ss- The Sultan - The Sultan gains the following Tactical Action: (1) "This isn't a Mirage": All friendly models within [aura] 8 make a healing flip with [+]. Then discard this upgrade. Magic Lamp 2ss- The Sultan or Janiss - This model gains the following Tactical Abilities: Genie of the Lamp: If Big Jinn is included in this crew, he may begin the game buried. (1) My Faithful Genie: This model may bury Big Jinn if he is within 8", or this model may unbury Big Jinn in base contact. (1) Three Wishes: (Ca 6/TN 16 Ram): This model may make any of these three wishes once per activation. Once three wishes are made, discard this upgrade. I Wish for Fortune!: This model adds 1ss to this crew's ss pool to a maximum of 7. I Wish for Pain!: All of this models attack and damage flips this activation receive [+]. I Wish for Luck!: activating player may view top 3 cards of their Fate Deck and replace them in any order. Desert Master 2ss- The Sultan - The Sultan gains the following Tactical Abilities Shifting Sands: [aura] 8 surrounding The Sultan is considered difficult terrain. (1) "No More Hiding": (Ca 6/TN 16/Rg 12"): All buried models within range unbury. (1) Summon Dervish: (Ca 6/TN 16 Ram/Rg 6"): Summon Dervish anywhere within range, Eye for an Eye 1ss- Sister - This Sister gains the following Attack ability. Eye for an Eye: If this Sister is damaged by an MI Attack, it may make a 1 AP MI Attack as an immediate activation. This Attack receives a [-] attack flip. Loophole 2ss- Big Jinn - Big Jinn gains the following Capabilty. Loophole: When an Attack succeeds against Big Jinn, he gains the following dependent upon his Df or Wp flip. (Crow) "You Couldn't Hurt a Fly": damage flips against big Jinn receive a [-]. (Mask) "Can't Put Nuthin' on Me!": any conditions placed upon this model are immediately removed. (Ram) "Make Me!": any push or pull as a result of the Attack is negated, (Tomes) "It's Been Fun": if damaged, Big Jinn may bury himself. He may unbury himself as a 1 AP action upon his next activation. Quote Link to comment Share on other sites More sharing options...
Hateful Darkblack Posted April 1, 2014 Report Share Posted April 1, 2014 CURSED FOREST I borrowed the story of the Biloko (singular Eloko, plural Biloko), from the Nkundo people of Zaire. Because African folklore can be spooky! Then made the hollow tree the master, because the Biloko live in hollow trees and I thought it would be neat to have an immobile master that mostly just lurks in the distance and lobs curses. And made the Bioloko ride zombie hippos (which are also native to Zaire) to make them a little more Resurrectionist-like. The play style is a little odd: They rely on terrain like Lilith, the main caster reflects off friendly models like Rasputina or 1.5 aPandora, and there’s a dynamic of softening up enemies with Wp-resist actions before eating them with a Df-resist action. This is all kinda based off the mythology, since the creatures tend to convince unsuspecting people to let them eat them. The Biloko are a little like Terror Tots with less movement and more manipulation, but they ride hippos the way Gremlins ride Pigs. I added a Henchman/Totem to tie the character into the other Ressers more, and to give some summoning support and special abilities. Hollow Tree A cursed tree that lurks in the forest and seeks revenge on living interlopers, human and Neverborn alike. It can often appear in surprising places, and seems to want something from the Resurrectionists. Cache 4 ss Resurrectionist Master 50mm Df 3, Wp 6, Wd 12, Wk -, Cg -, Ht 3. ABILITIES: Manipulative 16. Bewitching Chimes: When an enemy model fails a Wp duel while engaged with one or more models with Bewitching Chimes, it gains the following Condition until the end of the Turn: “Trusting +1: Reduce this model’s Df by +1, to a maximum of 3.” Eyes of the Forest: When taking a Ca action, this model may draw LOS and range from any friendly model in base contact with terrain. Actions taken this way are at -1 Ca and cannot target the model used used to draw LOS and range. Hide Biloko: Friendly Ht 1 models in base contact with the Hollow Tree cannot be targeted. ATTACK ACTIONS: (1) Devouring Maw (Ca 6 :crows, TN 10 :crows, Rst Df, Rg 2): Target suffers 3/4/5 damage and is pushed into base contact with the point of origin of this Action. (:crows) Cannibal Bite: After damaging enemy model with the Trusting condition, target suffers 1 damage, and heal this model a number of Wd equal to the value of the target’s Trusting condition. (1) Mischief (Ca 6 :crows, TN 11 :masks, Rst Wp, Rg 1): Target enemy Peon or Minion model immediately performs a (1) action chosen and controlled by this model’s model’s controller. TACTICAL ACTIONS: (1) Invasion (Ca 6 :crows, TN 12 :masks, Rg 6): Push target friendly model its Wk toward the enemy Deployment Zone, or in any direction if the target model is within the enemy Deployment Zone. (0) Eloko Home (Ca 6 :crows, TN 14 :crows): Summon an Eloko into base contact with this model. Nathaniel Westmoor, Apprentice Resurrectionist A deranged madman who fled from Malifaux. He has been listening to the whispered secrets of the forest and calling on ancestor spirits, and has made ties with the Resurrectionists. 7 ss / Cache 6 ss Resurrectionist Henchman, Living, Totem (Hollow Tree) 30mm Df 6, Wp 6, Wd 6, Wk 4, Cg 5, Ht 2. ABILITIES: Thinks He's In Charge: When this model is the leader of a Crew, it loses the Totem (Hollow Tree) Characteristic Fueled by Visions: When a model within 2" of this model fails a Wp duel, this model heals 2 Wd. Join the Ancestors: When this model is killed, summon an Eloko model into base contact with it before removing this model from play. ATTACK ACTIONS: Stolen Knife (Ml 6 :crows, Rst Df, Rg 1): Target suffers 2/3/4 damage. (:crows) Infect (:crows :crows :crows) Crude Ceremony: After killing an enemy living or undead model, summon an Eloko into base contact with target model before removing it from play. Target does not drop any Scrap or Corpse Markers. Creepy Giggle (Ca 5 :crows, Rst Wp, Rg 3): Target gains Slow. This Attack gains a positive twist to the Attack Flip. TACTICAL ACTIONS: (1) Uncover Secrets (Ca 5 :crows, TN 13 :crows, Rg 1): Until the end of the Turn, friendly models can ignore target terrain for LOS and cover. (2) Return to the Tree: Place this model in base contact with a friendly model in LOS in friendly Deployment Zone. Eloko Hairless dwarf-like creatures with snouts for mouths, said to be the spirits of ancestors. They haunt the deepest parts of the forest and bewitch humans with the sounds of their magic bells. Sometimes they pretend to be human children to get close to their prey. 5 ss Resurrectionist Minion, Undead 30mm Df 6, Wp 5, Wd 4, Wk 4, Cg 6, Ht 1 ABILITIES: Bewitching Chimes, Disguised Hippo Rider: When a friendly Dread Behemoth within 2” declares a Walk action, it can ignore severe terrain when moving, and this model may be placed into base contact after the friendly model completes the Walk Action. ATTACK ACTIONS: (1) Long Claws (Ml 5, Rst Df, Rg 1): Target suffers 1/3/4 damage. (:crows) Cannibal Bite. (1) Mischief (Ca 5 mask) TACTICAL ACTIONS: (2) Carve New Home (Ca 5 mask, TN 16 :masks :crows, Rg 2): Place a friendly Hollow Tree in base contact with target Corpse Marker, then discard the Corpse Marker. This ability cannot be used when the Hollow Tree is engaged. Dread Behemoth A big rotting zombie hippopotamus. 8 ss Resurrectionist Enforcer, Beast, Undead, Rare 2 50mm Df 3, Wp 4, Wd 10, Wk 4, Cg 8, Ht 3 ABILITIES: Terrifying (Living) 13, Armor +1, Impossible to Wound. Lie In Wait: During enemy model’s Activations, this model is considered Ht 1 if it is in base contact with terrain. ATTACK ACTIONS: (1) Enormous Bite: (Ml 7 :rams, Rst Df, Rg 2): Target suffers 2/3/6 damage. (:rams) Critical Strike (:rams :rams): Overbearing Slam. After damaging, push target 3” in any direction. TACTICAL ACTIONS: (1) Stomp and Wallow: Until the start of this model’s next Activation, the area within aura 2 of this model is considered severe terrain. (2) Massive Charge: This model makes a Charge action, ignoring penalties for severe and hazardous terrain. Attacks generated by this Action do no damage to Ht 1 models, but get a positive twist to damage if the target is in base contact with terrain. CURSED FOREST UPGRADES: Rare Fruit 1 ss (Hollow Tree, Limited) Blessed Fruit: Friendly models that Activate within 2 of this model gain Regeneration 2. (Df/Wp) (:crows :masks) Cursed Fruit: After an enemy model within 2” completes an action that targets this model, this model can take a (1) melee Action targeting the enemy model. Vengeful Forest 1 ss (Hollow Tree, Limited) Creatures of the Deep Forest: This model can hire up to 4 models with the Beast characteristic, regardless of Faction. TACTICAL: (1) Enriched Soil (Ca 6 :crows, TN 14 :crows, Rg 3): All friendly models within 3” of target Corpse Marker may make a 1/2/3 healing flip. Then, remove the Corpse Marker. Essence of the Dead 2 ss (Hollow Tree) Lure of Deception: Enemy models within LOS of this model do not lose the Trusting Condition at the end of the turn. ATTACK: (0) Poison Fruit (Ca 6 :crows, Rst Df, Rg 2): Target model with the Trusting Condition gains the Poison Condition at the same level. Buried Secrets 2 soulstones (Hollow Tree) ATTACK: (1) Ancestral Revenge (Ca 6 :crows, Rst Df, Rg 10): Target suffers 2/4/5 damage. (:crows :crows :crows) Loom Hungrily: After damaging an enemy target, place this model into base contact with target. (:crows :masks) Alarm: Push target model 6” toward a friendly Ht 1 model in LOS of the target. (:crows :rams) Drive The Prey: Push a friendly Ht 3 model within 6” and LOS of the target model into base contact with target. Whispers of Hunger 3 soulstones (Hollow Tree) Friendly Eloko models within LOS of this model gain Pounce. 2 Quote Link to comment Share on other sites More sharing options...
hypoking Posted April 1, 2014 Author Report Share Posted April 1, 2014 You had me at 'zombie hippos.' 2 Quote Link to comment Share on other sites More sharing options...
Lysis Posted April 1, 2014 Report Share Posted April 1, 2014 You had me at 'zombie hippos.' You beat me to it. Sweet baby seamus what a fantastic idea.... 1 Quote Link to comment Share on other sites More sharing options...
Hateful Darkblack Posted April 1, 2014 Report Share Posted April 1, 2014 You beat me to it. Sweet baby seamus what a fantastic idea.... Gosh, thanks! I spent this morning looking for 50mm hippo minis. Quote Link to comment Share on other sites More sharing options...
SBrunner Posted April 2, 2014 Report Share Posted April 2, 2014 Not really what you are looking for, kind of cool though.http://impactminiatures.com/index.php?option=generic_profile&id=SG_HIPO Quote Link to comment Share on other sites More sharing options...
Hateful Darkblack Posted April 2, 2014 Report Share Posted April 2, 2014 Hippo Warrior! Rad. Thanks! Quote Link to comment Share on other sites More sharing options...
AgrilusHunter Posted April 2, 2014 Report Share Posted April 2, 2014 You had me at 'zombie hippos.' I believe the PC term is hippo-posthumous. 4 Quote Link to comment Share on other sites More sharing options...
SBrunner Posted April 8, 2014 Report Share Posted April 8, 2014 The Sultan's Story: The Sultan once had a simple name, a name given to him as an infant. He was not called by this name however in his adult years, instead, he had many unsavory nicknames. He was a corpulent, degenerate, hedonistic and inept charlatan, whom had wasted any gift of magic and the gab to his vices. No surprise that he would cross the wrong persons and be marked for death. Although his captors typically enjoyed gruesome executions, for some strange reason they decided to send him off into the Badlands and muse on his demise by exposure, hunger and thirst. "You are as good as dead Fat Man. We wish you begone of Malifaux, and a prolonged death with no wine, women or song. The vultures plucking the eyes out of your desiccated body seems a pleasant image to us. If you prefer, we can provide you with an extremely painful and public assassination?...I see you prefer the former. Good then. Don't even look upon this city ever again, if you so much at glance back toward the walls you will suffer unimaginable suffering." The Fat Man walked out into the Badlands. To be Cont'd Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.