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Post by marhawkman on Sept 4, 2009 19:13:00 GMT -5
This is much the same as the terrain ideas thread that I started. Everyone is encouraged to post their ideas, comments, and crticisms here.
I'm gonna start this off with a table of data concerning what sea creatures (normally) can and can't do. It it's wrong please tell me.
Normal Ships: 4 main: Move shoot explore repair
Other: can Board can be Boarded dock? can ram can be rammed can have crew can have equipment can have treasure can load and unload cargo can pin can be pinned can tow can be derelict can be captured cannot submerge cannot surround
sea creatures in general: 4 main: Move shoot cannot explore cannot repair
Other: cannot Board cannot be Boarded can dock cannot ram cannot be rammed cannot have crew can have equipment cannot have treasure cannot load cargo can unload cargo can pin cannot be pinned cannot tow cannot be derelict cannot be captured cannot submerge cannot surround
Seamonsters: 4 main: Move can shoot if not submerged cannot explore cannot repair
Other: can Board cannot be Boarded can dock can ram cannot be rammed cannot have crew can have equipment can have treasure can load cargo can unload cargo can pin cannot be pinned cannot tow cannot be derelict cannot be captured can submerge cannot surround
Seadragon: 4 main: Move shoot cannot explore cannot repair
Other: cannot Board cannot be Boarded can dock cannot ram cannot be rammed cannot have crew can have equipment(if it had space) cannot have treasure cannot load cargo can unload cargo can pin cannot be pinned cannot tow cannot be derelict cannot be captured cannot submerge cannot surround
Kraken 4 main: Move shoot (but only a ship that it has surrounded) cannot explore cannot repair
Other: cannot Board cannot be Boarded can dock cannot ram cannot be rammed cannot have crew can have equipment(if it had cargo space that is) cannot load treasure cannot load cargo cannot unload cargo cannot pin cannot be pinned cannot tow cannot be derelict cannot be captured cannot submerge can surround
titan: 4 main: Move (including walking across non-hostile islands) shoot can explore cannot repair
Other: can Board cannot be Boarded can dock can ram cannot be rammed can have crew can have equipment can have treasure can load cargo can unload cargo can pin cannot be pinned can tow cannot be derelict cannot be captured cannot submerge cannot surround
next up some new Ideas: White Dragon of the Saxon (American) points? masts: 2l, 3s, 3s, 4l Cargo: 1 (not that it can use it for anything but equipment) Sea Dragon, (shipwright ability) Flavor text: Centuries past this beast feuded with Y Ddraig Goch. Though it lost it was too tenacious to die. Instead it found itself a new home far across the sea.
Y Ddraig Goch (English) Points? Masts: 3l, 3s, 3s, 3l Cargo: 2 (important!) Sea Dragon, Once per turn this Sea Dragon may load a treasure from any friendly ship or explored island that it touches. Flavor text: The mortal enemy of anything that threatens the English isles, this creature has guarded the land of england for centuries. Now it scours the seas searching for enemies of the crown.
Revamped old ideas: Hafgufa - 20? - viking Masts: 4s-2s-3s-2s-2s-3s-2s-4s Cargo: 3 Speed: l-l Kraken, One per turn this Kraken may initiate a boarding action against a target up to S away from it. If this action is successful it also eliminates a mast, otherwise it follows the normal boarding rules.
Lyngbakr - 16 - viking Masts: 4s-3s-3s-2s-2s-3s-3s-4s Cargo:0 Speed: s-s Kraken, This Kraken may surround a ship as part of a move action.
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Post by marhawkman on Sept 5, 2009 10:07:49 GMT -5
Niddhogr (viking) points? Masts: 3l, 3s, 3s, 3s Cargo: 0 Sea dragon, Extended range. This Sea Dragon may make a swoop attack against a target within LLL(the standard rules for a swoop attack apply). Flavor text: Though no one knows for sure where this vicious beast came from, it has an uncanny resemblence to it's legendary namesake.
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Post by vladsimpaler on Sept 5, 2009 11:35:32 GMT -5
If Sea Monsters gained an Ability called Regenerate 5 they'd be more worth it.
"At the beginning of your turn, roll a d6. If you roll a number equal to or higher than the number on Regenerate, repair one of this monster's/octopi's segments."
So if they get hit, there's a 33.3% chance that it will get shrugged off.
I don't think Sea Dragons should get this though. Titans should get Regenerate 4 or 3.
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Post by marhawkman on Sept 5, 2009 13:41:49 GMT -5
that would occur as a free action wouldn't it? that does sound rather nice. What did you think of the 5 critters I posted?
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Post by lord_denton on Sept 6, 2009 12:02:47 GMT -5
I think it should be much harder to hit sea creatures, since cannons were never aimed. Thats why ships had to go side by side to be sure they hit. Imangine trying to hit a moving, elusive target like a tentacle.
Not sure if the skin of the creature would be tougher than wood, though.
The regenerate ability is a good idea for sea serpeants and squids, but sharks and Sea dragons? Maybe not.
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Post by woelf on Sept 6, 2009 12:52:20 GMT -5
Sea Monsters can carry treasure, assuming they have the cargo space for it and it is transferred to them somehow (either by being explored by a firendly ship, winning a boarding action, or via an ability). Lyngbakr - 16 - viking Masts: 4s-3s-3s-2s-2s-3s-3s-4s Cargo:0 Speed: s-s Kraken, This Kraken may surround a ship as part of a move action. The extra ability on this one is completely irrelevant. Krakens, as part of their keyword, can already surround any enemy ship within S as a free action. They don't need to move to do it, and it's not limited to once per turn. If you're trying to skirt around the part of the ability that says a Kraken cannot surround a ship and shoot during the same turn you have to specifically say so, because the keyword already specifically says it can't.
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Post by vladsimpaler on Sept 6, 2009 15:04:57 GMT -5
I think it should be much harder to hit sea creatures, since cannons were never aimed. Thats why ships had to go side by side to be sure they hit. Imangine trying to hit a moving, elusive target like a tentacle. Not sure if the skin of the creature would be tougher than wood, though. Perhaps a -1 to hit at a range more than S? Yeah, Sharks and Sea Dragons don't get it. Titans are actually really hard to kill with Regenerate 3. When 66% of the time you just shrug off a cannon, you're doing good. I also feel like the Titans should have some sort of Close Combat ability. Like if they're touching the ship, they roll to hit, and if they do then they eliminate a mast and a crew, or maybe d2 masts. Those 2 things make them actually really scary instead of a joke. I used El Toro with these rules and not only was it scary, but it was worth it. Also, does anyone else think that Sea Monsters, Octopi/Kraken and Titans and Dragons with fear (if they are not submerged) should get to re-roll it if they miss? I mean a ship with Fear is not nearly as scary as a freaking huge kraken or crab with Fear. That's just me though.
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Post by lord_denton on Sept 6, 2009 15:34:11 GMT -5
If you're trying to skirt around the part of the ability that says a Kraken cannot surround a ship and shoot during the same turn you have to specifically say so, because the keyword already specifically says it can't. I would be completely against that idea if it came up. The cannot-shoot-on-same-turn-as-surround is the only thing that prevents a Kraken/Octopus from being broken. I was having a battle, shortly after the release of PotC, with a Kraken(Kray-Kin, my only Kraken due to my boycott of tins) and a ship like Paradox or Cats claw. I had just made a new fleet after a lose against the HMS Victor, HMS Hyena and a Brittish two master (like the Hound, Blazer or Comet). The battle starts, and in no time Kray-kin is on the edge of my side of the table, my suppourt ship a few paces behind. It surrounds either Victor or Hyena (although my opponent might have been rushing at me, they still move S+L or S+S as their base move). The Victor/Hyena might have got a hit off, but she is quickly ripped apart my next turn. Learning quick, my opponent (I think) threw his other three master at me (or maybe she was turning around to catch up with his two master), which I think got a tentacle or two, but again was destroyed by Kray-Kin. The two master jets off for the center of the map, I can't remember if she too turned on Kray-Kin to go out fighting or if Kray-Kin caught her, but she was ripped apart. After the battle, my opponent, needless to say, called krakens broken and unfair.
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Post by admiralb on Sept 6, 2009 15:58:40 GMT -5
Yes, if you're not prepared for a kraken you will most likely be torn apart...they're pretty powerful against non-warship types...and those ones with Eternal are even more so cause they can come back from the dead!
I kind of like that Dragon with the shipwright, although I might give it something so its a free repair...like "Once per turn, after this sea dragon resolves a move action, you may repair one of its segments as a free action." OR go with an ability that is rarely seen, but is real: "When this ship sinks an enemy ship she may repair a mast." strangely dragon-like...maybe give it Eternal too...could be fun...maybe bad to semi-bad cannons though...like 4's...
...oh, and an Eternal titan would be pretty cool...hmm...here's one of the more unusual creatures I've done...
Cursed ~ 15pts ~ Apxoos-Fexr 4 masts, 2 cargo, move S+L, 2L, 4S, 4S, 2L
Titan, Eternal. Instead of giving this titan an action, once per turn, you may roll a d6. Place into play, within L of this titan, an iceberg, from outside the game, whose blue printed number matches the die roll result.
Legendary beast said to have frozen over the Northwest Passage centuries before it was reopened by the English.
...fro my Haunted Depths expansion...it was full of bizarre creatures with unpronouncable names. this is one of the more interesting...well, besides this...
Cursed ~ 15pts ~ Fxen 5 masts, 0 cargo, move S+S, 4S, 3S, 2L, 3S, 4S
Sea Monster. At the beginning of each of your turns, roll a d6. On a 6, this sea monster may swap places with any other friendly ship.
Twin of Tloiyon. Able to project its thoughts and even its image to worshippers anywhere on the Cursed Seas.
..possibly a bit on the cheap side...maybe I can remedy that by changing it to "After this sea monster is given a move action, roll a d6..." what do you all think?
oh, and of course the one mentioned in the flavor text...
Cursed ~ 15pts ~ Tloiyon 5 masts, 0 cargo, move S+S, 4S, 3S, 2L, 3S, 4S
Sea Monster. At the beginning of each of your turns, roll a d6. On a 6, all enemy ships within L of this sea monster have their base move reduced to S on their next turn.
Twin of Fxen. Able to control great winds that ensnare passing vessels.
...super-Fear, but only for movement purposes...fits the flavor text...something sea monsters should have been able to do since the beginning...something of a Charybdis.
..one more...because 8-armed critters are cool...
Cursed ~ 20pts ~ Beyon 8 masts, 0 cago, move S, 5S, 4S, 3S, 2S, 2S, 3S, 4S, 5S
Octopus. When this octopus attacks an enemy ship, the owner of that ship may choose to eliminate a crew from the ship to prevent the attack. You may then move this octopus using the target ship's base move as a free action.
Legendary creature residing at the bottom of the South Pacific. Fearful crews have been known to throw "sacrifices" overboard to appease this beast in the hope that it will leave them alone.
...soemthing along the lines of the "Parleying with crew" idea that was floating around a few weeks back...oddly I forgot about this one I had on file...anyone know what I based this on? or any of the others for that matter?
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Post by cannonfury on Sept 6, 2009 17:47:35 GMT -5
you know, i never understood how the whole eternal thing worked on sea creatures since they cant repair. and i have the kray-kin too, i love hunting down all the little ships and using her ability to prevent them from using crew to run away
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Post by marhawkman on Sept 6, 2009 18:05:34 GMT -5
Lyngbakr - 16 - viking Masts: 4s-3s-3s-2s-2s-3s-3s-4s Cargo:0 Speed: s-s Kraken, This Kraken may surround a ship as part of a move action. The extra ability on this one is completely irrelevant. Krakens, as part of their keyword, can already surround any enemy ship within S as a free action. They don't need to move to do it, and it's not limited to once per turn. If you're trying to skirt around the part of the ability that says a Kraken cannot surround a ship and shoot during the same turn you have to specifically say so, because the keyword already specifically says it can't. Okay, I somehow missed that. (I've never actually used a Kraken) Something like: "This Kraken may attack a ship immediately after surrounding the ship. If it does so it gets -1 to it's cannon rolls for that shoot action."? Yeah I tossed in that second line because of what Lord Denton said. I like the idea of the Regenerate keyword. Sounds like something to consider carefully in the future. Apxoos-Fexr I like it but what's the point of the Die roll? You're going to get an Iceberg anyways, all it does is determine what number is on it. Fxen Neat, but kinda unreliable. It'd be hard to strategize with that ability. Tloiyon Ouch..... But it's only a 1/6 chance. It's an excellent concept. Hmm.... Inspiration! See bottom. Beyon 20 points seems kinda expensive, especially for an octopus with a bad ability. Beastie has better "guns" and is Eternal and only costs 22. Otherwise it's quite cool. *wonders if admiral's avatar is a ghost pirate* Juda Sudigumdamu (horrifically mangled phrase meaning "Giant whirlpool". The first word is Chinese the second is from a Dravidian(India) dialect called Teluga.) 16-20? points, Jade Rebellion(Yeah that's why I gave it an oriental-ish name) 5 masts: 4s, 3s, 2l, 3s, 4s 3 cargo, Move S+S Sea Monster, Instead of giving this Sea Monster a move action, you may instead move all ships within L+L towards this Sea Monster L. For each ship that touches this Sea Monster as a result of this, you may either initiate a boarding action or relocate it to any whirlpool on the map. If you relocate, the relocated ship must roll for Whirlpool effect. you know, i never understood how the whole eternal thing worked on sea creatures since they cant repair. and i have the kray-kin too, i love hunting down all the little ships and using her ability to prevent them from using crew to run away The FAQ says that it creates a special condition that lets you repair it anyways. but as soon as it undocks the special condition goes away.
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Post by admiralb on Sept 6, 2009 19:11:25 GMT -5
hmm...maybe Apxoos-Fexr should be more expensive or force you to roll twice...one to see if you get an iceberg then what number...I made it as a bizarre joke because our group doesn't use icebergs very often and using this critter would definately mess with that.
Beyon is 20 because that's how the formula added it up...the cheapest Kraken is 19 (the Kraken keyword is like 8-10pts)...since this one is slower, has approximately the same cannon percentages, but has an ability on top of the Octopus I made it 20...not for small games as most players will just kill someone to avoid the attack...of course they're also letting the monster get a free move. this is more of a themed piece and not an actual "play" piece...if you knew what it was based on it'd make more sense...probably...anyone want to guess? remember Gog-Clocthoth and his relationship to another infamous creature...Beyon's relationship is similar to another creature from the same mythos...plus its the name a weird and somewhat cheesy movie based on that story. anyway...
just for more info on Beyon in my set...
Cursed ~ 20pts ~ Xybne 8 masts, 0 cargo, move S, 5S, 4S, 3S, 2S, 2S, 3S, 4S, 5S
Octopus. When a friendly crew would be eliminated, you may eliminate one of this sea creature's segments instead.
Said to be the mate of Beyon and a spawn of the great Ulxutxul, this monstrous creature is also said to be the "mother" of the dopplegangers and other fiends of the deep.
never been quite sure of my avatar...I think of him more as Andrew Jackson...even though he clearly isn't...
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Post by marhawkman on Sept 7, 2009 13:19:19 GMT -5
My point on Beyon is that it's second ability is BAD, thus the presence of the ability should decrease the cost somewhat. I figure 17 or 18 would be good. Just for the record the only Kraken/octopus I have are 1 "A Fearsome Creature", and 2 "Beastie". Hehe... I like Beastie. Being Eternal makes getting shot to death a lot less frightening. Xybne: THIS is worth 20 points. Kinda slow though. Apxoos-Fexr: I'd drop the die roll for number part. I really don't see the point to not letting people choose the number. It's not gonna change much. what did you think of Juda Sudigumdamu?
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Post by admiralb on Sept 7, 2009 14:23:05 GMT -5
oh yes, forgot with all the extra text surrounding his/her name that it was a piece...
seems interesting, although a monster like that puts He'e to shame...although the point costing at 20 would probably be about worth it...if you can find out how much "Switchblade" costs that'd probably be about what this monster's ability is worth...without the ability the monster is only worth 11-13 points. also, since it relies on whirlpools, maybe we need a Jade crew or ship that can produce whirlpools...hmm...I can smell another monster lurking around the corner. I did one, but its Cursed...hmm...Jade...
true...its not going to change much...there was a point to it at the time...lemme find it...
Unique Treasure ~ Heat Wave When revealed, roll 3d6. Any iceberg in play that has a blue printed number that matches one of the die roll results is removed from the game. Then remove Heat Wave from the game.
I was playing around with ways of adding and removing terrain from the game a while back...I came up with a number of UTs that removed and a number of monsters that added...it was very strange, but fun.
since neither exist...I suppose I could drop the roll for the number and just stick to something like Calypso...4-6 you get an iceberg within L. that'd also make Heat Wave more interesting; choosing the iceberg number would be more important...more strategic.
some weird critter sI've had filed away for a while...
Cursed ~ 16pts ~ Magnus 5 masts, 0 cargo, move S+S, 4S, 3S, 2L, 3S, 4S
Sea Monster. Enemy ships beginning their movement within L of this ship cannot use any abilities to increase their base move.
Described by one as having "sharp and long Horns round about, like a Tree root up by the Roots: They are ten or twelve cubits long, very black, and with huge eyes..."
Cursed ~ 19pts ~ Skoffin 4 masts, 0 cargo, move L, 2S, 2S, 2S, 2L
Fear, Sea Monster. This sea monster's Fear ability may be applied to any enemy ship you can draw a straight line to starting from this sea monster (that does not cross a terrain, island, or other game piece).
According to Vikings living in the region, the Skoffin can turn its enemies to stone just by gazing upon them. Only the gaze of another Skoffin can kill a Skoffin, or so the Vikings claim. Of course anyone that has set sight on it has been turned to stone themselves, so this is difficult to prove. Some say a silver bullet can also fell the beast, but this is also unproven.
Cursed ~ 16pts ~ Duffle [3-mast type B ship] 3 masts, 3 cargo, move S+S, 3S, 3L, 3S
Eternal, Titan. When this titan successfully rams an enemy ship, roll a d6. On a 5 or 6 eliminate a second mast from the enemy ship.
Said to be an upside down monster floating beneath the surface holding one of its legs aloft; the bottom of its foot appearing as a sailing ship.
Cursed ~ 11pts ~ Muldjewangk 2 masts, 0 cargo, move L, 3S, 3S
Sea Monster. At the beginning of each of your turns, roll a d6. On a result of 4–6, choose a sargasso sea from outside the game and place it L away from this sea monster. This sea monster ignores terrain when given a move action (islands are not terrain).
Seen prowling the waters off the coast of southern Australia. This beast is said to inhabit areas where large deposits of seaweed can be found and sometimes even leave "footprints" of seaweed behind when they travel.
...yes that's right, Duffle is a 3-masted titan...its basically suppose to be a regular 3-masted ship, but with the titan keyword to represent the fact that its still a creature...very weird...I did a 5-masted squid with the titan keyword too for the Corsairs...had the "Ghost Crew" ability, nothing too special.
...just to be really odd and expand on capturing crew...
Cursed ~ 22pts ~ Melusina 4 masts, 0 cargo, move D, 3L, 3S, 3S, 3S
Sea Dragon. When this sea dragon successfully uses a "swoop" attack agaisnt an enemy ship, roll a d6. On a 6, take the highest point cost crew on that ship and place it on your home island. That crew is worth gold equal to its point cost.
Once an immortal born to a human father and goddess mother, Melusina was Cursed to live out her life as a dragon when on her wedding night her husband broke his promise never to visit her during a specified hour. Returns every seven years searching for her lost love, but has yet to find him and break the curse.
...that ability clocks in at around 8.5-9.5pts...I did the same ability on another dragon in my "Legend of Zelda" set.
also, I did an Octopus that has "Hostile: America" to give you all something to think about...Hostiles on ships...why not? ok, more creaters than ships, but it could be interesting.
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Post by marhawkman on Sept 7, 2009 16:45:37 GMT -5
Juda Sudigumdamu: Well, He'e gives you the ability to wreck their ships in the process. Juda Sudigumdamu doesn't actually do any damage unless they fail the roll for effect on the whirlpool. Actually I've been toying with the idea of adding a whirlpool terrain peice under Juda Sudigumdamu every time it uses it's ability. Assuming he's not already sitting on one. Heatwave: great treasure to put in as a "dummy". hehe.... Magnus: great idea. Skoffin: Oh boy.... that sounds like it'd be a nightmare to actually play. Measuring every enemy ship for unlimited line of sight each turn? >_< Duffle: seems a bit expensive. I don't like the idea of using "Titan" on stuff without legs. Why not? Titans can walk across islands. It just doesn't make logical sense for a giant squid to be able to do so. Now doing a new fiddler-crab-esque model for Titans with an odd number of segments sounds like a great idea. I've actually pondered making up something like that myself. Titans are my favorite kinda of sea creature for just that reason. Muldjewangk: not bad, not sure about the cost though. Seems a bit steep, but maybe not. Melusina: Neato. Gives you a reason to use the dragon. I'd never use Shal-Bala simply because "fear" requires me to be close enough to be shot at. DO NOT WANT!
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