OldWarrior
Top of the page
Registered: 04-2006
Location: The Old (Warhammer) World
Posts: 5684

|
|
Reply | Quote
|
|
Introducing the Sea Elf Adventurer
NOTE: I have edited this post to remove the Dodge skill, to change the number of Sea Wafers from 1D6+1 to 1D3+1, and to clarify the wording on the Treasure Spotting skill a little bit. I also added the words "if one is in his party" toward the end concerning having a wood elf make healing potions for the Sea Elf.
The Sea Elf Adventurer
Many of the Sea Elves have their origins (in my imagination) from the time when some of the other elves decided that they would brave the formidable depths to journey in search of adventure and long-lost treasures. Since that time, the Sea Elf Adventurer has become the prime example of those early Sea Elves. He is the ideal for which the rest of them have struggled these many years. Hence, the Sea Elf Adventurer is both an adventurer and a treasure seeker.
A distant cousin of the wood elves, the sea-faring elves have excelled in archery, but have also learned some quick close-in melee fighting, having had to face boarding parties, or act as a boarding party themselves on many occasions. They have preferred the Long Knife over the common sword, because it is easier to carry upon their person while taking their turns as lookouts and while concentrating on felling the enemies from a distance with their extra powerful long bows.
While spending days, weeks, and even months on the open seas, far from civilization, the sea elves have made it their special study to develop good first aid and bread baking skills. They do not all know how to cook the bread (Sea Wafers), but they all know where to get it and how to apply basic first aid to fallen warriors.
The following characteristics with some exceptions are the same as the Elf's. (Initiative is 5 instead of 6, Luck is 1 instead of 0, attacks could be two using his Long Knife and special skill, and Escape Pinning is 3+ instead of Auto for BL 1)
Weapon Skill 4
Ballistic Skill 4+
Strength 3
Damage Dice 1
Toughness 3(4)
Wounds 1D6+7
Initaitive 5
Attacks 1(or 2)*
Luck 1
Willpower 2
Escape Pinning 3+
Equipment:
Long Bow (Str. 4) one shot per turn (but see First Shot Attack skill)
Long Knife (Str 2) only weapon with which he may use his Quick Knife Work skill. Normally, he may death-blow with his long knife (almost as hefty as a short sword), but he may not do so while using the Quick Knife Work skill. Also, whenever the Sea Elf gets a natural 6 to hit using his Long Knife he causes an additional 2 wounds (modified as usual), whether or not he is using the Quick Knife Work Skill.
Sturdy Leather Vest: Made of tough but flexible leather, this vest provides some modest protection to the sea elf. However, the leather may crack and the vest will eventually become worthless as armour. At the end of each adventure, roll 1D6. On a roll of 1 or 2, it has become so cracked and worn that the Sea Elf must disgard it for his own safety, lest he think himself protected when he is not.
One healing potion: obtained from his cousins, the wood elves, while visiting an Elf Quarter. The potion heals 1D6 wounds on a single warrior.
Sea Wafers (1D3+1): very similar to elf waybread, but are not as light and, according to the wood elves, not as tasty. Each Sea Wafer restores 1 wound to the warrior that eats it. These Wafers spoil by the end of an adventure on a 1D6 roll of 1 or 2.
Bandages (1D3): The Sea Elf has some rudimentary knowledge of first aid. When he tries to apply a bandage to a fallen comrade, his attempt succeeds on a roll of 3+ (instead of 4+ for the common warrior).
Skills:
*Quick Knife Work (Long Knife only): The Sea Elf is so skilled and quick at using his Long Knife that he may choose (optional) to double his normal number of attacks while using it. The only drawback, besides the fact that he is using a Strength 2 weapon instead of a normal sword or special sword, is that he does not get a deathblow while doing quick knife work. He may, however, step into the space previously occupied by a monster that he has killed while using this skill, only limited to his movement (4 spaces per turn until BL 5).
First Shot Attack (ballistic only): at the beginning of each monster event (all inclusive -- UE, regular room, or even Objective Room --, but subject to GM's judgment) whenever monsters first appear, whether they ambush or not, the Sea Elf gets to shoot off one arrow at any single monster during the Monster Phase, even if adjacent to him. This represents his ability to spot the enemy at a distance and to hear them approaching before others do. Thus it is assumed that he has time to get in one shot while the monsters approach (so technically, he does not really shoot at an adjacent target, he just shoots at the monster before it takes the adjacent position. This attack is also assumed to be made before the monsters decide whom they will be attacking, though the Sea Elf may determine his target with the knowledge of where the monsters will be standing once they make their attacks. To clarify, this skill only works at the begininning of each new monster event AND will not be allowed if the Sea Elf is already adjacent to monsters placed in a previous monster event.
Treasure Spotting: Though not as handy as a Halfling Thief at pilfering extra treasures for himself, the Sea Elf Adventurer is good at spotting more treasure where other warriors would miss it. His skill is similar to that of the Halfling Thief, but it works for the whole party and not for himself alone. For each monster event that has ended (treasure event), roll 1D6. On a natural roll of 6 the Sea Elf Adventurer has discovered an extra treasure (normal Dungeon Room Treasure only NOT Objective Room Treasure -- even when used in the Objective Room) to be shared out among the warriors as usual (according to the next turn to receive method).
Example
If three monster events have overlapped, for instance, in one long combat, at the end the warriors would get 3 treasures; but, now the Sea Elf Adventurer would roll three 1D6s. If he rolls two natural 6s, the party would get 5 treasures to share instead of the 3.
Armour, Weapons, and Treasure
The Sea Elf may wear any armour available to his wood elf cousins (normal Elf). If he wears furs over his Leather Vest, he will be at -1 to movement and -1 to all his to hit rolls. He may generally use or wear anything that the Elf can use with the following exceptions: He cannot make potions out of healing herbs. He may buy them and have a fellow Elf (normal wood elf) process the potions for him (perhaps sharing one for payment), if one is in his party; He may buy waybread, but it costs twice as much for him as it does for the normal Elf, because the wood elves feel it an insult that the Sea Elves would produce an inferior likeness to waybread and pass it off as of equal quality.
Anyone feel free to comment. This is the basic version. Advanced rules yet to come -- though my advanced rules are usually the same as the basic, just adding the Battle Level Table, Settlements, and new skills and etc.
--- Old Warrior MC WQ

|
|
24/Jun/2006, 12:12 am
|
Link to this post
Send Email to OldWarrior
Send PM to OldWarrior
Blog
|
OldWarrior
Top of the page
Registered: 04-2006
Location: The Old (Warhammer) World
Posts: 5684

|
|
Reply | Quote
|
|
Proposed Changes
EDIT: I will hold off on any of these proposed changes. I am willing and ready to try this warrior out as already edited above, unless the GM of the game thinks it must be changed further. (This note is in reference to Land's Tooth Bay adventure, Blacktar'z Boy'z.)
I am beginning to wonder, even more now, if I have made the Sea Elf Adventurer's Treasure Spotting skill a little too successful (average of one extra treasure for the party every six monster/treasure events,; which translates into an average of one Dungeon Room Treasure per party member every 24 monster/treasure events).
Is this too much? Or, should I make it a 2D6 roll with success on 11 or 12 (or maybe 10, 11, or 12) instead of a 1D6 with success on a 6?
Any one have any thoughts on this?
I just thought of a possible solution to make this less powerful (if it is indeed too powerful as is) and yet still a nice skill to have and in character with this class. I am thinking about making the Treasure Spotting skill ONLY work (or be active) whenever something triggers it.
Proposed change to the Treasure Spotting Skill:
For instance, whenever a Treasure event produces a treasure (no matter whose turn to receive it) that CANNOT be used by the Sea Elf, he would roll 1D6 to see whether he finds an additional treasure. This extra treasure would be added to the current treasure distribution. The Sea Elf may or may not receive this treasure, depending upon whose turn it is to receive and upon any other method the party may be using to divide up treasures.
First Shot Attack
I am also considering the idea of adding a success roll requirement to the First Shot Attack skill. It seems I may have made a mistake by having it work automatically. Perhaps a 4+ on 1D6; or make it 5+ (4+ at hero, and 3+ at Lord titles).
--- Old Warrior MC WQ

|
|
31/Aug/2006, 12:49 am
|
Link to this post
Send Email to OldWarrior
Send PM to OldWarrior
Blog
|