38 'new' characters (Image heavy)

By Hvidponi, in Descent Home Brews

So I made these to replace all the old heroes, and I might add that I'm planning to make new skills and so forth as well...

What do you think? Someone overpowered? This is completly untested, so there are bound to be some holes, maby you can help me find them early on.

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Empathic Twins works like this:

2 models on the board, if one of them suffer damage, both suffers, and both dies when they reach 0 wounds. They must spilt any movement points and attacks, but can declare actions as normal.

The familiars:

The Black Widow have speed 4 and moves like a flyer. Whenever it ends its turn on a monster, theres a 50/50 chance of that monster getting a web token.

Isha is the same, but with a stun token instead.

First thoughts only...

Aramil I rather like. Stats are not overdone, and the ability seems well balanced.
Would be only occasionally a choice in a RtL party for me, the sign of a middling balanced character.

Asha is ok. I tend to aim at 11-12 combined stats (Wounds/4) although a number of FFGs characters break this. 5 F, 5M 12W and only 2CT is a real runner combo and synergises well, so although her stats are 13 total I would look at that as 13+ and be wary.
There are more overpowered FFG characters, but I would be more approving of her with 1 less Fatigue or Move. She is still acceptable as is IMO though.
Would be only occasionally a choice in a RtL party for me, the sign of a middling balanced character.

Azea seems fairly well balanced.
Would be only occasionally a choice in a RtL party for me, the sign of a middling balanced character.

Balkis is over stat-ed, but that balances with limited stat synergy, high CT cost and mixed skills and traits. Seems ok to me.
Would be only occasionally a choice in a RtL party for me, the sign of a middling balanced character.

Barkskin is overpowered IMO. His stats combine to 15 (very high), synergise rather well, increase with RtL levels and Ironskin is a very good skill (cancels Pierce, Sorcery, Blast, Breath, which is quite a big deal. I'd drop Mv to 3, and still consider him pretty good.
Would be a regular choice in a RtL party for me, the sign of an overpowered character.

Bishop Eli if anything is underpowered. His stats add to 11 and Aura is a weak skill in general IMO. Quite acceptable as is but could add 1 to almost any stat (even armour) and still be reasonable I think.
Would almost never be a choice in a RtL party for me, the sign of a weak character.

Borum is good but not great. Probably would come in 3rd behind Talia and Nanok as Tanks. Reach is better than most of the skills that the other Tanks have, but he is still slow.
Would be an occasional-regular choice in a RtL party for me, sign of a good but balanced character

Clever Jack seems fairly well balanced. Nice special, but middling-good stats (good, without any particularly great synergy) and mixed traits and skills.
Would be a occasional-rare choice in a RtL party, sign of a middling-weak character.

Elena I like. Strong and stylish, while not being overpowered. Good stats, without great synergy and able to be quite powerful but in a not-quite traditional role (fast melee killer, not tank, not runner, not shooter, not mage)
Would probably be a rare choice in a RtL campaign due to not fitting a party 'slot', but I would be delighted to be 'forced' to take her from a weak selection. My favourite so far

Enarix is ok, probably a little over stated. Drop fatigue down to 4 and I'd be a lot more comfortable. As he is, stats are very high (14), rather synergistic, and synergise even more with the special.
Not sure about using him in RtL - he is an excellent runner but there are better runners already available.

Eram is cool. dropping Fatigue to 4 would make him more 'middling' balance-wise I think, but we is acceptable as-is.
For RtL he fits in a similar role as Elena, though is probably better at it and with the sweep can cover fast chaff-sweeper role more than fast killer.

Henna is ok. The overstating is balanced with the spread skills and mixed traits.
Would be only occasionally a choice in a RtL party for me, the sign of a middling balanced character

Kerash seems too close to Jaes (one of the better FFG characters) to be worth bothering about.

Kiva - Tetherys with an extra fatigue? Still marginal as a character , so ok for using, but still weak IMO and not interesting enough to be worthwhile.

Kreig is a little strong IMO. Still weaker than Talia or Nanok but stats are highish, traits and skills perfectly synergised and the special could alternately be too powerful or pointless.
I'd probably pick him fairly regularly in a RtL campaign, a sign that he is perhaps slightly overpowered.

Lena seems ok. SLightly high stats but not much synergy and traits/skills are mixed. Interesting ability, especially with a stealth potion...

Miana might be a little too good. Especially in RtL. Her special would logically see all heroes completely healed every time they were on the mapboard. Perhaps adjust it so that she can fully heal any one hero by expending a fatigue potion?

Mira seems ok. Good stats balanced by mixed skills and traits. Not great synergy anywhere, but not too weak either. I think the special is a bit weak, but acceptable.
I'd rarely use her in a RtL party.

Mist - too similar to Thorn

Nemia - under stat-ed but good special and trait/skills. I'd probably bump fatigue by 1 but she is playable now as a middling-good hero.

Michi is way too good. Very high stats (14), very good synergy between her stats and special) and she has an unnecessary double special. If you dropped both Fatigue and Move to 4 then you'd have something similar but different from Astarra, instead of just better (and Astarra is already one of the best characters).

Sara is also too good. Similar to Silhouette but special at half the cost. She'd be a definite choice in a RtL party.
Also you need to clarify the special's wording. If an attack has been made on Sara has the Dodge been used? What if she didn't choose to force rerolling any of the dice (say on a miss, even though she still had the choice). It just isn't clear enough.

Shreck is ok. Fear is probably about the same as +1 armour, as it will mostly only cause misses on weaker attacks anyway. Maybe slightly better, becuase it will lessen the Threat gain from attacks. Given the picture, the extra dice in Magic might be more thematic than in Range, but that is very minor.
I'd probably be willing to use him quite often in a RtL campiagn, sign of a good but not great character.

Serra seems ok. Fly is extremely good, but does not synergise with her stats/role and the mixed traits/skills are awkward for her/him. An intersting middling character.

Tamarra is interesting and reasonably balanced - good, but not great.

Valek is a bit weak IMO. Stats are low, traits and skills are mixed, special is ok but not great. At least boost his fatigue to 4 I think.

Vira is also a bit weak possibly. SInce the Undying is partially balance by the Curses, she is under-stat-ed and has mixed traits and spread skills. I'd suggest bumping Move to 4, or fatigue to 5.

Nelaia didn't show properly for some reason.

Nentera is a bit too strong IMO. 15 stats! a 'proper' tank that is also fast! And has reasonable fatigue! Drop either fatigue or Mv by 1 and/or spread the skills completely IMO. The comcept is fine (if powerful) but it needs to be balanced by weakness somewhere.

Niknak etc is a bit messy. Apart form the concept just not appealing to me personally, how do they work with RtL glyphs? What happens if they get Taunt, or Grapple? AI think of how they interact (at both ends) with Spiritwalker, and Blessing/Command etc. There are too many complications IMO.

Penelope is ok, though I feel she starts a bit weak. I can;t think of any way to improve that without overpowering her, or 'defining' her (as a warrior/ranger/mage) more and I like that she can go any way at all. Truly jack of all trades, master of none - she can fulfill any role you can think of but not be as good at it as a specialist.

Pyro is cool but severely under stat-ed (10!). Give him some Fatigue, Mv or both I think

Rea seems good, almost great. Better than the weaker FFG characters, and probably right up there with the better rangers. Probably tone it down to 2 dice, or nudge a trait.skill offline somewhere would make me happier.

Ria seems middling good. Slightly better than most existing FFG tanks, but not as good as Talia or Nanok.

Regul is useful but not great. Another good middling character. Highish stats but they don;t synergise particularly.

The Faceless is too good. 14 stats, the special is awesomely swesome and completely counters the spread traits and skills + some. Drop wounds to 12 and Sorcery to 2 and he'd still be very very good.

Tia is a little, nay, a lot,too good IMO. Perfect stat synergy that also synergises with her special and skills, and a 'pure' skill/trait set. She needs mixing up a bit. drip the fatigue to 4 and spread the skills and traits in 2/1 splits and she'd be more reasonable IMO. Note that running and attacking is very, very powerful. As she is this girl could use a fatigue potion to run 19 spaces while attacking (and killing or hammer-knockbacking) a monster on a glyph/chest. Without any upgrade or applicable starting skill!

Urnnu is pretty cool. Slightly weak IMO, but useable, and interesting and definitely not overpowered.

You've got a lot of repetitive heroes there, and some interesting ones too. A few have abilities that I think need toned down. For instance, Barkskin should only move 3, I think. He's too tough.

The one that gets his fatigue back by running... I'd have to think more on that but it seems like it could be exploited badly.

The hero that adds a die, your text should say 'die', not 'dice'.

Nice work tracking down some cool fantasy art.

Most don't seem to bad, mostly reshuffles of current heroes, or you've given the Hero an ability that is a current skill. These are the ones that at first glance seem a little too much for me:

Barksin : Will be insanely overpowered at higher campaign levels.

Enarix (Regain all fatigue when declaring a Run action): Okay, that on a guy who has 5 fatigue? I find that a bit on the insane side, since it basically lets him just Run around the dungeon without having to fight and always have full fatigue, grabbing everything in sight, and then maybe he'll take a shot at someone.

Kreig (regain all wounds and fatigue when another hero dies): Unless you one shot him with a Troll, I don't see this guy ever dying in a game. Not with 16 wounds and 2 armor. Way too strong IMO.

Lena the Protected (reroll up to 3 dice): A hero with an ability three times better than Lyssia's (?), effectively having Dodge up all the time? I find this one a bit much as well. If it was only black dice I could see it, but even then I think its over powered.

Miana (trade fatigue to heal all in LOS): A hero who can restore 8 wounds a turn ( spend 4 fatigue, spend a MP to drink a vitality potion, then spend the 4 again) to all the other heroes? Are you joking? I would never allow this Hero in one of my games. That ability is horribly broken.

Rea : The same argument as Lena the Protected, but put in Trenloe the Strong's name instead of Lyssia (?)

Ria the Relentless (1 fatigue to reroll a red/blue/white): This one just sits bad with me for some reason. She will very rarely ever miss an attack with that ability. And I think you might run into trouble with Aim and how the two interact. Also, why give her a skill in Subterfuge?

Runewitch Michi (trip glyphs 4 spaces away, get 4 wounds): Either one of those is a good ability by itself, both together is way to strong on a 12/5/1/5 Hero.

Vira (has Undying): I....am not sure exactly what to say. I love the idea, but a Hero with Undying sits kind of wrong with me for some reason.

Skills/Special Rules/Familars

Great concept, but I think Empathic Twins is going to cause some headaches especially since even though they have a dice in melee your going to end up using them as ranged Heroes a lot. Its basically a free Hero to prevent spawns with, and I can see all kinds of problems creeping up with Orders, Battle actions and moving with Fatigue. So sadly not a fan.

I like the two familiars, but it sounds like it will be roll an enhancement for the ability, whereas I would make it a surge. Web and Stun, web especially, are pretty strong effects on some monsters. I mean my group one time basically killed Kratz using web tokens.

Other than that, nobody jumped out to me as being too over the top.

Veinman said:

You've got a lot of repetitive heroes there, and some interesting ones too. A few have abilities that I think need toned down. For instance, Barkskin should only move 3, I think. He's too tough.

The one that gets his fatigue back by running... I'd have to think more on that but it seems like it could be exploited badly.

The hero that adds a die, your text should say 'die', not 'dice'.

Nice work tracking down some cool fantasy art.

Veinman said:

The one that gets his fatigue back by running... I'd have to think more on that but it seems like it could be exploited badly.

That is not as bad as it might seem because you get the fatigue back only at the start of the turn (well, when declaring your action, and there isn't much you can do before that). So there is no way to double exploit it. At least, not that I can think of.

Corbon said:

Veinman said:

You've got a lot of repetitive heroes there, and some interesting ones too. A few have abilities that I think need toned down. For instance, Barkskin should only move 3, I think. He's too tough.

The one that gets his fatigue back by running... I'd have to think more on that but it seems like it could be exploited badly.

The hero that adds a die, your text should say 'die', not 'dice'.

Nice work tracking down some cool fantasy art.

Veinman said:

The one that gets his fatigue back by running... I'd have to think more on that but it seems like it could be exploited badly.

That is not as bad as it might seem because you get the fatigue back only at the start of the turn (well, when declaring your action, and there isn't much you can do before that). So there is no way to double exploit it. At least, not that I can think of.

I don't know. You can spend fatigue for movement at any time, even bfore declaring an action so being able to spend 5 fatigue for MPs, then declare the Run action and get it all back without having to use a potion seems a bit much to me.

Big Remy said:

Corbon said:

Veinman said:

The one that gets his fatigue back by running... I'd have to think more on that but it seems like it could be exploited badly.

That is not as bad as it might seem because you get the fatigue back only at the start of the turn (well, when declaring your action, and there isn't much you can do before that). So there is no way to double exploit it. At least, not that I can think of.

I don't know. You can spend fatigue for movement at any time, even bfore declaring an action so being able to spend 5 fatigue for MPs, then declare the Run action and get it all back without having to use a potion seems a bit much to me.

DJitD pg 8
A hero is not allowed to do anything except refresh and equip before he declares the action he is taking.

We see this trumping the 'any time during his turn' fatigue expenditure rule as being more clear and specific.

A lot of interesting options here. One thing I noticed though was that the move / fatigue seemed a bit on the high side all around. Few heroes in the regular sets get above 8 for the 2 added together.

For the specific heroes(besides what was already mentioned):

The web familar should probably only work on unnamed monsters.

Krieg - I'm prety sure that this guy went to the darkside and joined the Sorcerer King. It would make for awkward moments if he had to fight himself in a RtL campaign.

Bladefury- sweep for 2 fatigue is too strong, especially with 5 fatigue to start with. If he had 3 starting fatigue, or sweep cost more,it would be reasonable. I think making him 3 fatigue / 5 move and making sweep cost 4 movement points would make him interesting, as a suggestion.

Vira- One problem with her is that all lingering effect tokens go away when you undie, so she'd lose the curse tokens from her ability / other sources every time that she undies.

Faceless- Sorcery 3 is a bit strong. Since copper weapons rarely do more than 1 range or damage per surge, he effectively has 4 dice in all 3 traits to start with, but since he only has 1 actual die can get lots of cheap black die additions. I'd say make it sorcery 2 and either 4 conquest or 12 hp.

The aura 3-5 guy: Aura should only be on the OL's turn, to prevent telekenesis abuse.

Pyro: He is very weak at the moment. Low stats, 3 conquest, and a weak ability. Burn tokens don't do damage until the OL turn, so the monster will still be around, and if you the OL gets lucky he may roll surges and not die. I'd suggest improving his stats and in addition to burn giving him the ability that when he deals burn tokens with an attack, roll the burn damage at the end of his turn and keep rolling until the burn token(s) is/are removed or the creature dies.

Urnu: Interupt shadowcloak seems a bit strong, I'd make her worth 3 conquest.

The twins: There are usually only 4 spots for heroes on / next to the starting glyph in dungeons. What are the rules when you have 5 hero markers? Also, if both are in town, do they get 2 visit actions / restock actions / train actions in town?

Overall you have a very creative set of heroes.

I'm still waiting for a juggernaut female hero with conquest value of 4. You do have some interesting heroes, especially the twins.

I'll mostly echo what others have said. Be very careful with wound and fatigue regenration. The one that can regain other characters' wounds with fatigue seems extremely powerful. But a lot of the abilities are really cool, and not overly powered. I'd watch out for that Sorcery 3 dude as well. Effectively, he has near 4 black dice in each trait, and good stats too...

Anyway, good work, and I really like how the abilities match with the artwork you've found (or made).

Thanks for all the replies...

Rember that I'm replacing ALL of the normal heroes, so that is why I have stolen some of the concepts from the old heroes...

Krieg: 3 fatigue, only retores 5 wounds?

Barkskin: Starts with armour 3? Or only +1 at gold?

The Faceless: Sorcery 2. 12 life.

Bishop Eli: +1 fatigue and speed, aura only works during the overlords turn.

Enarix: 4 fatigue.

Eram Bladefury: 3 fatigue.

Miana: May do this once per turn? Otherwise I may have to find a whole new concept?

Nentera: 3 fatigue.

Niknak & Fikfak: More will come, I was just lazy.

Pyro: 4 fatigue, 4 speed.

Michi: No healing ability.

Sara: Fatigue 4.

Tia: Fatigue 4.

Vira: +1 speed.

Krieg: 3 fatigue, only retores 5 wounds? Better

Barkskin: Starts with armour 3? Or only +1 at gold? Maybe. Another cool option would be to give Barkskin Unmovable instead of the armor ability. Like he sets his roots into the floor or something.

The Faceless: Sorcery 2. 12 life. Better

Bishop Eli: +1 fatigue and speed, aura only works during the overlords turn. Good

Enarix: 4 fatigue. Better.

Eram Bladefury: 3 fatigue. Good

Miana: May do this once per turn? Otherwise I may have to find a whole new concept? My suggestion is to e ither restrict it to one Hero (max 4 wounds) or get a new concept.

Nentera: 3 fatigue. Good

Niknak & Fikfak: More will come, I was just lazy. Again, love the concept but I think they will cause more problems then they are worth

Pyro: 4 fatigue, 4 speed. Should be good, and I would honestly trade one of the Wizardry Skills for a Melee Skill

Michi: No healing ability. I'd actually keep the healing ability over the glyph ability.

Sara: Fatigue 4. Better

Tia: Fatigue 4. Good

Vira: +1 speed. Better

Corbon said:

DJitD pg 8
A hero is not allowed to do anything except refresh and equip before he declares the action he is taking.

We see this trumping the 'any time during his turn' fatigue expenditure rule as being more clear and specific.

Fair enough

The Undying hero seems fine for Vanilla but would be nightmarish in RtL. The potential for 3 secret training health upgrades as well as the "improved" version of Undying used in the campaign is a recipe for OL disaster. Add to that the fact that cash flows freely later in the game and curse dolls are always available in town to remove the only downside of this character.

Lord Foul said:

The Undying hero seems fine for Vanilla but would be nightmarish in RtL. The potential for 3 secret training health upgrades as well as the "improved" version of Undying used in the campaign is a recipe for OL disaster. Add to that the fact that cash flows freely later in the game and curse dolls are always available in town to remove the only downside of this character.

It might be reasonable to combat this problem, and that of all effect tokens (including curse tokens) being removed when someone recovers from undying, to also put in there that curse tokens on him can only be removed when he fails his undying roll. Otherwise this could also be overpowered if he makes his undying roll after using wonderful cursed items.

Corbon said:

Big Remy said:

Corbon said:

Veinman said:

The one that gets his fatigue back by running... I'd have to think more on that but it seems like it could be exploited badly.

That is not as bad as it might seem because you get the fatigue back only at the start of the turn (well, when declaring your action, and there isn't much you can do before that). So there is no way to double exploit it. At least, not that I can think of.

I don't know. You can spend fatigue for movement at any time, even bfore declaring an action so being able to spend 5 fatigue for MPs, then declare the Run action and get it all back without having to use a potion seems a bit much to me.

DJitD pg 8
A hero is not allowed to do anything except refresh and equip before he declares the action he is taking.

We see this trumping the 'any time during his turn' fatigue expenditure rule as being more clear and specific.

+1. You cannot spend fatigue before declaring your action. I still think a 15 mp run every turn is too much, though. One of the only things that tends to slow down runners is that they can't start with full fatigue every turn. It's basically like saying, if you declare a run, you also had a rest action that succeeded without having to risk being wounded. Last I checked that could only happen with leadership or the "second wind" feat.

I don't have as big of a problem with Barkskin having ironskin. That's something that is right in the hero editor, and it's just something being used. I think where he gets most out of hand is with adding armor at campaign levels.

I think with 4 armor and ironskin (immune to pierce/sorcery), you are pretty much good to go. Given he can buy a ring of protection, as well as parry/willpower/deflect arrows/taunt, and might get a knight's ring and gain the bonus from the crown of the elder kings in rtl, I don't think he needs any armor upgrades with campaign level. 4 unbreakable armor, possibly 8 by the time you get to gold if you want to make him mister can't be killed with a cap at 10 is probably cool. With the right rumor, you can get nanok ironskin...and his armor can't be broken either. Granted, it looks like a nasty rumor.

Maybe ironskin as an ability is overpowered...I might not argue with that. But I don't have a problem with a hero having it if lots of level bosses and a couple of avatars can, too.

Great job...you can send the high res files to me for printing at... gran_risa.gif

Ill be leaving for Spain tomorrow,but Ill be back in a week or so, and porbably have time to upload the fixes, and some skills and brand new weapons (with new dice!) that I been working on... Thanks for all your input so far...

Can you put a downloaded version of this cards please ?

Thanks

Can someone please tell me where I can get the template for making heroes? I found one on BGG but it doesn't look like the official cards, does someone have a photoshop template?