Post Character Ideas Here

By Dolomite23, in Tannhauser

darknight said:

thanks mate, just checked, stats are the same but they have changed from union to swiss guard, for some reason i havent got any tokens for the vicar, nun or the inquisitor, so at least i have one now ;) , you know i may keep them as the old ones i like the red cloak sith guy i guess and i have an excellent nun, from my infinity models.

The tokens for the vicar are here, miah000.blogspot.com/2009/10/tannhauser-character-vicar-reinhart.html . As for the change from the army of the Union, it just for looks mostly, all characters will still have the "42 marine stamp" and therefore be playable as Union characters.

If you like the starwars version, great, use it. I'll do up some Imperal Guard token backs and you can use the older version instead.

Aside from me ypur probably the only person who likes the starwarsx version.

cheers mate, thatl be cool, what is the red cloaked guy in star wars to get that mini?, meant to say i got the vicar tokens its the others i need, sister ann and the inquisitor, cmon dont hang around ;)

For everyone's approval, here we have the D&D and StarWars version of the Reinhart character. Just to clarify some folks didn't like the use of StarWars minis in Tannhauser, so I did a D&D version of the same character. So the Vicar and the Cardnial are the same guy. You could, if you want use them as two different characters, but as far as I'm concerned they're the same, just two different versions.

Here is a link to the Vicar token info miah000.blogspot.com/2009/10/tannhauser-character-vicar-reinhart.html . The changes for the Cardnial are as follows. The axe is replaced with: The Staff of Office: HtoH weapon, +2 to current CV. The Crossbow is replaced with: Mateba Auto-Revolver: no bonus close combat weapon. The rank of Vicar is replaced with: The Rank of Cardnial: +6 to deployment roll.

and finally the cards and tokens.

Vicar Reinhart: D&D Unhollowed, Vampire Hunter. vampire-hunter-small.jpg

Card and Tokens are here: miah000.blogspot.com/2009/10/tannhauser-character-vicar-reinhart.html .

Cardnial Reinhart: StarWars Rebel Storm, Royal guard. 32_RoyalGuard.jpg

CARDCARD.jpg

Cardinial%20R%20tokens.jpg

Full tokens here: picasaweb.google.com/lh/photo/VSkRGwTHh4jpZFLp322MwQ .

Thanks to all for their interest and support.

KarmakazeDK said:

My first idea is to base a team on the danish restistance under WW2, and give em something from the Nordic mythology.

I like the idea of building a Nordic team... get some good Viking (descendants) action going!

During a demo of this fine game, one of the guys from FF was talking about the backstory. He mentioned something about Haitian Voodoo coming into play during the War. Does anyone know where to find this info?

In the basic rulebook fluff they mention attacks by paranormal fifth columnists on New Louisiana in the Deadlands region (p.4).

I believe the Tannhauser chronology also makes mention of the historical vodou priestess Marie Laveau.

@ Miah999 - I for one prefer the Star Wars version of your Vatican/Swiss Guard team but I do remember it was not to everyones taste.

I am sorry guys I am not trying to put my post on the top of each page.

For all of those waiting for the StarWars version...

Meet the Swiss Guard's elite troops. The Inquisitor Trooper. mini=Elite Snow Trooper

I left the name area blank so you could fill them in as needed. Some of you may want 3 some only 2.

names: Inquisitor Primus, Inquisitor Secundus, and Inquisitor Teritus.

inq.jpg

Special Item: Mateba Auto Rifle, Type Automatic weapon. +1 to current CV

inq-si.jpg

Tokens:

inqtokens.jpg

There are only two new tokens, the medallion of St. Peter of Verona: The patron saint of inquisitors. always use highest SV.

The other is the Bayonet, HtoH weapon, when used with the matabe auto rifle, it has a range of 2, w/o it has a range of 1. +1 to each die result.

the packs

Combat pack:

Bayonet

Grenade

Medallion

Stamina pack:

Bayonet

First Aid Kit

Keep Moving

That is all... Any questions?

just to say thank you for the tokens for this one, and on a side note, we will be playing book ends tonight happy.gif

Just to let everyone know the Tokens and for Sister Anne Marie Morrigan will be on their way soon.

In the mean time here is a character card using the image of the sugested mini D&D Shadowdancer.

The stats have changed from the older version, and the image is a little low res for now. After all these drafts are done I'll get to work on the clean up, graphic improvements, fluff text, etc for the whole group. Just a note this character was always ment to use this D&D mini.

sister.jpg

Here are the tokens for Sister Anne. This will be a long post.

sister-tokens.jpg

Tokens left row top to bottom: Mk II A1, First Aid Kit, St. Christopher Medal, Irregular Equipment Appropriation.

Tokens right row top to bottom: 1918 Trench Knife, 1918 Trench Knife, Trench Gun, Saintly Relic (note it is not disposiable equipment, I'll fix the graphic later.)

Special Item: 1918 Trench Knife: HtoH weapon, +1 hit on a combat roll.

Combat Pack:

1918 Trench Knife: HtoH weapon, +1 hit on a combat roll, cumulative with the first knife.

Trench Gun: uses the rules from the bonus token, found here, www.fantasyflightgames.com/ffg_content/Tannhauser/bonus-trenchgun.pdf

Mk II A1: Gernade

Stamina Pack:

Trench Gun

St. Chritopher Medal: +1 to Current Move Value

First Aid Kit

Mental Pack:

1918 Trench Knife

Irregular Equipment Appropriation: after all allies have selected their packs Sister Anne may one of their remaining disposiable equipment tokens for her own use. Follow the rules for that token as usual.

Saintly Relic: always use highest Stamina Value.

Any comments?

Maybe if i Have more time i do a Star Tannhauser Wars (miah999 have good idea), two factions Rebels and Imperator Forces, full pack of Heroes, many more laser cannons and LIGHT SABERS :) , and it will be good to do a Death Star map. Why stop on II WW, someone like "A long time ago, in a galaxy far far away" :)


Aw man...I had a build of a whole French Resistance faction on the old forums, complete with placeholder art and tokens. Let me see if I can dig those up. Nice to see this game getting some love again!

I just got my copies of Tannhauser and Novgorod about a week ago, but my ideas have already started. Granted, these are not fleshed out in any way just yet; I'll post more detail as I come up with it. The trick will be finding the miniatures and putting together the cards (any suggestions would be welcome)

At some point, I'd like to have:

The Eastern Sun: Kung fu experts, Chinese spirits, Japanese Oni, etc.

Hollow Earth Denizens: Amazons, Dinosaurs, real "Edgar Rice Burroughs" stuff

From Beyond: Creatures from other realities, the depths of space, you name it.

Currently, I'm working around the idea of "The SideShow", a group of human (and not so human) "freaks". Mercenaries to the core, "The SideShow" can be found working with just about any faction, though no one knows their true motives. The "ringleader", known only as Hieronymus, seems to have a wealth of arcane knowledge and posses abilities unheard of.

Working Roster:

  • Hieronymus the Ringleader
  • Deadeye the Knife Thrower: A specialist in knives of all kinds, Deadeye can hurl his blades with unerring speed and accuracy.
  • Psycho Clowns-Just like the name says.
  • Madame Agatha- Agatha uses her powers of enchantment and illusion to slowly subvert others, building a force that taints both body and soul.
  • The Wildmen-Fighting tooth and claw with unparralled savagery, the Wildmen serve Hieronymus as obdient foot soldiers.
  • Two Ton Tessie-Large, in charge, and ALWAYS hungry, Tessie isn't very particular about where her next meal comes from. Or from who its carved..

I think an Ottoman group would be great.

One Hero could be an Assassin / Hashashin.

Another could be a sorcerer who could use an Action to invokes a Djinn. I imagine the Djinn would be like the Matriarch's voivodes, but would be invoked during the game as needed, would have 1 or 2 individual powers unique to each Djinni, and would vanish at the end of the turn in which they first used those powers. This would make the sorcerer versatile, but each "power" would have limited, one-use application. So, for example, I could give a Djinni the command "Find and attack O'Neill!" and it would do so, but vanish after one attack.

Any other ideas?

Don

It would be great to add as a single Hero Pack - Gen. Hans Kammler - he was responsible for most of secret projects in Third Reich. And he is mentioned in Tannhauser rules as a professor of arceology who discovered Patmoss Amulet. Hew would be good addition to Reich party.

DHFrew3 said:

I think an Ottoman group would be great.

One Hero could be an Assassin / Hashashin.

Another could be a sorcerer who could use an Action to invokes a Djinn. I imagine the Djinn would be like the Matriarch's voivodes, but would be invoked during the game as needed, would have 1 or 2 individual powers unique to each Djinni, and would vanish at the end of the turn in which they first used those powers. This would make the sorcerer versatile, but each "power" would have limited, one-use application. So, for example, I could give a Djinni the command "Find and attack O'Neill!" and it would do so, but vanish after one attack.

Any other ideas?

Don

You've got an idea here you could have a character card with three equipment slots (the three wishes) and each Djinni "equipment" token would be once per game use. They could represent actions like attack, defend, or complete objective.The Djinni would only need to be on the board while active, and at the end of the game turn it's mini could be on the sorcerer's card to indicate ownership, perhapse the owner could have a lamp/bottle token (disposiable equipment) and who ever possess it would control the Djinni (if it were droped for instance, some one could then "steal" the Djinni).

If you don't mind I'll explore this idea further; maybe work up some art and working rule sets.

By all means Miah999, go ahead. I'd like to work together on this.

To be "realistic", the djinni would be like the goetic spirits in the Key of Solomon. There would be a specific list of available djinn / spirits that could be summoned during the game. Summoning a spirit would require an Action. Each summoned spirit would have a specific power, could be called once, would performing a specific task during that same turn, and then would leave and couldn't be called again in the same game. (It would be like being able to pick equipment tokens DURING the game, but only being able to use them once.)

I could imagine two objects: 1) <Solomon's ring> would allow the summoning of the spirits. It could be lost, and could even be used by another character that can use Hermetica. 2) a <Djinn bottle> would protect the bearer from the djinn, including the summoner. Possibly, summoning a djinni without the second item would cause the loss of one health level in the summoner.

The existing Hermetica(s) <Atra> and/or <Occulta> might also serve as protection from the djinn.

You know, one of the spirits might foul up electrical fields and be effective at temporarily neutralizing the special tech of the Union and Matriarchy. Another might cause fear and force a character to retreat. Another might make a physical attack at a distance. Another might make a mental attack. Another might steal a piece of equipment. Another might move a character beyond their usual movement allowance. Another might blow smoke away. Etc., etc.

So, with <Solomon's Ring> as the character's Special Item, what other additional pack items might he/she have besides the <Djinn Bottle>?

The character could also have a magic, <ritual dagger> that would count as a hand-to-hand weapon and be specially effective against "occult" characters / attacks.

Any other ideas for the Ottoman Sorcerer?

Another Ottoman Hero would be an Assassin.

What about the third Ottoman Hero?

The Ottoman troops could be Janissaries.

Don

Withe the rules in flux at the momment I'm hesitent to go to far to quickly. First let's see if we can find some approiate D&D minis, that gives me an art style to draw from. Next focus on one character at a time, that way things stay simple.

The Djinni itself for instance, is complicated enough to become a sort of character like Hound D.O.G., with it's own card and tokens.

And we may want to lean more toward 1001 Arabian Nights, for a more Tannhauser'esque flavor.

Untill a full Ottoman faction is created, I suggest a scenario, or crate token, using the "Lamp" that will contain our Djinni. This idea is still forming.

I suggest six to nine tokens representing the powers the Djinni can use, the player choses three per game, no packs (like voivodes).

First:

Attack my enemy: The Djinni is summoned and placed in a space adjacent to the summoner. On its activation it may move and attack any enemy in range. It remains in play for two turns, and then returns to its lamp.

Second:

Defend me: The Djinni is summoned and placed in a space adjacent to the summoner. If the summoner is attacked the Djinni takes all damage for the attack. It remains in play for two turns, and then returns to its lamp

Third:

Do my bidding: The Djinni is summoned and placed in a space adjacent to the summoner. On its activation it may move and complete the nearest mission objective. It remains in play for one turn, and then returns to its lamp

All for now, got to get back to the baby, Some filler art to follow.

I understand the pressure, Miah999, and I am in no hurry as well, especially with the rules still in flux.

I would prefer the system I suggested for the djinn precisely because the system you proposed IS much like the voivodes and I want something different. In my system, the seemingly amazingly powerful aspect of being able to choose on the fly among lots of possible djinn powers is balanced against the fact that it takes a turn to summon one, each power can only be used once in a game, the spirit only lasts one turn, and summoning one damages the summoner if he doesn't have the <Djinn Bottle>.

Where I fall short is in coming up with appropriately balanced character stats and abilities and item strengths.

Let's continue to post here as we go and we'll see what happens.

Anyone else have ideas?

Don

Ok then how about three generic Summoning/ wish tokens, this limits the use of the Djinni and gives us somthing to put on the character card to track how many times it has been summoned. I think for simplicity you should stay with one Djinni sprit and give it the powers. By giving multiple sprits to the summoner; you have to create multiple tokens for the summoner (to keep in the Tanhauser style), and I think it will fell to much like Heizinger's hermetica.

As for the Djinni stats we first need to determine if it is vunerable to attack itself, if has limited movement, or can simply pass through walls.

If we need a mental sat I suggest a start value of 6

And a starting combat value of 5 or 6, this will depend on the other limitations placed on the Djinni.

Suggested commands for the Djinni

Destroy my Enemy! : target killed on a natural 10 (without benifit of a shock roll), Djinn in play 1 turn.

Attack my Enemies! : Djinn may attack an enemy within a given range of the summoner (TBD), Djinn in play 2 turns.

Defend Me! : Djinn takes damage in place of summoner, for 1 turn.

Do my Bidding. : Djinn completes chosen mission objective.

Bring it to me. : Djinn retrives an item and returns it to the summoner.

Silence their Guns! : Djinn is place on a chosen path, no firearms (except Doom) may be used there. Lasts 1 turn.

Bind Them. : the Djinn is placed on a chosen path all enemies on that path may not move (but may act) for 1 turn.

I have some others but I want to see if this is more to you liking, the other posibility, is summoning the Djinn and then letting act as a normal character, but I feel that loses the sense of servitude, that a Djinni should have. By having it act only when commanded and only as commanded, makes it more slave like.

This may be what you want, but I'm not sure about it.

I think we should stick with one token for simplicity's sake, I've developed several multi-token systems none of them were very much fun to play.

Item: The Ring of Solomon.

This ring has the ability to give its wearer the power to call forth ten of the 72 Goetic Sprits to do their bidding.

To use the ring the character possessing it must use their action phase to summon a sprit.
The player anounces the use of the ring and the name of the sprit summoned.

A sprit may be summoned only once, and the ring may only be used three times.

The ten demons controled by this ring are:

1) Duke Agares, makes those who run stand still. : When summones he prevents movement on the affected path.

2) Bael, General of the infernal armies. : when summoned all enemies on a single path are attacked. combat value= 5 mental.

3) Grand Duke Zepar, Commander of 261 Legions. : when summoned he takes all damage in place of the summoner, remains for one turn.

4) Uphir, Demon Physician. : when summoned he may heal the wounds of the summoner or an adjacent ally.

5) Thamuz Ambassador of hell, demon master of big weapons. : When summoned he prevents the use of all firearms on the chosen path, effect lasts for one turn.

6) Botis, the viper demon, proclaims the future. : when summoned he will complete the nearest objective.

7) Prince Gaap, transportation demon. : when summoned he will retrieve any item or crate token on the board.

8) Shalbriri, Demon of blindness. : all characters (friend or foe) on a given path are made blind, they may make no ranged attackes and move only one space, lasts only one turn.

9) Count Ipos, commmander of 361 legions. : when summoned he clears the chosen path of characters.

10) Abbadon, whose name means to destroy. : Four dice are rolled against the target, he is killed instantly on a natural 10 without benifit of a shock roll. If no natural 10 nothing happens.

Here is my idea for a Japanese team. Please let me know what you think. I playtest with DnD and Star Wars figs.

Red Dragon Clan

Tatsuya Mori (Warlord)

Combat: 6 / 5 / 5 / 4
Stamina: 5 / 5 / 4 / 4
Mental: 4 / 4 / 4 / 4
Move: 6 / 6 / 5 / 5

Light Sword: Hand to Hand Weapon: If you roll at least one Natural 10 on a Combat Roll, and your target does not roll at least one Natural 10 on the corresponding Shock Roll, he takes one automatic wound that is applied after the Shock Roll and cannot be countered by it.

Combat:
Type 14 Nambu Pistol: Close Combat Weapon: During a Combat Roll, The Precision of the Type 14 Nambu Pistol offers a 1-point bonus to the result of each die. (Except for Natural 1s)
Hermetica ?????: While on a path corrupted by Hermetica ?????, all characters with the Red Dragon Clan symbol gain a +1-point bonus to die results on Combat Rolls.
Type ?? Grenade: (See Grenade in the rule book)

Stamina:
Type 14 Nambu Pistol: (See above)
Defensive Strike: Tatsuya uses his current Combat Score instead of his lowest when Counterstriking in Hand to Hand Combat.
Combat Dodge: If Tatsuya is hit by any Ranged Attacks, before a Shock Roll is rolled, roll a D10. If an 8 – 10 is rolled then the attack misses.

Mental:
Type 14 Nambu Pistol: (See above)
Hermetica ?????: While on the same path corrupted by Hermetica ????? all characters with the Red Dragon Clan symbol gain the ability to re-roll their lowest die in their Defensive Die Poll.
Battle Shout: This Shout uses your Action and rattles your target making their use their lowest values on their next turn.

Red Dragon Clan

Izanami Katsura (Mage)

Combat: 5 / 4 / 3 / 3
Stamina: 4 / 4 / 3 / 3
Mental: 6 / 6 / 6 / 5
Move: 6 / 5 / 5 / 4

Binding Spell: Magic Attack: Once per game, you may target one character, which is on the same path as Izanami, and initiate a Mental Duel with them. If Izanami loses, nothing happens. If your target loses, you may immediately force them to take an action under your control. This counts as their action for the current turn.


Combat:
Ceremonial Sword: Hand to Hand Attack: Because of its Magical nature if you roll a Natural 10 while making a Shock Roll in Hand to Hand, she cancels all the Hits rolled in the Corresponding Combat Roll.
Magic Bolt: Magic Attack: Requires Line of Sight. If you roll at least on Natural 10 on a Combat Roll and your target does not roll at least one Natural 10 on the corresponding Shock Roll, he takes one automatic wound that is applied after the Shock Roll and can not be countered by it.
Magic Blast: Magic Attack: (See Grenade in the book) One use per game.

Stamina:
Ceremonial Sword (see Above)
Deflection Shield: Adds +3 to Izanami’s Stamina for Shock Rolls.
Heal: (See book for Med-Pack) One use per game.

Mental:
Mental Attack: Magic Attack: Choose an adversary on the same path. You use your current Mental score to attack your target and they use their Stamina for their Shock Roll.
Flight: This spell replaces Izanami’s Movement Statistic with the following: 8 / 7 / 7 / 6. Also, she has “Keep Moving” (See Alpha Squad in the Book)
Fog Bank: (See book for Smoke Grenade) May use this ability twice per game.

Red Dragon Clan

Ushitora (Oni)

Combat: 6 / 6 / 6 / 5
Stamina: 6 / 6 / 6 / 5
Mental: 3 / 4 / 5 / 6
Move: 7 / 6 / 5 / 4

Demonic Skin: If you roll a Natural 10 on a Shock Roll, you cancel all the hits rolled in the corresponding Combat Roll. This will not work against Mental or Magic Attacks.

Combat:
Demonic Strength: Demonic Strength adds a +1-point to Ushitora’s Combat Value.
Incredible Strength: (See book)
Demon Taint: (See book)

Stamina:
Demon Taint: (See book)
Not Dead Yet: (See book)
Demonic Blood: Ushitora gains a 1-point bonus to his Stamina Value.

Mental:
Demon Taint: (See book)
Celerity: (See book)
Critical Hit: (See book)

Red Dragon Clan

Ninja

Combat: 6 / 5 / 5
Stamina: 5 / 4 / 4
Mental: 5 / 4 / 4
Move: 8 / 7 / 6

Infiltration: (See book)

Combat:
Katana: (Hand to Hand Weapon: The Ninja’s Katana gives its wielder 2 additional hits in the event of a successful Combat Roll.
Critical Hit: (See book)
Throwing Stars: Thrown Weapon: No Counterattack is allowed against Throwing Stars.

Stamina:
Katana: (See above)
Smoke Grenade: (See book)
Stealth: If the Ninja ends his movement on a Multi-colored circle, he can choose one of those colors to be on. Only figures on that color path can see the Ninja. After attacking, the Stealth ability can no longer be used and in not in effect.


Red Dragon Clan

Yakuza Henchman

Combat: 5 / 4 / 4
Stamina: 4 / 4 / 4
Mental: 3 / 3 / 3
Move: 5 / 5 / 4

Quick Draw: If Counter-attacking, the Yakuza Henchman may re-roll the two lowest dice. Natural 1s cannot be re-rolled.

Combat:
Type 100 Nambu Submachine Gun: Automatic Weapon: The Type 100 Nambu Submachine Gun adds +1-point bonus to the current Combat value of its firer.
Combat Knife: (See book)
Grenade: (See above)

Stamina:
Type 100 Nambu Submachine Gun: (See above)
Stealth: If the Ninja ends his movement on a Multi-colored circle, he can choose one of those colors to be on. Only figures on that color path can see the Ninja. After attacking, the Stealth ability can no longer be used and in not in effect.
Extra Ammo: (See above)