Another week, another new batch of characters!
THE BROKEN IMMORTAL
https://www.dropbox.com/s/fx0lck8vpngpu78/Broken-Immortal-Front-Face.png?dl=0
The Broken Immortal is a great warrior who offended Death with his braggadocio, and is now cursed to never die until War itself lies dying, and to never heal from his wounds in the meantime. In game terms, the Broken Immortal cannot be killed until a character reaches the Crown of Command; whenever he would lose his last life, he loses a point of Strength (from maiming) or Craft (driven mad by pain) instead; essentially, his lives pool is just a buffer to keep him from losing Strength or Craft points. The downside comes from the fact that he can never heal lives throughout the game, and his low Strength and Craft values mean that he can actually be beaten down worse than where he started. If the Broken Immortal encounters the Grim Reaper (and he's actively seeking him, trying to get the curse lifted), the Reaper merely mocks him by strengthening the curse's power.
Never dying is a big plus; with his large starting life pool and decent starting stats he can take bigger risks early on, maybe making an early trip into the Dungeon or the Woodland, for example. He also doesn't have to worry about losing all his Objects and Followers in one fell swoop, unless he's toaded. But if he's unlucky he can be hosed by the middle and late game, potentially walking around with 2s in both stats and having a harder time than most characters climbing out of that hole.
Of all my characters this guy might have the trickiest balance tightrope to walk, so I'm particularly interested in feedback. In designing him I've made multiple tweaks to his Strength, Craft, and life values, trying to find the point where he won't feel invincible but also won't be too frustrating to play if things go south.
THE DAWN CHANTER AND THE DREAM SINGER
https://www.dropbox.com/s/bt3jeyki7v81kog/Dawn-Chanter-Front-Face.png?dl=0
https://www.dropbox.com/s/9mo4srfwavk3dud/Dream-Singer-Front-Face.png?dl=0
These two characters don't have to be played together, but in many ways they're a matching set. Twin witch-priestesses, one is the herald of the day and the other is the guardian of the night.
Mechanically, they have an interesting thing in common besides the obvious parallels in their mechanics; they both have an almost co-op feel in play. The Dawn Chanter brings positive Lunar Events back into play, the Dream Singer pulls negative ones out of play; both of those actions have global benefits, and the Dream Singer puts out her sleep tokens before she rolls for movement so there's no guarantee she'll be the one benefiting most from the action.
Both characters get a significant prayer bonus if the time of day is right, at the cost of not being able to pray at all if it's the wrong time of day. The Dawn Chanter has better Spell generation and can churn them a bit, while the Dream Singer has a much higher fate value and can evade sleeping Enemies.
THE DETECTIVE
https://www.dropbox.com/s/u9pd2isiv1tpdgm/Detective-Front-Face.png?dl=0
The Detective's first ability is the Stranger-based twin to the Occultist's main ability; he can roll a die to investigate a Stranger and try to come up with something interesting. It has a chance of backfiring significantly (and unlike in the case of the Occultist, there's no potential benefit to the Detective if it does), but the potential rewards are pretty impressive; he might even find a stolen Object or rescue an enslaved Follower, pulling them out of the discard pile (or he can just shake them down for some gold if there's nothing else he wants).
Speaking of gold, the Detective can spend gold to influence die rolls at Strangers, Places, and spaces; this represents the expense of special tools he's bought or specialized research he's done, or maybe just the cost of greasing the right palms.
THE FACELESS ONE
https://www.dropbox.com/s/kpty7mibf4ypz57/Faceless-One-Front-Face.png?dl=0
This magical parasite was once a wizard who made the error of erasing his own name from existence, believing that would keep others from gaining power over him. It did, but the price was extreme. Now, with neither fate nor magic of his own, he is forced to steal both from other characters who happen to share his space.
With no identity of his own, Spells can't find him (other than the Command Spell) and other characters can't manipulate his rolls. But he can't cast any Spells or use any fate unless he shares his space with another character, in which case he can use theirs...and he can stop his movement on other characters freely, so that's his go to move: find another character and suck them dry.
THE INCANTATOR
https://www.dropbox.com/s/yrnnt57rk6j2otm/Incantator-Front-Face.png?dl=0
Ok, yes, the primary inspiration for this is perhaps a bit specific and dated, but dragons have been thematically connected to Words of Power at least as far back as Ursula LeGuin's Wizard of Earthsea back in 1968, so there's that at least.
The Incantator is a warrior with no actual spellcasting ability, but he does have a peculiar talent for uttering words of magical power from the language of dragons. His main mechanical innovation is that he "buys" Dragons with breath attacks from the Dragon deck discard piles and "spends" them when he gets in fights with other characters. Breath attacks can get pretty powerful, but the stronger ones are attached to very strong Enemies, and he has to discard the right color dragon scale to pick them up. By the mid and late game, a normal breath attack isn't likely to work against a competitive character, but the Incantator's are powered up a bit if he's got the right dragon scales on his card.
Even if he doesn't have any unique Words of Power stored up, he's got a PVE ability he can use in battle as many times as he wants, giving him a potential free kill against weaker Strength Enemies. The more dragon scales of one color he's got, the stronger it gets.
THE INVOKER
https://www.dropbox.com/s/ezrzuexr367v7rz/Invoker-Front-Face.png?dl=0
Less a priest and more an itinerant holy man, the Invoker is a self-proclaimed mouthpiece for the gods, but his powers seem to back him up on that. When other characters pray, he can intercede with the gods and either increase the reward they get (and get a karmic boost of fate for himself in the process) or speak against them and try to insure that they get nothing. If another character accosts him, he can try to inflict the wrath of the gods upon them, but whether they'll respond is by no means certain.
THE MAGISTER
https://www.dropbox.com/s/ebrvcsrjlb7tnp9/Magister-Front-Face.png?dl=0
The Magister isn't the most powerful spellcaster in the Land, but he's got the right combination of power, noble birth, and wisdom, and that's given him a position as the official Royal Wizard. He starts out with a nice sum of money, and by doing his job and wandering the Land casting helpful charms, lifting curses, curing illnesses, and so on, he can ensure himself a steady income. He can also make deals with shopkeepers when buying items, trading a helpful spell for a better price.
THE MAN-AT-ARMS
https://www.dropbox.com/s/wlarqe5tz9j0099/Man-at-Arms-Front-Face.png?dl=0
This big, armored brute is intended to feel a bit like a force of nature, plowing his way through obstacles, like the Mountain but without the pointless cruelty. When he's fighting multiple enemies in battle, if one of them's weak enough he can kill it right off the bat before proceeding to the others, and if he fails to win a fight but manages to avoid getting hurt he can just lower his shoulder and shove his way on to the next encounter.
THE MINISTER
https://www.dropbox.com/s/x6oayr2rmxzplvh/Minister-Front-Face.png?dl=0
https://www.dropbox.com/s/ev1pyctmizacu7z/Edicts.jpg?dl=0
Originally I tried to make this concept work with Warlock Quests, but it just wasn't coming together, so the Minister has his own small deck of cards to fuel one of his abilities. This isn't a design well I plan to go back to often (but see the Runesmith, below), partly because it makes for a more complicated character but mostly just because it's a lot more work.
The Minister is a highly placed adviser to the King, with a high (but not total) degree of trust. By speaking a few words in the King's ear (either directly, or through messengers sent from the City or Village), he can try to get a proclamation issued that will change the law throughout the King's lands (specifically, the City and the Outer and Middle Regions). Most of these Edicts require characters to spend a bit of gold when they take a certain action or risk being thrown in jail; the Minister can't be thrown in jail, so he's usually free to ignore his own Edicts. Gold spent in accordance with an Edict goes to the Castle, not the Minister, but the Minister can skim a bit off the top every time he visits.
THE MYRMIDON
https://www.dropbox.com/s/cip18w2hqkrjapa/Myrmidon-Front-Face.png?dl=0
This guy might look a bit familiar! I've actually gone back and changed my Soldier a bit to streamline the concept, and in so doing I found him some new character art. I took the old art and the ability I removed and spun them off into a new character, the Myrmidon. While the Solider is now a professional, no-nonsense type just doing his job, the Myrmidon is a veteran sellsword looking out for number one. He can either fight on the defensive to try and make sure he lives to fight another day, or he can fight dirty, slipping a blade past your armor and twisting it to make it hurt just a little bit more.
THE ORACLE
https://www.dropbox.com/s/l5gqias8lu7wfmq/Oracle-Front-Face.png?dl=0
The Oracle gets visions of the future from the gods/spirits, and uses those visions to influence his movements. On average, this is like a limited version of the Sage's ability to look at the top card of the deck, but every time there's a chance of a much better result, looking at the top 3 cards and putting them in the order he wants. Conversely, there's a small chance of a drawback; the Oracle has to interpret his visions and doesn't always do so successfully, so every so often another player gets to decide where he moves.
The Oracle is a principled sort, and believes his gifts were given for all men to benefit from. If another character starts in his space, they can pay the Oracle to use his ability on their behalf. He can't say no, but they aren't allowed to pay him with false goods.
THE RUNESMITH
https://www.dropbox.com/s/k5iag3gr2yu8qpn/Runesmith-Front-Face.png?dl=0
https://www.dropbox.com/s/bcfq94qf36boxr0/Runes1.jpg?dl=0
Another character I had to resort to making a small deck for. Whereas the Runecaster is a scholarly sort, using the runes to chart the course of the future, the Runesmith is a hands-on type, inscribing runes on objects to increase his personal power. He starts with a small subset of the Rune deck; as the game goes on he learns more and more. The Runes are a bit fickle; once he inscribes one, if he loses the Object it may be awhile before he can inscribe that same rune again.
THE SHAPER
https://www.dropbox.com/s/uhid4alten05t67/Shaper-Front-Face.png?dl=0
The Shaper works with the raw substance of magic, shaping into solid material that fades away over time. In game terms she can craft Objects from some of the shop decks; if her Craft grows high enough she can even Craft the dreaded Flail. She has to spend a Spell to make an Object though, and it only lasts for 3 turns. The Objects she makes are essentially weightless; she can even carry a raft around.
To make Objects, she needs Spells, and she can get them by burning Objects, transforming the matter into raw magic. She can't burn the Objects she crafts; she has to find her fuel, or buy it.
THE SKIRMISHER
https://www.dropbox.com/s/eh1evad1jmte4c3/Skirmisher-Front-Face.png?dl=0
A light fighter, either flitting from tree to tree or from alley to alley, the Skirmisher can use stealth and agility to ensure that he's never outnumbered, and when he would lose a life he almost always has a chance to avoid the threat. "Dodge" is just a convenient keyword; it could be a literal dodge, but it could also mean stealthily fleeing at the right time, or coming up with some other clever trick. He can "dodge" the Desert, for example, by remembering enough survival lore to get by or just stealing water from a passing caravan.
THE TRANSMUTER
https://www.dropbox.com/s/1b807wi5b2ku1yp/Transmuter-Front-Face.png?dl=0
This character and the next are both inspired by D&D's schools of magic. The Philosopher has an Alteration magic feel to him, but it's rather haphazard; I wanted a character with at least a bit of control of the transformations he makes. In combat, the Transmuter's magic is a bit unreliable; it has a chance to backfire, but on a success he manages to temporarily turn his opponent's weapons to wood, or the earth at their feet to mud, or something else that lets him escape. On a really good roll, he defeats them by turning them into stone or a small woodland animal or the like for a time; he can't win trophy's or claim rewards this way, but characters have to miss a turn waiting to change back.
Out of combat, he can shape the board on a major scale. There's a significant personal cost (and an even greater cost if he wants the change to be permanent), but the ability has a lot of useful applications.
THE WARDER
https://www.dropbox.com/s/x2pzmqjwhm85jzw/Warder-Front-Face.png?dl=0
A pretty simple character, inspired by D&D's Abjurers. (The Digital version's Exorcist has something of an Abjuration feel, but with no innate ability to dispel magic he just doesn't quite get there). He's got good Spell draw, and he can discard a Spell to send an unnatural creature to an area of the board where, in theory, it can do no harm. Whenever another character casts a non-Command Spell, he can discard one of his own, if he's got one, to cancel the effects.
Edited by Vendark