The heroes have beaten the Consul yet again and return to home base to celebrate and prepare for the next level. With their items and potions restocked, belly's full of ale and the night spent recovering their HP at the Inn they depart once again to save the world from the evil clutches of the Consul.
But as the NPCs begin to relax from a night of hard work chaos strikes! A troupe of Orcs and Goblins strike within the city itself. How could it be? The gates are all sealed and guarded, someone must have spawned Warrens within the walls of the city!
There's no time to think about that now, the town must be defended! With the Heroes gone and the main force of the Crystalian Army holding off Vulcanis at the Scalding Sea the town is left near defenseless! Who is up to the task? The few, the brave, the one left behind! Fight on brave NPCs and defend Crystalia!
So since I've heard of this game a few people in the community thought it'd be great if there was a town invasion expansion, which SPM agreed with. Being the impatient little monkey I am I decided to work on my own ideas of it and see what I could come up with. I am open to all ideas and suggestions, and would love some community input to make this better ^^ At it's core it'll mainly be unlikely heroes vs orc themed monsters, but who knows what'll work!
So far I've come up with 9 heroes who've been statted and skilled out and am currently working on designs for them. I'll add more content as we work it out! Balancing is the main concern right now
So let's begin!
The Defense of Crystalia City: Rules & Gameplay
Heroes
Who doesn't love a cleric? Strong attack and weak armor. I feel like his heal isn't too bad, and a nice change.
But as the NPCs begin to relax from a night of hard work chaos strikes! A troupe of Orcs and Goblins strike within the city itself. How could it be? The gates are all sealed and guarded, someone must have spawned Warrens within the walls of the city!
There's no time to think about that now, the town must be defended! With the Heroes gone and the main force of the Crystalian Army holding off Vulcanis at the Scalding Sea the town is left near defenseless! Who is up to the task? The few, the brave, the one left behind! Fight on brave NPCs and defend Crystalia!
So since I've heard of this game a few people in the community thought it'd be great if there was a town invasion expansion, which SPM agreed with. Being the impatient little monkey I am I decided to work on my own ideas of it and see what I could come up with. I am open to all ideas and suggestions, and would love some community input to make this better ^^ At it's core it'll mainly be unlikely heroes vs orc themed monsters, but who knows what'll work!
So far I've come up with 9 heroes who've been statted and skilled out and am currently working on designs for them. I'll add more content as we work it out! Balancing is the main concern right now
So let's begin!
The Defense of Crystalia City: Rules & Gameplay
Consul Setup:
The Consul places Orcish Gate and Goblin Gate "Spawning Points" on hallways that do not border adjacent tiles. All minions and denizens can be spawned within 2 spaces of a Gate warren as long as the spaces adjacent are occupied.
The Heroes Setup:
- Choose 2/3/5 Building Tokens depending on the size of the game.
- Buildings Tokens are placed 1 building per tile, anywhere on the tile where there are building 'background' designs that as long as they borde normal spaces.
-The Heroes may spawn at any of these buildings at the beginning of the game or upon ressurecting.
Treasure is placed by the Consul as normal.
The Consul spawns his first units as usual.
The rest of the game is essentially the same, aside from the Building elements.
Buildings:
Buildings are a source of power and safety for the heroes. At the beginning of each round the Heroes can choose one of their remaining buildings and gain its benefit. All buildings have the Sturdy attribute, a +1White ARM Aura 1 and gain 1 health at the beginning of each round. Buildings cannot recover health any other way.
When a building takes a wound the power tracks progress is increased. When a building is destroyed the power track counter is progressed an extra set of moves equal to the buildings Heart value.
Types of buildings:
Courier's Mailbox
1x1
2 Heart
1 White ARM
Special Delivery: Heroes Gain the +1 Movement
Clockwork Potion Vending
1x1
2 Heart
1 White ARM
Energy Draught: Heroes Gain +1 AP
The Smiths Forge
2x2
2 White ARM
3 Heart
Repair: Heroes can remove one Weak or Frail status effect each.
The Adventurer's End Tavern
2x2
1 White ARM
3 Heart
On the House: All heroes gain Luck
The Good Knight Inn
2x2
1 White ARM
3 Heart
All heroes gain the following special ability:
1AP - Rest: +1 Heart
The Crystalia Cathedral
2x3
4 Heart
1 White ARM
Blessing: All Heroes gain +1 Blue ARM
The Barracks
2x3
4 Heart
1 White ARM
Battle Cry: All Heroes gain +1 Blue ATK
Heroes
The big 2x2 tank-like Hero. Slow but incredibly durable. It's abilities are simple, but such is the limitations of a golem. I like his tactical model movement with the Throw."I feel your anger is misplaced your Grace. What good is an undamaged castle if we all perish? I was merely doing what I could to defend the castle and us all." - Golemancer Cray
Castleforged Defender - Golem Hero – 4 Move/3 Action
Immovable, Huge!
ATK 2Red
ARM 2Red
WILL 1Blue
DEX 1Blue
6 Heart/1 Potion
1AP – Golem Toss: Throw 3
3AP – Charge! : Rush, Dangerous, Knockdown, ATK vs ATK
Potion - Golem Guard: The current wound is applied to the Castleforged
Defender instead of the affected Hero.
Immovable: Immune to Push, Pull and Knockdown (except from Rush).
Huge!: Blocks Line of Sight.
Throw X – Move an adjacent Hero or Enemy up to X spaces away
Rush: Choose a non-diagonal direction and move up to 3 spaces that direction, gaining +1Blue ATK each space. During each move of the Rush you make up to 2 melee attack to targets that block your path. If you can move forward after combat is resolved you can continue the Rush. If you fail an attack during the Rush you suffer knockdown.
An interesting take on a sort of sword-dancer. Who doesn't love a big, buff, grizzled, sword-handed grump? What he lacks in AOR he makes up for with a sort of reverse Mob ability. He can also be a makeshift tank if needed!
"The Crystalia Master-at-Arms has been training knights and guards for almost as long as he's held a sword. There's no one more fit to teach invaders of the finer... Points of swordplay." - Aegis, Royal Guard Captain
Battlescarred Master-at-Arms - Human Hero – 6 Move/3 Action
Dual Wield, Tough
ATK 1Blue, 1Red
ARM 1Blue, 1Red
WILL 2Blue
DEX 2Blue
5 Heart/ 1Potion
1AP – Fancy Footwork: Swap locations with an adjacent enemy.
1AP – Parry: When making a defense roll you can roll ATK. Lasts until next activation.
Potion – Counter: When you take at least 1 wound from a melee attack
deal 1 wound to the attacking target.
Potion - Courage: Gain +1Blue ATK for each adjacent enemy.
Dual Wield: Instead of equipping Armor loot you may equip a second Weapon.
A heroine half based on one of my own characters. I always liked the idea of a hero who retires and takes up a menial job that they always wanted to do. I think she's interesting because she only has potion based abilities.
"You think I'm going to just sit around while you freaks wreck my town and ruin my dream? I don't think so! Barkeep, get me my sword!"
Adventurous Wench - Retired Human Hero – 6 Move/3 Action
Bar Room Brawler, Luck
ATK 3Blue
ARM 1Blue 1Red
WILL 2Blue
DEX 2Blue
5 Heart/ 3 Potion
3AP - Order up! : +1 Potion
Potion - Pitcher of Dwarven Ale: Knockdown up to 3 targets within 2 spaces of the Hero.
Potion – Liquid Courage: +1Red to your next dice roll. If you fail the
roll you also suffer knockdown.
Potion x2– Good for What Ails You: Heal 1, Remedy 1.
Potion x2 – Dragon’s Breath Ale: Spray 2, Fire
Bar Room Brawler: +1 Red ATK vs Knockdown targets
I really like the idea of this hero but I feel like he's missing something. I can't think up a decent set of passive abilities for him either :/"With hammer and anvil I'll show you what I can really do! Watch me master, my forging shall make you proud!"
Apprentice Metalsmith - Human Novice – 6 Move/3 Action
ATK 1Blue 1Red
ARM 1Blue 1Red
WILL 1Blue
DEX 3Blue
5 Heart/ 1 Potion
1AP – Forged in Battle : Augment, Aura 2, +1White ATK
2AP – Shattering Strike : +1Red ATK, Inflict Weak or Fragile on a target
Potion – Hammer time! : Wave 1, Knockdown
This hero changed a lot during planning, but I like what she's become. I feel like she exemplifies what an alchemist is."Which would mew prefer? To burn or to be a lab mouse for my experiments? You're purrfect for either, meow!"
Meowchemist Brewmaster - Catgirl Merchant - 6 Move/3 Action
Missile 8, Luck, Cat’s Eyes
ATK 2Blue
ARM 1Blue 1Red
WILL 3Blue
DEX 1Blue 1Red
5 Heart/ 2 Potion
1AP – Liquid Fire : Splash 2, Fire
1AP - Transmute Boots to Stone: Immobilize, WILL vs ARM
Potion – Healing Potion: Missile 6, Burst 2, Heal 1, Augment
Potion – Energy Draught: +1 Move, +1AP
Cat’s Eye: Ranged attacks not affected by stealth.
Splash X: The attack also hits X number of targets adjacent to the initial target.
I REALLY like this guy. He's the epitome of "Jack of all trades, master of none", giving a player of this hero MANY options for loot customization. He's a bit basic because of that, but I think it works."Ye be wantin me goods, eh? Allow meh to give ye a hands on demonstration of whut they can do!"
Overstocked Shopkeep - Dwarf Merchant - 7 Move/3 Action
Missile 6, Magic 6, Item Master
ATK 2Blue
ARM 2Blue
WILL 2Blue
DEX 2Blue
6 Heart/ 1 Potion
1AP - Tactical Item Use: Select a stat (ATK, ARM, WILL, or DEX) and gain use of its corresponding attack below, until you use this skill again.
[1AP - Cleave: +1 Blue ATK, Swing 1, Dangerous
2AP - Scatter Shot: +1 Blue DEX, Cross 1, Dangerous
2AP - Blast Wand: +1 Blue WILL, Magic 6, Burst 1, Dangerous
1AP - Stout Defense: +1 Blue ARM, Augment, Aura 1]
Potion – Identify Magic Item: Double the dice value on a single piece
of Loot. After the dice roll the item is Discarded and reshuffled into
the deck.
Item Master: The hero can equip an extra piece of loot in either the
Weapon, Armor or Item slot.
"All those who serve The Great Angel are taught to act with both compassion and righteousness. Bless those who seek The Angel's love and pray for those who earn Her wrath." -Arch Bishop Anathema
Holyword Neophyte - Half-Angel Novice – 6 Move / 3 Action
Magic 8, Holy
ATK 2Red
ARM 2Blue
WILL 2Red
DEX 2Blue
1AP – Clerical Smash: Cross 1
2AP – Holy Bolt : +3 Blue WILL
2AP – Divine Presence : Aura 3, Augment, Healer
Potion – Righteous Fury: Wave 2, Fire, WILL vs WILL
Who doesn't love a cleric? Strong attack and weak armor. I feel like his heal isn't too bad, and a nice change.
Pretty standard of a bard. Not much to say about him D:"Allow me to sing you the song of our victory! I believe it'll go a little something like this..."
Epic Songsinger - Elven Bard – 6 Move / 3 Action
Missile 5, Inspired
ATK 3 Blue
ARM 2 Blue
WILL 2 Blue
DEX 1 Blue 1 Red
Heart 5 / Potion 1
1AP – Power Ballad : Augment, Aura 3, +1 White ATK/WILL/DEX
2AP – Weakening Bass: Wave 2, Fragile
2AP – Heavy Metal Blast: +1Blue DEX, Burst 1
Potion – Commanding Voice: Increase the value of Aura X by 1.
Inspired: When affected by an Aura augment gain an additional +1Blue
dice of the same type.
Debuff: Effect only applies to enemies only.
Another hero I love the concept of. An sharpshooting archer fallen from grace who has nothing but his bow skill now. His abilities seem quite fitting for that."I used to be a royal entertainer, then I missed a shot and someone took an arrow to the knee. Now all I have are the clothes on my back and the bow in my hand. Perhaps I can restore my honor if I help out here?"
Arrowslinging Entertainer- Human Vagrant - 6 Move/3 Action
Missile 8
ATK 1Blue 1Red
ARM 2Blue
WILL 2Blue
DEX 2Red
5 Heart/ 1 Potion
2AP – Trickshot : Hookshot 6
2AP - Target Locked! : Discard your opponent’s highest defensive dice roll.
Potion – Eagle Eye: Increase the a characters stated Magic X, Missile
X, Hookshot X value by 2.
Last edited: