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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Altar of Wishes: Weekly Faction Contest
Thread: Altar of Wishes: Weekly Faction Contest This thread is 24 pages long: 1 10 ... 12 13 14 15 16 ... 20 24 · «PREV / NEXT»
bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 17, 2007 12:20 PM
Edited by bixie at 16:58, 17 Jun 2007.

thats why the Kabuta is a much higher level than the hunter.

and if you think about it, what chance has a arrow of the hunter got against a fireball of the succubus?

whats going to be the next race? pirates, halflings, harpies, what?
____________
Love, Laugh, Learn, Live.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted June 17, 2007 05:21 PM

Whoa...I'm almost ready with my Far-East fraction. There should be some addings and then my work could be offered!
I think, that some of you may find my racial skill a nut but this is my only idea. And sadly I can't (won't) change it...

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actionjack
actionjack


Promising
Famous Hero
posted June 17, 2007 05:31 PM
Edited by actionjack at 17:44, 17 Jun 2007.

Quote:


@Actionjack: Very nice faction. I like this racial skill a lot.
However, please avoid using guns/rockets, and anything that reminds so clearly modern areas.
I just can't imagine a Kirin fights side by side with a Rocketeer. It just doesn't fit there.
And is it fair that a Rocketeer will fight against a poor Hunter? What the chances (logically) of an arrow to win a rocket? Bixie, this comment is for you, as well.



Well, I been in alot of "Gun-Powder-In-Fantasy" type of agrument before.  Historically, The use of guns/rockets/cannon can be dated back as far as 12th century, first recorded use by the Chinese.  Gun powder is a natural resource, and don't see why people of any age should not harvest and use it.  And consider it is a fantasy theme, it is not hard to imagine development of Alchemistry along side with magic.

Rockets and gun powder has been a part of the Chinese culture as well as use in war, therefore it is refect in this faction.  And of couse, the early firearm are very ineffective, which is one bows and arrows were still the major use till the late 18th century.

Now I understand that the gun powder technology did not spread to the West till much more recent (15th to 17th century), thus might not seem to fit if have the French Musketeers around the battlefield with the Elf Hunters.  But I think if it is a Eastern faction, it would be alright.

Also remember Gandalf himself uses firework rocket too.

And one key part in this argument.... If you look closely, Gremlin use guns too.

So anyhow, I understand the anti-gun sentiment, but must say it is very much a personal preference, and as such, should not be be use to rule out an idea, or judge its balance, or depreciate its use, just becuase one do not like it.  

And the rocket I am thinking would be more like this...


Also a video from the movie Mulan. (foward to the part of fighting in snow, where she fire a rocket a the mountain top)
http://www.youtube.com/watch?v=4R-yPmcPl2c

I don't think those thing look too modern, right?

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Aroque
Aroque

Tavern Dweller
posted June 17, 2007 05:43 PM


Though I'm new, let me try...Please bear with me.

SEAPORT(Corny name, I know)

Motto
Better to have traveled and learn the ways of the world rather than be a recluse who only knows his world.

Aka: The Sentinels, Explorers, Merchants
City: The Seaport
Colors: Red, black, gold
Worship: They have temples dedicated to their own deities.
Core Philosophy: "To learn is to live, to live is to learn. And one day, we shall spread our wings and fly."
Country/Kingdom: Western shores, near the Irisus Sea.
Capital: Longchen, the city of dragons.
Key Symbols: The Wheel of Blades, The Junk

Hero: General, Primary skill is knowledge, Secondary is defense.

History
Not much is known the Sentinels. In the ancient ages, there is no text records that concerns them. There is one script however, that describes a very large group of humans that fitted many ships had sailed off to the neighboring islands. Their purpose was unknown.

In the modern ages however, during the demon invasion, many ships (resembling Chinese junks) landing on the western shores of Ashan. The warriors that landed were cladded in armor that looked strange (samurai and Asian style armor) and had weird looking weapons. Not to mention they had brought creatures that Ashan has never seen before. They called themselves "The Sentinels" and this is a name that the demons would fear for many years to come. Their numbers were not as great as the great armies from the Griffin Empire nor as mystical as the mages from the Silver Cities, but they were more cunning than any. They easily cleared the way through the western shores and immediately started building thier cities there.

To this day, there are 4 cities from the Sentinels. Longchen (dragon city), their capital. Tengoku (Heaven), Tiantu (Sky and Earth) and Ginjya (Silver Snake). All of them mainly rely on their lucrative trades from the dwarfs, elves, the Griffin Empires and the mages.

Relationship with other factions
The Holy Griffin Empire
Often with odds and ends with the Empire. Though the Empires intentions are often for the good, the Sentinels view them as a faction that wants total dominance over the land of Ashan. Despite their tolerance and good relations with the Elves, Dwarfs and Mages, Sentinels have noticed that they always defend their decisions and try to enforce it as much as possible. The Sentinels are relatively new to Ashan, so they keep their opinions to themselves. Neutral with the Empire.

Sylvan Elves
Relatively good relations with the pointy eared folks. Sentinels view them as peaceful folk that defends nature from those who wish to destroy it. Most of the Sentinels admire their zeal, but some say they take things to the extreme. Nevertheless, Irollan is one of the few capitals that Sentinels often trade with.

Dwarfs
One of the Sentinels best allies. Sentinels trade very often with dwarfs and both factions are on very good terms with each other. The reason behind the Sentinels improved weaponry is because of the dwarfs (to a lesser extent, Elves) likewise is the improved tactics of the Dwarvern armies. The Sentinel folks often engage in deep conversations with them despite the Dwarfs reputation of disliking outsiders, since Sentinels are afterall, very much like sailors who have seen many things in their voyages.

Wizards from the Silver Cities
Completely neutral towards the mages. They have no particular like or dislike towards them. Though, the seven cities is one of them biggest part of the Seaports income.

Dark Elves
The Sentinels have heard of them but they have rarely engaged them. They prefer to be cautious for the things they have heard about them are none too pleasant.

Demons and Undead
The Sentinels hate these 2 factions. They see them as those who are going against nature while breaking the circle of life. But they would never pick a fight with either side unless provoked.

Orcs
They have not met Orcs before as the Plains of Raanar is too far away for them to travel. Orcs dont travel that far west either.

Description
Consisting mostly of humans, the Sentinels have an Asian look as well as Asian lifestyles and culture. All 4 cities are under the rule of an Emperor while each city has an Official that reports to the Emperor.

The Sentinels are very spiritual people and believe in the concept of Yin and Yang, which strengthens their warriors in battle.

Creatures
Level 1:-
Kappa Militia
Kappas are the second most sentinent race in the Seaport. They are stronger than normal humans, but are not as strong as the warriors of the Sentinel as they are not able to use Chi Gong extensively. And because they are numerous, they are the backbone of the Seaport army.
Abilities:-
-Sea Familiarity: Kappa Militia gain 20% attack and defense plus 1 initiative when fighting sea battles.

Upgrades:-
Pikeman
Now that they wield long pikes, Pikeman can attacks from longer distances with minimal casualties ensured.
Abilities:-
-Long Reach:Can attack the opponent if he is 2 tiles in front of the Pikeman.

Kappa Captain
Captain of the Militia divisions, these Kappa are stronger and faster than other Kappa. Wielding 2 blades, they can attack without any worries of the enemy retaliating.
Abilities:-
-No Retaliation

Level 2:-
Javelin Throwers
As strange as it may sound, when the Sentinels first acquired gunpowder from the Silver Cities, they were fascinated by it. They experimented and kept on experimenting until they had managed to make weapons with it. The Javelin Thrower is a fine example, hurling spears with large heads containing gunpowder, they are one of the more effective ranged attackers.
Abilities:-
-Shooter
-Explosion: Each time the Javelin Thrower attacks in ranged, the projectile with deal fire damage (10*stack) 4 tiles in that area. Melee attacks add 5*stack fire damage.

Upgrades:-
Musketeers
Taking the Gremlins simple gun and perfecting the weapon, Musketeers are able to fire even greater distances with frightening accuracy. The velocity of their projectiles is strong enough to crack armor. Though, reloading their new weapons takes a longer time. (Musketeer has no explosion ability)
Abilities:-
-Shooter
-No range penalty
-Pierce Armor: Targets defense is reduced by 40%. Not cumulative.

Kappa Skirmishers
Kappa Skirmishers are those who refused the Militia Captains post. Instead, they fine tune their skills with the javelin. Knowing that they are capable of striking fast, Skirmishers train to fire 2 javelins every time they shoot.
Abilities:-
-Shooter
-2 shots
-Explosion: The amount of damage from explosion is the same as the amount of one shot.

Level 3:-
Tigers
The Sentinels had found these magnificent beasts on their voyages. Managing to form an alliance with these powerful felines, Tigers are now part of the Sentinel army.
Abilities:-
-Tiger Charge: For every tile it moves to reach its target, it gets 5% extra damage for every tile it moves.
-Large Creature

Upgrades:-
White Tigers
White Tigers are the older versions of their orange brothers. They are wise and faster, allowing them to strike first if anyone of anything were to threaten them.
Abilities:-
-First Strike: Able to strike first if an enemy creature attacks.
-Large Creature

Saber-tooth Tigers
The more feral versions of their orange and white brothers. They are larger and more ferocious, striking harder and harder when they fight.
Abilities:-
-Enraged
-Feral Rage: Saber-tooth Tigers retaliation is 1.3 times stronger than its normal attack.
-Large Creature

Level 4:-
Samurai
Elite footmen of the Sentinels. These disciplined warriors of the Sentinels are fearless and their conviction unmatched. It is said that when a Samurai kills himself instead of letting his opponent kill him, his allies will be spurred on to fight harder to honor their fallen warrior.
Abilities:-
-Seppuku: When the Samurai stack dies, it has a chance to kill themselves instead of the opponent killing them, thus granting all their allies extra 10% attack and defense plus the Enraged ability.
-Enraged
-Conviction: Samurais morale and luck can never be below +1

Upgrades:-
Shogun Ryuu
Leaders of the Sentinel Samurai, these Samurai are the Elite amongst the Sentinel footmen. They are both strong physically and spiritually since they have dragon blood in them, making them resemble half-dragons. Not to mention their swords glow light blue.
Abilities:-
-Chi Blade: Shogun Ryuus deals 1.5 more damage to large creatures.

Ronin
Without a lord to serve, Ronin are Samurais who wander. Because of their devotion to the way of the sword, they are more than a match for any samurai in a sword fight. They dont wear the Samurai armor, making them faster in the battlefield. (Ronins only keeps the Enraged ability from the Samurai.)
Abilities:-
-Agility
-Blade Rush: The creature behind or next to the target will receive of the damage.

Level 5:-
Monk
Those who seek peace in the world fraught with peril become Monks. Monks train in martial arts as well, but they only use a Monks Staff to fight, disdaining any other weapon that can kill outright. Seasoned Chi Gong users, they can project their inner energy through their staff and fire it at their opponents. They also learn magic to support their allies in battle.
Abilities:-
-Shooter
-No Melee Penalty
-Caster
-Spellbook: Righteous Might, Deflect Missile

Upgrades:-
Abbot
Head Monks of the Temple. They may be old, but they are some of the most powerful fighters in the Seaport. They have practiced the way of self-defense and meditation for so many years that it is routine for them passively in combat.
-Shooter
-No Melee Penalty
-Chi Circulation: Whenever the Abbot defends, he gains 10% extra defense and heals some hitpoints depending on the stack number.
-Caster
-Spellbook: Righteous Might, Deflect Missile, Cleansing

Temple Guardians
Monks who are devoted to protect the Temple have been asked by the Seaport Empire to help in the ranks of the army. Able to match a Shogun Ryuu in terms of strength, skill and speed, these warriors amplify their attack through the art of Chi manipulation, giving them the ability to attack with more power in one explosive attack. They still retain some magic training. (Not a shooter)
-Qing Gong (passive): Temple Guardians can leap over obstacles.
-Chi Burst (passive): Has a chance to deal double damage.
-Caster
-Spellbook: Divine Strength

Level 6:-
Qi Lin Riders
Larger than horses, more ferocious than bears and a strange mixture of many animalsThe Qi Lin is a fearsome and powerful beast. The Sentinels, seeing their chance to acquire mounted units, tried to tamed the Qi Lin. It was very difficult task, and it took a long time before Qi Lin Riders were used in the battlefield. Realted to dragons, they can breathe fire, but not in a stream. Instead, they breathe fire in one big fire ball can cant go far.
Abilities:-
-Large Creature
-Point Blank Blast: There is a chance that when the Qi Ling Rider attacks, the Qi Lin will fire a fireball at point blank range. The fireball does the normal damage of the Qi Lin Rider plus 15*stack fire damage and knocks the target back 1 tile.

Upgrades:-
Qi Lin Cataphract
More heavily armored and well protected than the Riders, Qi Lin Cataphracts have established their name well in Ashan. Probably one of the more feared mounted divisions, each Cataphract carries a long gunpowedered lance that explodes on impact.
Abilities:-
-Fiery Charge(activated ability): Once per combat, the Qi Lin Cataphract can choose a target within its range and activate this ability. Once activated, The Qi Lin Cataphract will charge at the target and inflict 10% for each tile crossed and additional 10*stack fire damage.
-Armored

Qi Lin Knight
Instead of adding on more armor like their Cataphract counterparts, Qi Lin Knight are trained in the art of attack together with the frontline Riders and Samurais, as well as together with their Qi Lin. Because they are less armored and more flexible, they are able to strike more quickly and return blows for each attack inflicted upon them.
Abilities:-
-Cleave
-Unlimited Retaliation

Level 7:-
Long
There are already dragons in Ashan, who are children of their races worship. Long however, are a mystery. Instead of wings, they have a serpent-like body. And their colors are radically different. It is said that they are a hybrid of dragons and giant sea-serpents, but the Sentinels do not take kindly to such assumptions. Long can match any dragon in a one-to-one combat and are capable of breathing fire as well.
Abilities:-
-Large Creature
-Flyer
-Fire Breathing

Upgrades:-
Tian Long
Said to be the King of Long, Tian Long are larger and more powerful versions of their younger brethren. Fitted with some armor with spikes from the Sentinels, Tian Long can fly high up and descend at a rapid pace while striking many enemies.
Abilities:-
-Large Creature
-Flyer
-Fire Breathing
-Sky Descend: Once per battle, Tian Long can fly high up into the sky after targeting up to 4 enemy creatures. Between 1 to 5 turns, the Tian Long will descend and deal double damage to the first creature, half the damage to the next one and so forth.

Sui Long
Mysterious dragons of the deep. Sui Long rarely fly, preferring to swim in the open oceans. They have lost the ability to breathe fire, but their jets of water can be just as deadly. They are also more adaptable at fighting at sea as well as they are immune to water elemental damage.
-Large Creature
-Flyer
-Hydro Blast: Able to hit the creature directly behind the targeted creature.
-Sea Bond: Sui Long gets 30% increase for attack and defense, plus 1 initiative, 1 speed and 1 luck when fighting on sea.
-Immunity to Water: Cannot cast water elemental spells on the Sui Long. Sui Long is also immune to freeze.

Racial Ability:- Spiritual Balance
Living in harmony and alongside nature, the Sentinels are somewhat like the Elves, protecting the flora and fauna around them. They believe that with the natural surroundings, the flow of the Chi around them will be greater and it will make them stronger when practicing their Chi gong exercises.

The Sentinels concept of fighting is not only to use external strength, but to draw Chi or Ki, from their bodies. Practicing the concept of internal strength gives Sentinel warriors an extra edge in battle. After all, balance is the key to versatility and versatility can prepare them to face the most challenging of situations.

Basic Spiritual Balance: Adds 5% extra attack and defense points to all of the heroes creatures.
Advance Spiritual Balance: Adds 10% extra attack and defense points to all of the heroes creatures. Adds 1 morale and luck.
Expert Spiritual Balance: Adds 15% extra attack and defense points to all of the heroes creatures. Adds 1 morale and luck and 2 extra hitpoints.
Ultimate Spiritual Balance: Adds 20% extra attack and defense points to all of the heroes creatures. Adds 1 speed and 1 initiative point.

Skills contributed by Spiritual Balance:-
Meditation: If any of the creatures in the heroes army chooses to defend, they gain a 10% extra defense and is able to heal some hitpoints (depending on the creature stack). This ability is stackable with Stand Your Ground and adds 10% to the Abbots Chi Manipulation.
Chi Attack: All creatures in the heroes army has a chance to inflict 40% more damage to large creatures and 20% more to small creatures. (Does not stack with Chi Burst)
Elemental Chi: All direct magical damage is reduced by 20%.
Ying and Yang: Hero can cast the Yin and Yang. When cast, damage will be removed from the heroes creatures while all some negative effects are removed. A small portion of units will be resurrected (depending on the heroes power).

Attack
Assassinate: Calling the help of Ninjas, every start of the battle, enemy creatures will receive damage +1 of the heroes attack plus poison for 3 turns. If the enemy are Undead, the creatures will receive +2 of the heroes damage and no poison.
Weaponmasters: Adds +1 to all creatures minimum damage and maximum damage.

Defense
Rigorous Training: Normal missile damage and physical damage is reduced by 20% more.

Destructive Magic
Dragon Fire: Fire spells do 100% more damage
Destructive Halt:: Enemies use 2 times more spellpower to cast destructive magic. Damage from destructive magic is also reduced by 10%.

Enlightenment
Scrolls of Power: Hero permanently gets +1 to all attributes.

Logistics
Sea Veterans: All creatures get +2 to attack and defense plus 1 speed when fighting on boat.
Samurai March: Creatures get +2 initiative and speed when fighting undead and demons.

Leadership
Fleet Admiral: Enemies get -1 morale and luck when fighting on sea.
Exotic Dealings: Gets 1 type of random resources each week. Number of resources is 4.

Light Magic
Dragon Light: Creatures take 40% less damage from fire and water spells.
Blinding Light: The light blinds enemy units, making them lose 1 initiative point. Undead and Demons get their attack and defense reduced by 20%

War Machine
Exploding Projectiles: Catapult does more damage in siege, Ballista does additional X (depending on heroes attack) fire damage.

Luck
Vital Point: All extra Chi attacks that is done by the heroes creatures that has luck rolled on it will have a 20% increase of damage.

I don't think I will get much praise, so...CRITISM is very much appreciated. I will add more soon if I can find some info...I might edit a bit too.
____________

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 17, 2007 06:57 PM

this is really nice, Aroque!

i like the history (to be honest, its better than mine)

i wouldn't mind learning more about these deities they worship. but that is just me.

if you are having a naval race, i would scrap humans all together and stick to having just Kappa, personally.

the spiritual balancing is a bit hard to understand, but it sounds good.

dragons are being over used, i think, as well as kirin ( or Qi lin, as you've put them). there is one creature that almost nobody has used yet...

the Oni, a mythical japanese demon that scared children to sleep, and killed people with rocks. it would be interesting to see someone use something like this. of course, being demons, further adding to the story saying that they are only working for the kappa to gain enough power to take over the world, blah blah blah.

anyway, nice job!
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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 17, 2007 08:50 PM
Edited by GenieLord at 20:50, 17 Jun 2007.

Quote:
So anyhow, I understand the anti-gun sentiment, but must say it is very much a personal preference, and as such, should not be be use to rule out an idea, or judge its balance, or depreciate its use, just becuase one do not like it.  

And the rocket I am thinking would be more like this...


This rocket doesn't feel too modern, so it's okay.
Just put this picture at the post of the entry.

@Bixie: Well, give me an example (might be a picture) for what you mean.
However, I think that nothing can convince me that fireworks can get into HOMM.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 17, 2007 09:48 PM

well, if nothing can convince you, then here are some completely unrelated pictures of ancient chinese fireworks





see, they aren't a modern invention, and they were used against archers.

if you think about it, in real life, a fireball does a hell of a lot more damage to a person than a fire work. at least when the fire work happens, it isn't already covered in flames and burning the air. no a firework has it all compact so you can cut through it and stop it. a fire ball just burns through the sword and does just as much damage!
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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted June 18, 2007 04:22 AM
Edited by Evil_Warrior at 05:06, 18 Jun 2007.

Quote:
@Evil_Warrior: Now it's more clear, thank you. Just make sure that your faction isn't magical, almost at all (like Inferno), since the Chakra fills the place of the magic.


UPDATED!!!

Nice to see you finally understand


@All contestant : Wow! This round is much more challenging! For all of ya, keep updating till the end!!!!

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actionjack
actionjack


Promising
Famous Hero
posted June 18, 2007 06:20 AM

Well, as said, there is my 2nd Faction...
The interjointing story line link the two faction together, in a war between human and the spirit (like Princess Mononoke~).  

Also included are the alt creatures.  

I think some creatures might have too overpowering ablity, but there are just some that I want to cram it in, as they are fitting and interesting.  

Racial skill took me a while to thought up... Its not very uniqe or interesting, but I think would still work well for such Magic faction.  

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actionjack
actionjack


Promising
Famous Hero
posted June 18, 2007 06:27 AM
Edited by actionjack at 06:32, 18 Jun 2007.

---------------------------------------------------
The Shrine
---------------------------------------------------

Facts and Traits:
Associated colors: Light blue, Orange, Aqua-Green
Core Philosophy: Be one with the spirit, calm as leaf in a pool.
Country/Kingdom: Honpan, Land of Mist
Capitol: Komugino Shrine.  The Sealing place of Orochi
Key symbols: Mountain, Mist, Water
Race Description: There are many race and type of spirit that reside in Honpan, which are divided further into separate Family House/Clan.  Tengu, the bird like people of the mountain, are to be consider as the main leader clan of all house.  Tengu have many main feature of a bird, with beak, talons, and wing.  They live a long life, as they are part spirit being themselves.  One can tell the age of a tengu by its wings.  The bigger, the older.  
Worships: Used to Worship Gin Tan-Rylon, king of the sky dragons. But Gin Tan-Rylon has gone into a deep sleep for centuries.  Also Worship natures and the mountain spirit.

Theme and Style:
While retain much of the style of all Eastern culture, the one that was draw more heavily upon is the Japanese culture and style.

Geography:  
Honpan, land of Mist.  Much like the deep mountains of Japan, with lots forest, streams, waterfall, rocks, and of course, mist.

History/ Lore/ Plot Line:
Honpan, the Sacred land of the Mist, are home many spirit beings.  While there are no direct hierarchy or government body, most look up to the leading Tengu Clan for leadership and guidance in time of trouble.  For ages, the Spirits had retreated into the deep mountain and wood, enjoying the peaceful natures, and live a quite life with the few human settlements that had came to Honpan.  

However, the recent Qin expansion into this country has change the relationship between the two.  The Spirit sees the human as invaders, cutting down their trees, mining their rocks, and polluting their air.  Frictions between the two race increase the tension to a unavoidable war.  

Mistrust and Misunderstand of two sides has been boiling for some time now.  The final break point comes when the son of the Tengu Clan Lord, Tarumaru, was killed by the Humans (along side of his corpus, is the Qin Princess Mulain).  Over taken by the grief, the old Clan Lord gather up his forces, and declare war on the Humans.  Knowing his forces is limited, he took on the advice of his advisor, the Fox Spirit Konanoko, and seek the alliance with the Oni, demon of the darkness.

(Spoiler) Tarumaru and Mulain was actually not killed, but instead kidnap by the Oni.  The corpuses found are that of Fox doppelgangerfs.  It is a elaborate scheme by the Oni and Konanoko to soften both the Tengus and Human, before Orochi, the Oni King, start his 3rd invasion again.    



---------------------------------------------------
Creature Line Up
---------------------------------------------------


Lv.1 Spirit Flare > Ghost Fire || Vengeful Fire
Lv.2 Tengu Ronin > Tengu Swordmaster || Tengu Bladehand
Lv.3 River Kappa > Shell Kappa > Lake Kappa
Lv.4 Tengu Ninja > Tangu Kage || Tengu Shinobi
Lv.5 Fox Spirit > Nine Tails || Fox Yasha
Lv.6 Tengu Lord > Tengu Wind Majin ||  Tengu Mountain Majin
Lv.7 Oni > Oni Tyrant || Oni Shogun



---------------------------------------------------
Lv.1 Spirit Flare > Ghost Fire || Vengeful Fire
Attack: 1 > 1 || 2
Defense: 1 > 1 || 1
Damage: 1-2 > 1-2 || 2-2
Hit Points: 5 > 5 || 5
Speed: 5 > 5 || 5
Initiative: 11 > 11 || 11
Shots: 0
Mana: 0 || 4 || 0

Abilities:
*Spirit Flare
-Flyer
-Spirit: Attribute like Undead
-Gathering of Spirit: In battle, any fallen living enemy creatures are added to the stack amount of this creature.  

*Ghost Fire
-Flyer
-Spirit
-Incorporeal:
-Caster (Eldritch Arrow)
-Gathering of Spirit: In battle, any fallen living enemy creatures are added to the stack amount of this creature.  

*Vengeful Fire
-Flyer
-Spirit
-Avenging Flare:  When creature of this stack is destroy, it will do fire damage to all enemy 1 tiles around.  The damage is depended of how many creature is destroyed.  
Revenge
-Gathering of Dead: In battle, any fallen living ally creatures are added to the stack amount of this creature.  

Description:


Strategic Use:
A very weak level 1 unit in its stats.  While the greater amount would allow them to do some fair damage, but its biggest drawback is its slow movement.  But that does not mean they are with out any value.  Upgrade them to ghost fire will make them much harder to hit, while Vengeful Fire mean will do additional retaliation to any melee attacker.  Its biggest strength is that it can add on to its number in battle, from any that are dead, and carry them over to the next battle.  Best use as a back-line defender.

---------------------------------------------------


Lv.2 Tengu Ronin > Tengu Swordmaster || Tengu Bladehand
Attack: 3 > 4 || 4
Defense: 2 > 3 || 3
Damage: 2-7 > 4-6 || 4-6
Hit Points: 10 > 10 || 10
Speed: 5 > 5 || 5
Initiative: 11 > 12 || 12
Shots: 0
Mana: 0 || 0 || 0

Abilities:
*Tegu Ronin
-No Enemy Retaliation.

*Tengu Swordmaster
-Flyer
-No Enemy Retaliation.
-Critical Hit:  On its attack, this creature has 50% chance of doing additional X Armor-Ignore damages to its attacking target (X is depended of number of creature in the stack)

*Tengu Bladehand
-Flyer
-Crescent Moon Strike:  This creaturefs attack can attack several enemies in half-circle at once (3 row tiles front, 2 on the side)
-No Enemy Retaliation.
-Drawing Sword Technique: (active ability) Select a tile within the attack range.  Will hold its attack for half of turn, than attack that tile (regardless of what, if any, creature on the tile, much like Battle Dive) with additional 125% more damage power, and no enemy retaliation.

Description:
The Warrior Class of the Tengu Clans.  Have a natural talent with blades.

Strategic Use:
They are like combination of War-dancer and Blood Fury and Cerberus.  Use as a offensive melee, they have a decent stats, only poor defense.  However, their hit can usually hit multiple enemies, as well as carry bit more power if got lucky.  The no retaliation would help a lot in minimalize the damages, thought they still are to be fearfull of the range shooters.  I think Drawing Sword Technique would be very fun to use, as well as useful certain situations.

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Lv.3 River Kappa > Shell Kappa > Lake Kappa
Attack: 4 > 5 || 5
Defense: 8 > 10 || 8
Damage: 2-4 > 2-5 || 2-5
Hit Points: 18 > 24 || 24
Speed: 4 > 4 || 4
Initiative: 8 > 7 || 8
Shots: 0
Mana: 0

Abilities:
*River Kappa
-Large Creature
-Slapping Palm:  On attack, this creature has % chance of pushing its attack target back one tile, resetting its build up initative.  Does not work on large creatures.  
-Spit Gunk: (active ability) shoot out Gunk at range.  This attack does no damage, but reduce hit targetfs movement speed by 50% for one turn.

*Shell Kappa
-Large Creature
-Power Slap: On attack, this creature has % chance of pushing its attack target back one tile, resetting its build up initative.  Work on large creatures as well.  
-Iron Shell:  This creature receive only 50% of damage from non-magical shooting attacks, and any attack after the first strike in a turn (the one after you can retaliate)

*Lake Kappa
-Large Creature
-Spit Sludge: (active ability) shoot out Sludge at range.  This attack does no damage, but reduce hit targetfs movement speed by 50% for one turn, as well as Poison it.

Description:
Look like cross of Toad and Turtle, with Sumo like large body.  Part of Water Spirit.

Strategic Use:
The Tanker of the army, with stats much like the Squires, and much of the same use.  Great defense, but lack the mobility to do much else.  However, The Spits ability add some range usage to them, helpful in stopping enemy advances.

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Lv.4 Tengu Ninja > Tangu Kage || Tengu Shinobi
Attack: 6 > 8 || 6
Defense: 6 > 7 || 7
Damage: 6-10 > 6-12 || 6-12
Hit Points: 22 > 30 || 28
Speed: 6 > 7 || 6
Initiative: 13 > 13 || 13
Shots: 6 || 0 || 5
Mana: 0

Abilities:
*Tengu Ninja
-Shooter
-No Range Penalty
-Dual Shadow Clone: (active ability) On the following turn, this creature has 50% chance of evading attacks.

*Tengu Kage
-Teleport
-Strike and Return
-No Enemy Retaliation
-Smoke Curtain:  (active ability)  Cover the surrounding area (1 tiles around) with Smoke, Blind all creatures (including self) in the area.  Smoke last for a turn.

*Tengu Shinobi
-Shooter
-No Range Penalty
-Triple Shadow Clone: (active ability) On the following turn, this creature has 66% chance of evading attacks.
-Flying Star:  This creaturefs shots have 50% chance of striking again to the next nearest target (if no other target is around, than will strike the same target again), up to 3 times max.  (but if the first roll fails, than will not continue with subsequent rolls).  This is full attack power of the first shot.  

Description:
Tengu trained in the secret art of Ninjaju.

Strategic Use:
Made to be like Succubus and Vampire.  The range shooter that the army needs.  For Ninja and Shinobi, just hang back and shoot, and use the Shadow Clone if predict on come attack, or if want to rush up to the front.  Kaga is a bit different, as they loose the range attack, instead they are very good assassins (especially in a siege, to teleport across the walls).  

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Lv. 5 Fox Spirit > Nine Tails || Fox Yasha
Attack: 12 > 18 || 16
Defense: 12 > 15 || 15
Damage: 8-22 > 12-20 || 8-22
Hit Points: 50 > 60 || 60
Speed: 6 > 7 || 6
Initiative: 11 > 12 || 11
Shots: 0
Mana: 10 || 16 || 16
Mid-Size (2X1) Creature

Abilities:
*Fox Spirit
-Strange Illusion: (active ability) On use of this ability, will select an enemy creature, which the Fox will take the likeness of (but not take any of that creaturefs stats or ability).  When attacked, Fox Spirit have 50% of evading, and when evaded, the damage is than goes to the copy creature.  (50% to hit your own unit, so to speak).  This ability ends if the Fox Spirit or the Copy Creature takes any damage.
-Mana Charm: This Creature will regain 1 Mana for each enemy creature that are standing 1 tile next to it, per turn.
-Caster: (Confusion, Fireball,
Summon Spirit Fire: 5mana, Summon a stack of Spirit Fire equal to the number of creature of the Summonerfs stack. )

*Nine Tails
-Fire Breath
-Fire Shield:  When command this creature to Defend, will automatically have a Fire Shield on this creature.
-Mana Charm:
-Caster: (Fireball, Firewall, Summon Vengeful Fire: 5 mana)

*Fox Yasha
-Strange Illusion:
-Mana Charm:
-Caster: (Confusion, Frenzy, Phantom Force, Summon Ghost Fire: 5mana)

Description:
Fox spirits often take the shape of seductive women.  They are smart, as well as crafty and decisive.  

Strategic Use:
A mix of Runner/Caster.  In use, would cast offensive spells first for some range damage, than rush in for melee attacks.  Its back by some usefully abilities to better compensate for a melee caster.  The Strange Illusion give it chance of not only evade damage, but also make enemy harm each other.  While powerful, it could still be easily broken (by just sending the copied creature to attack, and get counter attacked first, before attacking the fox).  Best use on a no-retialtion creature, shooter, or enemy that is targeting you (might make them hit them self).  Mana Charm allow them to get more mana, thus casting more spells.
 

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Lv. 6 Tengu Lord > Tengu Wind Majin ||  Tengu Mountain Majin
Attack: 18 > 20 || 20
Defense: 18 > 18 || 20
Damage: 20-20 > 20-20 || 20-20
Hit Points: 80 > 90 || 90
Speed: 5 > 5 || 4
Initiative: 10 > 11 || 10
Shots: 8 || 6 || 6
Mana: 0 || 10 || 10

Abilities:
*Tengu Lord
-Flyer
-Large Creature
-Windblast:  This Creaturefs attack hit all creature in the line of its shot, but each additional creature reduce its damage by half.  If any creature that were hit is within 3 tiles to the shooter, than they will be push back 1 tile and reduce by 33% of their build up initative.

*Tengu Wind Majin
-Flyer
-Large Creature
-Tornado Blast: This Creaturefs attack hit all creature in the line of its shot and push any hit creature back 1 tile and reduce by 33% of their build up initative.
-Caster: (Lighting Bolt, Summon Air Elemental)

*Tengu Mountain Majin
-Large Creature
-Rock Blast:  This Creaturefs attack hit all creature in the line of its shot, and in a wider path (2 tiles).
-Caster: (Stone Spike, Summon Earth Elemental)

Description:
The Rulling Class of the Tengus.  They are old creature, who over time, has become one with the spirit of the nature.  Dress in Shinto-Priest Robes, and carry a large Fan (usually made of Feather), as well as wearing a none-nosed mask.
(Note: Rough Translation of Majin mean Demon-man or Mage-man)

Strategic Use:
A level 6 Shooter/Caster.  Much like the Mage, their range attack and often hit multiple enemies.  Can cast some spells to do some damage if own unit is in the way of attack.  Also help to slow down enemies.

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Lv.7 Oni > Oni Tyrant || Oni Shogun
Attack: 27 > 33 || 31
Defense: 25 > 25 || 25
Damage: 40-70 > 44-77 || 40-75
Hit Points: 200 > 220 || 220
Speed: 6 > 6 || 6
Initiative: 9 > 10 || 9
Shots: 0
Mana: 0 || 0 || 0

Abilities:
*Oni
-Large Creature
-Spirit Eater:  When this creature attack, it restore Health with every enemy kill. (amount restore depended on the hp of enemy killed).  Unlike Life Drain, it work only when you kill an enemy, and does not resurrect your own.

*Oni Tyrant
-Large Creature
-Spirit Eater:
-Spirit Crusher: With kill of any enemy creature, this creature gain boost to its own attack power, while the remaining enemy creature reduce in attack power.  (Will only last for a turn, unless continue with another kill, and the power increase depended on the hp of the killed creature, max of 50%)

*Oni Shogun
-Large Creature
-Spirit Eater:
-Frightful Presence:
-Aura of Darkness: All creature nearby (1 tiles away) will suffer decrease of moral, -25% Initiative and Speed, decrease 10% in attack power and defense.  The radius of the aura increase with every enemy creature kill by this creature. (increase by 1 tile in radius for 1 turn for each 240 of hp killed, max up to 4 tiles)  (This mean if you killed 3 Archangels with your attack, the radius will increase to 3 tiles)

Description:
Evil spirit of the East.

Strategic Use:
King of the Melee.  A nasty foe to face toe to toe, with powerful attacks, and good defense.  Its ability lit it heal, and increase its attack even more.  Would be something that is hard to bring it down in melee, as its gets stronger with every kill.  However, there are many drawback as well.  For one, itfs a walker with a low speed, making it harder to get to where you want.  Also it is weak to dark magic, and of course, shower of arrow tend to trend it down more.




---------------------------------------------------
Racial Skill
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-Spirit Infusion-

Tengus are creature of spirit.  They can gather the spirit from the land, as well as the living.  Tengu Heroes can harness this power, and use them in battle.  (Note: Spirit is not the same as soul.  It is a living energy, which reside in nature, as well as all living being.  Thus not to be confuse with necromancy)

There is also an additional counter call Spirit Points.  This is earn automatically from every creature killed in battle.  Spirit Creature will earn you extra Spirit Point.  But it is not a 1 to 1 ratio, and additional calculation will be weighted.  (but might be something like 100hp of creatures defeated equals to 1 Spirit Point).

+Basic Spirit Infusion:  With each Spirit Points gain, Herofs attack and spell increase by 1% (max up to 20%)
+Advance Spirit Infusion: With each Spirit Points gain, Herofs attack and spell increase by 2% (max up to 25%)
+Expert Spirit Infusion: With each Spirit Points gain, Herofs attack and spell increase by 3% (max up to 30%)

+Spirit of Mana:  Hero regain 1 mana for each Spirit Point earn.

+Spirit of the Land: (Hero Active Skill) Meditate, and gather the sprit from the land.  Hero will gain (5+(herolevel*0.5)) Spirit Points, as well as increase destructive spellfs power base on what terrain you are.  (So on lava battlefield, would increase fire spells)

+Hidden Mist: (Hero Active Skill) Call out a wall of hidden mist that covers half of the battlefield (your side).  All creature within will gain additional 13% chance to evade damages.  Last for 3 turns.



---------------------------------------------------
Theme Strategy:
---------------------------------------------------

With 2 shooter, 3 flyer, 1 caster, and a fair share of tanker and melee hitter, would say this faction is pretty balance.  However, its distribution is a bit off (had some hard time with it), which would require different strategy in play for each levels.

At the early stage, because of its lack of shooter, it should be best rely on the Herofs magic to soften up the enemy first (after all, itfs a Magic faction), before sending the melee troops to clean up.  At Mid stage, with addition of shooting Ninja and Fox caster, it give it some more range power.  Heroes should cast aiding spells first, and as gain more Spirit Power, use destructive spell to finish up.  At later stage, Tengu Lords would be very good to use against mobs, while Oni would be a good choice if face a lot of high level melee units.

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EliteKill
EliteKill

Promising

The Starless
posted June 18, 2007 10:05 AM

Wow... Now actionjack has 2 awesome factions...

Anyway, I updated mine with the 7th tier creatures and racial skill!!!

PS: I also have the town description.

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted June 18, 2007 11:37 AM

Quote:
War-Palace


Wow, a bit belatedly, I must tip my hat to actionjacks first entry, the War Palace.

Not being a great fan of the eastern-asian theme idea for Heroes (I don't see how this fits very well into the fantasy setting which focuses more on races and/or species than on culture), I must say this town blew me away for a couple of reasons - most specifically the amazing new abilities invented for these creatures! Most of them are not only good, but brilliant, and would add both strategic elements and good balance to the game. The alternative upgrades are very well conceived!

I also like the idea of Honor ability - I think it could take a slightly more active role during game, for instance as having a direct Honor counter for each creature, that would directly influence morale and attack properties of stack - a bit like the Bloodlust of the upcoming Orcs. Gaining more experience is nice, but might not be enough to make the faction survive (the Enlightenment paradigm: In the end, the extra experience will only amount to one or two extra levels, which will not be a life saver).

Deffinitely a quality entry.
____________
What will happen now?

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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 18, 2007 12:16 PM
Edited by GenieLord at 12:17, 18 Jun 2007.

@Alcibiades: Thanks for the feedback for actionjack's work. Things like that help me a lot to make desicions.

@Bixie: Using gunpower won't reduce your score, although I don't like it at all.

@Actionjack: Your both faction will be reviewed separately.

The round ends in the 20th of June, in two days. The summarizing post will also include a few special additions.
Since reading in details and reviewing all of them might take many long hours, I'm starting today.
So if you do big changes in you faction, let me know (via HCM, please).

Do you have suggestions for races for the next round?
Might be good to hear them, and even better if you send them on HCM.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 18, 2007 01:33 PM

*holds up banner*

ACTIONJACK ROCKS! ACTIONJACK ROCKS! ACTIONJACK ROCKS!

some of these factions are amazing!!! i used to have a chance with all the other factions we have tried, now i've lost all hope!

just WOW!

Btw @actionjack: princess Mononoke is a brilliant film, to everyone else, i recommend it!
____________
Love, Laugh, Learn, Live.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted June 18, 2007 06:27 PM

So, my fraction is completley finished and hopefully I won't make it any better, better say, I won't edit it anymore.

I don't want to speak too soon, but I think, that I have quite good chances!

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EliteKill
EliteKill

Promising

The Starless
posted June 18, 2007 09:20 PM

Quote:
The round ends in the 20th of June, in two days.


Ithought it was the 30th!!!

I have lots of work to do...

Is here a small chance you could move the deadline to the 22nd?


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actionjack
actionjack


Promising
Famous Hero
posted June 18, 2007 10:33 PM

Thxs for the support guys.  
Did spend some time at it, to better fine tune the whole thing, as well as because I love the subject.  Hopefully that well be reflected in the final outcome.  Of couse, that is also not to say other have no chance, as there are lots great entries all around... just saying 2nd place is a good place too  ( just kidding, of couse)  


Anyhow....

@alcibiades:  Thxs for the good word.  Yes, as you said, the exp boost is not so great.. thats why also included other skills that would work with the Honor Points (such as boost stats of the creature, or up the attack of the Hero, base on current Honor earn)
And as said, they are meant to add some twist on the strategy, in which player have to balance between effective fighting, with earning Honors.  

@GenieLord:  I am fine with reviewing it seperatly.  Don't think will do much major change on mine... so have fun reading.

@Bixie:  don't hold that banner too close to a lited fire... oh.. too late....


Well, now I am done with mine... I might help out in review some others (and I see alot of great ideas here)...  that is assuming I don't get lazy again....

And I might pretty up one of my sketches... any suggestion on which one?

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Aroque
Aroque

Tavern Dweller
posted June 19, 2007 10:29 AM

Wow, Actionjack's factions are really neat.

I think he will get 1st and 2nd.
____________

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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 19, 2007 11:58 AM

Quote:
Wow, Actionjack's factions are really neat.

I think he will get 1st and 2nd.

He can't.
Every competitor can win points only for one faction.
That means that both of them will be rated, but only the higher score will be taken into a count.
For example: If one of them wins the 2nd place, and the second wins the 3rd place, only the score of the the first one will be taken into a count.
We would like to leave room for other competitors, as well, in the first three places.

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Card_Ximinez
Card_Ximinez


Famous Hero
no
posted June 19, 2007 03:20 PM

Great work actionjack!

Did you draw those pictures yourself?
____________
wtf this still exists

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