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Heroes Community > Age of Heroes Coliseum > Thread: ICTC3: Shrine
Thread: ICTC3: Shrine
actionjack
actionjack


Promising
Famous Hero
posted March 09, 2008 08:33 PM
Edited by actionjack at 20:36, 09 Mar 2008.

ICTC3: Shrine

---------------------------------------------------
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.

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


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.

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


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).  

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


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.
 

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


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.

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



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

-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.






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

AJ's NOTE:  Aww, a Recycle faction idea.  Was orginally posted in Geinielord's weekly faction contest.  Figure will reuse it to let it see some day light again  

This one half of the Asian Themed faction.  (another is the War Palace), since its suppose to have intersecting stories.  Well, I am not big of a Lore writer anyhow.. so look more at it from game play  

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GenieLord
GenieLord


Honorable
Legendary Hero
posted March 09, 2008 09:36 PM
Edited by GenieLord at 21:36, 09 Mar 2008.

I was wondering which one of your Weekly Faction Contest's entries will get to the ICTC3. Was about to HCM you to ask if you're going to paticipate. Anyway, I had no comments except of a overpowered 1st level creature (with Incorporeal and Eldrich Arrow).

My greatest tip for you is just to read the feedback for the other entries of that far-east round here. That it will inspire you. You'll see what can be done to make theirs better, and you'll be able to do that with yours.

Use it!

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 09, 2008 10:20 PM

nice town

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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted March 19, 2008 11:21 AM

cool but cud use info on units
____________

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 28, 2008 10:06 PM

Cohesiveness: 10/10 (very cohesive as a faction, I don't know much about the whole world but I'm sure that all fits very well)

Imagination: 15/15 (I can't just say much more than that I love your line-up and the abilities)

Back story: 9/10 (Interesting plot twist to have such a major intrigue within one faction, which actually can lead to a split of the faction, the rest is solid)

Battle facts: 8/10 (varied alternate upgrades, but some creatures need to be balanced more, the racial is either badly described or needs some rework, how long last the spirit points? From a logical point of view and based on what you wrote under the headline of theme strategy I assume it is for one battle, but despite that the racial is nice idea and solid, it could be more strategical, at the moment it is rather an automatic bonus)

Discretionary: 5/5 (I really love this theme of asian demons/spirits)

47/50, my best mark so far

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Momo
Momo


Promising
Famous Hero
posted March 29, 2008 12:30 PM

Cohesiveness: 10/10 points I told the other entrant who worked around a eastern theme that there was a lot more to draw inspiration from - Champions of Kamigawa, InuYasha, etc.- and looks like you did, instead. Cohesive and, mixing both "noble" spirits of the eastern culture with foul ones, it also manages to have a unique lore.

Imagination: 13/15 points as I already said coherent and distinct lore which makes for a good mark. Sadly gameplay is not treated creatively as lore, which prevents a perfect score.

Back story:  10/10 points definitely a good story which tell you the essential and draw your attention with few words.

Battle facets:  7/10 points there's some rarely seen attention here on battle facets, but the faction's gameplay struggles to strike as innovative, coherent and distinctive as the lore is (same thing could be said of the racial). It's also very debatable that some creatures are balanced. Still, some new ability for each creature is certainly something to reward.

Discretionary: 5/5 points good theme, sincere effort, and (people reading my reviews perhaps noticed that I value this a lot) not a single word more than those needed.

Overall Score:  45/50

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GenieLord
GenieLord


Honorable
Legendary Hero
posted March 29, 2008 05:55 PM

Cohesiveness: 10 / 10

Imagination/creativity/originality/wow factor: 13 / 15

Back story: 8 / 10

Battle facets: 9 / 10

Discretionary: 3 / 5 - For good creature names.

Final score: 43

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 31, 2008 07:13 AM

Ok this is going to be odd.  Unless Tobius judges this, most likely I will be placing the lowest score here.  Think that is a first.

Cohesiveness: 8/ 10 Though I can get a connection, there is just something missing.

Imagination/creativity/originality/wow factor: 12 / 15 I like the creativity.

Back story: 8 / 10 Everything has been said about this

Battle facets: 9 / 10 Ditto

Discretionary: 4 / 5

Final score: 41
____________
Message received.

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Tobius
Tobius


Adventuring Hero
posted March 31, 2008 08:50 PM


Shrine

Cohesiveness(5+0)=5 I cannot imagine to see this faction in Heroes anyday because your samuraish factions doesn't tie with the HoMM universe anyhow (writing your own story without ties cannot be a solution in my eyes)
Imagination(5+1+4)=10 Quiet original and creative outworking of your asian theme, but it really lacks innovations since this rather is a Heroes 5 town than one for Heroes 6
Back Story(0+2)=2 I don't see any hints that tie to the HoMM universe
Battle Facets(5+3)=8 Though you brought some new abilities it's still the same alike Heroes 5

Discretionary: +1 for stats; -1 for no emblem

Total Score=25

I like your outsiders much more than these asian guys.

How I graded these:
Cohesiveness (Internal Coherence [1-5]+HoMM Compatibility [1-5])
Imagination (Creativity [1-5]+Innovations [1-5]+Originality[1-5])
Back Story (How well it expands on one of the HoMM universes [1-5]+How interesting it was to me [1-5])
Battle Facets (Variety [1-5]+Inventive Aspects [1-5])
Discretionary (Bonus for exceptional efforts[1-5])

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted April 02, 2008 05:39 PM

My Rate about The Shrine

Cohesiveness: 10/10 points

Imagination/creativity/originality/wow factor: 14/15 points (Isn't there too much creatures, that are called "Tengu"?)

Back Story: 8/10 points (I would love to see other parts of the story. For me it is a bit unfinished, however, the main aspects are summerized well.)

Battle Facets: 8/10 points (The creature abilites are not quite good sepeated and added to some creatures, which makes them overpowered.)

Discretionary: 3/5 points (Theme strategy, good racial skill, creature description)

Overall: 43/50 points

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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted April 12, 2008 06:54 AM


The Shrine:

FriendofGunnar

cohesiveness 9/10 the ninja doesn't really fit into a battle scheme, especially in the level above the tank creature.
originality 12/15
backstory 8/10
battle facets 9/10 "Gathering of Spirit: In battle, any fallen living enemy creatures are added to the stack amount of this creature.  " yikes, might be a bit overpowered.  Actually a lot of this stuff sounds overpowered, especially for creeping.
discretionary 5/5 nice sketches

This faction is good to go
43


Kookastar

Cohesiveness: 7
Imagination/creativity/originality/wow factor: 11 – it’s great to see an Asian theme though
Back story: 6 – short but sweet – could have linked more closely//timeline etc.  I was at this “(Spoiler) Tarumaru and Mulain was actually not killed”
Battle facets: 8 – fun!
Discretionary: 3 – a nice start, could have been developed further
Total: 35


TDL

Cohesiveness(max 10) : 6
Creativity (max 10): 9
Backstory (max 10): 8
Battle Facets (max 15): 11
additional (max 5): 2

another one of jack, the other is better… ideas are nice, though the principles do not accord with homm; strange racial skill, nice artwork

Total (max 50):36


Guest Judge's Score : 40.67 (Judges grades are weighed differently depending on how many factions they graded)
Judges Score: (43 + 35 + 36) / 3 = 38.00

Final Score: 39.33

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