What role is this Rune intend to fill? These runes are mainly here to expand upon an under developed human/elsari theme. Elsari play a big part in Forsaken Waste lore yet they seem non existent in their rune selection right now. Humans as a whole seem under represented in FW, while the forsaken wastes offers them an avenue to be expanded upon. Witches provide very strong range options at the moment so much of these runes are melee to mid range. Why isn't this Rune's role being fulfilled by similar Runes? These positions aren't filled because the human theme heavily revolves around witches. New mechanics and play style would be introduced through these runes. How is this Rune different from what is already in Pox Nora? Dark brotherhood as an enabling theme as well as more ways to access DMZ to be able to use it like other factions use their specific terrain to their advantage. How is this Rune competitive and why would it be used over other Runes? These runes fit better into a human theme than other undead runes that don't play nice with humans. What makes this Rune unique and fun to use? Different mechanics as well as a way to build towards terrain advantage make these runes fun and unique. **** New abilities introduced: Since Gedden mentioned in a Q/A that he doesn't like champion getting cast: Spell abilities i will draft a few more version of Dark Brotherhood 1: Dark Brotherhood: When 2 friendly champions with Dark Brotherhood are on the field they gain Cast Depths of Despair(2 AP 2 Cooldown). When 3 or more friendly units with Dark brotherhood are on the field they also gain Domain DMZ. 2: Dark Brotherhood: When 2 friendly champions with Dark Brotherhood are on the field they gain swap. When 3 or more friendly units with Dark brotherhood are on the field all humans you control also gain Domain DMZ. 3: Dark Brotherhood: When 2 friendly champions with Dark Brotherhood are on the field they gain Planar bound. When 3 or more friendly units with Dark brotherhood are on the field all humans you control also gain Domain DMZ 4: Dark Brotherhood: When 3 or more friendly units with Dark brotherhood are on the field all humans you control also gain Domain DMZ Combo Attack Dispel: Target is dispelled after two consecutive hits. Mind Break 4 AP Cooldown 5: Target enemy champion within 6 spaces that is at 50% or under Hp is Possessed 2 and gains easy target. Betrayal: When champion reaches 50% or lower hp control switches to your opponent. Shadow Consumption 2 AP 2 Cooldown: All enemy unites within 8 spaces occupying DMZ takes 10 magic damage. When a unit is killed by this effect Penumbra the Unhallowed gains Arrow Eater for 2 turns. Rune Name Elsarian Savant Faction: Forsaken Wastes Race: Human, Class: Warrior, Wizard, Size: small, Rarity: Rare Artwork: Dressed in dark forest green finery, long black scale gauntlets, and wielding an ivory white scimitar Flavor-Text:” Elsari Savants provide magical know how with martial prowess to overwhelm the opposition.” Nora Cost: 80 Champion Stats DAM: 15, SPD: 6, RNG: 1, DEF: 2, HP: 50 Champion Abilities Attack: Magical Dark Brotherhood Iron Will Upgrade Abilities Stun Widow maker Default Combo: Dispel Magic nova 2 Default Magic blast Magic Nova 3 Elsarian Mind Break Faction: Forsaken Wastes Race: Human, Class: Priest, Size: small, Rarity: uncommon Artwork: Crazed Priest Flavor-Text: “Some say it is all in the mind.” Nora Cost: 64 Champion Stats DAM: 8, SPD: 6, RNG: 1-4, DEF: 0, HP: 40 Champion Abilities Attack: Magical Dark Brotherhood Mind Break Upgrade Abilities Sustain Default Dispel Relieve Weaken spells Psychic Ping 2 Default Dark Healing Elsari Night Blade Faction: Forsaken Wastes Race: human, Class: rogue, Size: small, Rarity: uncommon Artwork: Wear a black head wrap with only a slit for the eyes. Eyes appear completely black. Armor consists of black leather jerkin, pants, and 2 katars. Flavor-Text:” Dark Brotherhood Night Blades are said to be able cut into the very fabric of the Utterdark itself. Few however test these limits seeing as only one night blade has ever reportedly made it back. Nora Cost: 70 Champion Stats DAM: 13, SPD: 6, RNG: 1, DEF: 1, HP: 45 Champion Abilities Attack: magical Dark Brotherhood Shadestrike Upgrade Abilities Escape Default Stealth: DMZ Stealth Veiled Flight Default Shadow shift Knockout Penumbra the Unhallowed Faction: Forsaken Wastes Race Demi-God, Class: Warrior, Size: small, Rarity: Legendary Artwork: Half-man half-shadow creature. His Night Blade katars even more sinister looking than before Flavor-Text:” That thing laughed at us when we began its execution ceremony. Before I knew it almost all of our strike team had the life sucked out of them. His was a power far beyond the magic of our Age.” Void Bearer recounting the attempted execution of Penumbra the Unhallowed. Nora Cost: 100 Champion Stats DAM: 18, SPD: 7, RNG: 1-3, DEF: 2, HP: 50 Champion Abilities Attack: Physical Dark Brotherhood Shadow Consumption Combo Attack: Drain Upgrade Abilities Default Faithless Magic Eater Counter Strike Ranged Iron Will Default Prestige Unstoppable Elsarian Traitors Faction: Forsaken Wastes Race: Human, Class: rogue, Size: small, Rarity: common Artwork: Desperate seedy looking Elsarian Flavor-Text:”You know they will betray you right? I would hope so. I would hate to think I sent loyal soldiers on a suicide mission.” Xulos counseling Penumbra. Nora Cost: 60 Champion Stats DAM: 12, SPD: 6, RNG: 1, DEF: 0, HP: 70 Champion Abilities Attack: physical Dark Brotherhood Betrayal Numerous Upgrade Abilities Faithless Liability Manic Death nova magical rank 2 Death nova magical rank 3 Default Death nova magical rank 4 Elsarian Void Bearer Faction: Forsaken Wastes Race: Human, Class: Wizard, Size: small, Rarity: Rare Artwork: Grey robed wizards with white eyes Flavor-Text: ”Void Bearers are sent out only when a severely dangerous or uncontrollable magical anomaly is created. Until Penumbra’s trial they have operated without fail.” Nora Cost: 75 Champion Stats DAM: 10, SPD: 6, RNG: 2-4, DEF: 0, HP: 44 Champion Abilities Attack: Psychic Book Burn Ignorance Upgrade Abilities Resistance magical 3 Immunity magic Default Magic Eater Desecrated Zone 1 Default Default Desecrated Zone 2 Soul Collection **Cast: Despoil may go away Elsarian Warden Faction: Forsaken Wastes Race: Human, Class: Warrior, Size: small, Rarity: Common Artwork: Full plate warrior Flavor-Text:” The Dark Brotherhood has many secrets. All need Protecting” Nora Cost: 70 Champion Stats DAM: 9, SPD: 5, RNG: 1, DEF: 2, HP: 48 Champion Abilities Attack: physical Dark Brotherhood Relic Guardian Upgrade Abilities Knock Back 1 Default Relocate Relic Knock Back 3 Tough 1 Default Body guard Tough 2 Penumbra’s Death Mask Faction: Forsaken Wastes Rarity: Rare Artwork: Phantom of the Opera Mask made of Wax Flavor-Text: “They say he had that made for him to mock the very establishment which condemned him” Nora Cost: 30 Item Abilities Equipped champion gains perseverance. If equipped champion is Penumbra the Unhallowed you are refunded 20 nora and that champion also gains defiant. Rune Name Elsarian Coin Lord Faction: Forsaken Wastes Race: Human, Class: Warrior, Wizard, Size: small, Rarity: Rare Artwork : Aristocratic looking Elsarian with Monocle wearing a Ceremonial half Plate armor piece. Also wielding a dazzling morning star. All very expensive looking. Flavor-Text: ”Contrary to Serkan’s belief death is not certain. I’ll have you know I’ve bought my way out of death numerous times. No. Money, power respect! These are the only things we can trust with certainty in this world. Mostly money…” Coin Lord lecturing his apprentice. Nora Cost: 75 Champion Stats DAM: 12, SPD: 6, RNG: 1, DEF: 1, HP: 45 Champion Abilities Attack: Physical Soul collection Essence capture Upgrade Abilities Pilfer Default Tariff Banditry channel defense Default channel damage channel speed. ******* That's it for right now. The numbers are all just thrown together to give some type of perspective. I still want to draft a few more elsari's and maybe think of some stuff for FW constructs. I really wished the Abomination had stayed construct so that there could have been an off shoot of the Frankenstein theme.
When I think of penumbra I think of the penumbra clan which is ST and some of your suggestions seem to shoot off away from the FW theme besides that I love the main idea of building on the human theme also under the new system I believe the current abilities on a champ would be replaced by upgrade abilities
I tried to stick to the template as best I could. I wasn't sure with the revamp wording if they should have 5 flat abilties or 5 and 2 upgrades. Depending on what happens it's easy enough to stick 2 upgrades in for each and make their current upgrades 5 base abilties. I'm curious why you think they are far off from the FW playstyle. Granted this is a first draft with the introduction of a mechanic FW is not known for (terrain control) but I believe it still fits into the attrition mind set. It still takes a great deal of planning to set up dmz fields, even more so to track their durations throughout the match to make sure your units are always benefiting. Constant use of depths of despair is again a building up of damage spell that again takes time to reach full effect and requires planning before hand. None of these runes to me seem like they can rush. granted their attack stats are higher than most FW but that comes with a decent set up. They are however just numbers and could be tweaked. I picked penumbra because I did a web of names names and tried to think of the best one. After researching the meaning of penumbra it seemed the best fit as it has to deal with shadows and shrouding. Thank you for the feedback.
Went back and readjusted all of the champions and passive to go in line with current deisgn choices and Q/A answers. Nora cost and stats are still up in the air. Will draft more elsari / fallen humans later.
I liked Gedden's idea about the Coven focusing around 7 and 13. What I'd suggest is a large champ that is a team, like the Dwarven Mortar Crew, but instead of redeploying as a solo unit after it dies, it counts for 3 witches while in play. Maybe a relic that would do something similar. I know he said 3 doesn't go into 7, but that's what the regular witches are there for, to fill the spaces. I'd like to see an ability that they all gain when there are 7, and a more powerful version when there are 13. Perhaps something like stealing a buff on attack or transferring a debuff from themselves to a target. Then at 13, it would do both.
Lets be realistic. How often do you really think a racial that resolve around having 7 of the same class champion out resolves. Then try imagining getting 13 champions out and alive at the same time. I get why the numbers are fun to play with in a flavourful aspect, but in realistic gameplay it would be useless.
Added elsarian coin lord. Wanted him to be a melee nora gen with the ability to exploit the extra nora to buff himself. I'd like humans to offer an alternative to death benefit nora in general. I am trying to piece together some ideas for a Elsarian banker who sacrifices nora but gens more nora after a few turns etc. I can't really think of an idea at the moment to make a human nora gen without adding a cast:spell which Gedden doesn't want or a few new abilities entirely which Gedden has his hands full with so far. Another limiting factor is the direction of humans in FW to begin with. Do we focus on the past, which entails a kingdom far more advance in the arcane than any other which created countless magic wonders but shunned necromancy, or do we focus on the present where the kingdom has fallen to the uprising of Serkan and later to Xulos. Now known as a once great kingdom under the rule of decay and undead. The past allows runes with humans that can be drawn from many different spectrums of magic, and elsarian life while the present only leaves room for corrupted humans or select wizards with power that rivaled the undead hordes. Also changed Dark brotherhood to effect all humans you control for domain DMZ. Makes it less exclusionary and makes theme enabling easier. Anyway going to try and draft 2 more nora gen type humans maybe a corrupted human. Trying to stay away from witches as they are on Gedden's radar will definitely be getting changes and are the most numerous FW humans at the moment. It's something like 4-10 right now. Contemplating a new thread for undead constructs but stitch may have filled the void that abomination tried to fill long ago.