plmnko
Tentacle Smut Lord
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Far away from just having stats, the characters sheets show the preferences that the player wants than his minions focus against the invaders, powers that affect not only the Overlord but the whole group under its command.
OVERLORD TEMPLATE
GUIDE TO CREATE AN OVERLORD
OVERLORD CLASSES
OVERLORD RULES
OVERLORD TEMPLATE
Introduction Overlord Phrase (Not required but welcome)
Name
Overlord Class
Race
Fetishes
Skills
Bio
Picture
Stats
HP: 15+1d4*lvl
MP 10
PP
Moves: 1
Attacks: (+1 from Levels 2 and 4)
Damage: (+1 for lvls 3 and 5)
AC: 10
Name
Overlord Class
Race
Fetishes
Skills
Bio
Picture
Stats
HP: 15+1d4*lvl
MP 10
PP
Moves: 1
Attacks: (+1 from Levels 2 and 4)
Damage: (+1 for lvls 3 and 5)
AC: 10
GUIDE TO CREATE AN OVERLORD
1.- Decide which fetishes and combat style your overlord will use.
2.- Overlord Classes can help you to decide, please read list below.
3.- Talk with DM to improve ideas
4.- DM will bring Skills than could improve Overlord and minions
5.- Decide starting level, each give you a stat point. Base level is 3
6.- Distribute stat points at HP, moves, attack, damage and AC
7.- Add race and skill bonuses to stats
8.- Create minions or traps.
9.- Follow DM instructions to give stats and skills to minions/traps
10 MOST IMPORTANT: Bring images to make the overlord and minions tokens
2.- Overlord Classes can help you to decide, please read list below.
3.- Talk with DM to improve ideas
4.- DM will bring Skills than could improve Overlord and minions
5.- Decide starting level, each give you a stat point. Base level is 3
6.- Distribute stat points at HP, moves, attack, damage and AC
7.- Add race and skill bonuses to stats
8.- Create minions or traps.
9.- Follow DM instructions to give stats and skills to minions/traps
10 MOST IMPORTANT: Bring images to make the overlord and minions tokens
OVERLORD CLASSES
Dark Knights:
trap cost increased to +1/+2
minions can have a lvl more without cost.
Dark knights have a buff based in minion number (+1 at rolls per each four minions at same plane)
Tacticians:
weak to duels (Weak Overlord)
dont have negative points for minions and traps
can place two minions or traps at the same place instead one for the same place.
Tricksters:
Cheap Traps: 1 cost reduction to traps
Can decide start the game with one of these skills:
(Trap Chain) which place chain traps as they have a reduction in costs. But if it have more of five minions it lose this bonus
(Corruption domain) which corrupt rooms using traps. Any Minion after the third will cost 4 points
Horde Lord
*(Swarm) Starting skill, minions groups are treated as single units. Receive half damage except from AOE attacks, these multitarget attacks does twice damage to the minions
Swarms have a +5 Starting HP
The total hp represent the total hp for all minions at the swarm, if some damage is done this may defeat one of the minions at the swarm
Any extra point given to the swarm group increase +1 to two stats and each swarm minion defeated reduce it
The max number of minions at a swarm vary in base monster and overlord skills
Swarms can use defeated invaders to recover theirs minions numbers without cost
In case the invader escapes or the swarm unit escapes from a fight, the defeated swarm members will not be recovered until the whole swarm is defeated or they breed more minions using this swarm.
Etc: based in bio this have a specific bonus and penalty
trap cost increased to +1/+2
minions can have a lvl more without cost.
Dark knights have a buff based in minion number (+1 at rolls per each four minions at same plane)
Tacticians:
weak to duels (Weak Overlord)
dont have negative points for minions and traps
can place two minions or traps at the same place instead one for the same place.
Tricksters:
Cheap Traps: 1 cost reduction to traps
Can decide start the game with one of these skills:
(Trap Chain) which place chain traps as they have a reduction in costs. But if it have more of five minions it lose this bonus
(Corruption domain) which corrupt rooms using traps. Any Minion after the third will cost 4 points
Horde Lord
*(Swarm) Starting skill, minions groups are treated as single units. Receive half damage except from AOE attacks, these multitarget attacks does twice damage to the minions
Swarms have a +5 Starting HP
The total hp represent the total hp for all minions at the swarm, if some damage is done this may defeat one of the minions at the swarm
Any extra point given to the swarm group increase +1 to two stats and each swarm minion defeated reduce it
The max number of minions at a swarm vary in base monster and overlord skills
Swarms can use defeated invaders to recover theirs minions numbers without cost
In case the invader escapes or the swarm unit escapes from a fight, the defeated swarm members will not be recovered until the whole swarm is defeated or they breed more minions using this swarm.
Etc: based in bio this have a specific bonus and penalty
OVERLORD RULES
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