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Asp
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PostSubject: New Academic Skills   Mon 1 Mar 2010 - 9:04

Academic skills. Ever so hard to think up and balance.

Many are only useable if you are a Wizard. Witch Hunters pay XP for Academic skills, yet cant use many of them.

Then there are the money-making skills which are pretty broken. Last campaign I had Witch Hunters with Heavy Armour, Crossbows, Quick Shot, Haggle, Wyrdstone Hunter and 300+ gc to spare. So no money-making skills.

Here we go:

Bard: ??? + 2 to henchman experience avaliable

Tailor: ???

Lockpick: ???

Falconer: ???

Scribe: ???

Rabble Rouser: At the start of each battle warrior participates in, nominate one enemy hero or monster and one friendly henchman group capable of gaining experience. The henchman group will hate that hero this battle.
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vampirekhaine
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PostSubject: Re: New Academic Skills   Mon 1 Mar 2010 - 9:23

Falconer : The bearer has a falcon with him which is trained to spot enemy targets from high up in the sky. Therefor the bearer may always target models which he could see, even if the model is declared hidden.
OR .... it could be used as an additional ranged attack with an 18" range, S2. The attack can be used in addition to other range attacks.

Bard: Whenever a henchmen or hero of your group needs to take a leadership test and he or she is within 12" of the bard, he or she may test at +2 LD.

Scribe: In the exploration phase of the battle, if the scribe survived, you may add or substract up to 2 points from any single dice roll. The modifcation is done after rolling the exploration dice.

These are some of my initial idea's. Might be able to figure out some others over the week Smile
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Mithras
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PostSubject: Re: New Academic Skills   Mon 1 Mar 2010 - 13:34

vampirekhaine wrote:
Falconer : The bearer has a falcon with him which is trained to spot enemy targets from high up in the sky. Therefor the bearer may always target models which he could see, even if the model is declared hidden.

I like this one, gives nice modelling opportunities too. For undead you could model a raven etc.

And how about:

Brewer (dwarfs only?) - Between each battle the hero can brew a barrel of Bugman's Ale. When drinking it before the battle roll a D6. If you roll a 1 the beer has turned out bad and a randomly decided henchman has become ill and must miss the battle.

Medicin man - The hero has been taught the basics of healing. If not taken OOA he can nurse another hero that WAS taken OOA. Because of his care you may reroll one die when rolling on the injury chart for one hero.

*don't know a good name* - The hero knows the trick how to make his blades razorsharp with sharpening stones. Any sharp bladed weapon he has will cause -1 AS because of this.
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Louis
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PostSubject: Re: New Academic Skills   Mon 1 Mar 2010 - 13:56

Nice idea with some more academic skills.

I like the bard idea.
But I don't see the place for a taylor in a warband.

Scribe could be the posibillity to try and make a mordheim map after each battle. Or something similar.
Or for wizards and priests, it could make it possible to make dispell scrolls, like the one from the wizard's mansion scenario in chaos in the streets.

You could allso add some other craftman academic skills, like Fletcher: Can make hunting arrows. Alchemist: can make healing herbs, or a type of poison.

Rabble Rouser could allso increase the opposing warbands rating, for purpose of determing underdog...

Just some of my ideas.
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Lord 0
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PostSubject: Re: New Academic Skills   Mon 1 Mar 2010 - 18:27

Alchemist: Some sort of test and then create a number (1, d3, d6-3, whatever) flashpowder, firebomb, fire arrows, superior blackpowder, etc.

Herbalist: Some sort of test and then create a number (1, d3, d6-3, whatever)
healing herbs, mandrake, black lotus, crimson shade.

Barber: Alter the result of a Serious Injury dice roll by +1/-1 or 2 or d3 or d6-3 or whatever.

Cartographer. some sort of test - may alter the roll of the scenario dice by +1/-1.

Leiutentant: Gains the Leadership special rule, but not leadership of the warband. Possibly if someone with this gets more Leadership than the leader they will *become* the leader or will challenge the leader, etc.

Quartermaster: Increase warband size-limit by 1. Multiple quartermasters may or may not stack. Your call, but I would probably go with 'no' to be going on with.
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playtable
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PostSubject: Re: New Academic Skills   Mon 1 Mar 2010 - 22:04

Good thread idea.

Note though...
BARD --- has laready been done.
Town Cryer 13, Fortune Hunters

Any friendly model within 6" of a Bard may re-roll any failed Leadership tests with +1 Leadership.
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mweaver
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PostSubject: Re: New Academic Skills   Tue 2 Mar 2010 - 5:33

Inspiring orator: the hero inspires his colleagues with a dramatic speech (or particularly apt rude joke: d6 members of the warband are at +1 to their leadership statistic for the next game.
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toemasss
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PostSubject: Re: New Academic Skills   Tue 2 Mar 2010 - 5:39

For the bard; instead of increasing the XP alotment by a set number increase it by D6 to keep it in the random spirit.
ie 3D6 worth of Xp for henchmen or roll 3D6 and take the two highest numbers.

For falconry I dislike the idea of picking and choosing targets, the skills would negate the bonus of a meat shield.For alternatives it could be used to increase the distance the unit could detect hidden units, perhaps by a set value or double the iniative value (not stacking with elven senses) or incease the distance the user can charge around corners (instead of the normal 4).
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Asp
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PostSubject: Re: New Academic Skills   Sat 6 Mar 2010 - 10:58

How about this:

Lockpick

[better setup for] Scribe
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Asp
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PostSubject: Re: New Academic Skills   Sat 6 Mar 2010 - 14:22

Disguise: At the start of your movement phase, before any moves are made, warrior may swap places with any other hero of the same type in your warband. (i.e. Mutant, Night Runner etc.) Cannot be used if eigther hero is stunned, knocked down or engaged in close combat.

Antipathy: At the start of each close combat phase that warrior participates in, he takes a leadership test. If passed, choose a non-monster, non-animal opponent that warrior is fighting: warrior adds +1 to all injury rolls inflicted that phase.
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Mithras
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PostSubject: Re: New Academic Skills   Sun 7 Mar 2010 - 4:28

Pickpocket - You may attempt to steal a piece of equipment or item from an opponent that was taken OOA. This skill may only be used if the hero having it was not taken OOA. He may steal a randomly determined item or piece of equipment from the opponent if he passes an initiative test (with a +1 modifier if his gang won the battle and a -1 modifier if he lost). Alternatively you could make it so you can only pickpocket someone if you have routed the rest of his gang.
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PostSubject: Re: New Academic Skills   Mon 8 Mar 2010 - 14:25

Scrounge - A character can find useful Items during the battle. As long as the character wasn't taken out of action during the match if they roll a 5+ on the Exploration Roll then they receive an item worth 1d3 gold or less. When you sell your warpstone roll a d3 and add that many gold to the total. You cannot use this ability if the character looks for rare items, recruits Henchmen, Highered Swords, or Dramatis personae.

Careful Searcher - during the Exploration phase if you roll more then 1 Exploration Result you can take both. If you roll 3 then you must take the highest and the lowest.

i.e. if you rolled 5,5,5,2,2,1 then you would get Market Hall, and Shop.
if you rolled 5,5,4,4,1,1 then you would receive Over turned Cart, and Well.

Apothacary - You are a healer, if one of your characters receives a Perminate Wound during the post battle sequence you can roll a Apothacary Test and on a 4+ the character has a full recovery. This can only be used once per post battle sequence, only on other characters, and only if the character with the ability was not taken out of action. (idead from Blood Bowl)
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PostSubject: Re: New Academic Skills   Mon 8 Mar 2010 - 20:44

Rudeboy wrote:
Careful Searcher - during the Exploration phase if you roll more then 1 Exploration Result you can take both. If you roll 3 then you must take the highest and the lowest.

i.e. if you rolled 5,5,5,2,2,1 then you would get Market Hall, and Shop.
if you rolled 5,5,4,4,1,1 then you would receive Over turned Cart, and Well.

Apothacary - You are a healer, if one of your characters receives a Perminate Wound during the post battle sequence you can roll a Apothacary Test and on a 4+ the character has a full recovery. This can only be used once per post battle sequence, only on other characters, and only if the character with the ability was not taken out of action. (idead from Blood Bowl)

I like the Careful Searcher skill.

The Apothacary skill could use the rules for visiting the apothacary from the Sawbones or Corrupted Characters articles except that no payment is needed.
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PostSubject: Re: New Academic Skills   Today at 0:49

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