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Tuesday, 5 October 2010

Eye of Heroes - the special stuff

And as our final excerpt from the Eye of Heroes (spec by Steve Bristow, Will Doyle and Jamie Thomson, collectively the design team at sadly defunct PC game developer Black Cactus) here's the list of special character actions.

EoH was planned as a tactical small-squad game based around action points, similar to X-Com or Laser Squad. The spec is nice: simple, tight and comprehensive. I keeping thinking it would make a good smartphone (or slate) game.

CLASS-BASED ACTIONS

Poison Arrow (Wayfarer) This attack is more expensive than an aimed shot, but damages and Dazes any unit that it strikes (+20 Combat, 1-10 damage modified by level of success + daze). Dazed units miss their next turn and can’t perform opportunity attacks or combination attacks until they recover.

Noise Arrow (Wayfarer) This attack is slightly more expensive than an aimed shot, but causes a loud bang on impact (+20 Combat, no damage + bang).

Mighty Attack (Warrior) This attack is more expensive than a heavy attack, but causes more damage (+0 Combat, 10-30 damage modified by level of success).

Frenzy (Warrior) This action is cheap to perform, and lasts until the start of the warrior’s next turn. During the frenzy all attacks deliver extra damage, but the warrior’s defence is lowered dramatically (-30 Defence, 1-10 added to all damage delivered).

Search (Rogue) This action is used to detect for traps and secret switches. The rogue rolls his Scouting against the Concealment Value of every hidden object within LoS (modified by range: as per missile attacks). Objects that he detects fade up from transparency, accompanied by a tinkling chime.

Disarm (Rogue) This action is used to disable traps in adjacent squares. The rogue rolls his Thievery attribute against the Complexity Value of an adjacent, visible trap. The trap is disarmed if he succeeds. If he fails he risks accidentally triggering the trap, which may cause damage.

Fireblast (Mage) This action is resolved as an Aimed Shot, but causes flames to consume the affected square, and all surrounding squares (+20 Combat, 10-20 damage modified by level of success in Magic vs. Defence).

Firebolt (Mage) This action is similar to a Snap Shot. The affected square is consumed by flame (+0 Combat, 10-20 damage modified by level of success in Magic vs. Defence).

Summon (Mage) This action is expensive to perform and must be directed into an adjacent square. A cackling imp appears in the square when cast. This creature can be controlled as an additional party member, but disappears in a puff of smoke at the end of the enemy’s turn.

Curse (Priest) This action is expensive to perform, but can be targeted upon any enemy unit within line of sight. When cast, the priest rolls their Sanctity against their enemy’s Sanctity. If successful, the enemy is Dazed for his next turn and cannot move.

Heal (Priest) This action is moderately expensive to perform, but can be target upon any allied unit within LoS. The priest rolls their Sanctity versus the target’s current Stamina to determine how many Stamina points are healed.

Bless (Priest) The action is cheap to perform, and can be targeted upon any allied unit within LoS. The Sanctity of the Priest assists the attribute used for the target’s next action. Blessings are cancelled at the end of the enemy’s next turn.

Hypnotise (Troubadour) This action is expensive to perform, and can be targeted upon any enemy unit within LoS. The Charisma of the Troubadour is pitted against the Charisma of their victim. If the Troubadour wins, the AP of the enemy unit is restored to maximum, and it can be controlled as an allied unit until the start of the enemy’s next turn. Some creatures are immune to hypnosis.

Taunt (Troubadour) This action is moderately expensive to perform, and can be targeted upon any enemy unit within LoS. The Charisma of the Troubadour is pitted against the Charisma of their victim. If the Troubadour wins, the enemy unit will become enraged, and will concentrate solely upon the Troubadour until the end of his next turn. Some creatures are immune to taunts.

Distract (Troubadour) This action is cheap to perform, and can be targeted upon any square within LoS. The Charisma of the Troubadour is pitted against the Charisma of all units who have LoS to this square. Enemies who fail the test will turn to face the square until distracted elsewhere.

Steal Soulfire (Adventurer) This action is cheap to perform, but can only be used when your adventurer is standing on the same square as a corpse. The amount of Soulfire received is variable (see Soulfire, below).

Summon Hero (Adventurer) This action is cheap to perform. When activated you are prompted to select a hero from the Eye of Heroes. The hero appears in a random square adjacent to your adventurer.

Dismiss Hero (Adventurer) This action is cheap to perform. When activated you are prompted to select an allied unit on the battlemap. The hero is instantly dismissed back to the Eye of Heroes.

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