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Master Character Cards
Topic Started: Jan 6 2009, 03:18 PM (92 Views)
Nemomon
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Champion of Chaos Rycerz Chaosu

+2 strength, +1 craft, start in the space where chaos mark is obtained, evil alignment.

Ability 1: You retain all strength, craft, gold, lives, special abilities, objects, followers, and spells from your previous character.

Ability 2: When you become the Champion of Chaos you may take any one object from the Purchase deck.

Ability 3: You may never have any gold – ignore any instructions to gain gold.

Ability 4: You may never have any followers. Even creatures such as the Hag, Jester, and Poltergeist will not become your followers (discard them).

Ability 5: You may not use these objects: Crown of Domination, Magic Banner, Magic Harness, Ring of Command, Staff of Mastery, or Wyvern Staff.

Ability 6: You must always move onto a space occupied by another character where possible and fight them. If you win, you gain 1 strength in addition to taking your normal reward. If you lose, you must lose 1 strength in addition to the normal penalties. If you are reduced to your starting quota of strength you are stripped of your rank, and must return to playing your original character.

Ability 7: You may not resign as Champion of Chaos.


Herald Herold

Start in the space where the Noble is encountered, neutral alignment.

Ability 1: You retain all strength, craft, gold, lives, special abilities, objects, followers, and spells from your previous character.

Ability 2: At the start of each turn, you may roll one die with the following results: lower than your craft – gain 1 gold; equal to or higher than your craft – no affect.

Ability 3: At the start of any combat, you may sing of your deeds to awe your foe. To do so, roll one die with the following results: 1) they do not listen – lose 1 life; 2) they do not believe you – add 1 to their strength; 3) you are fortified – add 1 to your strength; 4) you lull them to sleep – you may evade them if you wish; 5) you cannot lose – if you are defeated, you do not lose 1 life or any object; 6) an epic tale is unfolding – gain 1 strength.


High Mage Arcymag

+2 craft, start in the Magic Shoppe, neutral alignment.

Ability 1: You retain all strength, craft, gold, lives, special abilities, objects, followers, and spells from your previous character.

Ability 2: You always have at least 2 spells during the game. Whenever your spells are reduced to less than 2, draw enough spells to replace them.

Ability 3: Each turn, you may move any one enemy spirit from one space to an adjacent space.

Ability 4: You cannot be turned into a Toad.

Ability 5: The Enchanter, Mage, and Magician will become your followers. Each one increases your craft by 1 point.

Ability 6: You may not use these objects: a suit of Armour, Battle Armour, Broken Helmet, Damaged Armour, Dragonhelm, Dragonscale Shirt, Full–Face Helm, Helmet, Magic Helmet, or Plate Mail.

Ability 7: If a spell is cast on you, roll one die with the following results: 1) rebounds on caster; 2) spell has no affect; 3) spell has no affect and you may take the spell (if your craft allows); 4–5) spell has normal affect; 6) spell has additional affect – lose 1 life.

Ability 8: You may not resign as High Mage.


King’s Champion Królewski CHampion

+1 strength, +1 craft, start in the space where knighted, good alignment.

Ability 1: You retain all strength, craft, gold, lives, special abilities, objects, followers, and spells from your previous character.

Ability 2: You are unaffected by alignment change. You are always good.

Ability 3: You may be healed for free at the Royal Castle.

Ability 4: The Prince and Princess will become your followers if a character passes within 3 spaces of you. You cannot exchange them for gold.

Ability 5: If you have the Archer, Champion, Man–At–Arms, or Mercenary as your followers you may add 1 to your combat die roll. If you have all four as your followers, you may add 5 to your combat die roll.

Ability 6: Law Officers will not approach you. No Warrant can be issued against you.

Ability 7: You may take the Instructor as your follower. He will add 1 to your combat die roll.

Ability 8: If you encounter the any enemy Bandits you may take them as your prisoners. If you return to the Royal Castle, the King will pay you a bounty of 3 gold for each.


Master Thief Mistrz Złodziei

+1 craft, +1 life, start in the space where appointed, neutral alignment.

Ability 1: You retain all strength, craft, gold, lives, special abilities, objects, followers, and spells from your previous character.

Ability 2: You do not need to draw City cards for encounters in the City Streets, unless you wish.

Ability 3: At the start of each turn you must roll one die with the following results: 1–2) take a Warrant card (unless you already have one); 3–5) no affect; 6) discard a warrant card if you already have one.

Ability 4: At the start of each turn you may roll one die with the following results: 1) gain 1 gold; 2) gain 2 gold; 3–5) no affect; 6) lose 1 gold.

Ability 5: If the Master Thief appears again (whoever draws him), you must move to the space where he was drawn, where he will challenge you again. If you lose, you must revert to your former character.

Ability 6: If another character lands on the same space as you they may challenge you for the post of Master Thief. If you lose, you must revert to your former character and that character becomes the Master Thief.

Ability 7: If you encounter the Judge, you must discard all your gold and you are imprisoned in the City Dungeon.

Ability 8: Instead of attacking another character that you land on, you may steal 1 object or bag of gold from them to add to your own. They have no say in the matter; you may steal whatever you want.

Ability 9: You may steal from the City Bank – add 1 to your die roll.

Ability 10: You may steal from any other City Location offering goods for sale. Roll one die with the following results: 1–4) successful – take 1 item of your choice; 5–6) unsuccessful – lose 1 life.


Mystic Mistyk

+1 craft, start in the space where the Way of the Lotus spell is cast, alignment as previous.

Ability 1: You retain all strength, craft, gold, lives, special abilities, objects, followers, and spells from your previous character.

Ability 2: Each turn, you may either move the Mystic, or your original character; the Mystic represents your ethereal movement. The Mystic can move just like any other character except that it may be moved back to the space where your original character waits, instead of rolling the die for movement.

Ability 3: If your original character is attacked whilst the Mystic is abroad, you must fight the combat or psychic combat as if your strength or craft was 1, although any followers can fight with you as normal.

Ability 4: You always have at least 2 spells during the game. Whenever your spells are reduced to less than 2, draw enough spells to replace them.

Ability 5: The Mystic can ignore any adventure cards already on a space.


Sheriff Szeryf

+2 strength, start in the Royal Castle, good alignment.

Ability 1: You retain all strength, craft, gold, lives, special abilities, objects, followers, and spells from your previous character.

Ability 2: You may be healed for free at the Royal Castle.

Ability 3: Law Officers will not approach you. No Warrant can be issued against you.

Ability 4: You may take the Instructor as you follower. He will add 1 to your combat die roll.

Ability 5: You may move to any City Street, or City Location without rolling the die for movement when you are in the City.

Ability 6: The Man–At–Arms will become your follower if a character passes within 3 spaces of you.

Ability 7: You are entitled to a discount of 1 gold against the purchase of any suit of Armour, Helmet, Shield, or Sword whilst in the City.


Templar Templariusz

+2 strength, start in the Chapel, good alignment.

Ability 1: You retain all strength, craft, gold, lives, special abilities, objects, followers, and spells from your previous character.

Ability 2: Since you donate all your wealth to charity, you never have gold – ignore any instructions to gain gold.

Ability 3: You cannot fight psychic combat. If you are challenged to a psychic combat, immediately lose 1 life and then fight a combat with your strength against their craft.

Ability 4: Whenever you are instructed to gain craft you must gain lives instead.

Ability 5: If at any stage during the game you do not have a Horse, you may take one from the Purchase deck.

Ability 6: If at any stage during the game you do not have a Sword, you may take one from the Purchase deck.
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